Raw model (for completeness)
{
"meta": {
"id": "0a891217-4549-4407-8c0e-08b610e93b10",
"sha1": "12d423c2cee1cd878fe9579677e3ff25572181f9",
"sha256": "ca289ee17ee7ba5edf680649d470bb414121aa522877a2458f00290aa348455a",
"filenames": [
"gvhmultiversepatchv1.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2015-11-04 22:20:25",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2015-11-04 22:20:25",
"file": {
"type": "PK3",
"size": 7112,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/12d423c2cee1cd878fe9579677e3ff25572181f9/12d423c2cee1cd878fe9579677e3ff25572181f9.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 3,
"maps": 0,
"palettes": 0
}
},
"analysis": {
"title": "gvhmultiversepatchv1.pk3",
"description": "This WAD is a small PK3 patch file containing no standalone maps, focusing instead on actor and gameplay modifications. It introduces a custom player actor named LoWang with unique weapons and abilities, suggesting a modded gameplay experience rather than traditional map content. There are no maps included, so no information on level design, monster distribution, or resource balance is available. The content is likely intended as an add-on for existing WADs or mods, compatible with source ports supporting decorated actors. Themes, difficulty, and progression cannot be assessed due to lack of map data.",
"tags": [
"actor_mod",
"boom_compatible",
"custom_player",
"mod",
"no_maps"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "Actors/LoWangDeco.txt",
"contents": "Actor LoWang : PlayerPawn\n{\n\tMass 400\n\tPlayer.SoundClass \"Lowang\"\n\tPlayer.DisplayName \"Lo Wang\"\n\tPlayer.ForwardMove 1.2\n\tPlayer.SideMove 1.2\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n Player.StartItem \"LoWangSword\", 1\n\tPlayer.StartItem \"MicroUzi\", 1\n\tPlayer.StartItem \"StickyBombX\", 1\n\tPlayer.StartItem \"StickybombsX\", 2\n\tPlayer.StartItem \"UziReload\", 60\n\tPlayer.ColorRange 112, 127\n\tPlayer.Weaponslot 1, LoWangSword\n\tPlayer.Weaponslot 2, MicroUzi\n\tPlayer.Weaponslot 3, StickyBombX\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"normal\", 0.7\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tscale 0.4\n\tPainChance 256\n\tLimitedToTeam 0\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t\tWANG A 1 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tWANG AB 5\n\t\tWANG B 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tWANG CD 5\n\t\tWANG D 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tLoop\n\tMissile:\n\t\tWANG F 12\n\t\tGoto Spawn\n\tMelee:\n\t\tWANG F 6 bright\n\t\tGoto Missile\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tWANG H 4\n\t\tWANG H 4 A_Pain\n\t\tGoto Spawn\n\tPain.Creepstun:\n WANG H 0 A_Pain\n\tWANG H 40 Setplayerproperty(0,1,0)\n\tWANG H 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tPain.FleshBent:\n WANG H 0 A_Pain\n\tWANG H 20 Setplayerproperty(0,1,0)\n\tWANG H 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tDeath.Creeper:\n\t\tWANG A 0 A_PlaySoundEx(\"CreeperAttack\", \"Body\")\n\t\tWANG A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tWANG A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tWANG A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tWANG A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tWANG A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tWANG A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tWANG A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tWANG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tWANG A 0 A_GiveToTarget(\"KilledLoWang\",1)\n\t\tWANG H 5\n\t\tWANG I 5 A_PlayerScream\n\t\tWANG JK 5 A_NoBlocking\n\t\tWANG LM 5\n\t\tWANG N -1\n\t\tStop\n\tDeath.Choke:\n\t\tWANG A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tWANG I 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tWANG I 0 A_GiveToTarget(\"KilledWANGkowicz\",1)\n\t\tWANG I 0 A_GiveToTarget(\"Crunched\",1)\n\t\tWANG I 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tWANG A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tWANG A 0 A_GiveToTarget(\"Health\",25)\n\t\tWANG A 0 ACS_ExecuteAlways(997,0,2)\n\t\tWANG A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tWANG A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tWANG A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tWANG A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tWANG A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tWANG A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tWANG A 0 A_GiveToTarget(\"Health\",10)\n\t\tWANG A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tWANG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tWANG A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tWANG HHHHH 1 A_FadeOut(0.05)\n\t\tWANG A 0 A_PlayerScream\n\t\tWANG HHHIIIJJKKK 1 A_FadeOut(0.05)\n\t\tWANG A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tWANG A 0 ACS_ExecuteAlways(997,0,4)\n\t\tWANG A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tWANG A 0 A_GiveToTarget(\"TransLoWang\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tWANG A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tWANG A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tWANG A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tWANG A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tWANG A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tWANG A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tWANG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tWANG A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tWANG A 0 A_GiveToTarget(\"Clip\",1)\n\t\tWANG H 0 SetPlayerProperty(0,1,4)\n\t\tWANG H 0 A_Stop\n\t\tWANG HHHHHHHHHHHHH 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tWANG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tWANG A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tWANG HHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tWANG I 0 A_PlayerScream\n\t\tWANG IIJJKKK 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tWANG J 0 A_NoBlocking\n\t\tWANG LLLLLMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tWANG NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tWANG N -1\n\t\tStop\n\tDeath.I4:\n\t\tWANG A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tWANG A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tWANG A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tWANG A 0 A_GiveToTarget(\"Health\",10)\n\t\tWANG A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tWANG A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tWANG A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t\t}\n}\n\nactor UziReload : Ammo\n{\n inventory.amount 1\n inventory.maxamount 60\n\tinventory.icon \"CLIPA0\"\n states\n {\n Spawn:\n TNT1 A 35\n stop\n }\n}\n\nActor \"MicroUzi\" : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType \"UziReload\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive2 0\n\tObituary \"%o was shredded by %k's uzi's.\"\n\tDecal \"BulletChip\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+Weapon.Ammo_Optional\n\tStates\n\t{\n\t\tReady:\n\t MUZ2 A 0 A_JumpIfInventory(\"UziReload\", 1, 1)\n\t\tGoto Lowering1\n\t\tMUZ2 A 1 A_WeaponReady\n\t\tGoto Ready\n\tSelect:\n\t\tMUZ2 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tMUZ2 A 1 A_Lower\n\t\tLoop\n\t Fire:\n MUZ2 A 0 A_JumpIfInventory(\"UziReload\", 1, 1)\n\t Goto Lowering1\n\t MUZ2 A 0 BRIGHT\n MUZ2 A 0 A_GunFlash\n\t MUZ2 A 0 A_AlertMonsters\n\t MUZ2 A 0 A_SetPitch(pitch - .4)\n\t MUZ2 A 0 A_SetAngle(angle + (random(-4,4)/10))\n\t MUZ2 B 0 A_Playsound(\"UZFIR\")\n MUZ2 B 0 BRIGHT A_FireBullets(2,2,2,2,\"BulletPuff2\")\n\t MUZ2 B 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,16,-3)\n\t MUZ2 B 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,-16,-3)\n\t MUZ2 B 0 A_Light2\n MUZ2 B 0 BRIGHT A_Light1\n\t MUZ2 C 0 A_Light0\n\t MUZ2 B 1\n\t MUZ2 BC 1\n MUZ2 B 1 A_Refire\n\t MUZ2 A 1\n\t Goto Ready\n Lowering1:\n\t MUZ2 A 1 offset(0,32)\n\t MUZ2 A 1 offset(0,36)\n\t MUZ2 A 1 offset(0,42)\n\t MUZ2 A 1 offset(0,46)\n\t MUZ2 A 1 offset(0,50)\n\t MUZ2 A 1 offset(0,54)\n\t MUZ2 A 1 offset(0,58)\n\t MUZ2 A 1 offset(0,62)\n\t MUZ2 A 1 offset(0,66)\n\t MUZ2 A 1 offset(0,70)\n\t MUZ2 A 1 offset(0,74)\n\t MUZ2 A 1 offset(0,78)\n\t MUZ2 A 1 offset(0,82)\n\t MUZ2 A 1 offset(0,86)\n\t MUZ2 A 1 offset(0,90)\n\t MUZ2 A 1 offset(0,94)\n\t MUZ2 A 1 offset(0,98)\n\t MUZ2 A 1 offset(0,102)\n\t MUZ2 A 1 offset(0,104)\n\t Goto Reload\n\t Reload:\n\t MUZI D 1 offset(0,80)\n\t MUZI D 0 A_Playsound(\"UZICO\")\n\t MUZI DEFGHIJK 2\n\t MUZI L 0 A_Playsound(\"UZICI\")\n\t MUZI LMNOPQ 2\n\t MUZI Q 1\n\t MUZ2 D 1\n\t MUZ2 D 0 A_Playsound(\"UZICO\")\n\t MUZ2 DEFGHIJK 2\n\t MUZ2 L 0 A_Playsound(\"UZICI\")\n\t MUZ2 LMNOPQ 2\n\t MUZ2 Q 1 offset(0,80)\n\t MUZ2 Q 1 offset(0,84)\n\t MUZ2 Q 1 offset(0,88)\n\t MUZ2 Q 1 offset(0,92)\n\t MUZ2 Q 1 offset(0,96)\n\t MUZ2 Q 1 offset(0,100)\n\t MUZ2 Q 1 offset(0,104)\n\t MUZ2 A 1 offset(0,104)\n\t MUZ2 A 1 offset(0,104)\n MUZ2 A 1 offset(0,102)\n\t MUZ2 A 1 offset(0,98)\n\t MUZ2 A 1 offset(0,94)\n\t MUZ2 A 1 offset(0,86)\n\t MUZ2 A 1 offset(0,82)\n\t MUZ2 A 1 offset(0,78)\n\t MUZ2 A 1 offset(0,74)\n\t MUZ2 A 1 offset(0,70)\n\t MUZ2 A 1 offset(0,66)\n\t MUZ2 A 1 offset(0,62)\n\t MUZ2 A 1 offset(0,58)\n\t MUZ2 A 1 offset(0,54)\n\t MUZ2 A 1 offset(0,50)\n\t MUZ2 A 1 offset(0,46)\n\t MUZ2 A 1 offset(0,42)\n\t MUZ2 A 1 offset(0,38)\n\t MUZ2 A 1 offset(0,34)\n\t MUZ2 A 1 offset(0,32)\n\t TNT1 A 0 A_GiveInventory(\"UziReload\",60)\n\t Goto Ready\n }\n}\n\nACTOR LoWangSword : Weapon\n{\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.MELEEWEAPON\n\t+NOALERT\n\tObituary \"%k made %o look like a stupid!\"\n\tStates\n\t{\n\tReady:\n\t TNT1 A 0 A_JumpIfInventory(\"Punched\", 1, \"ReadyPunched\")\n\t\tLWRD A 1 A_WeaponReady\n\t\tLoop\n\t\tReadyPunched:\n\t\t LWRD E 1 A_WeaponReady\n\t\t\t Goto Ready\n\tDeselect:\n\t TNT1 A 0 A_JumpIfInventory(\"Punched\", 1, \"DeselectPunched\")\n\t LWRD A 0 A_Lower\n\t\tLWRD A 1 A_Lower\n\t\tLWRD A 0 A_TakeInventory(\"SwordSelect\",1)\n\t\tLoop\n\t\t DeselectPunched:\n\t\t\t LWRD E 0 A_Lower\n\t\t LWRD E 1 A_Lower\n\t\t LWRD E 0 A_TakeInventory(\"SwordSelect\",1)\n\t\t Loop\n\tSelect:\n\t TNT1 A 0 A_JumpIfInventory(\"Punched\", 1, \"SelectPunched\")\n\t LWRD A 0 A_Playsound(\"STICKY2R\")\n\t\tLWRD A 0 A_Raise\n\t\tLWRD A 1 A_Raise\n\t\tLWRD A 0 A_GiveInventory(\"SwordSelect\",1)\n\t\tGoto Select+2\n\t\t SelectPunched:\n\t\t\t LWRD E 0 A_Playsound(\"STICKY2R\")\n\t\t LWRD E 0 A_Raise\n\t\t LWRD E 1 A_Raise\n\t\t LWRD E 0 A_GiveInventory(\"SwordSelect\",1)\n\t\t Goto SelectPunched+1\n\n//----------------------Fire, This is random states---------------------------//\n\tFire:\n\t TNT1 A 0 A_JumpIfInventory(\"Punched\", 1, \"FirePunched\")\n LWRD A 1 A_Jump(256,\"Fire1\",\"Fire2\")\n\t\tGoto ready\n//----------------------------------------------------------------------------//\n\n//---------------From the right to the lower left corner----------------------//\n\tFire1:\n\t NULL A 1\n\t\tLWRD B 2 A_Playsound(\"SWRDSTR1\")\n\t\tLWRD C 1\n\t\tLWRD C 1 offset(-62, 32)\n\t\tLWRD D 1 offset(1, 32) A_CustomPunch(65, 1, 0, \"SwordSlashpuffs\", 68)\n\t\tLWRD D 1 offset(-29, 48)\n\t\tLWRD D 1 offset(-58, 64)\n\t LWRD D 1 offset(-87, 98)\n\t\tLWRD D 1 offset(-116, 116)\n\t NULL A 5\n\t\tNULL A 0 A_ReFire\n\t\tLWRD A 1 offset(1, 142)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 133)A_WeaponReady(1)\n\t LWRD A 1 offset(1, 124)A_WeaponReady(1)\n\t LWRD A 1 offset(1, 106)A_WeaponReady(1)\n\t LWRD A 1 offset(1, 97)A_WeaponReady(1)\n\t LWRD A 1 offset(1, 88)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 70)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 60)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 52)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 34)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 32)A_WeaponReady(1)\n\t\tGoto Ready\n//----------------------------------------------------------------------------//\n\n//-----------------------From the right in the middle-------------------------//\n\tFire2:\n\t NULL A 1\n\t\tLWRD B 2 A_Playsound(\"SWRDSTR1\")\n\t\tLWRD C 1\n\t\tLWRD C 1 offset(-30, 32)\n\t\tLWRD D 1 offset(10, 42) A_CustomPunch(65, 1, 0, \"SwordSlashpuffs\", 68)\n\t\tLWRD D 1 offset(-8, 69)\n\t LWRD D 1 offset(-27, 97)\n\t\tLWRD D 1 offset(-65, 154)\n\t\tLWRD D 1 offset(-86, 183)\n\t\tNULL A 8\n\t\tNULL A 0 A_ReFire\n\t\tLWRD A 1 offset(1, 142)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 133)A_WeaponReady(1)\n\t LWRD A 1 offset(1, 124)A_WeaponReady(1)\n\t LWRD A 1 offset(1, 106)A_WeaponReady(1)\n\t LWRD A 1 offset(1, 97)A_WeaponReady(1)\n\t LWRD A 1 offset(1, 88)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 70)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 60)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 52)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 34)A_WeaponReady(1)\n\t\tLWRD A 1 offset(1, 32)A_WeaponReady(1)\n\t\tGoto Ready\n//----------------------------------------------------------------------------//\n\n\tFirePunched:\n LWRD E 1 A_Jump(256,\"Fire1Punched\",\"Fire2Punched\")\n\t\tGoto ready\n//----------------------------------------------------------------------------//\n\n//---------------From the right to the lower left corner----------------------//\n\tFire1Punched:\n\t TNT1 A 1\n\t\tLWRD F 2 A_Playsound(\"SWRDSTR1\")\n\t\tLWRD G 1\n\t\tLWRD G 1 offset(-62, 32)\n\t\tLWRD H 1 offset(1, 32) A_CustomPunch(65, 1, 0, \"SwordSlashpuffs\", 68)\n\t\tLWRD H 1 offset(-29, 48)\n\t\tLWRD H 1 offset(-58, 64)\n\t LWRD H 1 offset(-87, 98)\n\t\tLWRD H 1 offset(-116, 116)\n\t TNT1 A 5\n\t\tTNT1 A 0 A_ReFire\n\t\tLWRD E 1 offset(1, 142)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 133)A_WeaponReady(1)\n\t LWRD E 1 offset(1, 124)A_WeaponReady(1)\n\t LWRD E 1 offset(1, 106)A_WeaponReady(1)\n\t LWRD E 1 offset(1, 97)A_WeaponReady(1)\n\t LWRD E 1 offset(1, 88)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 70)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 60)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 52)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 34)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 32)A_WeaponReady(1)\n\t\tGoto Ready\n//----------------------------------------------------------------------------//\n\n//-----------------------From the right in the middle-------------------------//\n\tFire2Punched:\n\t TNT1 A 1\n\t\tLWRD F 2 A_Playsound(\"SWRDSTR1\")\n\t\tLWRD G 1\n\t\tLWRD G 1 offset(-30, 32)\n\t\tLWRD H 1 offset(10, 42) A_CustomPunch(65, 1, 0, \"SwordSlashpuffs\", 68)\n\t\tLWRD H 1 offset(-8, 69)\n\t LWRD H 1 offset(-27, 97)\n\t\tLWRD H 1 offset(-65, 154)\n\t\tLWRD H 1 offset(-86, 183)\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_ReFire\n\t\tLWRD E 1 offset(1, 142)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 133)A_WeaponReady(1)\n\t LWRD E 1 offset(1, 124)A_WeaponReady(1)\n\t LWRD E 1 offset(1, 106)A_WeaponReady(1)\n\t LWRD E 1 offset(1, 97)A_WeaponReady(1)\n\t LWRD E 1 offset(1, 88)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 70)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 60)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 52)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 34)A_WeaponReady(1)\n\t\tLWRD E 1 offset(1, 32)A_WeaponReady(1)\n\t\tGoto Ready\n\t\t}\n\t}\n\nactor SwordSelect : inventory\n{\n Inventory.MaxAmount 1\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n\n}\n//----------------------------------------------------------------------------//\n\nACTOR SwordSlashpuffs\n{\n ActiveSound \"\"\n AttackSound \"LoSword/RAttack\"\n SeeSound \"LoSword/attack\"\n Obituary \"%k made %o look like a stupid!\"\n DamageType Melee\n \tHeight 4\n\tRadius 10\n +NOGRAVITY\n +NOEXTREMEDEATH\n +PUFFONACTORS\n Decal \"none\"\n States\n {\n Spawn:\n \t\tTNT1 A 0\n \tTNT1 A 1\n \tstop\n \tCrash:\n\t \tTNT1 A 0\n\t \tTNT1 A 1\n\t \tstop\n \tMelee:\n\t \tTNT1 A 0\n\t \tTNT1 A 1\n\t \tstop\n }\n}\n\nACTOR StickyBombX : Weapon\n{\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 5\n\tWeapon.AmmoType \"StickyBombsX\"\n\t+NOALERT\n\tInventory.PickupSound \"DSITEMUP\"\n\tInventory.PickupMessage \"Sticky Bombs\"\n\tObituary \"%o wasn't careful.\"\n\tStates\n\t{\n\tReady:\n\t\tSTYC A 17 A_WeaponReady\n\t STYC A 0 A_playsound(\"LoWangSTK/Ready\")\n\t\tSTYC B 1 A_WeaponReady\n\t\tgoto ready+2\n\tDeselect:\n\t\tSTYC A 0 A_Lower\n\t\tSTYC A 1 A_Lower\n\t\tSHUR A 0 A_TakeInventory(\"StickyBombSelectX\",1)\n\t\tLoop\n\tSelect:\n\t STYC A 0 A_CheckReload\n\t STYC A 0 A_playsound(\"PULL\")\n\t\tSTYC A 0 A_Raise\n\t\tSTYC A 1 A_Raise\n\t\tSHUR A 0 A_GiveInventory(\"StickyBombSelectX\",1)\n\t\tgoto select+2\n\tFire:\n\t TNT1 A 0 A_CheckReload\n\t\tSTYC C 1\n\t\tSTYC C 0 A_Playsound(\"STKTHR\")\n\t\tSTYC C 1 offset(0, 44) A_FireCustomMissile(\"StyckyBombProjectileX\",0,1,8,0)\n\t\tSTYC C 1 offset(0, 56)\n\t\tSTYC C 1 offset(0, 82)\n\t\tSTYC C 1 offset(0, 94)\n\t\tTNT1 A 8 A_CheckReload\n\t\tSTYC A 1 offset(0, 96)\n\t\tSTYC A 1 offset(0, 84)\n\t\tSTYC A 1 offset(0, 72)\n\t\tSTYC A 1 offset(0, 48)\n\t\tSTYC A 1 offset(0, 36)\n\t\tGoto Ready\n\tSpawn:\n\t\tSTYC D -1\n\t\tStop\n\t}\n}\n\n////////////// Sticky Bomb Projectile. It's spawn monster///////////\nACTOR StyckyBombProjectileX\n{\n\tRadius 3\n\theight 3\n\tSpeed 17\n\tscale 0.4\n\tDamage (0)\n\tProjectile\n\tDamageType \"Sentinel\"\n\tExplosionDamage 75\n\tExplosionRadius 100\n\tObituary \"%o wasn't careful.\"\n\t-NOGRAVITY\n\t-SOLID\n\t+DONTSPLASH\n\tGravity 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tSTYC EF 3\n\t\tLoop\n\tDeath:\n STYC E 1 A_SpawnItemEx(\"StyckyBombMonsterX\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tStop\n\tXDeath:\n\t\tSTYC EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Fire(30)\n STYC EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Fire(30)\n\t\tSTYC E 0 A_PlaySound (\"STSCAN2\", 2)\n STYC E 0 A_Explode\n\t STYC E 0 Radius_Quake(5,12,0,25,0)\n STYC E 0 A_SpawnItemEx(\"StickyBombExplodeX\")\n\t\t//STYC E 1 A_SeekerMissile(30,60)\n\t\t//STYC E 1 A_SeekerMissile(30,60)\n\t\t//STYC E 1 A_SpawnItemEx(\"StyckyOnActors\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nactor stickybombsX : Ammo\n{\n inventory.amount 1\n inventory.maxamount 2\n states\n {\n Spawn:\n TNT1 A 35\n stop\n }\n}\n\nActor StyckyBombMonsterX\n{\n health 1\n radius 2\n height 2\n scale 0.4\n mass 1\n speed 0\n MONSTER\n Damage (0)\n MeleeThreshold 20\n DamageType \"Sentinel\"\n Damagefactor \"sentinel\", 0.0\n Damagefactor \"Mechpewpews\", 0.0\n HitObituary \"%o wasn't careful.\"\n +ISMONSTER\n +NOGRAVITY\n +FLOORCLIP\n -COUNTKILL\n +DONTMORPH\n +FRIENDLY\n +DONTHARMCLASS\n +NOBLOOD\n +LOOKALLAROUND\n +NEVERRESPAWN\n +STANDSTILL\n states\n {\n Spawn:\n STYC EEEEEEEEEEEEEEEEEEEE 5 A_Look\n STYC E 0\n loop\n See:\n STYC E 0 A_ClearTarget\n\tSTYC E 0 A_ClearTarget\n\tSTYC E 0 A_ClearTarget\n STYC EEEEEEEEEEEEEEEEEEEE 5 A_Chase\n STYC E 0\n loop\n Melee:\n TNT1 A 0\n //TNT1 A 0 A_Playsound(\"EXPL1\")\n\tTNT1 A 0 A_SpawnItemEx(\"StickyBombExplodeX\")\n\tTNT1 AAA 4 Radius_Quake(5,12,0,25,0)\n Stop\n Death:\n TNT1 A 0\n //TNT1 A 0 A_Playsound(\"EXPL1\")\n\tTNT1 A 0 A_SpawnItemEx(\"StickyBombExplodeX\")\n\tTNT1 AAA 4 Radius_Quake(5,12,0,25,0)\n stop\n }\n}\n\n///////////////////////////////////////////////////////////////////////////\n\n//----------------Sticky Bomb Explode Effect----------------------------------//\nACTOR StickyBombExplodeX\n{\n Radius 13\n Height 8\n Damage (50)\n\tDamageType \"Sentinel\"\n \tExplosionDamage 80\n\tExplosionRadius 100\n\t+NOTARGET\n States\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tGoto Death\n\tDeath:\n\tTNT1 A 1 A_Explode(80,100)\n\tTNT1 A 0 A_PlaySound(\"Weapons/MineExplosion\")\n\tEXP2 ABCDEFGHIJKLMNOPRSTQVW 2 Bright\n\tStop\n\t}\n}\n//----------------------------------------------------------------------------//\n\n//Special Inventory for Player Code Animation//\nactor StickyBombSelectX : inventory\n{\n Inventory.MaxAmount 1\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n\n}\n///////////////////////////////////////////////////"
},
{
"source": "pk3",
"name": "Actors/BlazeSpawnDeco.txt",
"contents": "Actor BlazeSpawn : PlayerPawn\n{\n\tMass 400\n\tScale 0.8\n\tHealth 150\n\tGravity 0.0\n\tPlayer.SoundClass \"Blazespawn\"\n\tPlayer.DisplayName \"Blazespawn\"\n\tPlayer.StartItem \"BlazeSpawnWeapon\", 1\n\tPlayer.StartItem \"CombustionAmmo\", 1\n\tPlayer.ColorRange 112, 127\n\tPlayer.Maxhealth 150\n\tPlayer.ViewHeight 50\n\tbloodcolor \"DarkRed\"\n\tMass 300\n\tDamagefactor \"jitter\", 0.6\n\tDamagefactor \"IlluNukeKABUUM\", 0.6\n\tDamagefactor \"PistolBullets\", 1.4\n\tDamagefactor \"IlluPewpewRifle\", 1.3\n\tDamagefactor \"AntiAirBolt\", 1.9\n\tDamagefactor \"RevyRifleBullet\", 1.5\n\tDamagefactor \"railgun\", 1.5\n\tdamagefactor \"CryoXBow\", 1.6\n damagefactor \"Ghosttrap\", 0.3\n\tDamagefactor \"plasma\", 0.8\n\tDamagefactor \"ice\", 0.8\n\tDamagefactor \"ice2\", 0.8\n\tDamagefactor \"AltIce2\", 0.8\n\tDamagefactor \"fire2\", 1.5\n\tDamagefactor \"AltFire2\", 1.5\n\tDamageFactor \"Grenade\", 0.7\n\tDamageFactor \"normal\", 0.8\n\tDamagefactor \"minion\", 0.0\n\tDamagefactor \"Sentinel\", 1.4\n\tDamagefactor \"SamDeagle\", 1.4\n\tDamagefactor \"Mechpewpews\", 1.2\n\tDamagefactor \"BlueFire\", 0.0\n\tDamagefactor \"ZombieIce\", 0.0\n Damagefactor \"ZombiePoison\", 0.0\n\tDamagefactor \"ZombieSlaps\", 0.0\n\tDamagefactor \"ThrottlePews\", 0.7\n\tPlayer.ForwardMove 0.9\n\tPlayer.SideMove 0.9\n\tLimitedToTeam 1\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t WICK A 0\n\t WICK A 0 SetPlayerProperty(0,1,3)\n\t\tWICK A 5\n\t\tGoto Spawn\n\tSee:\n WICK E 8\n\t\tWICK F 8\n\t\tGoto See\n\tMissile:\n WICK IJ 2\n\t\tWICK KL 2\n\tGoto See\n\tMelee:\n\t\tWICT D 1\n\tGoto Missile\n\tPain:\n\tWICK M 2 A_Pain\n\tWICK M 2\n WICK M 0 A_SetPitch(pitch - 1.2)\n\tWICK M 0 A_SetAngle(angle + (random(-20,20)/10))\n\tGoto See\n\tDeath:\n\tDeathAnim:\n\tWICT F 0 A_Gravity\n\tWICT F 0\n WICK N 5 A_PlayerScream\n\tWICK N 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\tWICK N 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n WICK OP 5\n\tWICK P 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\tWICK P 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n WICK P 0 A_SpawnItemEX(\"WickedTorso\",0,0,48,0,0,0,0,16)\n WICT A 5 A_NoBlocking\n\tWICT A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n\tWICT A 0 A_CustomMissile(\"ArchvileFirex3\", 0, 0, random(0, 360))\n WICT BCDEF 5\n WICT G -1 A_SetFloorClip\n\t\tStop\n\tDeath.Grenade:\n\t\tWICT E 0 A_GiveToTarget(\"KilledG\",1)\n\t\tGoto DeathAnim\n\tDeath.CrapPlasma:\n\t\tWICT E 0 A_GiveToTarget(\"Unlock9\",1)\n\t\tGoto DeathAnim\n\tDeath.Ice2:\n\t\tWICT A 0 A_GiveToTarget(\"KilledIce2\",1)\n\t\tGoto DeathAnim\n\tDeath.Fire2:\n\t\tWICT A 0 A_GiveToTarget(\"KilledFire2\",1)\n\t\tGoto DeathAnim\n\tDeath.Railgun:\n\t\tWICT A 0 A_GiveToTarget(\"KilledLightning\",1)\n\t\tGoto DeathAnim\n\tDeath.GhostTrap:\n\t\tWICT A 0 A_GiveToTarget(\"KilledG\",1)\n\t\tGoto DeathAnim\n\tDeath.AltFire2:\n\t\tWICT A 0 A_GiveToTarget(\"KilledAltFire2\",1)\n\t\tGoto Death.Fire2\n\tDeath.AltIce2:\n\t\tWICT A 0 A_GiveToTarget(\"KilledAltIce2\",1)\n\t\tGoto Death.Ice2\n\tDeath.AltGrenade:\n\t\tWICT A 0 A_GiveToTarget(\"KilledAltG\",1)\n\t\tGoto Death.Grenade\n\tDeath.Hammer:\n\t\tWICT A 0 A_GiveToTarget(\"KnightGotya\",1)\n\t\tGoto Death.Grenade\n\tDeath.Fire3:\n\t\tWICT A 0 A_GiveToTarget(\"KilledFire3\",1)\n\t\tGoto DeathAnim\n\tDeath.Ice3:\n\t\tWICT A 0 A_GiveToTarget(\"KilledIce3\",1)\n\t\tGoto DeathAnim\n\tDeath.Grenade2:\n\t\tWICT A 0 A_GiveToTarget(\"KilledG2\",1)\n\t\tGoto DeathAnim\n\tPain.Drainer:\n\t\tWICT A 0 A_GiveToTarget(\"Health\",10)\n\t\tGoto Spawn\n\t}\n}\n\nActor WickedTorso\n{\n Mass 1000000\n Radius 1\n Height 1\n +IsMonster\n +Corpse\n States\n {\n Spawn:\n TNT1 A 0 // Without this, the sound below will never be played\n WICK Q 5 A_PlaySound(\"monster/tenpn1\")\n WICK R 5\n Wait\n Crash:\n WICK S 1 A_SetFloorClip\n WICK S 4 A_PlaySound(\"monster/tenpn2\")\n WICK TUV 5\n WICK W -1\n Stop\n }\n}\n\nActor WickedTorsoRes\n{\n Radius 24\n Height 24\n +NoGravity\n +NoBlockMap\n +NoClip\n States\n {\n Spawn:\n WICK WVUTSRQ 5\n Stop\n }\n}\n\nActor ComBustionAmmo : Ammo\n{\n Inventory.PickupMessage \"\"\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 1\n States\n {\n Spawn:\n TNT1 A 8 Bright\n Loop\n }\n}\n\nActor BlazeSpawnWeapon : Weapon 10006\n{\n\tWeapon.SelectionOrder 350\n\tWeapon.SlotNumber 1\n\tWeapon.Kickback 0\n\tWeapon.YAdjust 0\n\tWeapon.Ammotype \"ComBustionAmmo\"\n\tWeapon.Ammouse 0\n\tObituary \"%o was blown to bits by %k.\"\n\t+WEAPON.DONTBOB\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.MELEEWEAPON\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tReady:\n\t\tTNT1 A 50 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tTNT1 A 1 A_Raise\n\t\tGoto Select\n\tFire:\n\t\tTNT1 A 1 A_PlayWeaponSound(\"SPRKFM1\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CombustionPellet2\", 0, 1, 0, 20)\n\t\tTNT1 A 3 A_FireCustomMissile(\"CombustionPellet\", 0, 1, 0, 20)\n\t\tTNT1 A 3\n\t\tTNT1 A 3\n\t\tTNT1 A 3\n\t\tTNT1 A 3\n\t\tTNT1 A 82\n\t\tGoto Ready\n\t\t}\n}\n\nACTOR CombustionPellet\n{\n Speed 70\n Damage (15)\n Height 3\n Radius 3\n DeathSound \"SPRKBM1\"\n DamageType \"Jitter\"\n Obituary \"%o was blown to bits by %k.\"\n Projectile\n States\n {\n Spawn:\n SPPJ A 10 BRIGHT A_SpawnItemEx(\"CombustionAttackTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 A 0 A_Playsound(\"SPRKXM1\",1,1,0,ATTN_NONE)\n loop\n Death:\n TNT1 A 0 A_Playsound(\"SPRKBM1\",1,1)\n TNT1 AA 0 A_SpawnItemEx(\"SuperMissileExplosionLarge\",0,0,0,0,0,0,0,160)\n TNT1 A 0 A_SpawnItemEx(\"MSuperMissileExplosionVeryLarge\",0,0,0,0,0,0,0,160)\n\t\tTNT1 A 1 A_Explode(40,128)\n Stop\n }\n}\n\nACTOR CombustionPellet2\n{\n Speed 70\n Damage (0)\n Height 20\n Radius 20\n DeathSound \"SPRKBM1\"\n DamageType \"Jitter\"\n Obituary \"%o was blown to bits by %k.\"\n Projectile\n States\n {\n Spawn:\n TNT1 A 1 Bright A_SpawnItemEx(\"BlazeSpawnFiringTrail\",0,0,1,0,0,0,0,160)\n\t TNT1 A 0 A_SpawnItemEx(\"BlazeSpawnFiringTrail\",0,0,1,random(-50,50)/100.00,random(-50,50)/100.00,random(-50,50)/100.00,0,160)\n loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nactor BlazeSpawnFiringTrail\n{\n RenderStyle Add\n Alpha 0.9\n Scale 0.15\n +CLIENTSIDEONLY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n SMK1 AB 1 BRIGHT\n TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\")\n TNT1 A 1\n stop\n Spawn1:\n SMK1 ABCDEFGHIJKLMNOPQR 1\n stop\n Spawn2:\n SMK2 ABCDEFGHIJKLMNOPQR 1\n stop\n Spawn3:\n SMK3 ABCDEFGHIJKLMNOP 1\n stop\n Spawn4:\n SMK4 ABCDEFGHIJKLMNOP 1\n stop\n Nope:\n TNT1 A 1\n stop\n }\n}\n\nactor CombustionAttackTrail\n{\n Radius 1\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.6\n +NOCLIP\n\t+NOGRAVITY\n States\n {\n Spawn:\n SPPJ A 1 Bright A_fadeout (0.1)\n\t SSPJ A 1 A_SpawnItemEx(\"CombustionWave\")\n loop\n }\n}\n\nACTOR CombustionWave\n{\n- SOLID\n//+NOBLOCKMAP\n+NOGRAVITY\n+NOBLOOD\n+NODAMAGE\n+GHOST\nHealth 5\ntranslation \"112:127=80:95\"\nheight 50\nradius 50\nmass 99999999999\nscale 0.8\nrenderstyle translucent\nalpha 0.8\nStates\n{\nSpawn:\nPR2E A 0\nPR2E ABCDEFGHIJKLMNO 2 bright A_FadeOut(0.04)\nStop\n}\n}\n\nactor MSuperMissileExplosionVeryLarge\n{\n RenderStyle Add\n Alpha 0.9\n Scale 2.0\n\t+CLIENTSIDEONLY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0 Radius_Quake(8,12,0,25,0)\n FBLS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_SpawnItemEx(\"MissileTrailLarge\",random(-100,100)/100.00,random(-100,100)/100.00,random(-100,100)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-180,180),160,64)\n FBL2 ABCDEFGHIJ 1 BRIGHT\n stop\n }\n}"
}
]
},
"maps": []
}