Raw model (for completeness)
{
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"id": "0a2c7934-7324-41b3-b171-1e202f7dce0c",
"sha1": "1005cb40ca9481cf4a368973ae47a951326aee09",
"sha256": "c8419d15ff54d10a757f172983b3d25f0ecf4995f45d94b9b080338b6225c57d",
"filenames": [
"nourprince_weapon_pack_betav2.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2015-11-22 18:33:41",
"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": "2015-11-22 18:33:41",
"file": {
"type": "PK3",
"size": 1791381,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/1005cb40ca9481cf4a368973ae47a951326aee09/1005cb40ca9481cf4a368973ae47a951326aee09.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 234,
"maps": 0,
"palettes": 0
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"text_files": [
{
"source": "pk3",
"name": "Decorate/Bluetail.txt",
"contents": "Actor Bluetail : Weapon\n{\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoGive 20\n\tTag \"Bluetail .50 Caliber Handgun\"\n\tInventory.Pickupmessage \"You've got Bluetail Handgun!\"\n\t+WEAPON.NOAUTOFIRE\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n\t\tSpawn:\n\t\t2XKP A -1\n\t\tStop\n\t\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\t\tDeselect:\n\t\t2XKU IGECA 1\n\t\tTNT1 A 0 A_lower\n\t\tTNT1 A 1 A_lower\n\t\tGoto Deselect+5\n\t\tReady:\n\t\t2XKU ACEGI 1\n\t\t2XKG A 1 A_WeaponReady\n\t\tGoto Ready+5\n\t\tFire:\n\t\t2XKF A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\t2XKG A 1\n\t\tGoto Ready+5\n\t\t2XKF A 0 A_TakeInventory(\"Clip\",1)\n\t\t2XKF A 0 A_Playweaponsound(\"Bluetail/Fire\")\n\t\t2XKF A 0 A_FireBullets (11.2, 0, 1, 5, \"BulletPuff\")\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\t2XKF BC 1 Bright\n\t\t2XKG BCBA 2\n\t\tGoto Ready+5\n\t\tAltFire:\n\t\t2XKF A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\t2XKG A 1\n\t\tGoto Ready+5\n\t\t2XKF A 0 A_TakeInventory(\"Clip\",1)\n\t\t2XKF A 0 A_Playweaponsound(\"Bluetail/Fire\")\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\t2XKF A 0 A_FireBullets (11.2, 0, 1, 5, \"BulletPuff\")\n\t\t2XKF BC 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto AltFireEnd\n\t\t2XKF A 0 A_TakeInventory(\"Clip\",1)\n\t\t2XKF A 0 A_Playweaponsound(\"Bluetail/Fire\")\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\t2XKF A 0 A_FireBullets (11.2, 0, 1, 5, \"BulletPuff\")\n\t\t2XKF BC 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto AltFireEnd\n\t\t2XKF A 0 A_TakeInventory(\"Clip\",1)\n\t\t2XKF A 0 A_Playweaponsound(\"Bluetail/Fire\")\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\t2XKF A 0 A_FireBullets (11.2, 0, 1, 5, \"BulletPuff\")\n\t\t2XKF BC 1 Bright\n\t\tGoto AltFireEnd\n\t\tAltFireEnd:\n\t\t2XKG BCBA 2\n\t\tGoto Ready+5\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "Decorate/Slug Shotgun.txt",
"contents": "Actor SlugShotgun : Weapon replaces Shotgun\n{\n\tWeapon.AmmoType \"Shell\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tInventory.PickupMessage \"You've got Slug Shotgun! Guarnteed to make holes in some monsters!\"\n\tTag \"Slug Shotgun\"\n\tStates\n\t{\n\tSelect:\n\tTNT1 A 0 A_Raise\n\tTNT1 A 1 A_Raise\n\tLoop\n\tReady:\n\tTKUN ABCDE 1\n\tTKGN A 1 A_WeaponReady\n\tGoto Ready+5\n\tDeselect:\n\tTKUN EDCBA 1\n\tTNT1 A 0 A_Lower\n\tTNT1 A 1 A_Lower\n\tGoto Deselect+5\n\tFire:\n\tSHTG A 0 A_FireBullets (10, 5, 14, 10, \"BulletPuff\")\n SHTG A 0 A_PlayWeaponSound (\"SlugShotgun/Fire\")\n\tSHTG A 0 Radius_Quake(2,4,0,1,0)\n\tTKGN BCBA 2\n\tTKGN D 3\n\tTNT1 A 0 A_PlaySound(\"SlugShotgun/Cock1\")\n\tTKGN EFG 3\n\tTNT1 A 0 A_PlaySound(\"SlugShotgun/Cock2\")\n\tTKGN GFEDA 3\n\tGoto Ready+5\n\tSpawn:\n\tTKSN A -1\n\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate/Nail Bomb Gun.txt",
"contents": "Actor SGNail\n{\n Projectile\n Radius 6\n Height 8\n Speed 44\n Damage 4\n +BloodSplatter\n SeeSound \"\"\n DeathSound \"\"\n Decal Bulletchip\n States\n {\n Spawn:\n NLPJ A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n NLPJ A 0 A_PlaySound(\"Weapons/NailFlight\")\n NLPJ A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n Loop\n Crash:\n NLPJ B 0 A_PlaySound(\"Weapons/NailHit\")\n NLPJ BCDEFG 2\n Stop\n XDeath:\n NLPJ B 0 A_PlaySound(\"Weapons/NailHitBleed\")\n NLPJ BCDEFG 2\n Stop\n Death:\n NLPJ B 0 A_PlaySound(\"Weapons/NailHit\")\n NLPJ BCDEFG 2\n Stop\n }\n}\n\nActor CenterSGNail : SGNail\n{\n Speed 40\n Damage 6\n}\n\nActor NailBlur\n{\n Height 8\n Radius 1\n Damage 0\n Speed 0.2\n RenderStyle Translucent\n Alpha 0.5\n +NoGravity\n +DropOff\n States\n {\n Spawn:\n DART A 1 A_FadeOut(0.1)\n Loop\n }\n}\n\nActor NailBombGun : Weapon replaces SuperShotgun\n{\n\tWeapon.AmmoType \"Shell\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 30\n\tInventory.Pickupmessage \"You've got Nail Bomb gun! You can hammer those idiots!\"\n\tStates\n\t{\n\t\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\t\tReady:\n\t\tFLKU ABCD 1\n\t\tFLKG A 1 A_WeaponReady\n\t\tGoto Ready+4\n\t\tDeselect:\n\t\tFLKU DCBA 1\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+4\n\t\tFire:\n\t\tNLSG B 0 A_FireCustomMissile(\"SGNail\", -2, 1, 8, 8)\n\t\tNLSG B 0 A_FireCustomMissile(\"SGNail\", 2, 1, 8, 8)\n\t\tNLSG B 0 A_FireCustomMissile(\"SGNail\", -2, 1, 8, -8)\n\t\tNLSG B 0 A_FireCustomMissile(\"SGNail\", 2, 1, 8, -8)\n\t\tFLKG A 0 A_PlayWeaponSound(\"NailBombGun/Fire\")\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tFLKF AB 2\n\t\tFLKG BCDE 2\n\t\tFLKF A 0 A_PlaySound(\"NailBombGun/Reload\")\n\t\tFLKG FGHIJKLMNOPQRSTUVW 1\n\t\tGoto Ready+4\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "Decorate/Gatling Shotgun.txt",
"contents": "Actor GatlingShotgun : Weapon replaces Chaingun\n{\n\tWeapon.Ammouse 1\n\tWeapon.AmmoGive 100\n\tWeapon.AmmoType \"Clip\"\n\tInventory.Pickupmessage \"You have got Gatling Shotgun! I'm pretty sure this won't need an explanation how powerful it is.\"\n\tWeapon.UpSound \"GatlingShotgun/Select\"\n\tStates\n\t{\n\t\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\t\tReady:\n\t\tGGNU ABCDEFGH 1\n\t\tGGNG A 1 A_WeaponReady\n\t\tGoto Ready+8\n\t\tDeselect:\n\t\tGGNU HGFEDCBA 1\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+8\n\t\tSpawn:\n\t\tGGNG X -1\n\t\tLoop\n\t\tFire:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GatlingShotgun/Start\")\n\t\tGGNG ABC 4\n\t\tGGNG ABC 3\n\t\tGGNG ABC 2\n\t\tGGNG ABC 1\n\t\tGGNG A 0 A_Refire\n\t\tGGNG A 0 A_PlayWeaponSound(\"GatlingShotgun/Stop\")\n\t\tGGNG ABC 2\n\t\tGGNG ABC 3\n\t\tGGNG ABC 4\n\t\tGoto Ready+8\n\t\tHold:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GatlingShotgun/Fire\")\n\t\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\t\tGGNF A 1 A_FireBullets (11.2, 7.1, 10, 5, \"BulletPuff\")\n\t\tGGNF B 1\n\t\tGGNF C 1\n\t\tTNT1 A 0 A_Refire\n\t\tGGNG A 0 A_PlayWeaponSound(\"GatlingShotgun/Stop\")\n\t\tGGNG ABC 2\n\t\tGGNG ABC 3\n\t\tGGNG ABC 4\n\t\tGoto Ready+8\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "Decorate/Land Mine.txt",
"contents": "Actor LandMine : Weapon replaces Chainsaw\n{\n\tWeapon.AmmoType \"RocketAmmo\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 10\n\tInventory.PickupMessage \"Picked up Land Mines! You can explode a monster safely!\"\n\tStates\n\t{\n\t\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\t\tReady:\n\t\tMINE ABCDE 1\n\t\tMINE F 1 A_WeaponReady\n\t\tGoto Ready+5\n\t\tDeselect:\n\t\tMINE EDCBA 1\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+5\n\t\tFire:\n\t\tMINE FEDCBAAABCDEF 1\n\t\tMINE G 1 A_FireCustomMissile(\"Mine2\",0,1,0,8)\n\t\tMINE HIJK 1\n\t\tTNT1 A 32\n\t\tMINE ABCDE 1\n\t\tGoto Ready+5\n\t\tSpawn:\n\t\tLMIN A -1\n\t\tLoop\n\t\t}\n\t}\n\nActor Mine\n{\nRadius 8\nHeight 5\nMass 1000000\nHealth 20\nDamage 0\nSeeSound \"MINE001\"\nDONTHURTSHOOTER\nSpeed 2\n+NOBLOOD\n-SHOOTABLE\n+MISSILE\n+DOOMBOUNCE\n+THRUGHOST\nStates\n{\nSpawn:\n\tLMIN A 0 A_Gravity\n\tLMIN AAABBB 4\n\tLoop\nDeath:\n\tLMIN A 0 A_SpawnItem(\"MineBase\")\n\tStop\n}\n}\nActor MineBase\n{\nRadius 8\nHeight 5\nMass 1000000\nHealth 20\nDamage 1\nSeeSound \"MINE001\"\nDONTHURTSHOOTER\nSpeed 0\n+NOBLOOD\n-SHOOTABLE\n+MISSILE\n+THRUGHOST\n+DEHEXPLOSION\n+FORCERADIUSDMG\nStates\n{\nSpawn:\n\tLMIN A 0 A_Gravity\n\tLMIN AAABBB 4\n\tLoop\nDeath:\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\tMISL B 8 A_Explode\n\tMISL C 6\n\tMISL D 4\n\tStop\n}\n}\nActor Mine2 : Mine\n{\nSpeed 15\n}"
},
{
"source": "pk3",
"name": "Decorate/M79 Grenade Launcher.txt",
"contents": "actor M79 : Weapon replaces RocketLauncher\n{\n Weapon.AmmoUse 1\n Weapon.AmmoGive 4\n Weapon.AmmoType \"RocketAmmo\"\n Weapon.SlotNumber 5\n Inventory.PickupMessage \"You got the M79 Grenade Launcher that explodes on impact!\"\n Decal Scorch\n States\n {\n Ready:\n M79G KJIHGFE 1\n\tM79G A 1 A_WeaponReady\n\tGoto Ready+7\nDeselect:\n M79G EFGHIJK 1\n\tTNT1 A 0 A_Lower\n\tTNT1 A 1 A_Lower\n Goto Deselect+7\n Select:\n TNT1 A 0 A_Raise\n\tTNT1 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_PlayWeaponSound(\"M79/Fire\")\n TNT1 A 0 Bright A_FireCustomMissile(\"M79Grenade\",0,1,8,8,0)\n M79G BCD 2\n TNT1 A 0 Bright A_CheckReload\n M79G EFGHIJK 1\n TNT1 A 2 A_PlayWeaponSound(\"M79/Open\")\n TNT1 A 10\n TNT1 A 0 A_PlayWeaponSound(\"M79/S-Out\")\n TNT1 A 10\n TNT1 A 0 A_PlayWeaponSound(\"M79/S-In\")\n TNT1 A 10\n TNT1 A 0 A_PlayWeaponSound(\"M79/Close\")\n TNT1 A 10\n M79G KJIHGFE 1\n M79G A 2 A_ReFire\n Goto Ready+7\n Spawn:\n M79P A -1\n Stop\n }\n}\n\nACTOR M79Grenade\n{\n Radius 11\n Height 8\n Speed 50\n Damage 35\n Projectile\n +RANDOMIZE\n +DEHEXPLOSION\n +ROCKETTRAIL\n -NOGRAVITY\n Gravity 0.4\n Decal Scorch\n DeathSound \"M79/BoomR\"\n Obituary \"%o Was Thumped by %k's M79.\"\n States\n {\n Spawn:\n GRND A 1 bright\n loop\n Death:\n MISL B 0 bright A_ChangeFlag(\"NOGRAVITY\",1)\n MISL B 0 bright A_PlaySound(\"weapons/rocklx\")\n MISL B 8 bright A_Explode\n MISL C 6 bright\n MISL D 4 bright\n stop\n }\n}\n\nACTOR M79Ammo : Ammo\n{\n Inventory.PickupMessage \"Picked up a M79 Round.\"\n Inventory.Amount 1\n Inventory.MaxAmount 25\n Ammo.BackpackAmount 5\n Ammo.BackpackMaxAmount 50\n Inventory.Icon \"M79AB0\"\n States\n {\n Spawn:\n M79A A -1\n stop\n }\n}\n\nACTOR M79AmmoBox : M79Ammo\n{\n Inventory.PickupMessage \"Picked up a box of M79 Rounds.\"\n Inventory.Amount 5\n States\n {\n Spawn:\n M79A B -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate/Knife.txt",
"contents": "actor Knife : Weapon replaces Fist\n{\n Game Doom\n Weapon.Kickback 100\n +WEAPON.WIMPY_WEAPON\n +WEAPON.MELEEWEAPON\n +NOEXTREMEDEATH\n Obituary \"$OB_MPFIST\" // \"%o was cut up by %k's knife.\"\n States\n {\n Spawn:\n KNFE A -1\n loop\n Ready:\n KNFG A 1 A_WeaponReady\n loop\n Deselect:\n\tKNFG A 0 A_Lower\n KNFG A 1 A_Lower\n loop\n Select:\n\tKNFG A 0 A_Raise\n KNFG A 1 A_Raise\n loop\n Fire:\n KNFG B 2\n KNFG C 4 A_CustomPunch (5,0,0,\"KnifePuff\")\n KNFG D 2\n KNFG E 2\n KNFG F 2\n KNFG E 2\n KNFG D 2\n KNFG A 2 A_ReFire\n goto Ready\n }\n}\n\nACTOR KnifePuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +NOEXTREMEDEATH\n +PUFFONACTORS\n RenderStyle Translucent\n Alpha 0.6\n SeeSound \"KnifeHitThing\"\n AttackSound \"KnifeHitWall\"\n ActiveSound \"KnifeMiss\"\n VSpeed 1\n States\n {\n Spawn:\n PUFF ABCD 4\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate/UAC Plasmatic Rifle.txt",
"contents": "actor FuzzyPlasma // edited from Doom's standard plasmaball actor\n{\n Radius 13\n Height 8\n Speed 30\n Damage 4\n Decal DoomImpScorch\n Projectile\n +RANDOMIZE\n RenderStyle Add\n Alpha 0.75\n SeeSound \"\"\n DeathSound \"fuzzy/pdeath\"\n Obituary \"%o was left decayed by %k's Plasmatic Rifle\"\n States\n {\n Spawn:\n\tPLZM F 0\n\tPLZM F 0 A_SpawnItemEx(\"FuzzyPlasmaTrail\")\n PLZM F 1 bright\n\tPLZM G 0 A_SpawnItemEx(\"FuzzyPlasmaTrail\")\n\tPLZM G 1 bright\n loop\n Death:\n\tPLZM H 0\n\tPLZM H 0 A_Explode(8, 32)\n PLZM HIJKL 3 bright\n stop\n }\n}\n\nACTOR FuzzyPlasmaTrail\n{\n RenderStyle Translucent\n Alpha 0.75\n Scale 0.7\n +NOBLOCKMAP\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n +NOTELEPORT\n States\n {\n Spawn:\n PLZM M 0\n\tPLZM M 1 A_SetTranslucent(0.70, 1)\n\tPLZM N 1 A_SetTranslucent(0.65, 1)\n\tPLZM M 1 A_SetTranslucent(0.60, 1)\n\tPLZM N 1 A_SetTranslucent(0.55, 1)\n\tPLZM M 1 A_SetTranslucent(0.50, 1)\n\tPLZM N 1 A_SetTranslucent(0.45, 1)\n\tPLZM M 1 A_SetTranslucent(0.40, 1)\n\tPLZM N 1 A_SetTranslucent(0.35, 1)\n\tPLZM M 1 A_SetTranslucent(0.20, 1)\n\tPLZM N 1 A_SetTranslucent(0.15, 1)\n\tPLZM M 1 A_SetTranslucent(0.10, 1)\n\tPLZM N 1 A_SetTranslucent(0.05, 1)\n Stop\n }\n}\n\nactor UACPlasmaticRifle : Weapon Replaces PlasmaRifle\n{\n Weapon.SelectionOrder 100\n Weapon.AmmoUse 1\n Weapon.AmmoGive 50\n Weapon.AmmoType \"Cell\"\n Weapon.SlotNumber 6\n //Weapon.BobStyle Alpha\n Inventory.PickupMessage \"UAC Standard Plasmatic Rifle\"\n States\n {\n Ready:\n PLZM A 1 A_WeaponReady\n Loop\n Deselect:\n PLZM A 1 A_Lower\n\tTNT1 AA 0 A_Lower\n Loop\n Select:\n PLZM A 1 A_Raise\n\tTNT1 AA 0 A_Raise\n Loop\n Fire:\n PLZM A 0\n\tPLZM A 0 A_FireCustomMissile(\"FuzzyPlasma\",0,1,0,0)\n\tPLZM A 0 A_PlaySound(\"fuzzy/plasma\")\n\tPLZM B 2 BRIGHT\n\tPLZM C 2\n\tPLZM D 6 A_ReFire\n Goto Ready\n Spawn:\n PLZM E -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate/Devastator.txt",
"contents": "ACTOR Devastator : Weapon replaces BFG9000\n{\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the devastator! Hell, yeah!\"\n Obituary \"%o was disintegrated by %k's devastator.\"\n Weapon.AmmoType \"Cell\"\n Weapon.AmmoGive 25\n Weapon.SlotNumber 7\n Weapon.AmmoUse 25\n +WEAPON.EXPLOSIVE\n +WEAPON.BFG\n +WEAPON.NOAUTOFIRE\n States\n {\n Spawn:\n WDEV A -1\n Loop\n Ready:\n DEVG A 2 A_WeaponReady\n Loop\n Deselect:\n DEVG A 0 A_Lower\n DEVG A 1 A_Lower\n Goto Deselect\n Select:\n DEVG A 0 A_Raise\n DEVG A 1 A_Raise\n Goto Select\n Fire:\n DEVG B 3 A_PlayWeaponSound(\"weapons/devchr\")\n DEVG CDEF 3 Bright\n\t DEVG AFA 4\n\t DEVG FAFAF 2\n\t DEVG AFAFAFAFAFAFAF 1\n DEVG A 0 A_Refire\n DEVG J 4 Bright A_GunFlash\n DEVG J 2 Bright A_Playsound(\"weapons/devfir\")\n DEVG K 2 Bright A_FireCustomMissile (\"DevastatorBall\",0,1,0,0)\n DEVG L 2 Bright\n Goto Ready\n Hold:\n DEVG A 0 A_PlayWeaponSound(\"weapons/devfch\")\n DEVG A 0 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG AFAF 1 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG AFAF 1 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG AFAF 1 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG AFAF 1 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG AFAF 1 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 0 A_Refire\n DEVG J 4 Bright A_GunFlash\n DEVG J 2 Bright A_Playsound(\"weapons/devfir\")\n DEVG K 2 Bright A_FireCustomMissile (\"DevastatorBall\",0,1,0,0)\n DEVG L 2 Bright\n Goto Ready\n Flash:\n NULL A 5 A_Light1\n NULL A 10 A_Light2\n NULL A 7 A_Light1\n NULL A 5 A_Light0\n stop\n }\n}\n\nactor DevastatorPlasma : ArachnotronPlasma\n{\n Speed 32\n Damage 9\n Translation 2\n SeeSound \"\"\n +GRENADETRAIL\n}\n\nactor DevastatorPlasma2 : DevastatorPlasma\n{\n Speed 36\n Damage 12\n}\n\nACTOR DevastatorBall\n{\n Radius 12\n Height 8\n Speed 30\n Damage 256\n PROJECTILE\n ExplosionRadius 256\n ExplosionDamage 320\n RENDERSTYLE ADD\n ALPHA 0.90\n +THRUGHOST\n DeathSound \"weapons/devexp\"\n States\n {\n Spawn:\n DBAL AB 4 Bright\n DBAL A 4 Bright A_Explode (128,128,1)\n DBAL A 0 Bright A_Jump (160,3)\n DBAL AAA 0 Bright A_CustomMissile(\"LiteShot\",0,0,Random(0,360))\n DBAL B 4 Bright A_Explode (128,128,1)\n DBAL B 0 Bright A_Jump (160,3)\n DBAL BBB 0 Bright A_CustomMissile(\"LiteShot\",0,0,Random(0,360))\n Goto Spawn+2\n Death:\n DBAL C 5 Bright\n DBAL D 5 Bright A_Explode\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,18,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,36,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,54,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,72,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,90,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,108,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,126,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,144,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,144,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,162,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,180,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,196,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,216,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,234,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,252,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,270,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,288,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,306,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,324,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,342,2)\n DBAL EFG 5 Bright A_Explode\n DBAL HI 3 Bright\n stop\n }\n}\n\nACTOR DevastatorBall2\n{\n Radius 8\n Height 8\n Speed 16\n Damage 11\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.90\n ExplosionRadius 64\n ExplosionDamage 128\n +THRUGHOST\n SeeSound \"weapons/devbal\"\n DeathSound \"weapons/devex2\"\n States\n {\n Spawn:\n DBA2 AB 4 Bright\n Loop\n Death:\n DBA2 C 1 Bright\n DBA2 C 3 Bright A_Explode\n DBA2 DE 4 Bright\n Stop\n }\n}\n\nActor DevPuff\n{\n Radius 3\n Height 3\n RENDERSTYLE ADD\n ALPHA 0.75\n +ALWAYSPUFF\n +PUFFONACTORS\n +NOGRAVITY\n DeathSound \"weapons/buzz\"\n States\n {\n Spawn:\n DLIT JKLJKLJKL 3 Bright\n stop\n Crash:\n NULL A 1 Bright\n stop\n }\n}\n\nACTOR LiteShot\n{\n Radius 8\n Height 12\n Speed 32\n Damage 15\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.85\n +THRUGHOST\n SeeSound \"weapons/devlit\"\n DeathSound \"weapons/devzap\"\n States\n {\n Spawn:\n DLIT AAABBBCCC 1 Bright A_SpawnItem (\"LiteTrail\",0,0,0)\n Loop\n Death:\n DLIT DEFGHIJKLMNO 1 Bright\n Stop\n }\n}\n\nACTOR LiteTrail\n{\n Radius 1\n Height 1\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n States\n {\n Spawn:\n DLIT ABC 3 Bright\n stop\n }\n}"
}
]
},
"maps": []
}