Raw model (for completeness)
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"source": "pk3",
"name": "MAPINFO.txt",
"contents": "defaultmap\n{\n next = \"HUBMAP\"\n cluster = 1\n ResetHealth\n ResetInventory\n NoFallingDamage\n}\n\ncluster 1\n{\n flat = \"FLOOR4_8\"\n music = \"M_WIN\"\n\texittext = lookup, \"WINTEXT\"\n hub\n}\n\nclearepisodes\n\nepisode HUBMAP\n{\n Name = \"DUMP 3: Maps\"\n}\n\nmap HUBMAP \"The Cathedral of Benellus - Sgt. Shivers\"\n{\n next = \"HUBMAP\"\n sky1 = \"MOUNTAIN\"\n music = \"M_HUBMAP\" // Star Control 2 - Ur-Quan Theme\n}\n\nmap MAP01 \"Check-In - unRyker\"\n{\n LevelNum = 1\n sky1 = \"MECH99\" // By Mechadon\n music = \"M_MAP01\" // Gammis of Lemonride - kattastrof\n}\n\nmap MAP02 \"Pissboy - Anonymous\"\n{\n LevelNum = 2\n sky1 = \"SKY1\"\n music = \"M_MAP02\" // slamtilt - space5\n}\n\nmap MAP03 \"Simplicity is Golden - demo_the_man\"\n{\n LevelNum = 3\n sky1 = \"SKY1\"\n music = \"M_MAP03\" // Rise of the Triad - Going Down the Fast Way\n}\n\nMap MAP04 \"Invitation to Destruction - Gardevoir\"\n{\n LevelNum = 4\n sky1 = \"SKY4\"\n music = \"M_MAP04\" // Bobby Prince - Sign of Evil\n BaronSpecial\n SpecialAction_LowerFloor\n}\n\nmap MAP05 \"SOLITARY - CJacobs\"\n{\n LevelNum = 5\n music = \"M_MAP05\" // Shinobi III - SOLITARY\n}\n\nMap MAP06 \"Ruins & Lava - VBob\"\n{\n levelnum = 6\n sky1 = \"SKY3\", 0\n music = \"M_MAP06\" // Dracula X - Cursed Bloodlines\n}\n\nmap MAP07 \"Bloodsport Canyon - Hoodoo456\"\n{\n\tlevelnum = 7\n\tsky1 = \"SKY2\"\n\tmusic = \"M_MAP07\" // One Must Fall - ARENA2\n}\n\nmap MAP08 \"Nuclear Control Facilities - Titan314\"\n{\n\tlevelnum = 8\n\tsky1 = \"RED_SKY\"\n\tmusic = \"M_MAP08\" // Bobby Prince - Unused Doom Music 20\n}\n\nmap MAP09 \"Mountain Temple - Project_ILE\"\n{\n\tlevelnum = 9\n\tsky1 = \"SKY1\", 0.0\n\tmusic = \"M_MAP09\" // Shadow Warrior - Everyone Off\n}\n\nmap MAP10 \"Overflow - SpudTheRubbish\"\n{\n\tlevelnum = 10\n\tmusic = \"M_MAP10\" // Comix Zone - Page 1-1\n}\n\nmap MAP11 \"'Venture into the Bouncy Castle - Beed28\"\n{\n levelnum = 11\n\tsky1 = \"BEEDSKY1\"\n\tsky2 = \"BEEDSKY2\"\n\taircontrol = 0.5\n\tmusic = \"M_MAP11\" // Andromeda - Jelly Vibes\n}\n\nmap MAP12 \"The Crater - combatxtreme & Plutonic Overkill\"\n{\n levelnum = 12\n\tsky1 = \"NSKY\"\n\tmusic = \"M_MAP12\" // combatxtreme - Killing Floor\n\tPrecacheSounds = \"world/eng1\", \"world/eng2\"\n}\n\nmap MAP13 \"The Fun Lab - TerminusEst13\"\n{\n LevelNum = 13\n sky1 = \"ZSKY1\", 0.1 // By Plums\n music = \"M_MAP13\" // Crusader: No Regret - Carnage and Mayhem\n SmoothLighting\n}\n\nmap MAP14 \"Durex Waste Disposal - Minimum Payne\"\n{\n LevelNum = 14\n sky1 = \"SKY2\"\n music = \"M_MAP14\" // Contra III - Neo Kobe Steel Factory\n}\n\nmap MAP15 \"The Corporate Ladder - Kinsie\"\n{\n LevelNum = 15\n music = \"MUS-TRAX\" // Time Trax - Stage 4\n sky1 = \"DN3DSKY\"\n}\n\nmap MAP16 \"Regressive Experience - Dukka\"\n{\n LevelNum = 16\n\tsky1 = \"SKY1\"\n\tmusic = \"M_MAP16\" // Microforce - zapultur.mod\n}\n\nmap MAP17 \"Baby's First Map - Bobman23\"\n{\n LevelNum = 17\n\tmusic = \"M_MAP17\" // The Assassin - hoise 2-34\n}\n\nmap MAP18 \"Research Facility - deathgod5309\"\n{\n LevelNum = 18\n\tmusic = \"M_MAP18\" // Virgill - Crucifixion\n}\n\nmap MAP19 \"AMONG US - HumansAmongUs\"\n{\n LevelNum = 19\n sky1 = \"SKY1\"\n\tmusic = \"M_MAP19\" // The REW - Rivendell\n}\n\nmap MAP20 \"The Darkness Beyond - KarolineDianne\"\n{\n LevelNum = 20\n\tsky1 = \"BLACKSKY\", 0.00\n\tmusic = \"M_MAP20\" // Music from Doom 64\n}\n\nmap MAP21 \"Base Stimpack - Charcola\"\n{\n LevelNum = 21\n sky1 = \"SKY2\"\n\tmusic = \"M_MAP21\" // Purple Motion - Zak-zaka-zak-zak\n}\n\nmap MAP22 \"Crunk Refinery - BobBarker\"\n{\n sky1 = \"RSKY2\", 0.0\n music = \"M_MAP22\" // KurtZ - ParanoiA\n}\n\nmap MAP23 \"0-Pipe Gear - Toooooasty\"\n{\n LevelNum = 23\n Sky1 = \"SKY1\"\n music = \"M_MAP23\" // Unknown Artist - hybrid.xm\n}\n\nmap MAP24 \"Escape From Argent Prison - Lance Charleson\"\n{\n LevelNum = 24\n Sky1 = \"SKY3\", 0.15\n music = \"M_MAP24\" // Necros - Isotoxin\n}\n\nmap MAP25 \"Live Fire Exorcise - Sgt. Shivers\"\n{\n LevelNum = 25\n sky1 = \"DAYSKY\"\n music = \"M_MAP25\" // Duke Nukem 3D - Pissed Office Box\n}\n\nmap MAP26 \"Attack First - Simpleton\"\n{\n LevelNum = 26\n sky1 = \"SKY2B\", 0\n music = \"M_MAP26\" // Homestuck - Black\n}\n\nmap MAP27 \"Hitler's Prison - Luigi2600\"\n{\n LevelNum = 27\n sky1 = \"TEKWALL4\", 0.2\n music = \"M_MAP27\" // Jester / Sanity - molecule's revenge\n}\n\nmap MAP28 \"Tomb of Hectikhamen - Action Max\"\n{\n LevelNum = 28\n //compat_sectorsounds 1 // Doesn't seem to do anything.\n sky1 = \"RSKY1\", 0\n music = \"M_MAP28\" // GoldenEye 64 - Egypt\n}\n\nmap MAP29 \"The Weed Number - Abysswalker\"\n{\n LevelNum = 29\n sky1 = \"SKY3\", 0\n music = \"M_MAP29\" // Dracula X - Den\n}\n\nmap MAP30 \"This Is Serious Mum - deathz0r\"\n{\n LevelNum = 30\n\tsky1 = \"fireblu1\"\n\tmusic = \"M_MAP30\" // Betrayer - B A T T E R Y\n}\n\nmap MAP31 \"Not Another Tech Base - ArchXeno\"\n{\n LevelNum = 31\n sky1 = \"SKY2\", 0.0\n\tmusic = \"M_MAP31\" // Petter Mårtensen - The Temple of Judgement\n}\n\nmap MAP32 \"Hydraulic Plant - SpiritOfDecay\"\n{\n\tlevelnum = 32\n\tsky1 = \"SKY1\", 0.0\n\tmusic = \"M_MAP32\" // Theshooter7 - Into the Fire\n}\n\nmap MAP33 \"Janus - SoundOfDoomDoors\"\n{\n levelnum = 33\n sky1 = \"SKY3\", 0.0\n music = \"M_MAP33\" // Helloween - Midnight Sun\n}\n\nmap MAP34 \"Gamma Station Entrance - SMG_Marine\"\n{\n levelnum = 34\n sky1 = \"SKY1\", 0.0\n music = \"M_MAP34\" // Synthetic - 7th-miracle\n}\n\nmap MAP35 \"Realm of the Sempiternal Archvile - Darsycho\"\n{\n\tlevelnum = 35\n\tsky1 = \"DARS_SKY\"\n\tmusic = \"M_MAP35\" // madbrain - Pico song\n}\n\nmap MAP36 \"Judgement Day - Stale_Meat\"\n{\n\tlevelnum = 36\n\tsky1 = \"SKY1\", 0.0\n\tmusic = \"M_MAP36\" // Terminator 2: Judgement Day - Mission 1\n}\n\nmap MAP37 \"Complex Alive - Roxas\"\n{\n\tlevelnum = 37\n\tmusic = \"M_MAP37\" // Minomus - Quicksilver\n}\n\nmap MAP38 \"DUMP TD - Arctangent\"\n{\n\tlevelnum = 38\n\tmusic = \"M_MAP38\" // xaser - destiny's promise\n\tAllowRespawn\n}\n\nmap MAP39 \"Dumping Ground - TotalInjury\"\n{\n levelnum = 39\n\tsky1 = \"SKY1\", 0.0\n\tmusic = \"M_MAP39\" // -sine/triad! - doom\n}\n\nmap MAP40 \"Mercury Rain - Jimmy\"\n{\n Levelnum = 40\n music = \"M_MAP40\" // Skaven - Mercury Rain\n sky1 = \"HSKY2GR\", 0.0\n sky2 = \"HSKY2GR2\", 0.0\n lightning\n}\n\nmap MAP41 \"mapsterpiece - idiotbitz\"\n{\n levelnum = 41\n\tsky1 = \"sky1\"\n\tmusic = \"M_MAP41\" // Psycho - Backbeats Forever\n}\n\nmap MAP42 \"Tunnel Crates Rule! - Stale_Meat\"\n{\n\tlevelnum = 42\n\tmusic = \"M_MAP42\" // Jason Reichard - E2M2 Remix\n}\n\nmap MAP43 \"CLOVERHOUSE - Icept\"\n{\n levelnum = 43\n sky1 = \"SKY1\"\n music = \"M_MAP43\" // Electric Six - Danger High Voltage\n}\n\nmap MAP44 \"Generic UAC Outpost - Anonymous\"\n{\n levelnum = 44\n sky1 = \"SKY3\"\n music = \"M_MAP44\" // Necros - Crew Communication\n}\n\nmap MAP45 \"Felt - FloatRand\"\n{\n levelnum = 45\n\tsky1 = \"SKY1\", 0.0\n\tmusic = \"M_MAP45\" // CastleVania: Aria of Sorrow - Top Floor\n}\n\nmap MAP46 \"Panic Room - comet1338\"\n{\n levelnum = 46\n music = \"M_MAP46\" // Command & Conquer - Full Stop\n}\n\nmap MAP47 \"Simple Chaos - willykuo123\"\n{\n levelnum = 47\n sky1 = \"SKY1\", 0.0\n music = \"M_MAP47\" // Sidewinder - in_the_Eyes\n}\n\nmap MAP48 \"EVISCERATED - NAG\"\n{\n levelnum = 48\n sky1 = \"SKY3\", 0.0\n\tmusic = \"M_MAP48\" // Goblin - Profondo Rosso\n}\n\nmap MAP49 \"The Mine To Hell - InsanityBringer\"\n{\n levelnum = 49\n\tmusic = \"M_MAP49\" // the Deviant - Purity (My Placebo)\n sky1 = \"SKY1\", 0.0\n\tsmoothlighting\n}\n\nmap MAP50 \"Sandcastley Sandcastling Sandcastles - PinchySkree\"\n{\n levelnum = 50\n\tsky1 = \"FULLMOON\"\n\tmusic = \"M_MAP50\" // James Paddock - Crashed Potatoes\n}\n\nmap MAP52 \"Broken Shit - ZachBrowder\"\n{\n levelnum = 52\n sky1 = \"SKY3\", 0.0\n music = \"M_MAP52\" // Substance - winterman's cigar\n}\n\nmap MAP53 \"Weapons Research Lab - Vennobennu\"\n{\n\tlevelnum = 53\n\tsky1 = \"SKY1\", 0.0\n\tmusic = \"M_MAP53\" // CastleVania: Symphony of the Night - Dracula's Castle\n}\n\nmap MAP54 \"Winter In Summer - TehRealSalt\"\n{\n levelnum = 54\n\tSky1 = \"SKY1\"\n\tMusic = \"M_MAP54\" // The Lost Vikings - Wacky World\n}\n\nmap MAP55 \"The UAC Ocean Base - leodoom85\"\n{\n levelnum = 55\n sky1 = \"RSKY1\"\n music = \"M_MAP55\" // Noby - Ocean Deep\n}\n\nMap MAP56 \"Hot Water Music - Protester\"\n{\n levelnum = 56\n music = \"M_MAP56\" // Warbrain - Alkaline Trio\n sky1 = \"RSKY05\", 0\n}\n\nmap MAP57 \"Lambda Base - floatRand\"\n{\n levelnum = 57\n music = \"M_MAP57\" // Sparkster - Submarine\n}\n\nmap MAP58 \"inferno odyssey - Anonymous\"\n{\n levelnum = 58\n music = \"M_MAP58\" // Martin Iveson - Skeletonkrew (Comp1)\n}\n\nmap MAP59 \"Infested Installation - Flipy\"\n{\n levelnum = 59\n\tsky1 = \"SKY1\"\n music = \"M_MAP59\", 12 // Shovel Knight - An Underlying Problem\n}\n\nMap MAP60 \"The Duality - NeuralStunner\"\n{\n levelnum = 60\n\n\tSky1 = \"HacxSky1\"\n\tSky2 = \"HacxSky2\"\n\tSkyStretch\n\n\tMusic = \"M_MAP60\" // Legend of Zelda: A Link to the Past - Light World Dungeon\n\tSmoothLighting\n\tMissilesActivateImpactLines\n}\n\nmap MAP61 \"Municipal Well - Flotilla\"\n{\n levelnum = 61\n sky1 = \"SKY2\", 0\n music = \"M_MAP61\" // Metal Slug 3 - Midnight Wandering\n}\n\nmap MAP62 \"Dropoff - CharlieTheGnarly\"\n{\n levelnum = 62\n sky1 = \"SKY1\", 0\n music = \"M_MAP62\" // Super Metroid - Norfair Hot Lava Area\n}\n\nmap MAP63 \"Dimensional Accelerator - Untitled\"\n{\n levelnum = 63\n sky1 = \"SKY1\", 0\n sky2 = \"SKY3\", 0\n music = \"M_MAP63\" // Xaser - Angry Science\n}\n\nmap MAP64 \"Urban Hell - ChrisR91\"\n{\n levelnum = 64\n\tsky1 = \"HSKY\", 0.0\n\tfade = \"800000\"\n\tfogdensity = 128\n\tlightmode = 0\n\tSmoothLighting\n music = \"M_MAP64\"\n}\n\nmap MAP65 \"Electron - floatRand\"\n{\n levelnum = 65\n music = \"M_MAP65\" // Journey to Silius - Stage 1\n}\n\nmap MAP66 \"Caco-lover - everennui\"\n{\n levelnum = 66\n sky1 = \"SKY1\", 0\n music = \"M_MAP66\" // Ratchet & Clank - Metropolis\n}\n\nmap MAP67 \"Brown Mesa - Cheeki\"\n{\n levelnum = 67\n sky1 = \"SKY1\", 0\n music = \"M_MAP67\" // basehead - Erosion (Fast Mix)\n}\n\nmap MAP68 \"Bloody Hell - Wivicer\"\n{\n levelnum = 68\n\tSKY1 = \"Sky1\" //By Mechadon\n\tSky2 = \"D64DIIS\" //By Mechadon\n\tmusic = \"M_MAP68\" // CastleVania II - Bloody Tears\n}\n\nmap MAP69 \"A Night at the Opera - Temin_Dump\"\n{\n levelnum = 69\n\tmusic = \"M_MAP69\" // Samuel Barber - Pas De Deux\n\tsky1 = \"SNOW6\"\n}\n\nmap MAP70 \"An Online Virtual Reality Used By Hackers - ShadowHog\"\n{\n\tlevelnum = 70\n\tsky1 = \"QSKY4B\", 1.0\n\tsky2 = \"QSKY4F\", 2.0\n\tpar = 600\n\tmusic = \"PARALLEL\" // Quake - Parallel dimensions\n\tGrinding_Polyobj\n}\n\nmap MAP71 \"BtFS - Gageat\"\n{\n levelnum = 71\n\tsky1 = \"SKYSPACE\"\n\tmusic = \"M_MAP71\" // CastleVania: Symphony of the Night - Crystal Teardrops\n}\n\nmap MAP72 \"The Runaround - LogicalFallacy\"\n{\n levelnum = 72\n\tsky1 = \"SKYSPACE\"\n\tmusic = \"M_MAP72\" // Impaler - Klischee Power Metal\n}\n\nmap MAP73 \"Attack From Within - Mumblemumble\"\n{\n levelnum = 73\n music = \"M_MAP73\" // aceman - Pirahna's Den\n Sky1 = \"Sky1\", 0.0\n}\n\nmap MAPFINAL \"The Way of Benellus - Sgt. Shivers & TerminusEst13\"\n{\n levelnum = 666\n music = \"FINAL1\" // enigma - noolevel6\n Sky1 = \"Sky2\", 0.0\n next = \"EndTitle\"\n}\n\nmap SECRET1 \"SILVERSATELLITE - DudeDesigns\"\n{\n levelnum = 101\n\tmusic = \"M_SEC1\" // GoldenEye Theme (Fast)\n}\n\nmap SECRET2 \"Knee-deep in the DUMP - MJ79\"\n{\n levelnum = 102\n sky1 = \"SKY1\", 0\n music = \"M_SEC2\" // Xaser - MegaloDoomia\n}\n\nmap SECRET3 \"The Best Map - TerminusEst13\"\n{\n levelnum = 103\n music = \"M_SEC3\" // Cynmusic - RPG-Battle\n}\n\nmap SECRET4 \"Box Simple - Redead-ITA\"\n{\n levelnum = 104\n music = \"M_SEC4\" // Mega Man X - Storm Eagle\n}\n\nmap SECRET5 \"Escape Plan - Anonymous\"\n{\n levelnum = 105\n music = \"M_SEC5\" // Scrap Heap - crush them\n}\n\nmap SECRET6 \"Real is shit - Deviluke Roy\"\n{\n levelnum = 106\n music = \"M_SEC6\" // Pip Malt - Symphony of Destruction\n}\n\nmap MAP51 \"Dummy map\"\n{\n levelnum = 51\n\tsky1 = \"FULLMOON\"\n}"
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "ACTOR DUMPNonSolidObject\n{\n Radius 4\n Height 4\n +NOCLIP\n +NOINTERACTION\n +NOGRAVITY\n States\n {\n Spawn:\n TNT1 A 3\n Stop\n }\n}\n\n// HUB\n\nACTOR AmbBenellusDrone : DUMPNonSolidObject 17014\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 10 A_PlaySound(\"Ambient/BenellusDrone\", 7, 0.3, 1, 1.5)\n Loop\n }\n}\n\nACTOR AmbBenellusShells : DUMPNonSolidObject 17015\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 10 A_PlaySound(\"Ambient/BenellusShells\", 7, 0.3, 1, 1.5)\n Loop\n }\n}\n\nACTOR BenellusStat 17016\n{\n Radius 32\n Height 108\n ProjectilePassHeight -16\n +SOLID\n +FLOATBOB\n States\n {\n Spawn:\n BSTU A -1\n Stop\n }\n}\n\nACTOR AmbQuakeWind : DUMPNonSolidObject 17017\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 10 A_PlaySound(\"Ambient/QuakeWind\", 7, 0.3, 1, 0.6)\n Loop\n }\n}\n\n// Map11\n// =========================================\nACTOR ValiantTree1 2801\n{\n\tRadius 16\n\tHeight 64\n\tProjectilePassHeight -16\n\t+SOLID\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\t\tTREE A -1\n\t\tStop\n\t}\n}\n\nACTOR ValiantTree2 2802\n{\n\tRadius 16\n\tHeight 128\n\tProjectilePassHeight -16\n\t+SOLID\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\t\tTREE B -1\n\t\tStop\n\t}\n}\n\nACTOR ValiantTree3 2803\n{\n\tRadius 16\n\tHeight 128\n\tProjectilePassHeight -16\n\t+SOLID\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\t\tTREE C -1\n\t\tStop\n\t}\n}\n\nACTOR TechLamp2Beed28 : TechLamp2 2804 {+MOVEWITHSECTOR}\n\nACTOR ISurelyHopeThisIsARocketAndNotSomethingElseEntirely 2805\n{\n\tRadius 16\n\tHeight 16\n\tStates\n\t{\n\tSpawn:\n\t\tROCK A -1\n\t\tStop\n\t}\n}\n\nACTOR HeadsOnAStickBeed28 : HeadsOnAStick 2806 {+MOVEWITHSECTOR}\n\nACTOR ShortGreenTorchBeed28 : ShortGreenTorch 2807 {+MOVEWITHSECTOR}\n\nACTOR ValiantTree1CompleteBlocking : ValiantTree1 2808\n{\n\tHeight 256\n}\n\nACTOR ValiantTree2CompleteBlocking : ValiantTree2 2809\n{\n\tHeight 256\n}\n\nACTOR ValiantTree3CompleteBlocking : ValiantTree3 2810\n{\n\tHeight 256\n}\n\n// Map13\n// =========================================\n\nactor FastCyberdemonGiver : CustomInventory\n{\n\tStates\n\t{\n\t Pickup:\n\t\tTNT1 A 1 A_ChangeFlag(\"ALWAYSFAST\", TRUE)\n\t\tstop\n }\n}\n\nActor OrangeSparkSpawner : SwitchableDecoration 10923 // By Ghastly_Dragon and Tormentor667\n{\n Height 8\n Radius 4\n +NoBlockMap\n +NoGravity\n +NoInteraction\n +ClientSideOnly\n +NoClip\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n Loop\n Active:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"World/Spark\")\n TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O1\", 0, 0, 0, 0, 0, 0, 0, 128)\n Goto SpawnSparks\n TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O2\", 0, 0, 0, 0, 0, 0, 0, 128)\n Goto SpawnSparks\n TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O3\", 0, 0, 0, 0, 0, 0, 0, 128)\n Goto SpawnSparks\n TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O4\", 0, 0, 0, 0, 0, 0, 0, 128)\n Goto SpawnSparks\n TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O5\", 0, 0, 0, 0, 0, 0, 0, 128)\n Goto SpawnSparks\n TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O6\", 0, 0, 0, 0, 0, 0, 0, 128)\n Goto SpawnSparks\n SpawnSparks:\n TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n Goto SpawnUp\n SpawnUp:\n TNT1 AA 0 A_CustomMissile(\"Spark_O1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n Goto Spawn\n TNT1 A 1\n Goto Inactive\n SpawnDown:\n TNT1 AA 0 A_CustomMissile(\"Spark_O1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 AA 0 A_CustomMissile(\"Spark_O16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n Goto Spawn\n TNT1 A 1\n Goto Inactive\n SpawnSide:\n TNT1 AA 0 A_CustomMissile(\"Spark_O1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 AA 0 A_CustomMissile(\"Spark_O16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n Goto Spawn\n TNT1 A 1\n Goto Inactive\n Inactive:\n TNT1 A -1\n Loop\n }\n}\n\n//Flares\n\nActor SparkFlare_W1\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +NoClip\n +NoGravity\n +NoInteraction\n RenderStyle Add\n Scale 0.25\n States\n {\n Spawn:\n SPKW A 1 Bright A_FadeOut(0.1)\n Loop\n }\n}\n\nActor SparkFlare_O1 : SparkFlare_W1 { States { Spawn: SPKO A 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O2 : SparkFlare_W1 { States { Spawn: SPKO B 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O3 : SparkFlare_W1 { States { Spawn: SPKO C 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O4 : SparkFlare_W1 { States { Spawn: SPKO D 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O5 : SparkFlare_W1 { States { Spawn: SPKO E 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O6 : SparkFlare_W1 { States { Spawn: SPKO F 1 Bright A_FadeOut (0.1) Loop } }\n\n//Sparks\n\nActor Spark_W1\n{\n Height 1\n Radius 2\n Mass 0\n Speed 0.25\n +Missile\n +NoBlockMap\n +LowGravity\n RenderStyle Add\n Scale 0.025\n States\n {\n Spawn:\n SPKW E 1 Bright\n Loop\n Death:\n SPKW E 1 Bright A_FadeOut(0.1)\n Loop\n }\n}\n\nActor Spark_O1 : Spark_W1\n{\n States\n {\n Spawn:\n SPKO E 1 bright\n Loop\n Death:\n SPKO E 1 bright A_FadeOut(0.1)\n Loop\n }\n}\n\nActor Spark_O2 : Spark_O1 { Speed 0.5 }\nActor Spark_O3 : Spark_O1 { Speed 0.75 }\nActor Spark_O4 : Spark_O1 { Speed 1.0 }\nActor Spark_O5 : Spark_O1 { Speed 1.25 }\nActor Spark_O6 : Spark_O1 { Speed 1.5 }\nActor Spark_O7 : Spark_O1 { Speed 1.75 }\nActor Spark_O8 : Spark_O1 { Speed 2.0 }\nActor Spark_O9 : Spark_O1 { Speed 2.25 }\nActor Spark_O10 : Spark_O1 { Speed 2.5 }\nActor Spark_O11 : Spark_O1 { Speed 2.75 }\nActor Spark_O12 : Spark_O1 { Speed 3.0 }\nActor Spark_O13 : Spark_O1 { Speed 3.25 }\nActor Spark_O14 : Spark_O1 { Speed 3.5 }\nActor Spark_O15 : Spark_O1 { Speed 3.75 }\nActor Spark_O16 : Spark_O1 { Speed 4.0 }\n\n// Map15\nactor KinsChairBreakable 20501\n{\n health 3\n radius 16\n height 35\n mass 1000\n MaxStepHeight 8\n +SHOOTABLE\n +SOLID\n +NOBLOOD\n +DONTGIB\n +RANDOMIZE\n +NOICEDEATH\n +PUSHABLE\n +NOTAUTOAIMED\n //$Category \"Dump3 KinsMap\"\n //$Title \"Office Chair\"\n states\n {\n Spawn:\n CHAI A -1\n loop\n Death:\n CHAI A 0\n CHAI A 0 A_PlaySound(\"kinsie/gibseat\")\n CHAI A 0 A_CustomMissile(\"KinsChairGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsChairGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsChairGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsChairGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n stop\n }\n}\n\nactor KinsGenericGibs\n{\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n +CORPSE\n Radius 1\n Damage 0\n Speed 3\n\tgravity 0.5\n\tscale 0.2\n States\n {\n Spawn:\n\t\tGLAS A 0\n\t\tGLAS A 0 ThrustThingZ(0,random(8,32),0,1)\n\t\tGLAS A 0 A_Jump(128,\"Flip\")\n\t\tgoto Fly\n\tFlip:\n\t\tGLAS A 0\n\t\tGLAS A 0 A_SetScale(-0.5,0.5)\n\tFly:\n GLAS ABCD 2\n\t\tloop\n Crash:\n\tDeath:\n TNT1 A 0\n stop\n }\n}\n\nactor KinsChairGibs\n{\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n +CORPSE\n\t+DOOMBOUNCE\n Radius 1\n Damage 0\n Speed 3\n\tgravity 0.5\n States\n {\n Spawn:\n\t\tKCGI A 0\n\t\tKCGI A 0 ThrustThingZ(0,random(8,32),0,1)\n\t\tKCGI A 0 A_Jump(128,\"Flip\")\n\t\tgoto Fly\n\tFlip:\n\t\tKCGI A 0\n\t\tKCGI A 0 A_SetScale(-1,1)\n\tFly:\n KCGI ABCDEFGH 2\n\t\tloop\n\tDeath:\n TNT1 A 0\n stop\n }\n}\n\nactor KinsMonitorBreakable 20502\n{\n health 3\n radius 16\n height 35\n deathheight 80\n mass 1000\n +SHOOTABLE\n +SOLID\n +NOBLOOD\n +DONTGIB\n +RANDOMIZE\n +NOICEDEATH\n +NOTAUTOAIMED\n //$Category \"Dump3 KinsMap\"\n //$Title \"Office Monitor\"\n states\n {\n Spawn:\n MONI A -1\n loop\n Death:\n CHAI A 0\n CHAI A 0 A_PlaySound(\"kinsie/gibcomp\")\n CHAI A 0 A_CustomMissile(\"KinsMonitorGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsMonitorGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsMonitorGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsMonitorGibs\",random(2,8),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n\tCHAI A 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,8),random(0,360))\n stop\n }\n}\n\nactor KinsMonitorGibs\n{\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n +CORPSE\n\t+DOOMBOUNCE\n Radius 1\n Damage 0\n Speed 3\n\tgravity 0.5\n States\n {\n Spawn:\n\t\tKMGI A 0\n\t\tKMGI A 0 ThrustThingZ(0,random(8,32),0,1)\n\t\tKMGI A 0 A_Jump(128,\"Flip\")\n\t\tgoto Fly\n\tFlip:\n\t\tKMGI A 0\n\t\tKMGI A 0 A_SetScale(-1,1)\n\tFly:\n KMGI ABCDEFGH 2\n\t\tloop\n\tDeath:\n TNT1 A 0\n stop\n }\n}\n\nactor KinsPlantBreakable 20503\n{\n health 3\n radius 32\n height 35\n deathheight 80\n scale 0.75\n mass 1000\n +SHOOTABLE\n +SOLID\n +NOBLOOD\n +DONTGIB\n +RANDOMIZE\n +NOICEDEATH\n +NOTAUTOAIMED\n //$Category \"Dump3 KinsMap\"\n //$Title \"Office Plant 1\"\n states\n {\n Spawn:\n PLNT A -1\n loop\n Death:\n PLNT B 0\n\tPLNT B 0 A_NoBlocking\n PLNT B 0 A_PlaySound(\"kinsie/gibplant\")\n\tPLNT B 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,16),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,16),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,16),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsGenericGibs\",random(2,32),random(0,16),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B 0 A_CustomMissile(\"KinsPlantGibs\",random(35,50),random(-20,20),random(0,360))\n\tPLNT B -1\n stop\n }\n}\n\nactor KinsPlantGibs\n{\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n +CORPSE\n Radius 1\n Damage 0\n Speed 3\n\tgravity 0.25\n States\n {\n Spawn:\n\t\tPLGI A 0\n\t\tPLGI A 0 ThrustThingZ(0,random(8,32),0,1)\n\t\tPLGI A 0 A_Jump(128,\"Flip\")\n\t\tPLGI A 0 A_Jump(256,\"A\",\"B\",\"C\")\n\t\tgoto A\n\tFlip:\n\t\tPLGI A 0\n\t\tPLGI A 0 A_SetScale(-0.5,0.5)\n\t\tPLGI A 0 A_Jump(256,\"A\",\"B\",\"C\")\n\t\tgoto A\n\tA:\n PLGI A 1\n\t\tloop\n\tB:\n PLGI B 1\n\t\tloop\n\tC:\n PLGI C 1\n\t\tloop\n Crash:\n\tDeath:\n TNT1 A 0\n stop\n }\n}\n\nACTOR WolfSkeleton 20504\n{\n\t-SOLID\n\tRadius 32\n\tHeight 32\n\t//$Category \"Dump3 KinsMap\"\n //$Title \"Wolf3D Skeleton\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBONE A -1\n\t\t\tStop\n\t}\n}\n\nACTOR KinsieKronos 20505\n{\n\t-SOLID\n\t+NOGRAVITY\n\t+FLOATBOB\n\tRadius 32\n\tHeight 32\n\t//$Category \"Dump3 KinsMap\"\n //$Title \"Kronos\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tKRON AB 15\n\t\t\tloop\n\t\tWeOut:\n\t\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\t\tTNT1 A 35\n\t\t\tTNT1 A 0 A_PlaySound(\"kinsie/kronos/laffitup\", CHAN_VOICE, 1.0, 0, ATTN_NONE)\n\t\t\tstop\n\t}\n}\n\n// Map21\n\nACTOR PurgSleep 27688\n{\n Radius 16\n Height 52\n scale 0.14\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n PGTI A -1\n Stop\n }\n}\n\n// Map25\n\nACTOR AmbDrone : DUMPNonSolidObject 17011\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 10 A_PlaySound(\"Ambient/Drone\", 7, 0.3, 1, 2.5)\n Loop\n }\n}\n\nACTOR AmbGoo : DUMPNonSolidObject 17012\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 10 A_PlaySound(\"Ambient/Goo\", 7, 0.3, 1, 2.5)\n Loop\n }\n}\n\nACTOR Neurtoxinvent 17013\n{\n Radius 16\n Height 64\n +NOGRAVITY\n +SPAWNCEILING\n States\n {\n Spawn:\n NTXN A 1\n Loop\n Gas:\n\tNTXN BCDEF 3 Bright\n GasLoop:\n NTXN GHIJKL 3 Bright\n\tLoop\n }\n}\n\n// Map27\n// Original Made by Untrustable made as a simple enemy this time.\nACTOR AdolfHitler : Zombieman 24503 // Heh, of all chances for this to be defined twice.\n{\n Health 2100\n Radius 28\n +BOSSDEATH\n SeeSound \"Hitler/Active\"\n DeathSound \"Hitler/Death1\"\n PainSound \"Hitler/Shout\"\n AttackSound \"Hitler/Attack\"\n Obituary \"%o was killed by Adolf Hitler.\"\n HitObituary \"%o was Killed by Adold Hitler.\"\n States\n {\n Spawn:\n HTLR A 10 A_Look\n Loop\n See:\n HTLR ABCD 3 A_Chase\n Loop\n Missile:\n HTLR E 20 Bright A_FaceTarget\n HTLR F 4 Bright A_SPosAttackUseAtkSound\n HTLR G 4 Bright A_SPosAttackUseAtkSound\n HTLR A 1 Bright A_SpidRefire\n Goto See\n Pain:\n HTLR H 10 A_Pain\n Goto See\n Death:\n HTLR H 0 A_PlaySoundEx(\"Hitler/Death1\", \"Body\")\n HTLR I 32\n HTLR J 32\n HTLR K 6\n HTLR L 6 A_Fall\n HTLR MNO 6 A_NoBlocking\n HTLR P -1 A_BossDeath\n Stop\n }\n}\n\n// Map38\nACTOR DUMPTD_BuildRingSpawner : CustomInventory\n{\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 0, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 1, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 2, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 3, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 4, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 5, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 6, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 7, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 8, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 9, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 10, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 11, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 12, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 13, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 14, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 15, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 16, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 17, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 18, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 19, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 20, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 21, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 22, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 23, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 24, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 25, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 26, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 27, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 28, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 29, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 30, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 31, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 32, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 33, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 34, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 35, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 36, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 37, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 38, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 39, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 40, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 41, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 42, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 43, SXF_NOCHECKPOSITION )\n\t\t\tTNT1 A 0 A_SpawnItemEx( \"DUMPTD_BuildParticle\", ( radius + 8 ) * 1.2, 0, 0, 0, 0, 3.4, 8 * 44, SXF_NOCHECKPOSITION )\n\t\t\tStop\n\t}\n}\n\nACTOR DUMPTD_BuildParticle\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tRadius 2\n\tHeight 4\n\tXScale 1.2\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tIFOG C 15 Bright\n\t\t\tIFOG C 1 A_FadeOut( 0.11 )\n\t\t\tWait\n\t}\n}\n\nACTOR DUMPTD_TowerFlagSetter : CustomInventory\n{\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ChangeFlag( \"MISSILEMORE\", true )\n\t\t\tTNT1 A 0 A_ChangeFlag( \"MISSILEEVENMORE\", true )\n\t\t\tTNT1 A 0 A_ChangeFlag( \"NEVERRESPAWN\", true )\n\t\t\tTNT1 A 0 A_ChangeFlag( \"ALWAYSFAST\", true )\n\t\t\tStop\n\t}\n}\n\nACTOR DUMPTD_StillMonsterRemover : CustomInventory\n{\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways( \"Still Monster Remover\" )\n\t\t\tStop\n\t}\n}\n\n// Map40\n\nACTOR HellGrowth 12367\n{\n MONSTER\n Radius 16\n Height 56\n Health 50\n Mass 0x7fffffff\n PainChance 256\n +SOLID\n +SHOOTABLE\n BloodColor DarkGreen\n ActiveSound \"PoisonShroomPain\"\n PainSound \"PoisonShroomPain\"\n DeathSound \"skeleton/death\"\n States\n {\n Spawn:\n HTRE A 1 A_Look\n Loop\n See:\n HTRE A 8 A_Chase(\"\", \"\", CHF_DONTMOVE)\n\tLoop\n Pain:\n HTRE A 4 A_Pain\n\tGoto See\n Death:\n HTRE B 0 A_Scream\n\tHTRE B 0 A_Fall\n\tHTRE B 15 A_SpawnItem(\"HellGrowthExplosion\", 0, 28)\n\tHTRE B -1 A_SpawnItem(\"PoisonCloud\", 0, 28)\n\tStop\n }\n}\n\nactor HellGrowthExplosion\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Add\n Alpha 0.4\n States\n {\n Spawn:\n HECF CDE 5 Bright\n\tStop\n }\n}\n\nActor NTreeDead1 12368\n{\nRadius 13\nHeight 160\n+SOLID\nStates\n{\nSpawn:\n\tNTRE A -1\n\tStop\n}\n}\n\nActor NTreeDead2 12369\n{\nRadius 13\nHeight 160\n+SOLID\nStates\n{\nSpawn:\n\tNTRE B -1\n\tStop\n}\n}\n\nActor NTreeSwamp1 12370\n{\nRadius 13\nHeight 140\n+SOLID\nStates\n{\nSpawn:\n\tNTRE C -1\n\tStop\n}\n}\n\nActor NTreeSwamp2 12371\n{\nRadius 10\nHeight 120\n+SOLID\nStates\n{\nSpawn:\n\tNTRE D -1\n\tStop\n}\n}\n\nActor NSwampLog 12372\n{\nRadius 12\nHeight 17\n+SOLID\nStates\n{\nSpawn:\n\tNTRE E -1\n\tStop\n}\n}\n\nActor NSwampStump 12373\n{\nRadius 12\nHeight 20\n+SOLID\nStates\n{\nSpawn:\n\tNTRE F -1\n\tStop\n}\n}\n\nActor NSwampRoot 12374\n{\nRadius 10\nHeight 20\n+SOLID\nStates\n{\nSpawn:\n\tNTRE G -1\n\tStop\n}\n}\n\nACTOR ChestSkewered1 12540\n{\n Radius 16\n Height 64\n +SOLID\n States\n {\n Spawn:\n POLC A -1\n Stop\n }\n}\n\nACTOR ChestSkewered2 12541\n{\n Radius 16\n Height 64\n +SOLID\n States\n {\n Spawn:\n POLC B -1\n Stop\n }\n}\n\nACTOR ChestSkewered3 12542\n{\n Radius 16\n Height 64\n +SOLID\n States\n {\n Spawn:\n POLC C -1\n Stop\n }\n}\n\n//Chaingunner Head\nACTOR ImpalingSpike2 5121\n{\n Radius 16\n Height 56\n +SOLID\n States\n {\n Spawn:\n POL8 A -1\n Stop\n }\n}\n\n//Zombieman Head\nACTOR ImpalingSpike3 5122\n{\n Radius 16\n Height 56\n +SOLID\n States\n {\n Spawn:\n POL9 A -1\n Stop\n }\n}\n\n//Doomguy Head\nACTOR ImpalingSpike4 5320\n{\n Radius 16\n Height 56\n +SOLID\n States\n {\n Spawn:\n POLA A -1\n Stop\n }\n}\n\n//3 Doomguy Heads, Short\nACTOR ImpalingSpike6 5322\n{\n Radius 16\n Height 48\n +SOLID\n States\n {\n Spawn:\n POLC A -1\n Stop\n }\n}\n\n//Doomguy torso, one arm\nACTOR ImpalingSpike7 5323\n{\n Radius 16\n Height 64\n +SOLID\n States\n {\n Spawn:\n POLD A -1\n Stop\n }\n}\n\n//Doomguy skewered, twitching\nACTOR ImpalingSpike9 5325\n{\n Radius 16\n Height 64\n +SOLID\n States\n {\n Spawn:\n POLF A 6\n POLF B 8\n Loop\n }\n}\n\n//Doomguy skewered, long arm\nACTOR ImpalingSpike10 5326\n{\n Radius 16\n Height 64\n +SOLID\n States\n {\n Spawn:\n POLG A -1\n Stop\n }\n}\n\n//Pool of Blood with Marine Helmet\nACTOR MarineHelmetGibs 5328\n{\n Radius 20\n Height 4\n +NOBLOCKMAP\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n GIB1 A -1\n Stop\n }\n}\n\n//Place the RainDropSpawner on your map, and use values set on the specials tab to modify it\n\n// The first argument controls it's area. 128, for example makes it a 256x256\n// square or 256-radius circle (See fourth argument)\n\n// The second argument controls it's frequency. The lower the number, the\n// heavier the rainfall\n\n// The third argument controls whether or not it plays it's ambient sound. 0\n// will play the sound, 1 will not\n\n// The fourth argument controls the area type. 0 is a square, 1 is a circle\n\nActor RainSpawner 13000\n{\n Radius 1\n Height 1\n +NoClip\n +ClientSideOnly\n +SpawnCeiling\n +NoGravity\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(Args[2] > 0, \"NoSound\")\n TNT1 A 0 A_JumpIf(Args[3] > 0, \"Circle\")\n TNT1 A 0 A_PlaySoundEx(\"Ambient/Rain\", \"SoundSlot7\", 1)\n TNT1 A 1 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -5, 0, 0, 0, 0, Args[1])\n Loop\n Circle:\n TNT1 A 1 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -5, 0, 0, 0, Random(0, 360), Args[1])\n NoSound:\n TNT1 A 0 A_Jumpif(Args[3] > 0, \"NoSoundCircle\")\n TNT1 A 1 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -5, 0, 0, 0, 0, Args[1])\n Loop\n NoSoundCircle:\n TNT1 A 1 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -5, 0, 0, 0, Random(0, 360), Args[1])\n Loop\n }\n}\n\nActor RainDrop\n{\n +Missile\n +NoBlockMap\n -NoGravity\n Height 2\n Radius 2\n Renderstyle Translucent\n Alpha 0.6\n XScale 1.5\n YScale 3.0\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"S_CheckSkyCeiling\", 0), 1)\n\tGoto Remove\n\tRNDR A 1\n Loop\n Death:\n TNT1 A 1\n\t//RNDR A 0 A_SetScale(1.0)\n\t//RNDR BCDEFGH 3 A_FadeOut(0.1)\n Stop\n Remove:\n TNT1 A 1\n\tStop\n }\n}\n\n// Map46\n\nactor hellbrostatue1 301\n{\nradius 24\nheight 64\n\nrenderstyle translucent\nscale 1.0\nalpha 1.0\n\n+shootable\n+solid\n+notautoaimed\n+nodamage\n+noblood\n+nodamagethrust\n\nstates\n{\nspawn:\n\thbro a -1\n\tstop\n}\n}\n\nactor hellbrostatue2 : hellbrostatue1 302\n{\nstates\n{\nspawn:\n\thbro b -1\n\tstop\n}\n}\n\nactor hellbrostatue3 : hellbrostatue1 303\n{\nstates\n{\nspawn:\n\thbro c -1\n\tstop\n}\n}\n\n// Map50\nACTOR GreenTreeSmall : BigTree 15001\n{\n Radius 32\n Height 54\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n GTSM A -1\n Stop\n }\n}\nACTOR GreenTreeBig : BigTree 15002\n{\n Radius 32\n Height 108\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n GTBG A -1\n Stop\n }\n}\nACTOR CactusSmall : BigTree 15003\n{\n Radius 32\n Height 54\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n CASM A -1\n Stop\n }\n}\nACTOR CactusBig : BigTree 15004\n{\n Radius 32\n Height 108\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n CABG A -1\n Stop\n }\n}\nACTOR DesertSkull : BigTree 15005\n{\n Radius 32\n Height 32\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n DTSK A -1\n Stop\n }\n}\n\n// Map70\nACTOR QuakeEnforcerLaser\n{\n\tRadius 16\n\tHeight 8\n\tScale .125\n\tSpeed 80\n\tDamage (15)\n\tProjectile\n\tDecal QuakeLaserScorch\n\tSeeSound \"quake/laserfire\"\n\tDeathSound \"quake/laserdie\"\n\tObituary \"%o was blasted.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tQLSR A 1 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tQLSR A 1 Bright\n\t\t\tStop\n\t}\n}\n\nACTOR QuakeRune : FakeInventory 444\n{\n\t//$sprite QRN1A1\n\t//$Title \"Rune of Earth Magic\"\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"quake/keys/rune\"\n\t//+Inventory.NoScreenFlash\n\t+Inventory.NeverRespawn\n\t+Inventory.AlwaysPickup\n\t+NoGravity\n\t+FloatBob\n\tRadius 8\n\tHeight 32\n\tScale .25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tQRN1 A 1 A_SetAngle(angle+8)\n\t\t\tLoop\n\t}\n}\n\nACTOR QuakeLightningSpawner 445\n{\n\t//$sprite CELPA0\n\t//$Title \"Chthon Lightning Spawner\"\n\t+NoGravity\n\t+NoBlockMap\n\t+Invisible\n\tRadius 16\n\tHeight 16\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCELL A 1\n\t\t\tLoop\n\t\tFire:\n\t\t\tCELP A 7 A_CustomRailgun(15, 0, \"E0FFFF\", \"FFFFFF\", RGF_SILENT|RGF_FULLBRIGHT, 0, 256, \"LightningPuff\", 1.0, 1.0, 432.0, 35)\n\t\t\tLoop\n\t}\n}\n\nACTOR LightningPuff : BulletPuff\n{\n\tDamageType Electric\n}\n\nACTOR QuakeBossExplosion : Rocket\n{\n\tDeathSound \"weapons/rocklx\"\n\t//Scale 4.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMISL B 10 NoDelay A_Scream\n\t\t\tMISL CD 10 Bright\n\t\t\tStop\n\t}\n}\n\nACTOR QuakeBossGiblet\n{\n\tScale 3.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPOSS NOPQRST 5\n\t\t\tPOSS U 525\n\t\tFadeOut:\n\t\t\tPOSS U 1 A_FadeOut(0.01)\n\t\t\tLoop\n\t}\n}\n\nACTOR ShootableSensor 446\n{\n\t+Shootable\n\t+NoGravity\n\t+Invisible\n\tHealth 1\n\tRadius 16\n\tHeight 8\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSSWV A -1\n\t\t\tStop\n\t\tDeath:\n\t\t\tSSWV A 1\n\t\t\tStop\n\t}\n}\n\nACTOR QuakeTorch 447\n{\n\t//$sprite QTORA1\n\t//$Title \"Quake Torch\"\n\t+NoGravity\n\t+FixMapThingPos\n\tRadius 5\n\tHeight 43\n\tScale .333333\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tQTOR ABCDEF 4 bright\n\t\t\tLoop\n\t}\n}\n\nACTOR QuakeParticle\n{\n\tRadius 0.5\n\tHeight 1\n\tGravity 0.05\n\tvar int user_die;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tQPRT A 0 NoDelay A_SetUserVar(\"user_die\", 7 + random(0, 5)) // p->die = cl.time + 0.2 + (rand()&7) * 0.02;\n\t\t\tQPRT A 0 A_Jump(256, \"Color7\", \"Color8\", \"Color9\", \"ColorA\", \"ColorB\", \"ColorC\", \"ColorD\", \"ColorE\") // p->color = 7 + (rand()&7);\n\t\tColor7:\n\t\t\tQPRT A 0\n\t\t\tgoto Idle\n\t\tColor8:\n\t\t\tQPRT B 0\n\t\t\tgoto Idle\n\t\tColor9:\n\t\t\tQPRT C 0\n\t\t\tgoto Idle\n\t\tColorA:\n\t\t\tQPRT D 0\n\t\t\tgoto Idle\n\t\tColorB:\n\t\t\tQPRT E 0\n\t\t\tgoto Idle\n\t\tColorC:\n\t\t\tQPRT F 0\n\t\t\tgoto Idle\n\t\tColorD:\n\t\t\tQPRT G 0\n\t\t\tgoto Idle\n\t\tColorE:\n\t\t\tQPRT H 0\n\t\t\tgoto Idle\n\t\tIdle:\n\t\t\t\"----\" A 1 A_SetUserVar(\"user_die\", user_die-1)\n\t\t\t\"----\" A 0 A_JumpIf(user_die == 0, \"Die\")\n\t\t\tloop\n\t\tDie:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nactor Benellus1 31184\n{\n Radius 32\n Height 76\n Scale 1.25\n Floatspeed 8\n Speed 0\n Mass 0x7FFFFFFF\n Health 2500\n MinMissileChance 128\n PainChance 0\n MONSTER\n +LOOKALLAROUND\n +FLOORCLIP\n +NOGRAVITY\n +FLOAT\n +FLOATBOB\n +MISSILEMORE\n +MISSILEEVENMORE\n +BOSS\n +NORADIUSDMG\n +THRUSPECIES\n +NOICEDEATH\n RadiusDamageFactor 0.25\n BloodColor \"Red\"\n Species \"Monster\"\n Obituary \"%o knelt to Benellus, the God of Shotguns.\"\n States\n {\n Spawn:\n BENE ABCD 3 A_Look\n Loop\n See:\n BENE ABCD 3 A_Chase\n loop\n Missile:\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n Missile1:\n TNT1 A 0 A_CustomMissile(\"ShellProjectile1\",64,0,0 - 12.0) // One\n TNT1 A 0 A_CustomMissile(\"ShellProjectile1\",64,0,0 + 12.0) // One\n TNT1 A 0 A_CustomMissile(\"ShellProjectile1Pink\",64,0,0 - 64.0) // One\n TNT1 A 0 A_CustomMissile(\"ShellProjectile1Pink\",64,0,0 + 64.0) // One\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE L 3 Bright\n BENE A 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2\",64,0,2 - 12.0) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2\",64,0,-2 - 12.0) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2\",64,0,2 + 12.0) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2\",64,0,-2 + 12.0) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2Pink\",64,0,2 - 64.0) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2Pink\",64,0,-2 - 64.0) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2Pink\",64,0,2 + 64.0) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2Pink\",64,0,-2 + 64.0) // Two\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE K 3 Bright\n BENE B 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,4 - 12.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,0 - 12.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,-4 - 12.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,4 + 12.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,0 + 12.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,-4 + 12.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,4 - 64.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,0 - 64.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,-4 - 64.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,4 + 64.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,0 + 64.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,-4 + 64.0) // Three\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE J 3 Bright\n BENE C 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,6 - 12.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,2 - 12.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,-2 - 12.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,-6 - 12.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,6 + 12.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,2 + 12.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,-2 + 12.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,-6 + 12.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,6 - 64.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,2 - 64.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,-2 - 64.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,-6 - 64.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,6 + 64.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,2 + 64.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,-2 + 64.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,-6 + 64.0) // Four\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE G 3 Bright\n BENE D 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,8 - 12.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,4 - 12.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,0 - 12.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,-4 - 12.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,-8 - 12.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,8 + 12.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,4 + 12.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,0 + 12.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,-4 + 12.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,-8 + 12.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,8 - 64.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,4 - 64.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,0 - 64.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,-4 - 64.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,-8 - 64.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,8 + 64.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,4 + 64.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,0 + 64.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,-4 + 64.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,-8 + 64.0) // Five\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE F 3 Bright\n TNT1 A 0 A_PlaySound(\"benellus/pump1\",7)\n BENE ABCD 3\n //TNT1 A 0 A_SpidReFire\n\n TNT1 A 0 A_CustomMissile(\"ShellProjectile1\",64,0,0) // One\n TNT1 A 0 A_CustomMissile(\"ShellProjectile1\",64,0,0 - 40.0) // One\n TNT1 A 0 A_CustomMissile(\"ShellProjectile1\",64,0,0 + 40.0) // One\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE L 3 Bright\n BENE A 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2\",64,0,2) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2\",64,0,-2) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2Pink\",64,0,2 - 40.0) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2Pink\",64,0,-2 - 40.0) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2Pink\",64,0,2 + 40.0) // Two\n TNT1 A 0 A_CustomMissile(\"ShellProjectile2Pink\",64,0,-2 + 40.0) // Two\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE K 3 Bright\n BENE B 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,4) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,-4) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,4 - 40.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,0 - 40.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,-4 - 40.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,4 + 40.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,0 + 40.0) // Three\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Pink\",64,0,-4 + 40.0) // Three\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE J 3 Bright\n BENE C 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,6) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,2) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,-2) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,-6) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,6 - 40.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,2 - 40.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,-2 - 40.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,-6 - 40.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,6 + 40.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,2 + 40.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,-2 + 40.0) // Four\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Pink\",64,0,-6 + 40.0) // Four\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE G 3 Bright\n BENE D 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,8) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,4) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,-4) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,-8) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,8 - 40.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,4 - 40.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,0 - 40.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,-4 - 40.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,-8 - 40.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,8 + 40.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,4 + 40.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,0 + 40.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,-4 + 40.0) // Five\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Pink\",64,0,-8 + 40.0) // Five\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE F 3 Bright\n TNT1 A 0 A_PlaySound(\"benellus/pump1\",7)\n BENE ABCD 3\n TNT1 A 0 A_SpidReFire\n goto Missile1\n Death:\n TNT1 A 0 A_SpawnItemEx(\"Benellus2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_PlaySoundEx(\"benellus/death1\",\"soundslot5\",0,2)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Shell\",0,0,frandom(32,76),frandom(-10,10),frandom(-10,10),frandom(1,10),0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Shell\",0,0,frandom(32,76),frandom(-10,10),frandom(-10,10),frandom(1,10),0,SXF_NOCHECKPOSITION,0)\n BENE A 1 A_NoBlocking\n stop\n }\n}\n\nactor ShellProjectile1 : FastProjectile\n{\n Radius 2\n Height 2\n Speed 35\n Damage (random(1,5))\n Scale 0.8\n Projectile\n +RANDOMIZE\n States\n {\n Spawn:\n TNT1 A 0 A_Jump(255,\"Spawn1\",1,2,3,4,5,6)\n TNT1 A 1\n loop\n Spawn1:\n SHLP ABCDEFG 1 Bright\n Loop\n Death:\n TNT1 A 0 A_SetScale(0.9,0.9)\n BAL1 CDE 3 Bright\n Stop\n }\n}\n\nactor ShellProjectile1Pink : ShellProjectile1 { Translation \"176:191=16:31\", \"47:47=36:36\" }\nactor ShellProjectile2 : ShellProjectile1 { Speed 32 }\nactor ShellProjectile2Pink : ShellProjectile2 { Translation \"176:191=16:31\", \"47:47=36:36\" }\nactor ShellProjectile3 : ShellProjectile1 { Speed 29 }\nactor ShellProjectile3Pink : ShellProjectile3 { Translation \"176:191=16:31\", \"47:47=36:36\" }\nactor ShellProjectile4 : ShellProjectile1 { Speed 26 }\nactor ShellProjectile4Pink : ShellProjectile4 { Translation \"176:191=16:31\", \"47:47=36:36\" }\nactor ShellProjectile5 : ShellProjectile1 { Speed 23 }\nactor ShellProjectile5Pink : ShellProjectile5 { Translation \"176:191=16:31\", \"47:47=36:36\" }\n\nactor Benellus2 31185\n{\n Radius 32\n Height 76\n Scale 1.25\n Floatspeed 8\n Speed 0\n Mass 0x7FFFFFFF\n Health 2500\n PainChance 0\n MONSTER\n +LOOKALLAROUND\n +FLOORCLIP\n +NOGRAVITY\n +FLOAT\n +FLOATBOB\n +MISSILEMORE\n +MISSILEEVENMORE\n +BOSS\n +NORADIUSDMG\n +THRUSPECIES\n +NOICEDEATH\n RadiusDamageFactor 0.25\n BloodColor \"Red\"\n Species \"Monster\"\n Obituary \"%o knelt before Benellus, the God of Shotguns.\"\n States\n {\n Spawn:\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n Spawn0:\n BENE A 1\n TNT1 A 0 A_SpawnItemEx(\"ShotgunShooter1\",32,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0,4132)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunShooter1\",32,0,8,0,0,0,90,SXF_NOCHECKPOSITION,0,4132)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunShooter1\",32,0,8,0,0,0,180,SXF_NOCHECKPOSITION,0,4132)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunShooter1\",32,0,8,0,0,0,270,SXF_NOCHECKPOSITION,0,4132)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunShooter2\",32,0,40,0,0,0,0,SXF_NOCHECKPOSITION,0,4132)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunShooter2\",32,0,40,0,0,0,90,SXF_NOCHECKPOSITION,0,4132)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunShooter2\",32,0,40,0,0,0,180,SXF_NOCHECKPOSITION,0,4132)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunShooter2\",32,0,40,0,0,0,270,SXF_NOCHECKPOSITION,0,4132)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunShooter3\",64,0,128,0,0,0,0,SXF_NOCHECKPOSITION,0,4132)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunShooter3\",0,0,160,0,0,0,0,SXF_NOCHECKPOSITION,0,4132)\n TNT1 A 0 A_SpawnItemEx(\"ShotgunShooter3\",-64,0,128,0,0,0,0,SXF_NOCHECKPOSITION,0,4132)\n Spawn1:\n BENE ABCD 3 A_PlaySoundEx(\"benellus/fire2\",5)\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"Benellus3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_PlaySoundEx(\"benellus/death2\",\"soundslot5\",0,2)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Shell\",0,0,frandom(32,76),frandom(-10,10),frandom(-10,10),frandom(1,10),0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Shell\",0,0,frandom(32,76),frandom(-10,10),frandom(-10,10),frandom(1,10),0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 ACS_ExecuteAlways(2,0,0,0,0)\n TNT1 A 0 ACS_ExecuteAlways(4,0,0,0,0)\n BENE A 1 A_NoBlocking\n stop\n }\n}\n\nactor ShellProjectileFast : ShellProjectile1 { Scale 0.6 Speed 40 Translation \"176:191=160:167\", \"47:47=238:238\" }\nactor ShellProjectileFast2 : ShellProjectileFast { Translation \"176:191=112:127\", \"47:47=127:127\" }\n\nactor ShotgunShooter1\n{\n -SOLID\n +THRUACTORS\n //+FLOATBOB\n +NOGRAVITY\n Obituary \"%o knelt before Benellus, the God of Shotguns.\"\n States\n {\n Spawn:\n TNT1 A 0\n GSHT A 2 //A_Warp(AAPTR_NULL,0,4,0,4,WARPF_USECALLERANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n TNT1 A 0 //A_PlaySoundEx(\"benellus/fire2\",5)\n GSHT B 1 Bright A_CustomMissile(\"ShellProjectileFast\",6,0,0,CMF_AIMDIRECTION,0)\n GSHT A 1 A_SpawnItemEx(\"ShotgunShooter1\",0,1,0,0,0,0,-1,SXF_NOCHECKPOSITION,0,4132)\n stop\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor ShotgunShooter2\n{\n -SOLID\n +THRUACTORS\n //+FLOATBOB\n +NOGRAVITY\n Obituary \"%o knelt before Benellus, the God of Shotguns.\"\n States\n {\n Spawn:\n TNT1 A 0\n GSHT A 2 //A_Warp(AAPTR_NULL,0,4,0,4,WARPF_USECALLERANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n //TNT1 A 0 A_PlaySoundEx(\"benellus/fire2\",5) // Let's just have the sound playing four times instead of eight\n GSHT B 1 Bright A_CustomMissile(\"ShellProjectileFast2\",6,0,0,CMF_AIMDIRECTION,0)\n GSHT A 1 A_SpawnItemEx(\"ShotgunShooter2\",0,-1,0,0,0,0,1,SXF_NOCHECKPOSITION,0,4132)\n stop\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor ShotgunShooter3\n{\n Scale 2.0\n //Health 1000\n //Monster\n -SOLID\n +THRUACTORS\n +FLOATBOB\n +NOGRAVITY\n +LOOKALLAROUND\n +MISSILEMORE\n +MISSILEEVENMORE\n Speed 0\n Obituary \"%o knelt before Benellus, the God of Shotguns.\"\n States\n {\n Spawn:\n TNT1 A 0\n GSHT A 2 A_Look\n loop\n See:\n GSHT A 4 A_Chase\n loop\n Missile:\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"benellus/fire3\",5)\n TNT1 AAAAAAA 0 A_CustomMissile(\"ShellProjectile1Brown\",12,0,frandom(-18,18),0,0)\n GSHT B 5 Bright\n GSHT A 25\n goto See\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor ShellProjectile1Brown : ShellProjectile1 { Translation \"176:191=128:143\", \"47:47=151:151\" }\n\nactor Benellus3 31186\n{\n var int user_spread;\n Radius 32\n Height 76\n Scale 1.25\n Floatspeed 8\n Speed 0\n Mass 0x7FFFFFFF\n Health 2500\n PainChance 0\n MONSTER\n +LOOKALLAROUND\n +FLOORCLIP\n +NOGRAVITY\n +FLOAT\n +FLOATBOB\n +MISSILEMORE\n +MISSILEEVENMORE\n +BOSS\n +NORADIUSDMG\n +THRUSPECIES\n +NOICEDEATH\n RadiusDamageFactor 0.25\n BloodColor \"Red\"\n Species \"Monster\"\n Obituary \"%o knelt before Benellus, the God of Shotguns.\"\n States\n {\n Spawn:\n BENE ABCD 3 A_Look\n Loop\n See:\n BENE ABCD 3 A_Chase\n loop\n Missile:\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3\n BENE ABCD 3 A_SetUserVar(\"user_spread\",16)\n Missile2:\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,8 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,4 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Orange\",64,0,0 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,-4 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,-8 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,8 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,4 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Orange\",64,0,0 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,-4 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,-8 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,8)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,4)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,0)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,-4)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,-8)\n TNT1 A 0 A_SetUserVar(\"user_spread\",user_spread + 16.0)\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE L 3 Bright\n BENE A 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,8 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,4 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Orange\",64,0,0 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,-4 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,-8 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,8 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,4 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Orange\",64,0,0 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,-4 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,-8 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,8)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,4)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,0)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,-4)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,-8)\n TNT1 A 0 A_SetUserVar(\"user_spread\",user_spread + 16.0)\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE K 3 Bright\n BENE B 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,8 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,4 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Orange\",64,0,0 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,-4 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,-8 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,8 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,4 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Orange\",64,0,0 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,-4 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,-8 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,8)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,4)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,0)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,-4)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,-8)\n TNT1 A 0 A_SetUserVar(\"user_spread\",user_spread + 16.0)\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE J 3 Bright\n BENE C 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,8 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,4 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Orange\",64,0,0 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,-4 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,-8 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,8 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,4 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Orange\",64,0,0 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,-4 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,-8 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,8)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,4)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,0)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,-4)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,-8)\n TNT1 A 0 A_SetUserVar(\"user_spread\",user_spread + 16.0)\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE G 3 Bright\n BENE D 3\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,8 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,4 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Orange\",64,0,0 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,-4 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,-8 - user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,8 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,4 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3Orange\",64,0,0 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4Orange\",64,0,-4 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Orange\",64,0,-8 + user_spread)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,8)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,4)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile3\",64,0,0)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile4\",64,0,-4)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5\",64,0,-8)\n TNT1 A 0 A_SetUserVar(\"user_spread\",user_spread + 16.0)\n TNT1 A 0 A_PlaySound(\"benellus/fire1\",6)\n BENE F 3 Bright\n TNT1 A 0 A_PlaySound(\"benellus/pump1\",7)\n BENE ABCD 3 A_SetUserVar(\"user_spread\",16)\n TNT1 A 0 A_SpidRefire\n loop\n Death:\n TNT1 A 0 ACS_ExecuteAlways(2,0,0,0,0)\n TNT1 A 0 A_PlaySoundEx(\"benellus/death4\",\"soundslot6\",0,2)\n\t BENE DDDDDDDDDDDDDDDDDDDD 1 A_SpawnitemEx(\"Shotgun\",random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80))\n\t BENE DDDDDDDDDDDDDDDDDDDD 1 A_SpawnitemEx(\"Shotgun\",random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80))\n\t BENE DDDDDDDDDDDDDDDDDDDD 1 A_SpawnitemEx(\"Shotgun\",random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80))\n\t BENE D 8 Radius_Quake(40,60,0,40,0)\n\t BENE DDDDDDDDDDDDDDDDDDDD 1 A_SpawnitemEx(\"Shotgun\",random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80),random(-80,80))\n\t BENE D 3 A_SetTranslucent(0.85)\n\t BENE D 3 A_SetTranslucent(0.75)\n\t BENE D 3 A_SetTranslucent(0.6)\n\t BENE D 3 A_SetTranslucent(0.5)\n\t BENE D 3 A_SetTranslucent(0.35)\n\t BENE D 3 A_SetTranslucent(0.25)\n TNT1 A 0 A_PlaySoundEx(\"benellus/death3\",\"soundslot5\",0,2)\n\t BENE D 3 A_SetTranslucent(0.1)\n TNT1 A 0 A_NoBlocking\n TNT1 A 80\n TNT1 A 0 ACS_ExecuteAlways(5,0,0,0,0)\n\t Stop\n }\n}\n\nactor ShellProjectile3Orange : ShellProjectile3 { Translation \"176:191=208:223\", \"47:47=234:234\" }\nactor ShellProjectile4Orange : ShellProjectile4 { Translation \"176:191=208:223\", \"47:47=234:234\" }\nactor ShellProjectile5Orange : ShellProjectile5 { Translation \"176:191=208:223\", \"47:47=234:234\" }\n\nactor ShotgunShooter4\n{\n -SOLID\n +THRUACTORS\n //+FLOATBOB\n +NOGRAVITY\n Obituary \"%o knelt before Benellus, the God of Shotguns.\"\n States\n {\n Spawn:\n TNT1 A 0\n GSHT A 2 A_Look\n loop\n See:\n GSHT A 1 A_Chase\n loop\n Missile:\n TNT1 A 0\n GSHT A 2 A_FaceTarget\n TNT1 A 0 A_PlaySoundEx(\"benellus/fire2\",5)\n GSHT B 1 Bright A_CustomMissile(\"ShellProjectileFastBlue\",6,0,0,0,0)\n TNT1 A 0 A_SpidRefire\n loop\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor ShellProjectileFastBlue : ShellProjectile1 { Scale 0.6 Speed 40 Translation \"176:191=192:207\", \"47:47=240:240\" }\n\nactor ShotgunWalkingShooter\n{\n Radius 2\n Height 3\n //Health 1000\n //Monster\n -SOLID\n +THRUACTORS\n +LOOKALLAROUND\n +MISSILEMORE\n +MISSILEEVENMORE\n MinMissileChance 64\n Speed 8\n Obituary \"%o knelt before Benellus, the God of Shotguns.\"\n States\n {\n Spawn:\n TNT1 A 0\n KAMK A 35 Bright\n Spawn1:\n KAMK A 2 Bright A_Look\n loop\n See:\n KAMK ABCD 2 Bright A_Chase\n loop\n Missile:\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"benellus/fire4\",5)\n TNT1 A 0 A_CustomMissile(\"ShellProjectile5Grey\",10,0,0,0,0)\n KAMK ABCD 2 Bright A_Chase(\"\",\"\")\n TNT1 A 0 A_PlaySound(\"benellus/pump2\",6)\n KAMK ABCD 2 Bright A_Chase(\"\",\"\")\n KAMK ABCD 2 Bright A_Chase(\"\",\"\")\n goto See\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor ShellProjectile5Grey : ShellProjectile5 { Scale 1.0 Translation \"176:191=80:111\", \"47:47=111:111\" }"
},
{
"source": "pk3",
"name": "sndinfo.txt",
"contents": "// HUB\n\nAmbient/BenellusDrone BENEAMB\nAmbient/BenellusShells BENEAMB2\nAmbient/Quakewind WIND2\n\njump/pod JUMPPOD // Taken from Painkiller\n\n// Map11\n\ndoors/small_metal_open\t\tdsdrsmto\ndoors/small_metal_close\t\tdsdrsmtc\n\ndoors/large_wood_open\t\tdsdrlwud\ndoors/large_wood_close\t\tdsdrlwud\n\ndoors/small_wood_open\t\tdsdrswud\ndoors/small_wood_close\t\tdsdrswud\n\n// Map12\nworld/eng1 enginit\nworld/eng2 engloop\n\n// Map15\n\nkinsie/gibcomp\t\t\tgibcomp\nkinsie/gibglass\t\t\tgibglas\nkinsie/gibseat\t\t\tgibseat\nkinsie/gibplant\t\t\tgibplant\n\nkinsie/elevator/doormove\tliftdor1\nkinsie/elevator/doorstop\tliftdor2\n\nkinsie/elevator/teleport\tkinslift\n\nkinsie/kronos/laffitup\t\tlaff\n\nkinsie/doom4gib\t\t\td4gib1\n\n// Map20\n D_DEAD2\t\tD_DEAD2\n\n\t$ambient 1 D_DEAD2 point 0.5 continuous 10.0\n\n\t$ambient 2 D_DEAD2 point 2 continuous 2.0\n\n// Map24\n// Ambient Sounds\nWindAmbience WIND2\n$AMBIENT 1 WindAmbience POINT CONTINUOUS 0.5\n\nAlarmSound AGITATIN\n$AMBIENT 2 AlarmSound POINT CONTINUOUS 0.5\n\nBGsiren SIREN\n$AMBIENT 3 BGsiren POINT CONTINUOUS 0.5\n\nMeatDump MEATDUMP\n$AMBIENT 4 MeatDump POINT CONTINUOUS 0.5\n\n// Map25\nAperture/Greet PRTLGRET\nAperture/Toxin PRTLTOXN\nAperture/Hey PRTLHEY\nAmbient/Drone AMBDRONE\nAmbient/Goo AMBGOO\n\n// Map27\nHitler/Active HIT1_ACT\nHitler/Death1 HIT1_DT1\nHitler/Shout HIT1_SCH\nHitler/Attack HIT1_ATT\n\n// Map40\nambient/rain\tambrain\nworld/thunder\tthndr1\n\ndoor1_start\t d1_start\ndoor1_mid d1_mid\ndoor1_end d1_end\n\nPoisonShroomPain stretch3\nPoisonShroomDeath puff1\n\n// Map60\n\n// (Made by NeuralStunner)\n\n// [NS] Switches\n\nNS/Switch/PullSwitch/On\t\t\t\t\t\"Sounds/map60/Switches/_Pull_Switch_Activate.ogg\"\nNS/Switch/PullSwitch/Off\t\t\t\t\"Sounds/map60/Switches/_Pull_Switch_Deactivate.ogg\"\n$PitchShift\tNS/Switch/PullSwitch/On\t\t\t2\n$PitchShift\tNS/Switch/PullSwitch/Off\t\t2\n\n// [NS] Key Panels\n\nNS/Switch/Keycard/On\t\t\t\t\t\"Sounds/map60/Switches/_Lock_Keycard_Open.ogg\"\nNS/Switch/Keycard/Off\t\t\t\t\tDSEMPTY\nNS/Switch/Skullkey/On\t\t\t\t\t\"Sounds/map60/Switches/_Lock_Skullkey_Open.ogg\"\nNS/Switch/Skullkey/Off\t\t\t\t\tDSEMPTY\n$PitchShift\tNS/Switch/Keycard/On\t\t\t0\n$PitchShift\tNS/Switch/Skullkey/On\t\t\t0\n\n// [NS] Doors\n\nNS/Door/Wooden/Open\t\t\t\t\t\t\"Sounds/map60/Doors/_Wooden_Normal_Open.ogg\"\nNS/Door/Wooden/Close\t\t\t\t\t\"Sounds/map60/Doors/_Wooden_Normal_Shut.ogg\"\nNS/Door/WoodenFast/Open\t\t\t\t\t\"Sounds/map60/Doors/_Wooden_Fast_Open.ogg\"\nNS/Door/WoodenFast/Close\t\t\t\t\"Sounds/map60/Doors/_Wooden_Fast_Shut.ogg\"\n$PitchShift\tNS/Door/Wooden/Open\t\t\t\t2\n$PitchShift\tNS/Door/Wooden/Close\t\t\t2\n$PitchShift\tNS/Door/WoodenFast/Open\t\t\t2\n$PitchShift\tNS/Door/WoodenFast/Close\t\t2\n\n// [NS] Plats\n\nNS/Plat/Metal/Start\t\t\t\t\t\t\"Sounds/map60/Plats/_Metal_Lift_Move.ogg\"\nNS/Plat/Metal/Stop\t\t\t\t\t\t\"Sounds/map60/Plats/_Metal_Lift_Stop.ogg\"\n$PitchShift\tNS/Plat/Metal/Start\t\t\t\t2\n$PitchShift\tNS/Plat/Metal/Stop\t\t\t\t2\n\n// [NS] Dualgate effects\n\nNS/Dualgate/Object/Out\t\t\t\t\t\"Sounds/map60/Dualgate/_Gate_Object_Out.ogg\"\nNS/Dualgate/Object/In\t\t\t\t\t\"Sounds/map60/Dualgate/_Gate_Object_In.ogg\"\nNS/Dualgate/Object/Self\t\t\t\t\t\"Sounds/map60/Dualgate/_Gate_Object_Self.ogg\"\n$Volume\tNS/Dualgate/Object/Out\t\t\t\t0.5\n$Volume\tNS/Dualgate/Object/In\t\t\t\t0.5\n$Volume\tNS/Dualgate/Object/Self\t\t\t\t0.5\n$PitchShift\tNS/Dualgate/Object/Out\t\t\t2\n$PitchShift\tNS/Dualgate/Object/In\t\t\t2\n$PitchShift\tNS/Dualgate/Object/Self\t\t\t2\n\n// map64\nENGIENOPE ENNOPE\n\n// Map70\nquake/secret\tSECRET\nquake/info\t\tTALK\nquake/null\t\tNULL\n\nquake/laserfire\tENFIRE\nquake/laserdie\tENFSTOP\n\nquake/doors/base/locked\t\tBASETRY\nquake/doors/base/unlocked\tBASEUSE\n\nquake/keys/rune\tRUNEKEY\n\nquake/doors/stone/move\tDOORMV1\nquake/doors/stone/stop\tDRCLOS4\n\nquake/doors/base/move\tHYDRO1\nquake/doors/base/stop\tHYDRO2\n\nquake/doors/chain/move\tSTNDR1\nquake/doors/chain/stop\tSTNDR2\n\nquake/doors/metal/move\tDDOOR1\nquake/doors/metal/stop\tDDOOR2\n\nquake/doors/stone/startsecret\tLATCH2\nquake/doors/stone/movesecret\tWINCH2\nquake/doors/stone/stopsecret\tDRCLOS4\n\nquake/doors/metal/startsecret\tAIRDOOR2\nquake/doors/metal/movesecret\tAIRDOOR1\nquake/doors/metal/stopsecret\tAIRDOOR2\n\nquake/doors/base/startsecret\tBASESEC2\nquake/doors/base/movesecret\t\tBASESEC1\nquake/doors/base/stopsecret\t\tBASESEC2\n\nquake/plats/base/move\tPLAT1\nquake/plats/base/stop\tPLAT2\n\nquake/plats/stone/move\tMEDPLAT1\nquake/plats/stone/stop\tMEDPLAT2\n\nquake/plats/train/move\tTRAIN1\nquake/plats/train/stop\tTRAIN2\n\nquake/buttons/steam\tAIRBUT1\nquake/buttons/wood\tSWITCH21\nquake/buttons/metal\tSWITCH02\nquake/buttons/inout\tSWITCH04\n\nquake/lightning\tPOWER\n\nquake/dog/sight\t\tDSIGHT\nquake/dog/active\tDOGIDLE\nquake/dog/pain\t\tDPAIN1\nquake/dog/death\t\tDDEATH\nquake/dog/attack\tDATTACK1\n\nquake/ambience/electricbuzz\tBUZZ1\nquake/ambience/computerbeep\tCOMP1\nquake/ambience/waterdrip\tDRIP1\nquake/ambience/surrealdrone\tDRONE6\nquake/ambience/firecrackle\tFIRE1\nquake/ambience/fanhum\t\tFL_HUM1\nquake/ambience/portalhum\tHUM1\nquake/ambience/windlight\tSUCK1\nquake/ambience/swamp1\t\tSWAMP1\nquake/ambience/swamp2\t\tSWAMP2\nquake/ambience/thunder\t\tTHUNDER1\nquake/ambience/waterflowing\tAMWATER1\nquake/ambience/windstrong\tWIND2\nquake/ambience/windchute\tWINDFLY\n\n$ambient 128 quake/ambience/electricbuzz point continuous 1.0\n$ambient 129 quake/ambience/computerbeep point continuous 1.0\n$ambient 130 quake/ambience/waterdrip point continuous 1.0\n$ambient 131 quake/ambience/surrealdrone point continuous 1.0\n$ambient 132 quake/ambience/firecrackle point continuous 1.0\n$ambient 133 quake/ambience/fanhum point continuous 1.0\n$ambient 134 quake/ambience/portalhum point continuous 1.0\n$ambient 135 quake/ambience/windlight point continuous 1.0\n$ambient 136 quake/ambience/swamp1 point continuous 1.0\n$ambient 137 quake/ambience/swamp2 point continuous 1.0\n$ambient 138 quake/ambience/thunder random 3.0 10.0 1.0\n$ambient 139 quake/ambience/waterflowing point continuous 1.0\n$ambient 140 quake/ambience/windstrong point continuous 1.0\n$ambient 141 quake/ambience/windchute point continuous 1.0\n\nquake/teleport1\tR_TELE1\nquake/teleport2\tR_TELE2\nquake/teleport3\tR_TELE3\nquake/teleport4\tR_TELE4\nquake/teleport5\tR_TELE5\n$random quake/teleport { quake/teleport1 quake/teleport2 quake/teleport3 quake/teleport4 quake/teleport5 }\n\n// Benellus\n\nbenellus/greeting BENEGRET // Taken from Painkiller\n\nbenellus/fight BENEFITE // Taken from Painkiller\nbenellus/death1 BENEDTH1 // Taken from Painkiller\nbenellus/death2 BENEDTH2 // Taken from Painkiller\nbenellus/death3 BENEDTH3 // Taken from Painkiller\nbenellus/death4 BENEDTH4 // Taken from Painkiller\n\n$random benellus/deathtaunt { dtaunt1 dtaunt2 dtaunt3 dtaunt4 dtaunt5 dtaunt6 dtaunt7 dtaunt8 dtaunt9 } // Taken from Painkiller\ndtaunt1 BENETNT1\ndtaunt2 BENETNT2\ndtaunt3 BENETNT3\ndtaunt4 BENETNT4\ndtaunt5 BENETNT5\ndtaunt6 BENETNT6\ndtaunt7 BENETNT7\ndtaunt8 BENETNT8\ndtaunt9 BENETNT9\n\nbenellus/fire1 BENEFIRE // Taken from FEAR\nbenellus/pump1 BENEPUMP // Taken from FEAR\nbenellus/fire2 BENEFIR2 // Edited from Postal 2\nbenellus/fire3 BENEFIR3 // Taken from Painkiller\nbenellus/fire4 BENEFIR4 // Taken from Fallout: New Vegas\nbenellus/pump2 BENEPMP2 // Taken from Lead 4 Dead 2\n\n$limit benellus/fire1 0\n$limit benellus/pump1 0\n$limit benellus/fire2 0\n$limit benellus/fire3 0\n$rolloff benellus/fire1 600 1800\n$rolloff benellus/pump1 600 1800\n$rolloff benellus/fire2 400 1600\n$rolloff benellus/fire3 600 1800"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "// Map13\n// =========================================\n\nPointlight OrangeSparkFlare\n{\n Color 0.8 0.4 0.0\n Size 12\n}\n\nObject SparkFlare_O1 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O2 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O3 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O4 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O5 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O6 { Frame SPKO { Light OrangeSparkFlare } }\n\n// MAP70\n// Normal\nbrightmap texture ARCH3\n{\n\tmap BARCH3\n}\n\nbrightmap texture BASEBTN1\n{\n\tmap BBASEBN1\n}\n\nbrightmap texture BASEBTN3\n{\n\tmap BBASEBN3\n}\n\nbrightmap texture QCEIL1_1\n{\n\tmap BQCLN1_1\n}\n\nbrightmap texture COMP1_6\n{\n\tmap BCOMP1_6\n}\n\nbrightmap texture DOPEFISH\n{\n\tmap BDOPEFSH\n}\n\nbrightmap texture EGYPT17\n{\n\tmap BEGYPT17\n}\n\nbrightmap texture HTEK04_2\n{\n\tmap BHTEK4_2\n}\n\nbrightmap texture KEY01_1\n{\n\tmap BKEY01_1\n}\n\nbrightmap texture KEY01_2\n{\n\tmap BKEY01_2\n}\n\nbrightmap texture KEY03_1\n{\n\tmap BKEY03_1\n}\n\nbrightmap texture KEY03_2\n{\n\tmap BKEY03_2\n}\n\nbrightmap texture MED3_0\n{\n\tmap BMED3_0\n}\n\nbrightmap texture MED3_1\n{\n\tmap BMED3_1\n}\n\nbrightmap texture METAL6_3\n{\n\tmap BMETL6_3\n}\n\nbrightmap texture METAL8_3\n{\n\tmap BMETL8_3\n}\n\nbrightmap texture METAL9_2\n{\n\tmap BMETL9_2\n}\n\nbrightmap texture MMIS1SID\n{\n\tmap BMMIS1SI\n}\n\nbrightmap texture MMIS2SID\n{\n\tmap BMMIS2SI\n}\n\nbrightmap texture NAIL1SID\n{\n\tmap BNAIL1SI\n}\n\nbrightmap texture NAIL1TOP\n{\n\tmap BNAIL1TO\n}\n\nbrightmap texture NAMES\n{\n\tmap BNAMES\n}\n\nbrightmap texture NUMBER1\n{\n\tmap BNUMBER1\n}\n\nbrightmap texture NUMBER2\n{\n\tmap BNUMBER2\n}\n\nbrightmap texture NUMBER3\n{\n\tmap BNUMBER3\n}\n\nbrightmap texture NUMBER4\n{\n\tmap BNUMBER4\n}\n\nbrightmap texture PLATBUT1\n{\n\tmap BPLTBTN1\n}\n\nbrightmap texture RAVEN\n{\n\tmap BRAVEN\n}\n\nbrightmap texture RUNE2_1\n{\n\tmap BRUNE2_1\n}\n\nbrightmap texture RUNE2_2\n{\n\tmap BRUNE2_2\n}\n\nbrightmap texture RUNE2_3\n{\n\tmap BRUNE2_3\n}\n\nbrightmap texture RUNE2_4\n{\n\tmap BRUNE2_4\n}\n\nbrightmap texture RUNE2_5\n{\n\tmap BRUNE2_5\n}\n\nbrightmap texture RUNE_A\n{\n\tmap BRUNE_A\n}\n\nbrightmap texture SFLOR4_4\n{\n\tmap BSFLR4_4\n}\n\nbrightmap texture SHOT1SID\n{\n\tmap BSHOT1SI\n}\n\nbrightmap texture SHOT1TOP\n{\n\tmap BSHOT1TO\n}\n\nbrightmap texture SLIP1\n{\n\tmap BSLIP1\n}\n\nbrightmap texture SLIP2\n{\n\tmap BSLIP2\n}\n\nbrightmap texture SLIPLITE\n{\n\tmap BSLIPLIT\n}\n\nbrightmap texture SLIPSIDE\n{\n\tmap BSLIPSID\n}\n\nbrightmap texture SWITCH_1\n{\n\tmap BSWTCH_1\n}\n\nbrightmap texture TECH03_2\n{\n\tmap BTCH03_2\n}\n\nbrightmap texture TECH06_2\n{\n\tmap BTCH06_2\n}\n\nbrightmap texture TLIGHT01\n{\n\tmap BTLGHT01\n}\n\nbrightmap texture TLIGHT02\n{\n\tmap BTLGHT02\n}\n\nbrightmap texture TLIGHT03\n{\n\tmap BTLGHT03\n}\n\nbrightmap texture TLIGHT07\n{\n\tmap BTLGHT07\n}\n\nbrightmap texture TLIGHT11\n{\n\tmap BTLGHT11\n}\n\nbrightmap texture Z_EXIT\n{\n\tmap BZ_EXIT\n}\n\n// Animated\nbrightmap texture 0BASEBTN\n{\n\tmap B0BASBTN\n}\n\nbrightmap texture 0SLIP\n{\n\tmap B0SLIP\n}\n\nbrightmap texture 0_BOXSID\n{\n\tmap B0BOXSID\n}\n\nbrightmap texture 0_BOXTOP\n{\n\tmap B0BOXTOP\n}\n\nbrightmap texture 0_LAVA0\n{\n\tmap B0LAVA0\n}\n\nbrightmap texture 0_LAVA0S\n{\n\tmap B0LAVA0S\n}\n\nbrightmap texture 0_LAVA1\n{\n\tmap B0LAVA1\n}\n\nbrightmap texture 0_LAVA1S\n{\n\tmap B0LAVA1S\n}\n\nbrightmap texture 0_MED100\n{\n\tmap B0MED100\n}\n\nbrightmap texture 0_MED25\n{\n\tmap B0MED25\n}\n\nbrightmap texture 0_MED25S\n{\n\tmap B0MED25S\n}\n\nbrightmap texture 1SLIP\n{\n\tmap B1SLIP\n}\n\nbrightmap texture 1_BOXSID\n{\n\tmap B1BOXSID\n}\n\nbrightmap texture 1_BOXTOP\n{\n\tmap B1BOXTOP\n}\n\nbrightmap texture 1_LAVA0\n{\n\tmap B1LAVA0\n}\n\nbrightmap texture 1_LAVA0S\n{\n\tmap B1LAVA0S\n}\n\nbrightmap texture 1_LAVA1\n{\n\tmap B1LAVA1\n}\n\nbrightmap texture 1_LAVA1S\n{\n\tmap B1LAVA1S\n}\n\nbrightmap texture 1_MED100\n{\n\tmap B1MED100\n}\n\nbrightmap texture 1_MED25\n{\n\tmap B1MED25\n}\n\nbrightmap texture 1_MED25S\n{\n\tmap B1MED25S\n}\n\nbrightmap texture 2SLIP\n{\n\tmap B2SLIP\n}\n\nbrightmap texture 2_LAVA0\n{\n\tmap B2LAVA0\n}\n\nbrightmap texture 2_LAVA0S\n{\n\tmap B2LAVA0S\n}\n\nbrightmap texture 2_LAVA1\n{\n\tmap B2LAVA1\n}\n\nbrightmap texture 2_LAVA1S\n{\n\tmap B2LAVA1S\n}\n\nbrightmap texture 2_MED100\n{\n\tmap B2MED100\n}\n\nbrightmap texture 2_MED25\n{\n\tmap B2MED25\n}\n\nbrightmap texture 3SLIP\n{\n\tmap B3SLIP\n}\n\nbrightmap texture 3_LAVA0\n{\n\tmap B3LAVA0\n}\n\nbrightmap texture 3_LAVA0S\n{\n\tmap B3LAVA0S\n}\n\nbrightmap texture 3_LAVA1\n{\n\tmap B3LAVA1\n}\n\nbrightmap texture 3_LAVA1S\n{\n\tmap B3LAVA1S\n}\n\nbrightmap texture 3_MED100\n{\n\tmap B3MED100\n}\n\nbrightmap texture 3_MED25\n{\n\tmap B3MED25\n}\n\nbrightmap texture 4SLIP\n{\n\tmap B4SLIP\n}\n\nbrightmap texture 5SLIP\n{\n\tmap B5SLIP\n}\n\nbrightmap texture 6SLIP\n{\n\tmap B6SLIP\n}\n\n// Liquids\nbrightmap texture QLAVA1\n{\n\tmap BQLAVA1\n}\n\nbrightmap texture QLAVA2\n{\n\tmap BQLAVA2\n}"
},
{
"source": "pk3",
"name": "Credits.txt",
"contents": "Titlepic by Kinsie\nTitlemusic from Gradius III\nWin music from Super Street Fighter II\n\nShell projectile sprites by Turbo\nBenellus sprites by CactusHege\nFlying shotgun sprites by Marrub\nWalking shotgun sprites by Marrub\n\nHUBMAP: The Church of Benellus\n---------------------------\nMapper: Sgt. Shivers\nMusic: Star Control 2 - Ur-Quan Theme\nTextures: cc4-tex\n\nMAP01: Check-In\n---------------------------\nMapper: unRyker\nMusic: Gammis of Lemonride - kattastrof\nTextures: Mechadon\n\nMAP02: Pissboy\n---------------------------\nMapper: Anonymous\nMusic: slamtilt - space5\nTextures: N/A\n\nMAP03: Simplicity is Golden\n---------------------------\nMapper: demo_the_man\nMusic: Rise of the Triad - Going Down the Fast Way\nTextures: N/A\n\nMAP04: Invitation to Destruction\n---------------------------\nMapper: Gardevoir\nMusic: Bobby Prince - Sign of Evil (SNES)\nTextures: Doom 1\n\nMAP05: SOLITARY\n---------------------------\nMapper: CJacobsSA\nMusic: Shinobi III - SOLITARY\nTextures: N/A\n\nMAP06: Ruins & Lava\n---------------------------\nMapper: VBob\nMusic: Castlevania Dracula X - Theme of Richter\nTextures: N/A\n\nMAP07: Bloodsport Canyon\n---------------------------\nMapper: Hoodoo456\nMusic: One Must Fall 2099 - 06-ARENA2\nTextures: The Mighty Pete\n\nMAP08: Nuclear Control Facilities\n---------------------------\nMapper: Titan314\nMusic: Bobby Prince - Unused Doom Music 20\nTextures: cc4-tex.wad\n\nMAP09: Mountain Temple\n---------------------------\nMapper: Project_ILE\nMusic: Shadow Warrior - Everybody Off\nTextures: N/A\n\nMAP10: Overflow\n---------------------------\nMapper: SpudTheRubbish\nMusic: Comix Zone - Episode 1, Page 1-1\nTextures: N/A\n\nMAP11: 'Venture into the Bouncy Castle\n---------------------------\nMapper: Beed28\nMusic: Andromeda - Jelly Vibes\nTextures: cc4-tex.wad, Heretic (Sky texture), Skillsaw (grass)\nSprites: Skillsaw (trees)\nSounds: Strife (doors)\n\nMAP12: The Crater\n---------------------------\nMapper: combatxtreme & Plutonic Overkill\nMusic: combatxtreme - Killing Floor\nTextures: cc4-tex, Doom Juan (sky)\n\nMAP13: The Fun Lab\n---------------------------\nMapper: TerminusEst13\nMusic: Crusader: No Remorse - Carnage and Mayhem\nTextures: cc4tex.wad\n\nMAP14: Durex Waste Disposal\n---------------------------\nMapper: Minimum Payne\nMusic: Contra III: The Alien Wars - Neo Kobe Steel Factory\nTextures: N/A\n\nMAP15: The Corporate Ladder\n---------------------------\nMapper: Kinsie\nMusic: Tim Follin - Stages 4 and 6 (from Time Trax (Beta)), Yuzo Koshiro - Revenge of Mr. X (from Streets of Rage 2)\nTextures: Jimmy Gnosis, Id Software, Raven Software, 3D Realms, Jimmy Paddock, Hellstorm Archon, MacPlay, Zero X Diamond,\n Laz Rojas, FuzzballFox, Enjay, Earthquake, CaptainToenail, Nick Baker, Engine Technology, EMAG Soft & Union Systems\nSounds: Id Software, Grey Matter Software, Ion Storm, Microsoft, Rareware\n\nMAP16: Regressive Experience\n---------------------------\nMapper: Dukka\nMusic: Microforce - zapultur\nTextures: N/A\n\nMAP17: Baby's First Map\n---------------------------\nMapper: Bobman23\nMusic: The Assassin - Hoise_2-34\nTextures: N/A\n\nMAP18: Research Facility\n---------------------------\nMapper: deathgod5309\nMusic: Virgill - crucifixon\nTextures: N/A\n\nMAP19: AMONG US\n---------------------------\nMapper: HumansAmongUs\nMusic: The REW - Rivendell\nTextures: N/A\n\nMAP20: The Darkness Beyond\n---------------------------\nMapper: KarolineDianne\nMusic: Doom 64\nTextures: N/A\n\nMAP21: Base Stimpack\n---------------------------\nMapper: charcola\nMusic: Purple Motion - Zak-zaka-zak-zak\nTextures: N/A\nSprites: Chaos Comics / Tom Colby (Purgatori)\n\nMAP22: Crunk Refinery\n---------------------------\nMapper: BobBarker\nMusic: KurtZ - ParanoiA\nTextures: N/A\n\nMAP23: 0-Pipe Gear\n---------------------------\nMapper: Toooooasty\nMusic: Unknown - hybrid.xm\nTextures: cc4-tex\n\nMAP24: Escape From Argent Prison\n---------------------------\nMapper: Lance Charleson\nMusic: Necros - Isotoxin\nTextures: cc4-tex\n\nMAP25: Live Fire Exorcise\n---------------------------\nMapper: Sgt. Shivers\nMusic: Duke Nukem 3D - Pissed Office Box\nTextures: Sgt. Shivers, Shadow Warrior\n\nMAP26: Attack First\n---------------------------\nMapper: simpletonnn\nMusic: Homestuck - Black\nTextures: cc4tex\n\nMAP27: Hitler's Prison\n---------------------------\nMapper: Luigi2600\nMusic: Jester / Sanity - molecule's revenge\nTextures: N/A\n\nMAP28: Tomb of Hectikhamen\n---------------------------\nMapper: Action Max\nMusic: Goldeneye 64 - Egypt\nTextures: Brotherhood of Ruin (textures), Scythe 2 (sky)\n\nMAP29: The Weed Number\n---------------------------\nMapper: AbyssWalker\nMusic: Castlevania: Dracula X - Den\nTextures: N/A\n\nMAP30: This Is Serious Mum\n---------------------------\nMapper: deathz0r\nMusic: Betrayer - B A T T E R Y\nTextures: cc4-tex\n\nMAP31: Not Another Tech Base\n---------------------------\nMapper: ArchXeno\nMusic: Petter Mårtensen - The Temple of Judgement\nTextures: N/A\n\nMAP32: Hydraulic Plant\n---------------------------\nMapper: SpiritOfDecay\nMusic: Theshooter7 - Into the Fire\nTextures: FuzzballFox, Enjay, EarthQuake, CaptainToenail\n\nMAP33: Janus\n---------------------------\nMapper: SoundofDoomDoors\nMusic: Helloween - Midnight Sun\nTextures: cc4-tex\n\nMAP34: Gamma Station Entrance\n---------------------------\nMapper: SMG_Marine\nMusic: Synthetic - 7th-miracle\nTextures: N/A\n\nMAP35: Realm of the Sempiternal Archvile\n---------------------------\nMapper: Darsycho\nMusic: madbrain - Pico song\nTextures: Cage\n\nMAP36: Judgement Day\n---------------------------\nMapper: Stale_Meat\nMusic: Terminator 2 - Stage 1\nTextures: cc4-tex\n\nMAP37: Complex Alive\n---------------------------\nMapper: Roxas\nMusic: Minomus - Quicksilver\nTextures: N/A\n\nMAP38: DUMP TD\n---------------------------\nMapper: Arctangent\nMusic: xaser - destiny's promise\nTextures: N/A\n\nMAP39: Dumping Ground\n---------------------------\nMapper: TotalInjury\nMusic: -sine/triad! - doom\nTextures: N/A\n\nMAP40: Mercury Rain\n---------------------------\nMapper: Jimmy\nMusic: Skaven - Mercury Rain\nTextures: Casali brothers, Raven Software, Valve Software, NiGHTMARE, Sam Woodman,\n rf`, Thomas van der Velden, Iikka Keranen, Adelusion, Johnathan Rimmer,\n Jimmy, FuzzballFox, Cage\nSprites: Captain Toenail, Skulltag, Gothic, Raven Software, AgentSpork\n\nMAP41: mapsterpiece\n---------------------------\nMapper: IdiotBitz\nMusic: Psycho - Backbeats Forever\nTextures: N/A\n\nMAP42: Tunnel Crates Rule!\n---------------------------\nMapper: Stale_Meat\nMusic: Jason Reichard\nTextures: cc4-tex\n\nMAP43: Cloverhouse\n---------------------------\nMapper: icept\nMusic: Electric Six - Danger High Voltage\nTextures: N/A\n\nMAP44: Generic UAC Outpost\n---------------------------\nMapper: Anonymous\nMusic: Necros - Crew Communication\nTextures: N/A\n\nMAP45: Felt\n---------------------------\nMapper: floatRand\nMusic: Castlevania: Aria Of Sorrow - Top Floor\nTextures: cc4-tex\n\nMAP46: Panic Room\n---------------------------\nMapper: comet1338\nMusic: Command & Conquer - Full Stop\nTextures: N/A\n\nMAP47: Simple Chaos\n---------------------------\nMapper: willykuo\nMusic: Sidewinder - in_the_Eyes\nTextures: N/A\n\nMAP48: Eviscerated\n---------------------------\nMapper: NAG\nMusic: Goblin - Profondo Rosso\nTextures: N/A\n\nMAP49: The Mine to Hell\n---------------------------\nMapper: InsanityBringer\nMusic: the Deviant - Purity (My Placebo)\nTextures: abbuw, NeuralStunner\n\nMAP50: Sandcastley Sandcastling Sandcastles\n---------------------------\nMapper: PinchySkree\nMusic: James Paddock - Crashed Potatoes\nTextures: aa-tex, Epic 2, Simon O'Callaghan, 32in24-15.wad, PinchySkree\n\nMAP52: Broken Shit\n---------------------------\nMapper: ZachBrowder\nMusic: substance - winterman's_cigars\nTextures: N/A\n\nMAP53: Weapons Research Lab\n---------------------------\nMapper: VennoBennu\nMusic: CastleVania: Symphony of the Night - Dracula's Castle\nTextures: N/A\n\nMAP54: Winter in Summer\n---------------------------\nMapper: TehRealSalt\nMusic: Lost Vikings - Wacky World, Sonic 3D Blast - Unused Boss Theme (825 version)\nTextures: cc4-tex\n\nMAP55: The UAC Ocean Base\n---------------------------\nMapper: leodoom85\nMusic: Noby - Ocean Deep\nTextures: N/A\n\nMAP56: Hot Water Music\n---------------------------\nMapper: Protester\nMusic: Warbrain - Alkaline Trio\nTextures: N/A\n\nMAP57: Lambda Base\n---------------------------\nMapper: floatRand\nMusic: Sparkster - Submarine\nTextures: cc4-tex\n\nMAP58: inferno odyssey\n---------------------------\nMapper: Anonymous\nMusic: Martin Iveson - Skeletonkrew (Comp1)\nTextures: N/A\n\nMAP59: Infested Installation\n---------------------------\nMapper: Flipy\nMusic: Shovel Knight - An Underlying Problem\nTextures: N/A\n\nMAP60: The Duality\n---------------------------\nMapper: NeuralStunner\nMusic: The Legend of Zelda: A Link to the Past - Light World Dungeon\nTextures: Doom, NeuralStunner, Hacx\nSounds: Hexen II, Quake, John Tennek\n\nMAP61: Municipal Well\n---------------------------\nMapper: Flotilla\nMusic: Metal Slug 3 - Midnight Wandering\nTextures: N/A\n\nMAP62: Dropoff\n---------------------------\nMapper: CharlieTheGnarly\nMusic: Super Metroid - Upper Norfair\nTextures: N/A\n\nMAP63: Dimensional Accelerator\n---------------------------\nMapper: Untitled\nMusic: Xaser - Angry Science\nTextures: cc4-tex\n\nMAP64: Urban Hell\n---------------------------\nMapper: ChrisR91\nMusic: Duke Nukem 3D - Departure\nTextures: 3DRealms, id Software (sky)\n\nMAP65: Electron\n---------------------------\nMapper: floatRand\nMusic: Journey To Silius - Stage 1\nTextures: cc4-tex\n\nMAP66: Caco-lover\n---------------------------\nMapper: everennui\nMusic: Ratchet & Clank - Metropolis\nTextures: N/A\n\nMAP67: Cheeki\n---------------------------\nMapper: Brown Mesa\nMusic: basehead - Erosion (Fast Mix)\nTextures: N/A\n\nMAP68: Corrupted Facility\n---------------------------\nMapper: Wivicer\nMusic: CastleVania II - Bloody Tears\nTextures: cc4-tex, Mechadon\n\nMAP69: A Night at the Opera\n---------------------------\nMapper: Temin_Dump\nMusic: Samuel Barber - Pas De Deux\nTextures: cc4-tex, Duke Nukem 3D\n\nMAP70: An Online Virtual Reality Used By Hackers\n---------------------------\nMapper: Shadow Hog\nMusic: Quake - Parallel Dimensions\nTextures: Quake\n\nMAP71: BtFS\n---------------------------\nMapper: Gageat\nMusic: CastleVania: Symphony of the Night - Crystal Teardrops\nTextures: N/A\n\nMAP72: The Runaround\n---------------------------\nMapper: LogicalFallacy\nMusic: Impaler - Klischee Power Metal\nTextures: N/A\n\nMAP73: Attack From Within\n---------------------------\nMapper: mumblemumble\nMusic: aceman - Pirahna's Den\nTextures: N/A\n\nSECRET1: SILVERSATELLITE\n---------------------------\nMapper: DudeDesigns\nMusic: Goldeneye - Theme (Fast)\nTextures: N/A\n\nSECRET2: Knee-deep in the DUMP\n---------------------------\nMapper: MJ79\nMusic: Xaser - MegaloDOOMia\nTextures: N/A\n\nSECRET3: The Best Map\n---------------------------\nMapper: TerminusEst13\nMusic: Cynmusic - RPG-Battle\nTextures: N/A\n\nSECRET4: Box Simple\n---------------------------\nMapper: Box Simple\nMusic: Mega Man X - Storm Eagle\nTextures: N/A\n\nSECRET5: Escape Plan\n---------------------------\nMapper: Anonymous\nMusic: Scrap Heap - crush them\nTextures: N/A\n\nSECRET6: Real is shit\n---------------------------\nMapper: Deviluke Roy\nMusic: Pip Malt - Symphony of Destruction\nTextures: Fuzzball Fox, TheGreenHerring"
},
{
"source": "pk3",
"name": "language.txt",
"contents": "[enu default]\n\nWINTEXT =\n\t\"Your training for over 20 years had paid off.\\n\"\n \"Benellus looked upon you and gave a simple nod.\\n\"\n\t\"\\n\"\n\t\"You had proven your worth to the God of Shotguns.\\n\"\n\t\"\\n\"\n\t\"'Congratulations, mortal.' He says.\\n\"\n\t\"'The weapon you hold in your hands is a mighty\\n\"\n\t\"weapon indeed.'\\n\"\n\t\"'Noble, versatile, and powerful, may it forever\\n\"\n\t\"guide you down the path of justice and forever\\n\"\n\t\"slay all that would do ill to you.'\\n\"\n\t\"\\n\"\n\t\"You return Benellus' nod and heft your shotgun\\n\"\n\t\"over your shoulder, trudging off to your next\\n\"\n\t\"adventure, wherever it may be.\\n\"\n\t\"This would only be one of many.\\n\";"
},
{
"source": "pk3",
"name": "loadacs.txt",
"contents": "global"
},
{
"source": "pk3",
"name": "SNDSEQ.txt",
"contents": "// Map11\n\n[Beed28TechDoorBig\nDoor 1\n\t0\t\tDoorOpenNormal\n\t1\t\tDoorCloseNormal\n\t2\t\tDoorOpenNormal\n\t3\t\tDoorCloseNormal\n]\n\n[Beed28TechDoorSmall\nDoor 2\n\t0\t\tDoorOpenSmallMetal\n\t1\t\tDoorCloseSmallMetal\n\t2\t\tDoorOpenSmallMetal\n\t3\t\tDoorCloseSmallMetal\n]\n\n[Beed28WoodDoorBig\nDoor 3\n\t0\t\tDoorOpenLargeWood\n\t1\t\tDoorCloseLargeWood\n\t2\t\tDoorOpenLargeWood\n\t3\t\tDoorCloseLargeWood\n]\n\n[Beed28WoodDoorSmall\nDoor 4\n\t0\t\tDoorOpenSmallWood\n\t1\t\tDoorCloseSmallWood\n\t2\t\tDoorOpenSmallWood\n\t3\t\tDoorCloseSmallWood\n]\n\n// Map12\n//When the player starts the power generator.\n:Engine\n\tvolume 100\n\tplayuntildone world/eng1\n\tplayrepeat world/eng2\nend\n\n// Map15\n:ElevatorDoor\n\tdoor 0\n\tplayuntildone kinsie/elevator/doormove\n\tplayuntildone plats/pt1_mid\n\tstopsound kinsie/elevator/doorstop\nend\n\n// Map40\n:Door1\n\tdoor\t\t1\n\tplayuntildone\tdoor1_start\n\tplayrepeat\tdoor1_mid\n\tstopsound\tdoor1_end\nend\n\n// Map51\n:DoorOpenNormal\n\tdoor 11\n play\t\tdoors/dr1_open\n nostopcutoff\nend\n\n// Map60\n\n// (Made by NeuralStunner)\n\n// [NS] Doors\n\n:NSDoorWoodenOpen\n\tPlay\t\t\t\"NS/Door/Wooden/Open\"\n\tNoStopCutoff\nEnd\n\n:NSDoorWoodenClose\n\tPlay\t\t\t\"NS/Door/Wooden/Close\"\n\tNoStopCutoff\nEnd\n\n:NSDoorWoodenFastOpen\n\tPlay\t\t\t\"NS/Door/WoodenFast/Open\"\n\tNoStopCutoff\nEnd\n\n:NSDoorWoodenFastClose\n\tPlay\t\t\t\"NS/Door/WoodenFast/Close\"\n\tNoStopCutoff\nEnd\n\n[NSDoorWooden\n\t0\tNSDoorWoodenOpen\n\t1\tNSDoorWoodenClose\n\t2\tNSDoorWoodenFastOpen\n\t3\tNSDoorWoodenFastClose\n]\n\n// [NS] Plats\n\n:NSPlatMetal\n\tPlay\t\t\t\"NS/Plat/Metal/Start\"\n\tStopSound\t\t\"NS/Plat/Metal/Stop\"\nEnd\n\n// Map70\n:QuakeStoneDoor\n\tdoor 57\n\tplayrepeat\tquake/doors/stone/move\n\tstopsound\tquake/doors/stone/stop\nend\n\n:QuakeBaseDoor\n\tdoor 58\n\tplayrepeat\tquake/doors/base/move\n\tstopsound\tquake/doors/base/stop\nend\n\n:QuakeChainDoor\n\tdoor 59\n\tplayrepeat\tquake/doors/chain/move\n\tstopsound\tquake/doors/chain/stop\nend\n\n:QuakeMetalDoor\n\tdoor 60\n\tplayrepeat\tquake/doors/metal/move\n\tstopsound\tquake/doors/metal/stop\nend\n\n:QuakeStoneDoorSecret\n\tdoor 61\n\tplayrepeat\tquake/doors/stone/movesecret\n\tstopsound\tquake/doors/stone/stopsecret\nend\n\n:QuakeMetalDoorSecret\n\tdoor 62\n\tplayrepeat\tquake/doors/metal/movesecret\n\tstopsound\tquake/doors/metal/stopsecret\nend\n\n:QuakeBaseDoorSecret\n\tdoor 63\n\tplayrepeat\tquake/doors/base/movesecret\n\tstopsound\tquake/doors/base/stopsecret\nend\n\n:QuakeBasePlat\n\tplayrepeat\tquake/plats/base/move\n\tstopsound\tquake/plats/base/stop\nend\n\n:QuakeStonePlat\n\tplayrepeat\tquake/plats/stone/move\n\tstopsound\tquake/plats/stone/stop\nend\n\n:QuakeTrainPlat\n\tplayrepeat\tquake/plats/train/move\n\tstopsound\tquake/plats/train/stop\nend\n\n:QuakeButtonSteamMetal\n\tdoor 53\n\tplay\tquake/buttons/steam\n\tnostopcutoff\nend\n\n:QuakeButtonWoodenClunk\n\tdoor 54\n\tplay\tquake/buttons/wood\n\tnostopcutoff\nend\n\n:QuakeButtonMetallicClick\n\tdoor 55\n\tplay\tquake/buttons/metal\n\tnostopcutoff\nend\n\n:QuakeButtonInOut\n\tdoor 56\n\tplay\tquake/buttons/inout\n\tnostopcutoff\nend\n\n:QuakeSilence\n\tplay\tquake/null\nend"
},
{
"source": "pk3",
"name": "TEXTURES.txt",
"contents": "// Map23\n\ntexture DOOR2_5B, 64, 72\n{\n Patch DOOR2_5B, 0, 0\n}\n\ntexture D2TEX01, 128, 64\n{\n Patch D2TEX01, 0, 0\n}\ntexture D2TEX02, 128, 64\n{\n Patch D2TEX02, 0, 0\n}\ntexture D2TEX03, 128, 64\n{\n Patch D2TEX03, 0, 0\n}\ntexture D2TEX04, 128, 64\n{\n Patch D2TEX04, 0, 0\n}\ntexture D2TEX05, 128, 64\n{\n Patch D2TEX05, 0, 0\n}\ntexture D2TEX06, 128, 64\n{\n Patch D2TEX06, 0, 0\n}\ntexture D2TEX07, 128, 64\n{\n Patch D2TEX07, 0, 0\n}\ntexture D2TEX08, 128, 64\n{\n Patch D2TEX08, 0, 0\n}\ntexture D2TEX10, 128, 256\n{\n Patch D2TEX1A, 0, 0\n Patch D2TEX1B, 0, 128\n}\n\n// Map25\n\nTexture ARRWD, 32, 32\n{\n\tPatch ARRWD, 0, 0\n}\n\nTexture ARRWL, 32, 32\n{\n\tPatch ARRWL, 0, 0\n}\n\nTexture ARRWR, 32, 32\n{\n\tPatch ARRWR, 0, 0\n}\n\nTexture ARRWU, 32, 32\n{\n\tPatch ARRWU, 0, 0\n}\n\nTexture BPORTAL, 64, 96\n{\n\tPatch BPORTAL, 0, 0\n}\n\nTexture BWARPA, 128, 128\n{\n\tPatch BWARPA, 0, 0\n}\n\nTexture BWARPB, 128, 128\n{\n\tPatch BWARPB, 0, 0\n}\n\nTexture OPORTAL, 64, 96\n{\n\tPatch OPORTAL, 0, 0\n}\n\nTexture OWARPA, 128, 128\n{\n\tPatch OWARPA, 0, 0\n}\n\nTexture OWARPB, 128, 128\n{\n\tPatch OWARPB, 0, 0\n}\n\nTexture PRTLBTTN, 64, 64\n{\n\tPatch PRTLBTTN, 0, 0\n}\n\nTexture PRTLDOOR, 128, 128\n{\n\tPatch PRTLDOOR, 0, 0\n}\n\nTexture PRTLEXIT, 32, 32\n{\n\tPatch PRTLEXIT, 0, 0\n}\n\nTexture PRTLFLAT, 64, 64\n{\n\tPatch PRTLFLAT, 0, 0\n}\n\nTexture PRTLGRTE, 64, 64\n{\n\tPatch PRTLGRTE, 0, 0\n}\n\nTexture PRTLLITB, 64, 64\n{\n\tPatch PRTLLITB, 0, 0\n}\n\nTexture PRTLLITE, 32, 64\n{\n\tPatch PRTLLITE, 0, 0\n}\n\nTexture PRTLLITO, 64, 64\n{\n\tPatch PRTLLITO, 0, 0\n}\n\nTexture PRTLO, 32, 32\n{\n\tPatch PRTLO, 0, 0\n}\n\nTexture PRTLSTEP, 32, 8\n{\n\tPatch PRTLSTEP, 0, 0\n}\n\nTexture PRTLWAL1, 64, 96\n{\n\tPatch PRTLWAL1, 0, 0\n}\n\nTexture PRTLWAL2, 64, 192\n{\n\tPatch PRTLWAL2, 0, 0\n}\n\nTexture PRTLWAL4, 64, 64\n{\n\tPatch PRTLWAL4, 0, 0\n}\n\nTexture PRTLWAL5, 64, 64\n{\n\tPatch PRTLWAL5, 0, 0\n}\n\nTexture PRTLWITE, 64, 64\n{\n\tPatch PRTLWITE, 0, 0\n}\n\nTexture PRTLWNDW, 64, 96\n{\n\tPatch PRTLWNDW, 0, 0\n}\n\nTexture PRTLX, 32, 32\n{\n\tPatch PRTLX, 0, 0\n}\n\nTexture WHITE, 64, 64\n{\n\tPatch WHITE, 0, 0\n}\n\nTexture PRTLWAL3, 128, 192\n{\n\tPatch PRTLWAL3, 0, 0\n}\n\nTexture PRTLLNKB, 64, 64\n{\n\tPatch PRTLLNKB, 0, 0\n}\n\nTexture PRTLLNKO, 64, 64\n{\n\tPatch PRTLLNKO, 0, 0\n}\n\nTexture PRTLLIFT, 64, 128\n{\n\tPatch PRTLLIFT, 0, 0\n}\n\nTexture PRTLPLAT, 64, 128\n{\n\tPatch PRTLPLAT, 0, 0\n}\n\nTexture PRTLCRPT, 64, 64\n{\n\tPatch PRTLCRPT, 0, 0\n}\n\nTexture PRTLOFF, 64, 128\n{\n\tPatch PRTLOFF, 0, 0\n}\n\nTexture PRTLLOGO, 256, 96\n{\n\tPatch PRTLLOGO, 0, 0\n}\n\nTexture INDWALL, 128, 128\n{\n\tPatch INDWALL, 0, 0\n}\n\nTexture INDWALL2, 64, 128\n{\n\tPatch INDWALL2, 0, 0\n}\n\nTexture INDFLAT, 64, 64\n{\n\tPatch INDFLAT, 0, 0\n}\n\nTexture INDDOOR, 64, 96\n{\n\tPatch INDDOOR, 0, 0\n}\n\nTexture PRTLVENT, 32, 32\n{\n\tPatch PRTLVENT, 0, 0\n}\n\n// Map28\n\nTexture RSKY1, 256, 128\n{\n\tPatch RSKY1, 0, 0\n}\n\nTexture ETEX001, 64, 128\n{\n\tPatch ETEX001, 0, 0\n}\n\nTexture ETEX003, 160, 128\n{\n\tPatch ETEX003, 0, 0\n}\n\nTexture ETEX004, 112, 112\n{\n\tPatch ETEX004, 0, 0\n}\n\nTexture ETEX005, 128, 128\n{\n\tPatch ETEX005, 0, 0\n}\n\nTexture ETEX006, 128, 96\n{\n\tPatch ETEX006, 0, 0\n}\n\nTexture ETEX007, 128, 64\n{\n\tPatch ETEX007, 0, 0\n}\n\nTexture ETEX008, 64, 128\n{\n\tPatch ETEX008, 0, 0\n}\n\nTexture ETEX009, 128, 128\n{\n\tPatch ETEX009, 0, 0\n}\n\nTexture ETEX010, 96, 128\n{\n\tPatch ETEX010, 0, 0\n}\n\nTexture ETEX011, 64, 128\n{\n\tPatch ETEX011, 0, 0\n}\n\nTexture ETEX012, 64, 128\n{\n\tPatch ETEX012, 0, 0\n}\n\nTexture ETEX013, 64, 128\n{\n\tPatch ETEX013, 0, 0\n}\n\nTexture ETEX014, 256, 128\n{\n\tPatch ETEX014, 0, 0\n}\n\nTexture ETEX015, 128, 128\n{\n\tPatch ETEX015, 0, 0\n}\n\nTexture ETEX016, 208, 128\n{\n\tPatch ETEX016, 0, 0\n}\n\nTexture ETEX017, 128, 128\n{\n\tPatch ETEX017, 0, 0\n}\n\nTexture ETEX018, 192, 176\n{\n\tPatch ETEX018, 0, 0\n}\n\nTexture ETEX019, 64, 128\n{\n\tPatch ETEX019, 0, 0\n}\n\nTexture ETEX020, 208, 128\n{\n\tPatch ETEX020, 0, 0\n}\n\nTexture ETEX021, 64, 128\n{\n\tPatch ETEX021, 0, 0\n}\n\nTexture ETEX023, 64, 128\n{\n\tPatch ETEX023, 0, 0\n}\n\nTexture ETEX022, 64, 128\n{\n\tPatch ETEX022, 0, 0\n}\n\nTexture ETEX024, 192, 176\n{\n\tPatch ETEX024, 0, 0\n}\n\nTexture ETEX025, 64, 128\n{\n\tPatch ETEX025, 0, 0\n}\n\nTexture ETEX026, 64, 128\n{\n\tPatch ETEX026, 0, 0\n}\n\nTexture ETEX027, 64, 128\n{\n\tPatch ETEX027, 0, 0\n}\n\nTexture ETEX028, 128, 64\n{\n\tPatch ETEX028, 0, 0\n}\n\nTexture ETEX029, 128, 128\n{\n\tPatch ETEX029, 0, 0\n}\n\nTexture ETEX030, 128, 128\n{\n\tPatch ETEX030, 0, 0\n}\n\nTexture ETEX031, 64, 176\n{\n\tPatch ETEX031, 0, 0\n}\n\nTexture ETEX032, 64, 176\n{\n\tPatch ETEX032, 0, 0\n}\n\nTexture ETEX033, 192, 176\n{\n\tPatch ETEX033, 0, 0\n}\n\nTexture ETEX034, 64, 128\n{\n\tPatch ETEX034, 0, 0\n}\n\nTexture ETEX035, 128, 128\n{\n\tPatch ETEX035, 0, 0\n}\n\nTexture ETEX036, 160, 128\n{\n\tPatch ETEX036, 0, 0\n}\n\nTexture ETEX037, 192, 128\n{\n\tPatch ETEX037, 0, 0\n}\n\nTexture ETEX038, 64, 128\n{\n\tPatch ETEX038, 0, 0\n}\n\nTexture ETEX039, 64, 160\n{\n\tPatch ETEX039, 0, 0\n}\n\nTexture ETEX040, 128, 64\n{\n\tPatch ETEX040, 0, 0\n}\n\nTexture ETEX041, 128, 64\n{\n\tPatch ETEX041, 0, 0\n}\n\nTexture ETEX042, 128, 128\n{\n\tPatch ETEX042, 0, 0\n}\n\nTexture ETEX043, 64, 128\n{\n\tPatch ETEX043, 0, 0\n}\n\nTexture ETEX044, 64, 128\n{\n\tPatch ETEX044, 0, 0\n}\n\nTexture ETEX045, 128, 128\n{\n\tPatch ETEX045, 0, 0\n}\n\nTexture ETEX046, 96, 128\n{\n\tPatch ETEX046, 0, 0\n}\n\nTexture FIRESK01, 63, 224\n{\n\tPatch FIRESK01, 0, 0\n}\n\nTexture FIRESK02, 63, 224\n{\n\tPatch FIRESK02, 0, 0\n}\n\nTexture FIRESK03, 63, 224\n{\n\tPatch FIRESK03, 0, 0\n}\n\nTexture FIRESK04, 63, 224\n{\n\tPatch FIRESK04, 0, 0\n}\n\nTexture FIRESK05, 63, 224\n{\n\tPatch FIRESK05, 0, 0\n}\n\nTexture FIRESK06, 63, 224\n{\n\tPatch FIRESK06, 0, 0\n}\n\nTexture FIRESK07, 63, 224\n{\n\tPatch FIRESK07, 0, 0\n}\n\nTexture FIRESK08, 63, 224\n{\n\tPatch FIRESK08, 0, 0\n}\n\nTexture FIRESK09, 63, 224\n{\n\tPatch FIRESK09, 0, 0\n}\n\nTexture FIRESK10, 63, 224\n{\n\tPatch FIRESK10, 0, 0\n}\n\nTexture FIRESK11, 63, 224\n{\n\tPatch FIRESK11, 0, 0\n}\n\nTexture FIRESK12, 63, 224\n{\n\tPatch FIRESK12, 0, 0\n}\n\nTexture FIRESK13, 63, 224\n{\n\tPatch FIRESK13, 0, 0\n}\n\nTexture FIRESK14, 63, 224\n{\n\tPatch FIRESK14, 0, 0\n}\n\nTexture FIRESK15, 63, 224\n{\n\tPatch FIRESK15, 0, 0\n}\n\nTexture FIRESK16, 63, 224\n{\n\tPatch FIRESK16, 0, 0\n}\n\nTexture FIRESK17, 63, 224\n{\n\tPatch FIRESK17, 0, 0\n}\n\nTexture FIRESK18, 63, 224\n{\n\tPatch FIRESK18, 0, 0\n}\n\nTexture FIRESK19, 63, 224\n{\n\tPatch FIRESK19, 0, 0\n}\n\nTexture FIRESK20, 63, 224\n{\n\tPatch FIRESK20, 0, 0\n}\n\nTexture FIRESK21, 63, 224\n{\n\tPatch FIRESK21, 0, 0\n}\n\nTexture FIRESK22, 63, 224\n{\n\tPatch FIRESK22, 0, 0\n}\n\nTexture FIRESK23, 63, 224\n{\n\tPatch FIRESK23, 0, 0\n}\n\nTexture FIRESK24, 63, 224\n{\n\tPatch FIRESK24, 0, 0\n}\n\nTexture FIRESK25, 63, 224\n{\n\tPatch FIRESK25, 0, 0\n}\n\nTexture FIRESK26, 63, 224\n{\n\tPatch FIRESK26, 0, 0\n}\n\nTexture FIRESK27, 63, 224\n{\n\tPatch FIRESK27, 0, 0\n}\n\nTexture FIRESK28, 63, 224\n{\n\tPatch FIRESK28, 0, 0\n}\n\nTexture FIRESK29, 63, 224\n{\n\tPatch FIRESK29, 0, 0\n}\n\nTexture FIRESK30, 63, 224\n{\n\tPatch FIRESK30, 0, 0\n}\n\nTexture FIRESK31, 63, 224\n{\n\tPatch FIRESK31, 0, 0\n}\n\nTexture FIRESK32, 63, 224\n{\n\tPatch FIRESK32, 0, 0\n}\n\nTexture FIRESK33, 63, 224\n{\n\tPatch FIRESK33, 0, 0\n}\n\nTexture FIRESK34, 63, 224\n{\n\tPatch FIRESK34, 0, 0\n}\n\nTexture FIRESK35, 63, 224\n{\n\tPatch FIRESK35, 0, 0\n}\n\nTexture FIRESK36, 63, 224\n{\n\tPatch FIRESK36, 0, 0\n}\n\nTexture FIRESK37, 63, 224\n{\n\tPatch FIRESK37, 0, 0\n}\n\nTexture FIRESK38, 63, 224\n{\n\tPatch FIRESK38, 0, 0\n}\n\nTexture FIRESK39, 63, 224\n{\n\tPatch FIRESK39, 0, 0\n}\n\nTexture FIRESK40, 63, 224\n{\n\tPatch FIRESK40, 0, 0\n}\n\nTexture FIRESK41, 63, 224\n{\n\tPatch FIRESK41, 0, 0\n}\n\nTexture FIRESK42, 63, 224\n{\n\tPatch FIRESK42, 0, 0\n}\n\nTexture FIRESK43, 63, 224\n{\n\tPatch FIRESK43, 0, 0\n}\n\nTexture FIRESK44, 63, 224\n{\n\tPatch FIRESK44, 0, 0\n}\n\nTexture FIRESK45, 63, 224\n{\n\tPatch FIRESK45, 0, 0\n}\n\nTexture FIRESK46, 63, 224\n{\n\tPatch FIRESK46, 0, 0\n}\n\nTexture FIRESK47, 63, 224\n{\n\tPatch FIRESK47, 0, 0\n}\n\nTexture FIRESK48, 63, 224\n{\n\tPatch FIRESK48, 0, 0\n}\n\nTexture FIRESK49, 63, 224\n{\n\tPatch FIRESK49, 0, 0\n}\n\nTexture FIRESK50, 63, 224\n{\n\tPatch FIRESK50, 0, 0\n}\n\nTexture FIRESK51, 63, 224\n{\n\tPatch FIRESK51, 0, 0\n}\n\nTexture FIRESK52, 63, 224\n{\n\tPatch FIRESK52, 0, 0\n}\n\nTexture FIRESK53, 63, 224\n{\n\tPatch FIRESK53, 0, 0\n}\n\nTexture FIRESK54, 63, 224\n{\n\tPatch FIRESK54, 0, 0\n}\n\nTexture FIRESK55, 63, 224\n{\n\tPatch FIRESK55, 0, 0\n}\n\nTexture FIRESK56, 63, 224\n{\n\tPatch FIRESK56, 0, 0\n}\n\nTexture FIRESK57, 63, 224\n{\n\tPatch FIRESK57, 0, 0\n}\n\nTexture FIRESK58, 63, 224\n{\n\tPatch FIRESK58, 0, 0\n}\n\nTexture FIRESK59, 63, 224\n{\n\tPatch FIRESK59, 0, 0\n}\n\nTexture FIRESK60, 63, 224\n{\n\tPatch FIRESK60, 0, 0\n}\n\nTexture FIRESK61, 63, 224\n{\n\tPatch FIRESK61, 0, 0\n}\n\nTexture FIRESK62, 63, 224\n{\n\tPatch FIRESK62, 0, 0\n}\n\nTexture FIRESK63, 63, 224\n{\n\tPatch FIRESK63, 0, 0\n}\n\nTexture FIRESK64, 63, 224\n{\n\tPatch FIRESK64, 0, 0\n}\n\nTexture FIRESK65, 63, 224\n{\n\tPatch FIRESK65, 0, 0\n}\n\nTexture FIRESK66, 63, 224\n{\n\tPatch FIRESK66, 0, 0\n}\n\nTexture FIRESK67, 63, 224\n{\n\tPatch FIRESK67, 0, 0\n}\n\nTexture FIRESK68, 63, 224\n{\n\tPatch FIRESK68, 0, 0\n}\n\nTexture FIRESK69, 63, 224\n{\n\tPatch FIRESK69, 0, 0\n}\n\nTexture FIRESK70, 63, 224\n{\n\tPatch FIRESK70, 0, 0\n}\n\nTexture FIRESK71, 63, 224\n{\n\tPatch FIRESK71, 0, 0\n}\n\nTexture FIRESK72, 63, 224\n{\n\tPatch FIRESK72, 0, 0\n}\n\nTexture FIRESK73, 63, 224\n{\n\tPatch FIRESK73, 0, 0\n}\n\nTexture FIRESK74, 63, 224\n{\n\tPatch FIRESK74, 0, 0\n}\n\nTexture FIRESK75, 63, 224\n{\n\tPatch FIRESK75, 0, 0\n}\n\nTexture FIRESK76, 63, 224\n{\n\tPatch FIRESK76, 0, 0\n}\n\nTexture FIRESK77, 63, 224\n{\n\tPatch FIRESK77, 0, 0\n}\n\nTexture FIRESK78, 63, 224\n{\n\tPatch FIRESK78, 0, 0\n}\n\nTexture FIRESK79, 63, 224\n{\n\tPatch FIRESK79, 0, 0\n}\n\nTexture FIRESK80, 63, 224\n{\n\tPatch FIRESK80, 0, 0\n}\n\nTexture FIRESK81, 63, 224\n{\n\tPatch FIRESK81, 0, 0\n}\n\nTexture FIRESK82, 63, 224\n{\n\tPatch FIRESK82, 0, 0\n}\n\nTexture FIRESK83, 63, 224\n{\n\tPatch FIRESK83, 0, 0\n}\n\nTexture FIRESK84, 63, 224\n{\n\tPatch FIRESK84, 0, 0\n}\n\nTexture FIRESK85, 63, 224\n{\n\tPatch FIRESK85, 0, 0\n}\n\nTexture FIRESK86, 63, 224\n{\n\tPatch FIRESK86, 0, 0\n}\n\nTexture FIRESK87, 63, 224\n{\n\tPatch FIRESK87, 0, 0\n}\n\nTexture FIRESK88, 63, 224\n{\n\tPatch FIRESK88, 0, 0\n}\n\nTexture FIRESK89, 63, 224\n{\n\tPatch FIRESK89, 0, 0\n}\n\nTexture FIRESK90, 63, 224\n{\n\tPatch FIRESK90, 0, 0\n}\n\nTexture FIRESK91, 63, 224\n{\n\tPatch FIRESK91, 0, 0\n}\n\nTexture FIRESK92, 63, 224\n{\n\tPatch FIRESK92, 0, 0\n}\n\nTexture FIRESK93, 63, 224\n{\n\tPatch FIRESK93, 0, 0\n}\n\nTexture FIRESK94, 63, 224\n{\n\tPatch FIRESK94, 0, 0\n}\n\nTexture FIRESK95, 63, 224\n{\n\tPatch FIRESK95, 0, 0\n}\n\nTexture FIRESK96, 63, 224\n{\n\tPatch FIRESK96, 0, 0\n}\n\nTexture FIRESK97, 63, 224\n{\n\tPatch FIRESK97, 0, 0\n}\n\nTexture FIRESK98, 63, 224\n{\n\tPatch FIRESK98, 0, 0\n}\n\nTexture FIRESK99, 63, 224\n{\n\tPatch FIRESK99, 0, 0\n}\n\nTexture FIRESK00, 63, 224\n{\n\tPatch FIRESK00, 0, 0\n}\n\n// Map37\n// I'm not sure how comfortable I am with these being called \"CP\"\n\nTexture CP_00, 64, 64\n{\n\tPatch CP_00, 0, 0\n}\n\nTexture CP_01, 64, 64\n{\n\tPatch CP_01, 0, 0\n}\n\nTexture CP_02, 4, 64\n{\n\tPatch CP_02, 0, 0\n}\n\nTexture CP_00, 64, 64\n{\n\tPatch CP_00, 0, 0\n}\n\nTexture CP_01, 64, 64\n{\n\tPatch CP_01, 0, 0\n}\n\nTexture CP_02, 4, 64\n{\n\tPatch CP_02, 0, 0\n}\n\n// Map50\n\nTexture EGYPTRM1, 128, 16\n{\n\tPatch EGYPTRM1, 0, 0\n}\n\nTexture EGYPTRM2, 128, 128\n{\n\tPatch EGYPTRM2, 0, 0\n}\n\nTexture EGYPTRM3, 128, 128\n{\n\tPatch EGYPTRM3, 0, 0\n}\n\nTexture EGYPTRM4, 128, 128\n{\n\tPatch EGYPTRM4, 0, 0\n}\n\nTexture EGYPTRM5, 128, 64\n{\n\tPatch EGYPTRM5, 0, 0\n}\n\nTexture EGYPTRM6, 128, 64\n{\n\tPatch EGYPTRM6, 0, 0\n}\n\nTexture EGYPTRM7, 128, 64\n{\n\tPatch EGYPTRM7, 0, 0\n}\n\nTexture EGYPTRM8, 128, 64\n{\n\tPatch EGYPTRM8, 0, 0\n}\n\nTexture EGYPTRM9, 64, 64\n{\n\tPatch EGYPTRM9, 0, 0\n}\n\nTexture EGYPTRM0, 128, 16\n{\n\tPatch EGYPTRM0, 0, 0\n}\n\nTexture EGYPWALL, 128, 128\n{\n\tPatch EGYPWALL, 0, 0\n}\n\nTexture EGYPWALM, 128, 128\n{\n\tPatch EGYPWALM, 0, 0\n}\n\nTexture EGYPBRK4, 64, 128\n{\n\tPatch EGYPBRK4, 0, 0\n}\n\nTexture EGYPBRK5, 256, 128\n{\n\tPatch EGYPBRK5, 0, 0\n}\n\nTexture EGYPBRK7, 128, 128\n{\n\tPatch EGYPBRK7, 0, 0\n}\n\nTexture EGYPWL07, 64, 64\n{\n\tPatch EGYPWL07, 0, 0\n}\n\nTexture MAYABRK1, 128, 128\n{\n\tPatch MAYABRK1, 0, 0\n}\n\nTexture MAYABRK2, 128, 128\n{\n\tPatch MAYABRK2, 0, 0\n}\n\nTexture MAYABRK8, 128, 128\n{\n\tPatch MAYABRK8, 0, 0\n}\n\nTexture MAYARUNE, 64, 64\n{\n\tPatch MAYARUNE, 0, 0\n}\n\nTexture MAYASTN5, 128, 128\n{\n\tPatch MAYASTN5, 0, 0\n}\n\nTexture MAYASUPH, 128, 16\n{\n\tPatch MAYASUPH, 0, 0\n}\n\nTexture MAYASUPP, 16, 128\n{\n\tPatch MAYASUPP, 0, 0\n}\n\nTexture GWALL03, 64, 64\n{\n\tPatch GWALL03, 0, 0\n}\n\nTexture GWALL04, 64, 64\n{\n\tPatch GWALL04, 0, 0\n}\n\nTexture GWALL05, 64, 64\n{\n\tPatch GWALL05, 0, 0\n}\n\nTexture ROCK10, 128, 128\n{\n\tPatch ROCK10, 0, 0\n}\n\nTexture ROCK12, 256, 128\n{\n\tPatch ROCK12, 0, 0\n}\n\nTexture ROCK24, 128, 128\n{\n\tPatch ROCK24, 0, 0\n}\n\nTexture WOODP1, 64, 64\n{\n\tPatch WOODP1, 0, 0\n}\n\nTexture WOODP2, 64, 64\n{\n\tPatch WOODP2, 0, 0\n}\n\nTexture SANDWALL, 64, 64\n{\n\tPatch SANDWALL, 0, 0\n}\n\nTexture FULLMOON, 1024, 384\n{\n\tPatch FULLMOON, 0, 0\n}\n\nTexture SW1HEXEN, 32, 32\n{\n\tPatch SW1HEXEN, 0, 0\n}\n\nTexture SW2HEXEN, 32, 32\n{\n\tPatch SW2HEXEN, 0, 0\n}\n\nTexture SW1LNBTN, 32, 32\n{\n\tPatch SW1LNBTN, 0, 0\n}\n\nTexture SW2LNBTN, 32, 32\n{\n\tPatch SW2LNBTN, 0, 0\n}\n\nTexture HOLVX01, 64, 64\n{\n\tPatch HOLVX01, 0, 0\n}\n\nTexture HOLVX02, 64, 64\n{\n\tPatch HOLVX02, 0, 0\n}\n\nTexture HOLVX03, 64, 64\n{\n\tPatch HOLVX03, 0, 0\n}\n\nTexture HOLVX04, 64, 64\n{\n\tPatch HOLVX04, 0, 0\n}\n\nTexture HOLVX05, 64, 64\n{\n\tPatch HOLVX05, 0, 0\n}\n\nTexture HOLVX06, 64, 64\n{\n\tPatch HOLVX06, 0, 0\n}\n\nTexture HOLVX07, 64, 64\n{\n\tPatch HOLVX07, 0, 0\n}\n\nTexture HOLVX08, 64, 64\n{\n\tPatch HOLVX08, 0, 0\n}\n\nTexture HOLVX09, 64, 64\n{\n\tPatch HOLVX09, 0, 0\n}\n\nTexture HOLVX10, 64, 64\n{\n\tPatch HOLVX10, 0, 0\n}\n\nTexture HOLWX01, 64, 64\n{\n\tPatch HOLWX01, 0, 0\n}\n\nTexture HOLWX02, 64, 64\n{\n\tPatch HOLWX02, 0, 0\n}\n\nTexture HOLWX03, 64, 64\n{\n\tPatch HOLWX03, 0, 0\n}\n\nTexture HOLWX04, 64, 64\n{\n\tPatch HOLWX04, 0, 0\n}\n\nTexture HOLWX05, 64, 64\n{\n\tPatch HOLWX05, 0, 0\n}\n\nTexture HOLWX06, 64, 64\n{\n\tPatch HOLWX06, 0, 0\n}\n\nTexture HOLWX07, 64, 64\n{\n\tPatch HOLWX07, 0, 0\n}\n\nTexture HOLWX08, 64, 64\n{\n\tPatch HOLWX08, 0, 0\n}\n\nTexture HOLWX09, 64, 64\n{\n\tPatch HOLWX09, 0, 0\n}\n\nTexture HOLWX10, 64, 64\n{\n\tPatch HOLWX10, 0, 0\n}\n\nTexture HOLXX01, 64, 64\n{\n\tPatch HOLXX01, 0, 0\n}\n\nTexture HOLXX02, 64, 64\n{\n\tPatch HOLXX02, 0, 0\n}\n\nTexture HOLXX03, 64, 64\n{\n\tPatch HOLXX03, 0, 0\n}\n\nTexture HOLXX04, 64, 64\n{\n\tPatch HOLXX04, 0, 0\n}\n\nTexture HOLXX05, 64, 64\n{\n\tPatch HOLXX05, 0, 0\n}\n\nTexture HOLXX06, 64, 64\n{\n\tPatch HOLXX06, 0, 0\n}\n\nTexture HOLXX07, 64, 64\n{\n\tPatch HOLXX07, 0, 0\n}\n\nTexture HOLXX08, 64, 64\n{\n\tPatch HOLXX08, 0, 0\n}\n\nTexture HOLXX09, 64, 64\n{\n\tPatch HOLXX09, 0, 0\n}\n\nTexture HOLXX10, 64, 64\n{\n\tPatch HOLXX10, 0, 0\n}\n\nTexture WTRFALL1, 64, 128\n{\n\tPatch WTRFALL1, 0, 0\n}\n\nTexture WTRFALL2, 64, 128\n{\n\tPatch WTRFALL2, 0, 0\n}\n\nTexture WTRFALL3, 64, 128\n{\n\tPatch WTRFALL3, 0, 0\n}\n\nTexture WTRFALL4, 64, 128\n{\n\tPatch WTRFALL4, 0, 0\n}\n\n// Map68\n\nTexture MIDPIPE3, 128, 128\n{\n\tPatch MIDPIPE3, 0, 0\n}\n\nTexture MIDPIPE4, 128, 128\n{\n\tPatch MIDPIPE4, 0, 0\n}\n\nTexture AMMOSIGN, 48, 16\n{\n\n\tPatch SHAWN2, -12, -25\n\tPatch STCFN065, 7, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN077, 15, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN077, 24, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN079, 33, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n}\n\nTexture MedSign, 64, 32\n{\n\tPatch SHAWN2, 0, -17\n\tPatch STCFN077, 6, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN069, 15, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN069, 47, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN068, 23, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN073, 31, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN073, 43, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN067, 35, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN065, 43, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN076, 51, 5\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN076, 35, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN083, 4, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN083, 55, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN085, 11, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN080, 19, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n\tPatch STCFN080, 27, 19\n\t{\n\t\tTranslation \"191:191=0:0\"\n\t}\n}\n\n// Map70\n\nTexture SLIPBTS2, 64, 16\n{\n\tPatch SLIPBTSD, 0, 0\n\t{\n\t\tRotate -90\n\t}\n}\n\nTexture SLIPTPS2, 64, 16\n{\n\tPatch SLIPTPSD, 0, 0\n\t{\n\t\tRotate -90\n\t}\n}\n\nTexture TECH10_4, 32, 128\n{\n\tPatch TECH10_3, 0, 0\n\t{\n\t\tFlipX\n\t}\n}"
},
{
"source": "pk3",
"name": "animdefs.txt",
"contents": "// Map15\ntexture DTELE1\n allowdecals\n pic DTELE1 tics 3\n pic DTELE2 tics 3\n pic DTELE3 tics 3\n pic DTELE4 tics 3\n\ntexture PPNT0\n allowdecals\n pic PPNT0 tics 5\n pic PPNT1 tics 108\n pic PPNT0 tics 5\n pic PPNT2 tics 108\n pic PPNT0 tics 5\n pic PPNT3 tics 108\n pic PPNT0 tics 5\n pic PPNT4 tics 108\n pic PPNT0 tics 5\n pic PPNT5 tics 108\n\n// Flats\nwarp texture DNSLIME\nwarp2 texture DNLAVA\nwarp texture DN3DCLOU\n\n// Switches\nswitch doom 1 SW1DUKE1\non sound switches/normbutn\npic SW2DUKE1 tics 0\n\nswitch doom 1 SW1JIMM1\non sound switches/normbutn\npic SW2JIMM1 tics 0\n\nswitch doom 1 SW1JIMM2\non sound switches/normbutn\npic SW2JIMM2 tics 0\n\nswitch doom 1 SW1JIMM3\non sound switches/normbutn\npic SW2JIMM3 tics 0\n\nswitch doom 1 PROTO4\non sound switches/exitbutn\npic PROTO3 tics 0\n\n// \"Switches\"\nswitch doom dn3d0198\non sound kinsie/gibglass\npic KINSNOWT tics 0\n\n// Map25\ntexture OWARPA\n pic OWARPA tics 5\n pic OWARPB tics 5\n\ntexture BWARPA\n pic BWARPA tics 5\n pic BWARPB tics 5\n\nswitch PRTLX on sound Switch1 pic PRTLO tics 0\nswitch PRTLO off sound Switch2 pic PRTLX tics 0\n\n// Map35\n\nwarp Texture DARS_SKY 1\n\n// Map40\n\nTexture\tOptional\tN_GFALL1 \tRange\tN_GFALL4\tTics 8\nTexture\tOptional\tN_FFLDB1 \tRange\tN_FFLDB4\tTics 4\nTexture\tOptional\tN_FFLDY1 \tRange\tN_FFLDY4\tTics 4\nTexture\tOptional\tN_FFLDR1 \tRange\tN_FFLDR4\tTics 4\nTexture\tOptional\tN_FFLDG1 \tRange\tN_FFLDG4\tTics 4\nTexture\tOptional\tGRFALL1 \tRange\tGRFALL4\t\tTics 8\nTexture\tOptional\tLFALL1 \t\tRange\tLFALL4\t\tTics 8\nTexture\tOptional\tRFALL1 \t\tRange\tRFALL4\t\tTics 8\nTexture\tOptional\tSLFALL1 \tRange\tSLFALL4\t\tTics 8\nFlat\tOptional\tNFGSLM01 \tRange\tNFGSLM04\tTics 8\nFlat\tOptional\tGWATER1 \tRange\tGWATER4\t\tTics 8\nFlat\tOptional\tRWATER1 \tRange\tRWATER4\t\tTics 4\nFlat\tOptional\tNFLAVA05 \tRange\tNFLAVA08\tTics 8\nFlat\tOptional\tRFLAVA1 \tRange\tRFLAVA4\t\tTics 8\nFlat\tOptional\tSLIMAGE1 \tRange\tSLIMAGE3\tTics 8\n\nWarp Texture N_FFLDB1\nWarp Texture N_FFLDB2\nWarp Texture N_FFLDB3\nWarp Texture N_FFLDB4\nWarp Texture N_FFLDY1\nWarp Texture N_FFLDY2\nWarp Texture N_FFLDY3\nWarp Texture N_FFLDY4\nWarp Texture N_FFLDR1\nWarp Texture N_FFLDR2\nWarp Texture N_FFLDR3\nWarp Texture N_FFLDR4\nWarp Texture N_FFLDG1\nWarp Texture N_FFLDG2\nWarp Texture N_FFLDG3\nWarp Texture N_FFLDG4\n\n// Map49\ntexture\tNSLAVFA1 range NSLAVFA4 tics 8\n\n// Map50\n\nFlat\tOptional\tFLTWAWA1\tRange\tFLTWAWA3\tTics 8\nFlat\tOptional\tFLTSLUD1\tRange\tFLTSLUD3\tTics 8\nFlat\tOptional\tFLTTELE1\tRange\tFLTTELE4\tTics 6\nFlat\tOptional\tFLTFLWW1\tRange\tFLTFLWW3\tTics 9\nFlat\tOptional\tFLTLAVA1\tRange\tFLTLAVA4\tTics 8\nFlat\tOptional\tFLATHUH1\tRange\tFLATHUH4\tTics 8\nTexture\tOptional\tLAVAFL1 \tRange\tLAVAFL3 \tTics 6\nTexture\tOptional\tWATRWAL1\tRange\tWATRWAL3\tTics 4\nFlat\tOptional\tF_SCANR5\tRange\tF_SCANR8\tTics 4\nFlat\tOptional\tF_WATR01\tRange\tF_WATR03\tTics 8\nFlat\tOptional\tF_PWATR1\tRange\tF_PWATR3\tTics 11\nFlat\tOptional\tF_SCANR1\tRange\tF_SCANR4\tTics 4\nTexture\tOptional\tSCAN05 \tRange\tSCAN08 \tTics 4\nTexture\tOptional\tSWTRMG01\tRange\tSWTRMG03\tTics 4\nTexture\tOptional\tSCAN01 \tRange\tSCAN04 \tTics 4\n//Texture\tOptional\tCOMP01 \tRange\tCOMP04 \tTics 4\nTexture\tOptional\tCOMP05 \tRange\tCOMP08 \tTics 6\nTexture\tOptional\tCOMP09 \tRange\tCOMP12 \tTics 11\nTexture\tOptional\tCOMP13 \tRange\tCOMP16 \tTics 12\nTexture\tOptional\tCOMP17 \tRange\tCOMP20 \tTics 12\nTexture\tOptional\tCOMP21 \tRange\tCOMP24 \tTics 12\nTexture\tOptional\tCOMP25 \tRange\tCOMP28 \tTics 12\nTexture\tOptional\tCOMP29 \tRange\tCOMP32 \tTics 12\nTexture\tOptional\tCOMP33 \tRange\tCOMP37 \tTics 12\nTexture\tOptional\tCOMP38 \tRange\tCOMP41 \tTics 12\nTexture\tOptional\tCOMP42 \tRange\tCOMP49 \tTics 10\nTexture\tOptional\tBRKGRY13\tRange\tBRKGRY16\tTics 10\nTexture\tOptional\tBRNSCN01\tRange\tBRNSCN04\tTics 10\nTexture\tOptional\tCONCRT09\tRange\tCONCRT12\tTics 11\nTexture\tOptional\tCONCRT22\tRange\tCONCRT25\tTics 11\nTexture\tOptional\tWALPMP01\tRange\tWALPMP02\tTics 16\nTexture\tOptional\tWALTEK16\tRange\tWALTEK17\tTics 8\nTexture\tOptional\tFORCE01 \tRange\tFORCE04 \tTics 4\nTexture\tOptional\tFORCE05 \tRange\tFORCE08 \tTics 4\nTexture\tOptional\tFAN01 \tRange\tFAN02 \tTics 4\nFlat\tOptional\tP_VWATR1\tRange\tF_VWATR3\tTics 4\nFlat\tOptional\tF_HWATR1\tRange\tF_HWATR3\tTics 4\nFlat\tOptional\tF_TELE1 \tRange\tF_TELE2 \tTics 4\nFlat\tOptional\tF_FAN1 \tRange\tF_FAN2 \tTics 4\nFlat\tOptional\tF_CONVY1\tRange\tF_CONVY2\tTics 4\nFlat\tOptional\tF_RDALN1\tRange\tF_RDALN4\tTics 4\nTexture\tOptional\tHOLVX01 \tRange\tHOLVX10 \tTics 4\nTexture\tOptional\tHOLXX01 \tRange\tHOLXX10 \tTics 4\nTexture\tOptional\tHOLWX01 \tRange\tHOLWX10 \tTics 4\nTexture\tOptional\tWTRFALL1\tRange\tWTRFALL4\tTics 4\n\n// Map60\n\n// (Made by NeuralStunner)\n\n// [NS] Lava Fall\n\nTexture NSLavFa1\n\tPic NSLavFa1 Tics 8\n\tPic NSLavFa2 Tics 8\n\tPic NSLavFa3 Tics 8\n\tPic NSLavFa4 Tics 8\n\nTexture NSLavFa2\n\tPic NSLavFa2 Tics 8\n\tPic NSLavFa3 Tics 8\n\tPic NSLavFa4 Tics 8\n\tPic NSLavFa1 Tics 8\n\nTexture NSLavFa3\n\tPic NSLavFa3 Tics 8\n\tPic NSLavFa4 Tics 8\n\tPic NSLavFa1 Tics 8\n\tPic NSLavFa2 Tics 8\n\nTexture NSLavFa4\n\tPic NSLavFa4 Tics 8\n\tPic NSLavFa1 Tics 8\n\tPic NSLavFa2 Tics 8\n\tPic NSLavFa3 Tics 8\n\n// [NS] Switches\n\nSwitch NSSwt01f\n\tOn\n\tSound \"NS/Switch/PullSwitch/On\"\n\tPic NSSwt01t Tics 0\n\nSwitch NSSwt01t\n\tOff\n\tSound \"NS/Switch/PullSwitch/Off\"\n\tPic NSSwt01f Tics 0\n\n// [NS] Lock Panels: Keycards\n\nSwitch NSLokC1f\n\tOn\n\tSound \"NS/Switch/Keycard/On\"\n\tPic NSLokC1t Tics 0\n\nSwitch NSLokC1t\n\tOff\n\tSound \"NS/Switch/Keycard/Off\"\n\tPic NSLokC1f Tics 0\n\nSwitch NSLokC2f\n\tOn\n\tSound \"NS/Switch/Keycard/On\"\n\tPic NSLokC2t Tics 0\n\nSwitch NSLokC2t\n\tOff\n\tSound \"NS/Switch/Keycard/Off\"\n\tPic NSLokC2f Tics 0\n\nSwitch NSLokC3f\n\tOn\n\tSound \"NS/Switch/Keycard/On\"\n\tPic NSLokC3t Tics 0\n\nSwitch NSLokC3t\n\tOff\n\tSound \"NS/Switch/Keycard/Off\"\n\tPic NSLokC3f Tics 0\n\n// [NS] Lock Panels: Skullkeys\n\nSwitch NSLokS1f\n\tOn\n\tSound \"NS/Switch/Skullkey/On\"\n\tPic NSLokS1t Tics 0\n\nSwitch NSLokS1t\n\tOff\n\tSound \"NS/Switch/Skullkey/Off\"\n\tPic NSLokS1f Tics 0\n\nSwitch NSLokS2f\n\tOn\n\tSound \"NS/Switch/Skullkey/On\"\n\tPic NSLokS2t Tics 0\n\nSwitch NSLokS2t\n\tOff\n\tSound \"NS/Switch/Skullkey/Off\"\n\tPic NSLokS2f Tics 0\n\nSwitch NSLokS3f\n\tOn\n\tSound \"NS/Switch/Skullkey/On\"\n\tPic NSLokS3t Tics 0\n\nSwitch NSLokS3t\n\tOff\n\tSound \"NS/Switch/Skullkey/Off\"\n\tPic NSLokS3f Tics 0\n\n// [NS] Dualgate Effects\n\nTexture NSDualw1\n\tPic NSDualw1 Tics 2\n\tPic NSDualw2 Tics 2\n\tPic NSDualw3 Tics 2\n\tPic NSDualw4 Tics 2\n\nTexture NSDualw2\n\tPic NSDualw2 Tics 2\n\tPic NSDualw3 Tics 2\n\tPic NSDualw4 Tics 2\n\tPic NSDualw1 Tics 2\n\nTexture NSDualw3\n\tPic NSDualw3 Tics 2\n\tPic NSDualw4 Tics 2\n\tPic NSDualw1 Tics 2\n\tPic NSDualw2 Tics 2\n\nTexture NSDualw4\n\tPic NSDualw4 Tics 2\n\tPic NSDualw1 Tics 2\n\tPic NSDualw2 Tics 2\n\tPic NSDualw3 Tics 2\n\nWarp Flat NSDualwF\n\n// Map64\ntexture DNMACH01\n\tpic DNMACH01 tics 8\n\tpic DNMACH02 tics 8\n\tpic DNMACH03 tics 8\n\ntexture DNMACH02\n\tpic DNMACH01 tics 8\n\tpic DNMACH02 tics 8\n\tpic DNMACH03 tics 8\n\ntexture DNMACH03\n\tpic DNMACH01 tics 8\n\tpic DNMACH02 tics 8\n\tpic DNMACH03 tics 8\n\ntexture DNXTEL01\n\tpic DNXTEL01 tics 4\n\tpic DNXTEL02 tics 4\n\tpic DNXTEL03 tics 4\n\tpic DNXTEL04 tics 4\n\n// Map68\nTexture Wfall1 range WFALL4 tics 3\nTexture LAVFALL1 range LAVFALL4 tics 3\nwarp flat TOXWAST\n\n// Map70\n\ntexture 0BASEBTN\n\tallowdecals\n\tpic 0BASEBTN tics 3.5\n\tpic 1BASEBTN tics 3.5\n\nswitch 0BASEBTN on sound quake/null pic ABASEBTN tics 0\n\ntexture 0BUTN\n\tallowdecals\n\tpic 0BUTN tics 3.5\n\tpic 1BUTN tics 3.5\n\tpic 2BUTN tics 3.5\n\tpic 3BUTN tics 3.5\n\nswitch 0BUTN on sound quake/null pic ABUTN tics 0\n\ntexture 0BUTNN\n\tallowdecals\n\tpic 0BUTNN tics 3.5\n\tpic 1BUTNN tics 3.5\n\tpic 2BUTNN tics 3.5\n\tpic 3BUTNN tics 3.5\n\nswitch 0BUTNN on sound quake/null pic ABUTNN tics 0\n\ntexture 0BUTTON\n\tallowdecals\n\tpic 0BUTTON tics 3.5\n\tpic 1BUTTON tics 3.5\n\tpic 2BUTTON tics 3.5\n\tpic 3BUTTON tics 3.5\n\nswitch 0BUTTON on sound quake/null pic ABUTTON tics 0\n\ntexture 0DEM5\n\tallowdecals\n\tpic 0DEM5 tics 3.5\n\tpic 1DEM5 tics 3.5\n\tpic 2DEM5 tics 3.5\n\tpic 3DEM5 tics 3.5\n\ntexture 0FLOORSW\n\tallowdecals\n\tpic 0FLOORSW tics 3.5\n\tpic 1FLOORSW tics 3.5\n\tpic 2FLOORSW tics 3.5\n\tpic 3FLOORSW tics 3.5\n\nswitch 0FLOORSW on sound quake/null pic AFLOORSW tics 0\n\ntexture 0LIGHT01\n\tallowdecals\n\tpic 0LIGHT01 tics 3.5\n\tpic 1LIGHT01 tics 3.5\n\tpic 2LIGHT01 tics 3.5\n\ntexture 0MTLSW\n\tallowdecals\n\tpic 0MTLSW tics 3.5\n\tpic 1MTLSW tics 3.5\n\tpic 2MTLSW tics 3.5\n\tpic 3MTLSW tics 3.5\n\nswitch 0MTLSW on sound quake/null pic AMTLSW tics 0\n\ntexture 0PLANET\n\tallowdecals\n\tpic 0PLANET tics 3.5\n\tpic 1PLANET tics 3.5\n\tpic 2PLANET tics 3.5\n\tpic 3PLANET tics 3.5\n\ntexture 0SHOOT\n\tallowdecals\n\tpic 0SHOOT tics 3.5\n\tpic 1SHOOT tics 3.5\n\tpic 2SHOOT tics 3.5\n\tpic 3SHOOT tics 3.5\n\nswitch 0SHOOT on sound quake/null pic ASHOOT tics 0\n\ntexture 0SLIP\n\tallowdecals\n\tpic 0SLIP tics 3.5\n\tpic 1SLIP tics 3.5\n\tpic 2SLIP tics 3.5\n\tpic 3SLIP tics 3.5\n\tpic 4SLIP tics 3.5\n\tpic 5SLIP tics 3.5\n\tpic 6SLIP tics 3.5\n\ntexture 0_BOXSID\n\tallowdecals\n\tpic 0_BOXSID tics 3.5\n\tpic 1_BOXSID tics 3.5\n\ntexture 0_BOXTOP\n\tallowdecals\n\tpic 0_BOXTOP tics 3.5\n\tpic 1_BOXTOP tics 3.5\n\ntexture 0_FALL\n\tpic 0_FALL tics 3.5\n\tpic 1_FALL tics 3.5\n\tpic 2_FALL tics 3.5\n\tpic 3_FALL tics 3.5\n\tpic 4_FALL tics 3.5\n\tpic 5_FALL tics 3.5\n\tpic 6_FALL tics 3.5\n\tpic 7_FALL tics 3.5\n\ntexture 0_LAVA0\n\tallowdecals\n\tpic 0_LAVA0 tics 3.5\n\tpic 1_LAVA0 tics 3.5\n\tpic 2_LAVA0 tics 3.5\n\tpic 3_LAVA0 tics 3.5\n\ntexture 0_LAVA0S\n\tallowdecals\n\tpic 0_LAVA0S tics 3.5\n\tpic 1_LAVA0S tics 3.5\n\tpic 2_LAVA0S tics 3.5\n\tpic 3_LAVA0S tics 3.5\n\ntexture 0_LAVA1\n\tallowdecals\n\tpic 0_LAVA1 tics 3.5\n\tpic 1_LAVA1 tics 3.5\n\tpic 2_LAVA1 tics 3.5\n\tpic 3_LAVA1 tics 3.5\n\ntexture 0_LAVA1S\n\tallowdecals\n\tpic 0_LAVA1S tics 3.5\n\tpic 1_LAVA1S tics 3.5\n\tpic 2_LAVA1S tics 3.5\n\tpic 3_LAVA1S tics 3.5\n\ntexture 0_MED100\n\tallowdecals\n\tpic 0_MED100 tics 3.5\n\tpic 1_MED100 tics 3.5\n\tpic 2_MED100 tics 3.5\n\tpic 3_MED100 tics 3.5\n\ntexture 0_MED25\n\tallowdecals\n\tpic 0_MED25 tics 3.5\n\tpic 1_MED25 tics 3.5\n\tpic 2_MED25 tics 3.5\n\tpic 3_MED25 tics 3.5\n\ntexture 0_MED25S\n\tallowdecals\n\tpic 0_MED25S tics 3.5\n\tpic 1_MED25S tics 3.5\n\ntexture 0_PLAS0\n\tallowdecals\n\tpic 0_PLAS0 tics 3.5\n\tpic 1_PLAS0 tics 3.5\n\ntexture 0_PLAS1\n\tallowdecals\n\tpic 0_PLAS1 tics 3.5\n\tpic 1_PLAS1 tics 3.5\n\ntexture 0_PLSEND\n\tallowdecals\n\tpic 0_PLSEND tics 3.5\n\tpic 1_PLSEND tics 3.5\n\nwarp texture QBLOOD1\nwarp texture QLAVA1\nwarp texture QLAVA2\nwarp texture QRIFT1\nwarp texture QSLIME1\nwarp texture QSLIME2\nwarp texture QTELEPOR\nwarp texture QWATER0\nwarp texture QWATER1\nwarp texture QWATER2\n\n// Secret6\n\nSwitch\tDoom 1\t\t0_BLKSW0\tOn Pic\t0_BLKSW1\tTics 0"
},
{
"source": "pk3",
"name": "TERRAIN.txt",
"contents": "// Map70\n\nTerrain QuakeSlime {\n\t//Splash SlimeSplash\n\tLiquid\n\tDamageType Slime\n\tDamageAmount 8\n\tDamageTimeMask 31\n\tAllowProtection\n}\n\nTerrain QuakeLava {\n\t//Splash LavaSplash\n\tLiquid\n\tDamageType Fire\n\tDamageAmount 20\n\tDamageTimeMask 7\n\tAllowProtection\n}\n\nFloor QLAVA1\tQuakeLava\nFloor QLAVA2\tQuakeLava\nFloor QSLIME1\tQuakeSlime\nFloor QSLIME2\tQuakeSlime"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "// Map70\ndecal QuakeLaserScorch1\n{\n\tpic QLSSA0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower1\n}\n\ndecal QuakeLaserScorch2\n{\n\tpic QLSSB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower2\n}\n\ndecalgroup QuakeLaserScorch\n{\n\tQuakeLaserScorch1\t1\n\tQuakeLaserScorch2\t1\n}"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
},
{
"map": "MAP02",
"title": "MAP02",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
},
{
"map": "MAP03",
"title": "MAP03",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
},
{
"map": "MAP04",
"title": "MAP04",
"format": "doom",
"stats": {
"things": 363,
"linedefs": 595,
"sidedefs": 933,
"vertices": 672,
"sectors": 114,
"segs": 1120,
"ssectors": 379,
"nodes": 378,
"textures": {
"FLAT14": 13,
"FLAT1": 12,
"DEM1_2": 1,
"GRAY5": 61,
"FLOOR7_2": 2,
"COMPTILE": 9,
"CEIL5_2": 12,
"LITE3": 12,
"TEKWALL5": 4,
"BROWN96": 8,
"FLOOR1_1": 1,
"REDWALL1": 84,
"SW1STON1": 1,
"FLOOR7_1": 16,
"CEIL4_2": 43,
"STONE2": 21,
"TLITE6_5": 10,
"FLOOR5_1": 9,
"BROWNHUG": 275,
"FLOOR6_1": 6,
"FLAT5_4": 16,
"STEP4": 2,
"CEIL5_1": 33,
"COMPSPAN": 94,
"FLOOR6_2": 1,
"DEM1_4": 1,
"DOORTRAK": 6,
"STARTAN2": 4,
"NUKAGE1": 18,
"TEKWALL4": 16,
"TLITE6_1": 1,
"SUPPORT2": 32,
"FLOOR4_1": 2,
"METAL1": 11,
"STEP2": 8,
"SW1COMP": 3,
"BIGDOOR2": 2,
"STEP3": 6,
"STONE": 38,
"F_SKY1": 8,
"SLADWALL": 12,
"STARGR1": 10,
"STEP5": 20,
"DEM1_3": 1,
"FLOOR4_5": 2,
"MFLR8_1": 9,
"BIGDOOR4": 2,
"TLITE6_6": 6,
"DEM1_1": 1
}
},
"monsters": {
"total": 136,
"by_type": {
"baron": 10,
"demon": 24,
"imp": 49,
"shotgun_guy": 27,
"spectre": 20,
"zombieman": 6
},
"by_category": {
"boss": 0,
"hitscanner": 33,
"melee": 44,
"projectile": 59
}
},
"items": {
"total": 80,
"by_type": {
"ammo_box": 5,
"ammo_clip": 2,
"armor_bonus": 15,
"backpack": 1,
"chaingun": 2,
"computer_area_map": 1,
"green_armor": 1,
"health_bonus": 1,
"invisibility": 1,
"medikit": 6,
"rocket": 16,
"rocket_box": 3,
"rocket_launcher": 2,
"shell_box": 6,
"shells": 8,
"shotgun": 2,
"soulsphere": 1,
"stimpack": 7
},
"ammo_by_category": {
"bullets": 7,
"cells": 0,
"rockets": 19,
"shells": 14
},
"weapons_present": [
"chaingun",
"rocket_launcher",
"shotgun"
]
},
"mechanics": {
"teleports": true,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 136,
"hmp_monsters": 108,
"htr_monsters": 87,
"uv_items": 78,
"hmp_items": 79,
"htr_items": 79
},
"compatibility": "vanilla_or_boom",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
},
{
"map": "MAP05",
"title": "MAP05",
"format": "doom",
"stats": {
"things": 329,
"linedefs": 4237,
"sidedefs": 7369,
"vertices": 4378,
"sectors": 973,
"segs": 9162,
"ssectors": 2916,
"nodes": 2915,
"textures": {
"FLAT22": 1,
"RROCK17": 367,
"STARTAN2": 2,
"SUPPORT2": 12,
"SW2STON1": 2,
"COMPSTA2": 4,
"SW1BRN2": 1,
"COMP01": 252,
"LITE5": 34,
"SW1GRAY": 5,
"DOORTRAK": 50,
"FLAT5_7": 1119,
"FLAT19": 105,
"FLAT14": 184,
"FLAT17": 56,
"FLAT20": 499,
"FWATER1": 11,
"FLAT3": 307,
"FIREBLU2": 17,
"FLAT5_8": 1,
"SILVER1": 8,
"SPACEW3": 1,
"SHAWN2": 57,
"STEP4": 156,
"DOORYEL": 2,
"METAL": 16,
"SW1COMM": 1,
"DOORBLU": 12,
"GRAY4": 9,
"BIGDOOR2": 37,
"FLAT2": 16,
"LAVA1": 28,
"MFLR8_2": 353,
"RROCK03": 342,
"FLAT1": 242,
"BIGBRIK2": 109,
"COMPSTA1": 4,
"SLIME14": 20,
"COMPSPAN": 25,
"COMPBLUE": 1,
"BIGDOOR6": 19,
"EXITSIGN": 8,
"FLAT18": 304,
"GRAY5": 110,
"MFLR8_1": 260,
"DOORRED": 14
}
},
"monsters": {
"total": 133,
"by_type": {
"cacodemon": 4,
"cyberdemon": 1,
"demon": 17,
"hell_knight": 1,
"imp": 47,
"shotgun_guy": 14,
"zombieman": 49
},
"by_category": {
"boss": 1,
"hitscanner": 63,
"melee": 17,
"projectile": 52
}
},
"items": {
"total": 143,
"by_type": {
"ammo_box": 6,
"ammo_clip": 5,
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