100gunsxv4.pk3

PK3 3.7 MiB 0 map(s)

Counts

endoom0
graphics0
lumps12
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "09ebc8fe-e742-4e09-84ad-710e48de6371",
    "sha1": "1b3d55c07c24725f37d2a3447c61bc6e816beaac",
    "sha256": "3ab74043bf661ce4ceb6323f408f6f282d5d981ff0ad0ca58626f3cd40df7f89",
    "filenames": [
      "100gunsxv4.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2015-06-18 22:56:20",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2015-06-18 22:56:20",
    "file": {
      "type": "PK3",
      "size": 3864916,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/1b3d55c07c24725f37d2a3447c61bc6e816beaac/1b3d55c07c24725f37d2a3447c61bc6e816beaac.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 12,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "//Game Doom\n#include \"Data/weapons.txt\"\n#include \"Data/spawns.txt\"\n#include \"Data/effects.txt\"\n#include \"Data/prjtls.txt\"\n#include \"Data/ammo.txt\"\n#include \"Data/replace.txt\"\n#include \"Data/btstuff.txt\"\n#include \"Data/btweaps.txt\"\n#include \"Data/magic.txt\"\n#include \"Data/excode.txt\"\n\nactor HundredGunsPlayer : DoomPlayer\n{\n  player.startitem \"Knife\"\n  player.startitem \"Claw\"\n  player.startitem \"ForceHands\"\n  player.startitem \"KunaiKnife\"\n  player.startitem \"Mk23\"\n  player.startitem \".45ACP\" 72\n  player.startitem \"knives\" 12\n\n  States\n  {\n  Spawn:\n    PLAY A -1\n    Loop\n  See:\n    PLAY ABCD 6\n    Loop\n  Missile:\n    PLAY E 10\n    Goto Spawn\n  Melee:\n    PLAY F 2 BRIGHT\n    Goto Missile\n  Pain:\n    PLAY G 2\n    PLAY G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLAY H 2\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 H 1\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Data/AMMO.txt",
        "contents": "//***********Ammo***********\\\\\nactor MagnumAmmo : Ammo 21000\n{\nHealth 10000000\n  +NOBLOOD\n  spawnid 232\n  radius 20\n  height 16\n  Scale 0.2\n  inventory.pickupmessage \"Picked up some Magnum ammo.\"\n  inventory.icon \"MGAMA0\"\n  inventory.amount 6\n  inventory.maxamount 30\n  ammo.backpackamount 10\n  ammo.backpackmaxamount 60\n  states\n  {\n  Spawn:\n    MGAM A 105\n    MGAM A 0 A_SetShootable\n    MGAM A -1\n    stop\n  }\n}\n\nactor SlugShell : Ammo 21001\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 213\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up 4 slug shells.\"\n  inventory.icon \"SGSHA0\"\n  inventory.amount 8\n  inventory.maxamount 40\n  ammo.backpackamount 8\n  ammo.backpackmaxamount 80\n  states\n  {\n  Spawn:\n    SGSH A 105\n    SGSH A 0 A_SetShootable\n    SGSH A -1\n    stop\n  }\n}\n\nactor PulseCell : Ammo 21002\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 212\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up A Pulse Cell.\"\n  inventory.icon \"STCLA0\"\n  inventory.amount 40\n  inventory.maxamount 400\n  ammo.backpackamount 40\n  ammo.backpackmaxamount 800\n  states\n  {\n  Spawn:\n    STCL A 105\n    STCL A 0 A_SetShootable\n    STCL A -1\n    stop\n  }\n}\n\nactor PulseCellPack : PulseCell 21003\n{\n  inventory.pickupmessage \"Picked up A Pulse Cell Pack.\"\n  inventory.amount 75\n  states\n  {\n  Spawn:\n    SCLP A 45\n    SCLP A 0 A_SetShootable\n    SCLP A -1\n    stop\n  }\n}\n\nactor \"5.56Nato\" : Ammo 21004\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 233\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up some 5.56 Nato Rounds.\"\n  inventory.icon \"A556A0\"\n  inventory.amount 30\n  inventory.maxamount 300\n  ammo.backpackamount 30\n  ammo.backpackmaxamount 600\n  states\n  {\n  Spawn:\n    A556 A 105\n    A556 A 0 A_SetShootable\n    A556 A -1\n    stop\n  }\n}\n\nactor \"Large5.56Nato\" : \"5.56Nato\" 21005\n{\n  inventory.pickupmessage \"Picked up a lot of 5.56 Nato Rounds.\"\n  inventory.amount 90\n  states\n  {\n  Spawn:\n    L556 A 105\n    L556 A 0 A_SetShootable\n    L556 A -1\n    stop\n  }\n}\n\nactor 10MMAuto : Ammo 21006\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 233\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up some 10MM Auto Rounds.\"\n  inventory.icon \"10MMA0\"\n  inventory.amount 15\n  inventory.maxamount 100\n  ammo.backpackamount 15\n  ammo.backpackmaxamount 200\n  states\n  {\n  Spawn:\n    10MM A 105\n    10MM A 0 A_SetShootable\n    10MM A -1\n    stop\n  }\n}\n\nactor HandcannonAmmo : Ammo 21007\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 212\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up Some Handcannon Ammo.\"\n  inventory.icon \"HCAMA0\"\n  inventory.amount 4\n  inventory.maxamount 200\n  ammo.backpackamount 50\n  ammo.backpackmaxamount 400\n  states\n  {\n  Spawn:\n    HCAM A 105\n    HCAM A 0 A_SetShootable\n    HCAM A -1\n    stop\n  }\n}\n\nactor HandcannonAmmoBox : HandcannonAmmo 21008\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 212\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up a Handcannon Ammo Box.\"\n  inventory.amount 40\n  states\n  {\n  Spawn:\n    HCBX A 105\n    HCBX A 0 A_SetShootable\n    HCBX A -1\n    stop\n  }\n}\n\n/*actor 2.86MM : Ammo 21009\n{\nHealth 10000000\n  +Shootable\n+NOBLOOD\n  spawnid 212\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up Some 2.86MM rounds.\"\n  inventory.icon \"286MA0\"\n  inventory.amount 40\n  inventory.maxamount 200\n  ammo.backpackamount 40\n  ammo.backpackmaxamount 400\n  states\n  {\n  Spawn:\n    286M A -1\n    stop\n  }\n}*/\n\nactor 12Gaugeshell : Ammo 21011\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 212\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up Some 12 Gauge shells.\"\n  inventory.icon \"12GAB0\"\n  inventory.amount 12\n  inventory.maxamount 50\n  ammo.backpackamount 12\n  ammo.backpackmaxamount 100\n  states\n  {\n  Spawn:\n    12GA A 105\n    12GA A 0 A_SetShootable\n    12GA A -1\n    stop\n  }\n}\n\nactor 12GaugeShellPack : 12Gaugeshell 21012\n{\n  inventory.pickupmessage \"Picked up a 12 Gauge shell pack.\"\n  inventory.amount 30\n  states\n  {\n  Spawn:\n    12GA B 105\n    12GA B 0 A_SetShootable\n    12GA B -1\n    stop\n  }\n}\n\nactor GrenadeAmmo : Ammo 21013\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 200\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up Some Grenades.\"\n  inventory.icon \"BGNDA0\"\n  inventory.amount 3\n  inventory.maxamount 30\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 60\n  states\n  {\n  Spawn:\n    GRND A 105\n    GRND A 0 A_SetShootable\n    GRND A -1\n    stop\n  }\n}\n\nactor GrenadeAmmoBox : GrenadeAmmo 21014\n{\n  inventory.pickupmessage \"Picked up a box of Grenades.\"\n  inventory.amount 10\n  states\n  {\n  Spawn:\n    BGND A 105\n    BGND A 0 A_SetShootable\n    BGND A -1\n    stop\n  }\n}\n\nActor 50CalAmmo : Ammo 21015\n{\nHealth 10000000\n+NOBLOOD\n\tSpawnid 201\n\tRadius 20\n\theight 16\n\tInventory.pickupmessage \"Picked up some .50 Caliber Rounds.\"\n\tinventory.icon \"50CLA0\"\n\tInventory.amount 50\n\tInventory.maxamount 400\n\tammo.backpackamount 50\n\tammo.backpackmaxamount 800\n\tStates\n\t{\n\tSpawn:\n\t\t50CL A 105\n    \t\t50CL A 0 A_SetShootable\n\t\t50CL A -1\n\t\tStop\n\t}\n}\n\nActor 50CalAmmoBox : 50CalAmmo 21016\n{\n\tInventory.pickupmessage \"Picked up a box of .50 Caliber Rounds.\"\n\tInventory.amount 100\n\tStates\n\t{\n\tSpawn:\n\t\t50CL B 105\n    \t\t50CL B 0 A_SetShootable\n\t\t50CL B -1\n\t\tStop\n\t}\n}\n\nACTOR FSClipIn : Ammo 21017\n{\n   Inventory.MaxAmount 20\n   Inventory.Icon \"NULLA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 20\n   \tLoop\n   }\n}\n\nActor \".45ACP\" : Ammo 21018\n{\nHealth 10000000\n\t+NOBLOOD\n\tSpawnid 201\n\tRadius 20\n\theight 16\n\tInventory.pickupmessage \"Picked up some .45 ACP Ammo.\"\n\tinventory.icon \"45ACA0\"\n\tInventory.amount 36\n\tInventory.maxamount 200\n\tammo.backpackamount 36\n\tammo.backpackmaxamount 400\n\tStates\n\t{\n\tSpawn:\n\t\t45AC A 105\n    \t\t45AC A 0 A_SetShootable\n\t\t45AC A -1\n\t\tLoop\n\t}\n}\n\nActor Soul : Ammo 21019\n{\nHealth 10000000\n\t+NOBLOOD\n\tSpawnid 201\n\tRadius 20\n\theight 16\n\tInventory.pickupmessage \"Picked up A Bottled Soul.\"\n\tinventory.icon \"MANAA0\"\n\tInventory.amount 1\n\tInventory.maxamount 20\n\tammo.backpackamount 5\n\tammo.backpackmaxamount 40\n\tStates\n\t{\n\tSpawn:\n\t\tMANA A 105\n    \t\tMANA A 0 A_SetShootable\n\t\tMANA A -1\n\t\tStop\n\t}\n}\n\nActor Exitportal : Ammo 21020\n{\nHealth 10000000\n+NOBLOOD\n  inventory.icon \"NULLA0\"\n  inventory.amount 2\n  inventory.maxamount 2\n  ammo.backpackamount 2\n  ammo.backpackmaxamount 2\n  states\n  {\n  Spawn:\n    NULL A -1\n    stop\n  }\n}\n\nActor RifleAmmo : Ammo 21021\n{\nHealth 10000000\n\t+NOBLOOD\n\tSpawnid 201\n\tRadius 20\n\theight 16\n\tInventory.pickupmessage \"Picked up Some Rifle Rounds.\"\n\tinventory.icon \"RFAMA0\"\n\tInventory.amount 10\n\tInventory.maxamount 50\n\tammo.backpackamount 10\n\tammo.backpackmaxamount 100\n\tStates\n\t{\n\tSpawn:\n\t\tRFAM A 105\n    \t\tRFAM A 0 A_SetShootable\n\t\tRFAM A -1\n\t\tStop\n\t}\n}\n\nActor RifleAmmoBox : RifleAmmo 21022\n{\n\tInventory.pickupmessage \"Picked up A Box of Rifle Rounds.\"\n\tInventory.amount 25\n\tStates\n\t{\n\tSpawn:\n\t\tSAML A 105\n    \t\tSAML A 0 A_SetShootable\n\t\tSAML A -1\n\t\tStop\n\t}\n}\n\nACTOR HRClipIn : Ammo 21023\n{\n   Inventory.MaxAmount 30\n   Inventory.Icon \"HVRLA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nActor \"7.28MM\" : Ammo 21024\n{\nHealth 10000000\n\t+NOBLOOD\n\tSpawnid 201\n\tRadius 20\n\theight 16\n\tInventory.pickupmessage \"Picked up Some 7.28MM Rounds.\"\n\tinventory.icon \"7.28A0\"\n\tInventory.amount 15\n\tInventory.maxamount 120\n\tammo.backpackamount 30\n\tammo.backpackmaxamount 240\n\tStates\n\t{\n\tSpawn:\n\t\t7.28 A 105\n    \t\t7.28 A 0 A_SetShootable\n\t\t7.28 A -1\n\t\tStop\n\t}\n}\n\nactor RemoteMissiles : Ammo 21025\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 212\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up 2 RemoteMissiles.\"\n  inventory.icon \"RMAMA0\"\n  inventory.amount 4\n  inventory.maxamount 30\n  ammo.backpackamount 4\n  ammo.backpackmaxamount 60\n  states\n  {\n  Spawn:\n    RMAM A 105\n    RMAM A 0 A_SetShootable\n    RMAM A -1\n    stop\n  }\n}\n\nactor EnergyAmmo : Ammo 21026\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 212\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up some energy ammo.\"\n  inventory.icon \"ENAMA0\"\n  inventory.amount 50\n  inventory.maxamount 300\n  ammo.backpackamount 50\n  ammo.backpackmaxamount 600\n  states\n  {\n  Spawn:\n    ENAM A 105\n    ENAM A 0 A_SetShootable\n    ENAM A -1\n    stop\n  }\n}\n\nACTOR SMGClipIn : Ammo 21027\n{\n   Inventory.MaxAmount 45\n   Inventory.Icon \"SMGWA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR 12GAClipIn : Ammo 21028\n{\n   Inventory.MaxAmount 8\n   Inventory.Icon \"SPSGA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR SMG2ClipIn : Ammo 21029\n{\n   Inventory.MaxAmount 90\n   Inventory.Icon \"SMGWA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR MK23ClipIn : Ammo 21030\n{\n   Inventory.MaxAmount 13\n   Inventory.Icon \"23PTA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR HShotgunClipIn : Ammo 21031\n{\n   Inventory.MaxAmount 6\n   Inventory.Icon \"HSGWA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nactor HGrenade : Ammo 21032\n{\nHealth 10000000\n+NOBLOOD\n   radius 20\n   height 16\n   Inventory.Amount 2\n   Inventory.MaxAmount 10\n   ammo.backpackamount 2\n   ammo.backpackmaxamount 20\n   Inventory.Icon \"GRNAA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR SGunClipIn : Ammo 21033\n{\n   Inventory.MaxAmount 7\n   Inventory.Icon \"SRSGA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nactor ShrapnelShell : Ammo 21034\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 212\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up some Shrapnel Shells.\"\n  inventory.icon \"SRSHA0\"\n  inventory.amount 5\n  inventory.maxamount 40\n  ammo.backpackamount 5\n  ammo.backpackmaxamount 80\n  states\n  {\n  Spawn:\n    SRSH A 105\n    SRSH A 0 A_SetShootable\n    SRSH A -1\n    stop\n  }\n}\n\nactor Powercell : Ammo 21035\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 212\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up some Power Cells.\"\n  inventory.icon \"EBARA0\"\n  inventory.amount 50\n  inventory.maxamount 250\n  ammo.backpackamount 50\n  ammo.backpackmaxamount 500\n  states\n  {\n  Spawn:\n    EBAR A 105\n    EBAR A 0 A_SetShootable\n    EBAR A -1\n    stop\n  }\n}\n\nactor GasGrenades : Ammo 21036\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 200\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up Some Gas Grenades.\"\n  inventory.icon \"GGAMA0\"\n  inventory.amount 3\n  inventory.maxamount 10\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 20\n  states\n  {\n  Spawn:\n    GGAM A 105\n    GGAM A 0 A_SetShootable\n    GGAM A -1\n    stop\n  }\n}\n\nACTOR Crystal : Ammo 21037\n{\nHealth 10000000\n+NOBLOOD\n   RENDERSTYLE ADD\n   ALPHA 1.0\n   Inventory.Amount 3\n   Inventory.MaxAmount 100\n   Ammo.BackpackAmount 3\n   Ammo.BackpackMaxAmount 200\n   Inventory.PickupMessage \"Picked up an ice crystal.\"\n   Inventory.Icon CRS1A0\n   States\n   {\n   Spawn:\n      CRS1 A 105\n      CRS1 A 0 A_SetShootable\n      CRS1 A -1 Bright\n      Loop\n   }\n}\n\nACTOR CrystalAmount : Crystal 21038\n{\n   Inventory.Amount 15\n   Inventory.PickupMessage \"Picked up an amount of ice crystals.\"\n   States\n   {\n   Spawn:\n      CRS2 A 105\n      CRS2 A 0 A_SetShootable\n      CRS2 A -1 Bright\n      Loop\n   }\n}\n\nACTOR GraplingAmmo : Ammo 21039\n{\nHealth 10000000\n\t+NOBLOOD\n\tInventory.PickupSound \"misc/i_pkup\"\n\tInventory.PickupMessage \"Grapling Ammo\"\n\tInventory.Amount 7\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 7\n\tAmmo.BackpackMaxAmount 50\n\tInventory.Icon GRPAA0\n\tStates\n\t{\n\tSpawn:\n  \t        GRPA A 105\n    \t        GRPA A 0 A_SetShootable\n\t\tGRPA A -1\n\t\tStop\n\t}\n}\n\nACTOR D3ShotgunClipIn : Ammo 21040\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 8\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 8\n   Inventory.Icon \"D3SHA0\"\n}\n\nACTOR SawedClipIn : Ammo 21041\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 2\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 2\n   Inventory.Icon \"SGN2A0\"\n}\n\nActor EFCEnergyFuelRod : Ammo 21043\n{\nHealth 10000000\n+NOBLOOD\n  spawnid 212\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up a Fuel Rod.\"\n  inventory.icon \"FUELA0\"\n  inventory.amount 20\n  inventory.maxamount 200\n  ammo.backpackamount 20\n  ammo.backpackmaxamount 400\n  states\n  {\n  Spawn:\n    FUEL A 105\n    FUEL A 0 A_SetShootable\n    FUEL A -1\n    stop\n  }\n}\n\nactor FuseCounter : Ammo 21044\n{\n  spawnid 212\n  radius 20\n  height 16\n  inventory.amount 1\n  inventory.maxamount 80\n  states\n  {\n  Spawn:\n    NULL A -1\n    stop\n  }\n}\n\nACTOR Knives : Ammo 21045\n{\n   Inventory.Amount 2\n   Inventory.MaxAmount 10\n   Ammo.BackpackAmount 1\n   Ammo.BackpackMaxAmount 20\n   Inventory.Icon KNFEA3A7\n   Inventory.PickupMessage \"Picked up a Kunai Knife.\"\n   inventory.pickupsound \"getknife\"\n   Scale 0.65\n   +NOBLOOD\n   +NOCLIP\n   States\n   {\n   Spawn:\n    KNFE A 105\n    KNFE A 0 A_SetShootable\n    KNFE A -1\n    Loop\n   }\n}\n\nACTOR PlasmaSMGInClip : Ammo 21046\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 100\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 100\n   Inventory.Icon \"PSMPA0\"\n}\n\nActor DartAmmo : Ammo 21047\n{\nHealth 10000000\n+NOBLOOD\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up a Box of Darts.\"\n  inventory.icon \"DTAMA0\"\n  inventory.amount 20\n  inventory.maxamount 300\n  ammo.backpackamount 20\n  ammo.backpackmaxamount 600\n  states\n  {\n  Spawn:\n    DTAM A 105\n    DTAM A 0 A_SetShootable\n    DTAM A -1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Data/BTSTUFF.txt",
        "contents": "//***********Bullet Time Stuff*********\\\\\nActor BulletBase\n{\n   Radius 4\n   +BLOODSPLATTER\n   -PuffOnActors\n   Height 4\n   Speed 16\n   PROJECTILE\n   DeathSound \"puff/ric\"\n   States\n   {\n   Spawn:\n      SBUL A 2 A_CustomMissile(\"Smoke\",0,0,0)\n      Loop\n   Death:\n    PUFF A 8 bright\n    PUFF B 8\n    PUFF CD 8\n      Stop\n   }\n}\n\nActor SlowMotionBullet\n{\n   Radius 4\n   +BLOODSPLATTER\n   -PuffOnActors\n   Height 4\n   Speed 16\n   Damage 9\n   PROJECTILE\n   DeathSound \"puff/ric\"\n   States\n   {\n   Spawn:\n      SBUL A 2 A_CustomMissile(\"Smoke\",0,0,0)\n      Loop\n   Death:\n    PUFF A 8 bright\n    PUFF B 8\n    PUFF CD 8\n      Stop\n   }\n}\n\nActor SlowMotionBullet2\n{\n   Radius 4\n   +BLOODSPLATTER\n   -PuffOnActors\n   Height 4\n   Speed 16\n   Damage 15\n   PROJECTILE\n   DeathSound \"puff/ric\"\n   States\n   {\n   Spawn:\n      SBUL A 2 A_CustomMissile(\"Smoke\",0,0,0)\n      Loop\n   Death:\n    PUFF A 8 bright\n    PUFF B 8\n    PUFF CD 8\n      Stop\n   }\n}\n\nActor SlowMotionBullet3\n{\n   Radius 4\n   +BLOODSPLATTER\n   -PuffOnActors\n   Height 4\n   Speed 16\n   Damage 30\n   PROJECTILE\n   DeathSound \"puff/ric\"\n   States\n   {\n   Spawn:\n      SBUL A 2 A_CustomMissile(\"Smoke\",0,0,0)\n      Loop\n   Death:\n    PUFF A 8 bright\n    PUFF B 8\n    PUFF CD 8\n      Stop\n   }\n}\n\nActor SlowMotionBullet4\n{\n   Radius 4\n   +BLOODSPLATTER\n   -PuffOnActors\n   Height 4\n   Speed 16\n   Damage 50\n   PROJECTILE\n   DeathSound \"puff/ric\"\n   States\n   {\n   Spawn:\n      SBUL A 2 A_CustomMissile(\"Smoke\",0,0,0)\n      Loop\n   Death:\n    PUFF A 8 bright\n    PUFF B 8\n    PUFF CD 8\n      Stop\n   }\n}\n\nActor SlowMotionBullet5\n{\n   Radius 4\n   +BLOODSPLATTER\n   -PuffOnActors\n   +RIPPER\n   Height 4\n   Speed 16\n   Damage 75\n   PROJECTILE\n   DeathSound \"puff/ric\"\n   States\n   {\n   Spawn:\n      SBUL A 2 A_CustomMissile(\"Smoke\",0,0,0)\n      Loop\n   Death:\n    PUFF A 8 bright\n    PUFF B 8\n    PUFF CD 8\n      Stop\n   }\n}\n\nActor SlowMotionBullet6\n{\n   Radius 4\n   +BLOODSPLATTER\n   -PuffOnActors\n   Height 4\n   Speed 16\n   Damage 12\n   PROJECTILE\n   DeathSound \"puff/ric\"\n   States\n   {\n   Spawn:\n      SBUL A 2 A_CustomMissile(\"Smoke\",0,0,0)\n      Loop\n   Death:\n    PUFF A 8 bright\n    PUFF B 8\n    PUFF CD 8\n      Stop\n   }\n}\n\nActor SlowMotionBullet7 : BulletBase\n{\n   +StrifeDamage\n   Damage 17\n}\n\nActor SlowMotionBullet8 : BulletBase\n{\n   Damage 60\n}\n\nACTOR SlowShellCasing2\n{\n   Height 12\n   Radius 9\n   Speed 3\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n+LowGravity\n   - NOGRAVITY\n   - NOLIFTDROP\n   -NOBLOCKMAP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      REDC A 0 A_PlaySound(\"NULL\")\n      REDC A 3\n      REDC ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+1\n   Death:\n      REDC A 0 A_Jump(32,8)\n      REDC A 0 A_Jump(37,8)\n      REDC A 0 A_Jump(43,8)\n      REDC A 0 A_Jump(51,8)\n      REDC A 0 A_Jump(64,8)\n      REDC A 0 A_Jump(85,8)\n      REDC A 0 A_Jump(128,8)\n      REDC A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC F -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC G -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC H -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nACTOR SlowShellCasing\n{\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n+LowGravity\n   - NOGRAVITY\n   - NOLIFTDROP\n   -NOBLOCKMAP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      12CA A 0 A_PlaySound(\"NULL\")\n      12CA A 3\n      12CA ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+1\n   Death:\n      12CA A 0 A_Jump(32,8)\n      12CA A 0 A_Jump(37,8)\n      12CA A 0 A_Jump(43,8)\n      12CA A 0 A_Jump(51,8)\n      12CA A 0 A_Jump(64,8)\n      12CA A 0 A_Jump(85,8)\n      12CA A 0 A_Jump(128,8)\n      12CA A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA F -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA G -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA H -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nACTOR SlowSlugCasing\n{\n   Height 12\n   Radius 9\n   Speed 3\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n+LowGravity\n   - NOGRAVITY\n   - NOLIFTDROP\n   -NOBLOCKMAP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      SLCA A 0 A_PlaySound(\"NULL\")\n      SLCA A 3\n      SLCA ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+1\n   Death:\n      SLCA A 0 A_Jump(32,8)\n      SLCA A 0 A_Jump(37,8)\n      SLCA A 0 A_Jump(43,8)\n      SLCA A 0 A_Jump(51,8)\n      SLCA A 0 A_Jump(64,8)\n      SLCA A 0 A_Jump(85,8)\n      SLCA A 0 A_Jump(128,8)\n      SLCA A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA F -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA G -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA H -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nACTOR SlowShrapnelCasing\n{\n   Height 12\n   Radius 9\n   Speed 2\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n+LowGravity\n   - NOGRAVITY\n   - NOLIFTDROP\n   -NOBLOCKMAP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      CASE A 0 A_PlaySound(\"NULL\")\n      CASE A 3\n      CASE ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+1\n   Death:\n      CASE A 0 A_Jump(32,8)\n      CASE A 0 A_Jump(37,8)\n      CASE A 0 A_Jump(43,8)\n      CASE A 0 A_Jump(51,8)\n      CASE A 0 A_Jump(64,8)\n      CASE A 0 A_Jump(85,8)\n      CASE A 0 A_Jump(128,8)\n      CASE A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE F -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE G -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE H -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nACTOR SlowBulletCasing\n{\n   Height 12\n   Radius 9\n   Speed 3\n   Scale 0.45\n   PROJECTILE\n   +DoomBounce\n   - NOGRAVITY\n+LowGravity\n   - NOLIFTDROP\n   -NOBLOCKMAP\n   SeeSound \"Ammo/used/Bulletcase\"\n   States\n   {\n   Spawn:\n      CAS2 A 0 A_PlaySound(\"NULL\")\n      CAS2 C 3\n      CAS2 ABC 1\n      CAS2 D 1 A_CustomMissile(\"Smoke\",0,0,0)\n      CAS2 E 1\n      Goto Spawn+2\n   Death:\n      BULL A 0 A_Jump(32,5)\n      BULL A 0 A_Jump(37,5)\n      BULL A 0 A_Jump(43,5)\n      BULL A 0 A_Jump(51,5)\n      CAS2 A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nACTOR SlowRifleCasing\n{\n   Height 12\n   Radius 9\n   Speed 5\n   Scale 0.45\n   PROJECTILE\n   +DoomBounce\n   - NOGRAVITY\n+LowGravity\n   - NOLIFTDROP\n   -NOBLOCKMAP\n   SeeSound \"Ammo/used/Bulletcase\"\n   States\n   {\n   Spawn:\n      CAS7 A 0 A_PlaySound(\"NULL\")\n      CAS7 F 3\n      CAS7 ABC 1\n      CAS7 D 1 A_CustomMissile(\"Smoke\",0,0,0)\n      CAS7 EF 1\n      Goto Spawn+2\n   Death:\n      CAS7 A 0 A_Jump(32,6)\n      CAS7 A 0 A_Jump(37,6)\n      CAS7 A 0 A_Jump(43,6)\n      CAS7 A 0 A_Jump(51,6)\n      CAS7 A 0 A_Jump(64,6)\n      CAS7 A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS7 B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS7 C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS7 D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS7 E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS7 F -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nActor SlowCellShot\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 25\n        Damage 15\n        seeSound \"Weapons/CellShotFire\"\n        DeathSound \"Weapons/CellShotDie\"\n        States\n        {\n        Spawn:\n        \tCSHT A 2 Bright A_CustomMissile(\"Celltrail\",0,0,0)\n        \tCSHT B 4 Bright\n        \tLoop\n        Death:\n        \tCHIT ABCDE 4 Bright\n        \tStop\n        }\n}\n\nActor SlowArmShot\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 11\n        Damage 12\n        seeSound \"Weapons/ArmShot\"\n        DeathSound \"Weapons/Armdie\"\n        States\n        {\n        Spawn:\n        \tYPLS A 2 Bright\n        \tYPLS B 4 Bright\n        \tLoop\n        Death:\n        \tYPLE ABCDE 4 Bright\n        \tStop\n        }\n}\n\nActor SlowArmShot2 : SlowArmShot\n{\n\t-NOGRAVITY\n\t+LOWGRAVITY\n}\n\nActor SlowArmShot3 : ArmShot\n{\n\tSpeed 5\n\t-NOGRAVITY\n\t+LOWGRAVITY\n}\n\nActor SlowSparkbomb\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 12\n        Damage 10\n        seeSound \"Weapons/ArmShot\"\n        DeathSound \"\"\n\t-NOGRAVITY\n        States\n        {\n        Spawn:\n        \tYPLS A 2 Bright\n        \tYPLS B 4 Bright\n        \tLoop\n        Death:\n        \tYPLS ABAB 4 Bright\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n        \tYPLE ABCDE 4 Bright\n        \tStop\n        }\n}\n\nActor SlowSparkbomb2\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 12\n        Damage 10\n        seeSound \"Weapons/ArmShot\"\n        DeathSound \"\"\n\t-NOGRAVITY\n        States\n        {\n        Spawn:\n        \tYPLS A 2 Bright\n        \tYPLS B 4 Bright\n        \tLoop\n        Death:\n        \tYPLS ABAB 4 Bright\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 4 Bright A_CustomMissile(\"SlowArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n        \tYPLE ABCDE 4 Bright\n        \tStop\n        }\n}\n\nActor SlowLavaShot\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 11\n        Damage 14\n        seeSound \"Weapons/Lava\"\n        DeathSound \"Weapons/Rocklx\"\n        explosionradius 110\n        explosiondamage 60\n        States\n        {\n        Spawn:\n        \tCOMT ABC 2 Bright\n        \tLoop\n        Death:\n        \tCOMT D 4 Bright\n\t\tCOMT E 4 Bright A_Explode\n\t\tCOMT FGHI 4 Bright\n        \tStop\n        }\n}\n\nACTOR SlowCelltrail\n{\n   Height 8\n   Radius 1\n   Damage 0\n   Scale 0.15\n   Speed 0.1\n   RenderStyle Translucent\n   Alpha 0.4\n   +NOGRAVITY\n   +DOOMBOUNCE\n   +DROPOFF\n   States\n   {\n   Spawn:\n      PLSS ABCDEFGHIJKLMNOPQRSTUVWXYZ 2\n      PLSZ ABC 2\n      Stop\n   }\n}\n\nACTOR SlowEnergyShot\n{\n   Speed 15\n   Height 8\n   Radius 13\n   Damage 20\n   RenderStyle Translucent\n   Alpha 0.75\n   Scale 0.85\n   PROJECTILE\n   +DROPOFF\n   +NOBLOCKMAP\n   +NOGRAVITY\n   SeeSound \"weapons/EnergyShot\"\n   States\n   {\n   Spawn:\n      ENST A 2 BRIGHT A_CustomMissile(\"SlowCelltrail\", 0, 0, 0)\n      ENST B 2 BRIGHT\n      ENST C 2 BRIGHT A_CustomMissile(\"SlowCelltrail\", 0, 0, 0)\n      ENST D 2 BRIGHT\n      ENST E 2 BRIGHT A_CustomMissile(\"SlowCelltrail\", 0, 0, 0)\n      ENST F 2 BRIGHT\n      ENST G 2 BRIGHT A_CustomMissile(\"SlowCelltrail\", 0, 0, 0)\n      ENST H 2 BRIGHT\n      ENST I 2 BRIGHT A_CustomMissile(\"SlowCelltrail\", 0, 0, 0)\n      ENST J 2 BRIGHT\n      ENST K 2 BRIGHT A_CustomMissile(\"SlowCelltrail\", 0, 0, 0)\n      ENST L 2 BRIGHT\n      ENST M 2 BRIGHT A_CustomMissile(\"SlowCelltrail\", 0, 0, 0)\n      ENST N 2 BRIGHT\n      ENST O 2 BRIGHT A_CustomMissile(\"SlowCelltrail\", 0, 0, 0)\n      ENST P 2 BRIGHT\n      ENST Q 2 BRIGHT A_CustomMissile(\"SlowCelltrail\", 0, 0, 0)\n      ENST R 2 BRIGHT\n      ENST S 2 BRIGHT A_CustomMissile(\"SlowCelltrail\", 0, 0, 0)\n      ENST T 2 BRIGHT\n      ENST U 2 BRIGHT A_CustomMissile(\"SlowCelltrail\", 0, 0, 0)\n      ENST V 2 BRIGHT\n      LOOP\n   Death:\n      PLSS A 2 BRIGHT A_PlaySound(\"weapons/EnergyDie\")\n      PLSS BCDEFGHIJKLMNOPQRSTUVWXYZ 2 BRIGHT\n      PLSZ ABC 2 BRIGHT\n      Stop\n   }\n}\n\nActor SlowWindSlash\n{\n        Projectile\n        +RIPPER\n        RENDERSTYLE TRANSLUCENT\n   \tALPHA 0.4\n        Radius 13\n        Height 8\n        Speed 10\n        Damage 8\n        seeSound \"Weapons/Wind\"\n        DeathSound \"Weapons/Knifeattack\"\n        States\n        {\n        Spawn:\n        \tWIND A 1\n        \tLoop\n        Death:\n        \tNULL A 1\n        \tStop\n        }\n}\n\nActor SlowLightningShot\n{\n        Projectile\n        RENDERSTYLE TRANSLUCENT\n   \tALPHA 0.5\n        Radius 13\n        Height 8\n        Speed 12\n        Damage 22\n        seeSound \"\"\n        DeathSound \"Weapons/Shockdie\"\n        States\n        {\n        Spawn:\n        \tZOT3 ABCDE 4 Bright\n        \tLoop\n        Death:\n        \tZOT3 ABCDE 4 Bright\n        \tStop\n        }\n}\n\nActor SlowGasGrenade\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 15\n        Damage 10\n        -Nogravity\n        +LOWGRAVITY\n        +doombounce\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"world/lavsiz2\"\n        States\n        {\n        Spawn:\n        \tGASG AB 4\n        \tLoop\n        Death:\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"SGascloud1\",17,0,335+Random(-10,10))\n        \tStop\n        }\n}\n\nActor SGascloud1\n{\n        Projectile\n        Radius 9\n        Height 7\n        Speed 3\n        Damage 12\n        explosionradius 45\n        explosiondamage 50\n        Scale 0.8\n        RenderStyle TransLucent\n        Alpha 0.6\n        seeSound \"world/lavsiz2\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tPSNE ABCDEFGABCDEFG 4 A_Explode\n        \tGoto Death\n        Death:\n\t\tNULL A 1\n        \tStop\n        }\n}\n\nActor SGascloud2 : SGascloud1\n{\n\tSpeed 11\n}\n\nActor SlowFragGrenade\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 14\n        Damage 8\n        -ActivateImpact\n        +doombounce\n        +ExtremeDeath\n        explosionradius 145\n        explosiondamage 80\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"weapons/rocklx\"\n        States\n        {\n        Spawn:\n        \tHGN1 ABCDEF 2 A_LowGravity\n        \tLoop\n        Death:\n        \tNADD E 4 Bright A_EXPLODE\n        \tNADD E 0 A_AlertMonsters\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,235+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-235+Random(-10,10), 2, random(5, 80))\n        \tNADD FGHIJK 4 Bright\n        \tStop\n        }\n}\n\nActor SlowFragGrenade2\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 2\n        Damage 8\n        -ActivateImpact\n        +doombounce\n        +ExtremeDeath\n        explosionradius 145\n        explosiondamage 80\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"weapons/rocklx\"\n        States\n        {\n        Spawn:\n        \tHGN1 ABCDEF 2 A_LowGravity\n        \tLoop\n        Death:\n        \tNADD E 4 Bright A_EXPLODE\n        \tNADD E 0 A_AlertMonsters\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,235+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"SShrapnel\",17,0,-235+Random(-10,10), 2, random(5, 80))\n        \tNADD FGHIJK 4 Bright\n        \tStop\n        }\n}\n\nActor SShrapnel\n{\n        Projectile\n        Radius 9\n        Height 7\n        Speed 14\n        Damage 5\n        +DoomBounce\n        Scale 0.4\n        RenderStyle TransLucent\n        Alpha 0.7\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n\t\tSHRP A 0 A_Jump(85,5)\n\t\tSHRP A 0 A_Jump(85,6)\n\t\tSHRP A 0 A_Jump(85,7)\n        \tSHRP A 2 A_LowGravity\n\t\tSHRP A 4 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+3\n        \tSHRP B 2 A_LowGravity\n\t\tSHRP B 4 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+5\n        \tSHRP C 2 A_LowGravity\n\t\tSHRP C 4 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+7\n        \tSHRP D 2 A_LowGravity\n\t\tSHRP D 4 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+9\n        Death:\n\t\tSHRP A 1\n        \tStop\n        }\n}\n\nActor SlowShrapnel2\n{\n        Projectile\n        Radius 9\n        Height 7\n        Speed 14\n        Damage 2\n        -Nogravity\n        +LOWGRAVITY\n\t+RIPPER\n        +DoomBounce\n        Scale 0.4\n        RenderStyle TransLucent\n        Alpha 0.7\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n\t\tSHRP A 0 A_Jump(85,5)\n\t\tSHRP A 0 A_Jump(85,6)\n\t\tSHRP A 0 A_Jump(85,7)\n        \tSHRP A 2\n\t\tSHRP A 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+3\n        \tSHRP B 2\n\t\tSHRP B 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+5\n        \tSHRP C 2\n\t\tSHRP C 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+7\n        \tSHRP D 2\n\t\tSHRP D 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+9\n        Death:\n\t\tSHRP A 1\n        \tStop\n        }\n}\n\nACTOR SlowCrystalShot\n{\n   Radius 4\n   Height 5\n   Speed 10\n   Damage 14\n   PROJECTILE\n   +SEEKERMISSILE\n   +ICEDAMAGE\n   RENDERSTYLE ADD\n   ALPHA 1.0\n   ExplosionDamage 80\n   ExplosionRadius 20\n   DeathSound \"weapons/crbreak\"\n   States\n   {\n   Spawn:\n      CRYS A 2 Bright A_SeekerMissile (1, 2)\n      CRYS A 2 Bright A_CustomMissile(\"SlowCrystalShotTrail\",0,0,0)\n      CRYS A 4 Bright A_SeekerMissile (1, 2)\n      CRYS A 4 Bright A_SeekerMissile (1, 2)\n      CRYS A 4 Bright A_SeekerMissile (1, 2)\n      CRYS A 4 Bright A_SeekerMissile (1, 2)\n      CRYS A 4 Bright A_SeekerMissile (1, 2)\n      Loop\n   Death:\n      CRYE A 6 Bright A_Explode\n      CRYE BC 6 Bright\n      CRYE C 0 Bright A_CustomMissile(\"SlowCrystalShot2\",2,0,0)\n      CRYE C 0 Bright A_CustomMissile(\"SlowCrystalShot2\",2,0,45)\n      CRYE C 0 Bright A_CustomMissile(\"SlowCrystalShot2\",2,0,90)\n      CRYE C 0 Bright A_CustomMissile(\"SlowCrystalShot2\",2,0,135)\n      CRYE C 0 Bright A_CustomMissile(\"SlowCrystalShot2\",2,0,180)\n      CRYE C 0 Bright A_CustomMissile(\"SlowCrystalShot2\",2,0,225)\n      CRYE C 0 Bright A_CustomMissile(\"SlowCrystalShot2\",2,0,270)\n      CRYE C 0 Bright A_CustomMissile(\"SlowCrystalShot2\",2,0,315)\n      CRYE C 0 Bright A_CustomMissile(\"SlowCrystalShot2\",2,0,360)\n      CRYE DEF 4 Bright\n      Stop\n   }\n}\n\nACTOR SlowCrystalShot2\n{\n   Radius 4\n   Height 5\n   Speed 10\n   Damage 8\n   PROJECTILE\n   +ICEDAMAGE\n   RENDERSTYLE ADD\n   ALPHA 1.0\n   ExplosionDamage 80\n   ExplosionRadius 20\n   DeathSound \"weapons/crbreak\"\n   States\n   {\n   Spawn:\n      CRYS A 2 Bright\n      CRYS A 2 Bright A_CustomMissile(\"SlowCrystalShotTrail\",0,0,0)\n      CRYS A 4 Bright\n      CRYS A 4 Bright\n      CRYS A 4 Bright\n      CRYS A 4 Bright\n      CRYS A 4 Bright\n      Loop\n   Death:\n      CRYE A 6 Bright A_Explode\n      CRYE BC 6 Bright\n      CRYE DEF 4 Bright\n      Stop\n   }\n}\n\nACTOR SlowCrystalShotTrail\n{\n   Radius 4\n   Height 3\n   Speed 5\n   Scale 0.6\n   +NOGRAVITY\n   RenderStyle Translucent\n   Alpha 0.67\n   States\n   {\n   Spawn:\n      CRYT A 1\n      CRYT A 6 A_PlaySound(\"weapons/crtrail\")\n      CRYT BC 6\n      CRYT D 4\n      Stop\n   }\n}\n\nACTOR SlowFlameDagger\n{\n        Projectile\n\t+FOILINVUL\n        explosionradius 100\n        explosiondamage 65\n        Radius 13\n        Height 8\n        Speed 13\n        Damage 20\n        seeSound \"Weapons/FDShoot\"\n        DeathSound \"Weapons/FDDie\"\n        States\n        {\n        Spawn:\n        \tFSFX ABC 8 Bright\n        \tLoop\n        Death:\n        \tFSFX D 4 Bright A_EXPLODE\n        \tFSFX EFGHIJKL 4 Bright\n        \tStop\n        }\n}\n\nActor SlowGrenade\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 15\n        Damage 100\n        -Nogravity\n        +LOWGRAVITY\n        +doombounce\n        +grenadetrail\n        explosionradius 175\n        explosiondamage 90\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"weapons/rocklx\"\n        States\n        {\n        Spawn:\n        \tNADE A 1\n        \tLoop\n        Death:\n        \tNADD E 4 Bright A_Explode\n        \tNADD FGHIJK 4 Bright\n        \tStop\n        }\n}\n\nACTOR BTPowerup : PowerupGiver 32767\n{\n\tSpawnID 206\n\t+NOGRAVITY +AUTOACTIVATE +ALWAYSPICKUP\n\tInventory.PickupMessage \"Amulet of 1337ness!\"\n\tInventory.MaxAmount 0\n\tInventory.Respawntics 1050\n\tPowerup.Type WeaponLevel2\n\tPowerup.Duration 3\n\tStates\n\t{\n\tSpawn:\n\t\t1337 A -1 BRIGHT\n\t}\n}\n\nACTOR NinjaSpeed : PowerupGiver 32766\n{\n\tSpawnID 206\n\t+NOGRAVITY +AUTOACTIVATE +ALWAYSPICKUP\n\tInventory.PickupMessage \"Amulet of 1337ness!\"\n\tInventory.MaxAmount 0\n\tInventory.Respawntics 1050\n\tPowerup.Type Speed\n\tPowerup.Duration 3\n\tStates\n\t{\n\tSpawn:\n\t\t1337 A -1 BRIGHT\n\t}\n}\n\nActor BulletTime : PuzzleItem\n{\n   - INVBAR\n   Inventory.MaxAmount 1\n   Inventory.Icon NULLA0\n   States\n   {\n   Spawn:\n      NULL A 4\n      Loop\n   }\n}\n\nACTOR SBuffaloShotgun : BuffaloShotgun\n  {\n     +POWERED_UP\n     Weapon.SisterWeapon BuffaloShotgun\n     Weapon.AmmoGive 0\n     States\n     {\n     Fire:\n        SLHD A 2\n        SLHD M 4 A_FireCustomMissile(\"SlowMotionBullet2\",2,1,1,0)\n        SLHD M 0 A_FireCustomMissile(\"SlowMotionBullet2\",0,1,-1,0)\n        SLHD M 0 A_PlayWeaponSound(\"Weapons/Slug\")\n        SLHD M 0 A_CHECKRELOAD\n        SLHD L 8\n        SLHD B 8\n        SLHD C 4\n        SLHD D 4 A_PLAYWEAPONSOUND(\"Reloading/Slugopen\")\n        SLHD E 10\n        SLHD F 2 A_FireCustomMissile(\"SlowSlugCasing\",45+Random(0,8),0,0,1)\n        SLHD F 2 A_FireCustomMissile(\"SlowSlugCasing\",45+Random(0,8),0,0,1)\n        SLHD G 4\n        SLHD H 4 A_PLAYWEAPONSOUND(\"Reloading/Slugready\")\n        SLHD K 4\n        SLHD N 4\n        SLHD C 4 A_PLAYWEAPONSOUND(\"Reloading/Slugclose\")\n        SLHD A 4\n        Goto Ready\n     }\n  }\n\nACTOR SLaserRifle : LaserRifle\n  {\n     +POWERED_UP\n     Weapon.SisterWeapon LaserRifle\n     Weapon.AmmoGive 0\n     States\n     {\n     Fire:\n        LASR A 1\n        LASR A 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n        LASR B 20 A_RAILATTACK(40,5,10,\"00 00 BB\",\"FF FF FF\")\n        LASR B 20 A_REFIRE\n        Goto Ready\n     HOLD:\n     \tLASR B 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n     \tLASR B 20 A_RAILATTACK(40,5,10,\"00 00 BB\",\"FF FF FF\")\n     \tLASR B 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n        LASR B 18 A_RAILATTACK(40,5,10,\"00 00 BB\",\"FF FF FF\")\n        LASR B 2 A_REFIRE\n        Goto Ready\n     }\n}\n\nACTOR SBurstHandgun : BurstHandgun\n  {\n     +POWERED_UP\n     Weapon.SisterWeapon BurstHandgun\n     Weapon.AmmoGive 0\n     States\n     {\n     Fire:\n        BRST A 1\n        BTST A 2 A_Playweaponsound(\"weapons/burst\")\n        BTST A 0 A_FireCustomMissile(\"SlowMotionBullet\",0+Random(-5,5),1,2,-1)\n        BTST B 2 A_PLAYWEAPONSOUND(\"Weapons/Burst\")\n        BTST A 0 A_FireCustomMissile(\"SlowMotionBullet\",4,0,3,0)\n        BTST C 2 A_PLAYWEAPONSOUND(\"Weapons/Burst\")\n        BTST A 0 A_FireCustomMissile(\"SlowMotionBullet\",2,0,2,4)\n        BTST D 2 A_PLAYWEAPONSOUND(\"Weapons/Burst\")\n        BTST A 0 A_FireCustomMissile(\"SlowMotionBullet\",0,0,3,3)\n        BRST A 2 A_FireCustomMissile(\"SlowBulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 1 A_FireCustomMissile(\"SlowBulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 2 A_FireCustomMissile(\"SlowBulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 1 A_FireCustomMissile(\"SlowBulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 8\n        BRST A 1 A_REFIRE\n        Goto Ready\n     }\n  }\n\nACTOR SMagnum : Magnum\n  {\n     +POWERED_UP\n     Weapon.SisterWeapon Magnum\n     Weapon.AmmoGive 0\n     States\n     {\n   Fire:\n      LFIR A 8\n      LFIR B 0 A_PlayWeaponSound(\"Weapons/Magnum\")\n      LFIR B 4 A_FireCustomMissile(\"SlowMotionBullet4\",0,1,2,2)\n      LFIR CDEFGHIJKLM 2\n      Goto Ready+10\n     Flash:\n        NULL A 0\n        stop\n     }\n  }\n\nACTOR SAssaultRifle : AssaultRifle\n  {\n     +POWERED_UP\n     Weapon.SisterWeapon AssaultRifle\n     Weapon.AmmoGive 0\n     Weapon.AmmoGive2 0\n     States\n     {\n     Fire:\n        ASRF A 1\n        ASRF A 0 A_Playweaponsound(\"Weapons/AssaultRifle\")\n        ASRF A 6 A_GUNFLASH\n        ASRF B 4\n        ASRF C 4 A_REFIRE\n        ASRF D 4\n        Goto Ready\n     Altfire:\n        ASRF A 0 A_Playsound(\"weapons/grenade\")\n        ASRF A 6 A_Firecustommissile(\"SlowGrenade\",0,1)\n        ASRF BCD 4\n        ASRF A 10\n        Goto Ready\n     Flash:\n        ARFR A 2 A_FireCustomMissile(\"SlowMotionBullet\",0+Random(-4,3),1,4,2)\n        ARFR B 2 A_FireCustomMissile(\"SlowRifleCasing\",-50+Random(-20,20),0,0,1)\n        stop\n     }\n  }\n\nACTOR SCellShotgun : CellShotgun\n  {\n     +POWERED_UP\n     Weapon.SisterWeapon CellShotgun\n     Weapon.AmmoGive 0\n     States\n     {\n     Fire:\n        CLSG A 0 A_FireCustomMissile(\"SlowCellShot\",0,1,0,2)\n        CLSG A 0 A_FireCustomMissile(\"SlowCellShot\",-5,0,0,2)\n        CLSG A 14 A_FireCustomMissile(\"SlowCellShot\",5,0,0,2)\n        CLSG BC 10\n        CLSG D 8 A_PLAYWEAPONSOUND(\"Reloading/Shotgunpump\")\n        CLSG CB 10\n        CLSG A 6\n        CLSG A 14 A_REFIRE\n        Goto Ready\n     }\n  }\n\nACTOR SHandcannon : Handcannon\n  {\n     +POWERED_UP\n     Weapon.SisterWeapon Handcannon\n     Weapon.AmmoGive 0\n     States\n     {\n     Fire:\n        HCAN A 1\n        HCAN A 0 A_PlayWeaponSound(\"Weapons/Handcannon\")\n        HCAN A 0 A_FireCustomMissile(\"SlowMotionBullet6\",0,1,4,3)\n        HCAN B 2 A_FireCustomMissile(\"SlowBulletCasing\",-50+Random(-20,20),0,0,1)\n        HCAN CD 2\n        HCAN A 2\n        Goto Ready\n     AltFire:\n        HCAN A 1\n        HCAN A 0 A_PlayWeaponSound(\"Weapons/Handcannon\")\n        HCAN A 0 A_FireCustomMissile(\"SlowMotionBullet6\",0+Random(-5,5),0,4,0+Random(-5,5))\n        HCAN A 0 A_FireCustomMissile(\"SlowMotionBullet6\",0+Random(-5,5),0,4,0+Random(-5,5))\n        HCAN A 0 A_FireCustomMissile(\"SlowMotionBullet6\",0+Random(-5,5),0,4,0+Random(-5,5))\n        HCAN A 0 A_FireCustomMissile(\"SlowMotionBullet6\",0+Random(-5,5),1,4,0+Random(-5,5))\n        HCAN B 2 A_FireCustomMissile(\"SlowBulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN B 0 A_FireCustomMissile(\"SlowBulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN B 0 A_FireCustomMissile(\"SlowBulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN B 0 A_FireCustomMissile(\"SlowBulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN CD 2\n        HCAN A 2\n        Goto Ready\n     }\n  }\n\n/*ACTOR M3Shotgun : Weapon 19979\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got an M3 Shotgun!\"\n   \tObituary \"%o was pelted by %k's M3.\"\n   Weapon.AmmoType \"12Gaugeshell\"\n   Weapon.AmmoType2 \"12Gaugeshell\"\n   Weapon.AmmoGive 12\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 2\n   AttackSound \"weapons/M3Fire\"\n   Weapon.Kickback 80\n   Weapon.SelectionOrder 1400\n   States\n   {\n   Spawn:\n      SPRD A -1\n      Loop\n   Ready:\n      13IA A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      13IA A 0 A_Lower\n      13IA A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      13IA A 0 A_Raise\n      13IA A 1 A_Raise\n      Loop\n   Fire:\n      13FA A 1 A_FireBullets(8,8,12,10,\"Debrisspawner\",1)\n      13FA BCDEFGHIJKLMNOPQRSTU 1\n      13FA V 1 A_FireCustomMissile(\"ShellCasing\",45+random(-8,8),0,0,1)\n      13FA WXYZ 1\n      13FB ABCDEFGHIJK 1\n      13FA A 1 A_REFIRE\n      Goto Ready\n   AltFire:\n      13FA A 1 A_FireBullets(11,11,24,10,\"Debrisspawner\",1)\n      13FA BCDEFGHIJKLMNOPQRSTU 1\n      13FA V 1 A_FireCustomMissile(\"ShellCasing\",45+random(-8,8),0,0,1)\n      13FA V 0 A_FireCustomMissile(\"ShellCasing\",45+random(-8,8),0,0,1)\n      13FA WXYZ 1\n      13FB ABCDEFGHIJK 1\n      13FA A 1 A_REFIRE\n      Goto Ready\n   }\n}\n\nACTOR GrenadeLauncher : Weapon 19980\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got a grenade launcher!\"\n   \tObituary \"%o did not find a hiding place from %k's Grenade Launcher.\"\n   Weapon.AmmoType \"GrenadeAmmo\"\n   Weapon.AmmoType2 \"GasGrenades\"\n   Weapon.AmmoGive 5\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   Weapon.kickback 100\n   +EXPLOSIVE\n   AttackSound \"Weapons/Grenade\"\n   Weapon.Kickback 45\n   Weapon.SelectionOrder 2000\n   States\n   {\n   Spawn:\n      GREN A -1\n      Loop\n   Ready:\n      GRLN A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      GRLN A 0 A_Lower\n      GRLN A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      GRLN A 0 A_Raise\n      GRLN A 1 A_Raise\n      Loop\n   Fire:\n      GLFR A 0 A_PlayWeaponSound(\"Weapons/Grenade\")\n      GLFR A 1 A_FireCustomMissile(\"Grenade\",0,1)\n      GLFR BC 4\n      GRLN A 1\n      Goto Ready\n   AltFire:\n      GLFR A 0 A_PlayWeaponSound(\"Weapons/Grenade\")\n      GLFR A 1 A_FireCustomMissile(\"GasGrenade\",0,1)\n      GLFR BC 4\n      GRLN A 1\n      Goto Ready\n   }\n}\n\nACTOR Knife : Weapon 19981\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Knife!\"\n   \tObituary \"%o was backstabbed by %k.\"\n   AttackSound \"weapons/Knifeattack\"\n   +NOALERT\n   Weapon.SelectionOrder 5000\n   States\n   {\n   Spawn:\n      BLDE A -1\n      Loop\n   Ready:\n      NIFE A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      NIFE A 0 A_Lower\n      NIFE A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      NIFE A 0 A_Raise\n      NIFE A 1 A_Raise\n      Loop\n   Fire:\n      NIFE BC 3\n      NIFE DE 3 A_CUSTOMPUNCH(12,0,1)\n      NIFE F 3\n      Goto Ready\n   AltFire:\n      NIFE BCD 3\n      NIFE E 3 A_FIRECUSTOMMISSiLE(\"WindSlash\",0,0)\n      NIFE F 3\n      Goto Ready\n   }\n}\n\nACTOR 50CalChaingun : Weapon 19982\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the .50 Caliber Chaingun!\"\n   \tObituary \"%o was owned by %k's .50Cal Chaingun.\"\n   AttackSound \"weapons/50CalFire\"\n   Weapon.Ammotype \"50CalAmmo\"\n   Weapon.Ammogive 50\n   Weapon.Ammouse 1\n   Weapon.Kickback 180\n   Weapon.SelectionOrder 800\n   States\n   {\n   Spawn:\n      50CN A -1\n      Loop\n   Ready:\n      50CG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      50CG A 0 A_Lower\n      50CG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      50CG A 0 A_Raise\n      50CG A 1 A_Raise\n      Loop\n   Fire:\n      50CG C 2 A_FIREBULLETS(5,5,1,100,\"Debrisspawner\",1)\n      50CG D 2 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n      50CG D 0 A_REFIRE\n      50CG A 4 A_Playsound(\"weapons/50Reset\")\n      50CG B 4\n      Goto Ready\n   }\n}\n\nACTOR Claw : Weapon 19983\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Claw!\"\n   \tObituary \"%o had too much melee with %k's Claw.\"\n   AttackSound \"weapons/Knifeattack\"\n   +NOALERT\n   Weapon.SelectionOrder 1950\n   States\n   {\n   Spawn:\n      CLAW A -1\n      Loop\n   Ready:\n      CLAW B 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      CLAW B 0 A_Lower\n      CLAW B 1 A_Lower\n      Goto Deselect+1\n   Select:\n      CLAW B 0 A_Raise\n      CLAW B 1 A_Raise\n      Loop\n   Fire:\n      CLAW B 1\n      CLAW C 3\n      CLAW D 3 A_CUSTOMPUNCH(16,0,1)\n      CLAW C 3\n      CLAW B 1\n      Goto Ready\n   AltFire:\n      CLAW B 1\n      CLAW C 3 A_RECOIL(-35)\n      CLAW D 2 A_CUSTOMPUNCH(30,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW C 3\n      CLAW B 1\n      Goto Ready\n   }\n}\n\nACTOR Deagle : Weapon 19984\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"10MMAuto\"\n     Weapon.AmmoGive 30\n     Weapon.AmmoUse 1\n     Inventory.Pickupmessage \"You Got the Desert Eagle!\"\n     \tObituary \"%o met unsuitable conditions against %k's Deagle.\"\n     AttackSound \"Weapons/Magnum\"\n     Weapon.Kickback 5\n     Weapon.SelectionOrder 2050\n     States\n     {\n     Spawn:\n        DGLE A -1\n        LOOP\n     Ready:\n        MAGM A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n        MAGM A 0 A_Lower\n        MAGM A 1 A_Lower\n        Goto Deselect+1\n     Select:\n        MAGM A 0 A_Raise\n        MAGM A 1 A_Raise\n        LOOP\n     Fire:\n        MAGM A 1 A_JumpIfNoAmmo(1)\n        MGFR A 1 A_FireBullets(10,10,1,20,\"Debrisspawner\",1)\n        MGFR A 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        MAGM ABCD 1\n        MAGM DBCA 1\n        Goto Ready\n     Flash:\n        SLHD I 0\n        stop\n     }\n  }\n\nActor FireSword : Weapon 19985\n  {\n   +StrifeDamage\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Fire Sword!\"\n   AttackSound \"weapons/SwordAttack\"\n   \tObituary \"%o incinerated by %k's Flame Daggers.\"\n    \tHitObituary \"%o was cut apart by %k's FireSword.\"\n   weapon.kickback 105\n   weapon.Yadjust -2.4\n   +NOALERT\n   weapon.ammotype2 \"Soul\"\n   Weapon.SelectionOrder 65\n   States\n   {\n   Spawn:\n      SWPR A -1\n      Loop\n   Ready:\n      SWRD ABC 4 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SWRD B 0 A_Lower\n      SWRD B 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SWRD B 0 A_Raise\n      SWRD B 1 A_Raise\n      Loop\n   Fire:\n      SWRD A 1\n      SWAT DEF 3\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-45,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-44,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-43,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-42,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-41,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-40,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-39,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-38,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-37,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-36,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-35,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-34,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-33,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-32,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-31,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-30,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-29,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-28,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-27,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-26,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-25,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-24,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-23,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-22,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-21,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-20,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-19,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-18,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-17,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-16,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-15,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-14,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-13,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-12,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-11,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-10,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-9,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-8,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-7,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-6,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-5,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-4,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",4,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",5,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",6,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",7,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",8,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",9,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",10,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",11,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",12,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",13,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",14,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",15,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",16,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",17,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",18,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",19,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",20,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",21,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",22,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",23,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",24,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",25,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",26,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",27,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",28,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",29,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",30,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",31,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",32,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",33,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",34,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",35,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",36,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",37,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",38,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",39,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",40,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",41,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",42,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",43,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",44,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",45,0)\n      SWAT G 3 A_CUSTOMPUNCH(5,0,1)\n      SWAT HI 3\n      Goto Ready\n   AltFire:\n      SWRD A 0 A_JumpIfInventory(\"Soul\",1,2)\n      Goto Ready\n      SWRD A 1\n      SWAT DEFG 3\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,0,0)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"CheapAlert\",0,0,0,0)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 3\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,-15,-3)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 3\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,15,3)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 3\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,-25,-5)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 3\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,25,5)\n      SWAT HI 3\n      Goto Ready\n   }\n  }\n\nActor FakeSlash\n{\n\t+StrifeDamage\n   \t+FOILINVUL\n        Projectile\n        Radius 1\n        Height 8\n        Speed 25\n        Damage 7\n        seeSound \"Weapons/SwordSwing\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tNULL A 1\n        Death:\n        \tNULL A 1\n        \tStop\n        }\n}\n\nActor MK23 : Weapon 19986\n{\n   +NoALERT\n   +AMMO_OPTIONAL\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoType \".45ACP\"\n   Weapon.AmmoType2 \"MK23ClipIn\"\n   Weapon.AmmoGive 12\n   Weapon.AmmoUse 1\n   Inventory.Pickupmessage \"You Got the MK23 Handgun!\"\n   \tObituary \"%o got whiplash from %k's MK23.\"\n   AttackSound \"Weapons/MK23\"\n   Weapon.Kickback 10\n   Weapon.SelectionOrder 70\n   States\n   {\n   Spawn:\n      23PT A -1\n      LOOP\n   Ready:\n      MK23 A 1 A_WeaponReady\n      LOOP\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      MK23 A 0 A_Lower\n      MK23 A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      MK23 A 0 A_Raise\n      MK23 A 1 A_Raise\n      LOOP\n   Fire:\n      MK23 A 1 A_JumpIfInventory(\"MK23ClipIn\",1,2)\n      MK23 A 0\n      Goto AltFire\n      MK23 A 3 A_FireBullets(6,7,1,20,\"Debrisspawner\",0)\n      MK23 A 0 A_TakeInventory(\"MK23ClipIn\",1)\n      MK23 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      MK23 AB 3\n      MK23 C 3 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n      Goto Ready\n   AltFire:\n      MK23 A 0 A_JumpIfInventory(\"MK23ClipIn\",13,2)\n      MK23 A 0 A_JumpIfInventory(\".45ACP\",1,2)\n      MK23 A 0\n      Goto Ready\n      MK23 CD 3\n      MK23 E 2 A_PlayWeaponSound(\"Weapons/MK23ClipOut\")\n      MK23 F 9 A_FireCustomMissile(\"ClipCasing\",-15+Random(-10,5),0,0,4)\n      MK23 G 2 A_PlayWeaponSound(\"Weapons/MK23ClipIn\")\n      MK23 H 4\n      MK23 I 2 A_PlayWeaponSound(\"Weapons/MK23Cock\")\n      MK23 J 2\n      MK23 J 0 A_TakeInventory(\".45ACP\",1)\n      MK23 J 0 A_GiveInventory(\"MK23ClipIn\",1)\n      MK23 J 0 A_JumpIfInventory(\"MK23ClipIn\",13,4)\n      MK23 J 0 A_JumpIfInventory(\".45ACP\",1,2)\n      MK23 J 0\n      Goto AltFire+17\n      MK23 J 0\n      Goto AltFire+11\n      MK23 KA 2\n      Goto Ready\n   Flash:\n      SLHD I 0\n      stop\n     }\n  }\n\nACTOR M4 : Weapon 19987\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"5.56Nato\"\n     Weapon.AmmoType2 \"GrenadeAmmo\"\n     Weapon.AmmoGive 30\n     Weapon.AmmoGive2 2\n     Weapon.AmmoUse 1\n     Weapon.AmmoUse2 1\n     Inventory.Pickupmessage \"You Got The M4!\"\n     \tObituary \"%o did not find a way to stop %k's M4.\"\n     AttackSound \"Weapons/M4\"\n     Weapon.Kickback 65\n     Weapon.SelectionOrder 100\n     States\n     {\n     Spawn:\n        M4GN A -1\n        LOOP\n     Ready:\n        M4RF A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tM4RF A 0 A_Lower\n        M4RF A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tM4RF A 0 A_Raise\n        M4RF A 1 A_Raise\n        LOOP\n     Fire:\n        M4RF A 1 A_JumpIfNoAmmo(1)\n        M4RF A 2\n        M4RF C 2 A_FIREBULLETS(6,6,1,20,\"Debrisspawner\",1)\n        M4RF C 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n        M4RF B 2 A_REFIRE\n        M4RF A 2\n        Goto Ready\n     Altfire:\n        M4RF A 0 A_Playsound(\"weapons/Grenade\")\n        M4RF A 0 A_GunFlash\n        M4RF A 7 A_Firecustommissile(\"Grenade\",0,1)\n        M4RF D 4\n        M4RF EF 3\n        M4RF G 3 A_PlaySound(\"Reload/Grenade\")\n        M4RF H 3\n        Goto Ready\n     Flash:\n        M203 AB 2\n        Stop\n     }\n  }\n\nACTOR PulseRifle : Weapon 19988\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"PulseCell\"\n     Weapon.AmmoType2 \"PulseCell\"\n     Weapon.AmmoGive 60\n     Weapon.AmmoUse 1\n     Weapon.AmmoUse2 5\n     Inventory.Pickupmessage \"Picked Up A Pulse Rifle!\"\n     \tObituary \"%o could not stop %k's fury of his Pulse Rifle.\"\n     AttackSound \"\"\n     Weapon.Kickback 90\n     Weapon.SelectionOrder 90\n     States\n     {\n     Spawn:\n        UBER A 3\n        UBER B 3\n        UBER C 3\n        UBER D 3\n        UBER E 3\n        UBER F 3\n        UBER G 3\n        UBER H 3\n        UBER I 3\n        LOOP\n     Ready:\n        BARR ABCDEFGH 1\n        BARG A 1 A_WeaponReady\n        Goto Ready+8\n     Deselect:\n        BARG A 1\n        BARR A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n        BARR HGFEDCBA 1\n        BARR A 0 A_Lower\n        Goto Deselect+9\n    Select:\n        TNT1 A 0 A_PlayWeaponSound(\"weapons/PulseUp\")\n        TNT1 AAAAAAAAA 0 A_Raise\n        TNT1 A 1 A_Raise\n        Goto Select+1\n     Fire:\n        BARF A 0\n\tBARF A 1 A_FireCustomMissile(\"CellShot\",0,1,8,4)\n\tBARF BCDE 1\n\tBARF F 1 A_Refire\n        Goto Ready+8\n     AltFire:\n     \tBARF A 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n     \tBARF A 1 A_RailAttack(45,13,1,\"00 BB BB\",\"FF FF FF\")\n\tBARF BCDE 1\n\tBARF F 1 A_Refire\n        Goto Ready+8\n     }\n  }\n\nACTOR ExitGun : Weapon 19989\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the...Exit Weapon?\"\n     AttackSound \"\"\n     Weapon.ammotype \"Exitportal\"\n     Weapon.ammouse 1\n     Weapon.SelectionOrder 100000\n     States\n     {\n     Spawn:\n        NULL A -1\n        LOOP\n     Ready:\n        EXIT A -1 A_WeaponReady\n        LOOP\n     Deselect:\n        EXIT A 1 A_Lower\n        LOOP\n    Select:\n        EXIT A 1 A_Raise\n        LOOP\n     Fire:\n     \tEXIT A 0 A_TakeInventory(\"Exitportal\",1)\n\tEXIT A 3 EXIT_Normal(0)\n        Goto Ready\n     }\n  }\n\nACTOR SniperRifle : Weapon 19990\n  {\n     +NOALERT\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a Sniper Rifle! They'll never know what hit 'em.\"\n     \tObituary \"%o lost a sniper fight with %k.\"\n     AttackSound \"Weapons/Sniper\"\n     Weapon.ammotype \"RifleAmmo\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 10\n     Weapon.Kickback 120\n     Weapon.SelectionOrder 400\n     States\n     {\n     Spawn:\n        SNRL A -1\n        LOOP\n     Ready:\n        SNIP A -1 A_WeaponReady\n        Loop\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSNIP A 0 A_Lower\n        SNIP A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tSNIP A 0 A_Raise\n        SNIP A 1 A_Raise\n        LOOP\n     Fire:\n     \tSNIP A 0 A_JumpIfInventory(\"ChamberCheck\",1,2)\n     \tSNIP A 0\n     \tGoto Ready\n     \tSNIP A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n\tSNIP A 1 A_FireBullets(1,1,1,125,\"Debrisspawner\",1)\n\tSNIP BC 3\n\tSNIP A 7\n\tSNIP A 0 A_TakeInventory(\"ChamberCheck\",1)\n        Goto Ready\n     AltFire:\n     \tSPRL A 5 A_JumpIfInventory(\"ChamberCheck\",1,7)\n\tSPRL B 5 A_PlayWeaponSound(\"Weapons/SniperBolt\")\n\tSPRL CDE 5\n\tSNIP A 9 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n\tSNIP A 0 A_GiveInventory(\"ChamberCheck\",1)\n\tSNIP A 0\n\tGoto Ready\n     }\n  }\n\nActor ChamberCheck : PuzzleItem\n{\n   - INVBAR\n   Inventory.MaxAmount 1\n   Inventory.Icon NULLA0\n   States\n   {\n   Spawn:\n      NULL A 4\n      Loop\n   }\n}\n\nACTOR SurpressedRifle : Weapon 19991\n  {\n     +NOALERT\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a Surpressed Rifle! Stealth is the key...\"\n     \tObituary \"%o was too dull witted to find %k, hiding with a Surpressed Rifle.\"\n     AttackSound \"Weapons/Supress\"\n     Weapon.ammotype \"RifleAmmo\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 10\n     Weapon.Kickback 75\n     Weapon.SelectionOrder 500\n     States\n     {\n     Spawn:\n        RLSP A -1\n        LOOP\n     Ready:\n        SPRF A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSPRF A 0 A_Lower\n        SPRF A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tSPRF A 0 A_Raise\n        SPRF A 1 A_Raise\n        LOOP\n     Fire:\n     \tSPRF A 3\n     \tSPRF B 6 Bright A_FireBullets(5,5,1,35,\"Debrisspawner\",1)\n        SPRF B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tSPRF C 7 A_PlayWeaponSound(\"Weapons/SupressReset\")\n     \tGoto Ready\n     }\n  }\n\nACTOR HeavyRifle : Weapon 19992\n  {\n   +NOALERT\n   +Ammo_Optional\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"Picked Up a Heavy Rifle!\"\n   \tObituary \"%o could not handle the large 7.28MM rounds from %k's HeavyRifle.\"\n   Weapon.AmmoType \"7.28MM\"\n   Weapon.AmmoType2 \"HRClipIn\"\n   Weapon.AmmoGive 30\n   Weapon.AmmoUse 1\n   Weapon.Kickback 30\n   AttackSound \"weapons/HR\"\n   Weapon.SelectionOrder 300\n   States\n   {\n   Spawn:\n      HVRL A -1\n      Loop\n   Ready:\n      HVRR A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      HVRR A 0 A_Lower\n      HVRR A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      HVRR A 0 A_Raise\n      HVRR A 1 A_Raise\n      Loop\n   Fire:\n      HVRR A 0 A_JumpIfInventory(\"HRClipIn\",1,2)\n      HVRR A 2\n      Goto AltFire\n      HVRF A 2 Bright A_FireBullets(7,7,1,45,\"Debrisspawner\",0)\n      HVRF A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      HVRF A 0 A_TakeInventory(\"HRClipIn\",1)\n      HVRF B 3 Bright A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n      HVRF C 3 Bright A_ReFire\n      Goto Ready\n   AltFire:\n      HVRR A 0 A_JumpIfInventory(\"HRClipIn\",30,2)\n      HVRR A 0 A_JumpIfInventory(\"7.28MM\",1,2)\n      HVRR A 0\n      Goto Ready\n      HVRG JIGF 5\n      HVRG E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      HVRG D 5\n      HVRG C 10 A_FireCustomMissile(\"HRClipCasing\",-15+Random(-10,5),0,0,0)\n      HVRG D 5\n      HVRG E 5\n      HVRG F 6 A_PlayWeaponSound(\"Weapons/HRReload\")\n      HVRG F 0\n      HVRG F 0 A_TAKEINVENTORY(\"7.28MM\",1)\n      HVRG F 0 A_GiveInventory(\"HRClipIn\",1)\n      HVRG F 0 A_JumpIfInventory(\"HRClipIn\",30,4)\n      HVRG F 0 A_JumpIfInventory(\"7.28MM\",1,2)\n      HVRG F 0\n      Goto AltFire+21\n      HVRG F 0\n      Goto AltFire+14\n      HVRG GHIJ 6\n      Goto Ready\n   }\n}\n\nACTOR FlashLight : Weapon 19993\n  {\n   +DONTBOB\n   +NOALERT\n   +WIMPY_WEAPON\n   Inventory.PickupMessage \"You got the Flash Light!\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.SelectionOrder 9500\n   States\n   {\n   Spawn:\n      FLPK A -1\n      LOOP\n   Ready:\n      FLSH A 1 A_WeaponReady\n      LOOP\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      FLSH A 0 A_Lower\n      FLSH A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      FLSH A 0 A_Raise\n      FLSH A 1 A_Raise\n      LOOP\n   Fire:\n      FLSH ABCB 4\n      FLSH A 3 A_Light2\n      Goto Ready\n   AltFire:\n      FLSH ABCB 4\n      FLSH A 3 A_Light0\n      Goto Ready\n   }\n}\n\nACTOR CrowdDestroyer : Weapon 19994\n{\n   Inventory.PickupMessage \"Picked Up A Crowd Destroyer!\"\n   \tObituary \"%o stood amongst a crowd, where %k's blew %h up.\"\n   Weapon.AmmoGive 2\n   Weapon.AmmoUse 1\n   Weapon.AmmoType2 \"RemoteMissiles\"\n   Weapon.AmmoUse2 0\n   Weapon.AmmoType \"RemoteMissiles\"\n   Weapon.Kickback 200\n   AttackSound \"weapons/rocklf\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.SelectionOrder 6000\n   States\n   {\n   Spawn:\n      CWDC A -1\n      Loop\n   Ready:\n      CWDW A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      CWDW A 0 A_Lower\n      CWDW A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      CWDW A 0 A_Raise\n      CWDW A 1 A_Raise\n      Loop\n   Fire:\n      CWDW A 2 A_GunFlash\n      CWDW BCDEDCB 2\n      Goto Ready\n   AltFire:\n      CWDW A 0 Thing_SpawnFacing(1337,215,1,1338)\n      CWDW A 0 Thing_Remove(1337)\n      CWDW A 2\n      Goto Ready\n   Flash:\n      CWDF A 2 Bright A_FireCustomMissile(\"RemoteMissile1\",0,1)\n      CWDF BCDE 2 Bright\n      Stop\n   }\n}\n\nACTOR EnergyWeapon : Weapon 19995\n{\n   Inventory.PickupMessage \"Picked Up An Energy Weapon!\"\n   \tObituary \"%o got vaporized by %k's Energy Weapon.\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.AmmoGive 50\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   Weapon.AmmoType \"EnergyAmmo\"\n   Weapon.AmmoType2 \"EnergyAmmo\"\n   Weapon.Kickback 25\n   AttackSound \"weapons/EnergyShot\"\n   Weapon.SelectionOrder 45\n   States\n   {\n   Spawn:\n      ENRW A -1\n      Loop\n   Ready:\n      ENRG A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      ENRG A 0 A_Lower\n      ENRG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      ENRG A 0 A_Raise\n      ENRG A 1 A_Raise\n      Loop\n   Fire:\n      ENRG A 1 A_GunFlash\n      ENRG B 2 A_FireCustomMissile(\"EnergyShot\",0,1,7,3)\n      ENRG C 1\n      ENRG B 1\n      ENRG A 1 A_Refire\n      Goto Ready\n   AltFire:\n      ENRG A 1 A_GunFlash\n      ENRG BCB 2 A_FireCustomMissile(\"EnergyShot\",0,1,7,3)\n      ENRG A 1 A_Refire\n      Goto Ready\n   Flash:\n      ENRF A 1 Bright\n      ENRF B 2 Bright\n      ENRF C 1 Bright\n      Stop\n   }\n}\n\nACTOR ShockRifle : Weapon 19996\n{\n   Inventory.PickupMessage \"Picked Up The Shock Rifle!\"\n   \tObituary \"%o was put into submission by %k's Shock Rifle.\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.AmmoGive 30\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   Weapon.AmmoType \"EnergyAmmo\"\n   Weapon.AmmoType2 \"EnergyAmmo\"\n   Weapon.Kickback 40\n   AttackSound \"\"\n   Weapon.SelectionOrder 40\n   States\n   {\n   Spawn:\n      PHRI A -1\n      Loop\n   Ready:\n      PRFG A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      PRFG A 0 A_Lower\n      PRFG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      PRFG A 0 A_Raise\n      PRFG A 1 A_Raise\n      Loop\n   Fire:\n      PRFG A 1 A_PlayWeaponSound(\"weapons/Shock\")\n      PRFF A 2 A_FireCustomMissile(\"LightningShot\",0,1)\n      PRFF B 2\n      PRFF B 0 A_REFIRE\n      Goto Ready\n   AltFire:\n      PRFG A 0 A_PlayWeaponSound(\"weapons/laserfire\")\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG E 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG F 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG G 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG A 2\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG E 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG F 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG G 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG FG 2\n      Goto Ready\n   }\n}\n\nACTOR SMG : Weapon 19997\n{\n   +NOALERT\n   +Ammo_Optional\n   Inventory.PickupMessage \"Picked Up an SMG!\"\n   \tObituary \"%o was mowed down by %k's SMG.\"\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoGive 90\n   Weapon.AmmoUse 1\n   Weapon.AmmoType \".45ACP\"\n   Weapon.AmmoType2 \"SMGClipIn\"\n   Weapon.Kickback 25\n   AttackSound \"weapons/SMG\"\n   Weapon.SelectionOrder 55\n   States\n   {\n   Spawn:\n      SMGW A -1\n      Loop\n   Ready:\n      SMG1 A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SMG1 A 0 A_Lower\n      SMG1 A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SMG1 A 0 A_Raise\n      SMG1 A 1 A_Raise\n      Loop\n   Fire:\n      SMG1 A 0 A_JumpIfInventory(\"SMGClipIn\",1,2)\n      SMG1 A 2\n      Goto AltFire\n      SMG1 A 1\n      SMG1 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SMG1 B 0 A_TakeInventory(\"SMGClipIn\",1)\n      SMG1 B 0 A_GunFlash\n      SMG1 B 2 Bright A_FireBullets(5,5,1,16,\"Debrisspawner\",0)\n      SMG1 C 2 Bright\n      SMG1 B 0 A_REFIRE\n      SMG1 A 1\n      Goto Ready\n   AltFire:\n      SMG1 A 0 A_JumpIfInventory(\"SMGClipIn\",45,2)\n      SMG1 A 0 A_JumpIfInventory(\".45ACP\",1,2)\n      SMG1 A 0\n      Goto Ready\n      SMG1 F 5\n      SMG1 E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      SMG1 D 12 A_FireCustomMissile(\"SMGClipCasing\",-15+Random(-30,5),0,0,0)\n      SMG1 EF 5\n      SMG1 G 6 A_PlaySound(\"Weapons/SMGReload\")\n      SMG1 G 0 A_TakeInventory(\".45ACP\",1)\n      SMG1 G 0 A_GiveInventory(\"SMGClipIn\",1)\n      SMG1 G 0 A_JumpIfInventory(\"SMGClipIn\",45,4)\n      SMG1 G 0 A_JumpIfInventory(\".45ACP\",1,2)\n      SMG1 G 0\n      Goto AltFire+15\n      SMG1 G 0\n      Goto AltFire+9\n      SMG1 HIJKLMHA 4\n      Goto Ready\n   Flash:\n      SMGF AB 2\n      SMGF B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n      Stop\n   }\n}\n\nACTOR CombatShotgun : Weapon 19998\n{\n   +DONTBOB\n   +NOALERT\n   +Ammo_Optional\n   Inventory.PickupMessage \"Picked Up a Combat Shotgun!\"\n   \tObituary \"%o ran straight into %k's Combat Shotgun.\"\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoGive 16\n   Weapon.AmmoUse 1\n   Weapon.AmmoType \"12Gaugeshell\"\n   Weapon.AmmoType2 \"12GAClipIn\"\n   Weapon.Kickback 45\n   AttackSound \"weapons/12Gauge\"\n   Weapon.SelectionOrder 35\n   States\n   {\n   Spawn:\n      SPSG A -1\n      Loop\n   Ready:\n      SGWP A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SGWP A 0 A_Lower\n      SGWP A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SGWP A 0 A_Raise\n      SGWP A 1 A_Raise\n      Loop\n   Fire:\n      SGWP A 0 A_JumpIfInventory(\"12GAClipIn\",1,2)\n      SGWP A 2\n      Goto AltFire\n      SGWP A 2 A_GunFlash\n      SGWP EB 4\n      SGWP G 3\n      SGWP H 3 A_FireCustomMissile(\"ShellCasing\",45+Random(0,8),0,0,7)\n      SGWP G 3\n      SGWP BA 3\n      SGWP A 1\n      Goto Ready\n   AltFire:\n      SGWP A 0 A_JumpIfInventory(\"12GAClipIn\",8,2)\n      SGWP A 0 A_JumpIfInventory(\"12Gaugeshell\",1,2)\n      SGWP A 0\n      Goto Ready\n      SGRL ABCDEF 3\n      SGRL J 3\n      SGRL G 3\n      SGRL H 4 A_PlaySound(\"Weapons/ShellIn\")\n      SGRL I 0\n      SGRL I 0 A_TakeInventory(\"12Gaugeshell\",1)\n      SGRL I 0 A_GiveInventory(\"12GAClipIn\",1)\n      SGRL I 0 A_JumpIfInventory(\"12GAClipIn\",8,5)\n      SGRL I 0 A_JumpIfInventory(\"12Gaugeshell\",1,2)\n      SGRL I 4\n      Goto AltFire+20\n      SGRL I 4\n      SGRL I 0 A_WeaponReady\n      Goto AltFire+9\n      SGRL EB 5\n      SGWP C 4\n      SGWP D 4 A_PlayWeaponSound(\"weapons/12GaugePump\")\n      SGWP C 4\n      SGWP FBA 3\n      Goto Ready\n   Flash:\n      SGFR A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SGFR A 0 A_TakeInventory(\"12GAClipIn\",1)\n      SGFR A 1 Bright A_FireBullets(8,8,8,15,\"Debrisspawner\",0)\n      SGFR B 1 Bright\n      Stop\n   }\n}\n\nACTOR SMG2 : Weapon 19999\n{\n   +NOALERT\n   +Ammo_Optional\n   Inventory.PickupMessage \"Picked Up 2 SMGs!\"\n   \tObituary \"%o failed to perform a bullet time to dodge %k's Dual SMGs.\"\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoGive 120\n   Weapon.AmmoUse 1\n   Weapon.AmmoType \".45ACP\"\n   Weapon.AmmoType2 \"SMG2ClipIn\"\n   Weapon.Kickback 25\n   AttackSound \"weapons/SMG\"\n   Weapon.SelectionOrder 50\n   States\n   {\n   Spawn:\n      SMGW A -1\n      Loop\n   Ready:\n      SMG2 A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SMG2 A 0 A_Lower\n      SMG2 A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SMG2 A 0 A_Raise\n      SMG2 A 1 A_Raise\n      Loop\n   Fire:\n      SMG2 A 0 A_JumpIfInventory(\"SMG2ClipIn\",2,11)\n      SMG2 A 0 A_JumpIfInventory(\"SMG2ClipIn\",1,2)\n      SMG2 A 2\n      Goto AltFire\n      SMG2 A 1\n      SMG2 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SMG2 B 0 A_GunFlash\n      SMG2 B 0 A_TakeInventory(\"SMG2ClipIn\",1)\n      SMG2 B 2 Bright A_FireBullets(5,5,1,18,\"Debrisspawner\",0)\n      SMG2 C 2 Bright\n      SMG2 B 0 A_REFIRE\n      SMG2 A 1\n      Goto Ready\n      SMG2 A 1\n      SMG2 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SMG2 B 0 A_TakeInventory(\"SMG2ClipIn\",2)\n      SMG2 B 0 A_GunFlash\n      SMG2 B 2 Bright A_FireBullets(5,5,2,18,\"Debrisspawner\",0)\n      SMG2 C 2 Bright\n      SMG2 B 0 A_REFIRE\n      SMG2 A 1\n      Goto Ready\n   AltFire:\n      SMG2 A 0 A_JumpIfInventory(\"SMG2ClipIn\",90,2)\n      SMG2 A 0 A_JumpIfInventory(\".45ACP\",1,2)\n      SMG2 A 0\n      Goto Ready\n      SMG1 F 5\n      SMG1 E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      SMG1 D 12 A_FireCustomMissile(\"SMGClipCasing\",-15+Random(-30,5),0,0,0)\n      SMG1 EF 5\n      SMG1 G 6 A_PlaySound(\"Weapons/SMGReload\")\n      SMG1 G 0 A_TakeInventory(\".45ACP\",1)\n      SMG1 G 0 A_GiveInventory(\"SMG2ClipIn\",1)\n      SMG1 G 0 A_JumpIfInventory(\"SMG2ClipIn\",90,18)\n      SMG1 G 0 A_JumpIfInventory(\"SMG2ClipIn\",45,5)\n      SMG1 G 0 A_JumpIfInventory(\".45ACP\",1,2)\n      SMG1 G 0\n      Goto AltFire+16\n      SMG1 G 0\n      Goto AltFire+10\n      SMG1 HIJKLMH 4\n      SMG2 F 5\n      SMG2 E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      SMG2 D 12 A_FireCustomMissile(\"SMGClipCasing\",-15+Random(-30,5),0,0,0)\n      SMG2 EF 5\n      SMG2 G 6 A_PlaySound(\"Weapons/SMGReload\")\n      SMG2 G 0 A_TakeInventory(\".45ACP\",1)\n      SMG2 G 0 A_GiveInventory(\"SMG2ClipIn\",1)\n      SMG2 G 0 A_JumpIfInventory(\"SMG2ClipIn\",90,4)\n      SMG2 G 0 A_JumpIfInventory(\".45ACP\",1,2)\n      SMG2 G 0\n      Goto AltFire+34\n      SMG2 G 0\n      Goto AltFire+29\n      SMG2 HIJKLMNOP 4\n      Goto Ready\n      SMG1 HIJKLM 4\n      SMG2 NOP 4\n      Goto Ready\n   Flash:\n      SM2F AB 2\n      SM2F B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n      SM2F B 0 A_FireCustomMissile(\"BulletCasing\",50+Random(-20,20),0,0,1)\n      Stop\n   }\n}\n\nACTOR G36K : Weapon 20000\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a G36K Rifle\"\n     \tObituary \"%o was K.I.A. by %k's G36K.\"\n     AttackSound \"Weapons/G36K\"\n     Weapon.ammotype \"5.56Nato\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 40\n     Weapon.Kickback 10\n     Weapon.SelectionOrder 20\n     States\n     {\n     Spawn:\n        G36K A -1\n        LOOP\n     Ready:\n        G36G A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tG36G A 0 A_Lower\n        G36G A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tG36G A 0 A_Raise\n        G36G A 1 A_Raise\n        LOOP\n     Fire:\n     \tG36F A 1 Bright A_FireBullets(4,4,1,10,\"Debrisspawner\",1)\n        G36G B 1 Bright A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n        G36G B 0\n     \tG36G E 1\n        G36G C 1\n        G36G A 1 A_Refire\n     \tGoto Ready\n     }\n  }\n\nACTOR HuntingShotgun : Weapon 20001\n  {\n     +NOALERT\n     +Ammo_Optional\n     +DONTBOB\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a Hunting Shotgun\"\n     \tObituary \"%o was hunted down with %k's Hunting Shotgun.\"\n     AttackSound \"Weapons/Hunt\"\n     Weapon.ammotype \"12Gaugeshell\"\n     Weapon.ammotype2 \"HShotgunClipIn\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 20\n     Weapon.Kickback 13\n     Weapon.SelectionOrder 20\n     States\n     {\n     Spawn:\n        HSGW A -1\n        LOOP\n     Ready:\n        HTSG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tHTSG A 0 A_Lower\n        HTSG A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tHTSG A 0 A_Raise\n        HTSG A 1 A_Raise\n        LOOP\n     Fire:\n        HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",1,2)\n        HTSG A 0\n        Goto AltFire\n        HTSG A 0\n     \tHTSG B 3 Bright A_FireBullets(8,3,14,12,\"Debrisspawner\",0)\n        HTSG B 0 A_TakeInventory(\"HShotgunClipIn\",1)\n        HTSG B 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n        HTSG C 3 Bright\n        HTSG DE 2\n        HTSG FG 5\n        HTSG H 0 A_PlayWeaponSound(\"Reloading/Shotgunpump2\")\n     \tHTSG H 4 A_FireCustomMissile(\"ShellCasing\",45+Random(0,8),0,0,1)\n\tHTSG GFA 4\n     \tGoto Ready\n     AltFire:\n        HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",6,2)\n        HTSG A 0 A_JumpIfInventory(\"12Gaugeshell\",1,2)\n        HTSG A 0\n        Goto Ready\n        HTSG F 7\n        HTSG I 6\n        HTSG J 4 A_PlayWeaponSound(\"Weapons/HuntShellIn\")\n        HTSG J 0 A_TakeInventory(\"12Gaugeshell\",1)\n        HTSG J 0 A_GiveInventory(\"HShotgunClipIn\",1)\n        HTSG J 0 A_JumpIfInventory(\"HShotgunClipIn\",6,4)\n        HTSG J 0 A_JumpIfInventory(\"12Gaugeshell\",1,2)\n        HTSG J 0\n        Goto AltFire+12\n        HTSG J 0 A_WeaponReady\n        Goto AltFire+4\n        HTSG G 5\n        HTSG H 4 A_PlayWeaponSound(\"Reloading/Shotgunpump2\")\n        HTSG GFA 4\n        Goto Ready\n     }\n  }\n\nACTOR Grenades : Weapon 20002\n  {\n     +NOALERT\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up some Hand Grenades\"\n     \tObituary \"%o was fragged from %k's Frag Grenade.\"\n     AttackSound \"\"\n     Weapon.ammotype \"HGrenade\"\n     Weapon.ammotype2 \"HGrenade\"\n     Weapon.ammouse 1\n     Weapon.ammouse2 1\n     Weapon.AmmoGive 3\n     Weapon.Kickback 30\n     Weapon.SelectionOrder 88\n     States\n     {\n     Spawn:\n        GRNA A -1\n        LOOP\n     Ready:\n        FRAG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tFRAG A 0 A_Lower\n        FRAG A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tFRAG A 0 A_Raise\n        FRAG A 1 A_Raise\n        LOOP\n     Fire:\n\tFRAG AH 3\n\tFRAG B 3 A_PlayWeaponSound(\"PullPin\")\n\tFRAG C 3 A_FireCustomMissile(\"FragRing1\",0,0,0)\n\tFRAG C 0 A_FireCustomMissile(\"FragRing2\",65+Random(-10,10),0,0)\n\tFRAG I 3 A_Refire\n\tFRAG D 3 A_PlayWeaponSound(\"Weapons/Wind\")\n\tFRAG E 3 A_FireCustomMissile(\"FragGrenade\",0,1,6)\n\tFRAG F 3\n\tFRAG G 3\n\tFRAG A 10\n\tGoto Ready\n     AltFire:\n\tFRAG AH 3\n\tFRAG B 3 A_PlayWeaponSound(\"PullPin\")\n\tFRAG C 3 A_FireCustomMissile(\"FragRing1\",0,0,0)\n\tFRAG C 0 A_FireCustomMissile(\"FragRing2\",65+Random(-10,10),0,0)\n\tFRAG I 3 A_Refire\n\tFRAG D 3 A_PlayWeaponSound(\"Weapons/Wind\")\n\tFRAG E 3 A_FireCustomMissile(\"FragGrenade2\",0,1,2)\n\tFRAG FG 3\n\tFRAG A 10\n\tGoto Ready\n     Hold:\n        NULL A 2\n        NULL A 0 A_Refire\n        Goto Fire+6\n     AltHold:\n        NULL A 2\n        NULL A 0 A_Refire\n        Goto AltFire+6\n     }\n  }\n\nACTOR ShrapnelGun : Weapon 20003\n  {\n     +NOALERT\n     +Ammo_Optional\n     +DONTBOB\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Shrapnel Shotgun!\"\n     \tObituary \"%o ate %k's Shrapnel bits.\"\n     AttackSound \"Weapons/ShrapnelGun\"\n     Weapon.ammotype \"ShrapnelShell\"\n     Weapon.ammotype2 \"SGunClipIn\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 10\n     Weapon.Kickback 25\n     Weapon.SelectionOrder 57\n     States\n     {\n     Spawn:\n        SRSG A -1\n        LOOP\n     Ready:\n        ASGG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tASGG A 0 A_Lower\n        ASGG A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tASGG A 0 A_Raise\n        ASGG A 1 A_Raise\n        LOOP\n     Fire:\n\tASGG A 0 A_JumpIfInventory(\"SGunClipIn\",1,2)\n\tASGG A 0\n\tGoto AltFire\n\tASGF A 0 A_TakeInventory(\"SGunClipIn\",1)\n\tASGF A 0 A_PlayWeaponSound(\"Weapons/ShrapnelGun\")\n\tASGF A 2 Bright A_FireCustomMissile(\"Shrapnel2\",-10+Random(-3,3),0,-1,3)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",-8+Random(-3,3),0,7,13)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",-7+Random(-3,3),0,7,5)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",7+Random(-3,3),0,7,7)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",8+Random(-3,3),0,7,12)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",10+Random(-3,3),0,7,15)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",5+Random(-3,3),0,7,11)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",0,0,7,9)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",-5+Random(-3,3),0,7,-4)\n\tASGF B 2 Bright A_FireCustomMissile(\"CheapAlert\",0,0,0)\n\tASGG BC 3\n\tASGG D 3 A_FireCustomMissile(\"ShrapnelCasing\",45+Random(0,8),0,0,1)\n\tASGG EFA 3\n\tGoto Ready\n     AltFire:\n\tASGG A 0 A_JumpIfInventory(\"SGunClipIn\",7,2)\n        ASGG A 0 A_JumpIfInventory(\"ShrapnelShell\",1,2)\n        ASGG A 0\n        Goto Ready\n        ASGR ABCD 3\n        ASGR EFGHI 2\n        ASGR J 2 A_PlayWeaponSound(\"Weapons/SGunReload\")\n        ASGR J 0 A_TakeInventory(\"ShrapnelShell\",1)\n        ASGR J 0 A_GiveInventory(\"SGunClipIn\",1)\n        ASGR KLMNO 2 A_WeaponReady\n        ASGR J 0 A_JumpIfInventory(\"SGunClipIn\",7,4)\n        ASGR J 0 A_JumpIfInventory(\"ShrapnelShell\",1,2)\n        ASGR J 0\n        Goto AltFire+24\n        ASGR O 0 A_WeaponReady\n        Goto AltFire+7\n        ASGR DCBA 3\n        Goto Ready\n     }\n  }\n\nACTOR ArmCannon : Weapon 20004\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Arm Cannon!\"\n     \tObituary \"%o met %k, the next Samus.\"\n     AttackSound \"Weapons/ShrapnelGun\"\n     Weapon.ammotype \"Powercell\"\n     Weapon.ammotype2 \"Powercell\"\n     Weapon.ammouse 1\n     Weapon.Ammouse2 10\n     Weapon.AmmoGive 15\n     Weapon.Kickback 30\n     Weapon.SelectionOrder 44\n     States\n     {\n     Spawn:\n        ARMC A -1\n        LOOP\n     Ready:\n        SABS A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSABS A 0 A_Lower\n        SABS A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tSABS A 0 A_Raise\n        SABS A 1 A_Raise\n        LOOP\n     Fire:\n\tSABS B 1 Bright A_FireCustomMissile(\"ArmShot\",0,1,3)\n\tSABS CDEF 1 Bright\n\tSABS A 1 A_Refire\n\tGoto Ready\n     AltFire:\n\tSABS A 1\n\tSABS B 1 Bright A_FireCustomMissile(\"LavaShot\",0,1,3)\n\tSABS CDEF 1 Bright\n\tSABS A 1 A_Refire\n        Goto Ready\n     Hold:\n\tSABS A 1\n\tSABS A 0 A_Refire\n\tGoto Ready\n     AltHold:\n     \tSABS A 1\n\tSABS A 0 A_Refire\n\tGoto Ready\n     }\n  }\n\nACTOR CryoGun : Weapon 20005\n{\n   Inventory.PickupSound \"weapons/pickup\"\n   Inventory.PickupMessage \"You got the Cryo Gun!\"\n   \tObituary \"%o was frozen by %k's Cryo Gun.\"\n   Weapon.AmmoType \"Crystal\"\n   Weapon.AmmoType2 \"Crystal\"\n   Weapon.AmmoGive 6\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   States\n   {\n   Spawn:\n      CRST A -1\n      Loop\n   Ready:\n      CRYG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      CRYG A 0 A_Lower\n      CRYG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      CRYG A 0 A_Raise\n      CRYG A 1 A_Raise\n      Loop\n   Fire:\n      CRYG A 1\n      CRYG B 2\n      CRYG C 0 A_PlayWeaponSound(\"weapons/crlaunch\")\n      CRYG C 7 A_FireCustomMissile(\"CrystalShot2\",0,1,8,6)\n      CRYG D 2\n      CRYG A 4\n      CRYG A 1 A_ReFire\n      Goto Ready\n   AltFire:\n      CRYG A 1\n      CRYG B 2\n      CRYG C 0 A_PlayWeaponSound(\"weapons/crlaunch\")\n      CRYG C 7 A_FireCustomMissile(\"CrystalShot\",0,1,8,6)\n      CRYG D 2\n      CRYG A 4\n      CRYG A 1 A_ReFire\n      Goto Ready\n   }\n}\n\nACTOR Glock19 : Weapon 20006\n{\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Glock 19\"\n     \tObituary \"%o was killed during cops'n'robbers by %k's Glock19.\"\n     AttackSound \"Weapons/Glock19\"\n     Weapon.ammotype \"10MMAuto\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 12\n     Weapon.Kickback 75\n     Weapon.SelectionOrder 230\n     States\n     {\n     Spawn:\n        G19W A -1\n        LOOP\n     Ready:\n        GK19 A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tGK19 A 0 A_Lower\n        GK19 A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tGK19 A 0 A_Raise\n        GK19 A 1 A_Raise\n        LOOP\n     Fire:\n     \tGK19 A 3\n     \tGK19 B 3 Bright A_FireBullets(5,5,1,30,\"Debrisspawner\",1)\n        GK19 B 0 A_FireCustomMissile(\"BulletCasing\",50+Random(-20,20),0,0,1)\n     \tGK19 C 3\n        GK19 A 2\n     \tGoto Ready\n     }\n}\n\nACTOR MachineGun : Weapon 20007\n{\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the MachineGun\"\n     \tObituary \"%o forgot to jam %k's Machine Gun before the match.\"\n     AttackSound \"Weapons/MachineGun\"\n     Weapon.ammotype \"5.56Nato\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 20\n     Weapon.Kickback 5\n     Weapon.SelectionOrder 210\n     States\n     {\n     Spawn:\n        MCGW A -1\n        LOOP\n     Ready:\n        MCGN A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tMCGN A 0 A_Lower\n        MCGN A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tMCGN A 0 A_Raise\n        MCGN A 1 A_Raise\n        LOOP\n     Fire:\n     \tMCGN A 1\n     \tMCGN B 1 Bright A_FireBullets(5,5,1,20,\"Debrisspawner\",1)\n        MCGN B 0 A_FireCustomMissile(\"RifleCasing\",50+Random(-20,20),0,0,1)\n     \tMCGN C 1\n        MCGN D 1 A_Refire\n     \tGoto Ready\n     }\n}\n\nACTOR BurstRifle : Weapon 20008\n{\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Burst Rifle\"\n     \tObituary \"%o faced the accuracy of %k's Burst Rifle.\"\n     AttackSound \"Weapons/Glock19\"\n     Weapon.ammotype \"5.56Nato\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 15\n     Weapon.Kickback 8\n     Weapon.SelectionOrder 202\n     States\n     {\n     Spawn:\n        BRRW A -1\n        LOOP\n     Ready:\n        BRFL A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tBRFL A 0 A_Lower\n        BRFL A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tBRFL A 0 A_Raise\n        BRFL A 1 A_Raise\n        LOOP\n     Fire:\n     \tBRFL A 2\n     \tBRFL B 1 Bright A_FireBullets(5,5,1,14,\"Debrisspawner\",1)\n        BRFL B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 1\n     \tBRFL C 0 A_JumpIfInventory(\"5.56Nato\",1,2)\n        BRFL D 1 A_Refire\n     \tGoto Ready\n     \tBRFL A 1\n     \tBRFL B 1 Bright A_FireBullets(5,5,1,12,\"Debrisspawner\",1)\n        BRFL B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 1\n     \tBRFL C 0 A_JumpIfInventory(\"5.56Nato\",1,2)\n        BRFL D 1 A_Refire\n     \tGoto Ready\n     \tBRFL A 1\n     \tBRFL B 1 Bright A_FireBullets(5,5,1,12,\"Debrisspawner\",1)\n        BRFL B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 1\n        BRFL D 1 A_Refire\n     \tGoto Ready\n     Hold:\n     \tBRFL A 1\n     \tBRFL A 0 A_Refire\n     \tGoto Ready\n     }\n}\n\nACTOR .50CalSniper : Weapon 20009\n{\n   Weapon.SelectionOrder 17\n   Inventory.PickupSound \"weapons/pickup\"\n   Inventory.PickupMessage \"A .50 Caliber Rifle!!! It's so powerful!\"\n   \tObituary \"%o did not see %k a mile away with %p .50 Cal Sniper.\"\n   Weapon.Kickback 250\n   Weapon.AmmoType \"RifleAmmo\"\n   Weapon.AmmoGive 5\n   Weapon.AmmoUse 1\n   AttackSound \"weapons/sniperfire\"\n   States\n   {\n   Spawn:\n      XBPC A -1\n      Loop\n   Ready:\n      XBSN A 0 A_JumpIfInventory(\"ScopeEquip\",1,2)\n      XBSN A 1 A_WeaponReady\n      Loop\n      SSCO A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      XBSC B 0 A_Lower\n      XBSC B 1 A_Lower\n      Goto Deselect+1\n   Select:\n      XBSC B 0 A_Raise\n      XBSC B 1 A_Raise\n      Loop\n   Fire:\n      XBFR A 2 BRIGHT A_FireBullets(2,2,1,600,\"Debrisspawner\",1)\n      XBFR A 0 A_Recoil(10)\n      XBFR B 1\n      XBFR CDE 1\n      XBSN A 8\n      XBSN B 2 A_PlaySound(\"weapons/sniperload\")\n      XBSN CD 2\n      XBSN E 2 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n      XBSN FG 2\n      XBSN H 6\n      XBSN GFEDCBA 2\n      Goto Ready\n   AltFire:\n      XBSN A 0 A_JumpIfInventory(\"ScopeEquip\",1,2)\n      XBSN A 15 A_GiveInventory(\"ScopeEquip\",1)\n      Goto Ready\n      XBSN A 0\n      XBSN A 15 A_TakeInventory(\"ScopeEquip\",1)\n      Goto Ready\n   }\n}\n\nActor ScopeEquip : PuzzleItem\n{\n   - INVBAR\n   Inventory.MaxAmount 1\n   Inventory.Icon NULLA0\n   States\n   {\n   Spawn:\n      NULL A 4\n      Loop\n   }\n}\n\nACTOR GraplingHook : Weapon 20010\n{\n\t+NOALERT\n\tInventory.PickupSound \"weapons/pickup\"\n\tObituary \"NULL\"\n\tInventory.PickupMessage \"Grapling Gun\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType \"GraplingAmmo\"\n\tWeapon.AmmoGive 10\n\tWeapon.SelectionOrder 9999\n\tStates\n\t{\n\tSpawn:\n\t\tGRPU A -1\n\t\tStop\n\tReady:\n\t\tGRPG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n      \t\tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      \t\tGRPG A 0 A_Lower\n      \t\tGRPG A 1 A_Lower\n      \t\tGoto Deselect+1\n\tSelect:\n\t\tGRPG A 0 A_Raise\n\t\tGRPG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tGRPG B 4 A_FireCustomMissile(GraplingFX, 0, 1, 0, 0)\n\t\tGRPG C 4\n\t\tGRPG DEFG 8\n\t\tGoto Ready\n\t}\n}\n\nACTOR Doom3Shotgun : Weapon 20011\n{\n   +AMMO_OPTIONAL\n   +NOALERT\n   Inventory.PickupMessage \"You got the Shotgun!\"\n\tObituary \"%o's computer is too weak to withstand %k's Doom3 Shotgun.\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.SelectionOrder 4321\n   Weapon.AmmoType2 \"12Gaugeshell\"\n   Weapon.AmmoType \"D3ShotgunClipIn\"\n   Weapon.AmmoGive2 16\n   Weapon.AmmoUse 1\n   Weapon.Kickback 10\n   AttackSound \"weapons/d3shtgnf\"\n   States\n   {\n   Spawn:\n      D3SH A -1\n      LOOP\n   Ready:\n      D3SG A 1 A_WeaponReady\n      LOOP\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      D3SG A 0 A_Lower\n      D3SG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      D3SG A 0 A_PlaySound(\"weapons/d3shtgnr\")\n      D3SG A 0 A_Raise\n      D3SG A 1 A_Raise\n      Goto Select+1\n   Fire:\n      SISG A 0 A_JumpIfInventory(\"D3ShotgunClipIn\", 0, 1)\n      SISG A 0 A_JumpIfInventory(\"D3ShotgunClipIn\", 1, 5)\n      SISG A 0 A_JumpIfInventory(\"12Gaugeshell\", 0, 1)\n      SISG A 0 A_JumpIfInventory(\"12Gaugeshell\", 1, 2)\n      SISG A 0\n      Goto Ready\n      SISG A 0\n      Goto AltFire\n      D3SG A 4 A_GunFlash\n      D3SG B 3 A_FireCustomMissile(\"CheapAlert\",0,0,0)\n      D3SG C 3\n      D3SG D 4\n      D3SG E 2 A_PlaySound(\"weapons/d3shtgnbk\")\n      D3SG F 2\n      D3SG G 4 A_FireCustomMissile(\"ShellCasing\",45+Random(0,8),0,0,1)\n      D3SG G 2 A_PlaySound(\"weapons/d3shtgnfd\")\n      D3SG F 2\n      D3SG E 2\n      Goto Ready\n   AltFire:\n      SISG A 0\n      SISG A 0 A_JumpIfInventory(\"D3ShotgunClipIn\", 8, 37)\n      SSRG A 0 A_JumpIfInventory(\"12Gaugeshell\", 0, 1)\n      SSRG A 0 A_JumpIfInventory(\"12Gaugeshell\", 1, 2)\n      SSRG A 0\n      Goto Ready\n      D3SR ABCDEFG 1\n      SISG A 0 A_JumpIfInventory(\"D3ShotgunClipIn\", 8, 12)\n      D3SR H 2\n      D3SR I 2\n      D3SR J 2\n      D3SR K 2\n      D3SR L 0 A_PlaySound(\"weapons/d3shtgnsi\")\n      D3SR L 0 A_TakeInventory(\"12Gaugeshell\", 1)\n      D3SR L 0 A_GiveInventory(\"D3ShotgunClipIn\", 1)\n      D3SR L 2\n      D3SR M 2 A_WeaponReady\n      D3SR A 0 A_JumpIfInventory(\"D3ShotgunClipIn\", 1, 1)\n      Goto AltFire\n      D3SR A 0\n      Goto AltFire+12\n      D3SR GFEDC 3\n      D3SG B 3\n      D3SG C 3\n      D3SG D 4\n      D3SG E 2 A_PlaySound(\"weapons/d3shtgnbk\")\n      D3SG F 2\n      D3SG G 4\n      D3SG G 2 A_PlaySound(\"weapons/d3shtgnfd\")\n      D3SG F 2\n      D3SG E 2\n      Goto Ready\n      D3SR A 0\n      Goto Ready\n   Flash:\n      D3SF A 1\n      D3SF A 3 A_FireBullets(5, 6, 12, 11, \"Debrisspawner\", 1)\n      stop\n   }\n}\n\nACTOR SawedOffShotgun : Weapon 20012\n{\n   +AMMO_OPTIONAL\n   +NOALERT\n   Inventory.PickupMessage \"You got the Sawed-off Shotgun!\"\n\tObituary \"%o was loaded full of pellets by %k's Sawed-off.\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.SelectionOrder 4325\n   Weapon.AmmoType \"Shell\"\n   Weapon.AmmoType2 \"SawedClipIn\"\n   Weapon.AmmoGive 8\n   Weapon.AmmoUse 1\n   Weapon.Kickback 15\n   AttackSound \"weapons/sshotf\"\n   States\n   {\n   Spawn:\n      SGN2 A -1\n      LOOP\n   Ready:\n      SAWD A 1 A_WeaponReady\n      LOOP\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SAWD A 0 A_Lower\n      SAWD A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SAWD A 0 A_Raise\n      SAWD A 1 A_Raise\n      Loop\n   Fire:\n      SAWD A 0 A_JumpIfInventory(\"SawedClipIn\",2,3)\n      SAWD A 0 A_JumpIfInventory(\"SawedClipIn\",1,7)\n      SAWD A 0\n      Goto AltFire\n      SAWF A 1 A_FireBullets(3,5,10,12,\"Debrisspawner\",0)\n      SAWF A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0)\n      SAWF A 0 A_TakeInventory(\"SawedClipIn\",1)\n      SAWF B 1\n      SAWD A 0 A_Refire\n      Goto Ready\n      SAWF C 1 A_FireBullets(3,5,10,12,\"Debrisspawner\",0)\n      SAWF C 0 A_FireCustomMissile(\"CheapAlert\",0,0,0)\n      SAWF C 0 A_TakeInventory(\"SawedClipIn\",1)\n      SAWF D 1\n      SAWD A 0\n      Goto AltFire\n   AltFire:\n      SAWD A 0 A_JumpIfInventory(\"SawedClipIn\",2,2)\n      SAWD A 0 A_JumpIfInventory(\"Shell\",1,2)\n      SAWD A 0\n      Goto Ready\n      SAWD ABCD 6\n      SAWD D 0 A_JumpIfInventory(\"SawedClipIn\",1,13)\n      SAWD D 0 A_JumpIfInventory(\"Shell\",2,2)\n      SAWD D 0\n      Goto AltFire+29\n      SAWD L 0 A_PlayWeaponSound(\"weapons/sshoto\")\n      SAWD L 5 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD L 0 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD E 5\n      SAWD F 0 A_TakeInventory(\"Shell\",2)\n      SAWD F 0 A_GiveInventory(\"SawedClipIn\",2)\n      SAWD F 6 A_PlayWeaponSound(\"ShellSlide\")\n      SAWD K 8\n      SAWD G 5 A_PlayWeaponSound(\"weapons/SawedClose\")\n      SAWD H 5\n      Goto Ready\n      SAWD N 0 A_PlayWeaponSound(\"weapons/sshoto\")\n      SAWD N 5 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD O 5\n      SAWD F 0 A_TakeInventory(\"Shell\",1)\n      SAWD F 0 A_GiveInventory(\"SawedClipIn\",1)\n      SAWD F 6 A_PlayWeaponSound(\"ShellSlide\")\n      SAWD K 8\n      SAWD G 5 A_PlayWeaponSound(\"weapons/SawedClose\")\n      SAWD H 5\n      Goto Ready\n      SAWD L 0 A_PlayWeaponSound(\"weapons/sshoto\")\n      SAWD L 5 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD L 0 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD E 5\n      SAWD F 0 A_TakeInventory(\"Shell\",1)\n      SAWD F 0 A_GiveInventory(\"SawedClipIn\",1)\n      SAWD F 6 A_PlayWeaponSound(\"ShellSlide\")\n      SAWD N 8\n      SAWD G 5 A_PlayWeaponSound(\"weapons/SawedClose\")\n      SAWD H 5\n      Goto Ready\n   Hold:\n      SAWD A 1\n      SAWD A 0 A_Refire\n      Goto Ready\n   }\n}\n\nACTOR ForceHands : Weapon 20013\n{\n\t+NOALERT\n\tInventory.PickupSound \"weapons/pickup\"\n\tObituary \"%o was crushed by %k's Force Hands.\"\n\tInventory.PickupMessage \"You got the Force Hands ability!\"\n\tWeapon.KickBack 10000000000000000000000000000000000000\n\tStates\n\t{\n\tSpawn:\n\t\tFHWP A -1\n\t\tStop\n\tReady:\n\t\tCONE A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n      \t\tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      \t\tCONE A 0 A_Lower\n      \t\tCONE A 1 A_Lower\n      \t\tGoto Deselect+1\n\tSelect:\n\t\tCONE A 0 A_Raise\n\t\tCONE A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tCONE A 0\n\t\tCONE A 1\n\t\tCONE B 4\n\t\tCONE C 0 A_PlayWeaponSound(\"weapons/forcepull\")\n\t\tCONE C 0 A_Recoil(1)\n\t\tCONE C 4 A_FireCustomMissile(\"FakeLoreShot2\",0,0,0,-1)\n\t\tCONE BA 3\n\t\tGoto Ready\n\tAltFire:\n\t\tCONE A 0\n\t\tCONE A 1\n\t\tCONE B 4\n\t\tCONE C 4 A_CustomPunch(15,0,0)\n\t\tCONE BA 3\n\t\tGoto Ready\n\t}\n}\n\nACTOR DarkMatterGun : Weapon 20014\n{\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Dark Matter Gun!!!\"\n\tObituary \"%o was sucked away by %k's Dark Matter Gun.\"\n     AttackSound \"\"\n     Weapon.ammotype \"Powercell\"\n     Weapon.ammouse 50\n     Weapon.AmmoGive 50\n     Weapon.Kickback 5\n     Weapon.SelectionOrder 10\n     States\n     {\n     Spawn:\n        DMGW A -1\n        LOOP\n     Ready:\n        DMGG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tDMGG A 0 A_Lower\n        DMGG A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tDMGG A 0 A_Raise\n        DMGG A 1 A_Raise\n        LOOP\n     Fire:\n     \tDMGG A 5 A_PlayWeaponSound(\"weapons/DMGCharge\")\n     \tDMGG BCDEF 5\n\tDMGF A 0 A_PlayWeaponSound(\"weapons/DMGFire\")\n     \tDMGF A 3 Bright A_FireCustomMissile(\"DarkMatterBall\",0,1,0,1)\n        DMGF B 3 Bright\n     \tDMGG A 105\n     \tGoto Ready\n     }\n}\n\nACTOR ArmCannon2 : Weapon 20015\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Arm Cannon!\"\n     \tObituary \"%o met %k, the next Samus.\"\n     AttackSound \"\"\n     Weapon.ammotype \"Powercell\"\n     Weapon.ammotype2 \"Powercell\"\n     Weapon.ammouse 1\n     Weapon.Ammouse2 10\n     Weapon.AmmoGive 15\n     Weapon.Kickback 30\n     Weapon.SelectionOrder 45\n     States\n     {\n     Spawn:\n        ARMC A -1\n        LOOP\n     Ready:\n        SABS A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSABS A 0 A_Lower\n        SABS A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tSABS A 0 A_Raise\n        SABS A 1 A_Raise\n        LOOP\n     Fire:\n\tSABS B 1 Bright A_FireCustomMissile(\"Sparkbomb\",0,1,3)\n\tSABS CDEF 1 Bright\n\tSABS A 15\n\tSABS A 1 A_Refire\n\tGoto Ready\n     AltFire:\n\tSABS A 1\n\tSABS B 1 Bright A_FireCustomMissile(\"Sparkbomb2\",0,1,3)\n\tSABS CDEF 1 Bright\n\tSABS A 15\n\tSABS A 1 A_Refire\n        Goto Ready\n     }\n  }\n*/"
      },
      {
        "source": "pk3",
        "name": "Data/BTWEAPS.txt",
        "contents": "ACTOR SShrapnelGun : ShrapnelGun\n  {\n     +POWERED_UP\n     Weapon.SisterWeapon ShrapnelGun\n     Weapon.AmmoGive 0\n     States\n     {\n     Fire:\n\tASGG A 0 A_JumpIfInventory(\"SGunClipIn\",1,2)\n\tASGG A 0\n\tGoto AltFire\n\tASGF A 0 A_TakeInventory(\"SGunClipIn\",1)\n\tASGF A 0 A_PlayWeaponSound(\"Weapons/ShrapnelGun\")\n\tASGF A 4 Bright A_FireCustomMissile(\"Shrapnel2\",-10+Random(-3,3),0,-1,3)\n\tASGF A 0 A_FireCustomMissile(\"SlowShrapnel2\",-8+Random(-3,3),0,7,13)\n\tASGF A 0 A_FireCustomMissile(\"SlowShrapnel2\",-7+Random(-3,3),0,7,5)\n\tASGF A 0 A_FireCustomMissile(\"SlowShrapnel2\",7+Random(-3,3),0,7,7)\n\tASGF A 0 A_FireCustomMissile(\"SlowShrapnel2\",8+Random(-3,3),0,7,12)\n\tASGF A 0 A_FireCustomMissile(\"SlowShrapnel2\",10+Random(-3,3),0,7,15)\n\tASGF A 0 A_FireCustomMissile(\"SlowShrapnel2\",5+Random(-3,3),0,7,11)\n\tASGF A 0 A_FireCustomMissile(\"SlowShrapnel2\",0,0,7,9)\n\tASGF A 0 A_FireCustomMissile(\"SlowShrapnel2\",-5+Random(-3,3),0,7,-4)\n\tASGF B 4 Bright A_FireCustomMissile(\"SlowCheapAlert\",0,0,0)\n\tASGG BC 6\n\tASGG D 6 A_FireCustomMissile(\"SlowShrapnelCasing\",45+Random(0,8),0,0,1)\n\tASGG EFA 6\n\tGoto Ready\n     AltFire:\n\tASGG A 0 A_JumpIfInventory(\"SGunClipIn\",7,2)\n        ASGG A 0 A_JumpIfInventory(\"ShrapnelShell\",1,2)\n        ASGG A 0\n        Goto Ready\n        ASGR ABCD 6\n        ASGR EFGHI 4\n        ASGR J 8 A_PlayWeaponSound(\"Weapons/SGunReload\")\n        ASGR J 0 A_TakeInventory(\"ShrapnelShell\",1)\n        ASGR J 0 A_GiveInventory(\"SGunClipIn\",1)\n        ASGR KLMNO 4 A_WeaponReady\n        ASGR J 0 A_JumpIfInventory(\"SGunClipIn\",7,4)\n        ASGR J 0 A_JumpIfInventory(\"ShrapnelShell\",1,2)\n        ASGR J 0\n        Goto AltFire+24\n        ASGR O 0 A_WeaponReady\n        Goto AltFire+7\n        ASGR DCBA 6\n        Goto Ready\n     }\n  }\n\nACTOR SArmCannon : ArmCannon\n  {\n     +POWERED_UP\n     Weapon.SisterWeapon ArmCannon\n     Weapon.AmmoGive 0\n     States\n     {\n     Fire:\n\tSABS B 2 Bright A_FireCustomMissile(\"SlowArmShot\",0,1,3)\n\tSABS CDEF 2 Bright\n\tSABS A 2 A_Refire\n\tGoto Ready\n     AltFire:\n\tSABS A 2\n\tSABS B 2 Bright A_FireCustomMissile(\"SlowLavaShot\",0,1,3)\n\tSABS CDEF 1 Bright\n\tSABS A 2 A_Refire\n        Goto Ready\n     }\n  }\n\nACTOR SCryoGun : CryoGun\n{\n\t+POWERED_UP\n     Weapon.SisterWeapon CryoGun\n     Weapon.AmmoGive 0\n   States\n   {\n   Fire:\n      CRYG A 2\n      CRYG B 4\n      CRYG C 0 A_PlayWeaponSound(\"weapons/crlaunch\")\n      CRYG C 14 A_FireCustomMissile(\"SlowCrystalShot2\",0,1,8,6)\n      CRYG D 4\n      CRYG A 8\n      CRYG A 2 A_ReFire\n      Goto Ready\n   AltFire:\n      CRYG A 2\n      CRYG B 4\n      CRYG C 0 A_PlayWeaponSound(\"weapons/crlaunch\")\n      CRYG C 14 A_FireCustomMissile(\"SlowCrystalShot\",0,1,8,6)\n      CRYG D 4\n      CRYG A 8\n      CRYG A 2 A_ReFire\n      Goto Ready\n   }\n}\n\nACTOR SGlock19 : Glock19\n{\n\t+POWERED_UP\n     Weapon.SisterWeapon Glock19\n     Weapon.AmmoGive 0\n     States\n     {\n     Fire:\n     \tGK19 A 6\n\tNULL A 0 A_PlayWeaponSound(\"Weapons/Glock19\")\n     \tGK19 B 6 Bright A_FireCustomMissile(\"SlowMotionBullet\",0,1,3,1)\n        GK19 B 0 A_FireCustomMissile(\"SlowBulletCasing\",50+Random(-20,20),0,0,1)\n     \tGK19 C 6\n        GK19 A 4\n     \tGoto Ready\n     AltFire:\n     \tGK19 A 4\n     \tGK19 B 6 Bright A_RailAttack(35,8,1,None,\"00 FF FF\")\n     \tGK19 B 0 A_Recoil(4)\n        GK19 B 0 A_FireCustomMissile(\"SlowBulletCasing\",50+Random(-20,20),0,0,1)\n     \tGK19 C 6\n        GK19 A 40\n     \tGoto Ready\n     }\n}\n\nACTOR SMachineGun : MachineGun\n{\n     \t+POWERED_UP\n     Weapon.SisterWeapon MachineGun\n     Weapon.AmmoGive 0\n     States\n     {\n     Fire:\n     \tMCGN A 2\n\tNULL A 0 A_PlayWeaponSound(\"Weapons/MachineGun\")\n     \tMCGN B 2 Bright A_FireCustomMissile(\"SlowMotionBullet\",0+Random(-7,7),1,3,1+Random(-3,3))\n        MCGN B 0 A_FireCustomMissile(\"SlowRifleCasing\",50+Random(-20,20),0,0,1)\n     \tMCGN C 2\n        MCGN D 2 A_Refire\n     \tGoto Ready\n     }\n}\n\nACTOR SBurstRifle : BurstRifle\n{\n     +POWERED_UP\n     Weapon.SisterWeapon BurstRifle\n     Weapon.AmmoGive 0\n     States\n     {\n     Fire:\n     \tBRFL A 4\n\tNULL A 0 A_PlayWeaponSound(\"Weapons/Glock19\")\n     \tBRFL B 2 Bright A_FireCustomMissile(\"SlowMotionBullet2\",0,1,3,1)\n        BRFL B 0 A_FireCustomMissile(\"SlowRifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 2\n     \tBRFL C 0 A_JumpIfInventory(\"5.56Nato\",1,2)\n        BRFL D 2 A_Refire\n     \tGoto Ready\n     \tBRFL A 2\n\tNULL A 0 A_PlayWeaponSound(\"Weapons/Glock19\")\n     \tBRFL B 2 Bright A_FireCustomMissile(\"SlowMotionBullet2\",0,0,3,1)\n        BRFL B 0 A_FireCustomMissile(\"SlowRifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 2\n     \tBRFL C 0 A_JumpIfInventory(\"5.56Nato\",1,2)\n        BRFL D 2 A_Refire\n     \tGoto Ready\n     \tBRFL A 2\n\tNULL A 0 A_PlayWeaponSound(\"Weapons/Glock19\")\n     \tBRFL B 2 Bright A_FireCustomMissile(\"SlowMotionBullet2\",0,0,3,1)\n        BRFL B 0 A_FireCustomMissile(\"SlowRifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 2\n        BRFL D 2 A_Refire\n     \tGoto Ready\n     }\n}\n\nACTOR S50CalSniper : \".50CalSniper\"\n{\n     +POWERED_UP\n     Weapon.SisterWeapon \".50CalSniper\"\n     Weapon.AmmoGive 0\n   States\n   {\n\n   Fire:\n      NULL A 0 A_PlayWeaponSound(\"weapons/sniperfire\")\n      XBFR A 4 BRIGHT A_FireCustomMissile(\"SlowMotionBullet5\",0,1,3,1)\n      XBFR A 0 A_Recoil(10)\n      XBFR B 2\n      XBFR CDE 2\n      XBSN A 16\n      XBSN B 4 A_PlaySound(\"weapons/sniperload\")\n      XBSN CD 4\n      XBSN E 4 A_FireCustomMissile(\"SlowRifleCasing\",-50+Random(-20,20),0,0,1)\n      XBSN FG 4\n      XBSN H 12\n      XBSN GFEDCBA 4\n      Goto Ready\n   AltFire:\n      XBSN A 0 A_JumpIfInventory(\"ScopeEquip\",1,2)\n      XBSN A 30 A_GiveInventory(\"ScopeEquip\",1)\n      Goto Ready\n      XBSN A 0\n      XBSN A 30 A_TakeInventory(\"ScopeEquip\",1)\n      Goto Ready\n   }\n}\n\nACTOR SM3Shotgun : M3Shotgun\n{\n     +POWERED_UP\n     Weapon.SisterWeapon M3Shotgun\n     Weapon.AmmoGive 0\n   //AttackSound \"weapons/M3Fire\"\n   States\n   {\n   Fire:\n      13FA A 0 A_PlayWeaponSound(\"weapons/M3Fire\")\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),0,3,Random(-10,10))\n      13FA A 2 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-10,10),1,3,Random(-10,10))\n      13FA BCDEFGHIJKLMNOPQRSTU 2\n      13FA V 2 A_FireCustomMissile(\"SlowShellCasing\",45+random(-8,8),0,0,1)\n      13FA WXYZ 2\n      13FB ABCDEFGHIJK 2\n      13FA A 2 A_REFIRE\n      Goto Ready\n   AltFire:\n      13FA A 0 A_PlayWeaponSound(\"weapons/M3Fire\")\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 0 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),0,3,Random(-10,10))\n      13FA A 2 A_FireCustomMissile(\"SlowMotionBullet7\",Random(-11,11),1,3,Random(-10,10))\n      13FA BCDEFGHIJKLMNOPQRSTU 2\n      13FA V 2 A_FireCustomMissile(\"SlowShellCasing\",45+random(-8,8),0,0,1)\n      13FA V 0 A_FireCustomMissile(\"SlowShellCasing\",45+random(-8,8),0,0,1)\n      13FA WXYZ 2\n      13FB ABCDEFGHIJK 2\n      13FA A 2 A_REFIRE\n      Goto Ready\n   }\n}\n\nACTOR SGrenadeLauncher : GrenadeLauncher\n{\n     +POWERED_UP\n     Weapon.SisterWeapon _GrenadeLauncher\n     Weapon.AmmoGive 0\n   //AttackSound \"Weapons/Grenade\"\n   States\n   {\n   Fire:\n      GLFR A 0 A_PlayWeaponSound(\"Weapons/Grenade\")\n      GLFR A 2 A_FireCustomMissile(\"SlowGrenade\",0,1)\n      GLFR BC 8\n      GRLN A 2\n      Goto Ready\n   AltFire:\n      GLFR A 0 A_PlayWeaponSound(\"Weapons/Grenade\")\n      GLFR A 2 A_FireCustomMissile(\"SlowGasGrenade\",0,1)\n      GLFR BC 8\n      GRLN A 2\n      Goto Ready\n   }\n}\n\nACTOR SKnife : Knife\n{\n     +POWERED_UP\n     Weapon.AmmoGive 0\n   //AttackSound \"weapons/Knifeattack\"\n     Weapon.SisterWeapon Knife\n   States\n   {\n   Fire:\n      NIFE BC 6\n      NIFE DE 6 A_CUSTOMPUNCH(12,0,1)\n      NIFE F 6\n      Goto Ready\n   AltFire:\n      NIFE BCD 6\n      NIFE E 6 A_FIRECUSTOMMISSiLE(\"SlowWindSlash\",0,0)\n      NIFE F 6\n      Goto Ready\n   }\n}\n\nACTOR S50CalChaingun : 50CalChaingun\n{\n     +POWERED_UP\n     Weapon.SisterWeapon 50CalChaingun\n     Weapon.AmmoGive 0\n   //AttackSound \"weapons/50CalFire\"\n   States\n   {\n   Fire:\n      50CG C 0 A_PlayWeaponSound(\"Weapons/50CalFire\")\n      50CG C 4 A_FireCustomMissile(\"SlowMotionBullet8\",Random(-8,8),1,3,Random(-10,10))\n      50CG D 4 A_FireCustomMissile(\"SlowRifleCasing\",-50+Random(-20,20),0,0,1)\n      50CG D 0 A_REFIRE\n      50CG A 8 A_Playsound(\"weapons/50Reset\")\n      50CG B 8\n      Goto Ready\n   }\n}\n\nACTOR SClaw : Claw\n{\n     +POWERED_UP\n     Weapon.SisterWeapon Claw\n     Weapon.AmmoGive 0\n   //AttackSound \"weapons/Knifeattack\"\n   States\n   {\n   Fire:\n      CLAW B 2\n      CLAW C 6\n      CLAW D 6 A_CUSTOMPUNCH(16,0,1)\n      CLAW C 6\n      CLAW B 2\n      Goto Ready\n   AltFire:\n      CLAW B 2\n      CLAW C 6 A_RECOIL(-35)\n      CLAW D 4 A_CUSTOMPUNCH(30,0,1)\n      CLAW D 4 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 4 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 4 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 4 A_CUSTOMPUNCH(10,0,1)\n      CLAW C 6\n      CLAW B 2\n      Goto Ready\n   }\n}\n\nACTOR SDeagle : Deagle\n  {\n     +POWERED_UP\n     Weapon.SisterWeapon Deagle\n     Weapon.AmmoGive 0\n     //AttackSound \"Weapons/Magnum\"\n     States\n     {\n     Fire:\n        MAGM A 0 A_PlayWeaponSound(\"Weapons/Magnum\")\n        MGFR A 2 A_FireCustomMissile(\"SlowMotionBullet\",Random(-10,10),1,3,Random(-12,12))\n        MGFR A 0 A_FireCustomMissile(\"SlowBulletCasing\",-50+Random(-20,20),0,0,1)\n        MAGM ABCD 2\n        MAGM DBCA 2\n        Goto Ready\n     }\n  }\n\nActor SFireSword : FireSword\n  {\n     +POWERED_UP\n     Weapon.AmmoGive 0\n   //AttackSound \"weapons/SwordAttack\"\n   Weapon.SisterWeapon FireSword\n   States\n   {\n   Fire:\n      SWRD A 2\n      SWAT DEF 6\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-45,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-44,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-43,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-42,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-41,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-40,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-39,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-38,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-37,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-36,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-35,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-34,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-33,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-32,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-31,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-30,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-29,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-28,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-27,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-26,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-25,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-24,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-23,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-22,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-21,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-20,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-19,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-18,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-17,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-16,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-15,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-14,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-13,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-12,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-11,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-10,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-9,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-8,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-7,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-6,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-5,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-4,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",4,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",5,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",6,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",7,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",8,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",9,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",10,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",11,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",12,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",13,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",14,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",15,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",16,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",17,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",18,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",19,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",20,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",21,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",22,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",23,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",24,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",25,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",26,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",27,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",28,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",29,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",30,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",31,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",32,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",33,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",34,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",35,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",36,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",37,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",38,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",39,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",40,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",41,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",42,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",43,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",44,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",45,0)\n      SWAT G 6 A_CUSTOMPUNCH(5,0,1)\n      SWAT HI 6\n      Goto Ready\n   AltFire:\n      SWRD A 0 A_JumpIfInventory(\"Soul\",1,2)\n      Goto Ready\n      SWRD A 2\n      SWAT DEFG 6\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"SlowFlameDagger\",0,0,0,0)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"CheapAlert\",0,0,0,0)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 6\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"SlowFlameDagger\",0,0,-15,-3)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 6\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"SlowFlameDagger\",0,0,15,3)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 6\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"SlowFlameDagger\",0,0,-25,-5)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 6\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"SlowFlameDagger\",0,0,25,5)\n      SWAT HI 6\n      Goto Ready\n   }\n  }\n\nActor SMK23 : MK23\n{\n     +POWERED_UP\n     Weapon.SisterWeapon MK23\n     Weapon.AmmoGive 0\n   //AttackSound \"Weapons/MK23\"\n   States\n   {\n   Fire:\n      MK23 A 2 A_JumpIfInventory(\"MK23ClipIn\",1,2)\n      MK23 A 0\n      Goto AltFire\n      MK23 A 0 A_PlayWeaponSound(\"Weapons/MK23\")\n      MK23 A 4 A_FireCustomMissile(\"SlowMotionBullet2\",Random(-6,6),1,4,Random(-9,9))\n      MK23 A 0 A_TakeInventory(\"MK23ClipIn\",1)\n      MK23 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      MK23 AB 4\n      MK23 C 4 A_FireCustomMissile(\"SlowBulletCasing\",-50+Random(-20,20),0,0,1)\n      Goto Ready\n   AltFire:\n      MK23 A 0 A_JumpIfInventory(\"MK23ClipIn\",13,2)\n      MK23 A 0 A_JumpIfInventory(\".45ACP\",1,2)\n      MK23 A 0\n      Goto Ready\n      MK23 CD 6\n      MK23 E 4 A_PlayWeaponSound(\"Weapons/MK23ClipOut\")\n      MK23 F 18 A_FireCustomMissile(\"ClipCasing\",-15+Random(-10,5),0,0,4)\n      MK23 G 4 A_PlayWeaponSound(\"Weapons/MK23ClipIn\")\n      MK23 H 8\n      MK23 I 4 A_PlayWeaponSound(\"Weapons/MK23Cock\")\n      MK23 J 4\n      MK23 J 0 A_TakeInventory(\".45ACP\",1)\n      MK23 J 0 A_GiveInventory(\"MK23ClipIn\",1)\n      MK23 J 0 A_JumpIfInventory(\"MK23ClipIn\",13,4)\n      MK23 J 0 A_JumpIfInventory(\".45ACP\",1,2)\n      MK23 J 0\n      Goto AltFire+17\n      MK23 J 0\n      Goto AltFire+11\n      MK23 KA 4\n      Goto Ready\n     }\n  }\n\nACTOR SM4 : M4\n  {\n     +POWERED_UP\n     Weapon.SisterWeapon M4\n     Weapon.AmmoGive 0\n     //AttackSound \"Weapons/M4\"\n     States\n     {\n     Fire:\n        M4RF A 4\n        M4RF C 0 A_PlayWeaponSound(\"Weapons/M4\")\n        M4RF C 4 A_FireCustomMissile(\"SlowMotionBullet2\",Random(-6,6),1,4,Random(-9,9))\n        M4RF C 0 A_FireCustomMissile(\"SlowRifleCasing\",-50+Random(-20,20),0,0,1)\n        M4RF B 4\n        M4RF B 0 A_REFIRE\n        M4RF A 4\n        Goto Ready\n     Altfire:\n        M4RF A 0 A_Playsound(\"weapons/Grenade\")\n        M4RF A 0 A_GunFlash\n        M4RF A 14 A_Firecustommissile(\"SlowGrenade\",0,1)\n        M4RF D 8\n        M4RF EF 6\n        M4RF G 6 A_PlaySound(\"Reload/Grenade\")\n        M4RF H 6\n        Goto Ready\n     Hold:\n        M4RF C 0 A_PlayWeaponSound(\"Weapons/M4\")\n        M4RF C 4 A_FireCustomMissile(\"SlowMotionBullet2\",Random(-6,6),1,4,Random(-9,9))\n        M4RF C 0 A_FireCustomMissile(\"SlowRifleCasing\",-50+Random(-20,20),0,0,1)\n        M4RF B 4\n        M4RF B 0 A_REFIRE\n        Goto Ready\n     Flash:\n        M203 AB 4\n        Stop\n     }\n  }"
      },
      {
        "source": "pk3",
        "name": "Data/EFFECTS.txt",
        "contents": "//***********Effects and Props***********\\\\\nACTOR HexMakerB\n{\nRENDERSTYLE None\n+DONTSPLASH\nSpeed 0\nStates\n{\nSpawn:\nBAL1 E 0\nBAL1 E 0 A_CustomMissile(\"PentFX\", 32, 0, 0,2)\nBAL1 E 0 A_CustomMissile(\"PentFX\", 32, 0, 72,2)\nBAL1 E 0 A_CustomMissile(\"PentFX\", 32, 0, -72,2)\nBAL1 E 0 A_CustomMissile(\"PentFX\", 32, 0, 144,2)\nBAL1 E 0 A_CustomMissile(\"PentFX\", 32, 0, -144,2)\nBAL1 E 250\nStop\n}\n}\n\nACTOR PentFX\n{\nPROJECTILE\n+DONTSPLASH\n+DROPOFF\n- NoGravity\n+FloorHugger\n+NoClip\nSpeed 12\nRenderStyle None\nStates\n{\nSpawn:\nBAL1 Z 12\nBAL1 Z 0 BRIGHT A_CustomMissile(\"PentFX2\", 0, 0, 17)\nBAL1 Z 0 BRIGHT A_CustomMissile(\"PentFX2\", 0, 0, -17)\nStop\n}\n}\n\nACTOR PentFX2\n{\nSpeed 12\nPROJECTILE\n+DONTSPLASH\n+DROPOFF\n- NoGravity\n+FloorHugger\n+NoClip\nRenderStyle None\nStates\n{\nSpawn:\nBAL1 AAAAAA 2 BRIGHT A_CustomMissile(\"TargetFire\", 0, 0, 0)\nStop\n}\n}\n\nACTOR TargetFire\n{\nSpeed 0\n+DONTSPLASH\n+LOWGRAVITY\n+NONSHOOTABLE\n+NOTELEPORT\n+NOCLIP\n+NOBLOCKMAP\nExplosionDamage 20\nEXplosionRadius 45\nRenderStyle Add\nAlpha 0.3\nSeeSound \"world/largefire\"\nStates\n{\nSpawn:\nTRGF ABCD 3 BRIGHT A_Explode\nTRGF ABCD 3 BRIGHT A_Explode\nTRGF ABCD 3 BRIGHT A_Explode\nTRGF ABCD 3 BRIGHT A_Explode\nTRGF A 2 BRIGHT\nTRGF A 1 BRIGHT A_SetTranslucent(0.27)\nTRGF B 1 BRIGHT A_SetTranslucent(0.24)\nTRGF B 1 BRIGHT A_SetTranslucent(0.21)\nTRGF B 1 BRIGHT A_SetTranslucent(0.18)\nTRGF C 1 BRIGHT A_SetTranslucent(0.15)\nTRGF C 1 BRIGHT A_SetTranslucent(0.12)\nTRGF C 1 BRIGHT A_SetTranslucent(0.09)\nTRGF D 1 BRIGHT A_SetTranslucent(0.06)\nTRGF D 1 BRIGHT A_SetTranslucent(0.03)\nTRGF D 1 BRIGHT A_SetTranslucent(0.00)\nStop\n}\n}\n\nActor Debrisspawner : BulletPuff //Replaces BulletPuff\n{\n+NOTELEPORT\n  spawnid 131\n  renderstyle Translucent\n  alpha 0.4\n  Scale 0.3\n  Health 4\n  +NOBLOCKMAP\n  +NOGRAVITY\n  - Allowparticles\n  -NOBLOCKMAP\n  states\n  {\n  Spawn:\n    /*PUFF A 0\n    PUFF A 0 A_PlaySound(\"puff/ric\")\n    PUFF A 4 bright A_SpawnDebris(\"BulletSpark\")\n    PUFF A 0\n    PUFF A 0\n    PUFF A 0\n    PUFF A 0\n    PUFF B 4 A_Spawnitem(\"Debris\", 1)*/\n    // Intentional fall-through\n    WSMK A 0\n    WSMK A 0 A_PlaySound(\"puff/ric\")\n    WSMK A 4 bright A_SpawnDebris(\"BulletSpark\")\n    WSMK A 0\n    WSMK A 0\n    WSMK A 0\n    WSMK A 0\n    WSMK B 4 A_Spawnitem(\"Debris\", 1)\n    WSMK CDE 4\n    Stop\n  Melee:\n    PUFF CD 4\n    stop\n  }\n}\n\nACTOR BulletSpark\n{\n\t+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n\tHealth 4\n\tradius 3\n\theight 6\n\tspeed .1\n\tRenderStyle ADD\n\tAlpha\t\t1\n\tScale\t\t.032\n\tMass\t\t0\n\t+missile\n\t+doombounce\n\t+FLOORCLIP\n\t+DONTSPLASH\n\tStates\n\t{\n\t\tBPUF A 1\n\t\tBPUF ABCDA 1  Bright A_SetTranslucent(.8,1)\n\t\tBPUF BCDABC 1  Bright A_SetTranslucent(.6,1)\n\t\tBPUF DABCDABC 1  Bright A_SetTranslucent(.4,1)\n\t\tBPUF DABCDABCDA 1 Bright A_SetTranslucent(.2,1)\n\t\tStop\n\t}\n}\n\nActor Debris\n{\n+NOTELEPORT\n\t+Solid\n\t+DoomBounce\n        +DONTSPLASH\n-NOBLOCKMAP\n\tSpeed 1\n\t- Nogravity\n\t- NOLIFTDROP\n\tRadius 0\n\tHeight 0\n\tStates\n\t{\n\tSpawn:\n          NULL A 0\n\t  NULL A 0 A_Jump(135,4)\n\t  NULL A 0 A_Jump(135,5)\n\t  NULL A 0 A_Jump(135,6)\n\t  DBRS A -1\n\t  stop\n\t  NULL A 0\n\t  DBR2 A -1\n\t  stop\n\t  NULL A 0\n\t  DBR3 A -1\n\t  stop\n\t  NULL A 0\n\t  DBR4 A -1\n\t  stop\n\t}\n}\n\nActor SmallBloodPool2\n{\nDecal BloodSmear\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n  radius 20\n  height 1\n  Projectile\n  Speed 22\n  -Nogravity\n  -NOLIFTDROP\n  states\n  {\n  Spawn:\n    NULL A 0\n    NULL A 0 A_Jump(90,4)\n    NULL A 0 A_Jump(190,4)\n    NULL A 0 A_Jump(135,4)\n    POB2 A 25\n    Goto Death\n    BLUD A 25\n    Goto Death+1\n    BLUD B 25\n    Goto Death+2\n    BLUD C 25\n    Goto Death+3\n  Death:\n    POB2 A -1\n    Stop\n    BLUD A -1\n    Stop\n    BLUD B -1\n    Stop\n    BLUD C -1\n    Stop\n  }\n}\n\nACTOR ShellCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 8\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      12CA A 0 A_PlaySound(\"NULL\")\n      12CA A 3\n      12CA ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+2\n   Death:\n      12CA A 0 A_Jump(32,8)\n      12CA A 0 A_Jump(37,8)\n      12CA A 0 A_Jump(43,8)\n      12CA A 0 A_Jump(51,8)\n      12CA A 0 A_Jump(64,8)\n      12CA A 0 A_Jump(85,8)\n      12CA A 0 A_Jump(128,8)\n      12CA A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA F -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA G -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      12CA H -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nACTOR ShellCasing2\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 6\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      REDC A 0 A_PlaySound(\"NULL\")\n      REDC A 3\n      REDC ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+2\n   Death:\n      REDC A 0 A_Jump(32,8)\n      REDC A 0 A_Jump(37,8)\n      REDC A 0 A_Jump(43,8)\n      REDC A 0 A_Jump(51,8)\n      REDC A 0 A_Jump(64,8)\n      REDC A 0 A_Jump(85,8)\n      REDC A 0 A_Jump(128,8)\n      REDC A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC F -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC G -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      REDC H -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nACTOR SlugCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 6\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      SLCA A 0 A_PlaySound(\"NULL\")\n      SLCA A 3\n      SLCA ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+2\n   Death:\n      SLCA A 0 A_Jump(32,8)\n      SLCA A 0 A_Jump(37,8)\n      SLCA A 0 A_Jump(43,8)\n      SLCA A 0 A_Jump(51,8)\n      SLCA A 0 A_Jump(64,8)\n      SLCA A 0 A_Jump(85,8)\n      SLCA A 0 A_Jump(128,8)\n      SLCA A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA F -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA G -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      SLCA H -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nACTOR ShrapnelCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      CASE A 0 A_PlaySound(\"NULL\")\n      CASE A 3\n      CASE ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+2\n   Death:\n      CASE A 0 A_Jump(32,8)\n      CASE A 0 A_Jump(37,8)\n      CASE A 0 A_Jump(43,8)\n      CASE A 0 A_Jump(51,8)\n      CASE A 0 A_Jump(64,8)\n      CASE A 0 A_Jump(85,8)\n      CASE A 0 A_Jump(128,8)\n      CASE A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE F -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE G -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CASE H -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nACTOR BulletCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 5\n   Scale 0.45\n   PROJECTILE\n   +DoomBounce\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Bulletcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      CAS2 A 0 A_PlaySound(\"NULL\")\n      CAS2 C 3\n      CAS2 ABC 1\n      CAS2 D 1 A_CustomMissile(\"Smoke\",0,0,0)\n      CAS2 E 1\n      Goto Spawn+3\n   Death:\n      BULL A 0 A_Jump(32,5)\n      BULL A 0 A_Jump(37,5)\n      BULL A 0 A_Jump(43,5)\n      BULL A 0 A_Jump(51,5)\n      CAS2 A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nACTOR RifleCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 10\n   Scale 0.45\n   PROJECTILE\n   +DoomBounce\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Bulletcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      CAS7 A 0 A_PlaySound(\"NULL\")\n      CAS7 F 3\n      CAS7 ABC 1\n      CAS7 D 1 A_CustomMissile(\"Smoke\",0,0,0)\n      CAS7 EF 1\n      Goto Spawn+3\n   Death:\n      CAS7 A 0 A_Jump(32,6)\n      CAS7 A 0 A_Jump(37,6)\n      CAS7 A 0 A_Jump(43,6)\n      CAS7 A 0 A_Jump(51,6)\n      CAS7 A 0 A_Jump(64,6)\n      CAS7 A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS7 B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS7 C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS7 D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS7 E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS7 F -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n   }\n}\n\nACTOR 9mmCasingSpawner\n{\n+NOTELEPORT\n    Radius 1\n    Height 1\n    Speed 25\n    PROJECTILE\n    States\n    {\n    Spawn:\n        TNT1 A 1\n        TNT1 A 0 A_Die\n        Goto Death\n    Death:\n        TNT1 A 0 A_CustomMissile(\"9mmCasing\",-2,10,-40)\n        Stop\n    }\n}\n\nACTOR 9mmCasing\n{\n+NOTELEPORT\n    Scale 0.25\n    Radius 3\n    Height 3\n    Speed 6\n    Mass 5\n    +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT +FLOORCLIP\n    +NOCLIP +DoomBounce\n    DeathSound \"weapons/casing\"\n    DropItem 9mmCasingOnFloor\n    States\n    {\n    Spawn:\n      CAS2 D 3\n      CAS2 A 1 A_ChangeFlag(NOCLIP,0)\n      CAS2 B 1 A_CustomMissile(\"Smoke\",0,0,0)\n      CAS2 C 1 A_ChangeFlag(NOCLIP,0)\n      CAS2 D 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+1\n    Death:\n      TNT1 A 10 A_Fall\n      Stop\n    }\n}\n\nACTOR 9mmCasingOnFloor\n{\n+NOTELEPORT\n    Scale 0.25\n    Radius 1\n    Height 1\n    Speed 0\n    PainChance 0\n    Mass 5\n    +CANPASS +FLOORCLIP\n    States\n    {\n    Spawn:\n        NULL A 0\n        Goto Death\n    Death:\n      BULL A 0 A_Jump(32,5)\n      BULL A 0 A_Jump(37,5)\n      BULL A 0 A_Jump(43,5)\n      BULL A 0 A_Jump(51,5)\n      CAS2 A -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 B -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 C -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 D -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n      CAS2 E -1 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      Stop\n        Stop\n    }\n}\n\nACTOR Smoke\n{\n+NOTELEPORT\n   Height 12\n   Radius 9\n   Speed 0\n   Scale 0.5\n   PROJECTILE\n   SeeSound \"\"\n   RENDERSTYLE TRANSLUCENT\n   ALPHA 0.1\n   States\n   {\n   Spawn:\n      SMKE A 1\n   Death:\n      SMKE ABCDEFGH 2\n      Stop\n   }\n}\n\nACTOR SmokeFinish\n{\n+NOTELEPORT\n   Height 12\n   Radius 9\n   Speed 0\n   Scale 0.8\n   PROJECTILE\n   SeeSound \"\"\n   RENDERSTYLE TRANSLUCENT\n   ALPHA 0.2\n   States\n   {\n   Spawn:\n      SMKE A 1\n   Death:\n      SMKE ABCDEFGH 2\n      Stop\n   }\n}\n\nACTOR HRClipCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"ammo/used/Clip\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      HREC A 0 A_PlaySound(\"ammo/used/Clip\")\n      HREC ABCDEFG 2\n      Goto Spawn+2\n   Death:\n      HREC A 0 A_Jump(32,7)\n      HREC A 0 A_Jump(37,7)\n      HREC A 0 A_Jump(43,7)\n      HREC A 0 A_Jump(51,7)\n      HREC A 0 A_Jump(64,7)\n      HREC A -1\n      Stop\n      HREC B -1\n      Stop\n      HREC C -1\n      Stop\n      HREC D -1\n      Stop\n      HREC E -1\n      Stop\n      HREC F -1\n      Stop\n      HREC G -1\n      Stop\n   }\n}\n\nACTOR ClipCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"ammo/used/Clip\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      CLP1 A 0 A_PlaySound(\"ammo/used/Clip\")\n      CLP1 ABCDEF 2\n      Goto Spawn+2\n   Death:\n      CLP1 A 0 A_Jump(32,6)\n      CLP1 A 0 A_Jump(37,6)\n      CLP1 A 0 A_Jump(43,6)\n      CLP1 A 0 A_Jump(51,6)\n      HREC A 0 A_Jump(64,6)\n      CLP1 A -1\n      Stop\n      CLP1 B -1\n      Stop\n      CLP1 C -1\n      Stop\n      CLP1 D -1\n      Stop\n      CLP1 E -1\n      Stop\n      CLP1 F -1\n      Stop\n   }\n}\n\nACTOR SMGClipCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"ammo/used/Clip\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      SMEC A 0 A_PlaySound(\"ammo/used/Clip\")\n      SMEC ABCEF 2\n      Goto Spawn+2\n   Death:\n      SMEC A 0 A_Jump(32,6)\n      SMEC A 0 A_Jump(37,6)\n      SMEC A 0 A_Jump(43,6)\n      SMEC A 0 A_Jump(51,6)\n      SMEC A 0 A_Jump(64,6)\n      SMEC A -1\n      Stop\n      SMEC B -1\n      Stop\n      SMEC C -1\n      Stop\n      SMEC D -1\n      Stop\n      SMEC E -1\n      Stop\n      SMEC F -1\n      Stop\n   }\n}\n\nACTOR FragRing1\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      RING A 2\n      Goto Spawn+1\n   Death:\n      RING A -1\n      Stop\n   }\n}\n\nACTOR FragRing2\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      RING B 2\n      Goto Spawn+1\n   Death:\n      RING B -1\n      Stop\n   }\n}\n\nACTOR BloodCloud\n{\n+NOTELEPORT\n   Speed 1\n   Height 10\n   Radius 2\n   Damage 0\n   RenderStyle Translucent\n   Alpha 0.75\n   Scale 0.85\n   PROJECTILE\n   +DROPOFF\n   +NOBLOCKMAP\n   +NOGRAVITY\n   SeeSound None\n   States\n   {\n   Spawn:\n      NULL A 0\n   Death:\n      BSP4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n      BSP5 AB 1\n      Stop\n   }\n}\n\n//***********Special Actors***********\\\\\nActor ZombieManSpecialCorpse\n{\n\tHealth 250\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 14\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  POSS L 1\n  \t  Loop\n  \t  Pain:\n  \t  POSS L 1 A_FaceTarget\n  \t  POSS LLL 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n  \t  Death:\n  \t  POSS O 0 A_XScream\n  NULL A 0 A_CustomMissile(\"BloodCloud\",3,0,0)\n    \t  POSS O 5 A_NoBlocking\n    \t  POSS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  POSS U -1\n    \t  stop\n    \t}\n}\n\nActor ChaingunGuySpecialCorpse\n{\n\tHealth 350\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 14\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  CPOS N 1\n  \t  Loop\n  \t  Pain:\n  \t  CPOS N 1 A_FaceTarget\n  \t  CPOS NNN 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n  \t  Death:\n  \t  CPOS Q 0 A_XScream\n  NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  CPOS Q 5 A_NoBlocking\n    \t  CPOS RS 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  CPOS SSSS 0 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  CPOS T -1\n    \t  stop\n    \t}\n}\n\nActor ImpSpecialCorpse\n{\n\tHealth 500\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 14\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  TROO M 1\n  \t  Loop\n  \t  Pain:\n  \t  TROO M 1 A_FaceTarget\n  \t  TROO MMM 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n    \t  Death:\n    \t  TROO P 5 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  TROO Q 5 A_NoBlocking\n    \t  TROO RST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  TROO TTT 0 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  TROO U -1\n    \t  stop\n    \t}\n}\n\nActor ShotgunGuySpecialCorpse\n{\n\tHealth 300\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 14\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  SPOS L 1\n  \t  Loop\n  \t  Pain:\n  \t  SPOS L 1 A_FaceTarget\n  \t  SPOS LLL 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n    \t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U -1\n    \t  stop\n    \t}\n}\n\nActor SpiderSpecialCorpse\n{\n\tHealth 1000\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 14\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  BSPI P 1\n  \t  Loop\n  \t  Pain:\n  \t  BSPI P 1 A_FaceTarget\n  \t  BSPI PPP 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n  \t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U 5\n\t  POL5 A -1\n\t  Stop\n    \t}\n}\n\nActor DemonSpecialCorpse\n{\n\tHealth 750\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 14\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  SARG N 1\n  \t  Loop\n  \t  Pain:\n  \t  SARG N 1 A_FaceTarget\n  \t  SARG NNN 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n\t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U 5\n\t  POL5 A -1\n\t  Stop\n    \t}\n}\n\nActor SpectreSpecialCorpse\n{\n\tHealth 750\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 14\n  \tPainChance 255\n\trenderstyle OptFuzzy\n  \talpha 0.2\n\t+SHADOW\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  SARG N 1\n  \t  Loop\n  \t  Pain:\n  \t  SARG N 1 A_FaceTarget\n  \t  SARG NNN 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n\t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U 5\n\t  POL5 A -1\n\t  Stop\n    \t}\n}\n\nActor CacoSpecialCorpse\n{\n\tHealth 1000\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 16\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n\t  HEAD L 0 A_SetFloorClip\n  \t  HEAD L 1\n  \t  Goto Spawn+1\n  \t  Pain:\n  \t  HEAD L 1 A_FaceTarget\n  \t  HEAD LLL 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn+1\n\t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U 5\n\t  POL5 A -1\n\t  Stop\n    \t}\n}\n\nActor FatSpecialCorpse\n{\n\tHealth 1000\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 16\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  FATT T 1\n  \t  Loop\n  \t  Pain:\n  \t  FATT T 1 A_FaceTarget\n  \t  FATT TTT 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n\t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U 5\n\t  POL5 A -1\n\t  Stop\n    \t}\n}\n\nActor Spider2SpecialCorpse\n{\n\tHealth 1000\n\t+ShootAble\n\t+DropOff\n\tradius 24\n  \theight 16\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  SPID S 1\n  \t  Loop\n  \t  Pain:\n  \t  SPID S 1 A_FaceTarget\n  \t  SPID SSS 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n\t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U 5\n\t  POL5 A -1\n\t  Stop\n    \t}\n}\n\nActor CyberSpecialCorpse\n{\n\tHealth 1000\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 16\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  CYBR P 1\n  \t  Loop\n  \t  Pain:\n  \t  CYBR P 1 A_FaceTarget\n  \t  CYBR PPP 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n\t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U 5\n\t  POL5 A -1\n\t  Stop\n    \t}\n}\n\nActor VileSpecialCorpse\n{\n\tHealth 1000\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 16\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  VILE Z 1\n  \t  Loop\n  \t  Pain:\n  \t  VILE Z 1 A_FaceTarget\n  \t  VILE ZZZ 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n\t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U 5\n\t  POL5 A -1\n\t  Stop\n    \t}\n}\n\nActor BaronSpecialCorpse\n{\n\tHealth 1000\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 16\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  BOSS O 1\n  \t  Loop\n  \t  Pain:\n  \t  BOSS O 1 A_FaceTarget\n  \t  BOSS OOO 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n\t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U 5\n\t  POL5 A -1\n\t  Stop\n    \t}\n}\n\nActor HellKnightSpecialCorpse\n{\n\tHealth 1000\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 16\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  BOS2 O 1\n  \t  Loop\n  \t  Pain:\n  \t  BOS2 O 1 A_FaceTarget\n  \t  BOS2 OOO 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n\t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U 5\n\t  POL5 A -1\n\t  Stop\n    \t}\n}\n\nActor RevenantSpecialCorpse\n{\n\tHealth 1000\n\t+ShootAble\n\t+DropOff\n\tradius 20\n  \theight 16\n  \tPainChance 255\n  \tStates\n  \t{\n  \t  Spawn:\n  \t  SKEL Q 1\n  \t  Loop\n  \t  Pain:\n  \t  SKEL Q 1 A_FaceTarget\n  \t  SKEL QQQ 1 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-15,15))\n  \t  Goto Spawn\n\t  Death:\n    \t  SPOS O 0 A_XScream\n    NULL A 0 A_CustomMissile(\"BloodCloud\",2,0,0)\n    \t  SPOS O 5 A_NoBlocking\n    \t  SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,180+Random(-35,35))\n    \t  SPOS U 5\n\t  POL5 A -1\n\t  Stop\n    \t}\n}"
      },
      {
        "source": "pk3",
        "name": "Data/EXCODE.txt",
        "contents": "//*************Extra coding.*************\\\\\n//(Messy and wasteful and hacky. Used mainly for dropping weapons)\\\\\n\nActor DropperBase : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t   Spawn:\n           NULL A 1\n           Stop\n\n\t}\n}\n\nActor CombatShotgunDropper : DropperBase\n{\n\tstates\n\t{\n\t  Use:\n\t   NULL A 0 A_DropInventory(\"CombatShotgun\")\n\t   Stop\n\t}\n}\n\n//=========================================\\\\\n//******Prop Items (Activate Scripts)******\\\\\n//=========================================\\\\\n\nActor PropFreezer : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t   Spawn:\n           NULL A -1\n           Stop\n\t  Use:\n\t   NULL A 0 ACS_ExecuteAlways(841,0,0,0,0)\n\t   Stop\n\t}\n}\n\nActor PropDamager : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t   Spawn:\n           NULL A -1\n           Stop\n\t  Use:\n\t   NULL A 0 ACS_ExecuteAlways(842,0,0,0,0)\n\t   Stop\n\t}\n}\n\nActor PropFlightGiver : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t   Spawn:\n           NULL A -1\n           Stop\n\t  Use:\n\t   NULL A 0 ACS_ExecuteAlways(843,0,0,0,0)\n\t   Stop\n\t}\n}\n\nActor PropNoTargetGiver : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t   Spawn:\n           NULL A -1\n           Stop\n\t  Use:\n\t   NULL A 0 ACS_ExecuteAlways(844,0,0,0,0)\n\t   Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Data/MAGIC.txt",
        "contents": "//************Magic Stuff**************\\\\\nActor Blizzard1 : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t  Spawn:\n\t    NULL A 1\n\t    Stop\n\t  Use:\n\t    NULL A 1 A_FireCustomMissile(\"CrystalShot2\",0,1,0,6)\n\t    Stop\n\t}\n}\n\nActor Blizzard2 : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t  Spawn:\n\t    NULL A 1\n\t    Stop\n\t  Use:\n\t    NULL A 2 A_FireCustomMissile(\"CrystalShot2\",0,1,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"CrystalShot2\",0,1,0,6)\n\t    NULL A 1 A_FireCustomMissile(\"CrystalShot2\",0,1,0,6)\n\t    Stop\n\t}\n}\n\nActor Blizzard3 : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t  Spawn:\n\t    NULL A 1\n\t    Stop\n\t  Use:\n\t    NULL A 0 A_FireCustomMissile(\"CrystalShot2\",0,0,0,6)\n\t    NULL A 0 A_FireCustomMissile(\"CrystalShot2\",5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"CrystalShot2\",-5,0,0,6)\n\t    NULL A 0 A_FireCustomMissile(\"CrystalShot2\",0,0,0,6)\n\t    NULL A 0 A_FireCustomMissile(\"CrystalShot2\",5,0,0,6)\n\t    NULL A 0 A_FireCustomMissile(\"CrystalShot2\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"CrystalAir\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"CrystalAir\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"CrystalAir\",0,0,0,6)\n\t    Stop\n\t}\n}\n\nACTOR CrystalAir\n{\n   Speed 9\n   Damage 5\n   PROJECTILE\n   Radius 2\n   Height 2\n   +RIPPER\n   -BloodSplatter\n   +BloodLessImpact\n   +ICEDAMAGE\n   RENDERSTYLE TRANSLUCENT\n   ALPHA 0.2\n   States\n   {\n   Spawn:\n      PLSK AB 1\n      PLSS CDEFGHIJKLMNOPQRSTUVWXYZ 1\n      PLSZ ABC 1\n      Stop\n   Death:\n      PLSZ C 0\n      Stop\n   }\n}\n\nActor Fire1 : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t  Spawn:\n\t    NULL A 1\n\t    Stop\n\t  Use:\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    Stop\n\t}\n}\n\nActor Fire2 : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t  Spawn:\n\t    NULL A 1\n\t    Stop\n\t  Use:\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"FlameThrowShot\",5,0,0,6)\n\t    Stop\n\t}\n}\n\nActor Fire3 : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t  Spawn:\n\t    NULL A 1\n\t    Stop\n\t  Use:\n\t    NULL A 2 A_FireCustomMissile(\"FlamePillarSpawner\",0,0,0,0)\n\t    Stop\n\t}\n}\n\nACTOR FlamePillarSpawner\n{\n   Speed 34\n   Damage 0\n   PROJECTILE\n   +Ripper\n   Radius 3\n   Height 12\n   +DONTSPLASH\n   +FLOORHUGGER\n   -NOGRAVITY\n   -BloodSplatter\n   +BLOODLESSIMPACT\n   RENDERSTYLE NONE\n   States\n   {\n   Spawn:\n      NULL A 5\n      NULL A 5\n      NULL A 0 A_CustomMissile(\"FlamePillar\", 0, 0, 0)\n      Goto Spawn+1\n   Death:\n      NULL A 0 A_CustomMissile(\"FlamePillarSpawner2\", 2, 0, 45)\n      NULL A 0 A_CustomMissile(\"FlamePillarSpawner2\", 2, 0, 315)\n      Stop\n   }\n}\n\nActor FlamePillerSpawner2 : FlamePillarSpawner\n{\n     States\n   {\n   Death:\n      NULL A 0\n      Stop\n   }\n}\n\nACTOR FlamePillar\n{\n   Speed 1\n   Damage 10\n   PROJECTILE\n   Radius 3\n   Height 12\n   +DONTSPLASH\n   +Ripper\n   +FIREDAMAGE\n   SeeSound \"magic/pillarsee\"\n   ExplosionRadius 150\n   ExplosionDamage 325\n   RENDERSTYLE ADD\n   ALPHA 0.8\n   States\n   {\n   Spawn:\n      NFPI A 3 Bright\n      NFPI B 3 Bright A_CustomMissile(\"HexMakerB\", 0, 0, 0)\n      NFPI CD 3 Bright A_Explode\n      NFPI BA 3 Bright\n      Stop\n   Death:\n      NULL A 0\n      Stop\n   }\n}\n\nActor \"ArmorBonus+\" : BasicArmorBonus\n{\n\tInventory.Icon \"ARM1A0\"\n\tArmor.SaveAmount 1\n\tArmor.MaxSaveAmount 1000\n\tArmor.SavePercent 65\n\tStates\n\t{\n\t\tSpawn:\n\t\tBON2 ABCDCB 2\n\t\tLoop\n\t}\n}\n\nACTOR Thunder1 : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t  Spawn:\n\t    NULL A 1\n\t    Stop\n\t  Use:\n\t    NULL A 2 A_FireCustomMissile(\"LightningShot\",0,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"LightningShot\",-5,0,0,6)\n\t    NULL A 2 A_FireCustomMissile(\"LightningShot\",5,0,0,6)\n\t    Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Data/PRJTLS.txt",
        "contents": "//***********Projectiles***********\\\\\nActor FlameThrowShot\n{\n        Projectile\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+FIREDAMAGE\n        Radius 13\n        Height 8\n        Speed 25\n        Damage 10\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tFLME ABCDEFGHIJKLMNOPQR 1 Bright\n        Death:\n        \tFLME R 0 Bright\n        \tStop\n        }\n}\n\nActor CellShot\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 25\n        Damage 15\n        seeSound \"Weapons/CellShotFire\"\n        DeathSound \"Weapons/CellShotDie\"\n        States\n        {\n        Spawn:\n        \tCSHT A 1 Bright A_CustomMissile(\"Celltrail\",0,0,0)\n        \tCSHT B 2 Bright\n        \tLoop\n        Death:\n        \tCHIT ABCDE 2 Bright\n        \tStop\n        }\n}\n\nActor ArmShot\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 22\n        Damage 12\n        seeSound \"Weapons/ArmShot\"\n        DeathSound \"Weapons/Armdie\"\n        States\n        {\n        Spawn:\n        \tYPLS A 1 Bright\n        \tYPLS B 2 Bright\n        \tLoop\n        Death:\n        \tYPLE ABCDE 2 Bright\n        \tStop\n        }\n}\n\nActor ArmShot2 : ArmShot\n{\n\t-NOGRAVITY\n}\n\nActor ArmShot3 : ArmShot\n{\n\tSpeed 10\n\t-NOGRAVITY\n}\n\nActor Sparkbomb\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 24\n        Damage 10\n        seeSound \"Weapons/ArmShot\"\n        DeathSound \"\"\n\t-NOGRAVITY\n        States\n        {\n        Spawn:\n        \tYPLS A 1 Bright\n        \tYPLS B 2 Bright\n        \tLoop\n        Death:\n        \tYPLS ABAB 2 Bright\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n        \tYPLE ABCDE 2 Bright\n        \tStop\n        }\n}\n\nActor Sparkbomb2\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 24\n        Damage 10\n        seeSound \"Weapons/ArmShot\"\n        DeathSound \"\"\n\t-NOGRAVITY\n        States\n        {\n        Spawn:\n        \tYPLS A 1 Bright\n        \tYPLS B 2 Bright\n        \tLoop\n        Death:\n        \tYPLS ABAB 2 Bright\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n        \tYPLE ABCDE 2 Bright\n        \tStop\n        }\n}\n\nActor LavaShot\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 22\n        Damage 14\n        seeSound \"Weapons/Lava\"\n        DeathSound \"Weapons/Rocklx\"\n        explosionradius 110\n        explosiondamage 60\n        States\n        {\n        Spawn:\n        \tCOMT ABC 1 Bright\n        \tLoop\n        Death:\n        \tCOMT D 2 Bright\n\t\tCOMT E 2 Bright A_Explode\n\t\tCOMT FGHI 2 Bright\n        \tStop\n        }\n}\n\nACTOR Celltrail\n{\n   Height 8\n   Radius 1\n   Damage 0\n   Scale 0.15\n   Speed 0.2\n   RenderStyle Translucent\n   Alpha 0.4\n   +NOGRAVITY\n   +DOOMBOUNCE\n   +DROPOFF\n   States\n   {\n   Spawn:\n      PLSS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n      PLSZ ABC 1\n      Stop\n   }\n}\n\nACTOR EnergyShot\n{\n   Speed 30\n   Height 8\n   Radius 13\n   Damage 20\n   RenderStyle Translucent\n   Alpha 0.75\n   Scale 0.85\n   PROJECTILE\n   +DROPOFF\n   +NOBLOCKMAP\n   +NOGRAVITY\n   SeeSound \"weapons/EnergyShot\"\n   States\n   {\n   Spawn:\n      ENST A 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST B 1 BRIGHT\n      ENST C 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST D 1 BRIGHT\n      ENST E 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST F 1 BRIGHT\n      ENST G 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST H 1 BRIGHT\n      ENST I 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST J 1 BRIGHT\n      ENST K 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST L 1 BRIGHT\n      ENST M 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST N 1 BRIGHT\n      ENST O 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST P 1 BRIGHT\n      ENST Q 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST R 1 BRIGHT\n      ENST S 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST T 1 BRIGHT\n      ENST U 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST V 1 BRIGHT\n      LOOP\n   Death:\n      PLSS A 1 BRIGHT A_PlaySound(\"weapons/EnergyDie\")\n      PLSS BCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT\n      PLSZ ABC 1 BRIGHT\n      Stop\n   }\n}\n\nActor WindSlash\n{\n        Projectile\n        +RIPPER\n        RENDERSTYLE TRANSLUCENT\n   \tALPHA 0.4\n        Radius 13\n        Height 8\n        Speed 20\n        Damage 8\n        seeSound \"Weapons/Wind\"\n        DeathSound \"Weapons/Knifeattack\"\n        States\n        {\n        Spawn:\n        \tWIND A 1\n        \tLoop\n        Death:\n        \tNULL A 1\n        \tStop\n        }\n}\n\nActor DartShot\n{\n        Projectile\n        +BLOODSPLATTER\n        Radius 4\n        Height 8\n        Speed 18\n        Damage 6\n        seeSound \"weapons/d3chngunf\"\n        DeathSound \"puff/ric\"\n        States\n        {\n        Spawn:\n        \tDART A 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tLoop\n        Death:\n        \tNULL A 1 A_SpawnItem(\"DebrisSpawner\",0)\n        \tStop\n        }\n}\n\nActor DartShotRipper : DartShot\n{\n\t+RIPPER\n}\n\nActor LightningShot\n{\n        Projectile\n        RENDERSTYLE TRANSLUCENT\n   \tALPHA 0.5\n        Radius 13\n        Height 8\n        Speed 24\n        Damage 22\n        seeSound \"\"\n        DeathSound \"Weapons/Shockdie\"\n        States\n        {\n        Spawn:\n        \tZOT3 ABCDE 2 Bright\n        \tLoop\n        Death:\n        \tZOT3 ABCDE 2 Bright\n        \tStop\n        }\n}\n\nActor _Grenade\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 30\n        Damage 100\n        -Nogravity\n        +doombounce\n        +grenadetrail\n        explosionradius 175\n        explosiondamage 90\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"weapons/rocklx\"\n        States\n        {\n        Spawn:\n        \tNADE A 1\n        \tLoop\n        Death:\n        \tNADD E 2 Bright A_Explode\n        \tNADD FGHIJK 2 Bright\n        \tStop\n        }\n}\n\nActor GasGrenade\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 30\n        Damage 10\n        -Nogravity\n        +doombounce\n        +NODAMAGETHRUST\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"world/lavsiz2\"\n        States\n        {\n        Spawn:\n        \tGASG AB 2\n        \tLoop\n        Death:\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tStop\n        }\n}\n\nActor Gascloud1\n{\n\t+NoDamageThrust\n        Projectile\n        Radius 9\n        Height 7\n        Speed 5\n        Damage 12\n        explosionradius 45\n        explosiondamage 50\n        Scale 0.8\n        RenderStyle TransLucent\n        Alpha 0.6\n        seeSound \"world/lavsiz2\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tPSNE ABCDEFGABCDEFG 2 A_Explode\n        \tGoto Death\n        Death:\n\t\tNULL A 1\n        \tStop\n        }\n}\n\nActor Gascloud2 : Gascloud1\n{\n\tSpeed 22\n}\n\nActor FragGrenade\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 27\n        Damage 8\n        -ActivateImpact\n        +Doombounce\n        +ExtremeDeath\n        explosionradius 145\n        explosiondamage 80\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tHGN1 ABCDEF 1 A_GiveInventory(\"FuseCounter\",1)\n\t\tHGN1 F 0 A_Gravity\n\t\tHGN1 F 0 A_JumpIfInventory(\"FuseCounter\",80,2)\n\t\tHGN1 F 0\n        \tLoop\n\t\tHGN1 F 0\n\t\tGoto Death\n        Death:\n\t\tNADD E 0 A_PlaySound(\"weapons/rocklx\")\n        \tNADD E 2 Bright A_EXPLODE\n        \tNADD E 0 A_AlertMonsters\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,235+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-235+Random(-10,10), 2, random(5, 80))\n        \tNADD FGHIJK 2 Bright\n        \tStop\n        }\n}\n\nActor FragGrenade2\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 4\n        Damage 8\n        -ActivateImpact\n        +Doombounce\n        +ExtremeDeath\n        explosionradius 145\n        explosiondamage 80\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tHGN1 ABCDEF 1 A_GiveInventory(\"FuseCounter\",1)\n\t\tHGN1 F 0 A_Gravity\n\t\tHGN1 F 0 A_JumpIfInventory(\"FuseCounter\",80,2)\n\t\tHGN1 F 0\n        \tLoop\n\t\tHGN1 F 0\n\t\tGoto Death\n        Death:\n\t\tNADD E 0 A_PlaySound(\"weapons/rocklx\")\n        \tNADD E 2 Bright A_EXPLODE\n        \tNADD E 0 A_AlertMonsters\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,235+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-235+Random(-10,10), 2, random(5, 80))\n        \tNADD FGHIJK 2 Bright\n        \tStop\n        }\n}\n\nActor Shrapnel\n{\n        Projectile\n        Radius 3\n        Height 5\n        Speed 27\n        Damage 7\n        -BLOODLESSIMPACT\n        +BloodSplatter\n        +DoomBounce\n        +DONTSPLASH\n        Scale 0.2\n        RenderStyle TransLucent\n        Alpha 0.7\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n\t\tSHRP A 0 A_Jump(85,5)\n\t\tSHRP A 0 A_Jump(85,6)\n\t\tSHRP A 0 A_Jump(85,7)\n        \tSHRP A 1 A_Gravity\n\t\tSHRP A 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+3\n        \tSHRP B 1 A_Gravity\n\t\tSHRP B 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+5\n        \tSHRP C 1 A_Gravity\n\t\tSHRP C 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+7\n        \tSHRP D 1 A_Gravity\n\t\tSHRP D 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+9\n        Death:\n\t\tSHRP A 1\n        \tStop\n        }\n}\n\nActor Shrapnel2\n{\n        Projectile\n        Radius 9\n        Height 7\n        Speed 27\n        Damage 2\n        -Nogravity\n        +DONTSPLASH\n\t+RIPPER\n        -BLOODLESSIMPACT\n\t//+LowGravity\n        +DoomBounce\n        Scale 0.4\n        RenderStyle TransLucent\n        Alpha 0.7\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n\t\tSHRP A 0 A_Jump(85,5)\n\t\tSHRP A 0 A_Jump(85,6)\n\t\tSHRP A 0 A_Jump(85,7)\n        \tSHRP A 1\n\t\tSHRP A 1 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+3\n        \tSHRP B 1\n\t\tSHRP B 1 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+5\n        \tSHRP C 1\n\t\tSHRP C 1 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+7\n        \tSHRP D 1\n\t\tSHRP D 1 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+9\n        Death:\n\t\tSHRP A 1\n        \tStop\n        }\n}\n\nACTOR CrystalShot\n{\n   Radius 4\n   Height 5\n   Speed 20\n   Damage 14\n   PROJECTILE\n   +SEEKERMISSILE\n   +ICEDAMAGE\n   RENDERSTYLE ADD\n   ALPHA 1.0\n   ExplosionDamage 80\n   ExplosionRadius 20\n   DeathSound \"weapons/crbreak\"\n   States\n   {\n   Spawn:\n      CRYS A 1 Bright A_SeekerMissile (1, 2)\n      CRYS A 1 Bright A_CustomMissile(\"CrystalShotTrail\",0,0,0)\n      CRYS A 2 Bright A_SeekerMissile (1, 2)\n      CRYS A 2 Bright A_SeekerMissile (1, 2)\n      CRYS A 2 Bright A_SeekerMissile (1, 2)\n      CRYS A 2 Bright A_SeekerMissile (1, 2)\n      CRYS A 2 Bright A_SeekerMissile (1, 2)\n      Loop\n   Death:\n      CRYE A 3 Bright A_Explode\n      CRYE BC 3 Bright\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,0)\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,45)\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,90)\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,135)\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,180)\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,225)\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,270)\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,315)\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,360)\n      CRYE DEF 2 Bright\n      Stop\n   }\n}\n\nACTOR CrystalShot2\n{\n   Radius 4\n   Height 5\n   Speed 20\n   Damage 8\n   PROJECTILE\n   +ICEDAMAGE\n   RENDERSTYLE ADD\n   ALPHA 1.0\n   DeathSound \"weapons/crbreak\"\n   States\n   {\n   Spawn:\n      CRYS A 1 Bright\n      CRYS A 1 Bright A_CustomMissile(\"CrystalShotTrail\",0,0,0)\n      CRYS A 2 Bright\n      CRYS A 2 Bright\n      CRYS A 2 Bright\n      CRYS A 2 Bright\n      CRYS A 2 Bright\n      Loop\n   Death:\n      CRYE A 3 Bright\n      CRYE BC 3 Bright\n      CRYE DEF 2 Bright\n      Stop\n   }\n}\n\nACTOR CrystalShotTrail\n{\n   Radius 4\n   Height 3\n   Speed 10\n   Scale 0.6\n   +NOGRAVITY\n   RenderStyle Translucent\n   Alpha 0.67\n   States\n   {\n   Spawn:\n      CRYT A 1\n      CRYT A 3 A_PlaySound(\"weapons/crtrail\")\n      CRYT BC 3\n      CRYT D 2\n      Stop\n   }\n}\n\nACTOR FlameDagger\n{\n        Projectile\n\t+FOILINVUL\n  \tObituary \"%o incinerated by %k's Flame Daggers.\"\n        explosionradius 100\n        explosiondamage 65\n        Radius 13\n        Height 8\n        Speed 25\n        Damage 20\n        seeSound \"Weapons/FDShoot\"\n        DeathSound \"Weapons/FDDie\"\n        States\n        {\n        Spawn:\n        \tFSFX ABC 4 Bright\n        \tLoop\n        Death:\n        \tFSFX D 2 Bright A_EXPLODE\n        \tFSFX EFGHIJKL 2 Bright\n        \tStop\n        }\n}\n\nACTOR GraplingLink1\n{\n\tRadius 0\n\tHeight 0\n\tSpeed 0\n        Damage 0\n        -TELESTOMP\n\t+NoGravity\n\t+IsMonster\n\t+Invulnerable\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tROPE A 1 A_Look\n\t\t//Loop\n\tSee:\n\t\tROPE A 0 A_GiveInventory (\"GraplingCounter\", 700)\n\t\tROPE A 0 A_TakeInventory (\"GraplingCounter\", 1)\n\t\tROPE A 0 A_JumpIfInventory (\"GraplingCounter\", 1, 1)\n\t\tGoto See+11\n\t\tROPE A 1 A_Chase\n\t\tROPE A 0 A_JumpIfCloser (20, 3)\n\t\tROPE A 0 A_JumpIfCloser (40, 4)\n\t\tROPE A 0\n\t\tGoto See+1\n\t\tROPE A 1 SetPlayerProperty (1, 1, 3)\n\t\tROPE A 0\n\t\tGoto See+1\n\t\tROPE A 1 SetPlayerProperty (1, 0, 3)\n\t\tROPE A 0\n\t\tGoto See+1\n\t\tROPE A 0 A_JumpIfCloser(40,2)\n\t\tROPE A 35 A_Gravity\n\t\tGoto Death\n\t\tROPE A 0\n\t\tROPE A 0 SetPlayerProperty (1, 0, 3)\n\t\tROPE A 35 A_Gravity\n\t\tGoto Death\n\t//Melee:\n\t//\tROPE A 1 SetPlayerProperty (1, 1, 3)\n\t//\tGoto See+1\n\tDeath:\n\t\tROPE A 0 A_JumpIfCloser(40,2)\n\t\tROPE A 1\n\t\tStop\n\t\tROPE A 0\n\t\tROPE A 0 SetPlayerProperty (1, 0, 3)\n\t\tROPE A 1\n\t\tStop\n\t}\n}\n\nACTOR GraplingFX\n{\n\tSpeed 16\n\tDamage 0\n\tRadius 2\n\tHeight 4\n\tPROJECTILE\n   \tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tGRPJ A 35\n\t\tGRPJ A 4\n\t\tLoop\n\tDeath:\n\t\tGRPJ A 0 A_PlaySound (\"GraplingHit\")\n\t\t//GRPJ A 200 A_CustomMissile(\"GraplingChainSpawner\", 0, 0, 0)\n\t\tGRPJ A 200 A_SpawnItem(\"GraplingChainSpawner\", 0, 1)\n\t\tGRPJ A 150\n\t\tStop\n\t}\n}\n\nACTOR GraplingChainSpawner\n{\n\tSpeed 0\n\tDamage 0\n\tRadius 1\n\tHeight 1\n\tPROJECTILE\n\t-NoGravity\n        -TELESTOMP\n   \tScale 0.5\n   \tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tGRPJ A 0 A_PlaySound (\"GraplingRope\")\n\t\tGRPJ A 1 A_CustomMissile(\"GraplingLink1\", 0, 0, 0)\n\t\tGRPJ A 1 A_CustomMissile(\"GraplingLink1\", 0, 0, 0)\n\t\tLoop\n\tDeath:\n\t\tBTFX A 1\n\t\tStop\n\t}\n}\n\nACTOR GraplingCounter : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 700\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 700\n\tInventory.Icon BTFXB0\n}\n\nACTOR RemoteMissile1 : Rocket\n{\n    Damage 50\n    ExplosionDamage 240\n    ExplosionRadius 172\n    SeeSound \"weapons/rocklf\"\n    DeathSound \"weapons/rocklx\"\n    States\n    {\n    Spawn:\n      RMMS A 1 Thing_ChangeTid(0,1337)\n      Loop\n    Death:\n      RMMX A 0 Thing_ChangeTid(1337,0)\n      RMMX A 2 Bright A_Explode\n      RMMX BCDEFGHIJKLMN 2 Bright\n      Stop\n    }\n}\n\nACTOR RemoteMissile2 : Rocket\n{\n    Damage 50\n    SeeSound \"\"\n    DeathSound \"weapons/rocklx\"\n    SpawnID 215\n    Speed 45\n    ExplosionDamage 240\n    ExplosionRadius 172\n    States\n    {\n    Spawn:\n\tRMMS A 1 A_Gravity\n        Loop\n    Death:\n    \tRMMX A 0\n        RMMX A 2 Bright A_Explode\n        RMMX BCDEFGHIJKLMN 2 Bright\n        Stop\n    }\n}\n\nACTOR EnergyShield\n{\n        Radius 10\n        Height 28\n        Speed 1\n        Damage 0\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tScale 0.6\n\t+Solid\n\t+ShootAble\n\t+NoBlood\n\t+Invulnerable\n\t+NoClip\n\t+NoGravity\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tESHD A 75 Bright\n        \tGoto Death\n        Death:\n        \tESHD A 1 Bright\n        \tStop\n        }\n}\n\nACTOR FakeBlock\n{\n   Health 20\n   Height 35\n   Radius 12\n   Speed  8\n   Damage 0\n   RENDERSTYLE NONE\n   +NOBLOOD\n   +SHOOTABLE\n   +NOGRAVITY\n   +NOCLIP\n   States\n   {\n   Spawn:\n      SARG AA 2\n      Stop\n   Death:\n      SARG A 0 A_playSound(\"weapons/knife4\")\n      Stop\n   }\n}\n\nACTOR Knife_Throw\n{\n   PROJECTILE\n   -NOGRAVITY\n   +NOEXTREMEDEATH\n   Speed 45\n   Height 8\n   Radius 8\n   Damage 28\n   Scale 0.8\n   DeathSound \"weapons/knife3\"\n   DropItem Knives\n   Scale 0.65\n   States\n   {\n   Spawn:\n    KNFE AAAAAAAAAAAAAAAAAAAAAAAA 1\n    Goto Crash\n   Death:\n    KNFE AAAA 2\n    KNFE A 0 A_NoBlocking\n    Stop\n   Crash:\n    KNFE AAAA 2\n    KNFE A 0 A_NoBlocking\n    Stop\n   }\n}\n\nACTOR KnifePuff\n{\n   SeeSound \"weapons/knife4\"\n   PainSound \"weapons/knife4\"\n   DeathSound \"weapons/knife4\"\n   +NOGRAVITY\n   +NOEXTREMEDEATH\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      TNT1 A 1 A_PlaySound(\"weapons/knife4\")\n      Stop\n   }\n}\n\nactor Flak\n{\n   Decal BulletChip\n   Radius 8\n   Height 8\n   Damage 2\n   Scale 0.5\n   Speed 35\n   +NOBLOCKMAP\n   +RIPPER\n   +DROPOFF\n   +MISSILE\n   +ACTIVATEIMPACT\n   +DOOMBOUNCE\n   +EXTREMEDEATH\n   States\n   {\n   Spawn:\n      SHRD LMN 4 A_SpawnItem(\"ShrapnelSmoke\",0)\n      Loop\n   Death:\n      SHRD L 140\n      Stop\n   }\n}\n\nactor ShrapnelSmoke\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  Scale 0.6\n  RenderStyle Translucent\n  Alpha 0.5\n  States\n  {\n  Spawn:\n    WSMK ABCD 3\n    Goto Death\n  Death:\n    WSMK E 3\n    Stop\n  }\n}\n\nActor DarkMatterBall\n{\n\t+Ripper\n\tdamagetype Disintegrate\n        Projectile\n        Radius 13\n        Height 8\n        Speed 12\n        Damage 125\n\tExplosionradius 76\n\tExplosionDamage 255\n        seeSound \"\"\n        DeathSound \"Weapons/DMBHit\"\n        States\n        {\n  \tSpawn:\n   \t   BFS1 ABAB 3 bright\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,2,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,4,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,6,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,8,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,10,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,12,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,14,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,16,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,18,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,20,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,22,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,24,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,26,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,28,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,30,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,32,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,34,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,36,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,38,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,40,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,42,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,44,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,46,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,48,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,50,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,52,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,54,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,56,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,58,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,60,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,62,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,64,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,66,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,68,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,70,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,72,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,74,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,76,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,78,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,80,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,82,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,84,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,86,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,88,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,90,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,92,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,94,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,96,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,98,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,100,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,102,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,104,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,106,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,108,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,110,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,112,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,114,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,116,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,118,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,120,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,122,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,124,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,126,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,128,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,130,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,132,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,134,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,136,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,138,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,140,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,142,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,144,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,146,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,148,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,150,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,152,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,154,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,156,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,158,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,160,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,162,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,164,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,166,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,168,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,170,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,172,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,174,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,176,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,178,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,180,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-2,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-4,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-6,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-8,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-10,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-12,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-14,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-16,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-18,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-20,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-22,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-24,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-26,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-28,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-30,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-32,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-34,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-36,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-38,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-40,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-42,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-44,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-46,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-48,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-50,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-52,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-54,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-56,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-58,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-60,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-62,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-64,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-66,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-68,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-70,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-72,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-74,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-76,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-78,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-80,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-82,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-84,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-86,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-88,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-90,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-92,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-94,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-96,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-98,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-100,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-102,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-104,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-106,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-108,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-110,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-112,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-114,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-116,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-118,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-120,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-122,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-124,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-126,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-128,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-130,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-132,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-134,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-136,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-138,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-140,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-142,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-144,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-146,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-148,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-150,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-152,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-154,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-156,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-158,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-160,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-162,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-164,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-166,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-168,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-170,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-172,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-174,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-176,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-178,2)\n\t   BFS1 A 4 Bright A_CustomMissile(\"FakeLoreShot\",1,0,0,2)\n\t   BFS1 A 0 A_Explode(255,76,1)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,2,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,4,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,6,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,8,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,10,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,12,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,14,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,16,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,18,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,20,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,22,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,24,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,26,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,28,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,30,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,32,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,34,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,36,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,38,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,40,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,42,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,44,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,46,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,48,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,50,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,52,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,54,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,56,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,58,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,60,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,62,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,64,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,66,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,68,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,70,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,72,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,74,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,76,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,78,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,80,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,82,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,84,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,86,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,88,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,90,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,92,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,94,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,96,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,98,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,100,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,102,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,104,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,106,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,108,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,110,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,112,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,114,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,116,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,118,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,120,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,122,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,124,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,126,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,128,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,130,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,132,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,134,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,136,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,138,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,140,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,142,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,144,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,146,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,148,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,150,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,152,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,154,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,156,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,158,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,160,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,162,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,164,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,166,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,168,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,170,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,172,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,174,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,176,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,178,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,180,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-2,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-4,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-6,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-8,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-10,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-12,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-14,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-16,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-18,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-20,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-22,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-24,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-26,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-28,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-30,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-32,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-34,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-36,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-38,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-40,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-42,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-44,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-46,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-48,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-50,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-52,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-54,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-56,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-58,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-60,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-62,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-64,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-66,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-68,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-70,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-72,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-74,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-76,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-78,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-80,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-82,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-84,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-86,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-88,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-90,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-92,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-94,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-96,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-98,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-100,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-102,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-104,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-106,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-108,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-110,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-112,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-114,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-116,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-118,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-120,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-122,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-124,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-126,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-128,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-130,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-132,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-134,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-136,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-138,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-140,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-142,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-144,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-146,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-148,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-150,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-152,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-154,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-156,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-158,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-160,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-162,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-164,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-166,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-168,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-170,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-172,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-174,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-176,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-178,2)\n\t   BFS1 B 4 Bright A_CustomMissile(\"FakeLoreShot\",1,0,0,2)\n\t   BFS1 B 0 A_Explode(255,76,1)\n  \t   Goto Spawn+4\n \tDeath:\n \t   BFE1 CD 8 bright\n  \t   BFE1 E 8 bright A_Explode(255,176,1)\n \t   BFE1 FG 8 bright\n  \t   stop\n        }\n}\n\nACTOR FakeLoreShot2 : LoreShot\n{\n    Speed 60\n    Damage 4\n    Height 2\n    Radius 2\n    SeeSound \"\"\n    DeathSound \"\"\n    RENDERSTYLE NONE\n    States\n    {\n    Spawn:\n       OCLW A 2\n       Loop\n    }\n}\n\nACTOR FakeLoreShot : LoreShot\n{\n    damagetype Disintegrate\n    Speed 20\n    Damage 20\n    Height 2\n    Radius 2\n    SeeSound \"\"\n    DeathSound \"\"\n    RENDERSTYLE None\n    States\n    {\n    Spawn:\n       OCLW A 7\n       Stop\n    }\n}\n\nActor Thrower\n{\n        Projectile\n        +RIPPER\n\t+BLOODLESSIMPACT\n        Radius 13\n        Height 8\n        Speed 8\n        Damage 10\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tNULL A 1\n        \tGoto Death\n        Death:\n        \tNULL A 1 A_RadiusThrust(68,1000,0)\n        \tStop\n        }\n}"
      },
      {
        "source": "pk3",
        "name": "Data/REPLACE.txt",
        "contents": "//************Replacement Actors**********\\\\\n\nActor ChaingunguyDropitem : Chaingunguy Replaces Chaingunguy\n{\n\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n\tDropItem M4 55 1\n\tDropItem \"5.56Nato\" 60 30\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tStates\n\t{\n  Spawn:\n    NULL A 0 A_JumpIfInTargetInventory(\"BulletTime\",1,2)\n    CPOS AB 10 A_Look\n    Loop\n    CPOS AB 20 A_Look\n    Loop\n  See:\n    NULL A 0 A_JumpIfInTargetInventory(\"BulletTime\",1,2)\n    CPOS AABBCCDD 3 A_Chase\n    loop\n    CPOS AABBCCDD 6 A_Chase\n    loop\n  Missile:\n    NULL A 0 A_JumpIfInTargetInventory(\"BulletTime\",1,4)\n    CPOS E 10 A_FaceTarget\n    CPOS FE 4 bright A_CPosAttack\n    CPOS F 1 A_CPosRefire\n    goto Missile+2\n    CPOS E 20 A_FaceTarget\n    CPOS F 0 A_PlaySound(\"chainguy/attack\")\n    CPOS F 8 bright A_CustomMissile(\"SlowMotionBullet\",28,3,0+Random(-5,5))\n    CPOS E 0 A_PlaySound(\"chainguy/attack\")\n    CPOS E 8 bright A_CustomMissile(\"SlowMotionBullet\",28,3,0+Random(-5,5))\n    CPOS F 2 A_CPosRefire\n    goto Missile+6\n  Pain:\n    CPOS G 0 A_JumpIfInTargetInventory(\"BulletTime\",1,3)\n    CPOS G 3\n    CPOS G 3 A_Pain\n    goto See\n    CPOS G 6\n    CPOS G 6 A_Pain\n    Goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"ChainXP\",1)\n    NULL A 0 A_JumpIfInTargetInventory(\"BulletTime\",1,7)\n    CPOS H 5\n    CPOS I 5 A_Scream\n    CPOS J 5 A_NoBlocking\n    CPOS KLM 5\n    CPOS N 1 A_SpawnItem(\"ChaingunGuySpecialCorpse\",1)\n//NULL A 0 ACS_ExecuteAlways(203,0,0,0,0)\n    stop\n    CPOS H 10\n    CPOS I 10 A_Scream\n    CPOS J 10 A_NoBlocking\n    CPOS KLM 10\n    CPOS N 2 A_SpawnItem(\"ChaingunGuySpecialCorpse\",1)\n//NULL A 0 ACS_ExecuteAlways(203,0,0,0,0)\n    stop\n  XDeath:\nNULL A 0 A_GiveToTarget(\"ChainXP\",1)\n    NULL A 0 A_JumpIfInTargetInventory(\"BulletTime\",1,8)\n    CPOS O 5\n    CPOS P 5 A_XScream\n    CPOS Q 5 A_NoBlocking\n    CPOS RS 5 A_CustomMissile(\"SmallBloodPool2\",0,0,192+Random(-35,35))\n    CPOS SSS 0 A_CustomMissile(\"SmallBloodPool2\",0,0,192+Random(-35,35))\n//NULL A 0 ACS_ExecuteAlways(203,0,0,0,0)\n    CPOS T -1\n    stop\n    CPOS O 10\n    CPOS P 10 A_XScream\n    CPOS Q 10 A_NoBlocking\n    CPOS RS 10 A_CustomMissile(\"SmallBloodPool2\",0,0,192+Random(-35,35))\n    CPOS SSS 0 A_CustomMissile(\"SmallBloodPool2\",0,0,192+Random(-35,35))\n//NULL A 0 ACS_ExecuteAlways(203,0,0,0,0)\n    CPOS T -1\n    Stop\n  Raise:\n    CPOS NMLKJIH 5\n    goto See\n  Burn:\nNULL A 0 A_GiveToTarget(\"ChainXP\",1)\n    BURN A 4 A_PlaySound(\"Burndeath\")\n    BURN BCDEFGHIJKLMNO 4\n    BURN P 4 A_NoBlocking\n    BURN QRSTU 4\n    //BURN V 4 ACS_ExecuteAlways(203,0,0,0,0)\n    BURN V -1\n    Stop\n  Disintegrate:\nNULL A 0 A_GiveToTarget(\"ChainXP\",1)\n    DISR A 3 Bright A_Scream\n    DISR BCD 3 Bright\n    DISR E 3 Bright A_NoBlocking\n    DISR FGHI 3 Bright\n    //DISR J 3 Bright ACS_ExecuteAlways(203,0,0,0,0)\n    DISR J 3 Bright A_GiveToTarget(\"ChainXP\",1)\n    NULL A -1\n    Stop\n  }\n}\n\nActor ShotgunguyDropitem : Shotgunguy Replaces Shotgunguy\n{\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropitem Magnum 20 1\n\tDropitem MagnumAmmo 25 3\n\tDropitem \"12Gaugeshell\" 50 4\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n\tStates\n\t{\n  Spawn:\n    NULL A 0 A_JumpIfInTargetInventory(\"BulletTime\",1,2)\n    SPOS AB 10 A_Look\n    Loop\n    SPOS AB 20 A_Look\n    Loop\n  See:\n    NULL A 0 A_JumpIfInTargetInventory(\"BulletTime\",1,2)\n    SPOS AABBCCDD 4 A_Chase\n    loop\n    SPOS AABBCCDD 8 A_Chase\n    loop\n  Missile:\n    NULL A 0 A_JumpIfInTargetInventory(\"BulletTime\",1,4)\n    SPOS E 10 A_FaceTarget\n    SPOS F 10 bright A_SPosAttack\n    SPOS E 10\n    goto See\n    SPOS E 20 A_FaceTarget\n    SPOS F 0 bright A_CustomMissile(\"SlowMotionBullet\",28,1,0+Random(-5,5))\n    SPOS F 0 bright A_CustomMissile(\"SlowMotionBullet\",28,1,-3+Random(-5,5))\n    SPOS F 0 bright A_CustomMissile(\"SlowMotionBullet\",28,1,-10+Random(-5,5))\n    SPOS F 0 bright A_CustomMissile(\"SlowMotionBullet\",28,1,10+Random(-5,5))\n    SPOS F 20 bright A_CustomMissile(\"SlowMotionBullet\",28,1,3+Random(-5,5))\n    SPOS E 20\n    goto See\n  Pain:\n    NULL A 0 A_JumpIfInTargetInventory(\"BulletTime\",1,3)\n    SPOS G 3\n    SPOS G 3 A_Pain\n    goto See\n    SPOS G 6\n    SPOS G 6 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"ShotXP\",1)\n    NULL A 0 A_JumpIfInTargetInventory(\"BulletTime\",1,6)\n    SPOS I 5 A_Scream\n    SPOS J 5 A_NoBlocking\n    SPOS K 5\n    SPOS L 1 A_SpawnItem(\"ShotgunGuySpecialCorpse\",1)\n//NULL A 0 ACS_ExecuteAlways(202,0,0,0,0)\n    stop\nNULL A 0 A_GiveToTarget(\"ShotXP\",1)\n    SPOS H 10\n    SPOS I 10 A_Scream\n    SPOS J 10 A_NoBlocking\n    SPOS K 10\n    SPOS L 2 A_SpawnItem(\"ShotgunGuySpecialCorpse\",1)\n//NULL A 0 ACS_ExecuteAlways(202,0,0,0,0)\n    stop\n  XDeath:\nNULL A 0 A_GiveToTarget(\"ShotXP\",1)\n    NULL A 0 A_JumpIfInTargetInventory(\"BulletTime\",1,6)\n    SPOS N 5 A_XScream\n    SPOS O 5 A_NoBlocking\n    SPOS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,192+Random(-35,35))\n//NULL A 0 ACS_ExecuteAlways(202,0,0,0,0)\n    SPOS U -1\n    stop\n    SPOS M 10\n    SPOS N 10 A_XScream\n    SPOS O 10 A_NoBlocking\n    SPOS PQRST 10 A_CustomMissile(\"SmallBloodPool2\",0,0,192+Random(-35,35))\n//NULL A 0 ACS_ExecuteAlways(202,0,0,0,0)\n    SPOS U -1\n    stop\n  Raise:\n    SPOS LKJIH 5\n    goto See\n  Burn:\nNULL A 0 A_GiveToTarget(\"ShotXP\",1)\n    BURN A 4 A_PlaySound(\"Burndeath\")\n    BURN BCDEFGHIJKLMNO 4\n    BURN P 4 A_NoBlocking\n    BURN QRSTU 4\n    //BURN V 4 ACS_ExecuteAlways(202,0,0,0,0)\n    BURN V 4\n    BURN V -1\n    Stop\n  Disintegrate:\nNULL A 0 A_GiveToTarget(\"ShotXP\",1)\n    DISR A 3 A_Scream\n    DISR BCD 3\n    DISR E 3 A_NoBlocking\n    DISR FGHI 3\n    //DISR J 3 ACS_ExecuteAlways(202,0,0,0,0)\n    DISR J 3\n    NULL A -1\n    Stop\n  }\n}\n\nACTOR ZombieManDropItem : ZombieMan Replaces ZombieMan\n{\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n\tDropitem \"10MMAuto\" 75 15\n\tDropitem MK23 90 1\n\tDropitem \".45ACP\" 115 36\n\tstates\n  {\n  Spawn:\n    POSS AB 10 A_Look\n    loop\n  See:\n    POSS AABBCCDD 4 A_Chase\n    loop\n  Missile:\n    POSS E 10 A_FaceTarget\n    POSS F 8 A_PosAttack\n    POSS E 8\n    goto See\n  Pain:\n    POSS G 3\n    POSS G 3 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"ZombieXP\",1)\n    POSS H 5\n    POSS I 5 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    POSS J 5 A_NoBlocking\n    POSS K 5\n    POSS L 1 A_SpawnItem(\"ZombieManSpecialCorpse\",1)\n//NULL A 0 ACS_ExecuteAlways(201,0,0,0,0)\n    stop\n  XDeath:\nNULL A 0 A_GiveToTarget(\"ZombieXP\",1)\n    POSS M 5\n    POSS N 5 A_XScream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    POSS O 5 A_NoBlocking\n    POSS PQRST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,192+Random(-35,35))\n//NULL A 0 ACS_ExecuteAlways(201,0,0,0,0)\n    POSS U -1\n    stop\n  Raise:\n    POSS KJIH 5\n    goto See\n  Burn:\nNULL A 0 A_GiveToTarget(\"ZombieXP\",1)\n    BURN A 4 A_PlaySound(\"Burndeath\")\n    BURN BCDEFGHIJKLMNO 4\n    BURN P 4 A_NoBlocking\n    BURN QRSTU 4\n    //BURN V 4 ACS_ExecuteAlways(201,0,0,0,0)\n    BURN V 4\n    BURN V -1\n    Stop\n  Disintegrate:\nNULL A 0 A_GiveToTarget(\"ZombieXP\",1)\n    DISR A 3 A_Scream\n    DISR BCD 3\n    DISR E 3 A_NoBlocking\n    DISR FGHI 3\n    //DISR J 3 ACS_ExecuteAlways(201,0,0,0,0)\n    DISR J 3\n    NULL A -1\n    Stop\n  }\n}\n\nACTOR DoomImpDropItem : DoomImp Replaces DoomImp\n{\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n    States\n    {\n  See:\n    TROO AABBCCDD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    TROO H 2\n    TROO H 2 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"ImpXP\",1)\n    TROO I 8\n    TROO J 8 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    TROO K 6\n    TROO L 6 A_NoBlocking\n    TROO M 1 A_SpawnItem(\"ImpSpecialCorpse\",1)\n//NULL A 0 ACS_ExecuteAlways(204,0,0,0,0)\n    stop\n  XDeath:\nNULL A 0 A_GiveToTarget(\"ImpXP\",1)\n    TROO N 5\n    TROO O 5 A_XScream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    TROO P 5\n    TROO Q 5 A_NoBlocking\n    TROO RST 5 A_CustomMissile(\"SmallBloodPool2\",0,0,192+Random(-35,35))\n    TROO TTT 0 A_CustomMissile(\"SmallBloodPool2\",0,0,192+Random(-35,35))\n//NULL A 0 ACS_ExecuteAlways(204,0,0,0,0)\n    TROO U -1\n    stop\n  Raise:\n    TROO ML 8\n    TROO KJI 6\n    goto See\n  Burn:\nNULL A 0 A_GiveToTarget(\"ImpXP\",1)\n    BURN A 4 A_PlaySound(\"Burndeath\")\n    BURN BCDEFGHIJKLMNO 4\n    BURN P 4 A_NoBlocking\n    BURN QRSTU 4\n    //BURN V 4 ACS_ExecuteAlways(204,0,0,0,0)\n    BURN V 4\n    BURN V -1\n    Stop\n  Disintegrate:\nNULL A 0 A_GiveToTarget(\"ImpXP\",1)\n    DISR A 3 A_Scream\n    DISR BCD 3\n    DISR E 3 A_NoBlocking\n    DISR FGHI 3\n    //DISR J 3 ACS_ExecuteAlways(204,0,0,0,0)\n    DISR J 3\n    NULL A -1\n    Stop\n  }\n}\n\nACTOR DemonDropItem : Demon Replaces Demon\n{\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n    states\n  {\n  Spawn:\n    SARG AB 10 A_Look\n    loop\n  See:\n    SARG AABBCCDD 2 A_Chase\n    loop\n  Melee:\n    SARG EF 8 A_FaceTarget\n    SARG G 8 A_SargAttack\n    goto See\n  Pain:\n    SARG H 2\n    SARG H 2 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"DemonXP\",1)\n    SARG I 8\n    SARG J 8 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    SARG K 4\n    SARG L 4 A_NoBlocking\n    SARG M 4\n    SARG N 1 A_SpawnItem(\"DemonSpecialCorpse\",1)\n//NULL A 0 ACS_ExecuteAlways(205,0,0,0,0)\n    stop\n  Raise:\n    SARG NMLKJI 5\n    goto See\n  }\n}\n\nACTOR SpectreDropItem : Spectre Replaces Spectre\n{\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n    states\n  {\n  Spawn:\n    SARG AB 10 A_Look\n    loop\n  See:\n    SARG AABBCCDD 2 A_Chase\n    loop\n  Melee:\n    SARG EF 8 A_FaceTarget\n    SARG G 8 A_SargAttack\n    goto See\n  Pain:\n    SARG H 2\n    SARG H 2 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"DemonXP\",1)\n    SARG I 8\n    SARG J 8 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    SARG K 4\n    SARG L 4 A_NoBlocking\n    SARG M 4\n    SARG N 1 A_SpawnItem(\"SpectreSpecialCorpse\",1)\n//NULL A 0 ACS_ExecuteAlways(205,0,0,0,0)\n    stop\n  Raise:\n    SARG NMLKJI 5\n    goto See\n  }\n}\n\nActor CacodemonDropItem : Cacodemon Replaces Cacodemon\n{\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n    states\n  {\n  Spawn:\n    HEAD A 10 A_Look\n    loop\n  See:\n    HEAD A 3 A_Chase\n    loop\n  Missile:\n    HEAD BC 5 A_FaceTarget\n    HEAD D 5 bright A_HeadAttack    // See CacodemonBall\n    goto See\n  Pain:\n    HEAD E 3\n    HEAD E 3 A_Pain\n    HEAD F 6\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"CacoDemonXP\",1)\n    HEAD G 8\n    HEAD H 8 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    HEAD IJ 8\n    HEAD K 8 A_NoBlocking\n    HEAD L 0 A_SetFloorClip\n    HEAD L 1 A_SpawnItem(\"CacoSpecialCorpse\",1)\n//NULL A 0 ACS_ExecuteAlways(206,0,0,0,0)\n    stop\n  Raise:\n    HEAD L 8 A_UnSetFloorClip\n    HEAD KJIHG 8\n    goto See\n  }\n}\n\nACTOR FatsoDropItem : Fatso Replaces Fatso\n{\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n    states\n  {\n  Spawn:\n    FATT AB 15 A_Look\n    loop\n  See:\n    FATT AABBCCDDEEFF 4 A_Chase\n    loop\n  Missile:\n    FATT G 20 A_FatRaise\n    FATT H 10 bright A_FatAttack1  // See FatShot\n    FATT IG 5 A_FaceTarget\n    FATT H 10 bright A_FatAttack2\n    FATT IG 5 A_FaceTarget\n    FATT H 10 bright A_FatAttack3\n    FATT IG 5 A_FaceTarget\n    goto See\n  Pain:\n    FATT J 3\n    FATT J 3 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"FatXP\",1)\n    FATT K 6\n    FATT L 6 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    FATT M 6 A_NoBlocking\n    FATT NOPQRS 6\n    FATT T 1 A_SpawnItem(\"FatSpecialCorpse\",1)\n    FATT T 0\n    NULL A 1 A_BossDeath\n//NULL A 0 ACS_ExecuteAlways(213,0,0,0,0)\n    stop\n  Raise:\n    FATT RQPONMLK 5\n    goto See\n  }\n}\n\nACTOR ArchVileDropItem : Archvile Replaces Archvile\n{\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n    states\n  {\n  Spawn:\n    VILE AB 10 A_Look\n    loop\n  See:\n    VILE AABBCCDDEEFF 2 A_VileChase\n    loop\n  Missile:\n    VILE G 0 bright A_VileStart\n    VILE G 10 bright A_FaceTarget\n    VILE H 8 bright A_VileTarget       // See ArchvileFire\n    VILE IJKLMN 8 bright A_FaceTarget\n    VILE O 8 bright A_VileAttack\n    VILE P 20 bright\n    goto See\n  Heal:\n    VILE \"[\\]\" 10 bright\n    goto See\n  Pain:\n    VILE Q 5\n    VILE Q 5 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"ArchXP\",1)\n    VILE Q 7\n    VILE R 7 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    VILE S 7 A_NoBlocking\n    VILE TUVW 7\n    VILE XY 5\n    VILE Z 1 A_SpawnItem(\"VileSpecialCorpse\",1)\n//NULL A 0 ACS_ExecuteAlways(209,0,0,0,0)\n    stop\n  }\n}\n\nACTOR BaronDropItem : BaronOfHell Replaces BaronOfHell\n{\n \tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\nstates\n  {\n  See:\n    BOSS AABBCCDD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    BOSS EF 8 A_FaceTarget\n    BOSS G 8 A_BruisAttack  // See BaronBall\n    goto See\n  Pain:\n    BOSS H 2\n    BOSS H 2 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"BaronXP\",1)\n    BOSS I 8\n    BOSS J 8 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    BOSS K 8\n    BOSS L 8 A_NoBlocking\n    BOSS MN 8\n    BOSS O 1 A_SpawnItem(\"BaronSpecialCorpse\",1)\n    BOSS O 0\n    NULL A 1 A_BossDeath\n//NULL A 0 ACS_ExecuteAlways(207,0,0,0,0)\n    stop\n  Raise:\n    BOSS ONMLKJI 8\n    goto See\n  }\n}\n\nACTOR ArachnotronDropItem : Arachnotron Replaces Arachnotron\n{\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n    states\n  {\n  Spawn:\n    BSPI AB 10 A_Look\n    loop\n  See:\n    BSPI A 20\n    BSPI A 3 A_BabyMetal\n    BSPI ABBCC 3 A_Chase\n    BSPI D 3 A_BabyMetal\n    BSPI DEEFF 3 A_Chase\n    goto See+1\n  Missile:\n    BSPI A 20 bright A_FaceTarget\n    BSPI G 4 bright A_BspiAttack    // See ArachnotronPlasma\n    BSPI H 4 bright\n    BSPI H 1 bright A_SpidRefire\n    goto Missile+1\n  Pain:\n    BSPI I 3\n    BSPI I 3 A_Pain\n    goto See+1\n  Death:\nNULL A 0 A_GiveToTarget(\"SpidXP\",1)\n    BSPI J 20 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    BSPI K 7 A_NoBlocking\n    BSPI LMNO 7\n    BSPI P 1 A_SpawnItem(\"SpiderSpecialCorpse\",1)\n    BSPI P 0\n    NULL A 1 A_BossDeath\n//NULL A 0 ACS_ExecuteAlways(214,0,0,0,0)\n    stop\n  Raise:\n    BSPI PONMLKJ 5\n    goto See+1\n  }\n}\n\nACTOR SpiderMastermindDropItem : SpiderMastermind Replaces SpiderMastermind\n{\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n    states\n  {\n  Spawn:\n    SPID AB 10 A_Look\n    loop\n  See:\n    SPID A 3 A_Metal\n    SPID ABB 3 A_Chase\n    SPID C 3 A_Metal\n    SPID CDD 3 A_Chase\n    SPID E 3 A_Metal\n    SPID EFF 3 A_Chase\n    loop\n  Missile:\n    SPID A 20 bright A_FaceTarget\n    SPID GH 4 bright A_SPosAttack\n    SPID H 1 bright A_SpidRefire\n    goto Missile+1\n  Pain:\n    SPID I 3\n    SPID I 3 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"MasterXP\",1)\n    SPID J 20 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    SPID K 10 A_NoBlocking\n    SPID LMNOPQR 10\n    SPID S 30\n    SPID S 1 A_SpawnItem(\"Spider2SpecialCorpse\",1)\n    SPID S 0\n    NULL A 1 A_BossDeath\n//NULL A 0 ACS_ExecuteAlways(215,0,0,0,0)\n    stop\n  }\n}\n\nACTOR CyberdemonDropItem : Cyberdemon Replaces Cyberdemon\n{\n    -FireResist\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\n    states\n  {\n  Spawn:\n    CYBR AB 10 A_Look\n    loop\n  See:\n    CYBR A 3 A_Hoof\n    CYBR ABBCC 3 A_Chase\n    CYBR D 3 A_Metal\n    CYBR D 3\n    loop\n  Missile:\n    CYBR E 6 A_FaceTarget\n    CYBR F 12 A_CyberAttack // See Rocket\n    CYBR E 12 A_FaceTarget\n    CYBR F 12 A_CyberAttack\n    CYBR E 12 A_FaceTarget\n    CYBR F 12 A_CyberAttack\n    goto See\n  Pain:\n    CYBR G 10 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"CyberXP\",1)\n    CYBR H 10\n    CYBR I 10 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    CYBR JKL 10\n    CYBR M 10 A_NoBlocking\n    CYBR NO 10\n    CYBR P 30\n    CYBR P 1 A_SpawnItem(\"CyberSpecialCorpse\",1)\n    CYBR P 0\n    NULL A 1 A_BossDeath\n//NULL A 0 ACS_ExecuteAlways(216,0,0,0,0)\n    Stop\n  }\n}\n\nACTOR HellKnightDropItem : HellKnight Replaces HellKnight\n{\n\tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\nstates\n  {\n  Spawn:\n    BOS2 AB 10 A_Look\n    loop\n  See:\n    BOS2 AABBCCDD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    BOS2 EF 8 A_FaceTarget\n    BOS2 G 8 A_BruisAttack  // See BaronBall\n    goto See\n  Pain:\n    BOS2 H 2\n    BOS2 H 2 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"HellkXP\",1)\n    BOS2 I 8\n    BOS2 J 8 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    BOS2 K 8\n    BOS2 L 8 A_NoBlocking\n    BOS2 MN 8\n    BOS2 O 1 A_SpawnItem(\"HellKnightSpecialCorpse\",1)\n    BOS2 O 0\n    NULL A 1 A_BossDeath\n//NULL A 0 ACS_ExecuteAlways(208,0,0,0,0)\n    stop\n  Raise:\n    BOS2 ONMLKJI 8\n    goto See\n  }\n}\n\nACTOR RevenantDropItem : Revenant Replaces Revenant\n{\n \tDropItem ManaCrystal 90 1\n\tDropItem Cash 100\n\tDropItem Cash 35\n\tDropItem Medikit2 45 25\n\tDropItem Soul 70 1\nstates\n  {\n  Spawn:\n    SKEL AB 10 A_Look\n    loop\n  See:\n    SKEL AABBCCDDEEFF 2 A_Chase\n    loop\n  Melee:\n    SKEL G 0 A_FaceTarget\n    SKEL G 6 A_SkelWhoosh\n    SKEL H 6 A_FaceTarget\n    SKEL I 6 A_SkelFist\n    goto See\n  Missile:\n    SKEL J 0 bright A_FaceTarget\n    SKEL J 10 bright A_FaceTarget\n    SKEL K 10 A_SkelMissile         // See RevenantTracer\n    SKEL K 10 A_FaceTarget\n    goto See\n  Pain:\n    SKEL L 5\n    SKEL L 5 A_Pain\n    goto See\n  Death:\nNULL A 0 A_GiveToTarget(\"RevenantXP\",1)\n    SKEL LM 7\n    SKEL N 7 A_Scream\n    NULL A 0 A_Jump(110,2)\n    NULL A 0 A_CustomMissile(\"BloodCloud\",5,0,0)\n    SKEL O 7 A_NoBlocking\n    SKEL P 7\n    SKEL Q 1 A_SpawnItem(\"RevenantSpecialCorpse\",1)\n//NULL A 0 ACS_ExecuteAlways(210,0,0,0,0)\n    stop\n  Raise:\n    SKEL QPONML 5\n    goto See\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Data/SPAWNS.txt",
        "contents": "//***********Spawns***********\\\\\n\nActor ShotgunSpawner : RandomSpawner Replaces Shotgun\n{\n\t\tDropItem \"Glock19\"\n\t\tDropItem \"ShotgunRifle\"\n\t\tDropItem \"M3Shotgun\"\n\t\tDropItem \"BuffaloShotgun\"\n\t\tDropItem \"CombatShotgun\"\n\t\tDropItem \"Deagle\"\n\t\tDropItem \"SurpressedRifle\"\n\t\tDropItem \"CellShotgun\"\n}\n\nActor SuperShotgunSpawner : RandomSpawner Replaces SuperShotgun\n{\n\t\tDropItem \"ShrapnelGun\"\n\t\tDropItem \"FlakCannon\"\n\t\tDropItem \"SawedOffShotgun\"\n\t\tDropItem \"HuntingShotgun\"\n}\n\nActor ChaingunSpawner : RandomSpawner Replaces Chaingun\n{\n\t\tDropItem \"BurstRifle\"\n\t\tDropItem \"MachineGun\"\n\t\tDropItem \"SMG\"\n\t\tDropItem \"HandCannon\"\n\t\tDropItem \"50CalChaingun\"\n\t\tDropItem \"DartChaingun\"\n\t\tDropItem \"M4\"\n\t\tDropItem \"HeavyRifle\"\n\t\tDropItem \"G36K\"\n\t\tDropItem \"AssaultRifle\"\n}\n\nActor PlasmaRifleSpawner : RandomSpawner Replaces PlasmaRifle\n{\n\t\tDropItem \"CryoGun\"\n\t\tDropItem \"ShieldGenerator\"\n\t\tDropItem \"PlasmaSMGs\"\n\t\tDropItem \"ArmCannonPickup\"\n\t\tDropItem \"PulseRifle\"\n\t\tDropItem \"SniperRifle\"\n\t\tDropItem \"EnergyWeapon\"\n\t\tDropItem \"ShockRifle\"\n\t\tDropItem \"LaserRifle\"\n}\n\nActor ClipSpawner : RandomSpawner Replaces Clip\n{\n\t\tDropItem \"2.86MM\"\n\t\tDropItem \"5.56Nato\"\n\t\tDropItem \"10MMAuto\"\n\t\tDropItem \"RifleAmmo\"\n\t\tDropItem \"HandcannonAmmo\"\n\t\tDropItem \"MagnumAmmo\"\n}\n\nActor ClipBoxSpawner : RandomSpawner Replaces ClipBox\n{\n\t\tDropItem \"GraplingAmmo\"\n\t\tDropItem \"HandcannonAmmoBox\"\n\t\tDropItem \"DartAmmo\"\n\t\tDropItem \"50CalAmmoBox\"\n\t\tDropItem \"RifleAmmoBox\"\n\t\tDropItem \".45ACP\"\n\t\tDropItem \"7.28MM\"\n\t\tDropItem \"Large5.56Nato\"\n\t\tDropItem \"MagnumAmmo\"\n}\n\nActor ShellSpawner : RandomSpawner Replaces Shell\n{\n\t\tDropItem \"Shell\"\n\t\tDropItem \"ShrapnelShell\"\n\t\tDropItem \"12Gaugeshell\"\n\t\tDropItem \"SlugShell\"\n}\n\nActor ShellBoxSpawner : RandomSpawner Replaces ShellBox\n{\n\t\tDropItem \"ShellBox\"\n\t\tDropItem \"ShrapnelShell\"\n\t\tDropItem \"12GaugeShellPack\"\n\n}\n\nActor CellSpawner : RandomSpawner Replaces Cell\n{\n\t\tDropItem \"Cell\"\n\t\tDropItem \"EFCEnergyFuelRod\"\n\t\tDropItem \"Crystal\"\n\t\tDropItem \"Powercell\"\n\t\tDropItem \"EnergyAmmo\"\n\t\tDropItem \"PulseCell\"\n}\n\nActor CellPackSpawner : RandomSpawner Replaces Cellpack\n{\n\t\tDropItem \"CellPack\"\n\t\tDropItem \"CrystalAmount\"\n\t\tDropItem \"DartAmmo\"\n\t\tDropItem \"PulseCellPack\"\n}\n\nActor RocketLauncherspawner : RandomSpawner Replaces RocketLauncher\n{\n\t\tDropItem \"CrowdDestroyer\"\n\t\tDropItem \"RemoteRocketLauncher\"\n\t\tDropItem \"GrenadeLauncher\"\n}\n\nActor RocketAmmoSpawner : RandomSpawner Replaces RocketAmmo\n{\n\t\tDropItem \"GasGrenades\"\n\t\tDropItem \"Grenades\"\n\t\tDropItem \"RemoteMissiles\"\n\t\tDropItem \"GrenadeAmmo\"\n}\n\nActor RocketBoxSpawner : RandomSpawner Replaces RocketBox\n{\n\t\tDropItem \"GasGrenades\"\n\t\tDropItem \"Grenades\"\n\t\tDropItem \"GrenadeAmmoBox\"\n\t\tDropItem \"Soul\"\n}\n\nActor ChainsawSpawner : RandomSpawner Replaces Chainsaw\n{\n\t\tDropItem \"Chainsaw\"\n\t\tDropItem \"ForceHands\"\n\t\tDropItem \"GraplingHook\"\n\t\tDropItem \"Knife\"\n\t\tDropItem \"Claw\"\n}\n\nActor BFGSpawner : RandomSpawner Replaces BFG9000\n{\n\t\tDropItem \".50CalSniper\"\n\t\tDropItem \"FireThrowingWeapon\"\n\t\tDropItem \"DarkMatterGun\"\n}\n\nactor DeadMarineSpawner 15\n{\n  Game Doom\n  States\n  {\n  Spawn:\n    NULL A 0 A_Jump(115,5)\n    NULL A 0 A_Jump(115,5)\n    NULL A 0 A_Jump(115,5)\n    NULL A 0 A_Jump(115,5)\n    PLAY N -1\n    Stop\n    DEAD A -1\n    Stop\n    DEAD B -1\n    Stop\n    DEAD C -1\n    Stop\n    DEAD D -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Data/WEAPONS.txt",
        "contents": "//Weapons List\n//*******************************\n//XBuffalo Shotgun \t\t*\n//XLaser-Auto Rifle \t\t*\n//XBurst-Handgun\t\t*\n//XMagnum \t\t\t*\n//XAssualt Rifle\t\t*\n//XCell Shotgun\t\t\t*\n//XHandCannon\t\t\t*\n//XM3 Shotgun\t\t\t*\n//XGrenade Launcher\t\t*\n//XKnife\t\t\t*\n//X.50 Caliber Chaingun\t\t*\n//XClaw\t\t\t\t*\n//XDeagle\t\t\t*\n//XFire Sword\t\t\t*\n//XMK23 Handgun\t\t\t*\n//XM4\t\t\t\t*\n//Pulse Rifle\t\t\t*\n//Exit Gun\t\t\t*\n//Sniper Rifle\t\t\t*\n//Surpressed Rifle \t\t*\n//Heavy Rifle\t\t\t*\n//FlashLight\t\t\t*\n//Crowd Destroyer\t\t*\n//Energy Weapon\t\t\t*\n//Shock Rifle\t\t\t*\n//SMG\t\t\t\t*\n//Combat Shotgun\t\t*\n//Dual SMG\t\t\t*\n//G36K Rifle\t\t\t*\n//Hunting Shotgun\t\t*\n//Grenades\t\t\t*\n//XShrapnel Gun\t\t\t*\n//XArm Cannon\t\t\t*\n//XCryo Gun\t\t\t*\n//Dark Matter Gun\t\t*\n//Dart Chaingun\t\t\t*\n//XBurst Rifle\t\t\t*\n//XMachineGun\t\t\t*\n//XGlock19\t\t\t*\n//X.50 Caliber Rifle\t\t*\n//FlameThrower\t\t\t*\n//Grapling Hook\t\t\t*\n//Sawed-Off Shotgun\t\t*\n//Force Hands\t\t\t*\n//Arm Cannon V2\t\t\t*\n//Flak Cannon\t\t\t*\n//Shield Generator\t\t*\n//Kunai Knife\t\t\t*\n//Plasma SMGs\t\t\t*\n//Remote RPG\t\t\t*\n//Shotgun Rifle\t\t\t*\n//*******************************\n//Total:51/100\n\n//***********Weapons***********\\\\\nACTOR BuffaloShotgun : Weapon 19970\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.SisterWeapon SBuffaloShotgun\n     Weapon.AmmoType \"SlugShell\"\n     Weapon.AmmoGive 20\n     Weapon.AmmoUse 2\n     Inventory.Pickupmessage \"You Got a Buffalo Shotgun...that fires slugs!\"\n     \tObituary \"%k thought he shot an animal, but it was just %o.\"\n     AttackSound \"Weapons/Slug\"\n     Weapon.Kickback 50\n     Weapon.SelectionOrder 1500\n     States\n     {\n     Spawn:\n        SLGN A -1\n        LOOP\n     Ready:\n        SLHD A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      \tSLHD A 0 A_Lower\n        SLHD A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tSLHD A 0 A_Raise\n        SLHD A 1 A_Raise\n        LOOP\n     Fire:\n        SLHD A 1 A_JumpIfNoAmmo(1)\n        SLHD M 2 A_FireBullets(1,1,2,95,\"Debrisspawner\",1)\n        SLHD M 0 A_CHECKRELOAD\n        SLHD L 4\n        SLHD B 4\n        SLHD C 2\n        SLHD D 2 A_PLAYWEAPONSOUND(\"Reloading/Slugopen\")\n        SLHD E 5\n        SLHD F 2 A_FireCustomMissile(\"SlugCasing\",45+Random(0,8),0,0,1)\n        SLHD F 0 A_FireCustomMissile(\"SlugCasing\",45+Random(0,8),0,0,1)\n        SLHD G 2\n        SLHD H 2 A_PLAYWEAPONSOUND(\"Reloading/Slugready\")\n        SLHD K 2\n        SLHD N 2\n        SLHD C 2 A_PLAYWEAPONSOUND(\"Reloading/Slugclose\")\n        SLHD A 2\n        Goto Ready\n     Flash:\n        SLHD I 0\n        stop\n     }\n  }\n\nACTOR LaserRifle : Weapon 19971\n  {\n     Inventory.Pickupsound \"Weapons/Pikup\"\n     Weapon.SisterWeapon SLaserRifle\n     Weapon.AmmoType \"Cell\"\n     Weapon.AmmoGive 50\n     Weapon.AmmoUse 1\n     Inventory.PickupMessage \"You got the Laser-AutoRifle!\"\n     \tObituary \"%o was railed through by %k's Laser Rifle.\"\n     AttackSound \"weapons/railgf\"\n     Weapon.SelectionOrder 1600\n     States\n     {\n     Spawn:\n        LASE A -1\n        LOOP\n     Ready:\n        LASR A 1 A_WeaponReady\n        LOOP\n     Deselect:\n      \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tLASR A 0 A_Lower\n        LASR A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tLASR A 0 A_Raise\n        LASR A 1 A_Raise\n        LOOP\n     Fire:\n        LASR A 1 A_JumpIfNoAmmo(1)\n        LASR A 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n        LASR B 10 A_RAILATTACK(40,5,10,\"00 00 BB\",\"FF FF FF\")\n        LASR B 10 A_REFIRE\n        Goto Ready\n     HOLD:\n     \tLASR B 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n     \tLASR B 10 A_RAILATTACK(40,5,10,\"00 00 BB\",\"FF FF FF\")\n     \tLASR B 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n        LASR B 9 A_RAILATTACK(40,5,10,\"00 00 BB\",\"FF FF FF\")\n        LASR B 1 A_REFIRE\n        Goto Ready\n     }\n}\n\nACTOR BurstHandgun : Weapon 19972\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.SisterWeapon SBurstHandgun\n     Weapon.AmmoType \"10MMAuto\"\n     Weapon.AmmoGive 50\n     Weapon.AmmoUse 4\n     Inventory.Pickupmessage \"You Found A Burst-Handgun!\"\n     \tObituary \"%o thought %g would only be hit once by %k's Burst Handgun.\"\n     AttackSound \"Weapons/Burst\"\n     Weapon.Kickback 5\n     Weapon.SelectionOrder 1750\n     States\n     {\n     Spawn:\n        BTHG A -1\n        LOOP\n     Ready:\n        BRST A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tBRST A 0 A_Lower\n        BRST A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tBRST A 0 A_Raise\n        BRST A 1 A_Raise\n        LOOP\n     Fire:\n        BRST A 1 A_JumpIfNoAmmo(1)\n        BTST A 1 A_FIREBULLETS(10,10,4,10,\"Debrisspawner\",1)\n        BTST B 1 A_PLAYWEAPONSOUND(\"Weapons/Burst\")\n        BTST C 1 A_PLAYWEAPONSOUND(\"Weapons/Burst\")\n        BTST D 1 A_PLAYWEAPONSOUND(\"Weapons/Burst\")\n        BRST A 2 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 1 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 2 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 1 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 4\n        BRST A 1 A_REFIRE\n        Goto Ready\n     Flash:\n        SLHD I 0\n        stop\n     }\n  }\n\nACTOR Magnum : Weapon 19973\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.SisterWeapon SMagnum\n     Weapon.AmmoType \"MagnumAmmo\"\n     Weapon.AmmoGive 5\n     Weapon.AmmoUse 1\n     Inventory.Pickupmessage \"You Got The Magnum!\"\n     \tObituary \"%o struggled to face %k's Magnum.\"\n     AttackSound \"Weapons/Magnum\"\n     Weapon.Kickback 100\n     Weapon.SelectionOrder 1100\n     States\n     {\n     Spawn:\n        MGNM A -1\n        LOOP\n     Ready:\n      DRWL ABCDEFGHIM 1\n      LIDL A 1 A_WeaponReady\n      Goto Ready+10\n   Select:\n      DRWL A 0 A_Raise\n      DRWL A 1 A_Raise\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      LIDL A 0 A_Lower\n      LIDL A 1 A_Lower\n      Goto Deselect+1\n   Fire:\n      LFIR A 4\n      LFIR B 2 A_FireBullets(2, 2, 1, 300, \"Debrisspawner\", 1)\n      LFIR CDEFGHIJKLM 1\n      Goto Ready+10\n     Flash:\n        NULL A 0\n        stop\n     }\n  }\n\nACTOR AssaultRifle : Weapon 19974\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.SisterWeapon SAssaultRifle\n     Weapon.AmmoType \"5.56Nato\"\n     Weapon.AmmoType2 \"GrenadeAmmo\"\n     Weapon.AmmoGive 30\n     Weapon.AmmoGive2 2\n     Weapon.AmmoUse 1\n     Weapon.AmmoUse2 1\n     Inventory.Pickupmessage \"You Got The Assault Rifle!\"\n     \tObituary \"%o died from %k's assault Rifle.\"\n     AttackSound \"Weapons/AssaultRifle\"\n     Weapon.Kickback 35\n     Weapon.SelectionOrder 1150\n     States\n     {\n     Spawn:\n        ARFL A -1\n        LOOP\n     Ready:\n        ASRF A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tASRF A 0 A_Lower\n        ASRF A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tASRF A 0 A_Raise\n        ASRF A 1 A_Raise\n        LOOP\n     Fire:\n        ASRF A 1 A_JumpIfNoAmmo(1)\n        ASRF A 3 A_GUNFLASH\n        ASRF B 2\n        ASRF C 2 A_REFIRE\n        ASRF D 2\n        Goto Ready\n     Altfire:\n        ASRF A 0 A_Playsound(\"weapons/grenade\")\n        ASRF A 3 A_Firecustommissile(\"_Grenade\",0,1)\n        ASRF BCD 2\n        ASRF A 5\n        Goto Ready\n     Flash:\n        ARFR A 1 A_FIREBULLETS(8,8,1,25,\"Debrisspawner\",1)\n        ARFR B 1 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n        stop\n     }\n  }\n\nACTOR CellShotgun : Weapon 19975\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.SisterWeapon SCellShotgun\n     Weapon.AmmoType \"PulseCell\"\n     Weapon.AmmoGive 20\n     Weapon.AmmoUse 1\n     Inventory.Pickupmessage \"You Got The Cell Shotgun!\"\n     \tObituary \"%o got softer because of %k's Cell Shotgun.\"\n     AttackSound \"\"\n     Weapon.Kickback 20\n     Weapon.SelectionOrder 1700\n     States\n     {\n     Spawn:\n        CLWP A -1\n        LOOP\n     Ready:\n        CLSG A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tCLSG A 0 A_Lower\n        CLSG A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tCLSG A 0 A_Raise\n        CLSG A 1 A_Raise\n        LOOP\n     Fire:\n        CLSG A 0 A_FireCustomMissile(\"CellShot\",0,1,0,2)\n        CLSG A 0 A_FireCustomMissile(\"CellShot\",-5,0,0,2)\n        CLSG A 7 A_FireCustomMissile(\"CellShot\",5,0,0,2)\n        CLSG BC 5\n        CLSG D 4 A_PLAYWEAPONSOUND(\"Reloading/Shotgunpump\")\n        CLSG CB 5\n        CLSG A 3\n        CLSG A 7 A_REFIRE\n        Goto Ready\n     }\n  }\n\nACTOR Handcannon : Weapon 19976\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.SisterWeapon SHandcannon\n     Weapon.AmmoType \"HandcannonAmmo\"\n     Weapon.AmmoType2 \"HandcannonAmmo\"\n     Weapon.AmmoGive 30\n     Weapon.AmmoUse 1\n     Weapon.AmmoUse2 4\n     Inventory.Pickupmessage \"You Got the Handcannon!\"\n     \tObituary \"%o felt the strength of %k's HandCannon.\"\n     AttackSound \"Weapons/Handcannon\"\n     Weapon.Kickback 20\n     Weapon.SelectionOrder 1000\n     States\n     {\n     Spawn:\n        HDCN A -1\n        LOOP\n     Ready:\n        HCAN A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tHCAN A 0 A_Lower\n        HCAN A 1 A_Lower\n        Goto Deselect+1\n     Select:\n        HCAN A 0 A_Raise\n        HCAN A 1 A_Raise\n        LOOP\n     Fire:\n        HCAN A 1 A_JumpIfNoAmmo(1)\n        HCAN A 0 A_FireBullets(10,10,1,15,\"Debrisspawner\",1)\n        HCAN B 1 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        HCAN CD 1\n        HCAN A 1\n        Goto Ready\n     AltFire:\n        HCAN A 1 A_JumpIfNoAmmo(1)\n        HCAN A 0 A_FireBullets(10,10,4,15,\"Debrisspawner\",1)\n        HCAN B 1 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN CD 1\n        HCAN A 1\n        Goto Ready\n     Flash:\n        SLHD I 0\n        stop\n     }\n  }\n\nACTOR CheapAlert\n{\n   Health 1000\n   Radius 1\n   Height 1\n   Speed  0\n   Damage 0\n   Mass   1\n   PROJECTILE\n   +NOCLIP\n   States\n   {\n   Spawn:\n      NULL A 0\n      NULL A 1 A_AlertMonsters\n      Stop\n   }\n}\n\nACTOR M3Shotgun : Weapon 19979\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got an M3 Shotgun!\"\n   \tObituary \"%o was pelted by %k's M3.\"\n     Weapon.SisterWeapon SM3Shotgun\n   Weapon.AmmoType \"12Gaugeshell\"\n   Weapon.AmmoType2 \"12Gaugeshell\"\n   Weapon.AmmoGive 12\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 2\n   AttackSound \"weapons/M3Fire\"\n   Weapon.Kickback 80\n   Weapon.SelectionOrder 1400\n   States\n   {\n   Spawn:\n      SPRD A -1\n      Loop\n   Ready:\n      13IA A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      13IA A 0 A_Lower\n      13IA A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      13IA A 0 A_Raise\n      13IA A 1 A_Raise\n      Loop\n   Fire:\n      13FA A 1 A_FireBullets(8,8,12,10,\"Debrisspawner\",1)\n      13FA BCDEFGHIJKLMNOPQRSTU 1\n      13FA V 1 A_FireCustomMissile(\"ShellCasing\",45+random(-8,8),0,0,1)\n      13FA WXYZ 1\n      13FB ABCDEFGHIJK 1\n      13FA A 1 A_REFIRE\n      Goto Ready\n   AltFire:\n      13FA A 1 A_FireBullets(11,11,24,10,\"Debrisspawner\",1)\n      13FA BCDEFGHIJKLMNOPQRSTU 1\n      13FA V 1 A_FireCustomMissile(\"ShellCasing\",45+random(-8,8),0,0,1)\n      13FA V 0 A_FireCustomMissile(\"ShellCasing\",45+random(-8,8),0,0,1)\n      13FA WXYZ 1\n      13FB ABCDEFGHIJK 1\n      13FA A 1 A_REFIRE\n      Goto Ready\n   }\n}\n\nACTOR _GrenadeLauncher : Weapon 19980\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got a grenade launcher!\"\n   \tObituary \"%o did not find a hiding place from %k's Grenade Launcher.\"\n   Weapon.AmmoType \"GrenadeAmmo\"\n   Weapon.AmmoType2 \"GasGrenades\"\n     Weapon.SisterWeapon SGrenadeLauncher\n   Weapon.AmmoGive 5\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   Weapon.kickback 100\n   +EXPLOSIVE\n   AttackSound \"Weapons/Grenade\"\n   Weapon.Kickback 45\n   Weapon.SelectionOrder 2000\n   States\n   {\n   Spawn:\n      GREN A -1\n      Loop\n   Ready:\n      GRLN A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      GRLN A 0 A_Lower\n      GRLN A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      GRLN A 0 A_Raise\n      GRLN A 1 A_Raise\n      Loop\n   Fire:\n      GLFR A 0 A_PlayWeaponSound(\"Weapons/Grenade\")\n      GLFR A 1 A_FireCustomMissile(\"_Grenade\",0,1)\n      GLFR BC 4\n      GRLN A 1\n      Goto Ready\n   AltFire:\n      GLFR A 0 A_PlayWeaponSound(\"Weapons/Grenade\")\n      GLFR A 1 A_FireCustomMissile(\"GasGrenade\",0,1)\n      GLFR BC 4\n      GRLN A 1\n      Goto Ready\n   }\n}\n\nACTOR Knife : Weapon 19981\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Knife!\"\n   \tObituary \"%o was backstabbed by %k.\"\n   AttackSound \"weapons/Knifeattack\"\n     Weapon.SisterWeapon SKnife\n   +NOALERT\n   Weapon.SelectionOrder 5000\n   States\n   {\n   Spawn:\n      BLDE A -1\n      Loop\n   Ready:\n      NIFE A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      NIFE A 0 A_Lower\n      NIFE A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      NIFE A 0 A_Raise\n      NIFE A 1 A_Raise\n      Loop\n   Fire:\n      NIFE BC 3\n      NIFE DE 3 A_CUSTOMPUNCH(12,0,1)\n      NIFE F 3\n      Goto Ready\n   AltFire:\n      NIFE BCD 3\n      NIFE E 3 A_FIRECUSTOMMISSiLE(\"WindSlash\",0,0)\n      NIFE F 3\n      Goto Ready\n   }\n}\n\nACTOR 50CalChaingun : Weapon 19982\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the .50 Caliber Chaingun!\"\n   \tObituary \"%o was owned by %k's .50Cal Chaingun.\"\n   AttackSound \"weapons/50CalFire\"\n     Weapon.SisterWeapon S50CalChaingun\n   Weapon.Ammotype \"50CalAmmo\"\n   Weapon.Ammogive 50\n   Weapon.Ammouse 1\n   Weapon.Kickback 180\n   Weapon.SelectionOrder 800\n   States\n   {\n   Spawn:\n      50CN A -1\n      Loop\n   Ready:\n      50CG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      50CG A 0 A_Lower\n      50CG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      50CG A 0 A_Raise\n      50CG A 1 A_Raise\n      Loop\n   Fire:\n      50CG C 2 A_FIREBULLETS(5,5,1,100,\"Debrisspawner\",1)\n      50CG D 2 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n      50CG D 0 A_REFIRE\n      50CG A 4 A_Playsound(\"weapons/50Reset\")\n      50CG B 4\n      Goto Ready\n   }\n}\n\nACTOR Claw : Weapon 19983\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Claw!\"\n   \tObituary \"%o had too much melee with %k's Claw.\"\n   AttackSound \"weapons/Knifeattack\"\n     Weapon.SisterWeapon SClaw\n   +NOALERT\n   Weapon.SelectionOrder 1950\n   States\n   {\n   Spawn:\n      CLAW A -1\n      Loop\n   Ready:\n      CLAW B 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      CLAW B 0 A_Lower\n      CLAW B 1 A_Lower\n      Goto Deselect+1\n   Select:\n      CLAW B 0 A_Raise\n      CLAW B 1 A_Raise\n      Loop\n   Fire:\n      CLAW B 1\n      CLAW C 3\n      CLAW D 3 A_CUSTOMPUNCH(16,0,1)\n      CLAW C 3\n      CLAW B 1\n      Goto Ready\n   AltFire:\n      CLAW B 1\n      CLAW C 3 A_RECOIL(-35)\n      CLAW D 2 A_CUSTOMPUNCH(30,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW C 3\n      CLAW B 1\n      Goto Ready\n   }\n}\n\nACTOR Deagle : Weapon 19984\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"10MMAuto\"\n     Weapon.AmmoGive 30\n     Weapon.AmmoUse 1\n     Weapon.SisterWeapon SDeagle\n     Inventory.Pickupmessage \"You Got the Desert Eagle!\"\n     \tObituary \"%o met unsuitable conditions against %k's Deagle.\"\n     AttackSound \"Weapons/Magnum\"\n     Weapon.Kickback 5\n     Weapon.SelectionOrder 2050\n     States\n     {\n     Spawn:\n        DGLE A -1\n        LOOP\n     Ready:\n        MAGM A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n        MAGM A 0 A_Lower\n        MAGM A 1 A_Lower\n        Goto Deselect+1\n     Select:\n        MAGM A 0 A_Raise\n        MAGM A 1 A_Raise\n        LOOP\n     Fire:\n        MAGM A 1 A_JumpIfNoAmmo(1)\n        MGFR A 1 A_FireBullets(10,10,1,20,\"Debrisspawner\",1)\n        MGFR A 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        MAGM ABCD 1\n        MAGM DBCA 1\n        Goto Ready\n     Flash:\n        SLHD I 0\n        stop\n     }\n  }\n\nActor FireSword : Weapon 19985\n  {\n   +StrifeDamage\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Fire Sword!\"\n   AttackSound \"weapons/SwordAttack\"\n   Weapon.SisterWeapon SFireSword\n   Obituary \"%o was cut apart by %k's FireSword.\"\n   weapon.kickback 105\n   weapon.Yadjust -2.4\n   +NOALERT\n   weapon.ammotype2 \"Soul\"\n   Weapon.SelectionOrder 65\n   States\n   {\n   Spawn:\n      SWPR A -1\n      Loop\n   Ready:\n      SWRD ABC 4 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SWRD B 0 A_Lower\n      SWRD B 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SWRD B 0 A_Raise\n      SWRD B 1 A_Raise\n      Loop\n   Fire:\n      SWRD A 1\n      SWAT DEF 3\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-45,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-44,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-43,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-42,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-41,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-40,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-39,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-38,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-37,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-36,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-35,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-34,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-33,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-32,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-31,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-30,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-29,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-28,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-27,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-26,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-25,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-24,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-23,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-22,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-21,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-20,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-19,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-18,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-17,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-16,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-15,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-14,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-13,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-12,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-11,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-10,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-9,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-8,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-7,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-6,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-5,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-4,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",4,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",5,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",6,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",7,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",8,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",9,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",10,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",11,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",12,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",13,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",14,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",15,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",16,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",17,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",18,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",19,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",20,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",21,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",22,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",23,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",24,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",25,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",26,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",27,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",28,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",29,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",30,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",31,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",32,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",33,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",34,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",35,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",36,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",37,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",38,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",39,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",40,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",41,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",42,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",43,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",44,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",45,0)\n      SWAT G 3 A_CUSTOMPUNCH(5,0,1)\n      SWAT HI 3\n      Goto Ready\n   AltFire:\n      SWRD A 0 A_JumpIfInventory(\"Soul\",1,2)\n      Goto Ready\n      SWRD A 1\n      SWAT DEFG 3\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,0,0)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"CheapAlert\",0,0,0,0)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 3\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,-15,-3)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 3\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,15,3)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 3\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,-25,-5)\n      SWRD G 0 A_JumpIfInventory(\"Soul\",1,3)\n      SWAT HI 3\n      Goto Ready\n      SWAT G 0 A_TakeInventory(\"Soul\",1)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,25,5)\n      SWAT HI 3\n      Goto Ready\n   }\n  }\n\nActor FakeSlash\n{\n\t+StrifeDamage\n   \t+FOILINVUL\n        +DONTSPLASH\n\t+BLOODSPLATTER\n        Projectile\n        Radius 1\n        Height 8\n        Speed 25\n        Damage 7\n        seeSound \"Weapons/SwordSwing\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tNULL A 1\n        Death:\n        \tNULL A 1\n        \tStop\n        }\n}\n\nActor MK23 : Weapon 19986\n{\n   +NoALERT\n   +AMMO_OPTIONAL\n     Weapon.SisterWeapon SMK23\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoType \".45ACP\"\n   Weapon.AmmoType2 \"MK23ClipIn\"\n   Weapon.AmmoGive 12\n   Weapon.AmmoUse 1\n   Inventory.Pickupmessage \"You Got the MK23 Handgun!\"\n   Obituary \"%o got whiplash from %k's MK23.\"\n   AttackSound \"Weapons/MK23\"\n   Weapon.Kickback 10\n   Weapon.SelectionOrder 70\n   States\n   {\n   Spawn:\n      23PT A -1\n      LOOP\n   Ready:\n      MK23 A 1 A_WeaponReady\n      LOOP\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      MK23 A 0 A_Lower\n      MK23 A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      MK23 A 0 A_Raise\n      MK23 A 1 A_Raise\n      LOOP\n   Fire:\n      MK23 A 1 A_JumpIfInventory(\"MK23ClipIn\",1,2)\n      MK23 A 0\n      Goto AltFire\n      MK23 A 2 A_FireBullets(6,7,1,20,\"Debrisspawner\",0)\n      MK23 A 0 A_TakeInventory(\"MK23ClipIn\",1)\n      MK23 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      MK23 AB 2\n      MK23 C 2 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n      Goto Ready\n   AltFire:\n      MK23 A 0 A_JumpIfInventory(\"MK23ClipIn\",12,2)\n      MK23 A 0 A_JumpIfInventory(\".45ACP\",1,2)\n      MK23 A 0\n      Goto Ready\n      MK23 CD 3\n      MK23 E 2 A_PlayWeaponSound(\"Weapons/MK23ClipOut\")\n      MK23 F 9 A_FireCustomMissile(\"ClipCasing\",-15+Random(-10,5),0,0,4)\n      MK23 G 2 A_PlayWeaponSound(\"Weapons/MK23ClipIn\")\n      MK23 H 4\n      MK23 I 2 A_PlayWeaponSound(\"Weapons/MK23Cock\")\n      MK23 J 2\n      MK23 J 0 A_TakeInventory(\".45ACP\",1)\n      MK23 J 0 A_GiveInventory(\"MK23ClipIn\",1)\n      MK23 J 0 A_JumpIfInventory(\"MK23ClipIn\",12,4)\n      MK23 J 0 A_JumpIfInventory(\".45ACP\",1,2)\n      MK23 J 0\n      Goto AltFire+17\n      MK23 J 0\n      Goto AltFire+11\n      MK23 KA 2\n      Goto Ready\n   Flash:\n      SLHD I 0\n      stop\n     }\n  }\n\nACTOR M4 : Weapon 19987\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.SisterWeapon SM4\n     Weapon.AmmoType \"5.56Nato\"\n     Weapon.AmmoType2 \"GrenadeAmmo\"\n     Weapon.AmmoGive 30\n     Weapon.AmmoGive2 2\n     Weapon.AmmoUse 1\n     Weapon.AmmoUse2 1\n     Inventory.Pickupmessage \"You Got The M4!\"\n     \tObituary \"%o did not find a way to stop %k's M4.\"\n     AttackSound \"Weapons/M4\"\n     Weapon.Kickback 65\n     Weapon.SelectionOrder 100\n     States\n     {\n     Spawn:\n        M4GN A -1\n        LOOP\n     Ready:\n        M4RF A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tM4RF A 0 A_Lower\n        M4RF A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tM4RF A 0 A_Raise\n        M4RF A 1 A_Raise\n        LOOP\n     Fire:\n        M4RF A 2\n        M4RF C 2 A_FIREBULLETS(6,6,1,20,\"Debrisspawner\",1)\n        M4RF C 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n        M4RF B 2\n        M4RF B 0 A_REFIRE\n        M4RF A 2\n        Goto Ready\n     Altfire:\n        M4RF A 0 A_Playsound(\"weapons/Grenade\")\n        M4RF A 0 A_GunFlash\n        M4RF A 7 A_Firecustommissile(\"_Grenade\",0,1)\n        M4RF D 4\n        M4RF EF 3\n        M4RF G 3 A_PlaySound(\"Reload/Grenade\")\n        M4RF H 3\n        Goto Ready\n     Hold:\n        M4RF C 2 A_FIREBULLETS(6,6,1,20,\"Debrisspawner\",1)\n        M4RF C 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n        M4RF B 2\n        M4RF B 0 A_REFIRE\n        Goto Ready\n     Flash:\n        M203 AB 2\n        Stop\n     }\n  }\n\nACTOR PulseRifle : Weapon 19988\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"PulseCell\"\n     Weapon.AmmoType2 \"PulseCell\"\n     Weapon.AmmoGive 60\n     Weapon.AmmoUse 1\n     Weapon.AmmoUse2 5\n     Inventory.Pickupmessage \"Picked Up A Pulse Rifle!\"\n     \tObituary \"%o could not stop %k's fury of his Pulse Rifle.\"\n     AttackSound \"\"\n     Weapon.Kickback 90\n     Weapon.SelectionOrder 90\n     States\n     {\n     Spawn:\n        UBER A 3\n        UBER B 3\n        UBER C 3\n        UBER D 3\n        UBER E 3\n        UBER F 3\n        UBER G 3\n        UBER H 3\n        UBER I 3\n        LOOP\n     Ready:\n        BARR ABCDEFGH 1\n        BARG A 1 A_WeaponReady\n        Goto Ready+8\n     Deselect:\n        BARG A 1\n        BARR A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n        BARR HGFEDCBA 1\n        BARR A 0 A_Lower\n        Goto Deselect+9\n    Select:\n        TNT1 A 0 A_PlayWeaponSound(\"weapons/PulseUp\")\n        TNT1 AAAAAAAAA 0 A_Raise\n        TNT1 A 1 A_Raise\n        Goto Select+1\n     Fire:\n        BARF A 0\n\tBARF A 1 A_FireCustomMissile(\"CellShot\",0,1,8,4)\n\tBARF BCDE 1\n\tBARF F 1 A_Refire\n        Goto Ready+8\n     AltFire:\n     \tBARF A 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n     \tBARF A 1 A_RailAttack(45,13,1,\"00 BB BB\",\"FF FF FF\")\n\tBARF BCDE 1\n\tBARF F 1 A_Refire\n        Goto Ready+8\n     }\n  }\n\nACTOR ExitGun : Weapon 19989\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the...Exit Weapon?\"\n     AttackSound \"\"\n     Weapon.ammotype \"Exitportal\"\n     Weapon.ammouse 1\n     Weapon.SelectionOrder 100000\n     States\n     {\n     Spawn:\n        NULL A -1\n        LOOP\n     Ready:\n        EXIT A -1 A_WeaponReady\n        LOOP\n     Deselect:\n        EXIT A 1 A_Lower\n        LOOP\n    Select:\n        EXIT A 1 A_Raise\n        LOOP\n     Fire:\n     \tEXIT A 0 A_TakeInventory(\"Exitportal\",1)\n\tEXIT A 3 EXIT_Normal(0)\n        Goto Ready\n     }\n  }\n\nACTOR SniperRifle : Weapon 19990\n  {\n     +NOALERT\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a Sniper Rifle! They'll never know what hit 'em.\"\n     \tObituary \"%o lost a sniper fight with %k.\"\n     AttackSound \"Weapons/Sniper\"\n     Weapon.ammotype \"RifleAmmo\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 10\n     Weapon.Kickback 120\n     Weapon.SelectionOrder 400\n     States\n     {\n     Spawn:\n        SNRL A -1\n        LOOP\n     Ready:\n        SNIP A -1 A_WeaponReady\n        Loop\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSNIP A 0 A_Lower\n        SNIP A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tSNIP A 0 A_Raise\n        SNIP A 1 A_Raise\n        LOOP\n     Fire:\n     \tSNIP A 0 A_JumpIfInventory(\"ChamberCheck\",1,2)\n     \tSNIP A 0\n     \tGoto Ready\n     \tSNIP A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n\tSNIP A 1 A_FireBullets(1,1,1,125,\"Debrisspawner\",1)\n\tSNIP BC 3\n\tSNIP A 7\n\tSNIP A 0 A_TakeInventory(\"ChamberCheck\",1)\n        Goto Ready\n     AltFire:\n     \tSPRL A 5 A_JumpIfInventory(\"ChamberCheck\",1,7)\n\tSPRL B 5 A_PlayWeaponSound(\"Weapons/SniperBolt\")\n\tSPRL CDE 5\n\tSNIP A 9 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n\tSNIP A 0 A_GiveInventory(\"ChamberCheck\",1)\n\tSNIP A 0\n\tGoto Ready\n     }\n  }\n\nActor ChamberCheck : PuzzleItem\n{\n   - INVBAR\n   Inventory.MaxAmount 1\n   Inventory.Icon NULLA0\n   States\n   {\n   Spawn:\n      NULL A 4\n      Loop\n   }\n}\n\nACTOR SurpressedRifle : Weapon 19991\n  {\n     +NOALERT\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a Surpressed Rifle! Stealth is the key...\"\n     \tObituary \"%o was too dull witted to find %k, hiding with a Surpressed Rifle.\"\n     AttackSound \"Weapons/Supress\"\n     Weapon.ammotype \"RifleAmmo\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 10\n     Weapon.Kickback 75\n     Weapon.SelectionOrder 500\n     States\n     {\n     Spawn:\n        RLSP A -1\n        LOOP\n     Ready:\n        SPRF A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSPRF A 0 A_Lower\n        SPRF A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tSPRF A 0 A_Raise\n        SPRF A 1 A_Raise\n        LOOP\n     Fire:\n     \tSPRF A 3\n     \tSPRF B 6 Bright A_FireBullets(5,5,1,35,\"Debrisspawner\",1)\n        SPRF B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tSPRF C 7 A_PlayWeaponSound(\"Weapons/SupressReset\")\n     \tGoto Ready\n     }\n  }\n\nACTOR HeavyRifle : Weapon 19992\n  {\n   +NOALERT\n   +Ammo_Optional\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"Picked Up a Heavy Rifle!\"\n   \tObituary \"%o could not handle the large 7.28MM rounds from %k's HeavyRifle.\"\n   Weapon.AmmoType \"7.28MM\"\n   Weapon.AmmoType2 \"HRClipIn\"\n   Weapon.AmmoGive 30\n   Weapon.AmmoUse 1\n   Weapon.Kickback 30\n   AttackSound \"weapons/HR\"\n   Weapon.SelectionOrder 300\n   States\n   {\n   Spawn:\n      HVRL A -1\n      Loop\n   Ready:\n      HVRR A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      HVRR A 0 A_Lower\n      HVRR A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      HVRR A 0 A_Raise\n      HVRR A 1 A_Raise\n      Loop\n   Fire:\n      HVRR A 0 A_JumpIfInventory(\"HRClipIn\",1,2)\n      HVRR A 2\n      Goto AltFire\n      HVRF A 2 Bright A_FireBullets(7,7,1,45,\"Debrisspawner\",0)\n      HVRF A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      HVRF A 0 A_TakeInventory(\"HRClipIn\",1)\n      HVRF B 3 Bright A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n      HVRF C 3 Bright A_ReFire\n      Goto Ready\n   AltFire:\n      HVRR A 0 A_JumpIfInventory(\"HRClipIn\",30,2)\n      HVRR A 0 A_JumpIfInventory(\"7.28MM\",1,2)\n      HVRR A 0\n      Goto Ready\n      HVRG JIGF 5\n      HVRG E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      HVRG D 5\n      HVRG C 10 A_FireCustomMissile(\"HRClipCasing\",-15+Random(-10,5),0,0,0)\n      HVRG D 5\n      HVRG E 5\n      HVRG F 6 A_PlayWeaponSound(\"Weapons/HRReload\")\n      HVRG F 0\n      HVRG F 0 A_TAKEINVENTORY(\"7.28MM\",1)\n      HVRG F 0 A_GiveInventory(\"HRClipIn\",1)\n      HVRG F 0 A_JumpIfInventory(\"HRClipIn\",30,4)\n      HVRG F 0 A_JumpIfInventory(\"7.28MM\",1,2)\n      HVRG F 0\n      Goto AltFire+21\n      HVRG F 0\n      Goto AltFire+14\n      HVRG GHIJ 6\n      Goto Ready\n   }\n}\n\nACTOR FlashLight : Weapon 19993\n  {\n   +DONTBOB\n   +NOALERT\n   +WIMPY_WEAPON\n   Inventory.PickupMessage \"You got the Flash Light!\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.SelectionOrder 9500\n   States\n   {\n   Spawn:\n      FLPK A -1\n      LOOP\n   Ready:\n      FLSH A 1 A_WeaponReady\n      LOOP\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      FLSH A 0 A_Lower\n      FLSH A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      FLSH A 0 A_Raise\n      FLSH A 1 A_Raise\n      LOOP\n   Fire:\n      FLSH ABCB 4\n      FLSH A 3 A_Light2\n      Goto Ready\n   AltFire:\n      FLSH ABCB 4\n      FLSH A 3 A_Light0\n      Goto Ready\n   }\n}\n\nACTOR CrowdDestroyer : Weapon 19994\n{\n   Inventory.PickupMessage \"Picked Up A Crowd Destroyer!\"\n   \tObituary \"%o stood amongst a crowd, where %k's blew %h up.\"\n   Weapon.AmmoGive 2\n   Weapon.AmmoUse 1\n   Weapon.AmmoType2 \"RemoteMissiles\"\n   Weapon.AmmoUse2 0\n   Weapon.AmmoType \"RemoteMissiles\"\n   Weapon.Kickback 200\n   AttackSound \"weapons/rocklf\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.SelectionOrder 6000\n   States\n   {\n   Spawn:\n      CWDC A -1\n      Loop\n   Ready:\n      CWDW A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      CWDW A 0 A_Lower\n      CWDW A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      CWDW A 0 A_Raise\n      CWDW A 1 A_Raise\n      Loop\n   Fire:\n      CWDW A 2 A_GunFlash\n      CWDW BCDEDCB 2\n      Goto Ready\n   AltFire:\n      CWDW A 0 Thing_SpawnFacing(1337,215,1,1338)\n      CWDW A 0 Thing_Remove(1337)\n      CWDW A 2\n      Goto Ready\n   Flash:\n      CWDF A 2 Bright A_FireCustomMissile(\"RemoteMissile1\",0,1)\n      CWDF BCDE 2 Bright\n      Stop\n   }\n}\n\nACTOR EnergyWeapon : Weapon 19995\n{\n   Inventory.PickupMessage \"Picked Up An Energy Weapon!\"\n   \tObituary \"%o got vaporized by %k's Energy Weapon.\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.AmmoGive 50\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   Weapon.AmmoType \"EnergyAmmo\"\n   Weapon.AmmoType2 \"EnergyAmmo\"\n   Weapon.Kickback 25\n   AttackSound \"weapons/EnergyShot\"\n   Weapon.SelectionOrder 45\n   States\n   {\n   Spawn:\n      ENRW A -1\n      Loop\n   Ready:\n      ENRG A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      ENRG A 0 A_Lower\n      ENRG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      ENRG A 0 A_Raise\n      ENRG A 1 A_Raise\n      Loop\n   Fire:\n      ENRG A 1 A_GunFlash\n      ENRG B 2 A_FireCustomMissile(\"EnergyShot\",0,1,7,3)\n      ENRG C 1\n      ENRG B 1\n      ENRG A 1 A_Refire\n      Goto Ready\n   AltFire:\n      ENRG A 1 A_GunFlash\n      ENRG BCB 2 A_FireCustomMissile(\"EnergyShot\",0,1,7,3)\n      ENRG A 1 A_Refire\n      Goto Ready\n   Flash:\n      ENRF A 1 Bright\n      ENRF B 2 Bright\n      ENRF C 1 Bright\n      Stop\n   }\n}\n\nACTOR ShockRifle : Weapon 19996\n{\n   Inventory.PickupMessage \"Picked Up The Shock Rifle!\"\n   \tObituary \"%o was put into submission by %k's Shock Rifle.\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.AmmoGive 30\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   Weapon.AmmoType \"EnergyAmmo\"\n   Weapon.AmmoType2 \"EnergyAmmo\"\n   Weapon.Kickback 40\n   AttackSound \"\"\n   Weapon.SelectionOrder 40\n   States\n   {\n   Spawn:\n      PHRI A -1\n      Loop\n   Ready:\n      PRFG A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      PRFG A 0 A_Lower\n      PRFG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      PRFG A 0 A_Raise\n      PRFG A 1 A_Raise\n      Loop\n   Fire:\n      PRFG A 1 A_PlayWeaponSound(\"weapons/Shock\")\n      PRFF A 2 A_FireCustomMissile(\"LightningShot\",0,1)\n      PRFF B 2\n      PRFF B 0 A_REFIRE\n      Goto Ready\n   AltFire:\n      PRFG A 0 A_PlayWeaponSound(\"weapons/laserfire\")\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG E 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG F 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG G 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG A 2\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG E 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG F 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG G 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG FG 2\n      Goto Ready\n   }\n}\n\nACTOR SMG : Weapon 19997\n{\n   +NOALERT\n   +Ammo_Optional\n   Inventory.PickupMessage \"Picked Up an SMG!\"\n   \tObituary \"%o was mowed down by %k's SMG.\"\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoGive 90\n   Weapon.AmmoUse 1\n   Weapon.AmmoType \".45ACP\"\n   Weapon.AmmoType2 \"SMGClipIn\"\n   Weapon.Kickback 25\n   AttackSound \"weapons/SMG\"\n   Weapon.SelectionOrder 55\n   States\n   {\n   Spawn:\n      SMGW A -1\n      Loop\n   Ready:\n      SMG1 A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SMG1 A 0 A_Lower\n      SMG1 A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SMG1 A 0 A_Raise\n      SMG1 A 1 A_Raise\n      Loop\n   Fire:\n      SMG1 A 0 A_JumpIfInventory(\"SMGClipIn\",1,2)\n      SMG1 A 2\n      Goto AltFire\n      SMG1 A 1\n      SMG1 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SMG1 B 0 A_TakeInventory(\"SMGClipIn\",1)\n      SMG1 B 0 A_GunFlash\n      SMG1 B 2 Bright A_FireBullets(5,5,1,16,\"Debrisspawner\",0)\n      SMG1 C 2 Bright\n      SMG1 B 0 A_REFIRE\n      SMG1 A 1\n      Goto Ready\n   AltFire:\n      SMG1 A 0 A_JumpIfInventory(\"SMGClipIn\",45,2)\n      SMG1 A 0 A_JumpIfInventory(\".45ACP\",1,2)\n      SMG1 A 0\n      Goto Ready\n      SMG1 F 5\n      SMG1 E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      SMG1 D 12 A_FireCustomMissile(\"SMGClipCasing\",-15+Random(-30,5),0,0,0)\n      SMG1 EF 5\n      SMG1 G 6 A_PlaySound(\"Weapons/SMGReload\")\n      SMG1 G 0 A_TakeInventory(\".45ACP\",1)\n      SMG1 G 0 A_GiveInventory(\"SMGClipIn\",1)\n      SMG1 G 0 A_JumpIfInventory(\"SMGClipIn\",45,4)\n      SMG1 G 0 A_JumpIfInventory(\".45ACP\",1,2)\n      SMG1 G 0\n      Goto AltFire+15\n      SMG1 G 0\n      Goto AltFire+9\n      SMG1 HIJKLMHA 4\n      Goto Ready\n   Flash:\n      SMGF AB 2\n      SMGF B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n      Stop\n   }\n}\n\nACTOR CombatShotgun : Weapon 19998\n{\n   +DONTBOB\n   +NOALERT\n   +Ammo_Optional\n   Inventory.PickupMessage \"Picked Up a Combat Shotgun!\"\n   \tObituary \"%o ran straight into %k's Combat Shotgun.\"\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoGive 16\n   Weapon.AmmoUse 1\n   Weapon.AmmoType \"12Gaugeshell\"\n   Weapon.AmmoType2 \"12GAClipIn\"\n   Weapon.Kickback 45\n   AttackSound \"weapons/12Gauge\"\n   Weapon.SelectionOrder 35\n   States\n   {\n   Spawn:\n      SPSG A -1\n      Loop\n   Ready:\n      SGWP A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SGWP A 0 A_Lower\n      SGWP A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SGWP A 0 A_Raise\n      SGWP A 1 A_Raise\n      Loop\n   Fire:\n      SGWP A 0 A_JumpIfInventory(\"12GAClipIn\",1,2)\n      SGWP A 2\n      Goto AltFire\n      SGWP A 2 A_GunFlash\n      SGWP EB 4\n      SGWP G 3\n      SGWP H 3 A_FireCustomMissile(\"ShellCasing\",45+Random(0,8),0,0,1)\n      SGWP G 3\n      SGWP BA 3\n      SGWP A 1\n      Goto Ready\n   AltFire:\n      SGWP A 0 A_JumpIfInventory(\"12GAClipIn\",8,2)\n      SGWP A 0 A_JumpIfInventory(\"12Gaugeshell\",1,2)\n      SGWP A 0\n      Goto Ready\n      SGRL ABCDEF 3\n      SGRL J 3\n      SGRL G 3\n      SGRL H 4 A_PlaySound(\"Weapons/ShellIn\")\n      SGRL I 0\n      SGRL I 0 A_TakeInventory(\"12Gaugeshell\",1)\n      SGRL I 0 A_GiveInventory(\"12GAClipIn\",1)\n      SGRL I 0 A_JumpIfInventory(\"12GAClipIn\",8,5)\n      SGRL I 0 A_JumpIfInventory(\"12Gaugeshell\",1,2)\n      SGRL I 4\n      Goto AltFire+20\n      SGRL I 4\n      SGRL I 0 A_WeaponReady\n      Goto AltFire+9\n      SGRL EB 5\n      SGWP C 4\n      SGWP D 4 A_PlayWeaponSound(\"weapons/12GaugePump\")\n      SGWP C 4\n      SGWP FBA 3\n      Goto Ready\n   Flash:\n      SGFR A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SGFR A 0 A_TakeInventory(\"12GAClipIn\",1)\n      SGFR A 1 Bright A_FireBullets(8,8,8,15,\"Debrisspawner\",0)\n      SGFR B 1 Bright\n      Stop\n   }\n}\n\nACTOR SMG2 : Weapon 19999\n{\n   +NOALERT\n   +Ammo_Optional\n   Inventory.PickupMessage \"Picked Up 2 SMGs!\"\n   \tObituary \"%o failed to perform a bullet time to dodge %k's Dual SMGs.\"\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoGive 120\n   Weapon.AmmoUse 1\n   Weapon.AmmoType \".45ACP\"\n   Weapon.AmmoType2 \"SMG2ClipIn\"\n   Weapon.Kickback 25\n   AttackSound \"weapons/SMG\"\n   Weapon.SelectionOrder 50\n   States\n   {\n   Spawn:\n      SMGW A -1\n      Loop\n   Ready:\n      SMG2 A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SMG2 A 0 A_Lower\n      SMG2 A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SMG2 A 0 A_Raise\n      SMG2 A 1 A_Raise\n      Loop\n   Fire:\n      SMG2 A 0 A_JumpIfInventory(\"SMG2ClipIn\",2,11)\n      SMG2 A 0 A_JumpIfInventory(\"SMG2ClipIn\",1,2)\n      SMG2 A 2\n      Goto AltFire\n      SMG2 A 1\n      SMG2 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SMG2 B 0 A_GunFlash\n      SMG2 B 0 A_TakeInventory(\"SMG2ClipIn\",1)\n      SMG2 B 2 Bright A_FireBullets(5,5,1,18,\"Debrisspawner\",0)\n      SMG2 C 2 Bright\n      SMG2 B 0 A_REFIRE\n      SMG2 A 1\n      Goto Ready\n      SMG2 A 1\n      SMG2 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SMG2 B 0 A_TakeInventory(\"SMG2ClipIn\",2)\n      SMG2 B 0 A_GunFlash\n      SMG2 B 2 Bright A_FireBullets(5,5,2,18,\"Debrisspawner\",0)\n      SMG2 C 2 Bright\n      SMG2 B 0 A_REFIRE\n      SMG2 A 1\n      Goto Ready\n   AltFire:\n      SMG2 A 0 A_JumpIfInventory(\"SMG2ClipIn\",90,2)\n      SMG2 A 0 A_JumpIfInventory(\".45ACP\",1,2)\n      SMG2 A 0\n      Goto Ready\n      SMG1 F 5\n      SMG1 E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      SMG1 D 12 A_FireCustomMissile(\"SMGClipCasing\",-15+Random(-30,5),0,0,0)\n      SMG1 EF 5\n      SMG1 G 6 A_PlaySound(\"Weapons/SMGReload\")\n      SMG1 G 0 A_TakeInventory(\".45ACP\",1)\n      SMG1 G 0 A_GiveInventory(\"SMG2ClipIn\",1)\n      SMG1 G 0 A_JumpIfInventory(\"SMG2ClipIn\",45,5)\n      SMG1 G 0 A_JumpIfInventory(\"SMG2ClipIn\",90,17)\n      SMG1 G 0 A_JumpIfInventory(\".45ACP\",1,2)\n      SMG1 G 0\n      Goto AltFire+16\n      SMG1 G 0\n      Goto AltFire+9\n      SMG1 HIJKLMH 4\n      SMG2 F 5\n      SMG2 E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      SMG2 D 12 A_FireCustomMissile(\"SMGClipCasing\",-15+Random(-30,5),0,0,0)\n      SMG2 EF 5\n      SMG2 G 6 A_PlaySound(\"Weapons/SMGReload\")\n      SMG2 G 0 A_TakeInventory(\".45ACP\",1)\n      SMG2 G 0 A_GiveInventory(\"SMG2ClipIn\",1)\n      SMG2 G 0 A_JumpIfInventory(\"SMG2ClipIn\",90,4)\n      SMG2 G 0 A_JumpIfInventory(\".45ACP\",1,2)\n      SMG2 G 0\n      Goto AltFire+34\n      SMG2 G 0\n      Goto AltFire+29\n      SMG2 HIJKLMNOP 4\n      Goto Ready\n      SMG1 HIJKLM 4\n      SMG2 NOP 4\n      Goto Ready\n   Flash:\n      SM2F AB 2\n      SM2F B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n      SM2F B 0 A_FireCustomMissile(\"BulletCasing\",50+Random(-20,20),0,0,1)\n      Stop\n   }\n}\n\nACTOR G36K : Weapon 20000\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a G36K Rifle\"\n     \tObituary \"%o was K.I.A. by %k's G36K.\"\n     AttackSound \"Weapons/G36K\"\n     Weapon.ammotype \"5.56Nato\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 40\n     Weapon.Kickback 10\n     Weapon.SelectionOrder 20\n     States\n     {\n     Spawn:\n        G36K A -1\n        LOOP\n     Ready:\n        G36G A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tG36G A 0 A_Lower\n        G36G A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tG36G A 0 A_Raise\n        G36G A 1 A_Raise\n        LOOP\n     Fire:\n     \tG36F A 1 Bright A_FireBullets(4,4,1,10,\"Debrisspawner\",1)\n        G36G B 1 Bright A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n        G36G B 0\n     \tG36G E 1\n        G36G C 1\n        G36G A 1 A_Refire\n     \tGoto Ready\n     }\n  }\n\nACTOR HuntingShotgun : Weapon 20001\n  {\n     +NOALERT\n     +Ammo_Optional\n     +DONTBOB\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a Hunting Shotgun\"\n     \tObituary \"%o was hunted down with %k's Hunting Shotgun.\"\n     AttackSound \"Weapons/Hunt\"\n     Weapon.ammotype \"12Gaugeshell\"\n     Weapon.ammotype2 \"HShotgunClipIn\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 20\n     Weapon.Kickback 13\n     Weapon.SelectionOrder 20\n     States\n     {\n     Spawn:\n        HSGW A -1\n        LOOP\n     Ready:\n        HTSG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tHTSG A 0 A_Lower\n        HTSG A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tHTSG A 0 A_Raise\n        HTSG A 1 A_Raise\n        LOOP\n     Fire:\n        HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",1,2)\n        HTSG A 0\n        Goto AltFire\n        HTSG A 0\n     \tHTSG B 3 Bright A_FireBullets(8,3,14,12,\"Debrisspawner\",0)\n        HTSG B 0 A_TakeInventory(\"HShotgunClipIn\",1)\n        HTSG B 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n        HTSG C 3 Bright\n        HTSG DE 2\n        HTSG FG 5\n        HTSG H 0 A_PlayWeaponSound(\"Reloading/Shotgunpump2\")\n     \tHTSG H 4 A_FireCustomMissile(\"ShellCasing\",45+Random(0,8),0,0,1)\n\tHTSG GFA 4\n     \tGoto Ready\n     AltFire:\n        HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",6,2)\n        HTSG A 0 A_JumpIfInventory(\"12Gaugeshell\",1,2)\n        HTSG A 0\n        Goto Ready\n        HTSG F 8\n        HTSG I 6\n        HTSG J 4 A_PlayWeaponSound(\"ShellSlide\")\n        HTSG J 0 A_TakeInventory(\"12Gaugeshell\",1)\n        HTSG J 0 A_GiveInventory(\"HShotgunClipIn\",1)\n        HTSG J 0 A_JumpIfInventory(\"HShotgunClipIn\",6,4)\n        HTSG J 0 A_JumpIfInventory(\"12Gaugeshell\",1,2)\n        HTSG J 0\n        Goto AltFire+12\n        HTSG J 0 A_WeaponReady\n        Goto AltFire+3\n        HTSG G 5\n        HTSG H 4 A_PlayWeaponSound(\"Reloading/Shotgunpump2\")\n        HTSG GFA 4\n        Goto Ready\n     }\n  }\n\nACTOR Grenades : Weapon 20002\n  {\n     +NOALERT\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up some Hand Grenades\"\n     \tObituary \"%o was fragged from %k's Frag Grenade.\"\n     AttackSound \"\"\n     Weapon.ammotype \"HGrenade\"\n     Weapon.ammotype2 \"HGrenade\"\n     Weapon.ammouse 1\n     Weapon.ammouse2 1\n     Weapon.AmmoGive 3\n     Weapon.Kickback 30\n     Weapon.SelectionOrder 88\n     States\n     {\n     Spawn:\n        GRNA A -1\n        LOOP\n     Ready:\n        FRAG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tFRAG A 0 A_Lower\n        FRAG A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tFRAG A 0 A_Raise\n        FRAG A 1 A_Raise\n        LOOP\n     Fire:\n\tFRAG AH 3\n\tFRAG B 3 A_PlayWeaponSound(\"PullPin\")\n\tFRAG C 3 A_FireCustomMissile(\"FragRing1\",0,0,0)\n\tFRAG C 0 A_FireCustomMissile(\"FragRing2\",65+Random(-10,10),0,0)\n\tFRAG I 3 A_Refire\n\tFRAG D 3 A_PlayWeaponSound(\"Weapons/Wind\")\n\tFRAG E 3 A_FireCustomMissile(\"FragGrenade\",0,1,6)\n\tFRAG F 3\n\tFRAG G 3\n\tFRAG A 10\n\tGoto Ready\n     AltFire:\n\tFRAG AH 3\n\tFRAG B 3 A_PlayWeaponSound(\"PullPin\")\n\tFRAG C 3 A_FireCustomMissile(\"FragRing1\",0,0,0)\n\tFRAG C 0 A_FireCustomMissile(\"FragRing2\",65+Random(-10,10),0,0)\n\tFRAG I 3 A_Refire\n\tFRAG D 3 A_PlayWeaponSound(\"Weapons/Wind\")\n\tFRAG E 3 A_FireCustomMissile(\"FragGrenade2\",0,1,2)\n\tFRAG FG 3\n\tFRAG A 10\n\tGoto Ready\n     Hold:\n        NULL A 2\n        NULL A 0 A_Refire\n        Goto Fire+6\n     AltHold:\n        NULL A 2\n        NULL A 0 A_Refire\n        Goto AltFire+6\n     }\n  }\n\nACTOR ShrapnelGun : Weapon 20003\n  {\n     +NOALERT\n     +Ammo_Optional\n     +DONTBOB\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Shrapnel Shotgun!\"\n     \tObituary \"%o ate %k's Shrapnel bits.\"\n     Weapon.SisterWeapon SShrapnelGun\n     AttackSound \"Weapons/ShrapnelGun\"\n     Weapon.ammotype \"ShrapnelShell\"\n     Weapon.ammotype2 \"SGunClipIn\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 10\n     Weapon.Kickback 25\n     Weapon.SelectionOrder 57\n     States\n     {\n     Spawn:\n        SRSG A -1\n        LOOP\n     Ready:\n        ASGG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tASGG A 0 A_Lower\n        ASGG A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tASGG A 0 A_Raise\n        ASGG A 1 A_Raise\n        LOOP\n     Fire:\n\tASGG A 0 A_JumpIfInventory(\"SGunClipIn\",1,2)\n\tASGG A 0\n\tGoto AltFire\n\tASGF A 0 A_TakeInventory(\"SGunClipIn\",1)\n\tASGF A 0 A_PlayWeaponSound(\"Weapons/ShrapnelGun\")\n\tASGF A 2 Bright A_FireCustomMissile(\"Shrapnel2\",-10+Random(-3,3),0,-1,3)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",-8+Random(-3,3),0,7,13)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",-7+Random(-3,3),0,7,5)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",7+Random(-3,3),0,7,7)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",8+Random(-3,3),0,7,12)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",10+Random(-3,3),0,7,15)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",5+Random(-3,3),0,7,11)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",0,0,7,9)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",-5+Random(-3,3),0,7,-4)\n\tASGF B 2 Bright A_FireCustomMissile(\"CheapAlert\",0,0,0)\n\tASGG BC 3\n\tASGG D 3 A_FireCustomMissile(\"ShrapnelCasing\",45+Random(0,8),0,0,1)\n\tASGG EFA 3\n\tGoto Ready\n     AltFire:\n\tASGG A 0 A_JumpIfInventory(\"SGunClipIn\",7,2)\n        ASGG A 0 A_JumpIfInventory(\"ShrapnelShell\",1,2)\n        ASGG A 0\n        Goto Ready\n        ASGR ABCD 3\n        ASGR EFGHI 2\n        ASGR J 2 A_PlayWeaponSound(\"Weapons/SGunReload\")\n        ASGR J 0 A_TakeInventory(\"ShrapnelShell\",1)\n        ASGR J 0 A_GiveInventory(\"SGunClipIn\",1)\n        ASGR KLMNO 2 A_WeaponReady\n        ASGR J 0 A_JumpIfInventory(\"SGunClipIn\",7,4)\n        ASGR J 0 A_JumpIfInventory(\"ShrapnelShell\",1,2)\n        ASGR J 0\n        Goto AltFire+24\n        ASGR O 0 A_WeaponReady\n        Goto AltFire+7\n        ASGR DCBA 3\n        Goto Ready\n     }\n  }\n\nACTOR ArmCannon : Weapon 20004\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Arm Cannon!\"\n     \tObituary \"%o met %k, the next Samus.\"\n     AttackSound \"Weapons/ShrapnelGun\"\n     Weapon.SisterWeapon SArmCannon\n     Weapon.ammotype \"Powercell\"\n     Weapon.ammotype2 \"Powercell\"\n     Weapon.ammouse 1\n     Weapon.Ammouse2 10\n     Weapon.AmmoGive 15\n     Weapon.Kickback 30\n     Weapon.SelectionOrder 44\n     States\n     {\n     Spawn:\n        ARMC A -1\n        LOOP\n     Ready:\n        SABS A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSABS A 0 A_Lower\n        SABS A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tSABS A 0 A_Raise\n        SABS A 1 A_Raise\n        LOOP\n     Fire:\n\tSABS B 1 Bright A_FireCustomMissile(\"ArmShot\",0,1,3)\n\tSABS CDEF 1 Bright\n\tSABS A 1 A_Refire\n\tGoto Ready\n     AltFire:\n\tSABS A 1\n\tSABS B 1 Bright A_FireCustomMissile(\"LavaShot\",0,1,3)\n\tSABS CDEF 1 Bright\n\tSABS A 1 A_Refire\n        Goto Ready\n     Hold:\n\tSABS A 1\n\tSABS A 0 A_Refire\n\tGoto Ready\n     AltHold:\n     \tSABS A 1\n\tSABS A 0 A_Refire\n\tGoto Ready\n     }\n  }\n\nACTOR CryoGun : Weapon 20005\n{\n   Inventory.PickupSound \"weapons/pickup\"\n   Inventory.PickupMessage \"You got the Cryo Gun!\"\n   \tObituary \"%o was frozen by %k's Cryo Gun.\"\n     Weapon.SisterWeapon SCryoGun\n   Weapon.AmmoType \"Crystal\"\n   Weapon.AmmoType2 \"Crystal\"\n   Weapon.AmmoGive 6\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   States\n   {\n   Spawn:\n      CRST A -1\n      Loop\n   Ready:\n      CRYG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      CRYG A 0 A_Lower\n      CRYG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      CRYG A 0 A_Raise\n      CRYG A 1 A_Raise\n      Loop\n   Fire:\n      CRYG A 1\n      CRYG B 2\n      CRYG C 0 A_PlayWeaponSound(\"weapons/crlaunch\")\n      CRYG C 7 A_FireCustomMissile(\"CrystalShot2\",0,1,8,6)\n      CRYG D 2\n      CRYG A 4\n      CRYG A 1 A_ReFire\n      Goto Ready\n   AltFire:\n      CRYG A 1\n      CRYG B 2\n      CRYG C 0 A_PlayWeaponSound(\"weapons/crlaunch\")\n      CRYG C 7 A_FireCustomMissile(\"CrystalShot\",0,1,8,6)\n      CRYG D 2\n      CRYG A 4\n      CRYG A 1 A_ReFire\n      Goto Ready\n   }\n}\n\nACTOR Glock19 : Weapon 20006\n{\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Glock 19\"\n     \tObituary \"%o was killed during cops'n'robbers by %k's Glock19.\"\n     AttackSound \"Weapons/Glock19\"\n     Weapon.SisterWeapon SGlock19\n     Weapon.ammotype \"10MMAuto\"\n     Weapon.ammotype2 \"10MMAuto\"\n     Weapon.ammouse 1\n     Weapon.ammouse2 1\n     Weapon.AmmoGive 12\n     Weapon.Kickback 75\n     Weapon.SelectionOrder 230\n     States\n     {\n     Spawn:\n        G19W A -1\n        LOOP\n     Ready:\n        GK19 A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tGK19 A 0 A_Lower\n        GK19 A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tGK19 A 0 A_Raise\n        GK19 A 1 A_Raise\n        LOOP\n     Fire:\n     \tGK19 A 2\n     \tGK19 B 2 Bright A_FireBullets(5,5,1,12,\"Debrisspawner\",1)\n        GK19 B 0 A_FireCustomMissile(\"BulletCasing\",50+Random(-20,20),0,0,1)\n     \tGK19 C 2\n        GK19 A 2\n     \tGoto Ready\n     AltFire:\n     \tGK19 A 4\n     \tGK19 B 3 Bright A_RailAttack(35,8,1,None,\"00 FF FF\")\n     \tGK19 B 0 A_Recoil(4)\n        GK19 B 0 A_FireCustomMissile(\"BulletCasing\",50+Random(-20,20),0,0,1)\n     \tGK19 C 3\n        GK19 A 20\n     \tGoto Ready\n     }\n}\n\nACTOR MachineGun : Weapon 20007\n{\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the MachineGun\"\n     \tObituary \"%o forgot to jam %k's Machine Gun before the match.\"\n     AttackSound \"Weapons/MachineGun\"\n     Weapon.SisterWeapon SMachineGun\n     Weapon.ammotype \"5.56Nato\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 20\n     Weapon.Kickback 5\n     Weapon.SelectionOrder 210\n     States\n     {\n     Spawn:\n        MCGW A -1\n        LOOP\n     Ready:\n        MCGN A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tMCGN A 0 A_Lower\n        MCGN A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tMCGN A 0 A_Raise\n        MCGN A 1 A_Raise\n        LOOP\n     Fire:\n     \tMCGN A 1\n     \tMCGN B 1 Bright A_FireBullets(5,5,1,20,\"Debrisspawner\",1)\n        MCGN B 0 A_FireCustomMissile(\"RifleCasing\",50+Random(-20,20),0,0,1)\n     \tMCGN C 1\n        MCGN D 1 A_Refire\n     \tGoto Ready\n     }\n}\n\nACTOR BurstRifle : Weapon 20008\n{\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Burst Rifle\"\n     \tObituary \"%o faced the accuracy of %k's Burst Rifle.\"\n     Weapon.SisterWeapon \"SBurstRifle\"\n     AttackSound \"Weapons/Glock19\"\n     Weapon.ammotype \"5.56Nato\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 15\n     Weapon.Kickback 8\n     Weapon.SelectionOrder 202\n     States\n     {\n     Spawn:\n        BRRW A -1\n        LOOP\n     Ready:\n        BRFL A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tBRFL A 0 A_Lower\n        BRFL A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tBRFL A 0 A_Raise\n        BRFL A 1 A_Raise\n        LOOP\n     Fire:\n     \tBRFL A 2\n     \tBRFL B 1 Bright A_FireBullets(5,5,1,14,\"Debrisspawner\",1)\n        BRFL B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 1\n     \tBRFL C 0 A_JumpIfInventory(\"5.56Nato\",1,2)\n        BRFL D 1 A_Refire\n     \tGoto Ready\n     \tBRFL A 1\n     \tBRFL B 1 Bright A_FireBullets(5,5,1,12,\"Debrisspawner\",1)\n        BRFL B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 1\n     \tBRFL C 0 A_JumpIfInventory(\"5.56Nato\",1,2)\n        BRFL D 1 A_Refire\n     \tGoto Ready\n     \tBRFL A 1\n     \tBRFL B 1 Bright A_FireBullets(5,5,1,12,\"Debrisspawner\",1)\n        BRFL B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 1\n        BRFL D 1 A_Refire\n     \tGoto Ready\n     Hold:\n     \tBRFL A 1\n     \tBRFL A 0 A_Refire\n     \tGoto Ready\n     }\n}\n\nACTOR \".50CalSniper\" : Weapon 20009\n{\n   Weapon.SelectionOrder 17\n   Weapon.SisterWeapon \"S50CalSniper\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Inventory.PickupMessage \"A .50 Caliber Rifle!!! It's so powerful!\"\n   \tObituary \"%o did not see %k a mile away with %p .50 Cal Sniper.\"\n   Weapon.Kickback 250\n   Weapon.AmmoType \"RifleAmmo\"\n   Weapon.AmmoGive 5\n   Weapon.AmmoUse 1\n   AttackSound \"weapons/sniperfire\"\n   States\n   {\n   Spawn:\n      XBPC A -1\n      Loop\n   Ready:\n      XBSN A 0 A_JumpIfInventory(\"ScopeEquip\",1,2)\n      XBSN A 1 A_WeaponReady\n      Loop\n      SSCO A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      XBSC B 0 A_Lower\n      XBSC B 1 A_Lower\n      Goto Deselect+1\n   Select:\n      XBSC B 0 A_Raise\n      XBSC B 1 A_Raise\n      Loop\n   Fire:\n      XBFR A 2 BRIGHT A_FireBullets(2,2,1,600,\"Debrisspawner\",1)\n      XBFR A 0 A_Recoil(10)\n      XBFR B 1\n      XBFR CDE 1\n      XBSN A 8\n      XBSN B 2 A_PlaySound(\"weapons/sniperload\")\n      XBSN CD 2\n      XBSN E 2 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n      XBSN FG 2\n      XBSN H 6\n      XBSN GFEDCBA 2\n      Goto Ready\n   AltFire:\n      XBSN A 0 A_JumpIfInventory(\"ScopeEquip\",1,2)\n      XBSN A 15 A_GiveInventory(\"ScopeEquip\",1)\n      Goto Ready\n      XBSN A 0\n      XBSN A 15 A_TakeInventory(\"ScopeEquip\",1)\n      Goto Ready\n   }\n}\n\nActor ScopeEquip : PuzzleItem\n{\n   - INVBAR\n   Inventory.MaxAmount 1\n   Inventory.Icon NULLA0\n   States\n   {\n   Spawn:\n      NULL A 4\n      Loop\n   }\n}\n\nACTOR GraplingHook : Weapon 20010\n{\n\t+NOALERT\n\t+WIMPY_WEAPON\n\t+NOAUTOFIRE\n\tInventory.PickupSound \"weapons/pickup\"\n\tObituary \"NULL\"\n\tInventory.PickupMessage \"Grapling Gun\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType \"GraplingAmmo\"\n\tWeapon.AmmoGive 10\n\tWeapon.SelectionOrder 9999\n\tStates\n\t{\n\tSpawn:\n\t\tGRPU A -1\n\t\tStop\n\tReady:\n\t\tGRPG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n      \t\tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      \t\tGRPG A 0 A_Lower\n      \t\tGRPG A 1 A_Lower\n      \t\tGoto Deselect+1\n\tSelect:\n\t\tGRPG A 0 A_Raise\n\t\tGRPG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tGRPG B 4 A_FireCustomMissile(GraplingFX, 0, 1, 0, 0)\n\t\tGRPG C 4\n\t\tGRPG DEFG 8\n\t\tGoto Ready\n\t}\n}\n\nACTOR SawedOffShotgun : Weapon 20012\n{\n   +AMMO_OPTIONAL\n   +NOALERT\n   Inventory.PickupMessage \"You got the Sawed-off Shotgun!\"\n\tObituary \"%o was loaded full of pellets by %k's Sawed-off.\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.SelectionOrder 4325\n   Weapon.AmmoType \"Shell\"\n   Weapon.AmmoType2 \"SawedClipIn\"\n   Weapon.AmmoGive 8\n   Weapon.AmmoUse 1\n   Weapon.Kickback 15\n   AttackSound \"weapons/sshotf\"\n   States\n   {\n   Spawn:\n      SGN2 A -1\n      LOOP\n   Ready:\n      SAWD A 1 A_WeaponReady\n      LOOP\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SAWD A 0 A_Lower\n      SAWD A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SAWD A 0 A_Raise\n      SAWD A 1 A_Raise\n      Loop\n   Fire:\n      SAWD A 0 A_JumpIfInventory(\"SawedClipIn\",2,3)\n      SAWD A 0 A_JumpIfInventory(\"SawedClipIn\",1,7)\n      SAWD A 0\n      Goto AltFire\n      SAWF A 1 A_FireBullets(3,5,10,12,\"Debrisspawner\",0)\n      SAWF A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0)\n      SAWF A 0 A_TakeInventory(\"SawedClipIn\",1)\n      SAWF B 1\n      SAWD A 0 A_Refire\n      Goto Ready\n      SAWF C 1 A_FireBullets(3,5,10,12,\"Debrisspawner\",0)\n      SAWF C 0 A_FireCustomMissile(\"CheapAlert\",0,0,0)\n      SAWF C 0 A_TakeInventory(\"SawedClipIn\",1)\n      SAWF D 1\n      SAWD A 0\n      Goto AltFire\n   AltFire:\n      SAWD A 0 A_JumpIfInventory(\"SawedClipIn\",2,2)\n      SAWD A 0 A_JumpIfInventory(\"Shell\",1,2)\n      SAWD A 0\n      Goto Ready\n      SAWD ABCD 6\n      SAWD D 0 A_JumpIfInventory(\"SawedClipIn\",1,13)\n      SAWD D 0 A_JumpIfInventory(\"Shell\",2,2)\n      SAWD D 0\n      Goto AltFire+29\n      SAWD L 0 A_PlayWeaponSound(\"weapons/sshoto\")\n      SAWD L 5 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD L 0 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD E 5\n      SAWD F 0 A_TakeInventory(\"Shell\",2)\n      SAWD F 0 A_GiveInventory(\"SawedClipIn\",2)\n      SAWD F 6 A_PlayWeaponSound(\"ShellSlide\")\n      SAWD K 8\n      SAWD G 5 A_PlayWeaponSound(\"weapons/SawedClose\")\n      SAWD H 5\n      Goto Ready\n      SAWD N 0 A_PlayWeaponSound(\"weapons/sshoto\")\n      SAWD N 5 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD O 5\n      SAWD F 0 A_TakeInventory(\"Shell\",1)\n      SAWD F 0 A_GiveInventory(\"SawedClipIn\",1)\n      SAWD F 6 A_PlayWeaponSound(\"ShellSlide\")\n      SAWD K 8\n      SAWD G 5 A_PlayWeaponSound(\"weapons/SawedClose\")\n      SAWD H 5\n      Goto Ready\n      SAWD L 0 A_PlayWeaponSound(\"weapons/sshoto\")\n      SAWD L 5 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD L 0 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD E 5\n      SAWD F 0 A_TakeInventory(\"Shell\",1)\n      SAWD F 0 A_GiveInventory(\"SawedClipIn\",1)\n      SAWD F 6 A_PlayWeaponSound(\"ShellSlide\")\n      SAWD N 8\n      SAWD G 5 A_PlayWeaponSound(\"weapons/SawedClose\")\n      SAWD H 5\n      Goto Ready\n   Hold:\n      SAWD A 1\n      SAWD A 0 A_Refire\n      Goto Ready\n   }\n}\n\nACTOR ForceHands : Weapon 20013\n{\n\t+NOALERT\n\tInventory.PickupSound \"weapons/pickup\"\n\tObituary \"%o was crushed by %k's Force Hands.\"\n\tInventory.PickupMessage \"You got the Force Hands ability!\"\n\tWeapon.KickBack 10000000000000000000000000000000000000\n\tStates\n\t{\n\tSpawn:\n\t\tFHWP A -1\n\t\tStop\n\tReady:\n\t\tCONE A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n      \t\tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      \t\tCONE A 0 A_Lower\n      \t\tCONE A 1 A_Lower\n      \t\tGoto Deselect+1\n\tSelect:\n\t\tCONE A 0 A_Raise\n\t\tCONE A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tCONE A 0\n\t\tCONE A 1\n\t\tCONE B 4\n\t\tCONE C 0 A_PlayWeaponSound(\"weapons/forcepull\")\n\t\tCONE C 0 A_Recoil(1)\n\t\tCONE C 4 A_FireCustomMissile(\"FakeLoreShot2\",0,0,0,-1)\n\t\tCONE BA 3\n\t\tGoto Ready\n\tAltFire:\n\t\tCONE A 0\n\t\tCONE A 1\n\t\tCONE B 4\n\t\tCONE C 4 A_FireCustomMissile(\"Thrower\",0,0,0,0)\n\t\tCONE BA 3\n\t\tGoto Ready\n\t}\n}\n\nACTOR DarkMatterGun : Weapon 20014\n{\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Dark Matter Gun!!!\"\n\tObituary \"%o was sucked away by %k's Dark Matter Gun.\"\n     AttackSound \"\"\n     Weapon.ammotype \"Powercell\"\n     Weapon.ammouse 50\n     Weapon.AmmoGive 50\n     Weapon.Kickback 5\n     Weapon.SelectionOrder 10\n     States\n     {\n     Spawn:\n        DMGW A -1\n        LOOP\n     Ready:\n        DMGG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tDMGG A 0 A_Lower\n        DMGG A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tDMGG A 0 A_Raise\n        DMGG A 1 A_Raise\n        LOOP\n     Fire:\n     \tDMGG A 5 A_PlayWeaponSound(\"weapons/DMGCharge\")\n     \tDMGG BCDEF 5\n\tDMGF A 0 A_PlayWeaponSound(\"weapons/DMGFire\")\n     \tDMGF A 3 Bright A_FireCustomMissile(\"DarkMatterBall\",0,1,0,1)\n        DMGF B 3 Bright\n     \tDMGG A 105\n     \tGoto Ready\n     }\n}\n\nACTOR ArmCannon2 : Weapon 20015\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Arm Cannon!\"\n     \tObituary \"%o met %k, the next Samus.\"\n     AttackSound \"\"\n     Weapon.ammotype \"EFCEnergyFuelRod\"\n     Weapon.ammotype2 \"EFCEnergyFuelRod\"\n     Weapon.ammouse 10\n     Weapon.Ammouse2 10\n     Weapon.AmmoGive 15\n     Weapon.Kickback 30\n     Weapon.SelectionOrder 45\n     States\n     {\n     Spawn:\n        ARMC A -1\n        LOOP\n     Ready:\n        SABS A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSABS A 0 A_Lower\n        SABS A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tSABS A 0 A_Raise\n        SABS A 1 A_Raise\n        LOOP\n     Fire:\n\tSABS B 1 Bright A_FireCustomMissile(\"Sparkbomb\",0,1,3)\n\tSABS CDEF 1 Bright\n\tSABS A 15\n\tSABS A 1 A_Refire\n\tGoto Ready\n     AltFire:\n\tSABS A 1\n\tSABS B 1 Bright A_FireCustomMissile(\"Sparkbomb2\",0,1,3)\n\tSABS CDEF 1 Bright\n\tSABS A 15\n\tSABS A 1 A_Refire\n        Goto Ready\n     }\n  }\n\nACTOR FireThrowingWeapon : Weapon 20016\n  {\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Flame Thrower!\"\n     \tObituary \"%o was burned by %k.\"\n     AttackSound \"\"\n     Weapon.ammotype \"EFCEnergyFuelRod\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 15\n     Weapon.Kickback 30\n     Weapon.SelectionOrder 37\n     States\n     {\n     Spawn:\n        FLMW A -1\n        LOOP\n     Ready:\n        FLMT A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tFLMT A 0 A_Lower\n        FLMT A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tFLMT A 0 A_Raise\n        FLMT A 1 A_Raise\n        LOOP\n     Fire:\n\tFLMT A 2\n\tFLMT B 0 A_PlayWeaponSound(\"weapons/fireshot\")\n\tFLMT B 2 A_FireCustomMissile(\"FlameThrowShot\",0,1,3)\n\tFLMT B 0 A_ReFire\n\tFLMT C 2\n\tGoto Ready\n     Hold:\n\tFLMT B 0 A_PlayWeaponSound(\"weapons/fireshot\")\n\tFLMT B 2 A_FireCustomMissile(\"FlameThrowShot\",0,1,3)\n\tFLMT B 0 A_Refire\n\tFLMT C 2\n\tGoto Ready\n     }\n  }\n\nactor FlakCannon : Weapon 20017\n{\n  Inventory.PickupMessage \"You got the Flak Cannon!\"\n  Inventory.PickupSound \"misc/w_pkup\"\n  Weapon.AmmoGive 12\n  Weapon.AmmoUse 1\n  Weapon.AmmoType \"ShrapnelShell\"\n  Obituary \"%o ate a load of %k's flak.\"\n  States\n  {\n  Spawn:\n    FLKW K -1\n    Loop\n  Ready:\n    FLAK A 1 A_WeaponReady\n    loop\n  Deselect:\n    NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n    FLAK A 0 A_Lower\n    FLAK A 1 A_Lower\n    Goto Deselect+1\n  Select:\n    FLAK A 0 A_Raise\n    FLAK A 1 A_Raise\n    Goto Select\n  Fire:\n    FLAK B 0 A_CheckReload\n    FLAK B 3\n    FLAK C 0 A_PlayWeaponSound(\"shrapnel/fire\")\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-3,3),1,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-3,3),0,5,4)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-3,3),0,1,-4)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-3,3),0,0,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-3,3),0,6,7)\n    FLAK C 6\n    FLAK D 3\n    FLAK E 3 A_FireCustomMissile(\"ShrapnelCasing\",45+Random(0,8),0,0,1)\n    FLAK FG 5\n    FLAK H 0 A_PlayWeaponSound(\"shrapnel/reload\")\n    FLAK HIJ 5\n    FLAK A 3\n    FLAK J 0 A_Refire\n    goto Ready\n  }\n}\n\nactor ShieldGenerator : Weapon 20018\n{\n  Inventory.PickupMessage \"You got the Shield Generator!\"\n  Inventory.PickupSound \"misc/w_pkup\"\n  Weapon.AmmoGive 20\n  Weapon.AmmoUse 10\n  Weapon.AmmoUse2 5\n  Weapon.AmmoType \"Cell\"\n  Weapon.AmmoType2 \"Cell\"\n  Obituary \"%o could not break %k's Energy Shield.\"\n  States\n  {\n  Spawn:\n    LAS2 A -1\n    Loop\n  Ready:\n    LSR2 A 1 A_WeaponReady\n    loop\n  Deselect:\n    NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n    LSR2 A 0 A_Lower\n    LSR2 A 1 A_Lower\n    Goto Deselect+1\n  Select:\n    LSR2 A 0 A_Raise\n    LSR2 A 1 A_Raise\n    Goto Select\n  Fire:\n    LSR2 A 1\n    LSR2 B 0 A_PlayWeaponSound(\"ShieldSpawn\")\n    LSR2 B 2 A_FireCustomMissile(\"EnergyShield\",0,1,0,1)\n    LSR2 A 10\n    goto Ready\n  AltFire:\n    LSR2 A 1\n    LSR2 B 0 A_PlayWeaponSound(\"Weapons/Railgf\")\n    LSR2 B 2 A_RAILATTACK(40,6,10,\"00 00 BB\",\"FF FF FF\")\n    LSR2 A 3\n    Goto Ready\n  }\n}\n\nACTOR KunaiKnife : Weapon 20019\n{\n   Inventory.PickupSound \"getknife\"\n   Inventory.PickupMessage \"Picked up a Kunai Knife.\"\n   Weapon.AmmoType \"Knives\"\n   Weapon.AmmoGive 3\n   Weapon.AmmoUse 1\n   AttackSound \"weapons/knife5\"\n   Scale 0.65\n   +NOALERT\n   States\n   {\n   Spawn:\n    KNFE A -1\n    Loop\n   Deselect:\n    THRW A 1 A_PlayWeaponSound(\"weapons/pulsedown\")\n    THRW BLK 1\n    TNT1 A 0 A_Lower\n    TNT1 A 1 A_Lower\n    Goto Deselect+4\n   Select:\n    THRW A 0 A_Raise\n    THRW A 1 A_Raise\n    Loop\n   Ready:\n    THRW A 1 A_WeaponReady\n    Goto Ready\n   Fire:\n    THRW A 5\n    THRW B 2 A_Refire\n    THRW C 1 A_Recoil(0.02)\n    THRW D 0 A_PlayWeaponSound(\"weapons/knife1\")\n    THRW E 0 A_FireCustomMissile(\"Knife_Throw\",2,1,4,0)\n    THRW E 0 A_JumpIfInventory(\"Knives\",1,2)\n    THRW E 0\n    Goto Fire+11\n    THRW E 0 A_FireCustomMissile(\"Knife_Throw\",4,1,4,0)\n    THRW E 0 A_JumpIfInventory(\"Knives\",1,2)\n    THRW E 0\n    Goto Fire+11\n    THRW E 0 A_FireCustomMissile(\"Knife_Throw\",0,1,4,0)\n    THRW E 1\n    THRW FGHIJ 1\n    TNT1 A 5\n    THRW KLA 2\n    Goto Ready\n   AltFire:\n    THRW B 1\n    THRW C 1 A_Recoil(0.02)\n    THRW D 0 A_PlaySound(\"weapons/knife2\")\n    //THRW EEEEEEEE 2 A_SpawnItem(\"FakeBlock\",32)\n    THRW EEEEEEEE 2 A_FireCustomMissile(\"FakeBlock\",0,0,0,0)\n    THRW FGHIJ 1\n    THRW KLA 1\n    Goto Ready\n   Hold:\n    THRW B 2\n    THRW C 1 A_Recoil(0.02)\n    THRW D 0 A_PlaySound(\"weapons/knife2\")\n    THRW E 1 A_CustomPunch(29,0,0,\"KnifePuff\")\n    THRW FGHIJ 1\n    TNT1 A 5\n    THRW KLA 2\n    THRW A 0 A_ReFire\n    Goto Ready\n   }\n}\n\nACTOR PlasmaSMGs : Weapon 20019\n{\n   +NOALERT\n   +AMMO_OPTIONAL\n   Weapon.SelectionOrder 600\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the dual Plasmite SMGs!\"\n   Weapon.AmmoType2 \"PlasmaSMGInClip\"\n   Weapon.AmmoType1 \"EnergyAmmo\"\n   Weapon.AmmoGive 100\n   Weapon.AmmoUse 1\n   Weapon.Kickback 100\n   AttackSound \"weapons/plasmasmgfire\"\n   States\n   {\n   Spawn:\n      PSMP A 1\n      Loop\n   Ready:\n      PSMG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      PSMG A 0 A_PlaySound(\"weapons/pulsedown\")\n      PSMG A 0 A_Lower\n      PSMG A 1 A_Lower\n      Goto Deselect+1\n      Loop\n   Select:\n      PSMG A 0 A_Raise\n      PSMG A 1 A_Raise\n      Loop\n   Fire:\n      PSMG A 0 A_JumpIfInventory(\"PlasmaSMGInClip\", 1, 2)\n      PSMG A 1\n      goto AltFire\n      SHSG A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      PSMG A 0 A_TakeInventory(\"PlasmaSMGInClip\",2)\n      PSMF A 1 BRIGHT\n      PSMF A 0 A_Jump (170, 2)\n      PSMF B 1 BRIGHT A_FireBullets(8,4,2,9,\"PSMGPuff\",0)\n      goto Fire+10\n      PSMF A 0 A_Jump (128, 2)\n      PSMF D 1 BRIGHT A_FireBullets(7,4,2,8,\"PSMGPuff\",0)\n      goto Fire+10\n      PSMF F 1 BRIGHT A_FireBullets(6,4,2,7,\"PSMGPuff\",0)\n      PSMF C 0 A_PlaySound(\"weapons/plasmasmgfire\")\n      PSMF C 1 BRIGHT A_Jump (170, 1)\n      goto Fire+14\n      PSMF E 1 BRIGHT A_Jump (128, 1)\n      goto Fire+14\n      PSMF G 1 BRIGHT\n      PSMG A 1\n      PSMG A 1 A_ReFire\n      goto Ready\n   AltFire:\n       PSMG A 0 A_JumpIfInventory(\"PlasmaSMGInClip\",100,2)\n       PSMG A 0 A_JumpIfInventory(\"EnergyAmmo\", 1, 2)\n       PSMG A 0\n      goto Ready\n      PSMG A 1 A_PlaySound(\"weapons/plasmasmgrel1\")\n      PSMG BCD 2\n      PSMG E 1 A_FireCustomMissile(\"HRClipCasing\", 3, 0, -3, 3)\n      PSMG E 1 A_FireCustomMissile(\"HRClipCasing\", 3, 0, 3, 3)\n      PSMG FGH 2\n      PSMG I 8\n      PSMG JK 2\n      PSMG L 2 A_PlaySound(\"weapons/plasmasmgrel2\")\n      PSMG L 0 A_TakeInventory(\"EnergyAmmo\",1)\n      PSMG L 0 A_GiveInventory(\"PlasmaSMGInClip\",1)\n      PSMG L 0 A_JumpIfInventory(\"PlasmaSMGInClip\",100,4)\n      PSMG L 0 A_JumpIfInventory(\"EnergyAmmo\",1,2)\n      PSMG L 0\n      Goto AltFire+22\n      PSMG L 0\n      Goto AltFire+16\n      PSMG MNN 2\n      PSMG OOPQRSTUV 1\n      NULL A 5\n      PSM2 ABCDEFGH 1\n      PSM2 I 1 A_PlaySound(\"weapons/plasmasmgrel2\")\n      PSM2 J 1\n      PSM2 KKLM 2\n      NULL A 0\n      PSM2 N 2 A_PlaySound(\"weapons/plasmasmgrel3\")\n      PSM2 O 2\n      PSM2 PQR 2\n      PSMG A 1\n      goto Ready\n   }\n}\n\nACTOR PSMGPuff\n{\n    Mass 5\n    Scale 0.15\n    Radius 3\n    Height 3\n    +NOBLOCKMAP\n    +NOGRAVITY\n    +PUFFONACTORS\n    SeeSound \"weapons/plasmasmghit\"\n    Renderstyle Add\n    Alpha 0.5\n    States\n    {\n    Spawn:\n      MPLS A 0\n      MPLS A 0 A_PlaySound(\"weapons/plasmasmghit\")\n      MPLS ABCDEFGHIJKLM 1 BRIGHT\n      Stop\n    }\n}\n\nactor DartChaingun : Weapon 20020\n{\n  Inventory.PickupMessage \"You got the Dart Chaingun!\"\n  Inventory.PickupSound \"misc/w_pkup\"\n  Weapon.AmmoGive 20\n  Weapon.AmmoUse 1\n  Weapon.AmmoType \"DartAmmo\"\n  Obituary \"%o was pinned by %k's Dart Chaingun.\"\n  States\n  {\n  Spawn:\n    DCHG A -1\n    Loop\n  Ready:\n    D3CG A 1 A_WeaponReady\n    loop\n  Deselect:\n    NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n    D3CG A 0 A_Lower\n    D3CG A 1 A_Lower\n    Goto Deselect+1\n  Select:\n    D3CG A 0 A_Raise\n    D3CG A 1 A_Raise\n    Goto Select\n  Fire:\n    D3CG A 0 A_PlayWeaponSound(\"weapons/d3chngunwndup\")\n    D3CG AB 4\n    D3CG AB 3 A_PlayWeaponSound(\"weapons/d3chngunwnd\")\n    D3CG AB 2 A_PlayWeaponSound(\"weapons/d3chngunwnd\")\n    D3CG A 0 A_ReFire\n    goto Ready\n  Hold:\n    D3CG A 2 A_GunFlash\n    D3CG B 2 A_PlayWeaponSound(\"weapons/d3chngunwnd\")\n    D3CG A 0 A_ReFire\n    D3CG A 0 A_PlayWeaponSound(\"weapons/d3chngunwnddwn\")\n    D3CG AB 2\n    D3CG AB 3\n    D3CG AB 4\n    Goto Ready\n  Flash:\n    D3CF A 0 Bright A_Jump(40,3)\n    D3CF A 1 Bright A_FireCustomMissile(\"DartShot\",0+Random(-8,8),1,2,4+Random(-6,6))\n    D3CF A 0 Bright A_Jump(255,2)\n    D3CF A 1 Bright A_FireCustomMissile(\"DartShotRipper\",0+Random(-8,8),1,2,4+Random(-6,6))\n    D3CF B 1 Bright\n    D3CF C 0 Bright A_Jump(40,3)\n    D3CF C 1 Bright A_FireCustomMissile(\"DartShot\",0+Random(-8,8),1,2,4+Random(-6,6))\n    D3CF C 0 Bright A_Jump(255,2)\n    D3CF C 1 Bright A_FireCustomMissile(\"DartShotRipper\",0+Random(-8,8),1,2,4+Random(-6,6))\n    D3CF D 1 Bright\n    Stop\n  }\n}\n\nACTOR ShotgunRifle : Weapon 20021\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Shotgun Rifle!\"\n   \tObituary \"%o was turned into swisschesse by %k's Shotgun Rifle.\"\n   Weapon.AmmoType \"Shell\"\n   Weapon.AmmoType2 \"SlugShell\"\n   Weapon.AmmoGive 8\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   AttackSound \"weapons/ShotRifle\"\n   Weapon.Kickback 50\n   Weapon.SelectionOrder 1680\n   States\n   {\n   Spawn:\n      SHTR A -1\n      Loop\n   Ready:\n      SGRF A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SGRF A 0 A_Lower\n      SGRF A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SGRF A 0 A_Raise\n      SGRF A 1 A_Raise\n      Loop\n   Fire:\n      SGRF A 0\n      SGRF B 3 A_FireBullets(11,13,9,14,\"Debrisspawner\",1)\n      SGRF CDE 5\n      SGRF F 4 A_FireCustomMissile(\"ShellCasing2\",-45+random(-8,8),0,0,1)\n      SGRF ED 5\n      Goto Ready\n   AltFire:\n      SGRF A 0\n      SGRF B 3 A_RailAttack(75,9,1,None,\"FF FF FF\")\n      SGRF CDE 5\n      SGRF F 4 A_FireCustomMissile(\"SlugCasing\",-45+random(-8,8),0,0,1)\n      SGRF ED 5\n      Goto Ready\n   }\n}\n\n/*ACTOR Combuster : Weapon 20022\n{\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Combuster Shotgun! BOOM!\"\n   \tObituary \"%o was blaster by %k's Combuster.\"\n   Weapon.AmmoType \"XShell\"\n   Weapon.AmmoGive 8\n   Weapon.AmmoUse 1\n   AttackSound \"weapons/ShotRifle\"\n   Weapon.Kickback 50\n   Weapon.SelectionOrder 1680\n   States\n   {\n   Spawn:\n      SHTR A -1\n      Loop\n   Ready:\n      SGRF A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SGRF A 0 A_Lower\n      SGRF A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SGRF A 0 A_Raise\n      SGRF A 1 A_Raise\n      Loop\n   Fire:\n      SGRF A 0\n      SGRF B 3 A_FireBullets(11,13,9,14,\"Debrisspawner\",1)\n      SGRF CDE 5\n      SGRF F 4 A_FireCustomMissile(\"ShellCasing2\",-45+random(-8,8),0,0,1)\n      SGRF ED 5\n      Goto Ready\n   AltFire:\n      SGRF A 0\n      SGRF B 3 A_RailAttack(75,9,1,None,\"FF FF FF\")\n      SGRF CDE 5\n      SGRF F 4 A_FireCustomMissile(\"SlugCasing\",-45+random(-8,8),0,0,1)\n      SGRF ED 5\n      Goto Ready\n   }\n}*/"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.