Raw model (for completeness)
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"added": "2021/12/04 02:25:11",
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{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "Actor ApocalypsePotatoAmmo : Ammo\n{\nInventory.Amount 1\nInventory.MaxAmount 1\nStates\n{\nSpawn:\n TNT1 A 0\n Stop\n }\n}\n\nActor ApocalypsePotato : Inventory\n{\nInventory.Maxamount 1\n}\n\nActor MegaPotatoAmmo : Ammo\n{\nInventory.Amount 1\nInventory.MaxAmount 5\nStates\n{\nSpawn:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR RedPowerLine\n{\nSpeed 1\nRadius 0\nHeight 0\nScale 1\nRenderStyle Add\nAlpha 0.8\n+MISSILE\n+NOGRAVITY\n+NOBLOCKMAP\n+NOINTERACTION\n+NOTELEPORT\n+DONTSPLASH\n-SOLID\nStates\n{\nSpawn:\n SRFX A 5 Bright\n TNT1 A 0 A_Jump(128,\"FadeOut2\")\nNormal:\n SRFX AAAAAAAA 1 Bright A_FadeOut(0.05)\n Stop\nFadeOut2:\n SRFX AAAAAAAA 1 Bright A_FadeOut(0.075)\n Stop\n }\n}\n\nACTOR YellowPowerLine\n{\nSpeed 1\nRadius 0\nHeight 0\nScale 1\nRenderStyle Add\nAlpha 0.8\n+MISSILE\n+NOGRAVITY\n+NOBLOCKMAP\n+NOINTERACTION\n+NOTELEPORT\n+DONTSPLASH\n-SOLID\nStates\n{\nSpawn:\n SYFX A 5 Bright\n TNT1 A 0 A_Jump(128,\"FadeOut2\")\nNormal:\n SYFX AAAAAAAA 1 Bright A_FadeOut(0.05)\n Stop\nFadeOut2:\n SYFX AAAAAAAA 1 Bright A_FadeOut(0.075)\n Stop\n }\n}\n\nACTOR RedPowerLineSpawner\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 A 1 A_SpawnItemEx(\"RedPowerLine\",random(20,-20),random(20,-20),0,0,0,2,0,128,0)\n Stop\n }\n}\n\nACTOR YellowPowerLineSpawner\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 A 1 A_SpawnItemEx(\"YellowPowerLine\",random(20,-20),random(20,-20),0,0,0,2,0,128,0)\n Stop\n }\n}\n\nACTOR RHellionSmoke\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\nScale 0.4\nRenderStyle Normal\nStates\n{\nSpawn:\n EMKE ABCDEFGHIJKL 3 Bright A_FadeOut\n Stop\n }\n}\n\nACTOR RHellionSmokeSpawner\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"RHellionSmoke\",random(20,-20),random(20,-20),random(12,64),0,0,random(1,3),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR YHellionSmoke\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\nScale 0.4\nRenderStyle Normal\nStates\n{\nSpawn:\n YMKE ABCDEFGHIJKL 3 Bright A_FadeOut\n Stop\n }\n}\n\nACTOR YHellionSmokeSpawner\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"YHellionSmoke\",random(20,-20),random(20,-20),random(12,64),0,0,random(1,3),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nActor KsawBolt\n{\n Projectile\n +Ripper\n +BloodSplatter\n +StrifeDamage\n +DoomBounce\n +CanBounceWater\n +SkyExplode\n BounceFactor 3.0\n WallBounceFactor 3.0\n BounceCount 30\n Radius 6\n Height 4\n Speed 100\n Damage 70\n DamageType \"Hum\"\n Alpha 1.0\n XScale 1.5\n YScale 0.4\n RenderStyle Add\n SeeSound \"\"\n DeathSound \"Weapons/KarasawaHit\"\n States\n {\n Spawn:\n KWBB A 0 Bright A_PlaySound(\"KsawBoltFly\")\n KWBB ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"BoltBlur\", 0, 0, 0, 1, 0, 0, 180, 128)\n\tKWBB ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"BoltBlur\", 0, 0, 0, 1, 0, 0, 180, 128)\n Death:\n KWBD ABCDEF 2 Bright\n Stop\n }\n}\n\nActor KsawBoltRed\n{\n Projectile\n +Ripper\n +BloodSplatter\n +StrifeDamage\n +DoomBounce\n +CanBounceWater\n +SkyExplode\n BounceFactor 3.0\n WallBounceFactor 3.0\n BounceCount 50\n Radius 7\n Height 5\n Speed 100\n Damage 90\n DamageType \"Hum\"\n Alpha 1.0\n XScale 1.7\n YScale 0.5\n RenderStyle Add\n SeeSound \"\"\n DeathSound \"Weapons/KarasawaHit\"\n States\n {\n Spawn:\n KWRB A 0 Bright A_PlaySound(\"KsawBoltFly\")\n KWRB ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"BoltRed\", 0, 0, 0, 1, 0, 0, 180, 128)\n\tLoop\n Death:\n KWRD ABCDEF 2 Bright\n Stop\n }\n}\n\nActor Karasawa : Weapon\n{\n Inventory.PickupSound \"Misc/W_PkUp\"\n Inventory.PickupMessage \"You got the 'Karasawa' High-Density Plasma Rifle!\"\n Obituary \"%o was fried by %k's Karasawa!\"\n Weapon.PreferredSkin \"Karasawa-Marine\"\n Weapon.AmmoType2 \"KsawDischarge2\"\n Weapon.AmmoGive2 0\n Weapon.AmmoUse2 1\n Weapon.SlotNumber 8\n Weapon.KickBack 1000\n Weapon.SelectionOrder 100\n +INVENTORY.UNDROPPABLE\n states\n {\n Spawn:\n KSWP A -1\n loop\n Select:\n TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"SelectIridium\")\n KSAW C 1 A_Raise\n loop\n SelectIridium:\n RSAW C 1 A_Raise\n loop\n Deselect:\n TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"DeselectIridium\")\n KSAW C 1 A_Lower\n loop\n DeselectIridium:\n RSAW C 1 A_Lower\n loop\n Ready:\n //TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FireTungsten\")\n //TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FireUranium\")\n TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"ReadyIridium\")\n KSAW A 0 A_PlaySound(\"Weapons/KarasawaIdle\")\n KSAW ABCB 4 A_WeaponReady\n loop\n ReadyIridium:\n RSAW A 0 A_PlaySound(\"Weapons/KarasawaIdle\")\n RSAW ABCB 4 A_WeaponReady\n loop\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FireIridium\")\n KSAW A 0 A_PlayWeaponSound(\"Weapons/KarasawaFire\")\n KSAW D 1 Bright A_FireCustomMissile(\"KsawBolt\", 0, 0, 0, 0)\n KSAW E 1\n KSAW FGH 2 Bright A_Light2\n KSAW I 0 A_PlaySoundEx(\"Weapons/KarasawaCharge\", \"SoundSlot7\", 0)\n KSAW IA 4 A_Light1\n KSAW JKLMN 4\n KSAW A 0 A_Light0\n KSAW N 6\n Goto Ready\n FireIridium:\n RSAW A 0 A_PlayWeaponSound(\"Weapons/KarasawaFire\")\n RSAW D 1 Bright A_FireCustomMissile(\"KsawBoltRed\", 0, 0, 0, 0)\n RSAW E 1\n RSAW FGH 2 Bright A_Light2\n RSAW I 0 A_PlaySoundEx(\"Weapons/KarasawaCharge\", \"SoundSlot7\", 0)\n RSAW IA 4 A_Light1\n RSAW JKLMN 4\n RSAW A 0 A_Light0\n RSAW N 6\n Goto Ready\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"KsawDischarge2\",1,1)\n\tGoto Ready\n\tTNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"AltFireIridium\")\n KSAW A 2 A_PlayWeaponSound(\"Weapons/KarasawaFire\")\n KSAW D 1 Bright A_FireCustomMissile(\"KsawBolt\", 0, 1, 0, 0)\n\tGoto Ready\n AltFireIridium:\n TNT1 A 0 A_JumpIfInventory(\"KsawDischarge2\",1,1)\n\tGoto Ready\n\tRSAW A 2 A_PlayWeaponSound(\"Weapons/KarasawaFire\")\n RSAW D 1 Bright A_FireCustomMissile(\"KsawBoltRed\", 0, 1, 0, 0)\n\tGoto Ready\n }\n}\n\nActor Pulse\n{\n PROJECTILE\n +RANDOMIZE\n +FORCEXYBILLBOARD\n DamageType \"Hum\"\n Damage 30\n Radius 2\n Height 2\n Speed 128\n Renderstyle Add\n Alpha 0.9\n Scale 0.5\n States\n {\n Spawn:\n TRAC A 1 bright\n Loop\n Death:\n TRAC EDCBCDE 3 bright\n Stop\n }\n}\n\nActor CoilShell\n{\n PROJECTILE\n +RANDOMIZE\n +FORCEXYBILLBOARD\n +SOLID\n Scale 0.4\n Renderstyle Add\n Alpha 0.9\n DamageType \"Hum\"\n Damage 50\n Radius 1\n Height 1\n Speed 100\n States\n {\n Spawn:\n TNT1 A 1\n VUSH A 2 bright A_SpawnItemEx(\"CoilTrail\",0,0,0,0,0,0,0,0)\n Loop\n Death:\n TNT1 A 1\n MISL BCDEF 3 A_FadeOut(0.05)\n Stop\n }\n}\n\nActor ExplosivePotato\n{\n Height 8\n Speed 63\n Damage (7)\n Radius 11\n XScale 0.3\n YScale 0.3\n Gravity 0.1\n BounceFactor 3.0\n WallBounceFactor 3.0\n Bouncecount 12\n DamageType \"Potato\"\n SeeSound \"Sound/POP\"\n Projectile\n +NoGravity\n +DoomBounce\n +SKYEXPLODE\n States\n {\n Spawn:\n TNT1 A 0\n POTT AA 3 BRIGHT\n POTT BB 3 BRIGHT\n POTT CC 3 BRIGHT\n POTT DD 3 BRIGHT\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEX(\"POP\",0,0,random(50,70),0)\n\tTNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tStop\n }\n}\n\nActor YodaExplosivePotato : ExplosivePotato {SeeSound \"Sound/yodacbt\"}\nActor HFExplosivePotato : ExplosivePotato {SeeSound \"sound/freeman\"}\n\nActor GoldenPotato : ExplosivePotato\n{\n DamageType \"GoldenPotato\"\n States\n {\n Spawn:\n TNT1 A 0\n GOLP AA 3 BRIGHT\n GOLP BB 3 BRIGHT\n GOLP CC 3 BRIGHT\n GOLP DD 3 BRIGHT\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEX(\"POP\",0,0,random(50,70),0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n Stop\n }\n}\n\nActor YodaGoldenPotato : GoldenPotato {SeeSound \"Sound/yodacbt\"}\nActor HFGoldenPotato : GoldenPotato {SeeSound \"sound/freeman\"}\n\nActor StormPotato : ExplosivePotato\n{\n +NoGravity\n Bouncecount 12\n BounceFactor 3.0\n WallBounceFactor 3.0\n Speed 63\n +DoomBounce\n +SKYEXPLODE\n}\n\nActor YodaStormPotato : StormPotato {SeeSound \"Sound/yodacbt\"}\nActor HFStormPotato : StormPotato {SeeSound \"sound/freeman\"}\n\nActor NuclearPotato\n{\n Height 10\n Speed 63\n Damage (10)\n Radius 14\n XScale 0.5\n YScale 0.5\n Gravity 0.1\n DamageType \"Potato\"\n SeeSound \"Sound/POP\"\n DeathSound \"weapons/nuclearmissileexplode\"\n Projectile\n -NoGravity\n +SKYEXPLODE\n States\n {\n Spawn:\n TNT1 A 0\n EPOT AA 3 BRIGHT\n EPOT BB 3 BRIGHT\n EPOT CC 3 BRIGHT\n EPOT DD 3 BRIGHT\n Loop\n Death:\n TNT1 A 0 A_Explode(Random(100,200),512,0,1)\n TNT1 A 0 A_SpawnItemEX(\"POP\",0,0,random(50,70),0)\n\t NKE1 A 0 Bright A_CustomMissile(\"NukeExplosionGenerator\",12,-1,315,2)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,8)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,23)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,38)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,53)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,68)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,83)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,98)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,113)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,128)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,143)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,158)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,173)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,187)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,202)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,217)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,232)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,247)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,262)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,277)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,292)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,307)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,322)\n NKE1 A 0 Bright A_CustomMissile(\"NukeFire\",0,0,337)\n NKE1 A 5 Bright A_CustomMissile(\"NukeFire\",0,0,352)\n NKE1 B 0 A_CustomMissile(\"NukeExplosionGenerator\",32,1,45,2)\n NKE1 B 0 A_CustomMissile(\"NukeExplosionGenerator\",32,1,135,2)\n NKE1 B 0 A_CustomMissile(\"NukeExplosionGenerator\",32,-1,225,2)\n NKE1 B 8 Bright A_CustomMissile(\"NukeExplosionGenerator\",32,-1,315,2)\n NKE1 C 0 A_CustomMissile(\"NukeExplosionGenerator\",25,1,0,2)\n NKE1 C 0 A_CustomMissile(\"NukeExplosionGenerator\",25,1,90,2)\n NKE1 C 0 A_CustomMissile(\"NukeExplosionGenerator\",25,-1,180,2)\n NKE1 C 8 Bright A_CustomMissile(\"NukeExplosionGenerator\",25,-1,270,2)\n NKE1 D 0 A_CustomMissile(\"NukeExplosionGenerator\",12,1,45,2)\n NKE1 D 0 A_CustomMissile(\"NukeExplosionGenerator\",12,1,135,2)\n NKE1 D 0 A_CustomMissile(\"NukeExplosionGenerator\",12,-1,225,2)\n NKE1 D 8 Bright A_CustomMissile(\"NukeExplosionGenerator\",12,-1,315,2)\n NKE1 E 0 A_CustomMissile(\"NukeExplosionGenerator\",4,1,0,2)\n NKE1 E 0 A_CustomMissile(\"NukeExplosionGenerator\",4,1,90,2)\n NKE1 E 0 A_CustomMissile(\"NukeExplosionGenerator\",4,-1,180,2)\n NKE1 E 8 Bright A_CustomMissile(\"NukeExplosionGenerator\",4,-1,270,2)\n NKE1 F 8 Bright\n NKE1 G 0 A_CustomMissile(\"NukeExplosionGenerator\",1,1,45,2)\n NKE1 G 0 A_CustomMissile(\"NukeExplosionGenerator\",1,1,135,2)\n NKE1 G 0 A_CustomMissile(\"NukeExplosionGenerator\",1,-1,225,2)\n NKE1 G 8 Bright A_CustomMissile(\"NukeExplosionGenerator\",1,-1,315,2)\n NKE1 HIJKLMNOPQ 8 Bright\n NKE1 RSTU 10 Bright\n\tStop\n }\n}\n\nACTOR NukeFire\n{\n Radius 8\n Height 20\n Health 3000\n Speed 2\n Mass 500\n Damage 20 //123\n +SHOOTABLE\n +DROPOFF\n +FLOORCLIP\n +NOBLOOD\n +NOTARGET\n +FIREDAMAGE\n +THRUGHOST\n Renderstyle Add\n Alpha 0.6\n DamageType \"Fragarach\"\n ExplosionDamage 48\n ExplosionRadius 160\n Obituary \"%o was burned by the Nuclear fire.\"\n DeathSound \"weapons/nuclearmissileburn\"\n States\n {\n Spawn:\n NKFR A 0 A_Jump(64,6)\n NKFR A 0 A_Jump(64,4)\n NKFR A 0 A_Jump(64,2)\n NKFR A 1 Bright\n NKFR A 1 Bright\n NKFR A 1 Bright\n NKFR A 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n NKFR A 2 Bright A_Explode\n NKFR BC 2 Bright\n NKFR D 2 Bright A_Explode\n NKFR EF 2 Bright\n NKFR G 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n NKFR G 2 Bright A_Explode\n NKFR HI 2 Bright\n NKFR J 2 Bright A_Explode\n NKFR KL 2 Bright\n NKFR M 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n NKFR M 2 Bright A_Explode\n NKFR NA 2 Bright\n NKFR B 2 Bright A_Explode\n NKFR CD 2 Bright\n NKFR E 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n NKFR E 2 Bright A_Explode\n NKFR FG 2 Bright\n NKFR H 2 Bright A_Explode\n NKFR IJ 2 Bright\n NKFR K 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n NKFR K 2 Bright A_Explode\n NKFR LM 2 Bright\n NKFR N 2 Bright A_Explode\n NKFR AB 2 Bright\n NKFR C 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n NKFR C 2 Bright A_Explode\n NKFR DE 2 Bright\n NKFR F 2 Bright A_Explode\n NKFR GH 2 Bright\n NKFR I 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n NKFR I 2 Bright A_Explode\n NKFR JK 2 Bright\n NKFR L 2 Bright A_Explode\n NKFR MN 2 Bright\n Goto Spawn+6\n Death:\n NKFR O 2 Bright\n NKFR P 3 Bright\n NKFR Q 5 Bright\n Stop\n }\n}\n\nActor YodaNuclearPotato : NuclearPotato {SeeSound \"Sound/yodacbt\"}\nActor HFNuclearPotato : NuclearPotato {SeeSound \"sound/freeman\"}\n\nACTOR MoisesChaosPotato : ExplosivePotato\n{\nRadius 20\nHeight 20\nDamage (100)\nSpeed 20\nScale 2\nBounceFactor 3.0\nWallBounceFactor 3.0\nBouncecount 6\nPROJECTILE\n+RIPPER\n+FORCERADIUSDMG\n+FORCEXYBILLBOARD\n+BLOODLESSIMPACT\n+SKYEXPLODE\n+CANBOUNCEWATER\nStates\n{\nSpawn:\n TNT1 A 0\n POTT A 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tPOTT A 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT B 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT B 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT C 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT C 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT D 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT D 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n Loop\nDeath:\n TNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n Stop\n }\n}\n\nActor YodaMoisesChaosPotato : MoisesChaosPotato\n{\nSeeSound \"Sound/yodacbt\"\nStates\n{\nSpawn:\n TNT1 A 0\n POTT A 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tPOTT A 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT B 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT B 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT C 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT C 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT D 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT D 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n Loop\nDeath:\n TNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n Stop\n\t}\n}\n\nActor HFMoisesChaosPotato : MoisesChaosPotato\n{\nSeeSound \"sound/freeman\"\nStates\n{\nSpawn:\n TNT1 A 0\n POTT A 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tPOTT A 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT B 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT B 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT C 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT C 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT D 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n POTT D 4 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n Loop\nDeath:\n TNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n Stop\n\t}\n}\n\nActor RPG\n{\n DamageType \"FireG\"\n XScale 2.0\n YScale 2.0\n Radius 20\n Height 20\n Speed 80\n Damage 100\n Projectile\n +ROCKETTRAIL\n SeeSound \"weapons/rocklf\"\n DeathSound \"weapons/rocklx\"\n Obituary \"$OB_MPROCKET\" // \"%o rode %k's rocket.\"\n States\n {\n Spawn:\n MISL A 1 bright\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"RPGExplode\",0,0,0,0,0,0,0)\n MISL B 1 A_Quake(4,10,0,500)\n MISL B 8 bright A_Explode\n MISL CDEF 2 bright\n Stop\n }\n}\n\nActor GjallorhornProjectile\n{\n Radius 6\n Height 8\n XScale 0.3\n YScale 0.3\n speed 50\n Damage 100\n Projectile\n +SEEKERMISSILE\n DamageType \"FireG\"\n SeeSound \"inv/cross\"\n Obituary \"%o has been purified.\"\n States\n {\n Spawn:\n TNT1 A 0 bright A_SeekerMissile(45,90)\n MISL A 2 A_SpawnItemEx(\"GJallorhornTrail\",0,0,0,0,0,0,0,0)\n loop\n Death:\n MISL B 0 A_PlaySound(\"weapons/rocklx\")\n MISL B 0 A_SpawnItemEx(\"GJallorhornBurst\",0,0,0,0,0,0,0,0)\n Stop\n }\n}\n\nActor GJallorhornBurst\n{\n DamageType \"Hum\"\n Damage 1\n +NOGRAVITY\n XScale 1.0\n YScale 1.0\n States\n {\n Spawn:\n Death:\n MISL B 0 A_Explode\n MISL BCDEF 5 bright\n Stop\n }\n}\n\nActor FusionBall\n{\nPROJECTILE\n+RANDOMIZE\n+FORCEXYBILLBOARD\nScale 5.0\nDamageType \"FireG\"\nDamage 300\nRadius 2\nHeight 2\nSpeed 52\nStates\n {\n Spawn:\n FUSB B 0 A_PlaySound(\"sound/FRUMBLE\",127)\n FUSB BCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDC 1 bright\n Death:\n TNT1 A 0 A_SpawnItemEX(\"Singularity\",0,0,0,0,0,0,0,0)\n Stop\n }\n}\n\nActor CobaltBomb\n{\n XScale 20.0\n YScale 25.0\n RenderStyle Translucent\n Alpha 0.7\n Speed 1\n Projectile\n DamageType \"FireG\"\n +NOGRAVITY\n +DEHEXPLOSION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Playsound(\"NUKE\",127)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",-20,-20,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",-20,-10,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",-20,0,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",-20,10,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",-20,20,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",0,-20,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",0,-10,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",0,10,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",0,20,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",20,-20,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",20,-10,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",20,0,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",20,10,0,0,0,0,0)\n TNT1 A 0 A_SpawnItemEX(\"CobaltBurst\",20,20,0,0,0,0,0)\n MISL B 0 A_Quake(10,10,0,1000)\n /*MISL B 7 bright A_Explode(10,500)\n MISL B 7 bright A_Explode(10,250)\n MISL C 7 bright A_Explode(10,400)\n MISL C 7 bright A_Explode(10,250)\n MISL D 7 bright A_Explode(10,400)\n MISL D 7 bright A_Explode(10,250)\n MISL E 7 bright A_Explode(10,400)\n MISL E 7 bright A_Explode(10,250)\n MISL F 7 bright A_Explode(10,400)\n MISL F 7 bright A_Explode(10,250)*/\n MISL B 15 bright A_Explode(256,500)\n MISL C 15 bright A_Explode(256,500)\n MISL D 15 bright A_Explode(256,500)\n MISL E 15 bright A_Explode(256,500)\n MISL F 15 bright A_Explode(256,500)\n Death:\n MISL F 0\n Stop\n\t}\n}\n\nACTOR ApocalypseChaosPotato\n{\nRadius 25\nHeight 25\nDamage 50\nSpeed 30\nScale 3.0\nPROJECTILE\n+RIPPER\n+FORCERADIUSDMG\n+FORCEXYBILLBOARD\n+BLOODLESSIMPACT\n+SKYEXPLODE\nStates\n{\nSpawn:\n TNT1 A 0\n EPOT A 8 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tEPOT A 8 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n EPOT B 8 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n EPOT B 8 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n EPOT C 8 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n EPOT C 8 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n EPOT D 8 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n EPOT D 8 BRIGHT\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n Loop\nDeath:\n TNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n Stop\n }\n}\n\nActor DoomMarine : DoomPlayer\n{\n -NOSKIN\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 100\n PainChance 256\n PainChance \"Hum\",256\n PainChance \"HumanHK\",256\n PainChance \"Potato\",256\n PainChance \"GoldenPotato\",256\n PainChance \"Virus\",256\n PainChance \"Virus1\",256\n PainChance \"Virus2\",256\n PainChance \"Virus3\",256\n PainChance \"Virus4\",256\n PainChance \"Virus5\",256\n PainChance \"Virus6\",256\n PainChance \"Virus7\",256\n PainChance \"Virus8\",256\n PainChance \"Virus9\",256\n PainChance \"Virus10\",256\n PainChance \"Virus11\",256\n PainChance \"Virus12\",256\n PainChance \"Virus13\",256\n PainChance \"Virus14\",256\n PainChance \"Virus15\",256\n PainChance \"Virus16\",256\n PainChance \"Virus17\",256\n PainChance \"Virus18\",256\n PainChance \"Virus19\",256\n PainChance \"Virus20\",256\n PainChance \"Virus21\",256\n PainChance \"Virus22\",256\n PainChance \"Virus23\",256\n PainChance \"Virus24\",256\n PainChance \"Virus25\",256\n PainChance \"Virus26\",256\n PainChance \"Virus27\",256\n PainChance \"Virus28\",256\n PainChance \"Virus29\",256\n PainChance \"Virus30\",256\n PainChance \"Virus31\",256\n GibHealth -100\n Player.ForwardMove 0.88\n Player.SideMove 0.44\n Player.ColorRange 112,127\n Player.DisplayName \"Human\"\n Player.RunHealth 20\n Player.StartItem \"humanmaker\"\n Player.StartItem \"HumanImmune\"\n Player.StartItem \"HuntingShotgun\"\n Player.StartItem \"HShotgunClipIn\",8\n Player.StartItem \"MachineGun\"\n Player.StartItem \"SniperRifle\"\n Player.StartItem \"FireGrenade\"\n Player.StartItem \"HandGrenadeAmmo\"\n Player.WeaponSlot 1,AlphaBagel_,WorkerBagel_,BattleBagel_,UtilityBagel_,KnightBagel_,WarDonut_,Donut_\n Player.WeaponSlot 2,Handgun,FragarachCannon_AlphaBagel,FragarachCannon_BattleBagel,FragarachCannon_WorkerBagel,FragarachCannon_Donut,\n FragarachCannon_UtilityBagel,FragarachCannon_WarDonut,FragarachCannon_KnightBagel,MegaPotato_AlphaBagel,MegaPotato_WorkerBagel,\n MegaPotato_BattleBagel,MegaPotato_Donut,MegaPotato_UtilityBagel,MegaPotato_WarDonut,MegaPotato_KnightBagel,BagelSummoner_AlphaBagel,\n BagelSummoner_WorkerBagel,BagelSummoner_BattleBagel,BagelSummoner_Donut,BagelSummoner_UtilityBagel,BagelSummoner_WarDonut,BagelSummoner_KnightBagel,\n ApocalypsePotato_BattleBagel, ApocalypsePotato_AlphaBagel, ApocalypsePotato_WorkerBagel, ApocalypsePotato_Donut, ApocalypsePotato_UtilityBagel, ApocalypsePotato_WarDonut, ApocalypsePotato_KnightBagel\n Player.WeaponSlot 3,HuntingShotgun,DoubleShotgun,QuadShotgun\n Player.WeaponSlot 4,MachineGun,SniperRifle,Thompson\n Player.WeaponSlot 5,FireGrenade,IncendiaryGrenade\n Player.WeaponSlot 6,Jacksgun,BarbossasGun,BlackbeardsGun\n Player.WeaponSlot 7,Bazooka,TempestLauncher,NuclearMissileLauncher,Yamato,Vindicator,TrueLegendaryBFG\n Player.WeaponSlot 8,PulseRifle,CoilGun,FusionCannon,Karasawa\n Player.WeaponSlot 9,DoomRadio,PlagueDoctorRadio,BadgerRadio,BagelRadio\n States\n {\n Spawn:\n PLAY A 0 A_JumpIfInventory(\"Zombiemaker\",1,\"SpawnBagel\")\n PLAY A 0 A_JumpIfInventory(\"BadgerSelected\",1,\"SpawnBadger\")\n PLAY A 1\n Loop\n SpawnBadger:\n PLAY A 0 A_JumpIfInventory(\"Zombiemaker\",1,\"SpawnBagel\")\n PLAY A 0 A_JumpIfInventory(\"BadgerNotSelected\",1,\"Spawn\")\n PLAY D 4\n PLAY CBABC 2\n Loop\n SpawnBagel:\n PLAY A 0 A_JumpIfInventory(\"Humanmaker\",1,\"Spawn\")\n PLAY ABCDCB 3\n Loop\n See:\n PLAY AB 4\n PLAY A 0 A_SpawnItem(\"Footstep\",0,1)\n PLAY CD 4\n PLAY A 0 A_SpawnItem(\"Footstep\",0,1)\n Goto Spawn\n Missile:\n PLAY E 0 A_JumpIfInventory(\"Zombiemaker\",1,\"ZombieMelee\")\n PLAY E 12\n Goto Spawn\n Melee:\n PLAY E 0 A_JumpIfInventory(\"Zombiemaker\",1,\"ZombieMelee\")\n PLAY F 6\n Goto Missile\n ZombieMelee:\n //PLAY FAFA 7\n PLAY FCAFCA 1\n Goto Spawn\n Pain:\n PLAY G 0 A_JumpIfInventory(\"Zombiemaker\",1,\"Pain.Zombie\")\n PLAY G 4\n PLAY G 4 A_Pain\n Goto Spawn\n Pain.Zombie:\n Pain.Hum:\n Pain.HumanHK:\n PLAY L 4\n PLAY L 4 A_PlaySound(\"Z_HIT\")\n Goto Spawn\n Pain.Potato:\n PLAY G 0 ACS_ExecuteAlways(495,0,0,0,0)\n PLAY G 0 A_PlaySound(\"Pain/Potato\")\n PLAY G 4\n Goto Spawn\n Pain.GoldenPotato:\n PLAY G 0 ACS_ExecuteAlways(495,1,0,0,0)\n PLAY G 4\n Goto Spawn\n Pain.FireG:\n TNT1 A 0 A_JumpIfInventory(\"StalwartStance\",1,\"Pain75FireResistance\")\n TNT1 A 0 A_JumpIfInventory(\"FireProof\",1,\"Pain50FireResistance\")\n TNT1 A 0 A_JumpIfInventory(\"HumanMaker\",1,\"Pain\")\n PLAY L 0 A_JumpIf(waterlevel>1,\"Pain\")\n PLAY L 0 ACS_ExecuteAlways(158,0,0,0,0)\n TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed\",1,\"Pain\")\n TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed2\",1,\"Pain\")\n TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed3\",1,\"Pain\")\n PLAY L 0 A_GiveInventory(\"BurntSpeed\",1)\n Goto Pain\n Pain50FireResistance:\n PLAY L 0 A_JumpIf(waterlevel>1,\"Pain\")\n PLAY L 0 ACS_ExecuteAlways(158,0,0,0,0)\n TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed\",1,\"Pain\")\n TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed2\",1,\"Pain\")\n TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed3\",1,\"Pain\")\n PLAY L 0 A_GiveInventory(\"BurntSpeed2\",1)\n Goto Pain\n Pain75FireResistance:\n PLAY L 0 A_JumpIf(waterlevel>1,\"Pain\")\n PLAY L 0 ACS_ExecuteAlways(158,0,0,0,0)\n TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed\",1,\"Pain\")\n TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed2\",1,\"Pain\")\n TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed3\",1,\"Pain\")\n PLAY L 0 A_GiveInventory(\"BurntSpeed3\",1)\n Goto Pain\n Pain.YamatoBurn:\n TNT1 A 0 A_JumpIfInventory(\"HumanMaker\",1,\"Pain\")\n TNT1 A 0 A_JumpIfInventory(\"StalwartStance\",1,\"YamatoPain75FireResistance\")\n TNT1 A 0 A_JumpIfInventory(\"FireProof\",1,\"YamatoPain50FireResistance\")\n PLAY L 0 ACS_NamedExecuteAlways(\"YamatoBurn\",0,0,0,0)\n PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed\",1)\n Goto Pain\n YamatoPain50FireResistance:\n PLAY L 0 ACS_NamedExecuteAlways(\"YamatoBurn\",0,0,0,0)\n PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed2\",1)\n Goto Pain\n YamatoPain75FireResistance:\n PLAY L 0 ACS_NamedExecuteAlways(\"YamatoBurn\",0,0,0,0)\n PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed3\",1)\n Goto Pain\n Pain.Vindicator:\n TNT1 A 0 A_JumpIfInventory(\"HumanMaker\",1,\"Pain\")\n TNT1 A 0 A_JumpIfInventory(\"StalwartStance\",1,\"VindicatorPain75FireResistance\")\n TNT1 A 0 A_JumpIfInventory(\"FireProof\",1,\"VindicatorPain50FireResistance\")\n PLAY L 0 ACS_NamedExecuteAlways(\"VindicatorSemiBurn\",0,0,0,0)\n PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed\",1)\n Goto Pain\n VindicatorPain50FireResistance:\n PLAY L 0 ACS_NamedExecuteAlways(\"VindicatorSemiBurn\",0,0,0,0)\n PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed2\",1)\n Goto Pain\n VindicatorPain75FireResistance:\n PLAY L 0 ACS_NamedExecuteAlways(\"VindicatorSemiBurn\",0,0,0,0)\n PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed3\",1)\n Goto Pain\n Pain.VindicatorFire:\n TNT1 A 0 A_JumpIfInventory(\"HumanMaker\",1,\"Pain\")\n TNT1 A 0 A_JumpIfInventory(\"StalwartStance\",1,\"VindicatorFirePain75FireResistance\")\n TNT1 A 0 A_JumpIfInventory(\"FireProof\",1,\"VindicatorFirePain50FireResistance\")\n PLAY L 0 ACS_NamedExecuteAlways(\"VindicatorBurn\",0,0,0,0)\n PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed\",1)\n Goto Pain\n VindicatorFirePain50FireResistance:\n PLAY L 0 ACS_NamedExecuteAlways(\"VindicatorBurn\",0,0,0,0)\n PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed2\",1)\n Goto Pain\n VindicatorFirePain75FireResistance:\n PLAY L 0 ACS_NamedExecuteAlways(\"VindicatorBurn\",0,0,0,0)\n PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed3\",1)\n Goto Pain\n Death:\n PLAY H 0 A_JumpIfInventory(\"zombiemaker\",1,\"DeathZombie\")\n PLAY H 10\n PLAY I 10 A_PlayerScream\n PLAY J 10 A_NoBlocking\n PLAY KLM 10\n PLAY N -1\n Stop\n XDeath:\n PLAY O 0 A_JumpIfInventory(\"zombiemaker\",1,\"DeathZombie\")\n PLAY O 5\n PLAY P 5 A_PlayerScream\n PLAY Q 5 A_NoBlocking\n PLAY RSTUV 5\n PLAY W -1\n Stop\n DeathZombie:\n PLAY M 8\n PLAY N 8 A_PlaySound(\"Bagel_Death\")\n PLAY O 8 A_NoBlocking\n PLAY P 8\n PLAY Q -1\n Stop\n Pain.Virus:\n PLAY G 0 ACS_ExecuteAlways(153,0,0,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus1:\n PLAY G 0 ACS_ExecuteAlways(153,0,1,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus2:\n PLAY G 0 ACS_ExecuteAlways(153,0,2,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus3:\n PLAY G 0 ACS_ExecuteAlways(153,0,3,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus4:\n PLAY G 0 ACS_ExecuteAlways(153,0,4,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus5:\n PLAY G 0 ACS_ExecuteAlways(153,0,5,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus6:\n PLAY G 0 ACS_ExecuteAlways(153,0,6,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus7:\n PLAY G 0 ACS_ExecuteAlways(153,0,7,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus8:\n PLAY G 0 ACS_ExecuteAlways(153,0,8,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus9:\n PLAY G 0 ACS_ExecuteAlways(153,0,9,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus10:\n PLAY G 0 ACS_ExecuteAlways(153,0,10,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus11:\n PLAY G 0 ACS_ExecuteAlways(153,0,11,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus12:\n PLAY G 0 ACS_ExecuteAlways(153,0,12,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus13:\n PLAY G 0 ACS_ExecuteAlways(153,0,13,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus14:\n PLAY G 0 ACS_ExecuteAlways(153,0,14,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus15:\n PLAY G 0 ACS_ExecuteAlways(153,0,15,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus16:\n PLAY G 0 ACS_ExecuteAlways(153,0,16,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus17:\n PLAY G 0 ACS_ExecuteAlways(153,0,17,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus18:\n PLAY G 0 ACS_ExecuteAlways(153,0,18,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus19:\n PLAY G 0 ACS_ExecuteAlways(153,0,19,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus20:\n PLAY G 0 ACS_ExecuteAlways(153,0,20,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus21:\n PLAY G 0 ACS_ExecuteAlways(153,0,21,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus22:\n PLAY G 0 ACS_ExecuteAlways(153,0,22,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus23:\n PLAY G 0 ACS_ExecuteAlways(153,0,23,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus24:\n PLAY G 0 ACS_ExecuteAlways(153,0,24,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus25:\n PLAY G 0 ACS_ExecuteAlways(153,0,25,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus26:\n PLAY G 0 ACS_ExecuteAlways(153,0,26,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus27:\n PLAY G 0 ACS_ExecuteAlways(153,0,27,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus28:\n PLAY G 0 ACS_ExecuteAlways(153,0,28,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus29:\n PLAY G 0 ACS_ExecuteAlways(153,0,29,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus30:\n PLAY G 0 ACS_ExecuteAlways(153,0,30,0,0)\n PLAY G 4\n Goto Spawn\n Pain.Virus31:\n PLAY G 0 ACS_ExecuteAlways(153,0,31,0,0)\n PLAY G 4\n Goto Spawn\n Death.Virus:\n Death.Virus1:\n Death.Virus2:\n Death.Virus3:\n Death.Virus4:\n Death.Virus5:\n Death.Virus6:\n Death.Virus7:\n Death.Virus8:\n Death.Virus9:\n Death.Virus10:\n Death.Virus11:\n Death.Virus12:\n Death.Virus13:\n Death.Virus14:\n Death.Virus15:\n Death.Virus16:\n Death.Virus17:\n Death.Virus18:\n Death.Virus19:\n Death.Virus20:\n Death.Virus21:\n Death.Virus22:\n Death.Virus23:\n Death.Virus24:\n Death.Virus25:\n Death.Virus26:\n Death.Virus27:\n Death.Virus28:\n Death.Virus29:\n Death.Virus30:\n Death.Virus31:\n PLAY H 0 ACS_ExecuteAlways(162,0,0,0,0)\n Goto Death\n Death.Hum:\n Death.Yamato:\n Death.Vindicator:\n BAGL M 8 A_GiveToTarget(\"ZKilled\",1)\n BAGL M 0 ACS_ExecuteAlways(161,0,0,0,0)\n BAGL N 8 A_PlaySound(\"Bagel_Death\")\n BAGL O 8 A_NoBlocking\n BAGL P 8\n BAGL Q -1\n Stop\n Death.FireG:\n BAGL M 8 A_GiveToTarget(\"ZKilled\",1)\n BAGL M 0 ACS_ExecuteAlways(161,0,0,0,0)\n BAGL N 8 A_PlaySound(\"Bagel_DeathFire\")\n BAGL O 8 A_NoBlocking\n BAGL P 8\n BAGL Q -1\n Stop\n Death.FireG_1:\n Death.YamatoBurn:\n BAGL M 8\n BAGL N 8 A_PlaySound(\"Bagel_DeathFire\")\n BAGL O 8 A_NoBlocking\n BAGL P 8\n BAGL Q -1\n Stop\n Death.HumanHK:\n BAGL M 8 A_GiveToTarget(\"ZKilled\",1)\n BAGL M 0 ACS_ExecuteAlways(161,0,0,0,0)\n BAGL N 8 A_PlaySound(\"NANI\")\n BAGL O 8 A_NoBlocking\n BAGL P 8\n BAGL Q -1\n Stop\n }\n}\n\nACTOR BurntSpeed : PowerSpeed\n{\n\tPowerup.Duration -6\n\tSpeed 0.5\n}\n\nACTOR BurntSpeed2 : PowerSpeed\n{\n\tPowerup.Duration -6\n\tSpeed 0.5\n}\n\nACTOR BurntSpeed3 : PowerSpeed\n{\n\tPowerup.Duration -6\n\tSpeed 0.5\n}\n\nACTOR YamatoBurntSpeed : PowerSpeed\n{\n\tPowerup.Duration -10\n\tSpeed 0.5\n}\n\nACTOR YamatoBurntSpeed2 : PowerSpeed\n{\n\tPowerup.Duration -10\n\tSpeed 0.5\n}\n\nACTOR YamatoBurntSpeed3 : PowerSpeed\n{\n\tPowerup.Duration -10\n\tSpeed 0.5\n}\n\nACTOR Thompson : Weapon\n{\n //Weapon.SlotNumber ?\n\tWeapon.SelectionOrder 700\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 300\n\tWeapon.AmmoType \"BagelCLIP\"\n\tInventory.PickupMessage \"You got the Thompson SMG!\"\n\tObituary \"%o was stormed by %k Thompson SMG.\"\n\tWeapon.PreferredSkin \"SMG-DoomMarine\"\n\tTag \"Thompson SMG\"\n\t+INVENTORY.UNDROPPABLE\n Decal BulletChip\n\tScale 0.75\n\tStates\n\t{\n\tReady:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"BagelCLIP\",1,\"ReadyLoop\")\n\t\tTNT1 A 0 A_TakeInventory(\"Thompson\",1)\n\tReadyLoop:\n\t\tT28G A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"BagelCLIP\",1,\"DeselectLoop\")\n\t\tTNT1 A 0 A_TakeInventory(\"Thompson\",1)\n\tDeselectLoop:\n\t T28G A 0 A_Lower\n\t\tT28G A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t T28G A 0 A_Raise\n\t\tT28G A 1 A_Raise\n\t\tLoop\n\tFire:\n T28G A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound (\"weapons/tommygun\")\n\t\tT28F AB 1 bright\n\t\tTNT1 A 0 A_FireBullets (5,5,2,30,\"BulletPuff2\")\n\t\tT28G A 2 A_ReFire\n\t\tTNT1 A 0 A_JumpIfInventory(\"BagelCLIP\",1,\"Ready\")\n\t\tTNT1 A 0 A_TakeInventory(\"Thompson\",1)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 2 Bright A_Light1\n\t\tGoto LightDone\n\t\tTNT1 A 2 Bright A_Light2\n\t\tGoto LightDone\n\tSpawn:\n\t\tT28X A -1\n\t\tStop\n\t}\n}\n\nActor Handgun : Weapon\n{\n Weapon.AmmoUse 0\n Weapon.KickBack 200\n Weapon.SelectionOrder 10000\n Obituary \"$OB_MPPISTOL\"\n Weapon.PreferredSkin \"Pistol-DoomMarine\"\n States\n {\n Ready:\n PISG A 1 A_WeaponReady\n Loop\n Deselect:\n PISG A 0 A_Lower\n PISG A 1 A_Lower\n Loop\n Select:\n PISG A 0 A_Raise\n PISG A 1 A_Raise\n Loop\n Fire:\n PISG A 3\n PISG B 0 A_FireBullets (5.6,0,1,15,\"BulletPuff2\")\n PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FireTungsten\")\n PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FireUranium\")\n PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FireIridium\")\n PISG B 0 A_PlaySound(\"Weapons/Pistol\")\n PISG B 1 bright\n PISG C 1\n PISG D 1\n PISG B 0 A_ReFire\n Goto Ready\n FireTungsten:\n PISG B 0 A_PlaySound(\"sound/Pistol2\")\n PISG F 1 bright\n PISG C 1\n PISG D 1\n Goto Ready\n FireUranium:\n PISG B 0 A_PlaySound(\"sound/Pistol3\")\n PISG G 1 bright\n PISG C 1\n PISG D 1\n Goto Ready\n FireIridium:\n PISG B 0 A_PlaySound(\"sound/Pistol4\")\n PISG H 1 bright\n PISG C 1\n PISG D 1\n Goto Ready\n }\n}\n\nActor HuntingShotgun : Weapon\n{\n Obituary \"%o ran into %k and %p shotgun\"\n Weapon.PreferredSkin \"Shotgun-DoomMarine\"\n Tag \"Hunting Shotgun\"\n Weapon.AmmoType1 \"\"\n Weapon.AmmoType2 \"HShotgunClipIn\"\n Weapon.AmmoUse 0\n Weapon.AmmoUse2 0\n Weapon.SelectionOrder 200\n States\n {\n Ready:\n HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",0,\"ReadyFull\")\n HTSG A 1 A_WeaponReady\n Loop\n ReadyFull:\n HTSG A 1 A_WeaponReady(WRF_NOSECONDARY)\n Wait\n Deselect:\n HTSG A 0 A_Lower\n HTSG A 1 A_Lower\n Loop\n Select:\n HTSG A 0 A_Raise\n HTSG A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"Fire2\")\n HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",1,3)\n HTSG A 1 A_PlayWeaponSound(\"Weapons/Noammo\")\n Goto AltFire\n HTSG B 1 bright\n HTSG B 0 A_GunFlash\n HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,4)\n HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,3)\n HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,2)\n HTSG B 0 A_PlayWeaponSound(\"Hshotgun/Fire\")\n HTSG B 1 A_FireBullets (4.5,4.5,9,20,\"BulletPuff2\")\n HTSG B 0 A_TakeInventory(\"HShotgunClipIn\",1)\n HTSG B 1 bright\n HTSG DEFGHIJK 2\n HTSG L 2 A_PlayWeaponSound(\"HTSGCOCK\")\n HTSG KJIHGFED 2\n Goto Ready\n Fire2:\n HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",1,3)\n HTSG A 0 A_PlayWeaponSound(\"Weapons/Noammo\")\n Goto AltFire\n HTSG B 0 bright\n HTSG B 0 A_GunFlash\n HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,4)\n HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,3)\n HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,2)\n HTSG B 0 A_PlayWeaponSound(\"Hshotgun/Fire\")\n HTSG B 1 A_FireBullets (4.5,4.5,9,20,\"BulletPuff2\")\n HTSG B 0 A_TakeInventory(\"HShotgunClipIn\",1)\n HTSG B 1 bright\n HTSG DFHJ 2\n HTSG L 2 A_PlayWeaponSound(\"HTSGCOCK\")\n HTSG KIGE 2\n Goto Ready\n Flash:\n //SHTF A 0 A_PlayWeaponSound(\"Hshotgun/Fire\")\n SHTF A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FlashIridium\")\n SHTF A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FlashUranium\")\n SHTF A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FlashTungsten\")\n TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"Flash2\")\n SHTF A 2 bright\n SHTF B 2 bright\n Stop\n Flash2:\n SHTF A 1 bright\n SHTF B 1 bright\n Stop\n FlashTungsten:\n TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"FlashTungsten2\")\n SHF2 A 0 A_PlaySound(\"Weapons/Shotgf\")\n SHF2 A 2 bright\n SHF2 B 2 bright\n Stop\n FlashTungsten2:\n SHF2 A 0 A_PlaySound(\"Weapons/Shotgf\")\n SHF2 A 1 bright\n SHF2 B 1 bright\n Stop\n FlashUranium:\n TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"FlashUranium2\")\n SHF3 A 0 A_PlaySound(\"Sound/Shotgun2\")\n SHF3 A 1 bright\n SHF3 B 2 bright\n Stop\n FlashUranium2:\n SHF3 A 0 A_PlaySound(\"Sound/Shotgun2\")\n SHF3 A 1 bright\n SHF3 B 1 bright\n Stop\n FlashIridium:\n TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"FlashIridium2\")\n SHF4 A 0 A_PlaySound(\"Sound/Shotgun3\")\n SHF4 A 1 bright\n SHF4 B 2 bright\n Stop\n FlashIridium2:\n SHF4 A 0 A_PlaySound(\"Sound/Shotgun3\")\n SHF4 A 1 bright\n SHF4 B 1 bright\n Stop\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"AltFire2\")\n HTSG DEFGH 2\n HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",8,2)\n HTSG A 0 A_JumpIfInventory(\"HuntingSHotgun\",1,2)\n HTSG A 0\n Goto Ready\n HTSG MM 2\n HTSG M 3 A_PlayWeaponSound(\"RELOAD\")\n HTSG ONO 3\n HTSG N 0\n HTSG N 0 A_GiveInventory(\"HShotgunClipIn\",1)\n HTSG N 0 A_JumpIfInventory(\"HShotgunClipIn\",8,4)\n HTSG N 0 A_JumpIfInventory(\"HuntingSHotgun\",1,2)\n HTSG M 3\n Goto AltFire+17\n HTSG N 0 A_WeaponReady\n Goto AltFire+9\n HTSG J 2 A_PlayWeaponSound(\"HTSGCOCK\")\n HTSG IHGFED 2\n HTSG A 4\n Goto Ready\n AltFire2:\n HTSG DFH 2\n HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",8,2)\n HTSG A 0 A_JumpIfInventory(\"HuntingSHotgun\",1,2)\n HTSG A 0\n Goto Ready\n HTSG M 2\n HTSG M 2 A_PlayWeaponSound(\"RELOAD\")\n HTSG ONO 2\n HTSG N 0\n HTSG N 0 A_GiveInventory(\"HShotgunClipIn\",1)\n HTSG N 0 A_JumpIfInventory(\"HShotgunClipIn\",8,4)\n HTSG N 0 A_JumpIfInventory(\"HuntingSHotgun\",1,2)\n HTSG M 2\n Goto AltFire2+13\n HTSG N 0 A_WeaponReady\n Goto AltFire2+6\n HTSG J 2 A_PlayWeaponSound(\"HTSGCOCK\")\n HTSG IGE 2\n HTSG A 2\n Goto Ready\n }\n}\n\nActor MachineGun : Weapon\n{\n Obituary \"%o got terminated by %k.\"\n +WEAPON.NOAUTOAIM\n Weapon.KickBack 120\n Weapon.ammouse 0\n Weapon.AmmoType1 \"\"\n Weapon.AmmoType2 \"ChaingunRage\"\n Tag \"Machine Gun\"\n Weapon.PreferredSkin \"Chaingun-DoomMarine\"\n Weapon.SelectionOrder 300\n States\n {\n Ready:\n CHGG A 0 A_TakeInventory(\"ChaingunRage\",3)\n CHGG A 1 A_WeaponReady\n Loop\n Deselect:\n CHGG A 0 A_TakeInventory(\"ChaingunRage\",5)\n CHGG A 0 A_Lower\n CHGG A 1 A_Lower\n Loop\n Select:\n CHGG A 0 A_Raise\n CHGG A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"ChaingunUpgrade\",1,\"Fire2\")\n CHGG A 0 A_JumpIfInventory(\"ChaingunRage\",800,\"OverHeat\")\n CHGG A 0 A_FireBullets (3.5,3.5,-1,20,\"BulletPuff2\")\n CHGG A 0 A_GiveInventory(\"ChaingunRage\",12)\n CHGG A 2 A_GunFlash\n CHGG B 1\n CHGG C 2 A_FireBullets (3.5,3.5,-1,20,\"BulletPuff2\")\n CHGG D 1\n CHGG C 0 A_GiveInventory(\"ChaingunRage\",12)\n CHGG C 0 A_ReFire\n Goto Ready\n Fire2:\n CHGG A 0 A_JumpIfInventory(\"ChaingunRage\",800,\"OverHeat\")\n CHGG A 0 A_FireBullets (3.5,3.5,2,20,\"BulletPuff2\")\n CHGG A 0 A_GiveInventory(\"ChaingunRage\",12)\n CHGG A 2 A_GunFlash\n CHGG B 1\n CHGG C 2 A_FireBullets (3.5,3.5,2,20,\"BulletPuff2\")\n CHGG D 1\n CHGG C 0 A_GiveInventory(\"ChaingunRage\",12)\n CHGG C 0 A_ReFire\n Goto Ready\n OverHeat:\n CHGG A 9 A_PlayWeaponSound(\"CGHOT\")\n CHGG BCD 9\n Goto Ready\n Flash:\n CHGF A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FlashIridium\")\n CHGF A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FlashUranium\")\n CHGF A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FlashTungsten\")\n CHGF A 0 A_PlaySound(\"Weapons/Pistol\")\n CHGF A 2 bright A_Light1\n TNT1 A 2\n CHGF B 0 A_PlaySound(\"Weapons/Pistol\")\n CHGF B 2 bright A_Light2\n TNT1 A 2\n CHGF A 0 bright A_Light0\n Stop\n FlashTungsten:\n CHG2 A 0 A_PlaySound(\"Sound/Pistol2\")\n CHG2 A 2 bright A_Light1\n TNT1 A 2\n CHG2 A 0 A_PlaySound(\"Sound/Pistol2\")\n CHG2 B 2 bright A_Light2\n TNT1 A 2\n CHG2 A 0 bright A_Light0\n Stop\n FlashUranium:\n CHG3 A 0 A_PlaySound(\"Sound/Pistol3\")\n CHG3 A 2 bright A_Light1\n TNT1 A 2\n CHG3 A 0 A_PlaySound(\"Sound/Pistol3\")\n CHG3 B 2 bright A_Light2\n TNT1 A 2\n CHG3 A 0 bright A_Light0\n Stop\n FlashIridium:\n CHG4 A 0 A_PlaySound(\"Sound/Pistol4\")\n CHG4 A 2 bright A_Light1\n TNT1 A 2\n CHG4 A 0 A_PlaySound(\"Sound/Pistol4\")\n CHG4 B 2 bright A_Light2\n TNT1 A 2\n CHG4 A 0 bright A_Light0\n Stop\n }\n}\n\nActor SniperRifle : Weapon\n{\n Obituary \"%o didn't see %k's bullet coming.\"\n Weapon.PreferredSkin \"Base\"\n +WEAPON.NOAUTOFIRE\n Weapon.ammouse 0\n Weapon.KickBack 100\n Weapon.SelectionOrder 200\n Tag \"Sniper Rifle\"\n States\n {\n Ready:\n SNIP A 1 A_WeaponReady\n Loop\n Deselect:\n SNIP A 0 A_TakeInventory (\"Sniper_Zoomed\",1)\n SNIP A 0 A_ZoomFactor(1.0)\n SNIP A 0 A_Lower\n SNIP A 1 A_Lower\n Loop\n Select:\n SNIP A 0 A_Raise\n SNIP A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"SniperUpgrade\",1,\"Fire2\")\n SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,4)\n SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,3)\n SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,2)\n SNIP A 0 A_PlaySound(\"Weapons/Sniper\")\n SNIP B 1 A_FireBullets(1,1,1,1250,\"BulletPuff2\")\n SNIP B 1 A_GunFlash\n SNIP BCDEF 1\n SNIP G 13\n SNIP EDCA 2\n SPRL A 3 A_PlayWeaponSound(\"Weapons/SniperBolt\")\n SPRL ACDEFG 2\n SPRL FEDCA 2\n SNIP A 2\n Goto Ready\n Fire2:\n SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,4)\n SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,3)\n SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,2)\n SNIP A 0 A_PlaySound(\"Weapons/Sniper\")\n SNIP B 1 A_FireBullets(1,1,1,200,\"BulletPuff2\")\n SNIP B 1 A_GunFlash\n SNIP BDF 1\n SNIP G 6\n SNIP EC 2\n SPRL A 3 A_PlayWeaponSound(\"Weapons/SniperBolt\")\n SPRL ADF 2\n SPRL FDA 2\n Goto Ready\n Flash:\n SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FlashIridium\")\n SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FlashUranium\")\n SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FlashTungsten\")\n SNPF A 2 bright A_Light1\n Goto LightDone\n FlashTungsten:\n SNIP A 0 A_PlaySound(\"Sound/Sniper2\")\n SNPF B 2 bright A_Light1\n Goto LightDone\n FlashUranium:\n SNIP A 0 A_PlaySound(\"Sound/Sniper3\")\n SNPF C 2 bright A_Light1\n Goto LightDone\n FlashIridium:\n SNIP A 0 A_PlaySound(\"Sound/Sniper4\")\n SNPF D 2 bright A_Light1\n Goto LightDone\n AltFire:\n SNIP A 0 A_JumpIfInventory(\"Sniper_Zoomed\",2,\"ZoomOut\")\n SNIP A 0 A_JumpIfInventory(\"Sniper_Zoomed\",1,\"Zoom2\")\n Zoom1:\n SNIP A 0 A_ZoomFactor(4.0)\n SNIP A 0 A_GiveInventory (\"Sniper_Zoomed\",1)\n SNIP A 1 A_PlayWeaponSound(\"ZOOMIN\")\n Goto \"AltFireDone\"\n Zoom2:\n SNIP A 0 A_ZoomFactor(8.0)\n SNIP A 0 A_GiveInventory (\"Sniper_Zoomed\",1)\n SNIP A 1 A_PlayWeaponSound(\"ZOOMIN\")\n Goto \"AltFireDone\"\n ZoomOut:\n SNIP A 1\n SNIP A 0 A_ZoomFactor(1.0)\n SNIP A 0 A_TakeInventory (\"Sniper_Zoomed\",2)\n SNIP A 1 A_PlayWeaponSound(\"ZOOMOUT\")\n Goto \"AltFireDone\"\n AltFireDone:\n SNIP A 0\n Goto \"Ready\"\n }\n}\n\nActor DoubleShotgun : Weapon\n{\n Weapon.PreferredSkin \"DoubleShotgun-DoomMarine\"\n Weapon.KickBack 175\n Weapon.AmmoUse 0\n Tag \"Double Shotgun\"\n +INVENTORY.UNDROPPABLE\n Inventory.PickupMessage \"You got the Doubleshotgun!\"\n Weapon.SelectionOrder 100\n States\n {\n Ready:\n SHT2 A 1 A_WeaponReady\n Loop\n Deselect:\n SHT2 A 0 A_Lower\n SHT2 A 1 A_Lower\n Loop\n Select:\n SHT2 A 0 A_Raise\n SHT2 A 1 A_Raise\n Loop\n Fire:\n SHT2 A 3\n PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FireTungsten\")\n PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FireUranium\")\n PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FireIridium\")\n SHT2 A 0 A_PlaySound(\"weapons/sshotf\",CHAN_WEAPON)\n SHT2 A 0 A_FireBullets(7.8, 6.8, 18, 20,\"BulletPuff2\")\n SHT2 A 7 A_GunFlash\n SHT2 B 0 A_CheckReload\n SHT2 BCDEF 3\n SHT2 F 0 A_OpenShotgun2\n SHT2 HUVKL 3\n SHT2 L 0 A_LoadShotgun2\n SHT2 OPQR 3\n SHT2 R 0 A_CloseShotgun2\n SHT2 RST 3\n SHT2 A 5 A_ReFire\n Goto Ready\n FireTungsten:\n FireUranium:\n FireIridium:\n TNT1 A 0 A_PlaySound(\"weapon/ssgfire2\")\n SHT2 A 0 A_FireBullets(8.8, 7.0, 18, 20,\"BulletPuff2\")\n SHT2 A 7 A_GunFlash\n SHT2 B 0 A_CheckReload\n SHT2 BCDEF 3\n SHT2 F 0 A_OpenShotgun2\n SHT2 HUVKL 3\n SHT2 L 0 A_LoadShotgun2\n SHT2 OPQR 3\n SHT2 R 0 A_CloseShotgun2\n SHT2 RST 3\n SHT2 A 5 A_ReFire\n Goto Ready\n Flash:\n SHT2 I 4 Bright A_Light1\n SHT2 J 3 Bright A_Light2\n Goto LightDone\n }\n}\n\nActor QuadShotgun : Weapon\n{\nWeapon.PreferredSkin \"Shotgun-DoomMarine\"\nWeapon.kickback 175\nWeapon.AmmoUse 0\nTag \"Quad Shotgun\"\n+INVENTORY.UNDROPPABLE\nInventory.PickupMessage \"You got the Quadshotgun!\"\nWeapon.SelectionOrder 80\nStates\n {\n Ready:\n QSGN A 1 A_WeaponReady\n Loop\n Deselect:\n QSGN A 0 A_Lower\n QSGN A 1 A_Lower\n Loop\n Select:\n QSGN A 0 A_Raise\n QSGN A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"QuadShotgunUpgrade\",1,\"InicialFrameSpeedx2\")\n QSGN A 3\n\tGoto Firing\n InicialFrameSpeedx2:\n QSGN A 2\n Firing:\n\tQSHT A 0 A_FireBullets(5.8,5.8,36,20,\"BulletPuff2\")\n\tTNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FireTungsten\")\n TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FireUranium\")\n TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FireIridium\")\n QSHT A 0 A_PlaySound(\"QuadShotgun/Fire2\")\n\tQSHT A 0 A_Recoil(3)\n\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunUpgrade\",1,\"Firex2Speed\")\n QS4F AB 2 bright\n\tQSGN CDEFGH 1\n\tQSER AB 1\n\tQSER B 2\n\tQSER BA 1\n\tQSGN HGFEDCI 2\n\tQSGN J 1 A_PlayWeaponSound(\"QuadShotgun/Open\")\n\tQSGN KL 1\n\tQSGR ABCDE 2\n\tQSGR F 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR GH 2\n\tQSGR I 4\n\tQSGR JKLM 2\n\tQSGR N 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR O 2\n\tQSGR PQ 2\n\tQSGN MNO 1\n\tQSGN P 1 A_PlayWeaponSound(\"QuadShotgun/Close\")\n\tQSGN QRS 1\n Goto Ready\n FireTungsten:\n FireUranium:\n QSHT A 0 A_PlaySound(\"QuadShotgun/Fire3\")\n\tQSHT A 0 A_Recoil(3)\n\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunUpgrade\",1,\"Firex2Speed\")\n QS4F AB 2 bright\n\tQSGN CDEFGH 1\n\tQSER AB 1\n\tQSER B 2\n\tQSER BA 1\n\tQSGN HGFEDCI 2\n\tQSGN J 1 A_PlayWeaponSound(\"QuadShotgun/Open\")\n\tQSGN KL 1\n\tQSGR ABCDE 2\n\tQSGR F 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR GH 2\n\tQSGR I 4\n\tQSGR JKLM 2\n\tQSGR N 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR O 2\n\tQSGR PQ 2\n\tQSGN MNO 1\n\tQSGN P 1 A_PlayWeaponSound(\"QuadShotgun/Close\")\n\tQSGN QRS 1\n Goto Ready\n FireIridium:\n QSHT A 0 A_PlaySound(\"QuadShotgun/Fire\")\n\tQSHT A 0 A_Recoil(3)\n\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunUpgrade\",1,\"Firex2Speed\")\n QS4F AB 2 bright\n\tQSGN CDEFGH 1\n\tQSER AB 1\n\tQSER B 2\n\tQSER BA 1\n\tQSGN HGFEDCI 2\n\tQSGN J 1 A_PlayWeaponSound(\"QuadShotgun/Open\")\n\tQSGN KL 1\n\tQSGR ABCDE 2\n\tQSGR F 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR GH 2\n\tQSGR I 4\n\tQSGR JKLM 2\n\tQSGR N 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR O 2\n\tQSGR PQ 2\n\tQSGN MNO 1\n\tQSGN P 1 A_PlayWeaponSound(\"QuadShotgun/Close\")\n\tQSGN QRS 1\n Goto Ready\n Firex2Speed:\n QS4F AB 1 bright\n\tQSGN CEG 1\n\tQSER A 1\n\tQSER B 1\n\tQSER A 1\n\tQSGN HGFEDCI 1\n\tQSGN J 1 A_PlayWeaponSound(\"QuadShotgun/Open\")\n\tQSGN KL 1\n\tQSGR ABCDE 1\n\tQSGR F 1 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR GH 1\n\tQSGR I 2\n\tQSGR JKLM 1\n\tQSGR N 1 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR O 1\n\tQSGR PQ 1\n\tQSGN MNO 1\n\tQSGN P 1 A_PlayWeaponSound(\"QuadShotgun/Close\")\n\tQSGN QRS 1\n Goto Ready\n Flash:\n QSHF A 3 bright A_Light1\n QSHF B 2 bright A_Light2\n Goto LightDone\n }\n}\n\nActor JacksGun : Weapon\n{\n Weapon.AmmoType1 \"JacksAmmo\"\n +WEAPON.NOAUTOFIRE\n AttackSound \"dsFLRFIR\"\n Weapon.KickBack 75\n Weapon.AmmoUse 1\n Weapon.AmmoGive 2\n Tag \"Jack's Gun\"\n Weapon.PreferredSkin \"Pistol-DoomMarine\"\n Weapon.SelectionOrder 3\n States\n {\n Ready:\n FLAR A 1 A_WeaponReady\n Loop\n Deselect:\n FLAR A 0 A_Lower\n FLAR A 1 A_Lower\n Loop\n Select:\n FLAR A 0 A_Raise\n FLAR A 1 A_Raise\n Loop\n Fire:\n FLAR B 0 bright A_FireBullets (3.0, 3.0, 8, 210, \"BulletPuff2\")\n FLAR B 0 A_GunFlash\n FLAR B 2 bright A_PlayWeaponsound (\"dsFLRFIR\")\n FLAR D 6\n FLAR C 4\n FLAR B 5\n FLAR A 0 A_JumpIfInventory(\"JacksAmmo\",1,\"Ready\")\n FLA2 A 0 A_TakeInventory(\"JacksGun\",1)\n Goto Ready\n }\n}\n\nActor BarbossasGun : Weapon\n{\n Weapon.AmmoType1 \"BarbossasAmmo\"\n +WEAPON.NOAUTOFIRE\n Weapon.KickBack 70\n Weapon.AmmoUse 1\n Weapon.AmmoGive 6\n Tag \"Barbossa's Gun\"\n Weapon.PreferredSkin \"Pistol-DoomMarine\"\n Weapon.SelectionOrder 2\n States\n {\n Ready:\n FLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n FLA2 A 0 A_Lower\n FLA2 A 1 A_Lower\n Loop\n Select:\n FLA2 A 0 A_Raise\n FLA2 A 1 A_Raise\n Loop\n Fire:\n FLA2 B 0 A_PlaySound(\"sound/BARSHOT\")\n FLA2 B 0 bright A_FireBullets (2.0,2.0,6,180,\"BulletPuff2\")\n FLA2 B 0 A_GunFlash\n FLA2 B 2 bright\n FLA2 D 6\n FLA2 C 4\n FLA2 B 5\n FLA2 A 0 A_JumpIfInventory(\"BarbossasAmmo\",1,\"Ready\")\n FLA2 A 0 A_TakeInventory(\"Barbossasgun\",1)\n Goto Ready\n }\n}\n\nActor BlackbeardsGun : Weapon\n{\n Weapon.AmmoType1 \"BlackbeardsAmmo\"\n +WEAPON.NOAUTOFIRE\n Weapon.KickBack 80\n Weapon.AmmoUse 1\n Weapon.AmmoGive 1\n Tag \"Blackbeard's Gun\"\n Weapon.PreferredSkin \"Pistol-DoomMarine\"\n Weapon.SelectionOrder 1\n States\n {\n Ready:\n FLA3 A 1 A_WeaponReady\n Loop\n Deselect:\n FLA3 A 0 A_Lower\n FLA3 A 1 A_Lower\n Loop\n Select:\n FLA3 A 0 A_Raise\n FLA3 A 1 A_Raise\n Loop\n Fire:\n FLA3 B 0 A_PlaySound(\"sound/BLASHOT\")\n FLA3 B 0 bright A_FireBullets (3.0,3.0,12,260,\"BulletPuff2\")\n FLA3 B 0 A_GunFlash\n FLA3 B 2 bright\n FLA3 D 6\n FLA3 C 4\n FLA3 B 5\n TNT1 A 0 A_JumpIfInventory(\"BlackbeardsAmmo\",1,\"Ready\")\n FLA2 A 0 A_TakeInventory(\"BlackbeardsGun\",1)\n Goto Ready\n }\n}\n\nActor AlphaBagel_ : Weapon\n{\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n Obituary \"%o was honked to death by a worker bagel\"\n Weapon.KickBack 100\n Weapon.PreferredSkin \"AlphaBagel-DoomMarine\"\n Weapon.AmmoType2 \"PotatoAmmo\"\n Weapon.AmmoGive2 1\n Weapon.AmmoUse2 1\n Tag \"Worker Bagel\"\n States\n {\n Ready:\n TNT1 A 0\n TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n TNT1 A 0 A_StopSound(5)\n ReadyLoop:\n CLAW A 1 A_WeaponReady\n Loop\n Deselect:\n CLAW A 0 A_Lower\n CLAW A 1 A_Lower\n Loop\n Select:\n CLAW A 0 A_Raise\n CLAW A 1 A_Raise\n Loop\n Fire:\n CLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeft\")\n CLAW A 0 A_SpawnItemEX(\"Honk\",0,0,30,0,0,5)\n CLAW BCDE 1\n Goto FireSelection\n FireLeft:\n CLAW A 0 A_SpawnItemEX(\"Honk\",0,0,30,0,0,5)\n CLAW FGHI 1\n FireSelection:\n CLAW E 0 A_JumpIf(tid==601,32)\n CLAW E 0 A_JumpIf(tid==602,32)\n CLAW E 0 A_JumpIf(tid==603,32)\n CLAW E 0 A_JumpIf(tid==604,32)\n CLAW E 0 A_JumpIf(tid==605,32)\n CLAW E 0 A_JumpIf(tid==606,32)\n CLAW E 0 A_JumpIf(tid==607,32)\n CLAW E 0 A_JumpIf(tid==608,32)\n CLAW E 0 A_JumpIf(tid==609,32)\n CLAW E 0 A_JumpIf(tid==610,32)\n CLAW E 0 A_JumpIf(tid==611,32)\n CLAW E 0 A_JumpIf(tid==612,32)\n CLAW E 0 A_JumpIf(tid==613,32)\n CLAW E 0 A_JumpIf(tid==614,32)\n CLAW E 0 A_JumpIf(tid==615,32)\n CLAW E 0 A_JumpIf(tid==616,32)\n CLAW E 0 A_JumpIf(tid==617,32)\n CLAW E 0 A_JumpIf(tid==618,32)\n CLAW E 0 A_JumpIf(tid==619,32)\n CLAW E 0 A_JumpIf(tid==620,32)\n CLAW E 0 A_JumpIf(tid==621,32)\n CLAW E 0 A_JumpIf(tid==622,32)\n CLAW E 0 A_JumpIf(tid==623,32)\n CLAW E 0 A_JumpIf(tid==624,32)\n CLAW E 0 A_JumpIf(tid==625,32)\n CLAW E 0 A_JumpIf(tid==626,32)\n CLAW E 0 A_JumpIf(tid==627,32)\n CLAW E 0 A_JumpIf(tid==628,32)\n CLAW E 0 A_JumpIf(tid==629,32)\n CLAW E 0 A_JumpIf(tid==630,32)\n CLAW E 0 A_JumpIf(tid==631,32)\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff1\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff2\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff3\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff4\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff5\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff6\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff7\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff8\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff9\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff10\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff11\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff12\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff13\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff14\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff15\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff16\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff17\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff18\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff19\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff20\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff21\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff22\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff23\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff24\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff25\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff26\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff27\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff28\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff29\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff30\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff31\",80)\n FireEnd:\n CLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeftEnd\")\n CLAW F 2 A_PlaySound(\"CLAWSOUN\")\n CLAW ED 1\n CLAW CB 2\n CLAW A 1 A_GiveInventory(\"FirstClaw\",1)\n CLAW A 0 A_SpawnItemEX(\"Honk\",0,0,30,0,0,5)\n Goto Ready\n FireLeftEnd:\n CLAW J 2 A_PlaySound(\"CLAWSOUN\")\n CLAW IH 1\n CLAW GF 2\n CLAW A 1 A_TakeInventory(\"FirstClaw\",1)\n CLAW A 0 A_SpawnItemEX(\"Honk\",0,0,30,0,0,5)\n Goto Ready\n //New Alt fire for bagel... the potato shot\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"HasNuclearPotato\",1,\"AltFireNuclear\")\n CLAW BCD 1\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"ExplosivePotato\",0,1,0,8,0)\n Fired:\n CLAW E 1\n CLAW F 2\n CLAW ED 1\n CLAW CB 2\n CLAW M 1\n Goto Ready\n CBTSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaExplosivePotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n HFSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFExplosivePotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n AltFireNuclear:\n TNT1 A 0 A_PlayWeaponSound(\"AP/Charge\")\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.1, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.2, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.3, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.4, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.5, 50)\n CLA2 BC 1\n CLA2 D 1 A_SetBlend(\"Red\", 0.75, 150)\n TNT1 A 0 A_TakeInventory(\"HasNuclearPotato\",1)\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTNuclearSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFNuclearSound\")\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"NuclearPotato\",0,1,0,8,0)\n NuclearFired:\n CLA2 E 1\n Goto Ready\n CBTNuclearSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaNuclearPotato\",0,1,0,8,0)\n TNT1 A 0\n Goto NuclearFired\n HFNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n }\n}\n\nActor WorkerBagel_ : Weapon\n{\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n Obituary \"%o was honked to death by a worker bagel\"\n Weapon.KickBack 100\n Weapon.PreferredSkin \"Bagel-DoomMarine\"\n Weapon.AmmoType2 \"PotatoAmmo\"\n Weapon.AmmoGive2 1\n Weapon.AmmoUse2 1\n Tag \"Worker Bagel\"\n States\n {\n Ready:\n TNT1 A 0\n TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n TNT1 A 0 A_StopSound(5)\n ReadyLoop:\n CLAW A 1 A_WeaponReady\n Loop\n Deselect:\n CLAW A 0 A_Lower\n CLAW A 1 A_Lower\n Loop\n Select:\n CLAW A 0 A_Raise\n CLAW A 1 A_Raise\n Loop\n Fire:\n CLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeft\")\n CLAW A 0 A_SpawnItemEX(\"Honk\",0,0,30,0,0,5)\n CLAW BCDE 1\n Goto FireSelection\n FireLeft:\n CLAW A 0 A_SpawnItemEX(\"Honk\",0,0,30,0,0,5)\n CLAW FGHI 1\n FireSelection:\n CLAW E 0 A_JumpIf(tid==601,32)\n CLAW E 0 A_JumpIf(tid==602,32)\n CLAW E 0 A_JumpIf(tid==603,32)\n CLAW E 0 A_JumpIf(tid==604,32)\n CLAW E 0 A_JumpIf(tid==605,32)\n CLAW E 0 A_JumpIf(tid==606,32)\n CLAW E 0 A_JumpIf(tid==607,32)\n CLAW E 0 A_JumpIf(tid==608,32)\n CLAW E 0 A_JumpIf(tid==609,32)\n CLAW E 0 A_JumpIf(tid==610,32)\n CLAW E 0 A_JumpIf(tid==611,32)\n CLAW E 0 A_JumpIf(tid==612,32)\n CLAW E 0 A_JumpIf(tid==613,32)\n CLAW E 0 A_JumpIf(tid==614,32)\n CLAW E 0 A_JumpIf(tid==615,32)\n CLAW E 0 A_JumpIf(tid==616,32)\n CLAW E 0 A_JumpIf(tid==617,32)\n CLAW E 0 A_JumpIf(tid==618,32)\n CLAW E 0 A_JumpIf(tid==619,32)\n CLAW E 0 A_JumpIf(tid==620,32)\n CLAW E 0 A_JumpIf(tid==621,32)\n CLAW E 0 A_JumpIf(tid==622,32)\n CLAW E 0 A_JumpIf(tid==623,32)\n CLAW E 0 A_JumpIf(tid==624,32)\n CLAW E 0 A_JumpIf(tid==625,32)\n CLAW E 0 A_JumpIf(tid==626,32)\n CLAW E 0 A_JumpIf(tid==627,32)\n CLAW E 0 A_JumpIf(tid==628,32)\n CLAW E 0 A_JumpIf(tid==629,32)\n CLAW E 0 A_JumpIf(tid==630,32)\n CLAW E 0 A_JumpIf(tid==631,32)\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff1\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff2\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff3\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff4\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff5\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff6\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff7\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff8\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff9\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff10\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff11\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff12\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff13\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff14\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff15\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff16\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff17\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff18\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff19\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff20\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff21\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff22\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff23\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff24\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff25\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff26\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff27\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff28\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff29\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff30\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff31\",80)\n FireEnd:\n CLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeftEnd\")\n CLAW F 2 A_PlaySound(\"CLAWSOUN\")\n CLAW ED 1\n CLAW CB 2\n CLAW A 1 A_GiveInventory(\"FirstClaw\",1)\n CLAW A 0 A_SpawnItemEX(\"Honk\",0,0,30,0,0,5)\n Goto Ready\n FireLeftEnd:\n CLAW J 2 A_PlaySound(\"CLAWSOUN\")\n CLAW IH 1\n CLAW GF 2\n CLAW A 1 A_TakeInventory(\"FirstClaw\",1)\n CLAW A 0 A_SpawnItemEX(\"Honk\",0,0,30,0,0,5)\n Goto Ready\n //New Alt fire for bagel... the potato shot\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"HasNuclearPotato\",1,\"AltFireNuclear\")\n CLAW BCD 1\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"ExplosivePotato\",0,1,0,8,0)\n Fired:\n CLAW E 1\n CLAW F 2\n CLAW ED 1\n CLAW CB 2\n CLAW M 1\n Goto Ready\n AltFireNuclear:\n TNT1 A 0 A_PlayWeaponSound(\"AP/Charge\")\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.1, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.2, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.3, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.4, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.5, 50)\n CLA2 BC 1\n CLA2 D 1 A_SetBlend(\"Red\", 0.75, 150)\n TNT1 A 0 A_TakeInventory(\"HasNuclearPotato\",1)\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTNuclearSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFNuclearSound\")\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"NuclearPotato\",0,1,0,8,0)\n NuclearFired:\n CLA2 E 1\n Goto Ready\n CBTSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaExplosivePotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n HFSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFExplosivePotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n CBTNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n HFNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n }\n}\n\nActor BattleBagel_ : Weapon\n{\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n Obituary \"%o was hooted to death by a battle bagel\"\n Weapon.KickBack 100\n Weapon.PreferredSkin \"Bagel-DoomMarine2\"\n Weapon.AmmoType2 \"PotatoAmmo\"\n Weapon.AmmoGive2 1\n Weapon.AmmoUse2 1\n Tag \"Battle Bagel\"\n States\n {\n Ready:\n TNT1 A 0\n TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n TNT1 A 0 A_StopSound(5)\n ReadyLoop:\n CLAW A 1 A_WeaponReady\n Loop\n Deselect:\n CLAW A 0 A_Lower\n CLAW A 1 A_Lower\n Loop\n Select:\n CLAW A 0 A_Raise\n CLAW A 1 A_Raise\n Loop\n Fire:\n CLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeft\")\n\tCLAW A 0 A_SpawnItemEX(\"Hoot\",0,0,30,0,0,5)\n CLAW BCDE 1\n\tGoto FireSelection\n FireLeft:\n CLAW A 0 A_SpawnItemEX(\"Hoot\",0,0,30,0,0,5)\n CLAW FGHI 1\n FireSelection:\n CLAW E 0 A_JumpIf(tid==601,32)\n CLAW E 0 A_JumpIf(tid==602,32)\n CLAW E 0 A_JumpIf(tid==603,32)\n CLAW E 0 A_JumpIf(tid==604,32)\n CLAW E 0 A_JumpIf(tid==605,32)\n CLAW E 0 A_JumpIf(tid==606,32)\n CLAW E 0 A_JumpIf(tid==607,32)\n CLAW E 0 A_JumpIf(tid==608,32)\n CLAW E 0 A_JumpIf(tid==609,32)\n CLAW E 0 A_JumpIf(tid==610,32)\n CLAW E 0 A_JumpIf(tid==611,32)\n CLAW E 0 A_JumpIf(tid==612,32)\n CLAW E 0 A_JumpIf(tid==613,32)\n CLAW E 0 A_JumpIf(tid==614,32)\n CLAW E 0 A_JumpIf(tid==615,32)\n CLAW E 0 A_JumpIf(tid==616,32)\n CLAW E 0 A_JumpIf(tid==617,32)\n CLAW E 0 A_JumpIf(tid==618,32)\n CLAW E 0 A_JumpIf(tid==619,32)\n CLAW E 0 A_JumpIf(tid==620,32)\n CLAW E 0 A_JumpIf(tid==621,32)\n CLAW E 0 A_JumpIf(tid==622,32)\n CLAW E 0 A_JumpIf(tid==623,32)\n CLAW E 0 A_JumpIf(tid==624,32)\n CLAW E 0 A_JumpIf(tid==625,32)\n CLAW E 0 A_JumpIf(tid==626,32)\n CLAW E 0 A_JumpIf(tid==627,32)\n CLAW E 0 A_JumpIf(tid==628,32)\n CLAW E 0 A_JumpIf(tid==629,32)\n CLAW E 0 A_JumpIf(tid==630,32)\n CLAW E 0 A_JumpIf(tid==631,32)\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff1\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff2\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff3\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff4\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff5\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff6\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff7\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff8\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff9\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff10\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff11\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff12\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff13\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff14\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff15\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff16\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff17\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff18\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff19\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff20\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff21\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff22\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff23\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff24\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff25\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff26\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff27\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff28\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff29\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff30\",80)\n Goto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff31\",80)\n FireEnd:\n CLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeftEnd\")\n CLAW F 2 A_PlaySound(\"sound/CLAWSOU2\")\n CLAW ED 1\n CLAW CB 2\n CLAW A 1 A_GiveInventory(\"FirstClaw\",1)\n CLAW A 0 A_SpawnItemEX(\"Hoot\",0,0,30,0,0,5)\n Goto Ready\n FireLeftEnd:\n CLAW J 2 A_PlaySound(\"sound/CLAWSOU2\")\n CLAW IH 1\n CLAW GF 2\n CLAW A 1 A_TakeInventory(\"FirstClaw\",1)\n CLAW A 0 A_SpawnItemEX(\"Hoot\",0,0,30,0,0,5)\n Goto Ready\n //New Alt fire for bagel... the potato shot\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"HasNuclearPotato\",1,\"AltFireNuclear\")\n CLAW BCD 1\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"ExplosivePotato\",0,1,0,8,0)\n Fired:\n CLAW E 1\n CLAW F 2\n CLAW ED 1\n CLAW CB 2\n CLAW M 1\n Goto Ready\n AltFireNuclear:\n TNT1 A 0 A_PlayWeaponSound(\"AP/Charge\")\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.1, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.2, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.3, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.4, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.5, 50)\n CLA2 BC 1\n CLA2 D 1 A_SetBlend(\"Red\", 0.75, 150)\n TNT1 A 0 A_TakeInventory(\"HasNuclearPotato\",1)\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTNuclearSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFNuclearSound\")\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"NuclearPotato\",0,1,0,8,0)\n NuclearFired:\n CLA2 E 1\n Goto Ready\n CBTSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaExplosivePotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n HFSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFExplosivePotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n CBTNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n HFNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n }\n}\n\nActor Donut_ : Weapon\n{\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n Obituary \"%o was honked to death by a bagel\"\n Weapon.KickBack 100\n Weapon.PreferredSkin \"Donut-DoomMarine\"\n Weapon.AmmoType2 \"PotatoAmmo\"\n Weapon.AmmoGive2 0\n Weapon.AmmoUse2 1\n Tag \"Proto Donut\"\n States\n {\n Ready:\n TNT1 A 0\n TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n TNT1 A 0 A_StopSound(5)\n ReadyLoop:\n CLAW A 1 A_WeaponReady\n Loop\n Deselect:\n CLAW A 0 A_Lower\n CLAW A 1 A_Lower\n Loop\n Select:\n CLAW A 0 A_Raise\n CLAW A 1 A_Raise\n Loop\n Fire:\n CLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeft\")\n\tCLAW A 0 A_SpawnItemEX(\"SQUEAK\",0,0,30,0,0,5)\n CLAW BCDE 1\n\tGoto FireSelection\n FireLeft:\n CLAW A 0 A_SpawnItemEX(\"SQUEAK\",0,0,30,0,0,5)\n CLAW FGHI 1\n FireSelection:\n\tCLAW E 0 A_JumpIf(tid==601,32)\n\tCLAW E 0 A_JumpIf(tid==602,32)\n\tCLAW E 0 A_JumpIf(tid==603,32)\n\tCLAW E 0 A_JumpIf(tid==604,32)\n\tCLAW E 0 A_JumpIf(tid==605,32)\n\tCLAW E 0 A_JumpIf(tid==606,32)\n\tCLAW E 0 A_JumpIf(tid==607,32)\n\tCLAW E 0 A_JumpIf(tid==608,32)\n\tCLAW E 0 A_JumpIf(tid==609,32)\n\tCLAW E 0 A_JumpIf(tid==610,32)\n\tCLAW E 0 A_JumpIf(tid==611,32)\n\tCLAW E 0 A_JumpIf(tid==612,32)\n\tCLAW E 0 A_JumpIf(tid==613,32)\n\tCLAW E 0 A_JumpIf(tid==614,32)\n\tCLAW E 0 A_JumpIf(tid==615,32)\n\tCLAW E 0 A_JumpIf(tid==616,32)\n\tCLAW E 0 A_JumpIf(tid==617,32)\n\tCLAW E 0 A_JumpIf(tid==618,32)\n\tCLAW E 0 A_JumpIf(tid==619,32)\n\tCLAW E 0 A_JumpIf(tid==620,32)\n\tCLAW E 0 A_JumpIf(tid==621,32)\n\tCLAW E 0 A_JumpIf(tid==622,32)\n\tCLAW E 0 A_JumpIf(tid==623,32)\n\tCLAW E 0 A_JumpIf(tid==624,32)\n\tCLAW E 0 A_JumpIf(tid==625,32)\n\tCLAW E 0 A_JumpIf(tid==626,32)\n\tCLAW E 0 A_JumpIf(tid==627,32)\n\tCLAW E 0 A_JumpIf(tid==628,32)\n\tCLAW E 0 A_JumpIf(tid==629,32)\n\tCLAW E 0 A_JumpIf(tid==630,32)\n\tCLAW E 0 A_JumpIf(tid==631,32)\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff1\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff2\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff3\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff4\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff5\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff6\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff7\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff8\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff9\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff10\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff11\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff12\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff13\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff14\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff15\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff16\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff17\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff18\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff19\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff20\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff21\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff22\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff23\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff24\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff25\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff26\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff27\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff28\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff29\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff30\",160)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff31\",160)\n FireEnd:\n\tCLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeftEnd\")\n\tCLAW F 2 A_PlaySound(\"Sound/HONK3\")\n CLAW ED 1\n CLAW CB 2\n CLAW A 1 A_GiveInventory(\"FirstClaw\",1)\n\tCLAW A 0 A_SpawnItemEX(\"SQUEAK\",0,0,30,0,0,5)\n Goto Ready\n FireLeftEnd:\n\tCLAW J 2 A_PlaySound(\"Sound/HONK3\")\n CLAW IH 1\n CLAW GF 2\n CLAW A 1 A_TakeInventory(\"FirstClaw\",1)\n\tCLAW A 0 A_SpawnItemEX(\"SQUEAK\",0,0,30,0,0,5)\n Goto Ready\n //New Alt fire for bagel... the potato shot\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"HasNuclearPotato\",1,\"AltFireNuclear\")\n CLAW BCD 1\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"ExplosivePotato\",0,1,0,8,0)\n Fired:\n CLAW E 1\n CLAW F 2\n CLAW ED 1\n CLAW CB 2\n CLAW M 1\n Goto Ready\n AltFireNuclear:\n TNT1 A 0 A_PlayWeaponSound(\"AP/Charge\")\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.1, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.2, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.3, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.4, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.5, 50)\n CLA2 BC 1\n CLA2 D 1 A_SetBlend(\"Red\", 0.75, 150)\n TNT1 A 0 A_TakeInventory(\"HasNuclearPotato\",1)\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTNuclearSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFNuclearSound\")\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"NuclearPotato\",0,1,0,8,0)\n NuclearFired:\n CLA2 E 1\n Goto Ready\n CBTSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaExplosivePotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n HFSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFExplosivePotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n CBTNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n HFNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n }\n}\n\nActor UtilityBagel_ : Weapon\n{\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n Obituary \"%o was ploked to death by a bagel\"\n Weapon.KickBack 100\n Weapon.PreferredSkin \"Bagel-DoomMarine3\"\n Tag \"Utility Bagel\"\n States\n {\n Ready:\n TNT1 A 0\n TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n TNT1 A 0 A_StopSound(5)\n ReadyLoop:\n CLAW A 1 A_WeaponReady\n Loop\n Deselect:\n CLAW A 0 A_Lower\n CLAW A 1 A_Lower\n Loop\n Select:\n CLAW A 0 A_Raise\n CLAW A 1 A_Raise\n Loop\n Fire:\n CLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeft\")\n\tCLAW A 0 A_SpawnItemEX(\"Plok\",0,0,30,0,0,5)\n CLAW BCDE 1\n\tGoto FireSelection\n FireLeft:\n CLAW A 0 A_SpawnItemEX(\"Plok\",0,0,30,0,0,5)\n CLAW FGHI 1\n FireSelection:\n\tCLAW E 0 A_JumpIf(tid==601,32)\n\tCLAW E 0 A_JumpIf(tid==602,32)\n\tCLAW E 0 A_JumpIf(tid==603,32)\n\tCLAW E 0 A_JumpIf(tid==604,32)\n\tCLAW E 0 A_JumpIf(tid==605,32)\n\tCLAW E 0 A_JumpIf(tid==606,32)\n\tCLAW E 0 A_JumpIf(tid==607,32)\n\tCLAW E 0 A_JumpIf(tid==608,32)\n\tCLAW E 0 A_JumpIf(tid==609,32)\n\tCLAW E 0 A_JumpIf(tid==610,32)\n\tCLAW E 0 A_JumpIf(tid==611,32)\n\tCLAW E 0 A_JumpIf(tid==612,32)\n\tCLAW E 0 A_JumpIf(tid==613,32)\n\tCLAW E 0 A_JumpIf(tid==614,32)\n\tCLAW E 0 A_JumpIf(tid==615,32)\n\tCLAW E 0 A_JumpIf(tid==616,32)\n\tCLAW E 0 A_JumpIf(tid==617,32)\n\tCLAW E 0 A_JumpIf(tid==618,32)\n\tCLAW E 0 A_JumpIf(tid==619,32)\n\tCLAW E 0 A_JumpIf(tid==620,32)\n\tCLAW E 0 A_JumpIf(tid==621,32)\n\tCLAW E 0 A_JumpIf(tid==622,32)\n\tCLAW E 0 A_JumpIf(tid==623,32)\n\tCLAW E 0 A_JumpIf(tid==624,32)\n\tCLAW E 0 A_JumpIf(tid==625,32)\n\tCLAW E 0 A_JumpIf(tid==626,32)\n\tCLAW E 0 A_JumpIf(tid==627,32)\n\tCLAW E 0 A_JumpIf(tid==628,32)\n\tCLAW E 0 A_JumpIf(tid==629,32)\n\tCLAW E 0 A_JumpIf(tid==630,32)\n\tCLAW E 0 A_JumpIf(tid==631,32)\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff1\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff2\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff3\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff4\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff5\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff6\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff7\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff8\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff9\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff10\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff11\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff12\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff13\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff14\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff15\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff16\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff17\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff18\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff19\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff20\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff21\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff22\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff23\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff24\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff25\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff26\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff27\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff28\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff29\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff30\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff31\",80)\n FireEnd:\n\tCLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeftEnd\")\n\tCLAW F 2 A_PlaySound(\"sound/CLAWSOU3\")\n CLAW ED 1\n CLAW CB 2\n CLAW A 1 A_GiveInventory(\"FirstClaw\",1)\n\tCLAW A 0 A_SpawnItemEX(\"Plok\",0,0,30,0,0,5)\n goto Ready\n FireLeftEnd:\n\tCLAW J 2 A_PlaySound(\"sound/CLAWSOU3\")\n CLAW IH 1\n CLAW GF 2\n CLAW A 1 A_TakeInventory(\"FirstClaw\",1)\n\tCLAW A 0 A_SpawnItemEX(\"Plok\",0,0,30,0,0,5)\n Goto Ready\n //Alt fire for utilty bagel... self heal\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"HasNuclearPotato\",1,\"AltFireNuclear\")\n CLAW A 0 A_PlaySound(\"sound/SELFHEAL\")\n\tTNT1 A 0 A_Jump(128,\"Health2\",\"Health3\")\n Health1:\n \tCLAW A 3 A_GiveInventory(\"Health\",2)\n\tGoto Ready\n Health2:\n \tCLAW A 3 A_GiveInventory(\"Health\",4)\n\tGoto Ready\n Health3:\n \tCLAW A 3 A_GiveInventory(\"Health\",6)\n\tGoto Ready\n AltFireNuclear:\n TNT1 A 0 A_PlayWeaponSound(\"AP/Charge\")\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.1, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.2, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.3, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.4, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.5, 50)\n CLA2 BC 1\n CLA2 D 1 A_SetBlend(\"Red\", 0.75, 150)\n TNT1 A 0 A_TakeInventory(\"HasNuclearPotato\",1)\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTNuclearSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFNuclearSound\")\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"NuclearPotato\",0,1,0,8,0)\n NuclearFired:\n CLA2 E 1\n Goto Ready\n CBTNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n HFNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n }\n}\n\nActor WarDonut_ : Weapon\n{\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n Obituary \"%o was honked to death by a bagel\"\n Weapon.KickBack 100\n Weapon.PreferredSkin \"Donut-DoomMarine2\"\n Tag \"War Donut\"\n Weapon.AmmoType2 \"PotatoAmmo\"\n Weapon.AmmoGive2 1\n Weapon.AmmoUse2 1\n States\n {\n Ready:\n TNT1 A 0\n TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n TNT1 A 0 A_StopSound(5)\n ReadyLoop:\n CLAW A 1 A_WeaponReady\n Loop\n Deselect:\n CLAW A 0 A_Lower\n CLAW A 1 A_Lower\n Loop\n Select:\n CLAW A 0 A_Raise\n CLAW A 1 A_Raise\n Loop\n Fire:\n CLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeft\")\n\tCLAW A 0 A_SpawnItemEX(\"SQUEAK\",0,0,30,0,0,5)\n CLAW BCDE 1\n\tGoto FireSelection\n FireLeft:\n CLAW A 0 A_SpawnItemEX(\"SQUEAK\",0,0,30,0,0,5)\n CLAW FGHI 1\n FireSelection:\n\tCLAW E 0 A_JumpIf(tid==601,32)\n\tCLAW E 0 A_JumpIf(tid==602,32)\n\tCLAW E 0 A_JumpIf(tid==603,32)\n\tCLAW E 0 A_JumpIf(tid==604,32)\n\tCLAW E 0 A_JumpIf(tid==605,32)\n\tCLAW E 0 A_JumpIf(tid==606,32)\n\tCLAW E 0 A_JumpIf(tid==607,32)\n\tCLAW E 0 A_JumpIf(tid==608,32)\n\tCLAW E 0 A_JumpIf(tid==609,32)\n\tCLAW E 0 A_JumpIf(tid==610,32)\n\tCLAW E 0 A_JumpIf(tid==611,32)\n\tCLAW E 0 A_JumpIf(tid==612,32)\n\tCLAW E 0 A_JumpIf(tid==613,32)\n\tCLAW E 0 A_JumpIf(tid==614,32)\n\tCLAW E 0 A_JumpIf(tid==615,32)\n\tCLAW E 0 A_JumpIf(tid==616,32)\n\tCLAW E 0 A_JumpIf(tid==617,32)\n\tCLAW E 0 A_JumpIf(tid==618,32)\n\tCLAW E 0 A_JumpIf(tid==619,32)\n\tCLAW E 0 A_JumpIf(tid==620,32)\n\tCLAW E 0 A_JumpIf(tid==621,32)\n\tCLAW E 0 A_JumpIf(tid==622,32)\n\tCLAW E 0 A_JumpIf(tid==623,32)\n\tCLAW E 0 A_JumpIf(tid==624,32)\n\tCLAW E 0 A_JumpIf(tid==625,32)\n\tCLAW E 0 A_JumpIf(tid==626,32)\n\tCLAW E 0 A_JumpIf(tid==627,32)\n\tCLAW E 0 A_JumpIf(tid==628,32)\n\tCLAW E 0 A_JumpIf(tid==629,32)\n\tCLAW E 0 A_JumpIf(tid==630,32)\n\tCLAW E 0 A_JumpIf(tid==631,32)\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff1\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff2\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff3\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff4\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff5\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff6\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff7\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff8\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff9\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff10\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff11\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff12\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff13\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff14\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff15\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff16\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff17\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff18\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff19\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff20\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff21\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff22\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff23\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff24\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff25\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff26\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff27\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff28\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff29\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff30\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff31\",80)\n FireEnd:\n\tCLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeftEnd\")\n\tCLAW F 2 A_PlaySound(\"Sound/HONK3\")\n CLAW ED 1\n CLAW CB 2\n CLAW A 1 A_GiveInventory(\"FirstClaw\",1)\n\tCLAW A 0 A_SpawnItemEX(\"SQUEAK\",0,0,30,0,0,5)\n goto Ready\n FireLeftEnd:\n\tCLAW J 2 A_PlaySound(\"Sound/HONK3\")\n CLAW IH 1\n CLAW GF 2\n CLAW A 1 A_TakeInventory(\"FirstClaw\",1)\n\tCLAW A 0 A_SpawnItemEX(\"SQUEAK\",0,0,30,0,0,5)\n Goto Ready\n //New Alt fire for bagel... The Potato\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"HasNuclearPotato\",1,\"AltFireNuclear\")\n\tCLAW BCD 1\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n\tCLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"ExplosivePotato\",0,1,0,8,0)\n Fired:\n CLAW E 1\n CLAW F 2\n CLAW ED 1\n CLAW CB 2\n CLAW M 1\n\tGoto Ready\n AltFireNuclear:\n TNT1 A 0 A_PlayWeaponSound(\"AP/Charge\")\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.1, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.2, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.3, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.4, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.5, 50)\n CLA2 BC 1\n CLA2 D 1 A_SetBlend(\"Red\", 0.75, 150)\n TNT1 A 0 A_TakeInventory(\"HasNuclearPotato\",1)\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTNuclearSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFNuclearSound\")\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"NuclearPotato\",0,1,0,8,0)\n NuclearFired:\n CLA2 E 1\n Goto Ready\n CBTSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaExplosivePotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n HFSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"PotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFExplosivePotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n CBTNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n HFNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n }\n}\n\nActor KnightBagel_ : Weapon\n{\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n Obituary \"%o was boinged to death by a bagel\"\n Weapon.KickBack 100\n Weapon.PreferredSkin \"Bagel-DoomMarine4\"\n Weapon.AmmoType2 \"GoldenPotatoAmmo\"\n Weapon.AmmoGive2 3\n Weapon.AmmoUse2 1\n Tag \"Knight Bagel\"\n States\n {\n Ready:\n TNT1 A 0\n TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n TNT1 A 0 A_StopSound(5)\n ReadyLoop:\n CLAW A 1 A_WeaponReady\n Loop\n Deselect:\n CLAW A 0 A_Lower\n CLAW A 1 A_Lower\n Loop\n Select:\n CLAW A 0 A_Raise\n CLAW A 1 A_Raise\n Loop\n Fire:\n CLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeft\")\n\tCLAW A 0 A_SpawnItemEX(\"Beep\",0,0,30,0,0,5)\n CLAW BCDE 1\n\tGoto FireSelection\n FireLeft:\n CLAW A 0 A_SpawnItemEX(\"Beep\",0,0,30,0,0,5)\n CLAW FGHI 1\n FireSelection:\n\tCLAW E 0 A_JumpIf(tid==601,32)\n\tCLAW E 0 A_JumpIf(tid==602,32)\n\tCLAW E 0 A_JumpIf(tid==603,32)\n\tCLAW E 0 A_JumpIf(tid==604,32)\n\tCLAW E 0 A_JumpIf(tid==605,32)\n\tCLAW E 0 A_JumpIf(tid==606,32)\n\tCLAW E 0 A_JumpIf(tid==607,32)\n\tCLAW E 0 A_JumpIf(tid==608,32)\n\tCLAW E 0 A_JumpIf(tid==609,32)\n\tCLAW E 0 A_JumpIf(tid==610,32)\n\tCLAW E 0 A_JumpIf(tid==611,32)\n\tCLAW E 0 A_JumpIf(tid==612,32)\n\tCLAW E 0 A_JumpIf(tid==613,32)\n\tCLAW E 0 A_JumpIf(tid==614,32)\n\tCLAW E 0 A_JumpIf(tid==615,32)\n\tCLAW E 0 A_JumpIf(tid==616,32)\n\tCLAW E 0 A_JumpIf(tid==617,32)\n\tCLAW E 0 A_JumpIf(tid==618,32)\n\tCLAW E 0 A_JumpIf(tid==619,32)\n\tCLAW E 0 A_JumpIf(tid==620,32)\n\tCLAW E 0 A_JumpIf(tid==621,32)\n\tCLAW E 0 A_JumpIf(tid==622,32)\n\tCLAW E 0 A_JumpIf(tid==623,32)\n\tCLAW E 0 A_JumpIf(tid==624,32)\n\tCLAW E 0 A_JumpIf(tid==625,32)\n\tCLAW E 0 A_JumpIf(tid==626,32)\n\tCLAW E 0 A_JumpIf(tid==627,32)\n\tCLAW E 0 A_JumpIf(tid==628,32)\n\tCLAW E 0 A_JumpIf(tid==629,32)\n\tCLAW E 0 A_JumpIf(tid==630,32)\n\tCLAW E 0 A_JumpIf(tid==631,32)\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff1\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff2\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff3\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff4\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff5\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff6\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff7\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff8\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff9\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff10\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff11\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff12\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff13\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff14\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff15\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff16\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff17\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff18\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff19\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff20\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff21\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff22\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff23\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff24\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff25\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff26\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff27\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff28\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff29\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff30\",80)\n\tGoto FireEnd\n CLAW E 0 A_CustomPunch(4,1,0,\"VirusPuff31\",80)\n FireEnd:\n\tCLAW B 0 A_JumpIfInventory(\"FirstClaw\",1,\"FireLeftEnd\")\n\tCLAW F 2 A_PlaySound(\"Sound/HONK4\")\n CLAW ED 1\n CLAW CB 2\n CLAW A 1 A_GiveInventory(\"FirstClaw\",1)\n\tCLAW A 0 A_SpawnItemEX(\"Beep\",0,0,30,0,0,5)\n goto Ready\n FireLeftEnd:\n\tCLAW J 2 A_PlaySound(\"Sound/HONK4\")\n CLAW IH 1\n CLAW GF 2\n CLAW A 1 A_TakeInventory(\"FirstClaw\",1)\n\tCLAW A 0 A_SpawnItemEX(\"Beep\",0,0,30,0,0,5)\n Goto Ready\n //New Alt fire for bagel... The Golden Potato\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"HasNuclearPotato\",1,\"AltFireNuclear\")\n\tCLAW BCD 1\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n CLAW A 0 A_JumpIfInventory(\"GoldenPotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"GoldenPotato\",0,1,0,8,0)\n Fired:\n CLAW E 1\n CLAW F 2\n CLAW ED 1\n CLAW CB 2\n CLAW M 1\n\tGoto Ready\n AltFireNuclear:\n TNT1 A 0 A_PlayWeaponSound(\"AP/Charge\")\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.1, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.2, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.3, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.4, 50)\n CLA2 AAA 10 A_SetBlend(\"Red\", 0.5, 50)\n CLA2 BC 1\n CLA2 D 1 A_SetBlend(\"Red\", 0.75, 150)\n TNT1 A 0 A_TakeInventory(\"HasNuclearPotato\",1)\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTNuclearSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFNuclearSound\")\n TNT1 A 0 A_PlaySound(\"Sound/POP\")\n TNT1 A 0 A_FireCustomMissile(\"NuclearPotato\",0,1,0,8,0)\n NuclearFired:\n CLA2 E 1\n Goto Ready\n CBTSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"GoldenPotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaGoldenPotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n HFSound:\n TNT1 A 0\n CLAW A 0 A_JumpIfInventory(\"GoldenPotatoAmmo\",0,2)\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFGoldenPotato\",0,1,0,8,0)\n TNT1 A 0\n Goto Fired\n CBTNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/yodacbt\")\n TNT1 A 0 A_FireCustomMissile(\"YodaNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n HFNuclearSound:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"sound/freeman\")\n TNT1 A 0 A_FireCustomMissile(\"HFNuclearPotato\",0,1,0,8,0)\n Goto NuclearFired\n }\n}\n\nActor BagelWings : Custominventory\n{\n +INVENTORY.INVBAR\n +Inventory.HUBPOWER\n Inventory.MaxAmount 1\n Inventory.Icon \"BAGFLY\"\n Tag \"Wings of the Bagel\"\n States\n {\n Use:\n TNT1 A 0 A_JumpIfInventory(\"humanmaker\",1,\"HumanUse\")\n\tTNT1 A 0 A_PlaySound (\"BAGFLI\")\n\tTNT1 A 0 A_GiveInventory(\"BagelFlight\")\n\tStop\n HumanUse:\n TNT1 A 0 ACS_ExecuteAlways(480,0,5)\n Fail\n }\n}\n\nActor BagelStealth : Custominventory\n{\n +INVENTORY.INVBAR\n +Inventory.HUBPOWER\n Inventory.MaxAmount 1\n Inventory.Icon \"BAGSTL\"\n Tag \"Bagel Stealth\"\n States\n {\n Use:\n TNT1 A 0 A_JumpIfInventory(\"humanmaker\",1,\"HumanUse\")\n\tTNT1 A 0 A_PlaySound (\"BAGVIS\")\n\tTNT1 A 0 A_GiveInventory(\"BagelInvis\")\n\tStop\n HumanUse:\n TNT1 A 0 ACS_ExecuteAlways(480,0,6)\n Fail\n }\n}\n\nActor BagelInvis : PowerInvisibility\n{\n RenderStyle Translucent\n Powerup.Duration -30\n +INVENTORY.HUBPOWER\n}\n\nACTOR BagelFlight : PowerFlight\n{\n Powerup.Duration -20\n +INVENTORY.HUBPOWER\n}\n\nActor PotatoStorm : CustomInventory\n{\n +INVENTORY.INVBAR\n Inventory.MaxAmount 999\n Inventory.Icon \"POT2A0\"\n +INVENTORY.HUBPOWER\n Tag \"Potato Storm\"\n States\n {\n Use:\n TNT1 A 0 A_JumpIfInventory(\"humanmaker\",1,\"HumanUse\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",0,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-4,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",4,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-8,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",8,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-12,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",12,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-16,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",16,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-20,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",20,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-24,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",24,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-28,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",28,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-32,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",32,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-36,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",36,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-40,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"StormPotato\",40,0,0,Random(10,20),0,0)\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n Stop\n CBTSound:\n TNT1 A 0\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",0,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-4,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",4,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-8,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",8,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-12,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",12,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-16,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",16,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-20,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",20,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-24,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",24,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-28,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",28,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-32,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",32,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-36,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",36,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-40,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",40,0,0,Random(10,20),0,0)\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n Stop\n HFSound:\n TNT1 A 0\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",0,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-4,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",4,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-8,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",8,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-12,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",12,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-16,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",16,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-20,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",20,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-24,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",24,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-28,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",28,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-32,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",32,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-36,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",36,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-40,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",40,0,0,Random(10,20),0,0)\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n Stop\n HumanUse:\n TNT1 A 0 ACS_ExecuteAlways(480,0,3)\n Fail\n }\n}\n\nActor MegaPotato_AlphaBagel : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"MegaPotatoAmmo\"\n Weapon.PreferredSkin \"AlphaBagel-DoomMarine\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Mega Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(407,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Yellow\", 0.5, 75)\n CLA2 B 60 bright A_PlayWeaponSound(\"BH/Charge\")\n CLA2 CD 3\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"MoisesChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"MegaPotato\",1)\n Goto Ready\n CBTSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"YodaMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n HFSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"HFMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n }\n}\n\nActor MegaPotato_WorkerBagel : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"MegaPotatoAmmo\"\n Weapon.PreferredSkin \"Bagel-DoomMarine\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Mega Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(407,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Yellow\", 0.5, 75)\n CLA2 B 60 bright A_PlayWeaponSound(\"BH/Charge\")\n CLA2 CD 3\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"MoisesChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"MegaPotato\",1)\n Goto Ready\n CBTSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"YodaMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n HFSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"HFMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n }\n}\n\nActor MegaPotato_BattleBagel : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"MegaPotatoAmmo\"\n Weapon.PreferredSkin \"Bagel-DoomMarine2\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Mega Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(407,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Yellow\", 0.5, 75)\n CLA2 B 60 bright A_PlayWeaponSound(\"BH/Charge\")\n CLA2 CD 3\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"MoisesChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"MegaPotato\",1)\n Goto Ready\n CBTSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"YodaMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n HFSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"HFMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n }\n}\n\nActor MegaPotato_Donut : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"MegaPotatoAmmo\"\n Weapon.PreferredSkin \"Donut-DoomMarine\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Mega Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(407,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Yellow\", 0.5, 75)\n CLA2 B 60 bright A_PlayWeaponSound(\"BH/Charge\")\n CLA2 CD 3\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"MoisesChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"MegaPotato\",1)\n Goto Ready\n CBTSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"YodaMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n HFSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"HFMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n }\n}\n\nActor MegaPotato_UtilityBagel : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"MegaPotatoAmmo\"\n Weapon.PreferredSkin \"Bagel-DoomMarine3\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Mega Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(407,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Yellow\", 0.5, 75)\n CLA2 B 60 bright A_PlayWeaponSound(\"BH/Charge\")\n CLA2 CD 3\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"MoisesChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"MegaPotato\",1)\n Goto Ready\n CBTSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"YodaMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n HFSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"HFMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n }\n}\n\nActor MegaPotato_WarDonut : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"MegaPotatoAmmo\"\n Weapon.PreferredSkin \"Donut-DoomMarine2\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Mega Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(407,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Yellow\", 0.5, 75)\n CLA2 B 60 bright A_PlayWeaponSound(\"BH/Charge\")\n CLA2 CD 3\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"MoisesChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"MegaPotato\",1)\n Goto Ready\n CBTSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"YodaMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n HFSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"HFMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n }\n}\n\nActor MegaPotato_KnightBagel : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"MegaPotatoAmmo\"\n Weapon.PreferredSkin \"Bagel-DoomMarine4\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Mega Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(407,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Yellow\", 0.5, 75)\n CLA2 B 60 bright A_PlayWeaponSound(\"BH/Charge\")\n CLA2 CD 3\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"MoisesChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"MegaPotato\",1)\n Goto Ready\n CBTSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"YodaMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n HFSound:\n TNT1 A 0\n TNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"HFMoisesChaosPotato\",0,1,0,0,8)\n Goto Fired\n }\n}\n\nActor ApocalypsePotato_AlphaBagel : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"ApocalypsePotatoAmmo\"\n Weapon.PreferredSkin \"AlphaBagel-DoomMarine\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Apocalypse Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(408,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Red\", 0.5, 75)\n CLA2 B 100 bright A_PlayWeaponSound(\"AP/Charge2\")\n CLA2 CD 3\n TNT1 A 0 A_PlayWeaponSound(\"AP/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"ApocalypseChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato_AlphaBagel\",1)\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato\",1)\n Goto Ready\n }\n}\n\nActor ApocalypsePotato_WorkerBagel : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"ApocalypsePotatoAmmo\"\n Weapon.PreferredSkin \"Bagel-DoomMarine\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Apocalypse Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(408,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Red\", 0.5, 75)\n CLA2 B 100 bright A_PlayWeaponSound(\"AP/Charge2\")\n CLA2 CD 3\n TNT1 A 0 A_PlayWeaponSound(\"AP/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"ApocalypseChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato_WorkerBagel\",1)\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato\",1)\n Goto Ready\n }\n}\n\nActor ApocalypsePotato_BattleBagel : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"ApocalypsePotatoAmmo\"\n Weapon.PreferredSkin \"Bagel-DoomMarine2\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Apocalypse Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(408,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Red\", 0.5, 75)\n CLA2 B 100 bright A_PlayWeaponSound(\"AP/Charge2\")\n CLA2 CD 3\n TNT1 A 0 A_PlayWeaponSound(\"AP/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"ApocalypseChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato_BattleBagel\",1)\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato\",1)\n Goto Ready\n }\n}\n\nActor ApocalypsePotato_Donut : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"ApocalypsePotatoAmmo\"\n Weapon.PreferredSkin \"Donut-DoomMarine\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Apocalypse Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(408,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Red\", 0.5, 75)\n CLA2 B 100 bright A_PlayWeaponSound(\"AP/Charge2\")\n CLA2 CD 3\n TNT1 A 0 A_PlayWeaponSound(\"AP/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"ApocalypseChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato_Donut\",1)\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato\",1)\n Goto Ready\n }\n}\n\nActor ApocalypsePotato_UtilityBagel : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"ApocalypsePotatoAmmo\"\n Weapon.PreferredSkin \"Bagel-DoomMarine3\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Apocalypse Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(408,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Red\", 0.5, 75)\n CLA2 B 100 bright A_PlayWeaponSound(\"AP/Charge2\")\n CLA2 CD 3\n TNT1 A 0 A_PlayWeaponSound(\"AP/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"ApocalypseChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato_UtilityBagel\",1)\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato\",1)\n Goto Ready\n }\n}\n\nActor ApocalypsePotato_WarDonut : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"ApocalypsePotatoAmmo\"\n Weapon.PreferredSkin \"Donut-DoomMarine2\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Apocalypse Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(408,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Red\", 0.5, 75)\n CLA2 B 100 bright A_PlayWeaponSound(\"AP/Charge2\")\n CLA2 CD 3\n TNT1 A 0 A_PlayWeaponSound(\"AP/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"ApocalypseChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato_WarDonut\",1)\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato\",1)\n Goto Ready\n }\n}\n\nActor ApocalypsePotato_KnightBagel : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType \"ApocalypsePotatoAmmo\"\n Weapon.PreferredSkin \"Bagel-DoomMarine4\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Tag \"Apocalypse Potato\"\n States\n {\n Ready:\n CLA2 A 1 A_WeaponReady\n Loop\n Deselect:\n CLA2 A 0 A_Lower\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n CLA2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 ACS_ExecuteAlways(408,0,0,0,0)\n CLA2 A 1 bright A_SetBlend(\"Red\", 0.5, 75)\n CLA2 B 100 bright A_PlayWeaponSound(\"AP/Charge2\")\n CLA2 CD 3\n TNT1 A 0 A_PlayWeaponSound(\"AP/Fire\")\n CLA2 E 4 A_FireCustomMissile(\"ApocalypseChaosPotato\",0,1,0,0,8)\n Fired:\n TNT1 A 0\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato_KnightBagel\",1)\n CLA2 A 0 A_TakeInventory(\"ApocalypsePotato\",1)\n Goto Ready\n }\n}\n\nActor HolycrossBH : CustomInventory\n{\n +INVENTORY.INVBAR\n Inventory.MaxAmount 5\n Inventory.Icon \"CROSG0\"\n +INVENTORY.HUBPOWER\n States\n {\n Use:\n\tTNT1 A 0 A_JumpIfInventory(\"zombiemaker\",1,\"ZombieUse\")\n\tTNT1 A 0 A_PlaySound (\"inv/cross\")\n\tTNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 2, 0, 0, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 1.5, 0, 0, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 1, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, -1, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, -1.5, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, -2, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 0, 1, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 0, 1.5, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 0, 2, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 0, -1, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 0, -1.5, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 0, -2, 0, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, .5, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, -.5, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 0, .5, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 0, -.5, 0, 0)\n TNT1 A 1 A_SpawnItemEx(\"holylightBH2\", 0, 0, 30, 10, 0, 0, 0, 0)\n Stop\n ZombieUse:\n\tTNT1 A 0 A_Print(\"Zombies cannot use the cross!\")\n \tfail\n }\n}\n\nactor HolyLightBH2\n{\n Radius 13\n Height 8\n Speed 56\n Damage 9999\n Projectile\n DamageType \"HumanHK\"\n +RANDOMIZE\n RenderStyle Add\n Alpha 0.75\n SeeSound \"inv/cross\"\n DeathSound \"weapons/plasmax\"\n Obituary \"%o has been purified.\"\n States\n {\n Spawn:\n TNT1 A 0 //first frame cant have an action\n TNT1 AAAAAA 0 A_SpawnItemEx(\"Itemsparks\",0,0,0,Random(10,20),Random(-5,5),Random(-3,10),0,0)\n Loopness:\n TRAC ABCDEDCB 1 bright A_SpawnItemEx(\"Itemsparks\",0,0,0,Random(-5,5),Random(-5,5),Random(-10,-1),0,0,0)\n Goto Loopness\n Death:\n TNT1 A 0 //first frame cant have an action\n TNT1 AAAAAA 0 A_SpawnItemEx(\"Itemsparks2\",0,0,0,Random(-5,5),Random(-5,5),Random(-10,-1),0,0)\n Stop\n }\n}\n\nActor InfectionCross : CustomInventory\n{\n +INVENTORY.INVBAR\n Inventory.MaxAmount 5\n Inventory.Icon \"ZCROSS\"\n +INVENTORY.HUBPOWER\n States\n {\n Use:\n\tTNT1 A 0 A_JumpIfInventory(\"humanmaker\",1,\"HumanUse\")\n\tTNT1 A 0 A_PlaySound (\"inv/cross\")\n\tTNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 1, 0, 0, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 1.5, 0, 0, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 2, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, -1, 0, 0, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, -1.5, 0, 0, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, -2, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 0, 1, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 0, 1.5, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 0, 2, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 0, -1, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 0, -1.5, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 0, -2, 0, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, .5, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, -.5, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 0, .5, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 0, -.5, 0, 0)\n TNT1 A 1 A_SpawnItemEx(\"unholylight\", 0, 0, 30, 10, 0, 0, 0, 0)\n Stop\n HumanUse:\n\tTNT1 A 0 A_Print(\"Humans cannot use the Infections Cross!\")\n \tfail\n }\n}\n\nactor UnholyLight\n{\n Radius 13\n Height 8\n Speed 56\n Damage 1\n Projectile\n DamageType \"Virus\"\n +RANDOMIZE\n Alpha 0.75\n SeeSound \"inv/cross\"\n DeathSound \"weapons/plasmax\"\n Obituary \"%o has been purified.\"\n States\n {\n Spawn:\n TNT1 A 0 //first frame cant have an action\n TNT1 AAAAAA 0 A_SpawnItemEx(\"Zitemsparks\",0,0,0,Random(10,20),Random(-5,5),Random(-3,10),0,0)\n Loopness:\n ZRAC ABCDEDCB 1 bright A_SpawnItemEx(\"Zitemsparks\",0,0,0,Random(-5,5),Random(-5,5),Random(-10,-1),0,0,0)\n Goto Loopness\n Death:\n TNT1 A 0 //first frame cant have an action\n TNT1 AAAAAA 0 A_SpawnItemEx(\"Zitemsparks2\",0,0,0,Random(-5,5),Random(-5,5),Random(-10,-1),0,0)\n Stop\n }\n}\n\nActor ZitemSparks\n{\n Radius 4\n Height 18\n +NOGRAVITY\n +RANDOMIZE\n -SOLID\n +NOBLOCKMAP\n +DONTSPLASH\n +CLIENTSIDEONLY\n +BRIGHT\n RenderStyle Add\n Alpha 0.9\n scale .5\n States\n {\n Spawn:\n ZRAC ABCDCBABCDCBABCD 1 bright A_FadeOut(0.08)\n Stop\n }\n}\n\nActor ZitemSparks2\n{\n -NOGRAVITY\n Gravity 0.5\n States\n {\n Spawn:\n ZRAC ABCDCBABCDABCDCBABCDABCDCBABCD 1 bright\n ZRAC ABCDCBABCDCBABCDCB 1 bright A_FadeOut(0.05)\n Stop\n }\n}\n\nActor Diabeetus2 : CustomInventory\n{\n +INVENTORY.INVBAR\n Inventory.MaxAmount 999\n Inventory.InterHubAmount 999\n Inventory.Icon \"EMITB0\"\n +INVENTORY.HUBPOWER\n States\n {\n Use:\n TNT1 A 0 A_JumpIfInventory(\"zombiemaker\",1,\"ZombieUse\")\n TNT1 A 0 A_SpawnItemEx(\"Wilford2\",0,0,30,10,2,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"Wilford2\",0,0,30,10,1.5,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"Wilford2\",0,0,30,10,1.0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"Wilford2\",0,0,30,10,0.5,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"Wilford2\",0,0,30,10,0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"Wilford2\",0,0,30,10,-0.5,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"Wilford2\",0,0,30,10,-1.0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"Wilford2\",0,0,30,10,-1.5,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"Wilford2\",0,0,30,10,-2,0,0,0)\n Stop\n ZombieUse:\n TNT1 A 0 ACS_Execute(480,0,2)\n Fail\n }\n}\n\nActor Wilford2\n{\n SpawnID 51\n Radius 13\n Height 8\n XScale 0.4\n YScale 0.4\n Speed 30\n Damage 100\n Projectile\n DamageType \"FireG\"\n +RANDOMIZE\n DeathSound \"weapons/plasmax\"\n Obituary \"%o collided with diabeetus.\"\n States\n {\n Spawn:\n TNT1 A 1\n WIBR ABABABABAB 2 bright\n WIBR A 0 A_PlaySound(\"sound/DBEETUS\")\n Goto Spawn+1\n Death:\n MISL B 8 bright\n MISL C 6 bright\n MISL D 4 bright\n MISL E 4 bright\n MISL F 4 bright\n Stop\n }\n}\n\nActor KsawDischarge2 : Ammo\n{\n Inventory.MaxAmount 1000\n}\n\nActor TrueLegendaryPotato\n{\n Height 10\n Speed 63\n Damage (50)\n Radius 14\n XScale 0.5\n YScale 0.5\n BounceFactor 1.0\n WallBounceFactor 1.0\n Bouncecount 24\n DamageType \"Potato\"\n SeeSound \"Sound/POP\"\n Projectile\n +NoGravity\n +Doombounce\n +SKYEXPLODE\n +RIPPER\n States\n {\n Spawn:\n TNT1 A 0\n TLPT AA 3 BRIGHT\n TLPT BB 3 BRIGHT\n TLPT CC 3 BRIGHT\n TLPT DD 3 BRIGHT\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEX(\"POP\",0,0,random(50,70),0)\n\tTNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tStop\n }\n}\n\nActor TrueLegendaryPotatoStorm : CustomInventory\n{\n +INVENTORY.INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TELGPO\"\n +INVENTORY.HUBPOWER\n Tag \"True Legendary Potato Storm\"\n States\n {\n Use:\n TNT1 A 0 A_JumpIfInventory(\"humanmaker\",1,\"HumanUse\")\n TNT1 A 0 A_PlaySound (\"BAGTLP\")\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",0,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-4,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",4,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-8,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",8,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-12,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",12,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-16,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",16,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-20,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",20,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-24,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",24,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-28,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",28,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-32,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",32,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-36,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",36,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-40,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",40,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-44,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",44,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-48,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",48,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-52,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",52,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-56,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",56,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-60,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",60,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-64,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",64,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-68,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",68,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-72,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",72,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-76,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",76,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-80,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",80,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-84,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",84,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-88,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",88,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-92,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",92,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-96,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",96,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-100,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",100,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-104,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",104,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-108,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",108,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-112,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",112,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-116,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",116,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-120,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",120,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-124,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",124,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-128,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",128,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-132,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",132,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-136,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",136,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-140,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",140,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-144,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",144,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-148,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",148,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-152,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",152,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-156,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",156,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-160,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",160,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-164,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",164,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-168,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",168,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-172,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",172,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",-176,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",176,0,0,Random(10,20),0,0)\n TNT1 A 0 A_FireCustomMissile(\"TrueLegendaryPotato\",180,0,0,Random(10,20),0,0)\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"TrueLegendaryPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n Stop\n HumanUse:\n TNT1 A 0 ACS_ExecuteAlways(480,0,3)\n Fail\n }\n}\nActor FragarachProjectile\n{\n SpawnID 51\n Radius 6\n Height 8\n XScale 0.5\n YScale 0.5\n speed 70\n Damage (15)\n Projectile\n DamageType \"Fragarach\"\n RenderStyle Add\n Alpha 0.75\n SeeSound \"inv/cross\"\n DeathSound \"weapons/plasmax\"\n Obituary \"%o has been purified.\"\n States\n {\n Spawn:\n TNT1 A 2\n TNT1 A 0 A_SpawnItemEX(\"FragarachTrail\",0,0,0,0,0,0,0,0)\n Loop\n Death:\n MISL B 0 A_SpawnItemEx(\"FragarachBurst\",0,0,0,0,0,0,0,0)\n TNT1 A 0 A_Explode(28,186)\n Stop\n }\n}\n\nActor FragarachBurst\n{\n Radius 1\n Height 1\n +NOGRAVITY\n Renderstyle Add\n XScale 2.0\n YScale 2.0\n States\n {\n Spawn:\n Death:\n //MISL B 0 A_Explode\n MISL BCDEF 4 bright\n Stop\n }\n}\n\nActor FragarachTrail\n{\n +NOGRAVITY\n RenderStyle Add\n Alpha 0.75\n XScale 0.25\n YScale 0.25\n States\n {\n Spawn:\n MISL BCDEF 2 bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "CHANGELOG.txt",
"contents": "2.4.3.1 fix 7 Community Patch 1:\n\nGeneral Changes:\n-Readjusted timer\n-Speed back to vanilla BH\n-Cross projectiles speed up to 56\n\nBagel Changes:\n-Starting health back to 12000 for alpha\n-Stating health back to 7000-4000 for betas\n-Melee range increased from 72/144 to 90/160\n-Potato damage down to 7\n\nHuman Changes:\n-Karasawa Discharge changed to 30->60->120\nGjallahorn explosion sprite scaled to 1"
}
]
},
"maps": []
}