Raw model (for completeness)
{
"meta": {
"id": "0aa8de4b-6980-4e64-8e75-67c7a6eeee51",
"sha1": "2aaf634f64b7525f1ead3dd77cc7c37a79857f05",
"sha256": "3bc0403ef7e35a4577193596fa9f6cbf739095bc4607d1c2e233f8031e27adb2",
"filenames": [
"wdimax1a_fix19rc5.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021/07/25 13:29:45",
"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": "2021/07/25 13:29:45",
"file": {
"type": "PK3",
"size": 14735891,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/2aaf634f64b7525f1ead3dd77cc7c37a79857f05/2aaf634f64b7525f1ead3dd77cc7c37a79857f05.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"MDI01",
"MDI02",
"MDI03"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 445,
"maps": 3,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "redrum\nclassic\nmdinwdi\nmdistuff\nspecgame\nwdivote\nmdibuild\nwdirpg"
},
{
"source": "pk3",
"name": "GAMEINFO.txt",
"contents": "IWAD = \"DOOM2.wad\"\nSTARTUPTYPE = \"Hexen\"\nSTARTUPTITLE = \" \" //STARTUPTITLE = \"Who Dun It MAX\"\nSTARTUPCOLORS = \"FFFFFF\", \"000000\""
},
{
"source": "pk3",
"name": "CVARINFO.txt",
"contents": "noarchive server string WDIcontactInfo = \"\";\nuser string WDIABILITYBACKUP = \"none\";"
},
{
"source": "pk3",
"name": "MODELDEF.txt",
"contents": "Model mdiwall8\n{\n Path \"Models/mdiarcs\"\n Model 0 \"mdiwall.md3\"\n Skin 0 \"mdiwall8.png\"\n Scale 1 1 1\n zoffset 3\n AngleOffset 90\n\n FrameIndex NULL A 0 0\n}\n\nModel WDIAbarricade\n{\n\tPath \"models/ABILITY\"\n\tModel 0 \"WDIAbarricade.md3\"\n\tSkin 0 \"WDIAbarricade.png\"\n\n\tScale 1.0 1.0 1.25\n\tangleoffset 90\n\n\tFrameIndex NULL A 0 0\n\tFrameIndex NULL B 0 1\n\tFrameIndex NULL C 0 2\n\tFrameIndex NULL D 0 3\n\tFrameIndex NULL E 0 4\n\tFrameIndex NULL F 0 5\n FrameIndex NULL G 0 6\n\tFrameIndex NULL H 0 7\n\tFrameIndex NULL I 0 8\n\tFrameIndex NULL J 0 9\n\tFrameIndex NULL K 0 10\n\tFrameIndex NULL L 0 11\n\tFrameIndex NULL M 0 12\n\tFrameIndex NULL N 0 13\n\tFrameIndex NULL O 0 14\n\tFrameIndex NULL P 0 15\n\tFrameIndex NULL Q 0 16\n\tFrameIndex NULL R 0 17\n FrameIndex NULL S 0 18\n\tFrameIndex NULL T 0 19\n\tFrameIndex NULL U 0 20\n\tFrameIndex NULL V 0 21\n\tFrameIndex NULL W 0 22\n\tFrameIndex NULL X 0 23\n\tFrameIndex NULL Y 0 24\n\tFrameIndex NULL Z 0 25\n\tFrameIndex NU1L A 0 26\n\tFrameIndex NU1L B 0 27\n\tFrameIndex NU1L C 0 28\n\tFrameIndex NU1L D 0 29\n\tFrameIndex NU1L E 0 30\n\tFrameIndex NU1L F 0 31\n FrameIndex NU1L G 0 32\n\tFrameIndex NU1L H 0 33\n\tFrameIndex NU1L I 0 34\n\tFrameIndex NU1L J 0 35\n\tFrameIndex NU1L K 0 36\n\tFrameIndex NU1L L 0 37\n\tFrameIndex NU1L M 0 38\n\tFrameIndex NU1L N 0 39\n\tFrameIndex NU1L O 0 40\n\n}\n\nModel WDIAbarricadeA\n{\n\tPath \"models/ABILITY\"\n\tModel 0 \"WDIAbarricade.md3\"\n\tSkin 0 \"WDIAbarrA.png\"\n\n\tScale 1.0 1.0 1.25\n\tangleoffset 90\n\n\tFrameIndex NULL A 0 0\n}\n\nModel WDIAkick\n{\n\tPath \"models/ABILITY\"\n\tModel 0 \"WDIAkick.md3\"\n\tSkin 0 \"WDIAdefence.png\"\n\tScale 1.2 1.2 1.2\n\tangleoffset 90\n\n\tFrameIndex NULL A 0 0\n\tFrameIndex NULL B 0 1\n\tFrameIndex NULL C 0 2\n\tFrameIndex NULL D 0 3\n\tFrameIndex NULL E 0 4\n\tFrameIndex NULL F 0 5\n FrameIndex NULL G 0 6\n\tFrameIndex NULL H 0 7\n\tFrameIndex NULL I 0 8\n\tFrameIndex NULL J 0 9\n\tFrameIndex NULL K 0 10\n\tFrameIndex NULL L 0 11\n\tFrameIndex NULL M 0 12\n\tFrameIndex NULL N 0 13\n\tFrameIndex NULL O 0 14\n\tFrameIndex NULL P 0 15\n\tFrameIndex NULL Q 0 16\n\tFrameIndex NULL R 0 17\n FrameIndex NULL S 0 18\n\tFrameIndex NULL T 0 19\n\tFrameIndex NULL U 0 20\n\tFrameIndex NULL V 0 21\n\tFrameIndex NULL W 0 22\n\tFrameIndex NULL X 0 23\n\tFrameIndex NULL Y 0 24\n\tFrameIndex NULL Z 0 25\n\tFrameIndex NU1L A 0 26\n\tFrameIndex NU1L B 0 27\n\tFrameIndex NU1L C 0 28\n\tFrameIndex NU1L D 0 29\n\tFrameIndex NU1L E 0 30\n\tFrameIndex NU1L F 0 31\n FrameIndex NU1L G 0 32\n\tFrameIndex NU1L H 0 33\n\tFrameIndex NU1L I 0 34\n\tFrameIndex NU1L J 0 35\n\tFrameIndex NU1L K 0 36\n\tFrameIndex NU1L L 0 37\n\tFrameIndex NU1L M 0 38\n\tFrameIndex NU1L N 0 39\n\tFrameIndex NU1L O 0 40\n\tFrameIndex NU1L P 0 41\n\tFrameIndex NU1L Q 0 42\n\tFrameIndex NU1L R 0 43\n FrameIndex NU1L S 0 44\n\tFrameIndex NU1L T 0 45\n\tFrameIndex NU1L U 0 46\n\tFrameIndex NU1L V 0 47\n\tFrameIndex NU1L W 0 48\n\tFrameIndex NU1L X 0 49\n\tFrameIndex NU1L Y 0 50\n}\n\nModel WDIAtransfusion\n{\n\tPath \"models/ABILITY\"\n\tModel 0 \"WDIAtransfusion.md3\"\n\tSkin 0 \"WDIAdefence.png\"\n\tScale 1.2 1.2 1.2\n\tangleoffset 90\n\n\tFrameIndex NULL A 0 0\n\tFrameIndex NULL B 0 1\n\tFrameIndex NULL C 0 2\n\tFrameIndex NULL D 0 3\n\tFrameIndex NULL E 0 4\n\tFrameIndex NULL F 0 5\n FrameIndex NULL G 0 6\n\tFrameIndex NULL H 0 7\n\tFrameIndex NULL I 0 8\n\tFrameIndex NULL J 0 9\n\tFrameIndex NULL K 0 10\n\tFrameIndex NULL L 0 11\n\tFrameIndex NULL M 0 12\n\tFrameIndex NULL N 0 13\n\tFrameIndex NULL O 0 14\n\tFrameIndex NULL P 0 15\n\tFrameIndex NULL Q 0 16\n\tFrameIndex NULL R 0 17\n FrameIndex NULL S 0 18\n\tFrameIndex NULL T 0 19\n\tFrameIndex NULL U 0 20\n\tFrameIndex NULL V 0 21\n\tFrameIndex NULL W 0 22\n\tFrameIndex NULL X 0 23\n\tFrameIndex NULL Y 0 24\n\tFrameIndex NULL Z 0 25\n\tFrameIndex NU1L A 0 26\n\tFrameIndex NU1L B 0 27\n\tFrameIndex NU1L C 0 28\n\tFrameIndex NU1L D 0 29\n\tFrameIndex NU1L E 0 30\n\tFrameIndex NU1L F 0 31\n FrameIndex NU1L G 0 32\n\tFrameIndex NU1L H 0 33\n\tFrameIndex NU1L I 0 34\n\tFrameIndex NU1L J 0 35\n\tFrameIndex NU1L K 0 36\n\tFrameIndex NU1L L 0 37\n\tFrameIndex NU1L M 0 38\n\tFrameIndex NU1L N 0 39\n\tFrameIndex NU1L O 0 40\n\tFrameIndex NU1L P 0 41\n\tFrameIndex NU1L Q 0 42\n\tFrameIndex NU1L R 0 43\n FrameIndex NU1L S 0 44\n\tFrameIndex NU1L T 0 45\n\tFrameIndex NU1L U 0 46\n\tFrameIndex NU1L V 0 47\n\tFrameIndex NU1L W 0 48\n\tFrameIndex NU1L X 0 49\n\tFrameIndex NU1L Y 0 50\n\tFrameIndex NU1L Z 0 51\n\tFrameIndex NU2L A 0 52\n\tFrameIndex NU2L B 0 53\n\tFrameIndex NU2L C 0 54\n\tFrameIndex NU2L D 0 55\n\tFrameIndex NU2L E 0 56\n\tFrameIndex NU2L F 0 57\n FrameIndex NU2L G 0 58\n\tFrameIndex NU2L H 0 59\n\tFrameIndex NU2L I 0 60\n\tFrameIndex NU2L J 0 61\n\tFrameIndex NU2L K 0 62\n\tFrameIndex NU2L L 0 63\n\tFrameIndex NU2L M 0 64\n\tFrameIndex NU2L N 0 65\n\tFrameIndex NU2L O 0 66\n\tFrameIndex NU2L P 0 67\n\tFrameIndex NU2L Q 0 68\n\tFrameIndex NU2L R 0 69\n FrameIndex NU2L S 0 70\n\tFrameIndex NU2L T 0 71\n\tFrameIndex NU2L U 0 72\n\tFrameIndex NU2L V 0 73\n\tFrameIndex NU2L W 0 74\n\tFrameIndex NU2L X 0 75\n\tFrameIndex NU2L Y 0 76\n\tFrameIndex NU2L Z 0 77\n\tFrameIndex NU3L A 0 78\n\tFrameIndex NU3L B 0 79\n\tFrameIndex NU3L C 0 80\n\tFrameIndex NU3L D 0 81\n\tFrameIndex NU3L E 0 82\n\tFrameIndex NU3L F 0 83\n FrameIndex NU3L G 0 84\n\tFrameIndex NU3L H 0 85\n\tFrameIndex NU3L I 0 86\n\tFrameIndex NU3L J 0 87\n\tFrameIndex NU3L K 0 88\n\tFrameIndex NU3L L 0 89\n\tFrameIndex NU3L M 0 90\n\tFrameIndex NU3L N 0 91\n\tFrameIndex NU3L O 0 92\n\tFrameIndex NU3L P 0 93\n\tFrameIndex NU3L Q 0 94\n\tFrameIndex NU3L R 0 95\n}\n\nModel WDIAhook\n{\n\tPath \"models/ABILITY\"\n\tModel 0 \"WDIAtransfusion.md3\"\n\tSkin 0 \"WDIAoffense.png\"\n\tScale 1.2 1.2 1.2\n\tangleoffset 90\n\n\tFrameIndex NULL A 0 0\n\tFrameIndex NULL B 0 1\n\tFrameIndex NULL C 0 2\n\tFrameIndex NULL D 0 3\n\tFrameIndex NULL E 0 4\n\tFrameIndex NULL F 0 5\n FrameIndex NULL G 0 6\n\tFrameIndex NULL H 0 7\n\tFrameIndex NULL I 0 8\n\tFrameIndex NULL J 0 9\n\tFrameIndex NULL K 0 10\n\tFrameIndex NULL L 0 11\n\tFrameIndex NULL M 0 12\n\tFrameIndex NULL N 0 13\n\tFrameIndex NULL O 0 14\n\tFrameIndex NULL P 0 15\n\tFrameIndex NULL Q 0 16\n\tFrameIndex NULL R 0 17\n FrameIndex NULL S 0 18\n\tFrameIndex NULL T 0 19\n\tFrameIndex NULL U 0 20\n\tFrameIndex NULL V 0 21\n\tFrameIndex NULL W 0 22\n\tFrameIndex NULL X 0 23\n\tFrameIndex NULL Y 0 24\n\tFrameIndex NULL Z 0 25\n\tFrameIndex NU1L A 0 26\n\tFrameIndex NU1L B 0 27\n\tFrameIndex NU1L C 0 28\n\tFrameIndex NU1L D 0 29\n\tFrameIndex NU1L E 0 30\n\tFrameIndex NU1L F 0 31\n FrameIndex NU1L G 0 32\n\tFrameIndex NU1L H 0 33\n\tFrameIndex NU1L I 0 34\n\tFrameIndex NU1L J 0 35\n\tFrameIndex NU1L K 0 36\n\tFrameIndex NU1L L 0 37\n\tFrameIndex NU1L M 0 38\n\tFrameIndex NU1L N 0 39\n\tFrameIndex NU1L O 0 40\n\tFrameIndex NU1L P 0 41\n\tFrameIndex NU1L Q 0 42\n\tFrameIndex NU1L R 0 43\n FrameIndex NU1L S 0 44\n\tFrameIndex NU1L T 0 45\n\tFrameIndex NU1L U 0 46\n\tFrameIndex NU1L V 0 47\n\tFrameIndex NU1L W 0 48\n\tFrameIndex NU1L X 0 49\n\tFrameIndex NU1L Y 0 50\n\tFrameIndex NU1L Z 0 51\n\tFrameIndex NU2L A 0 52\n\tFrameIndex NU2L B 0 53\n\tFrameIndex NU2L C 0 54\n\tFrameIndex NU2L D 0 55\n\tFrameIndex NU2L E 0 56\n\tFrameIndex NU2L F 0 57\n FrameIndex NU2L G 0 58\n\tFrameIndex NU2L H 0 59\n\tFrameIndex NU2L I 0 60\n\tFrameIndex NU2L J 0 61\n\tFrameIndex NU2L K 0 62\n\tFrameIndex NU2L L 0 63\n\tFrameIndex NU2L M 0 64\n\tFrameIndex NU2L N 0 65\n\tFrameIndex NU2L O 0 66\n\tFrameIndex NU2L P 0 67\n\tFrameIndex NU2L Q 0 68\n\tFrameIndex NU2L R 0 69\n FrameIndex NU2L S 0 70\n\tFrameIndex NU2L T 0 71\n\tFrameIndex NU2L U 0 72\n\tFrameIndex NU2L V 0 73\n\tFrameIndex NU2L W 0 74\n\tFrameIndex NU2L X 0 75\n\tFrameIndex NU2L Y 0 76\n\tFrameIndex NU2L Z 0 77\n\tFrameIndex NU3L A 0 78\n\tFrameIndex NU3L B 0 79\n\tFrameIndex NU3L C 0 80\n\tFrameIndex NU3L D 0 81\n\tFrameIndex NU3L E 0 82\n\tFrameIndex NU3L F 0 83\n FrameIndex NU3L G 0 84\n\tFrameIndex NU3L H 0 85\n\tFrameIndex NU3L I 0 86\n\tFrameIndex NU3L J 0 87\n\tFrameIndex NU3L K 0 88\n\tFrameIndex NU3L L 0 89\n\tFrameIndex NU3L M 0 90\n\tFrameIndex NU3L N 0 91\n\tFrameIndex NU3L O 0 92\n\tFrameIndex NU3L P 0 93\n\tFrameIndex NU3L Q 0 94\n\tFrameIndex NU3L R 0 95\n}\n\nModel WDIAthunder\n{\n\tPath \"models/ABILITY\"\n\tModel 0 \"WDIAthunder.md3\"\n\tSkin 0 \"WDIAoffense.png\"\n\tScale 1.2 1.2 1.2\n\tangleoffset 90\n\n\tFrameIndex NULL A 0 0\n\tFrameIndex NULL B 0 1\n\tFrameIndex NULL C 0 2\n\tFrameIndex NULL D 0 3\n\tFrameIndex NULL E 0 4\n\tFrameIndex NULL F 0 5\n FrameIndex NULL G 0 6\n\tFrameIndex NULL H 0 7\n\tFrameIndex NULL I 0 8\n\tFrameIndex NULL J 0 9\n\tFrameIndex NULL K 0 10\n\tFrameIndex NULL L 0 11\n\tFrameIndex NULL M 0 12\n\tFrameIndex NULL N 0 13\n\tFrameIndex NULL O 0 14\n\tFrameIndex NULL P 0 15\n\tFrameIndex NULL Q 0 16\n\tFrameIndex NULL R 0 17\n FrameIndex NULL S 0 18\n\tFrameIndex NULL T 0 19\n\tFrameIndex NULL U 0 20\n\tFrameIndex NULL V 0 21\n\tFrameIndex NULL W 0 22\n\tFrameIndex NULL X 0 23\n\tFrameIndex NULL Y 0 24\n\tFrameIndex NULL Z 0 25\n\tFrameIndex NU1L A 0 26\n\tFrameIndex NU1L B 0 27\n\tFrameIndex NU1L C 0 28\n\tFrameIndex NU1L D 0 29\n\tFrameIndex NU1L E 0 30\n\tFrameIndex NU1L F 0 31\n FrameIndex NU1L G 0 32\n\tFrameIndex NU1L H 0 33\n\tFrameIndex NU1L I 0 34\n\tFrameIndex NU1L J 0 35\n\tFrameIndex NU1L K 0 36\n\tFrameIndex NU1L L 0 37\n\tFrameIndex NU1L M 0 38\n\tFrameIndex NU1L N 0 39\n\tFrameIndex NU1L O 0 40\n\tFrameIndex NU1L P 0 41\n\tFrameIndex NU1L Q 0 42\n\tFrameIndex NU1L R 0 43\n FrameIndex NU1L S 0 44\n\tFrameIndex NU1L T 0 45\n\tFrameIndex NU1L U 0 46\n\tFrameIndex NU1L V 0 47\n\tFrameIndex NU1L W 0 48\n\tFrameIndex NU1L X 0 49\n\tFrameIndex NU1L Y 0 50\n\tFrameIndex NU1L Z 0 51\n\tFrameIndex NU2L A 0 52\n\tFrameIndex NU2L B 0 53\n\tFrameIndex NU2L C 0 54\n\tFrameIndex NU2L D 0 55\n\tFrameIndex NU2L E 0 56\n\tFrameIndex NU2L F 0 57\n FrameIndex NU2L G 0 58\n\tFrameIndex NU2L H 0 59\n\tFrameIndex NU2L I 0 60\n\tFrameIndex NU2L J 0 61\n\tFrameIndex NU2L K 0 62\n\tFrameIndex NU2L L 0 63\n\tFrameIndex NU2L M 0 64\n\tFrameIndex NU2L N 0 65\n\tFrameIndex NU2L O 0 66\n\tFrameIndex NU2L P 0 67\n\tFrameIndex NU2L Q 0 68\n\tFrameIndex NU2L R 0 69\n FrameIndex NU2L S 0 70\n\tFrameIndex NU2L T 0 71\n\tFrameIndex NU2L U 0 72\n\tFrameIndex NU2L V 0 73\n\tFrameIndex NU2L W 0 74\n\tFrameIndex NU2L X 0 75\n\tFrameIndex NU2L Y 0 76\n\tFrameIndex NU2L Z 0 77\n\tFrameIndex NU3L A 0 78\n\tFrameIndex NU3L B 0 79\n\tFrameIndex NU3L C 0 80\n\tFrameIndex NU3L D 0 81\n\tFrameIndex NU3L E 0 82\n\tFrameIndex NU3L F 0 83\n FrameIndex NU3L G 0 84\n}\n\nModel WDIAevacuate\n{\n\tPath \"models/ABILITY\"\n\tModel 0 \"WDIAevacuate.md3\"\n\tSkin 0 \"WDIAwitchcraft.png\"\n\tScale 1.2 1.2 1.2\n\tangleoffset 90\n\n\tFrameIndex NULL A 0 0\n\tFrameIndex NULL B 0 1\n\tFrameIndex NULL C 0 2\n\tFrameIndex NULL D 0 3\n\tFrameIndex NULL E 0 4\n\tFrameIndex NULL F 0 5\n FrameIndex NULL G 0 6\n\tFrameIndex NULL H 0 7\n\tFrameIndex NULL I 0 8\n\tFrameIndex NULL J 0 9\n\tFrameIndex NULL K 0 10\n\tFrameIndex NULL L 0 11\n\tFrameIndex NULL M 0 12\n\tFrameIndex NULL N 0 13\n\tFrameIndex NULL O 0 14\n\tFrameIndex NULL P 0 15\n\tFrameIndex NULL Q 0 16\n\tFrameIndex NULL R 0 17\n FrameIndex NULL S 0 18\n\tFrameIndex NULL T 0 19\n\tFrameIndex NULL U 0 20\n\tFrameIndex NULL V 0 21\n\tFrameIndex NULL W 0 22\n\tFrameIndex NULL X 0 23\n\tFrameIndex NULL Y 0 24\n\tFrameIndex NULL Z 0 25\n\tFrameIndex NU1L A 0 26\n\tFrameIndex NU1L B 0 27\n\tFrameIndex NU1L C 0 28\n\tFrameIndex NU1L D 0 29\n\tFrameIndex NU1L E 0 30\n\tFrameIndex NU1L F 0 31\n FrameIndex NU1L G 0 32\n\tFrameIndex NU1L H 0 33\n\tFrameIndex NU1L I 0 34\n\tFrameIndex NU1L J 0 35\n\tFrameIndex NU1L K 0 36\n\tFrameIndex NU1L L 0 37\n\tFrameIndex NU1L M 0 38\n\tFrameIndex NU1L N 0 39\n\tFrameIndex NU1L O 0 40\n\tFrameIndex NU1L P 0 41\n\tFrameIndex NU1L Q 0 42\n\tFrameIndex NU1L R 0 43\n FrameIndex NU1L S 0 44\n\tFrameIndex NU1L T 0 45\n\tFrameIndex NU1L U 0 46\n\tFrameIndex NU1L V 0 47\n\tFrameIndex NU1L W 0 48\n\tFrameIndex NU1L X 0 49\n\tFrameIndex NU1L Y 0 50\n\tFrameIndex NU1L Z 0 51\n\tFrameIndex NU2L A 0 52\n\tFrameIndex NU2L B 0 53\n\tFrameIndex NU2L C 0 54\n\tFrameIndex NU2L D 0 55\n\tFrameIndex NU2L E 0 56\n\tFrameIndex NU2L F 0 57\n FrameIndex NU2L G 0 58\n\tFrameIndex NU2L H 0 59\n\tFrameIndex NU2L I 0 60\n\tFrameIndex NU2L J 0 61\n\tFrameIndex NU2L K 0 62\n\tFrameIndex NU2L L 0 63\n\tFrameIndex NU2L M 0 64\n\tFrameIndex NU2L N 0 65\n\tFrameIndex NU2L O 0 66\n\tFrameIndex NU2L P 0 67\n\tFrameIndex NU2L Q 0 68\n\tFrameIndex NU2L R 0 69\n FrameIndex NU2L S 0 70\n\tFrameIndex NU2L T 0 71\n\tFrameIndex NU2L U 0 72\n\tFrameIndex NU2L V 0 73\n\tFrameIndex NU2L W 0 74\n\tFrameIndex NU2L X 0 75\n\tFrameIndex NU2L Y 0 76\n\tFrameIndex NU2L Z 0 77\n\tFrameIndex NU3L A 0 78\n\tFrameIndex NU3L B 0 79\n\tFrameIndex NU3L C 0 80\n\tFrameIndex NU3L D 0 81\n\tFrameIndex NU3L E 0 82\n\tFrameIndex NU3L F 0 83\n FrameIndex NU3L G 0 84\n\tFrameIndex NU3L H 0 85\n\tFrameIndex NU3L I 0 86\n\tFrameIndex NU3L J 0 87\n\tFrameIndex NU3L K 0 88\n\tFrameIndex NU3L L 0 89\n\tFrameIndex NU3L M 0 90\n\tFrameIndex NU3L N 0 91\n\tFrameIndex NU3L O 0 92\n\tFrameIndex NU3L P 0 93\n\tFrameIndex NU3L Q 0 94\n\tFrameIndex NU3L R 0 95\n FrameIndex NU3L S 0 96\n\tFrameIndex NU3L T 0 97\n\tFrameIndex NU3L U 0 98\n\tFrameIndex NU3L V 0 99\n\tFrameIndex NU3L W 0 100\n\tFrameIndex NU3L X 0 101\n\tFrameIndex NU3L Y 0 102\n\tFrameIndex NU3L Z 0 103\n\tFrameIndex NU4L A 0 104\n\tFrameIndex NU4L B 0 105\n\tFrameIndex NU4L C 0 106\n\tFrameIndex NU4L D 0 107\n\tFrameIndex NU4L E 0 108\n\tFrameIndex NU4L F 0 109\n FrameIndex NU4L G 0 110\n\tFrameIndex NU4L H 0 111\n\tFrameIndex NU4L I 0 112\n\tFrameIndex NU4L J 0 113\n\tFrameIndex NU4L K 0 114\n\tFrameIndex NU4L L 0 115\n}\n\nModel WDIArearview\n{\n Path \"Models/ABILITY\"\n Model 0 \"WDIArearview.md3\"\n Skin 0 \"WDIAsphere.png\"\n Scale 14 14 14\n //zoffset 3\n angleoffset 90\n FrameIndex NULL A 0 0\n FrameIndex TNT1 A 0 0\n}\n\nModel WDIArearview2\n{\n Path \"Models/ABILITY\"\n Model 0 \"WDIArearview.md3\"\n Skin 0 \"WDIAsphere.png\"\n Scale 9 9 9\n //zoffset 3\n angleoffset 90\n FrameIndex NULL A 0 0\n FrameIndex TNT1 A 0 0\n}\n\nModel WDIArearview3\n{\n Path \"Models/ABILITY\"\n Model 0 \"WDIArearview.md3\"\n Skin 0 \"WDIAsphere.png\"\n Scale 6 6 6\n //zoffset 3\n angleoffset 90\n FrameIndex NULL A 0 0\n FrameIndex TNT1 A 0 0\n}"
},
{
"source": "pk3",
"name": "MAPINFO.txt",
"contents": "//MDI\nmap MDI01 \"HIGHWAY TO HELL\"\n{\nlevelnum = 41\nnext = MDI02\nMusic = \"D_TISHIN\"\nevenlighting\nallowcrouch\ncheckswitchrange\nfallingdamage\nforcefallingdamage\nintermission\nInterMusic = \"KEROSENE\"\nexitpic = \"CONBACK\"\nTeamDamage = 1.0\n}\n\nmap MDI02 \"CHILD OF BOTTOM\"\n{\nlevelnum = 42\nnext = MDIMULTI\nMusic = \"D_TISHIN\"\nevenlighting\nallowcrouch\ncheckswitchrange\nfallingdamage\nforcefallingdamage\nintermission\nInterMusic = \"KEROSENE\"\nexitpic = \"CONBACK\"\nTeamDamage = 1.0\n}"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "pointlight PlayerShadowWDI\n{\n color 0.25 0.25 0.25\n size 12\n subtractive 1\n dontlightself 1\n}\n\n//because nulling it has no effect\npointlight PlayerShadow\n{\n color 0.25 0.25 0.25\n size 0\n subtractive 1\n dontlightself 1\n\n}\n\n//Mutilator - Archdemon.\n\nPulseLight ADNLight0\n{\n Color 1.0 0.9 0.1\n Size 16\n\tSecondarySize 32\n\tInterval 0.1\n}\n\nPulseLight ADNLight1\n{\n Color 1.0 0.9 0.1\n Size 32\n\tSecondarySize 64\n\tInterval 0.1\n}\n\nPulseLight ADNFireBall0\n{\n Color 1.0 0.9 0.1\n Size 16\n\tSecondarySize 32\n\tInterval 0.1\n}\n\nPulseLight ADNFireBall1\n{\n Color 1.0 0.9 0.1\n Size 32\n\tSecondarySize 64\n\tInterval 0.1\n}\n\nPulseLight ADNMiniFireBall0\n{\n Color 1.0 0.9 0.1\n Size 8\n\tSecondarySize 16\n\tInterval 0.1\n}\n\nPulseLight ADNMiniFireBall1\n{\n Color 1.0 0.9 0.1\n Size 16\n\tSecondarySize 32\n\tInterval 0.1\n}\n\nPulseLight ADNFireWave0\n{\n Color 1.0 0.9 0.1\n Size 8\n\tSecondarySize 16\n\tInterval 0.1\n}\n\nPulseLight ADNFireWave1\n{\n Color 1.0 0.9 0.1\n Size 16\n\tSecondarySize 24\n\tInterval 0.1\n}\n\nPulseLight ADNFireWave2\n{\n Color 1.0 0.9 0.1\n Size 24\n\tSecondarySize 32\n\tInterval 0.1\n}\n\nPulseLight ADNFireWave3\n{\n Color 1.0 0.9 0.1\n Size 32\n\tSecondarySize 40\n\tInterval 0.1\n}\n\nPulseLight ADNFireMark0\n{\n Color 1.0 0.9 0.1\n Size 16\n\tSecondarySize 32\n\tInterval 0.1\n}\n\nPulseLight ADNFireMark1\n{\n Color 1.0 0.9 0.1\n Size 24\n\tSecondarySize 48\n\tInterval 0.1\n}\n\nPulseLight ADNFireMark2\n{\n Color 1.0 0.9 0.1\n Size 32\n\tSecondarySize 64\n\tInterval 0.1\n}\n\nPulseLight ADNFireMark3\n{\n Color 1.0 0.9 0.1\n Size 8\n\tSecondarySize 16\n\tInterval 0.1\n}\n\nObject ADNLightThing\n{\n\tFrame TNT1A {Light ADNLight0}\n}\n\nObject ADNLightThing0\n{\n\tFrame TNT1A {Light ADNLight1}\n}\n\nObject ADNFireBall\n{\n Frame MANFA {Light ADNFireBall0}\n Frame MANFB {Light ADNFireBall0}\n\n Frame MISLB {Light ADNFireBall1}\n Frame MISLC {Light ADNFireBall1}\n Frame MISLD {Light ADNFireBall1}\n}\n\nObject ADNMiniFireBall\n{\n Frame ADNBA {Light ADNMiniFireBall0}\n Frame ADNBB {Light ADNMiniFireBall0}\n\n Frame BAL1A {Light ADNMiniFireBall1}\n Frame BAL1B {Light ADNMiniFireBall1}\n Frame BAL1C {Light ADNMiniFireBall1}\n Frame BAL1D {Light ADNMiniFireBall1}\n Frame BAL1E {Light ADNMiniFireBall1}\n}\n\nObject ADNMiniFireWaveTrace\n{\n Frame ADNFB {Light ADNFireWave1}\n Frame ADNFC {Light ADNFireWave0}\n}\n\nObject ADNFireWaveTrace\n{\n Frame ADNFB {Light ADNFireWave2}\n Frame ADNFC {Light ADNFireWave1}\n}\n\nObject ADNHugeFireWaveTrace\n{\n Frame ADNFB {Light ADNFireWave3}\n Frame ADNFC {Light ADNFireWave2}\n}\n\nObject ADNFireMarkCore\n{\n Frame FIREA {Light ADNFireMark0}\n Frame FIREB {Light ADNFireMark1}\n Frame FIREC {Light ADNFireMark2}\n Frame FIRED {Light ADNFireMark2}\n Frame FIREE {Light ADNFireMark2}\n Frame FIREF {Light ADNFireMark1}\n Frame FIREG {Light ADNFireMark1}\n Frame FIREH {Light ADNFireMark3}\n}\n\nObject ADNFireWallCore\n{\n Frame FIREA {Light ADNFireMark0}\n Frame FIREB {Light ADNFireMark1}\n Frame FIREC {Light ADNFireMark2}\n Frame FIRED {Light ADNFireMark2}\n Frame FIREE {Light ADNFireMark2}\n Frame FIREF {Light ADNFireMark1}\n Frame FIREG {Light ADNFireMark1}\n Frame FIREH {Light ADNFireMark3}\n}\n\nObject ADNFireDoorCore\n{\n Frame FIREA {Light ADNFireMark0}\n Frame FIREB {Light ADNFireMark1}\n Frame FIREC {Light ADNFireMark2}\n Frame FIRED {Light ADNFireMark2}\n Frame FIREE {Light ADNFireMark2}\n Frame FIREF {Light ADNFireMark1}\n Frame FIREG {Light ADNFireMark1}\n Frame FIREH {Light ADNFireMark3}\n}\n\nObject ADNFireHealCore\n{\n Frame FIREA {Light ADNFireMark0}\n Frame FIREB {Light ADNFireMark1}\n Frame FIREC {Light ADNFireMark2}\n Frame FIRED {Light ADNFireMark2}\n Frame FIREE {Light ADNFireMark2}\n Frame FIREF {Light ADNFireMark1}\n Frame FIREG {Light ADNFireMark1}\n Frame FIREH {Light ADNFireMark3}\n}"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "WDIASD14 WDIASD14 //barricade hit 1\nWDIASD15 WDIASD15 //barricade hit 2\nWDIASD16 WDIASD16 //barricade hit 3\nWDIASD17 WDIASD17 //barricade death\nWDIASD18 WDIASD18 //thai kick\nWDIASD19 WDIASD19 //hook\nWDIASD20 WDIASD20 //thudner\nWDIASD21 WDIASD21 //elixir\nWDIASD22 WDIASD22 //move1\nWDIASD23 WDIASD23 //move2\nWDIAMADM WDIAMADM\n$random WDIABARRSD { WDIASD14 WDIASD15 WDIASD16 }\n$random WDIASLIPPERY { WDIASD22 WDIASD23 }\n\n//Mutilator - Dune - Sardaukar.\n\nSRKMiss SRK_AHF0\nSRKMeat SRK_AHB0\nSRKWall SRK_AHW0\nSRKGun\tSRK_SND0\n\nSRKTaunt0 SRK_TNT0\nSRKTaunt1 SRK_TNT1\nSRKTaunt2 SRK_TNT2\nSRKTaunt3 SRK_TNT3\nSRKTaunt4 SRK_TNT4\nSRKTaunt5 SRK_TNT5\n\n$Random SRKTaunt\n{\nSRKTaunt0 SRKTaunt1 SRKTaunt2 SRKTaunt3 SRKTaunt0\nSRKTaunt0 SRKTaunt1 SRKTaunt2 SRKTaunt3 SRKTaunt5\nSRKTaunt0 SRKTaunt1 SRKTaunt2 SRKTaunt3 SRKTaunt1\nSRKTaunt0 SRKTaunt1 SRKTaunt2 SRKTaunt3 SRKTaunt4\nSRKTaunt0 SRKTaunt1 SRKTaunt2 SRKTaunt3 SRKTaunt2\nSRKTaunt0 SRKTaunt1 SRKTaunt2 SRKTaunt3 MUTITNT\nSRKTaunt0 SRKTaunt1 SRKTaunt2 SRKTaunt3 SRKTaunt3\n}\n\n//Mutilator - Dune - Fremen\n\nFRMLPain FRM_MLP0\nFRMMPain FRM_MMP0\nFRMHPain FRM_MHP0\nFRMCPain FRM_MCP0\nFRMDeath FRM_DTH0\n\nFRMTaunt0 FRM_TNT0\nFRMTaunt1 DSEMPTY\n\n$Random FRMTaunt\n{\nFRMTaunt0 FRMTaunt1 FRMTaunt1 FRMTaunt1\n}\n\n//Mutilator - Doctor\n\nMCDActive MCD_ACT0\n\nMCDLPain MCD_MLP0\nMCDMPain MCD_MMP0\nMCDHPain MCD_MHP0\nMCDCPain MCD_MCP0\nMCDDeath MCD_DTH0\n\nMCDTaunt0 MCD_TNT0\nMCDTaunt1 MCD_TNT1\nMCDTaunt2 MCD_TNT2\nMCDTaunt3 MCD_TNT3\nMCDTaunt4 MCD_TNT4\nMCDTaunt5 MCD_TNT5\nMCDTaunt6 MCD_TNT6\nMCDTaunt7 MCD_TNT7\n\n$Random MCDTaunt\n{\nMCDTaunt0 MCDTaunt1 SRKTaunt3 SRKTaunt3 MCDTaunt4\nMCDTaunt0 MCDTaunt1 SRKTaunt3 SRKTaunt3 MCDTaunt5\nMCDTaunt0 MCDTaunt1 MCDTaunt2 SRKTaunt3 MCDTaunt6\nMCDTaunt0 MCDTaunt1 MCDTaunt2 SRKTaunt3 MCDTaunt7\nMCDTaunt0 MCDTaunt1 MCDTaunt2 MCDTaunt3 MUTITNT\nMCDTaunt0 MCDTaunt1 MCDTaunt2 MCDTaunt3 SRKTaunt4\nMCDTaunt0 MCDTaunt1 MCDTaunt2 MCDTaunt3 SRKTaunt5\n}\n\nSND_Alert0 SND_ALR0\nSND_Reactor0 SND_RCT0\nSND_Mechanism0 SND_AMM0\nSND_AccessDenied0 ACSDNED0\n\n//Mutilator - Archdemon.\n\nADNFlame0 DSFlame\nADNFlame1 ADN_FRA0\nADNFlame2 ADN_FRA1\nADNFlame3 ADN_FRA2\nADNFlame4 ADN_FRA3\nADNFlame5 ADN_FRA4\n\n$Random ADNFlame\n{\nADNFlame0 ADNFlame1 ADNFlame2\nADNFlame3 ADNFlame4 ADNFlame5\n}\n\nADNLPain0 ADN_MLP0\nADNLPain1 ADN_MLP1\nADNLPain2 ADN_MLP2\nADNLPain3 ADN_MLP3\n\n$Random ADNLPain\n{\nADNLPain0 ADNLPain1 ADNLPain2 ADNLPain3\n}\n\nADNMPain DSVIPAIN\nADNHPain DSVIPAIN\nADNCPain DSVIPAIN\nADNDeath DSVILDTH\n\nADNTaunt0 DSVILSIT\nADNTaunt1 DSVILACT\nADNTaunt2 ADN_TNT0\nADNTaunt3 ADN_TNT1\nADNTaunt4 ADN_TNT2\nADNTaunt5 ADN_TNT3\nADNTaunt6 ADN_TNT4\nADNTaunt7 ADN_TNT5\nADNTaunt8 ADN_TNT6\nADNTaunt9 ADN_TNT7\nADNTaunt10 ADN_TNT8\nADNTaunt11 ADN_TNT9\nADNTaunt12 ADN_TNTA\nADNTaunt13 ADN_TNTB\nADNTaunt14 ADN_TNTC\n\n$Random ADNTaunt\n{\nADNTaunt0 ADNTaunt0 ADNTaunt0 ADNTaunt1 ADNTaunt1\nADNTaunt2 ADNTaunt3 ADNTaunt4 ADNTaunt5 ADNTaunt6\nADNTaunt7 ADNTaunt8 ADNTaunt9 ADNTaunt10 ADNTaunt11\nADNTaunt12 ADNTaunt12 ADNTaunt13 ADNTaunt13 ADNTaunt14\nADNTaunt14\n}"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "Generator \"Mutilator6\" \"RailScorch\"\n\n//Mutilator - Archdemon.\n\nDecal ADNMeleeDecal0\n{\n\tPic ADNDSCR0\n\tTranslucent 0.95\n\tShade \"00 00 00\"\n\tX-Scale 1.25\n\tY-Scale 1.00\n}\n\nDecal ADNMeleeDecal1\n{\n\tPic ADNDSCR0\n\tTranslucent 0.95\n\tShade \"00 00 00\"\n\tX-Scale 1.25\n\tY-Scale 1.00\n\tFlipX\n\tFlipY\n}\n\nDecal ADNMeleeDecal2\n{\n\tPic ADNDSCR1\n\tTranslucent 0.95\n\tShade \"00 00 00\"\n\tX-Scale 1.25\n\tY-Scale 1.00\n}\n\nDecal ADNMeleeDecal3\n{\n\tPic ADNDSCR1\n\tTranslucent 0.95\n\tShade \"00 00 00\"\n\tX-Scale 1.25\n\tY-Scale 1.00\n\tFlipX\n\tFlipY\n}\n\nDecal ADNMelee0Decal0\n{\n\tPic ADNDSCR0\n\tTranslucent 0.95\n\tShade \"00 00 00\"\n\tX-Scale 1.25\n\tY-Scale 1.00\n\tFlipY\n}\n\nDecal ADNMelee0Decal1\n{\n\tPic ADNDSCR0\n\tTranslucent 0.95\n\tShade \"00 00 00\"\n\tX-Scale 1.25\n\tY-Scale 1.00\n\tFlipX\n}\n\nDecal ADNMelee0Decal2\n{\n\tPic ADNDSCR1\n\tTranslucent 0.95\n\tShade \"00 00 00\"\n\tX-Scale 1.25\n\tY-Scale 1.00\n\tFlipY\n}\n\nDecal ADNMelee0Decal3\n{\n\tPic ADNDSCR1\n\tTranslucent 0.95\n\tShade \"00 00 00\"\n\tX-Scale 1.25\n\tY-Scale 1.00\n\tFlipX\n}\n\nDecalGroup ADNMeleeDecal\n{\n\tADNMeleeDecal0\t1\n\tADNMeleeDecal1\t1\n\tADNMeleeDecal2\t1\n\tADNMeleeDecal3\t1\n}\n\nDecalGroup ADNMelee0Decal\n{\n\tADNMelee0Decal0\t1\n\tADNMelee0Decal1\t1\n\tADNMelee0Decal2\t1\n\tADNMelee0Decal3\t1\n}"
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#Include \"Actors/WDIUP.txt\"\n#Include \"Actors/WDIABIUP.txt\"\n#Include \"Actors/MDIUP.txt\"\n#Include \"Actors/DEAMDI12.txt\"\n#Include \"Actors/DEAMDI3a.txt\"\n#Include \"Actors/DEAMDI3s.txt\""
},
{
"source": "pk3",
"name": "SKININFO.txt",
"contents": "//==================================================================\n//////////////////////// SKINS ////////////////////////\n//=================================================================\n\n{\nname = AxeSkin\nsprite = PLAX\nCrouchSprite = PLAX\n}\n\n{\nname = ShotgunSkin\nsprite = PLA3\nCrouchSprite = PL3C\n}\n\n{\nname = TwigSkin\nsprite = PLTW\nCrouchSprite = PLTW\n}\n\n{\nname = PistolSkin\nsprite = PLA2\nCrouchSprite = PL2C\n}\n\n{\nname = ChainsawSkin\nsprite = PLA0\nCrouchSprite = PL8C\n}\n\n{\nname = ShovelSkin\nsprite = PLSH\nCrouchSprite = PSHC\n}\n\n{\nname = MurderSkin\nsprite = PKNI\nCrouchSprite = PKNC\n}\n\n{\nname = FistSkin\nsprite = PLA1\nCrouchSprite = PL1C\n}\n\n{\nname = M1Skin\nsprite = PCBN\nCrouchSprite = PCBC\n}\n\n{\nname = WrenchSkin\nsprite = PLA6\nCrouchSprite = PWNC\n}\n\n{\nname = PipeSkin\nsprite = PLA7\nCrouchSprite = PIPC\n}\n\n{\nname = ExtinguisherSkin\nsprite = PLEX\nCrouchSprite = CEXT\n}\n\n{\nname = FlashLightSkin\nsprite = SFLZ\nCrouchSprite = CFLZ\n}\n\n//MDI/////////////////////////////////////\n\n{\nname = JasonSkin\nsprite = JASN\nCrouchSprite = JASN\n}\n\n{\nname = ChildSkin\nsprite = BZOM\nCrouchSprite = BZOM\n}\n\n{\nname = AlienSkin\nsprite = WART\nCrouchSprite = WART\n}\n\n{\nname = MummySkin\nsprite = MUMM\nCrouchSprite = MUMM\n}\n\n{\nname = ThingSkin\nsprite = UDM2\nCrouchSprite = UDM2\n}\n\n{\nname = T800Skin\nsprite = T800\nCrouchSprite = T800\n}\n\n{\nname = LinaSkin\nsprite = LINA\nCrouchSprite = LINA\n}\n\n{\nname = SardaukarSkin\nsprite = SRKM\nCrouchSprite = SRKM\n}\n\n{\nname = FremenSkin\nsprite = FRMM\nCrouchSprite = FRMM\n}\n\n{\nName = ArchdemonSkin\nSprite = ADNM\nCrouchSprite = ADNM\nScale = 0.795\n}\n\n{\nname = Victim1Skin\nsprite = P1AN\nCrouchSprite = P1AN\n}\n\n{\nname = Victim2Skin\nsprite = P2AN\nCrouchSprite = P2AN\n}\n\n{\nname = Victim3Skin\nsprite = P3AN\nCrouchSprite = P3AN\n}\n\n{\nname = Victim4Skin\nsprite = P4AN\nCrouchSprite = P4AN\n}\n\n{\nname = Assist1Skin\nsprite = SKEL\nCrouchSprite = SKEL\n}\n\n{\nname = Assist2Skin\nsprite = BOS2\nCrouchSprite = BOS2\n}\n\n{\nName = DoctorSkin\nSprite = MCDM\nCrouchSprite = MCDC\nColor = \"EF EF EF\"\n}\n\n/*\n//WDIEXSKINS/////////////////////////////////////\n{\nname = JenniferSkin\nsprite = JENN\nclass = \"voice: thick\"\nCrouchSprite = JENN\n//scale = 0.3\ngender = male\n}\n\n{\nname = JenniferSkin\nsprite = JENN\nclass = \"voice: wimpy\"\n//scale = 0.3\nCrouchSprite = JENN\ngender = male\n}\n\n{\nname = ScissormanSkin\nsprite = SCIS\nclass = \"voice: thick\"\nCrouchSprite = JENN\n//scale = 0.3\ngender = male\n}\n\n{\nname = ScissormanSkin\nsprite = SCIS\nclass = \"voice: wimpy\"\n//scale = 0.3\nCrouchSprite = JENN\ngender = male\n}\n*/\n/*{\nname = Victim1Skin\nclass = \"Victim1\"\nsprite = P1AN\nCrouchSprite = P1AN\n}\n\n{\nname = Victim2Skin\nclass = \"Victim2\"\nsprite = P2AN\nCrouchSprite = P2AN\n}\n\n{\nname = Victim3Skin\nclass = \"Victim3\"\nsprite = P3AN\nCrouchSprite = P3AN\n}\n\n{\nname = Victim4Skin\nclass = \"Victim4\"\nsprite = P4AN\nCrouchSprite = P4AN\n}\n\n{\nname = JasonSkin\nclass = \"Mutilator1\"\nsprite = JASN\nCrouchSprite = JASN\n}\n\n{\nname = ChildSkin\nclass = \"Mutilator2\"\nsprite = BZOM\nCrouchSprite = BZOM\n}*/"
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "ClearPlayerClasses\nAddPlayerClass \"Innocent\"\n\nweaponsection \"Touchup\"\nsetslot 2 Victim1 Victim2 Victim3 Victim4 Mutilator1 Mutilator2 Mutilator3 Mutilator4 Mutilator5 Mutilator6 Mutilator7 Mutilator99 Mutilator100 MUTILATOR101 MUTILATOR102 MUTILATOR103//slot2 so no bug on switching\nsetslot 0 MurderKnife\nsetslot 1 NewFist PoolCue PipeWrench LeadPipe Shovel LChainsaw Beretta WDIBeretta Shotgun2 LCrossbow M1Carbine Brick Molotov Twig Plank NailedPlank magnum FistWithLighter FistWithFlashlight FireAxe Axe FlashlightZ Soulcube BaseballBat SprayCanBLU SprayCanRED SprayCanYLL SprayCanPNK SprayCanORG SprayCanGRN 20Dollars NO_WEAPON Scissors Murd_Vanish\n\nalias information \"pukename WDIgameinfo\""
},
{
"source": "pk3",
"name": "TERRAIN.txt",
"contents": "Floor\tflr1_3_\tMetal"
},
{
"source": "pk3",
"name": "ACTORS/WDIUP.txt",
"contents": "Actor Innocent : DoomPlayer//PlayerPawn\n{\n\tRadius 16\n\tHeight 56\n\tPainChance 256\n\tMass 100//Mass 0x7fffffff\n\tSpeed 0.8\n\tAlpha 1.0\n\tGibHealth -100\n\tPlayer.ViewHeight 50\n\tDeathHeight 8\n\tPlayer.ForwardMove 0.8 0.8\n\tPlayer.SideMove 0.4 0.4\n\tPlayer.JumpZ 8\n\tPlayer.ColorRange 112, 127\n\tPlayer.RunHealth 20\n\tPlayer.DisplayName \"Player_WDI\"\n\t//Player.SoundClass \"TMC\"\n\n\tPlayer.StartItem \"NewFist\"\n\tPlayer.StartItem \"Action_DropWeapon\"\n\tPlayer.StartItem \"Action_DropWeaponCancel\"\n\tPlayer.StartItem \"SmallKit\", 1\n\tPlayer.StartItem \"Flare\", 1\n\tPlayer.StartItem \"Warm\", 1\n\tPlayer.StartItem HudAlive\n\tPlayer.StartItem MarkMe\n\t//Player.MaxSkinSizeFactor 30.44, 10.68\n\t//Player.WeaponSlot 0, MurderKnife\n\t//Player.WeaponSlot 1, NewFist, PickAxe, FireExtinguisher, PoolCue, PipeWrench, LeadPipe, Shovel, LChainsaw, Beretta, OldBeretta, Shotgun2, LCrossbow, M1Carbine, Brick, Molotov, OldMolotov, Twig, Plank, NailedPlank, NewFistMDI, magnum FistWithLighter FistWithFlashlight FireAxe Axe FlashlightZ Soulcube BaseballBat SprayCanBLU SprayCanRED SprayCanYLL SprayCanPNK SprayCanORG SprayCanGRN 20Dollars NO_WEAPON Scissors Murd_Vanish\n\t//Player.WeaponSlot 2, FistWithLighter, FistWithFlashlight, FireAxe, FlashlightZ, Soulcube, BaseballBat, SprayCanBLU, SprayCanRED, 20Dollars, Magnum\n\t//Player.WeaponSlot 3, Victim1, Victim2, Victim3, Victim4, Mutilator1, Mutilator2 //reserved for MDI\n\tDamageFactor \"Falling\", 2.5\n\tDamageFactor \"FlareEffect\", 0.0\n\tDamageFactor \"GhostDmg\", 0.0\n\tDamageFactor \"CurseThrust\", 0.5 //0.5\n\tDamageFactor \"SpiritDmg\", 1.0\n\tDamageFactor \"KickDmg\", 1.0\n\tDamageFactor \"ThunderDmg\", 1.0\n\tDamageFactor \"LimitDistDmg\", 1.0\n\tRenderStyle Translucent\n\t//Player.StartItem Safety\n\t//Player.StartItem TIDGiver\n\t//Player.InvulnerabilityMode \"Normal\"\n\t+NOSKIN\n\t+GHOST\n\t+WINDTHRUST\n\t-NOBLOCKMONST\n\t-TELESTOMP\n\t+NOTELEFRAG\n\tStates\n\t{\n\tSpawn2:\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 A_JumpIfinventory(\"SpawnedSpecspot\", 1, \"Spawn\")\n\t\t//TNT1 A 0 A_GiveInventory(\"SpawnedSpecspot\", 1)\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"Spawn_SpecSpot\", 0)\n\t\t//TNT1 A 0 A_Print(\"DONE!\")\n Spawn:\n //PLAY A 10 A_CheckFloor(2) //trying to do it for custom taunts\n //PLAY A 0 ACS_NamedExecuteAlways(\"WDI_OOOF\", 0)//custom taunt\n //PLAY A 0 ACS_ExecuteAlways(\"Flare\", 0)\n\t\t//PLAY A 0 A_ChangeFlag(\"THRUSPECIES\", FALSE)\n PLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n PLAY A 10 A_AlertMonsters\n PLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n PLAY A 10 A_AlertMonsters\n PLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n PLAY A 10 A_AlertMonsters\n PLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n PLAY A 10 A_AlertMonsters\n PLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n PLAY A 10 A_AlertMonsters\n PLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n PLAY A 10 A_AlertMonsters\n PLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n PLAY A 10 A_AlertMonsters\n PLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n PLAY A 10 A_AlertMonsters\n PLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n PLAY A 10 A_AlertMonsters\n PLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n PLAY A 10 A_AlertMonsters\n PLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n PLAY A 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn2\")\n\n PLAY AAAAAAAAAAAAAAA 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n Loop\n\t\t//changes by DEA\n\n\tSee:\n\t PLAY A 0 A_JumpIfInventory(\"IsRunning\", 1, \"See.MDIrunning\")\n\t PLAY A 0 A_JumpIfInventory(\"IsSneaking\", 1, \"See.MDIsneak\")\n\t\tPLAY A 0 A_JumpIfInventory(\"WDISneaking\", 1, \"See.WDIsneak\")\n\t\tPLAY A 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY A 5 A_AlertMonsters\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY B 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY D 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY D 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn2\")\n\t\tPLAY A 5\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY B 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY D 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY A 5\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY B 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY D 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY A 5\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY B 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY D 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY A 5\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY B 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY D 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY A 5\n\t\tPLAY B 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY B 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY C 5\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY D 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY AAAAA 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0) //Lol all that for one breath. Hurr\n\t\tPLAY B 0 A_SpawnItem(\"Footstep\",0,2)\n\t\tPLAY BBBBB 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tPLAY CCCCC 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,2)\n\t\tGoto Spawn\n\tSee.WDIAFakeBody:\n\t\tPLAY A 0 A_TakeInventory(\"WDIAFakeBodyItem\", 999)\n\t\tPLAY A 1 A_SpawnItemEx (\"WDIAFakeBody\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0, 23550 + tid)\n\t\tGoto Spawn\n\tSee.MDIrunning:\n\t PLAY A 0 A_JumpIfInventory(\"IsInWater\", 1, \"See.MDIrunningWater\")\n\t PLAY A 4 A_playsound(\"STEPRUN\", 0, 2.0)\n\t\tPLAY B 4\n\t\tPLAY C 4 A_playsound(\"STEPRUN\", 0, 2.0)\n\t\tPLAY D 4\n\t\tGoto Spawn\n\tSee.MDIrunningWater:\n\t PLAY A 4 A_playsound(\"STEPWAS\", 0, 2.0)\n\t\tPLAY B 4\n\t\tPLAY C 4 A_playsound(\"STEPWAS\", 0, 2.0)\n\t\tPLAY D 4\n\t\tGoto Spawn\n\tSee.MDIsneak:\n\t PLAY A 10\n\t\tPLAY B 10\n\t\tPLAY C 10\n\t\tPLAY D 10\n\t\tGoto Spawn\n\tSee.WDIsneak:\n\t PLAY A 10\n\t\tPLAY B 10\n\t\tPLAY C 10\n\t\tPLAY D 10\n\t\tGoto Spawn\n\tMissile:\n\t PLAY E 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY E 5 A_AlertMonsters\n\t\tGoto See\n\tMelee:\n\t PLAY E 0 A_JumpIfInventory(\"WDIAFakeBodyItem\", 1, \"See.WDIAFakeBody\")\n\t\tPLAY F 6 Bright A_AlertMonsters\n\t\tGoto Missile\n WDIATEST:\n PLAY A 8 A_FaceTarget\n PLAY A 8 A_CustomComboAttack(\"BaronBall\", 32, 10 * random(1, 8), \"baron/melee\")\n Goto See\n\tPain:\n\tPain.ShotgunTrap:\n\tPain.Default: //This is for all Damage that we want a blood splatter for. (Shotgun traps and the like)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.Gas:\n\t\tPLAY G 0 A_jump(160,2)\n\t\tPLAY G 0 A_playsound(\"Coughing\")\n\t\tPLAY G 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY A 0 A_SetBlend (\"0, 128, 0\", 0.25, 35)\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.PoisonCloud:\n\tPain.Poison:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tGoto Spawn\n\tPain.Drowning:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 1 A_SpawnItemEx (\"WaterBreath\", 8, 0, 48, 0, 0, 0, 0, 0, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tGoto Spawn\n\tPain.friendlymelee:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 A_JumpIfInventory(\"SlowCounter\", 2, 2)//stuned weapons 3\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 1)\n\t\tPLAY G 0\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.friendlygun:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.friendlythrown:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 //A_JumpIfInventory(\"SlowCounter\", 1, 2)\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 3)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.CueMelee:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 0 //A_JumpIfInventory(\"SlowCounter\", 1, 2)\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 2)\n\t\tPLAY G 4\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.ShovelMelee:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 0 //A_JumpIfInventory(\"SlowCounter\", 1, 2)\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 2)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, 0, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.Ice:\n\t\tPLAY A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_Regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY A 0 A_SetBlend (\"0, 0, 255\", 0.25, 35)\n\t\tPLAY AAAAAAAAAA 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.MutilatorDmg:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\n\t\tPLAY G 0 ACS_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\tPain.CurseThrust:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"S_CurseThrust\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)//A_Pain\n\t\tGoto Spawn\n\tPain.SpiritDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"S_SpiritDamage\",0)\n\t\tGoto Spawn\n\tPain.HoundDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"S_HoundDamage\",0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg0:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit0\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg1:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit1\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg2:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit2\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg3:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit3\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg4:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit4\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg5:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit5\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg6:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit6\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg7:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit7\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg8:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit8\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg9:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit9\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg10:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit10\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg11:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit11\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg12:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit12\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg13:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit13\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg14:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit14\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg15:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit15\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg16:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit16\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg17:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit17\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg18:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit18\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg19:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit19\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg20:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit20\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg21:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit21\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg22:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit22\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg23:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit23\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg24:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit24\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg25:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit25\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg26:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit26\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg27:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit27\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg28:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit28\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg29:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit29\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg30:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit30\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.GhostDmg31:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostHit31\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\t//Pain.GhostSoul: why it doesnt work fucking hell\n\t //TNT1 A 0 ACS_NamedExecuteAlways(\"S_GhostSoul\",0) TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0) TNT1 A 0 A_GiveInventory (\"GotHurt\", 6) PLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\t//Goto Spawn\n\t\t// ABILITIES\n/*\tPain.DesaturateDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDIA_Desaturate\",0)\n\t\tGoto Spawn*/\n\tPain.LimitDistDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDIA_LimitDist\",0)\n\t\tGoto Spawn\n\tPain.SybPowderDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 ACS_NamedExecute(\"WDIAPowder\",0)\n\t\t//TNT1 A 0 A_PlaySound(\"WDIAHIT1\")\n\t\tGoto Spawn\n\tPain.TransfusionDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 ACS_NamedExecute(\"WDIA_TransfusionB\",0)\n\t\tGoto Spawn\n\tPain.PinchDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 ACS_NamedExecute(\"WDIA_PinchB\",0)\n\t\tGoto Spawn\n\tPain.WDIAGrabDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 ACS_NamedExecute(\"WDIA_grabB\",0)\n\t\tGoto Spawn\n\tPain.WDIATeleBehindDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 ACS_NamedExecute(\"WDIA_TeleBehindB\",0)\n\t\tGoto Spawn\n\tPain.KickDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDIA_KickB\",0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.ThunderDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDIA_ThunderB\",0)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\tPain.LimitDistDmg:\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"Health_regen\",0)\n\t\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 6)\n\t\tTNT1 A 0 A_GiveInventory (\"WDIALimitDistItem\", 1)\n\t\tPLAY G 4 ACS_NamedExecuteAlways(\"WDI_PAIN_SFX\", 0)\n\t\tGoto Spawn\n\n\tDeath1:\n\tXDeath1:\n\tAltSkinDeath1:\n\tAltSkinXDeath1:\n\tAltSkinDeath:\n\tAltSkinXDeath:\n\n\tDeath.None:\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"VICTIM1\", 1, \"MDIvDEATHa\")//jump to MDI deaths\n\t\tTNT1 A 0 A_JumpIfInventory (\"VICTIM2\", 1, \"MDIvDEATHb\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"VICTIM3\", 1, \"MDIvDEATHc\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"VICTIM4\", 1, \"MDIvDEATHd\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR1\", 1, \"MDImDEATHa\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR2\", 1, \"MDImDEATHb\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR3\", 1, \"MDImDEATHc\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR4\", 1, \"MDImDEATHd\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR5\", 1, \"MDImDEATHe\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR6\", 1, \"MDImDEATHf\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR7\", 1, \"MDImDEATHg\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR99\", 1, \"MDImDEATH99\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR100\", 1, \"MDImDEATH100\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR102\", 1, \"MDImDEATH102\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MUTILATOR103\", 1, \"MDImDEATH103\")\n\t\t//////////////////////////////////////////\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Burn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 //A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tMurderDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tTKDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\t\tTNT1 A 0 A_GiveToTarget(\"TKHero\",1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n//MutilatorDeath: /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////MDI\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\t//TNT1 A 1 A_GiveToTarget (\"MDIHero\", 1)\n\t\t//TNT1 A 0 A_JumpIfInventory (\"MUTILATOR1\", 1, \"MDImDEATHa\")\n\t\t//TNT1 A 0 A_JumpIfInventory (\"MUTILATOR2\", 1, \"MDImDEATHb\")\n\t\t//TNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\t//TNT1 A 10 A_NoBlocking\n\t\t//TNT1 A -1\n\t\t//Stop\n\t\t//Custom bodys//////////////////////////////////////////////////////////////////\n\tDeath.Ice:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeiceBody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath2\")\n\t\tTNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 5 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItemEx (\"CrushedBody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeath.Crush:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItemEx (\"CrushedBody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(515, 0, 0, 0)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeath.Backstab:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_XDEATH_SFX\", 0)//A_PlaySound(\"P1XDeath\",CHAN_VOICE, 1.0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Bstabody\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_GiveInventory (\"BackstabHero\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath\")\n\t\tTNT1 A 0 A_GiveToTarget (\"InoKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"BackStabCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeath.Drowning:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump (128,\"DeathDrowning2\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Drowingbody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath2\") //6\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 0 //A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 //A_GiveToTarget (\"KillMarker\", 1) who?\n\t\tTNT1 A 1 //A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeathDrowning2:\n\t\tTNT1 A 0 A_SpawnItemEx (\"Drowingbody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tGoto Death.Drowning +4\n\tDeath.ShotgunTrap:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump (60,\"Deathtrips\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Gunbody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 1 ACS_ExecuteAlways(409,0,0,0,0)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeathtrips:\n\t\tTNT1 A 0 A_SpawnItemEx (\"Gunbody2\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tGoto Death.ShotgunTrap +4\n\tDeath.Gas:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump (128,\"Deathgas2\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"GasBody2\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 1 ACS_ExecuteAlways(409,0,0,0,0)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeathgas2:\n\t\tTNT1 A 0 A_SpawnItemEx (\"GasBody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tGoto Death.Gas +4\n\tDeath.friendlygun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump (128,\"Deathgun2\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Gunbody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath2\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeathgun2:\n\t\tTNT1 A 0 A_SpawnItemEx (\"Gunbody2\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tGoto Death.friendlygun +4\n\tDeath.SawMelee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump (128,\"Deathcsaw2\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Csawbody1\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath2\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath2\")\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tDeathcsaw2:\n\t\tTNT1 A 0 A_SpawnItemEx (\"Csawbody2\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tGoto Death.SawMelee +4\n\t\t//////fixing bug of \"murd killhimself\"\tnow we got a hero and tk/////////////////////////////\n\tMurderDeath2:\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tTKDeath2:\n\t\tTNT1 A 0 A_GiveToTarget(\"TKHero\",1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)//A_PlayerScream\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\tMDIvDEATHa:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDIvBODYa\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDIvDEATHb:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDIvBODYb\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDIvDEATHc:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDIvBODYc\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDIvDEATHd:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDIvBODYd\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATHa:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODYa\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATHb:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODYb\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATHc:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODYc\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATHd:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODYd\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATHe:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODYe\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATHf:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODYf\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATHg:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODYg\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATH99:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODY99\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATH100:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODY100\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\tMDImDEATH102:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FakeMDImBODY102\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n\t\t//TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\t\tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n\t\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\t\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 10 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n\t\tTNT1 A -1\n\t\tStop\n\t MDImDEATH103:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx (\"MuchBlood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n TNT1 A 0 A_SpawnItemEx (\"Big_Blood\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n TNT1 A 0 A_SpawnItemEx (\"FakeMDImBODY103\", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n TNT1 A 0 ACS_NamedExecuteAlways(\"WDI_DEATH_SFX\", 0)\n //TNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n TNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n TNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n TNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n TNT1 A 10\n TNT1 A 10 A_NoBlocking\n TNT1 A 0 A_PlaySound(\"Weapons/Saw4\", CHAN_BODY, 1.0, 0)\n TNT1 A -1\n Stop\n\n}}\n\nActor FakeMDImBODY99: FakeMDIvBODYa //SRKM\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSRKM H 10\n\t\tSKRM I 10\n\t\tSRKM J 10\n\t\tSRKM KLM 10\n\t\tSRKM N 0 A_JumpIf(waterlevel == 0, 4)\n\t\tSRKM N 1 A_CheckFloor(\"Death\")\n\t\tSRKM N 1 A_SpawnItemEx (\"BloodDrop\", random(-8, 8), random(-8, 8), random(-8, 8), random(-1, 1), random(-1, 1), random(-1, 1), 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tSRKM N 12 ThrustThingZ(0, 2, 1, 0)//Makes it sink\n\t\tSRKM N 1 A_fall\n\t\tGoto Spawn+6\n\tPain.Gas:\n\t\tSRKM N 1 A_Stop\n\t\tGoto Spawn+6\n\tPain.Falling:\n\t\tSRKM N 1\n\t\tGoto Spawn+6\n\tDeath:\n\t\tSRKM N -1\n\t\tStop\n}}\n\nActor FakeMDImBODY100: FakeMDIvBODYa //FRMM\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFRMM H 10\n\t\tFRMM I 10\n\t\tFRMM J 10\n\t\tFRMM KLM 10\n\t\tFRMM N 0 A_JumpIf(waterlevel == 0, 4)\n\t\tFRMM N 1 A_CheckFloor(\"Death\")\n\t\tFRMM N 1 A_SpawnItemEx (\"BloodDrop\", random(-8, 8), random(-8, 8), random(-8, 8), random(-1, 1), random(-1, 1), random(-1, 1), 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tFRMM N 12 ThrustThingZ(0, 2, 1, 0)//Makes it sink\n\t\tFRMM N 1 A_fall\n\t\tGoto Spawn+6\n\tPain.Gas:\n\t\tFRMM N 1 A_Stop\n\t\tGoto Spawn+6\n\tPain.Falling:\n\t\tFRMM N 1\n\t\tGoto Spawn+6\n\tDeath:\n\t\tFRMM N -1\n\t\tStop\n}}\n\nActor FakeMDImBODY102: FakeMDIvBODYa //MCDM\n{\n\tStates\n\t{\n\tSpawn:\n\t\tMCDM H 10\n\t\tMCDM I 10\n\t\tMCDM J 10\n\t\tMCDM KLM 10\n\t\tMCDM N 0 A_JumpIf(waterlevel == 0, 4)\n\t\tMCDM N 1 A_CheckFloor(\"Death\")\n\t\tMCDM N 1 A_SpawnItemEx (\"BloodDrop\", random(-8, 8), random(-8, 8), random(-8, 8), random(-1, 1), random(-1, 1), random(-1, 1), 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tMCDM N 12 ThrustThingZ(0, 2, 1, 0)//Makes it sink\n\t\tMCDM N 1 A_fall\n\t\tGoto Spawn+6\n\tPain.Gas:\n\t\tMCDM N 1 A_Stop\n\t\tGoto Spawn+6\n\tPain.Falling:\n\t\tMCDM N 1\n\t\tGoto Spawn+6\n\tDeath:\n\t\tMCDM N -1\n\t\tStop\n}}\n\nActor FakeMDImBODY103: FakeMDIvBODYa //ADNM\n{\n States\n {\n Spawn:\n ADNM H 10\n ADNM I 10\n ADNM J 10\n ADNM KLM 10\n ADNM N 0 A_JumpIf(waterlevel == 0, 4)\n ADNM N 1 A_CheckFloor(\"Death\")\n ADNM N 1 A_SpawnItemEx (\"BloodDrop\", random(-8, 8), random(-8, 8), random(-8, 8), random(-1, 1), random(-1, 1), random(-1, 1), 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n ADNM N 12 ThrustThingZ(0, 2, 1, 0)//Makes it sink\n ADNM N 1 A_fall\n Goto Spawn+6\n Pain.Gas:\n ADNM N 1 A_Stop\n Goto Spawn+6\n Pain.Falling:\n ADNM N 1\n Goto Spawn+6\n Death:\n ADNM N -1\n Stop\n}}\n\n//This code for MDIMAX by DEA.\nActor NewFist : Weapon\n{\n\tTag \"Fists\"\n\tInventory.PickupMessage \"\"\n\tWeapon.PreferredSkin \"FistSkin2\"\n\tWeapon.SelectionOrder 1\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.WIMPY_WEAPON\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tLoop\n\tReady:\n\t//FIST A 0 A_JumpIfInventory (\"IsInMDI\", 1, \"SwitchMDI\")\n\t\tFIST A 1 A_WeaponReady\n\t\tFIST A 0 A_JumpIfInventory (\"IsInMDI\", 1, \"SwitchMDI\")\n\t\tLoop\n\tSwitchMDI:\n\tFIST A 0 ACS_NamedExecute(\"SwitchWeapon\", 0)\n\t//FIST A 0 ACS_NamedExecute(\"SwitchWeaponPenalty\", 0)\n\tDeselect:\n\t\tFIST A 0 A_Lower\n\t\tFIST A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tFIST A 0 A_Raise\n\t\tFIST A 1 A_Raise\n\t\tLoop\n\tFire:\n\t FIST A 0 A_JumpIfInventory (\"IsInMDI\", 1, \"SwitchMDI\")\n\t\tFIST A 3 //5\n\t\tFIST A 0 A_Refire(\"Basic\")\n\t // if not holding commence this FistA\n\t FIST A 0 A_JumpIfInventory (\"IsInMDI\", 1, \"SwitchMDI\")\n\t\tFIST A 1\n\t\tFIST B 2\n\t\tFIST C 0 A_PlaySound(\"Weapons/Fistswing\")\n\t\tFIST C 2 Offset(0,32)\n\t\tFIST C 3 Offset(16,32) A_CustomPunch(8,1,0,\"FMBulletPuff2\")\n\t\tFIST C 5 Offset(32,32)\n\t\tFIST C 3 Offset(16,32)\n\t\tFIST C 2 Offset(0,32)\n\t\tFIST B 5\n\t\tFIST A 8\n\t\tGoto Ready\n\tBasic:\n\t FIST D 0 A_JumpIfInventory (\"IsInMDI\", 1, \"SwitchMDI\")\n\t\tFIST D 2\n\t\tFIST D 0\n\t\tFIST E 0 A_PlaySound(\"Weapons/Fistswing\")\n\t\tFIST E 4 A_CustomPunch(3,1,0,\"FMBulletPuff2\")\n\t\tFIST D 1\n\t\tFIST A 3\n\t\tGoto Ready\n}}\n\n//This is suggest for change... by DEA\nActor ChlorineGas : CustomInventory 10492\n{\n\t//$Category WDI Murderer Stuff\n\t//$Sprite PSBGA0\n\t//$Title \"Bertholite\"\n\tInventory.DefMaxAmount\n\tInventory.PickupFlash \"PickupFlash\"\n\tInventory.MaxAmount 1\n\tInventory.Icon \"ARTIPSBG\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Found a Bertholite canister.\"\n\tInventory.Respawntics 10500 // 5 minutes\n\t+INVBAR\n\t+FANCYPICKUPSOUND\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tPSBG A -1\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 A_FireCustomMissile(\"GasCanister\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"GasUsed\", 1)\n\t\tStop\n}}\n\n/*\n ___ ___ ____ ____ ___________ __ ___ __ ___________ ______ _______\n|\" \\ /\" |(\" _||_ \" |(\" _ \")|\" \\ |\" | /\"\"\\(\" _ \")/ \" \\ /\" \\\n \\ \\ // || ( ) : | )__/ \\\\__/ || | || | / \\)__/ \\\\__/// ____ \\ |: |\n /\\\\ \\/. |(: | | . ) \\\\_ / |: | |: | /' /\\ \\ \\\\_ / / / ) :)|_____/ )\n|: \\. | \\\\ \\__/ // |. | |. | \\ |___ // __' \\ |. | (: (____/ // // /\n|. \\ /: | /\\\\ __ //\\ \\: | /\\ |\\( \\_|: \\ / / \\\\ \\\\: | \\ / |: __ \\\n|___|\\__/|___|(__________) \\__| (__\\_|_)\\_______)(___/ \\___)\\__| \\\"_____/ |__| \\___)\n\n*/\n\nACTOR mdiwall8: mdiwall1 {}\n\nACTOR Stunyou\n{\n Health 0x7FFFFFF\n Radius 20\n Height 56\n Speed 0\n Renderstyle Translucent\n Alpha 0.0\n Monster\n +FLOORCLIP\n +Friendly\n +NOGRAVITY\n +CLIENTSIDEONLY\n +NOCLIP\n States\n {\n Spawn:\n\n TNT1 A 35\n loop\n Jason:\n JASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN A 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n\tJASN B 1 A_FadeIn(0.1)\n //JASN AB 10 A_Look\n\tJASN B 25 A_Recoil(-6)\n Stop\n Child:\nBZOM O 2 A_FadeIn(1.0)\nBZOM PQRSTUVW 2\nBZOM W 1 A_Recoil(-6)\nBZOM W 25\nstop\n Alien:\nWART V 5 A_FadeIn(1.0)\nWART W 5\nWART X 1 A_Recoil(-6)\nWART Y 25\nstop\n MUMMY:\nMUMM E 5 A_FadeIn(1.0)\nMUMM E 5\nMUMM F 1 A_Recoil(-6)\nMUMM F 25\nstop\n THING:\nUDM2 E 5 A_FadeIn(1.0)\nUDM2 E 5\nUDM2 F 1 A_Recoil(-6)\nUDM2 F 25\nstop\n T800:\nT800 E 5 A_FadeIn(1.0)\nT800 E 5\nT800 F 1 A_Recoil(-6)\nT800 F 25\nstop\n LINA:\nLINA A 5 A_FadeIn(1.0)\nLINA A 5\nLINA A 1 A_Recoil(-6)\nLINA A 25\nstop\n Sardaukar:\nSRKH A 5 A_FadeIn(1.0)\nSRKH B 5\nSRKH C 1 A_Recoil(-3)\nSRKH C 25\nstop\n Fremen:\nFRMM A 5 A_FadeIn(1.0)\nFRMM F 5\nFRMM F 1 A_Recoil(-3)\nFRMM E 25\nstop\n Doctor:\nMCDM B 5 A_FadeIn(1.0)\nMCDM A 5\nMCDM E 1 A_Recoil(-3)\nMCDM E 25\nstop\n Demon:\nTROO B 5 A_FadeIn(1.0)\nTROO A 5\nTROO E 1 A_Recoil(-3)\nTROO E 10\nTROO F 15\nstop\n }\n}\n\nACTOR MUTILATOR6 : Weapon\n{\nInventory.InterhubAmount 0\ntag \"Every human is a bit a Terminator. Lets see how terminated you are.\"\n +WEAPON.DONTBOB\n Weapon.Kickback 0\n Weapon.SelectionOrder 7334\n Weapon.PreferredSkin \"T800Skin\"\n Weapon.UpSound \"HINAMI\"\n Weapon.ReadySound \"SDZBNULL\"\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n GGGR A -1\n stop\n\n\tReady:\n\t\tTPRW A 8 A_WeaponReady\n\t\t//AXEX A 3 A_FireCustomMissile(\"ChaseProjectile\",0,0,8,8,3, 0)\n\t\tLoop\n Deselect:\n TPRW A 1 A_Lower\n Loop\n Select:\n TPRW A 1 A_Raise\n Loop\n\n\tFire:\n\t\tTPRW A 0 A_GunFlash\n TPRW A 5 A_RailAttack(Random(25,33),0,False,None,\"127 127 255\",RGF_FULLBRIGHT,0,\"MutilatorPuff\",0,0,256)\n TPRW A 0 A_GunFlash\n\t\tTPRW BC 5\n\t\tTPRW C 10 Offset(0,35)\n\t\tTPRW C 10 Offset(0,37)\n\t\tTPRW C 10 Offset(0,39)\n\t\tTPRW C 10 Offset(0,35)\n\t\tTPRW C 15 Offset(0,33)\n\t\tTPRW C 10 Offset(0,30)\n\t\tTPRW C 10 Offset(0,31)\n\t\tTPRW CBA 5\n\t\tGoto Ready\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/WDIABIUP.txt",
"contents": "Actor PlayerShadowWDI\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOCLIP\n\t+ALLOWCLIENTSPAWN\n\t//+CLIENTSIDEONLY\n\tRenderStyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tNULL A 1\n\t\tStop\n}}\n\nActor WDIAFireEmitter: DoomImpBall\n{\nSpeed 20\nReactionTime 4\nDamage 6\n+FLOORHUGGER\n-RANDOMIZE\nSpecies \"WDIspecies\"\n+THRUSPECIES\nMaxStepHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx(\"WDIAFireRandom\", random(-16,16), random(-16,16), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 6\n\t\tStop\n\t}\n\n}\n\nActor WDIAsphere\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOCLIP\n\t+ALLOWCLIENTSPAWN\n\t+CLIENTSIDEONLY\n\tRenderStyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tNULL A 1\n\t\tStop\n}}\n\nActor WDIAsphere2: WDIAsphere {Alpha 0.75}\nActor WDIAsphere3: WDIAsphere {Alpha 0.25}\n\nActor WDIArearview\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOCLIP\n\t+ALLOWCLIENTSPAWN\n\t+CLIENTSIDEONLY\n\tRenderStyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tNULL A 1\n\t\tStop\n}}\n\nActor WDIArearview2: WDIArearview {Alpha 0.75}\nActor WDIArearview3: WDIArearview {Alpha 0.25}\n\nActor WDIAFakeBody: Fakebody\n{\nMass 0x7fffffff\n-SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY H 10\n\t\tPLAY I 10\n\t\tPLAY J 10\n\t\tPLAY KLM 10\n\t\tPLAY N 0 A_JumpIf(waterlevel == 0, 4)\n\t\tPLAY N 1 A_CheckFloor(\"Death\")\n\t\tPLAY N 1 A_SpawnItemEx (\"BloodDrop\", random(-8, 8), random(-8, 8), random(-8, 8), random(-1, 1), random(-1, 1), random(-1, 1), 0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t\tPLAY N 12 ThrustThingZ(0, 2, 1, 0)//Makes it sink\n\t\tPLAY N 1 A_fall\n\t\tGoto Spawn+6\n\tPain.Gas:\n\t\tPLAY N 1 A_Stop\n\t\tGoto Spawn+6\n Ressurect:\n\t PLAY N 0\n\t\tPLAY MLK 4\n\t\tPLAY J 4\n\t\tPLAY I 4\n\t\tPLAY H 4\n\t\t//TNT1 A -1\n\t\tstop//Goto XDeath\n\tPain.Falling:\n\t\tPLAY N 1\n\t\tGoto Spawn+6\n\tDeath:\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t TNT1 A -1\n\t\tStop\n}}\n\nACTOR WDIAShuriken\n{\n\tRadius 4\n\tHeight 4\n\tSpeed 40\n\tscale 0.3\n\tDamage 3\n\tProjectile\n\t//BloodType \"SpadowWarriorBlood\"\n\t//DamageType \"ShurikenDamage\"\n\t+ROCKETTRAIL\n\t+RANDOMIZE\n\t+NOGRAVITY\n\t+BLOODSPLATTER\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\tStates\n\t{\n\tSpawn:\n\t\tPSHR EFGH 1\n\t\tLoop\n\tDeath:\n\t\tPSHR A 1\n\t\tPSHR A 1 A_playsound(\"STRCLNK\")\n\t\tTNT1 A 1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor WDIAevacuate: WitchcraftAura\n{\n States\n {\n Spawn:\n NULL ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_FadeIn(0.1)\n NU1L ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n NU2L ABCDEFGHIJKLMNOPQ 1 //69\n NU2L Q 35\n NU2L Q 35\n NU2L Q 35\n NU2L Q 35\n NU2L Q 35\n NU2L Q 35\n NU2L RSTUVWXYZ 1\n NU3L ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n NU4L ABCDEFGHIJKL 1\n Stop\n }\n}\n\nActor WDIAShieldATB: inventory\n{\n\tTag \"\"\n\tInventory.Icon \"\"\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n\t-InvBar\n}\n\nActor WDIAbarricade\n{\n+SOLID\n+SHOOTABLE\n//+ISMONSTER\n+NOBLOOD\n//+Pushable\nPainChance 256\n//Monster\nHealth 175\nRadius 16\nHeight 64\nMass 133000\npainsound \"WDIABARRSD\"\ndeathsound \"WDIASD17\"\nactivesound \"WDIABARRSD\"\nDamageFactor \"FlareEffect\", 0.0\nDamageFactor \"Gas\", 0.0\nRenderstyle Translucent\nAlpha 0.0\n States\n {\n Spawn:\n NULL AAAAAA 7 A_FadeIn(0.1)\n NULL A 0 A_Pain\n NULL AAAAAA 7 A_FadeIn(0.1)\n\n Goto See\n See:\n NULL A -1\n stop\n Pain:\n NULL B 0 A_FadeIn(1.0)\n NULL B 0 A_Pain\n NULL BCDEFGHIJK 1\n Goto See\n Death:\n NULL L 1 A_Scream\n NULL MNOPQRSTUVWXYZ 1\n NU1L ABCDEFGHIJKLMNO 1\n Stop\n }\n}\n\nActor WDIAbarricadeA\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+ALLOWCLIENTSPAWN\n\tRenderStyle Add\n\tAlpha 0.05\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tNULL A 1\n\t\tStop\n}}\n\nActor WDIAdelusItem: inventory\n{\n\tTag \"\"\n\tInventory.Icon \"\"\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n\t-InvBar\n}\n\nActor WDIALimitDistItem: inventory\n{\n\tTag \"\"\n\tInventory.Icon \"\"\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n\t-InvBar\n}\n\nactor WDIAdelusion\n{\n+HITTARGET\n //DamageType \"DesaturateDmg\"\n Radius 6\n Height 6\n Speed 5\n Damage 1\n Projectile\n RenderStyle Add\n Alpha 0.01\n Scale 0.20\n Translation \"80:111=80:95\"\n states\n {\n Spawn:\n \tTNT1 A 0 A_PlaySound(\"WDIADES2\", 0, 1.0, 1)\n \tTNT1 A 2 A_SpawnItemEx (\"DesaturateParticle\", random(-8, 8), random(-8, 8), random(-4, 4), 0, 0, 0, 0, 129, 0)\n \tLoop\n\t\tDeath:\n\t\tPTCL A 0 A_GiveToTarget(\"WDIAdelusItem\", 1)\n PTCL AB 6 Bright A_PlaySound(\"GHOSDEAD\")\n Stop\n }\n\n}\n\nactor WDIAlimitDist: WDIAdelusion\n{\nDamageType \"LimitDistDmg\"\n translation \"80:111=250:250\"\n states\n {\n Spawn:\n //Active:\n \tTNT1 A 0 A_PlaySound(\"WDIADES1\", 0, 1.0, 1)\n \t//TNT1 A 0 A_JumpIf(Args[1], \"Circle\")\n \tTNT1 A 2 A_SpawnItemEx (\"DesaturateParticle\", random(-8, 8), random(-8, 8), random(-4, 4), 0, 0, 0, 0, 129, 0)\n \tLoop\n\t\tDeath:\n\t\t//PTCL A 0 A_GiveToTarget(\"WDIALimitDistItem\", 1)\n PTCL AB 6 Bright A_PlaySound(\"GHOSDEAD\")\n Stop\n }\n}\n\nActor WDIAGreyMarine\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+ALLOWCLIENTSPAWN\n\tRenderStyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tSTT1 A 1\n\t\tStop\n}}\n\nActor WDIAbehindPoint\n{\n //+NoBlockMap\n +NoGravity\n //+NoInteraction\n -SOLID\n -NOCLIP\n\tRadius 16\n\tHeight 56\n\tRenderStyle NONE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n}}\n\nActor WDIAkick: WitchcraftAura\n{\n +CLIENTSIDEONLY\n //+NoGravity\n +NoBlockmap\n +NoInteraction\n -Solid\n States\n {\n Spawn:\n //NULL AAAAAAAA 1 A_FadeIn(0.05)\n NULL ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_FadeIn(0.1)\n NU1L ABCDEFGHIJKLMNOPQRSTUVWXY 1\n Stop\n }\n}\n\nactor WDIA_Kick : BulletPuff {DamageType \"KickDmg\"}\n\nACTOR WDIA_Hook : LoreShot\n{\nactivesound \"WDIASD19\"\nDeathSound \"WDIASD08\"\n}\n\nActor WDIAhook: WitchcraftAura\n{\n +CLIENTSIDEONLY\n //+NoGravity\n +NoBlockmap\n +NoInteraction\n -Solid\n States\n {\n Spawn:\n //NULL AAAAAAAA 1 A_FadeIn(0.05)\n NULL ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_FadeIn(0.1)\n NU1L ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n NU2L ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n NU3L ABCDEFGHIJKLMNOPQR 1\n Stop\n }\n}\n\nActor WDIAthunder: WitchcraftAura\n{\n +CLIENTSIDEONLY\n //+NoGravity\n +NoBlockmap\n +NoInteraction\n -Solid\n States\n {\n Spawn:\n //NULL AAAAAAAA 1 A_FadeIn(0.05)\n NULL ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_FadeIn(0.1)\n NU1L ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n NU2L ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n NU3L ABCDEFG 1\n Stop\n }\n}\n\n/*\nActor WDIA_Thunder: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 A_JumpIfTargetInLOS(1, 0, JLOSF_NOAUTOAIM, 768.0)\nStop\nTNT1 A 0 A_GiveInventory(\"WDIA_ThunderB\",1,AAPTR_PLAYER_GETTARGET)//A_GiveToTarget(\"ChlorineGas\", 1, AAPTR_PLAYER_GETTARGET)\nStop\n}}\n*/\nActor WDIA_ThunderB: CustomInventory\n{\nInventory.Amount 1 Inventory.MaxAmount 0\n+INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.UNDROPPABLE -INVENTORY.INVBAR\n States\n{\nSpawn:\nTNT1 A 1\nWait\n\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"WDIA_ThunderB\", 0)\nStop\n}}\n\nactor WDIA_Thunder : BulletPuff {DamageType \"ThunderDmg\"}\n\n////////////\n// SPIRIT//\n////////////\nACTOR DeadmanGhost\n{\nHealth 20\nRadius 16\nHeight 56\nSpeed 10\nscale 1.0\nAlpha 0.25\n//DamageFactor \"GhostDmg\", 0.75\n//DamageFactor \"FlareEffect\", 1.0\nTranslation \"0:255=80:95\"\nRENDERSTYLE ADD\nCameraHeight 44\n//OBITUARY \"A wraith had it's way with %o.\"\n//HITOBITUARY \"%o got bitten by a wraith too many times.\"\n//PainChance 64\nMONSTER\n+NOINFIGHTING\n+noclip\n+Friendly\n+DontGib\n+NoTarget\n//+NoGravity\n//+Float\n//+DontFall\n+ThruGhost\n+NOBLOOD\n+SLIDESONWALLS\n//+THRUSPECIES\n//Species \"WDIspecies\"\n\nstates\n {\n Spawn:\n PLA0 A 0 A_PlaySound(\"GHOSDEAD\", 0, 1.0)\n Goto Basic\n\tBASIC:\n\t PLA0 ABCD 8 A_PlaySound(\"MDISAWIL\", 0, 0.1)\n\t loop\n\tTHROUGH:\n\t PLA0 A 0 A_ChangeFlag(\"NOCLIP\", TRUE)\n\t PLA0 A 70\n\t PLA0 A 0 A_ChangeFlag(\"NOCLIP\", FALSE)\n\t Goto Basic\n\t ATTACK:\n\t PLA0 E 0 A_SpawnItemEx(\"DeadmanBall\", 0, 0, 16, 8, 0, 0, 0, 0, 0, tid + 400)\n\t PLA0 E 0 A_PlaySound(\"weapons/sawfull\", 0, 0.1)\n\t PLA0 E 8\n\t Goto Basic\n\n\tSTAND:\n\t PLA0 A 8\n\t loop\n Death:\n PLA0 H 0 A_PlaySound(\"GHOSDEAD\", 0, 1.0)\n PLA0 I 0 A_NoBlocking\n\t //P1AN A 3 A_SetTranslucent(0.5, 1)\n\t PLA0 J 3 A_SetTranslucent(0.3, 1)\n\t PLA0 K 3 A_SetTranslucent(0.2, 1)\n\t PLA0 L 3 A_SetTranslucent(0.1, 1)\n\t PLA0 M 3 A_SetTranslucent(0.0, 1)\n\t //P2AN K 0 ACS_NamedExecuteAlways(\"S_SpiritDead\",0)\n Stop\n }\n}\n\nACTOR DeadmanBall\n{\n //DamageType \"SpiritDmg\"\n Translation \"0:255=80:95\"\n Radius 3\n Height 8\n Damage 2\n Speed 7\n Projectile\n RenderStyle Translucent//Add\n Alpha 0.0\n scale 0.5\n States\n {\n Spawn:\n //BAL7 A 1 A_ChangeVelocity(8, 0, 0, CVF_RELATIVE)\n\t//BAL7 A 0 A_PlaySound(\"baron/attack\", CHAN_7, 1.0)\n BAL7 A 4\n\tGoto Death\n Death:\n // BAL7 A 0 A_PlaySound(\"YZLAUGHA\", CHAN_7, 1.0)\n BAL7 C 1\n Stop\n }\n}\n\nActor WDIAFakeBodyItem: inventory\n{\n\tTag \"\"\n\tInventory.Icon \"\"\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n\t-InvBar\n}\n\n/*\nActor WDIAmurdAbi23: inventory\n{\n\tTag \"\"\n\tInventory.Icon \"\"\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n\t-InvBar\n}\n*/\n\nACTOR WDIAcrowSPEC\n{\nHealth 7\nSpeed 1\nRadius 16\nHeight 20\nScale 0.5\n+SOLID\n+ISMONSTER\nRENDERSTYLE Translucent\nCameraHeight 8\nMONSTER\n+NOINFIGHTING\n+NOGRAVITY\n+solid\n+Friendly\n+DontGib\n+NoTarget\n+DontHurtSpecies\n+SLIDESONWALLS\nDamageFactor \"FlareEffect\", 0.0\nSpecies \"WDIspecies\"\n+THRUSPECIES\n States\n {\n \tSpawn:\n\t\tZSNK A 1\n\t\tGoto Basic\n\n\tBASIC:\n\tACRW A 0 A_PlaySound(\"WDIACRS3\",CHAN_BODY, 1, 1)\n\tACRW ABCDABCDABCDABCDABCDABCD 4\n\tACRW ABCDABCDABCDABCDABCDABCD 4\n\tACRW ABCDABCDABCDABCDABCDABCD 4\n\tACRW ABCDABCDABCDABCDABCDABCD 4\n\tloop\n\tWDIASpec2AtkA:\n\t ACRW A 0 ACS_NamedExecuteAlways(\"WDIASpec2AtkA\", 0, tid)\n\t Goto Basic\n\tWDIASpec2AtkB:\n\t ACRW A 0 ACS_NamedExecuteAlways(\"WDIASpec2AtkB\", 0, tid)\n\t Goto Basic\n\tFakeDeath:\n\tTNT1 A -1\n\tDeath:\n\t\tACRW AAAAAAAAAAAAAAAAA 4 A_FadeOut(0.08)\n\t\tStop\n\t\t}}\n\nActor WDIAChangedColor: inventory\n{\n\tTag \"\"\n\tInventory.Icon \"\"\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n\t-InvBar\n}\n\nActor WDIAShieldFactors: PowerProtection\n{\n Powerup.Duration 0x7FFFFFFF\n //DamageFactor \"Normal\", 1.00\n DamageFactor \"Burn\", 1.0\n DamageFactor \"Fire\", 1.0\n DamageFactor \"Ice\", 1.00\n DamageFactor \"Poison\", 1.0\n DamageFactor \"Gas\", 1.0\n\tDamageFactor \"Falling\", 2.5\n\tDamageFactor \"FlareEffect\", 0.0\n\tDamageFactor \"GhostDmg\", 0.0\n\tDamageFactor \"CurseThrust\", 0.5\n\tDamageFactor \"SpiritDmg\", 1.0\n\tDamageFactor \"KickDmg\", 1.0\n\tDamageFactor \"ThunderDmg\", 1.0\n\tDamageFactor \"LimitDistDmg\", 1.0\n}\n\n// FROM ZOMBIE HORDE\nACTOR AcidSpitMissile\n{\n Radius 4\n Height 4\n Speed 25\n Projectile\n Damage 23\n Scale 0.4\n PainChance 64\n Seesound \"\"\n Deathsound \"\"\n Renderstyle Add\n Alpha 0.5\n -NOGRAVITY\n +RANDOMIZE\n +DONTSPLASH\n +NODAMAGETHRUST\n Gravity 0.01\n Obituary \"%o was burnt up by %k's acid spit.\"\n //DamageType \"AcidSpitDamage\"\t// Direct hit\n Translation \"112:121=118:127\"\n States\n {\n Spawn:\n\tBAL7 A 1 A_SpawnItemEx(\"AcidSpitTrail\",0,0,0,0,0,0,0)\n\tloop\n Death:\n\tBAL7 CDE 6\n\tStop\n }\n}\n\nActor WDIAMyShield: WDIABILITY { States { Spawn: TNT1 A 1\nDeath: MYSS A 1\nStop}}\n\nACTOR RicochetBulletDMG:RicochetBullet\n{\nScale 0.25\nDamage 3\n States\n {\n Spawn:\n SPPJ A 1\n\t //TNT1 A 0 A_SpawnItemEx(\"ScatterShotGlow\", 0, 0, 0, 0, 0, 0, 0, 32)\n Loop\n Bounce:\n TNT1 A 0 A_PlaySound(\"WDIARIC\")\n\t Goto Spawn\n Death:\n TNT1 A 0\n\t //TNT1 A 0 A_PlaySound(\"SPRPIMPT\")\n\t //TNT1 AAAA 0 A_CustomMissile(\"ScatterSpark\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,12))\n SPRI ABCDE 1\n Stop\n }\n}\n\nActor WDIA_Faker: inventory\n{\n\tTag \"\"\n\tInventory.Icon \"\"\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n\t-InvBar\n}\n\nActor WDIAFakePot : Fakebody\n{\nMass 0x7fffffff\nstates\n{\nSpawn:\nTREE C -1\nloop\n\nRessurect:\nTNT1 A -1\nStop\n\n}}\n\nActor WDIAFakeChair : Fakebody\n{\nMass 0x7fffffff\nStates\n{\nSpawn:\nCHAR A -1\nloop\n\nRessurect:\nTNT1 A -1\nStop\n}}\n\nActor WDIAFakeSuit : Fakebody\n{\nMass 0x7fffffff\nStates\n{\nSpawn:\nSUIT A -1\nloop\n\nRessurect:\nTNT1 A -1\nStop\n}}\n\nActor WDIAFakeBarrel : Fakebody\n{\nMass 0x7fffffff\nStates\n{\nSpawn:\nBARL A -1\nloop\n\nRessurect:\nTNT1 A -1\nStop\n}}\n\nActor WDIAFakePodiumVase : Fakebody\n{\nMass 0x7fffffff\nStates\n{\nSpawn:\nVASS A -1\nloop\n\nRessurect:\nTNT1 A -1\nStop\n}}\n\nActor WDIAFakeTrashCan : Fakebody\n{\nMass 0x7fffffff\nStates\n{\nSpawn:\nTRAC A -1\nloop\n\nRessurect:\nTNT1 A -1\nStop\n}}\n\nActor WDIAtransfusion: WitchcraftAura\n{\n +CLIENTSIDEONLY\n //+NoGravity\n +NoBlockmap\n +NoInteraction\n -Solid\n States\n {\n Spawn:\n NU2L DEFGHIJKLMNOPQRSTUVWXYZ 1 A_FadeIn(0.2)\n NU3L ABCDEFGHIJKLMNOPQR 1\n Stop\n }\n}\n\nActor ScaleSeason: inventory\n{\n\tTag \"\"\n\tInventory.Icon \"\"\n\tInventory.MaxAmount 6\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n\t-InvBar\n}\n\nActor WDIA_Seasoner: inventory\n{\n\tTag \"\"\n\tInventory.Icon \"\"\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n\t-InvBar\n}\n\n// ok fucking clientside scripts is buggy, so lets go with the fake items way\nActor WDIA_RandomType1: inventory\n{\n\tTag \"\"\n\tInventory.Icon \"\"\n\tInventory.MaxAmount 24\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n\t-InvBar\n}\n\nActor WDIA_RandomType2: WDIA_RandomType1 {}\nActor WDIA_RandomType3: WDIA_RandomType1 {}\nActor WDIA_RandomType4: WDIA_RandomType1 {}"
},
{
"source": "pk3",
"name": "ACTORS/MDIUP.txt",
"contents": "ACTOR MUTILATOR3 : Weapon\n{\nInventory.InterhubAmount 0\ntag \"Every human is a bit Alienated. Lets see how alienated you are.\"\n +WEAPON.DONTBOB\n Weapon.Kickback 0\n Weapon.SelectionOrder 7334\n Weapon.PreferredSkin \"AlienSkin\"\n Weapon.UpSound \"HINAMI\"\n Weapon.ReadySound \"SDZBNULL\"\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n GGGR A -1\n stop\n\n\tReady:\n\t\tCLAW B 8 A_WeaponReady\n\t\t//AXEX A 3 A_FireCustomMissile(\"ChaseProjectile\",0,0,8,8,3, 0)\n\t\tLoop\n Deselect:\n CLAW B 1 A_Lower\n Loop\n Select:\n CLAW B 1 A_Raise\n Loop\n\n Fire:\n CLAW B 2\n CLAW C 2\n CLAW C 0 A_PlaySoundEx(\"CLAWSOUN\",\"SoundSlot7\",0)\n CLAW D 2\n CLAW D 0 A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 80)\n CLAW D 0 A_CustomPunch(45, 1, 0, \"PuffAxe\",72)\n CLAW D 0 A_CustomPunch(10+random(0, 3), 1, 0, \"AxeHitPuff\",72)\n CLAW EF 2\n\n CLAW GHI 2\n CLAW I 0 A_PlaySoundEx(\"CLAWSOUN\",\"SoundSlot7\",0)\n CLAW I 0 A_CustomPunch(1, 1, 1, \"MutilatorPuff\", 80)\n CLAW I 0 A_CustomPunch(40, 1, 0, \"PuffAxe\",72)\n CLAW i 0 A_CustomPunch(10+random(0, 3), 1, 0, \"AxeHitPuff\",72)\n CLAW JKEDCB 2\ngoto Ready\n }\n}\n\n//MDIDECO\nACTOR SmokeBombMDI : SmokeBomb\n{\n tag \"Smoke Bomb\"\n Inventory.InterhubAmount 0\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n SSBG A -1\n Stop\n\n Use:\n TNT1 A 0 A_FireCustomMissile(\"SmokeCanisterMDI\", 0, 0, 0, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory(\"SmokeUsed\", 1)\n\tstop\n }\n}\n\nACTOR SoundEmitterMDI: SoundEmitter\n{\n +INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 1\n Inventory.InterhubAmount 0\n Inventory.Icon \"ARTIBEAC\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Got a sound emitter.\"\n Inventory.RespawnTics 88000 // 1 minute\n Scale 0.2\n States\n {\n Spawn:\n BEAC A -1\n Stop\n\n Use:\n TNT1 A 0 A_FireCustomMissile(\"SoundThingyMDI\", 0, 0, 0, 0)\n //TNT1 A 0 A_GiveInventory(\"NoiseMakerUsed\", 1)\n\tstop\n }\n}\n\nActor RemoteCameraMDI: CustomInventory\n{\n\tscale 0.7\n\tInventory.DefMaxAmount\n\tInventory.PickupFlash \"PickupFlash\"\n\tInventory.MaxAmount 1\n\tInventory.InterhubAmount 0\n\tInventory.Icon \"ARTICAM\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Picked up a Remote Camera\"\n\tInventory.Respawntics 1575 // 45 Seconds\n\t+INVBAR\n\t+FANCYPICKUPSOUND\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tCAMR A -1\n\t\tStop\n\tUse:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecute(\"711MDI\", 0, 0, 0, 0)\n\t\tTNT1 A 1 ACS_NamedExecute(\"712MDI\", 0, 0, 0, 0)\n\t\tFail\n}}\n\nACTOR RemoteCameraLauncherMDI : CustomInventory\n{\n -INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 1\n Inventory.InterhubAmount 0\n Inventory.Icon \"ARTIBEAC\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Picked up a Remote Camera\"\n Inventory.RespawnTics 21000 //10 minutes\n scale 0.7\n States\n {\n Spawn:\n CAMR A -1\n Stop\n Pickup:\n TNT1 A 0 A_FireCustomMissile(\"DeployingCameraMDI\", 0, 0, 0, 0)\n\tstop\n }\n}\n\n//MDIQUEST\nACTOR BearTrap : CustomInventory\n{\n +INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 2\n Inventory.InterhubAmount 0\n Inventory.Icon \"ARTIBEAR\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Got a bearTrap.\"\n Inventory.RespawnTics 2100 // 1 minute\n Scale 2.3\n States\n {\n Spawn:\n BRTP A -1\n Stop\n\n Use:\n TNT1 A 0 A_FireCustomMissile(\"BearTrapy\", 0, 0, 0, 0)\n\tstop\n }\n}\n\nACTOR BearTrapStealth : CustomInventory\n{\ntag \"Stealth Beartrap\"\n +INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 2\n Inventory.InterhubAmount 0\n Inventory.Icon \"ARTIBRST\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Got a bearTrap.\"\n Inventory.RespawnTics 2100 // 1 minute\n Scale 2.0\n States\n {\n Spawn:\n BRTP A -1\n Stop\n\n Use:\n TNT1 A 0 A_FireCustomMissile(\"BearTrapyStealth\", 0, 0, 0, 0)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"S_BeartrapStealthNotify\",0)\n\tstop\n }\n}\n\nACTOR LatentFlashlight : CustomInventory\n{\n tag \"Victims won't see your flashlight for some time.\"\n +INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 2\n Inventory.InterhubAmount 0\n Inventory.Icon \"ARTILATE\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Picked up a Latent Flashlight.\"\n Inventory.RespawnTics 2100 // 1 minute\n Scale 2.3\n States\n {\n Spawn:\n FLSG Y -1\n Stop\n\n Use:\n TNT1 A 0 ACS_NamedExecuteAlways(\"LatentFlashlight\", 0)\n\tstop\n }\n}\n\nACTOR MUTILATOR6 : Weapon\n{\nInventory.InterhubAmount 0\ntag \"Every human is a bit a Terminator. Lets see how terminated you are.\"\n +WEAPON.DONTBOB\n Weapon.Kickback 0\n Weapon.SelectionOrder 7334\n Weapon.PreferredSkin \"T800Skin\"\n Weapon.UpSound \"HINAMI\"\n Weapon.ReadySound \"SDZBNULL\"\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n GGGR A -1\n stop\n\n\tReady:\n\t\tTPRW A 8 A_WeaponReady\n\t\t//AXEX A 3 A_FireCustomMissile(\"ChaseProjectile\",0,0,8,8,3, 0)\n\t\tLoop\n Deselect:\n TPRW A 1 A_Lower\n Loop\n Select:\n TPRW A 1 A_Raise\n Loop\n\n\tFire:\n\t\tTPRW A 0 A_GunFlash\n TPRW A 3 A_RailAttack(Random(15,23),0,False,None,\"127 127 255\",RGF_FULLBRIGHT,0,\"MutilatorPuff\",0,0,256)\n TPRW A 0 A_GunFlash\n\t\tTPRW BC 3\n\t\tTPRW C 3 Offset(0,35)\n\t\tTPRW C 2 Offset(0,37)\n\t\tTPRW C 2 Offset(0,39)\n\t\tTPRW C 3 Offset(0,35)\n\t\tTPRW C 2 Offset(0,33)\n\t\tTPRW C 2 Offset(0,30)\n\t\tTPRW C 3 Offset(0,31)\n\t\tTPRW CBA 3\n\t\tGoto Ready\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/DEAMDI12.txt",
"contents": "/*\n ________ _______ __\n|\" \"\\ /\" \"| /\"\"\\\n(. ___ :)(: ______) / \\\n|: \\ ) || \\/ | /' /\\ \\\n(| (___\\ || // ___)_ // __' \\\n|: :)(: \"| / / \\\\ \\\n(________/ \\_______)(___/ \\___)\n\n*/\n\n///Code by DEA:\n/////Parents actors for DEA's actors.\n////////////////////////////////////////////////////////////////////////////////\nActor \"DEAWeapon\": \"Weapon\"\n{\n\tTag \"Every human is a bit ???. Lets see how ??? you are.\"\n\tWeapon.SelectionOrder 9999\n\tWeapon.PreferredSkin \"MurdererSkin\"\n\tWeapon.UpSound \"HINAMI\"\n\tWeapon.ReadySound \"SDZBNULL\"\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.RespawnTics 666666666\n\t+Weapon.MeleeWeapon\n\t+Weapon.NoAutoAim\n\t+Weapon.CheatNotWeapon\n\t+Inventory.Undroppable\n\tStates\n\t{\n\tSpawn:\n\t\tGGGR A -1\n\t\tStop\n\t}\n}\n\nActor \"DEAItemActivator\": \"CustomInventory\"\n{\n\tTag \"WhatItemType???: WhatDoes???\"\n\tInventory.Icon \"\"\n\tInventory.MaxAmount 666\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n\t+InvBar\n}\n\nActor \"DEAInfinitePowerup\": \"PowerupGiver\"\n{\n\tInventory.MaxAmount 0\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupFlash \"\"\n\tInventory.RespawnTics 666666666\n\tPowerup.Type \"Regeneration\"\n\tPowerup.Duration 0x7FFFFFFF\n\t+Inventory.Undroppable\n\t+AutoActivate\n\tStates\n\t{\n\tSpawn:\n\t\tSOUL ABCDCBABCDABADCBABCBABCD 3\n\t\tStop\n\t}\n}\n\nActor \"DEAProjectile\": \"FastProjectile\"\n{\n\tScale 1.00\n\tRadius 1.75\n\tHeight 1.75\n\tSpeed 666\n\tDamageType \"None\"\n\tDamage (Random(0,666))\n\tMissileType \"DEATrace\"\n\tMissileHeight 8\n\tDecal \"BulletChip\"\n\tProjectile\n\t+DonTReflect\n\t-NoTeleport\n\t+SkyExplode\n\t+DehExplosion\n\t+ForceRadiusDMG\n\t+BloodsPlatter\n\t+NoExtremeDeath\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF AB 3\n\t\tLoop\n\tDeath:\t// State when actor hit wall.\n\t\tPUFF AB 3 Bright\n\t\tPUFF CD 3\n\t\tStop\n\tXDeath:\t// State when actor hit actor without noblood flags.\n\t\tPUFF CCDD 3\n\t\tStop\n\tCrash:\t// State when actor hit actor with noblood flags.\n\t\tPUFF B 3 Bright\n\t\tPUFF CCD 3\n\t\tStop\n\t}\n}\n\nActor \"DEATrace\"\n{\n\tScale 1.00\n\tHeight 1.75\n\tRadius 1.75\n\tSpeed 0\n\tRenderStyle \"Add\"\n\tAlpha 0.95\n\t+NoBlockMonst\n\t+NoBlockMap\n\t+NoGravity\n\t+CannotPush\n\t+DonTBlast\n\t+NoTeleport\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF CCDD 3 A_FadeOut(0.33)\n\t\tLoop\n\t}\n}\n\nActor \"DEAPuff\": \"BulletPuff\"\n{\n\tScale 1.00\n\tVSpeed 0\n\tDamageType \"None\"\n\tDecal \"BulletChip\"\n\tActiveSound \"SRKMiss\"\t// Sound when attack hit miss.\n\tSeeSound \"SRKMeat\"\t\t// Sound when attack hit body.\n\tAttackSound \"SRKWall\"\t// Sound when attack hit wall.\n\t+PuffOnActors\n\tStates\n\t{\n\tSpawn:\t// State when range attack hit actor.\n\t\tPUFF AB 3 Bright\n\t\tPUFF CD 3\n\t\tStop\n\tMelee:\t// State when melee attack hit actor.\n\t\tPUFF CCDD 3\n\t\tStop\n\tCrush:\t// State when attack missed or hit wall.\n\t\tPUFF B 3 Bright\n\t\tPUFF CCD 3\n\t\tStop\n\t}\n}\n\nActor \"DEALightThing\"\n{\n\tRadius 0\n\tHeight 0\n\tSpeed 0\n\tGravity 666\n\t+NoBlockMonst\n\t+NoBlockMap\n\t+DonTBlast\n\t+NoTeleport\n\t+Invisible\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 7\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor \"DEADummyItem\": \"Inventory\"\n{\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 0\n\tInventory.PickupMessage \"\"\n\tInventory.PickupSound \"\"\n\tInventory.RespawnTics 666666666\n\t+Inventory.Undroppable\n}\n\nActor \"DEAAbilityCooldown\": \"DEADummyItem\" { Inventory.MaxAmount 666 }\nActor \"MutilatorNotInArenaArea\": \"DEADummyItem\" {}\n\nActor \"ZeroSpeed\": \"PowerSpeed\"\n{\n\tSpeed 0.001\n\tPowerup.Duration 0x7FFFFFFF\n}\n\n/////Mutilator - Dune - Sardaukar.\n////////////////////////////////////////////////////////////////////////////////\nActor \"Mutilator99\": \"DEAWeapon\"\n{\n\tTag \"Every human is a bit Sardaukar. Lets see how Sardaukar you are.\"\n\tWeapon.PreferredSkin \"SardaukarSkin\"\n\tStates\n\t{\n\tSelect:\n\t\tSRKW A 1 A_Raise\n\t\tLoop\n\tSpawn:\n\t\tSRKZ Z -1\n\t\tStop\n\tReady:\n\t\t//SRKW A 0 A_GiveInventory(\"SRKFireActivator\",666)\n\t\tSRKW A 0 A_JumpIfInventory(\"IKnowSRKDumasSecret\",1,5)\n\t\tSRKW A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,1)\n\t\tSRKW A 0 ACS_NamedExecute(\"DEAMutilatorHUD\")\n\t\tSRKW A 0 ACS_NamedExecute(\"DEAMutilatorCooldown\")\n\t\tSKRW A 0 A_GiveInventory(\"IKnowSRKDumasSecret\",1)\n\t\tSRKW A 1 A_WeaponReady(WRF_AllowZoom)\n\t\tLoop\n\tFire:\n\t\tSRKW I 3\n\t\tSRKW I 1 A_ReFire\n\t\tSRKW A 3 //A_JumpIfInventory(\"SRKFire\",1,\"SRKFire\")\n\t\tSRKW B 3\n\t\tSRKW C 5\n\t\tSRKW D 7 A_CustomPunch(Random(7,15),1,0,\"SRKPuff\",68)\n\t\tSRKW CBA 3\n\t\tGoto Ready\n\tSRKFire:\n\t\tSRKW I 0 A_GiveInventory(\"SRKAbilityCooldown\",5)\n\t\tSRKW I 0 A_TakeInventory(\"SRKFire\",1)\n\t\tSRKW I 1 A_PlaySound(\"SRKGun\",0)\n\t\tSRKW EFG 3\n\t\tSRKW H 0 A_GunFlash\n\t\tSRKW H 0 A_SpawnItemEx(\"SRKLightThing\")\n\t\tSRKW H 0 A_FireCustomMissile(\"SRKCharge\",Random(-250,250)/100.0,0,0,3,3,Random(-233,233)/100.0)\n\t\tSRKW H 0 A_PlaySound(\"weapons/plasmaf\",0)\n\t\tSRKW HG 3\n\t\tSRKW H 0 A_GunFlash\n\t\tSRKW H 0 A_SpawnItemEx(\"SRKLightThing\")\n\t\tSRKW H 0 A_FireCustomMissile(\"SRKCharge\",Random(-333,333)/100.0,0,0,3,3,Random(-300,300)/100.0)\n\t\tSRKW H 0 A_PlaySound(\"weapons/plasmaf\",0)\n\t\tSRKW HG 3\n\t\tSRKW H 0 A_GunFlash\n\t\tSRKW H 0 A_SpawnItemEx(\"SRKLightThing\")\n\t\tSRKW H 0 A_FireCustomMissile(\"SRKCharge\",Random(-500,500)/100.0,0,0,3,3,Random(-450,450)/100.0) //Heil stormtrooper!\n\t\tSRKW H 0 A_PlaySound(\"weapons/plasmaf\",0)\n\t\tSRKW HGFEI 3\n\t\tGoto Ready\n\tAltFire:\n\t\tSRKW A 0 A_JumpIfInventory(\"SRKFire\",1,\"SRKFire\")\n\t\tSRKW A 0 A_JumpIfInventory(\"SRKAbilityCooldown\",1,2)\n\t\tSRKW A 0 A_JumpIfInventory(\"IKnowSRKDumasSecret\",1,2)\n\t\tSRKW A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,666)\n\t\tSRKW A 0 A_JumpIfInventory(\"SRKAbilityCooldown\",1,2)\n\t\tSRKW A 0 A_GiveInventory(\"SRKFire\",1)\n\t\tSRKW A 0 A_JumpIfInventory(\"SRKFire\",1,\"SRKFire\")\n\t\tSRKW A 3\n\t\tGoto Ready\n\tZoom:\n\t\tSRKW A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,1)\n\t\tSRKW A 105 A_WeaponReady\n\t\tGoto Ready\n\tDeselect:\n\t\tSRKW A 1 A_Lower\n\t\tLoop\n\t}\n}\n\nActor \"SRKFireActivator\": \"DEAItemActivator\"\n{\n\tTag \"Attack: Plasma Shooting\"\n\tInventory.Icon \"SRKIA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS A 3\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SRKFire\",1,6)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SRKAbilityCooldown\",1,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IKnowSRKDumasSecret\",1,2)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,666)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SRKAbilityCooldown\",1,2)\n\t\tTNT1 A 0 A_GiveInventory(\"SRKFire\",1)\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor \"SRKCharge\": \"DEAProjectile\"\n{\n\tScale 0.25\n\tSpeed 69\n\tDamageType \"Electric\"\n\tDamage (Random(13,19))\n\tMissileType \"SRKTrace\"\n\tDecal \"PlasmaScorch\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS AB 3 A_PlaySound(\"weapons/plasmaf\",0)\n\t\tLoop\n\tDeath:\n\t\tPLSS A 1 A_PlaySound(\"weapons/plasmax\")\n\t\tPLSS B 1 A_Explode((Random(3,7)),32)\n\t\tPLSE ABCD 3\n\t\tStop\n\tXDeath:\n\t\tPLSS A 1 A_PlaySound(\"weapons/plasmax\")\n\t\tPLSS B 1 A_Explode((Random(0,3)),16)\n\t\tPLSE ABCD 3\n\t\tStop\n\tCrash:\n\t\tPLSS A 1 A_PlaySound(\"weapons/plasmax\")\n\t\tPLSS B 1 A_Explode((Random(1,5)),24)\n\t\tPLSE ABCD 3\n\t\tStop\n\t}\n}\n\nActor \"SRKTrace\": \"DEATrace\"\n{\n\tScale 0.245\n\tAlpha 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tPLSE ABCD 3 A_FadeOut(0.33)\n\t\tLoop\n\t}\n}\n\nActor \"SRKPuff\": \"DEAPuff\"\n{\n\tScale 0.95\n\tDamageType \"Melee\"\n\tDecal \"SRKMeleeDecal\"\n\tActiveSound \"SRKMiss\"\n\tSeeSound \"SRKMeat\"\n\tAttackSound \"SRKWall\"\n\tDamageType \"Poison\"\n\tDamage (Random(1,3))\n\tPoisonDamage 1,3,35\n\tPoisonDamageType \"Poison\"\n\t+AdditivePoisonDamage\n\t+AdditivePoisonDuration\n}\n\nActor \"SRKLightThing\": \"DEALightThing\" {}\nActor \"IKnowSRKDumasSecret\": \"DEADummyItem\" {}\nActor \"SRKAbilityCooldown\": \"DEAAbilityCooldown\" {}\nActor \"SRKFire\": \"DEADummyItem\" {}\n\n/////Mutilator - Dune - Fremen.\n////////////////////////////////////////////////////////////////////////////////\nActor \"Mutilator100\": \"DEAWeapon\"\n{\n\tTag \"Every human is a bit Fremen. Lets see how Fremen you are.\"\n\tWeapon.PreferredSkin \"FremenSkin\"\n\tStates\n\t{\n\tSelect:\n\t\tFRMW A 1 A_Raise\n\t\tLoop\n\tSpawn:\n\t\tFRMZ Z -1\n\t\tStop\n\tReady:\n\t\t//FRMW A 0 A_GiveInventory(\"FRMFireActivator\",666)\n\t\tFRMW A 0 A_JumpIfInventory(\"IKnowFRMDumasSecret\",1,5)\n\t\tFRMW A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,2)\n\t\tFRMW A 0 ACS_NamedExecute(\"DEAMutilatorHUD\")\n\t\tFRMW A 0 ACS_NamedExecute(\"DEAMutilatorCooldown\")\n\t\tFRMW A 0 A_GiveInventory(\"IKnowFRMDumasSecret\",1)\n\t\tFRMW A 1 A_WeaponReady(WRF_AllowZoom)\n\t\tLoop\n\tFire:\n\t\tFRMW B 3\n\t\tFRMW B 1 A_Refire\n\t\tFRMW A 3\n\t\tKNIF BC 3\n\t\tKNIF D 5 A_CustomPunch(Random(15,23),1,0,\"FRMPuff\",76)\n\t\tKNIF CB 3\n\t\tFRMW A 3\n\t\tGoto Ready\n\tAltFire:\n\t\tFRMW A 0 A_JumpIfInventory(\"PowerFRMSpeed\",1,8)\n\t\tFRMW A 0 A_JumpIfInventory(\"FRMAbilityCooldown\",1,2)\n\t\tFRMW A 0 A_JumpIfInventory(\"IKnowFRMDumasSecret\",1,2)\n\t\tFRMW A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,666)\n\t\tFRMW A 0 A_JumpIfInventory(\"FRMAbilityCooldown\",1,4)\n\t\tFRMW A 0 A_GiveInventory(\"FRMAbilityCooldown\",11)\n\t\tFRMW A 0 A_GiveInventory(\"PowerFRMBoost\",1)\n\t\tFRMW A 0 A_GiveInventory(\"PowerFRMSpeed\",1)\n\t\tFRMW A 3\n\t\tGoto Ready\n\tZoom:\n\t\tFRMW A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,2)\n\t\tFRMW A 105 A_WeaponReady\n\t\tGoto Ready\n\tDeselect:\n\t\tFRMW A 1 A_Lower\n\t\tLoop\n }\n}\n\nActor \"FRMFireActivator\": \"DEAItemActivator\"\n{\n\tInventory.Icon \"FRMIA0\"\n\tTag \"Support: Speedup for a While\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS B 3\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerFRMSpeed\",1,8)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FRMAbilityCooldown\",1,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IKnowFRMDumasSecret\",1,2)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,666)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FRMAbilityCooldown\",1,4)\n\t\tTNT1 A 0 A_GiveInventory(\"FRMAbilityCooldown\",11)\n\t\tTNT1 A 0 A_GiveInventory(\"PowerFRMBoost\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"PowerFRMSpeed\",1)\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor \"PowerFRMSpeed\": \"PowerSpeed\"\n{\n\tSpeed 1.25\n\tPowerup.Duration 175\n\tInventory.Icon \"BSPDA0\"\n\t+PowerSpeed.NoTrail\n\t+Inventory.AdditiveTime\n}\n\nActor \"PowerFRMBoost\": \"PowerDoubleFiringSpeed\"\n{\n\tPowerup.Duration 175\n\tInventory.Icon \"BBSTA0\"\n\t+Inventory.AdditiveTime\n}\n\nActor \"FRMPuff\": \"DEAPuff\"\n{\n\tScale 0.75\n\tDamageType \"Melee\"\n\tDecal \"FRMMeleeDecal\"\n\tActiveSound \"SRKMiss\"\n\tSeeSound \"SRKMeat\"\n\tAttackSound \"SRKWall\"\n}\n\nActor \"IKnowFRMDumasSecret\": \"DEADummyItem\" {}\nActor \"FRMAbilityCooldown\": \"DEAAbilityCooldown\" {}\n\n/////Mutilator - Doctor.\n////////////////////////////////////////////////////////////////////////////////\nActor \"Mutilator102\": \"DEAWeapon\"\n{\n\tTag \"Every human is a bit Crazy Doctor. Lets see how Crazy Doctor you are.\"\n\tWeapon.PreferredSkin \"DoctorSkin\"\n\tStates\n\t{\n\tSelect:\n\t\tMCDW A 1 A_Raise\n\t\tLoop\n\tSpawn:\n\t\tMCDZ Z -1\n\t\tStop\n\tReady:\n\t\t//MCDW A 0 A_GiveInventory(\"MCDHealActivator\",666)\n\t\tMCDW A 0 A_JumpIfInventory(\"IKnowMCDDumasSecret\",1,6)\n\t\tMCDW A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,4)\n\t\tMCDW A 0 ACS_NamedExecute(\"DEAMutilatorHUD\")\n\t\tMCDW A 0 ACS_NamedExecute(\"DEAMutilatorCooldown\")\n\t\tMCDW A 0 A_GiveInventory(\"MCDFireActivator\",6)\n\t\tMCDW A 0 A_GiveInventory(\"IKnowMCDDumasSecret\",1)\n\t\tMCDW A 385 A_WeaponReady(WRF_AllowZoom)\n\t\tMCDW A 0 A_PlaySound(\"MCDTaunt\",0)\n\t\tLoop\n\tFire:\n\t\tMCDW A 5\n\t\tMCDW A 0 A_JumpIfInventory(\"MCDFire\",1,\"MCDFire\")\n\t\tMCDW A 3 A_PlaySound(\"MCDActive\",0)\n\t\tMCDW A 0 A_CustomPunch(Random(0,1),1,0,\"MCDPuff\",49)\n\t\tMCDW B 3 A_PlaySound(\"MCDActive\",0)\n\t\tMCDW B 0 A_CustomPunch(Random(0,1),1,0,\"MCDPuff\",55)\n\t\tMCDW B 0 A_PlaySound(\"MCDActive\",0)\n\tHold:\n\t\tMCDW C 1 A_PlaySound(\"MCDActive\",0)\n\t\tMCDW C 0 A_CustomPunch(Random(0,1),1,0,\"MCDPuff\",59)\n\t\tMCDW D 1 A_PlaySound(\"MCDActive\",0)\n\t\tMCDW D 0 A_CustomPunch(Random(1,3),1,0,\"MCDPuff\",61)\n\t\tMCDW C 1 A_PlaySound(\"MCDActive\",0)\n\t\tMCDW C 0 A_CustomPunch(Random(1,3),1,0,\"MCDPuff\",59)\n\t\tMCDW D 1 A_PlaySound(\"MCDActive\",0)\n\t\tMCDW D 0 A_CustomPunch(Random(1,3),1,0,\"MCDPuff\",61)\n\t\tMCDW C 1 A_PlaySound(\"MCDActive\",0)\n\t\tMCDW C 0 A_CustomPunch(Random(0,1),1,0,\"MCDPuff\",59)\n\t\tMCDW C 0 A_PlaySound(\"MCDActive\",0)\n\t\tMCDW B 3 A_ReFire(\"Hold\")\n\t\tMCDW B 0 A_CustomPunch(Random(0,1),1,0,\"MCDPuff\",55)\n\t\tMCDW A 3 A_PlaySound(\"MCDActive\",0)\n\t\tMCDW A 0 A_CustomPunch(Random(0,1),1,0,\"MCDPuff\",49)\n\t\tMCDW A 0 A_PlaySound(\"MCDActive\",0)\n\t\tGoto Ready\n\tMCDFire:\n\t\tMCDW A 0 A_TakeInventory(\"MCDFire\",1)\n\t\tMCDW AE 3\n\t\tMCDW A 0 A_GunFlash\n\t\tMCDW A 0 A_FireCustomMissile(\"MCDSteelDisk\",0,0,0,3,3,0)\n\t\tMCDW AAAA 0 A_PlaySound(\"MCDActive\",0)\n\t\tMCDW EFGHA 5\n\t\tGoto Ready\n\tAltFire:\n\t\tMCDW A 0 A_JumpIfInventory(\"MCDHeal\",1,\"MCDHeal\")\n\t\tMCDW A 0 A_JumpIfInventory(\"MCDAbilityCooldown\",1,2)\n\t\tMCDW A 0 A_JumpIfInventory(\"IKnowMCDDumasSecret\",1,2)\n\t\tMCDW A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,666)\n\t\tMCDW A 0 A_JumpIfInventory(\"MCDAbilityCooldown\",1,2)\n\t\tMCDW A 0 A_GiveInventory(\"MCDHeal\",1)\n\t\tMCDW A 0 A_JumpIfInventory(\"MCDHeal\",1,\"MCDHeal\")\n\t\tMCDW A 3\n\t\tGoto Ready\n\tMCDHeal:\n\t\tMCDW A 0 A_GiveInventory(\"MCDAbilityCooldown\",10)\n\t\tMCDW A 0 A_TakeInventory(\"MCDHeal\",1)\n\t\tMCDW AHIJ 3\n\t\tTNT1 A 5\n\t\tMCDH ABCDEFG 3\n\t\tMCDH H 3 Thing_Damage(0,3,0)\n\t\tMCDH I 3 Thing_Damage(0,1,0)\n\t\tMCDH I 0 Thing_Damage(0,1,0)\n\t\tMCDH I 0 A_Jump(75,\"MCDHealSuper\")\n\t\tMCDH I 0 A_Jump(255,\"MCDHeal1\",\"MCDHeal2\",\"MCDHeal3\",\"MCDHeal4\",\"MCDHeal5\")\n\t\tGoto MCDHeal1\n\tMCDHeal1:\n\t\tMCDH I 0 A_GiveInventory(\"PowerMCDBoost\",1)\n\t\tMCDH I 0 A_GiveInventory(\"Health\",1)\n\t\tMCDH I 0 A_Jump(9,\"MCDHeal1\",\"MCDHeal2\",\"MCDHeal3\",\"MCDHeal4\",\"MCDHeal5\")\n\t\tMCDH I 0 A_Jump(3,\"MCDHealSuper\")\n\t\tGoto MCDHeal0\n\tMCDHeal2:\n\t\tMCDH I 0 A_GiveInventory(\"PowerMCDDamage\",1)\n\t\tMCDH I 0 A_GiveInventory(\"Health\",3)\n\t\tMCDH I 0 A_Jump(9,\"MCDHeal1\",\"MCDHeal2\",\"MCDHeal3\",\"MCDHeal4\",\"MCDHeal5\")\n\t\tMCDH I 0 A_Jump(3,\"MCDHealSuper\")\n\t\tGoto MCDHeal0\n\tMCDHeal3:\n\t\tMCDH I 0 A_GiveInventory(\"PowerMCDSpeed\",1)\n\t\tMCDH I 0 A_GiveInventory(\"Health\",5)\n\t\tMCDH I 0 A_Jump(9,\"MCDHeal1\",\"MCDHeal2\",\"MCDHeal3\",\"MCDHeal4\",\"MCDHeal5\")\n\t\tMCDH I 0 A_Jump(3,\"MCDHealSuper\")\n\t\tGoto MCDHeal0\n\tMCDHeal4:\n\t\tMCDH I 0 A_GiveInventory(\"PowerMCDShield\",1)\n\t\tMCDH I 0 A_GiveInventory(\"Health\",7)\n\t\tMCDH I 0 A_Jump(9,\"MCDHeal1\",\"MCDHeal2\",\"MCDHeal3\",\"MCDHeal4\",\"MCDHeal5\")\n\t\tMCDH I 0 A_Jump(3,\"MCDHealSuper\")\n\t\tGoto MCDHeal0\n\tMCDHeal5:\n\t\tMCDH I 0 A_GiveInventory(\"PowerMCDRegen\",1)\n\t\tMCDH I 0 A_GiveInventory(\"Health\",9)\n\t\tMCDH I 0 A_Jump(9,\"MCDHeal1\",\"MCDHeal2\",\"MCDHeal3\",\"MCDHeal4\",\"MCDHeal5\")\n\t\tMCDH I 0 A_Jump(3,\"MCDHealSuper\")\n\t\tGoto MCDHeal0\n\tMCDHealSuper:\n\t\tMCDH I 0 A_GiveInventory(\"Health\",5)\n\t\tMCDH I 0 A_Jump(245,\"MCDHeal1\",\"MCDHeal2\",\"MCDHeal3\",\"MCDHeal4\",\"MCDHeal5\")\n\tMCDHeal0:\n\t\tMCDH JKLMNOPQRT 3\n\t\tTNT1 A 3 A_FireCustomMissile(\"MCDEmptySyringe\",Random(-90,90),0,0,3,3,Random(-15,45))\n\t\tMCDW JIHA 3\n\t\tGoto Ready\n\tZoom:\n\t\tMCDW A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,4)\n\t\tMCDW A 105 A_WeaponReady\n\t\tGoto Ready\n\tDeselect:\n\t\tMCDW A 1 A_Lower\n\t\tLoop\n\t}\n}\n\nActor \"MCDFireActivator\": \"DEAItemActivator\"\n{\n\tInventory.Icon \"MCDIA0\"\n\tTag \"Attack: Disk Thrower Mechanism\"\n\tStates\n\t{\n\tSpawn:\n\t\tMCDD A 3\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"MCDFire\",1)\n\t\tStop\n\t}\n}\n\nActor \"MCDHealActivator\": \"DEAItemActivator\"\n{\n\tScale 0.25\n\tInventory.Icon \"MCDIB0\"\n\tTag \"Support: Syringe\"\n\tStates\n\t{\n\tSpawn:\n\t\tMCDS A 3\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MCDHeal\",1,6)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MCDAbilityCooldown\",1,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IKnowMCDDumasSecret\",1,2)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,666)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MCDAbilityCooldown\",1,2)\n\t\tTNT1 A 0 A_GiveInventory(\"MCDHeal\",1)\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor \"PowerMCDBoost\": \"PowerDoubleFiringSpeed\"\n{\n\tPowerup.Duration 385\n\tPowerup.Color \"00 00 00\"\n\tInventory.Icon \"BBSTA0\"\n\t+Inventory.AdditiveTime\n}\n\nActor \"PowerMCDDamage\": \"PowerDamage\"\n{\n\tDamageFactor \"Normal\", 1.75\n\tPowerup.Duration 385\n\tPowerup.Color \"11 00 00\"\n\tInventory.Icon \"BDMGA0\"\n\t+Inventory.AdditiveTime\n}\n\nActor \"PowerMCDSpeed\": \"PowerSpeed\"\n{\n\tSpeed 1.11\n\tPowerup.Duration 385\n\tPowerup.Color \"00 11 00\"\n\tInventory.Icon \"BSPDA0\"\n\t+PowerSpeed.NoTrail\n\t+Inventory.AdditiveTime\n}\n\nActor \"PowerMCDShield\": \"PowerProtection\"\n{\n\tDamageFactor \"Normal\", 0.75\n\tPowerup.Duration 385\n\tPowerup.Color \"33 33 33\"\n\tInventory.Icon \"BSLDA0\"\n\t+Inventory.AdditiveTime\n}\n\nActor \"PowerMCDRegen\": \"PowerRegeneration\"\n{\n\tPowerup.Strength 1\n\tPowerup.Duration 385\n\tPowerup.Color \"00 00 11\"\n\tInventory.Icon \"BRGNA0\"\n\t+Inventory.AdditiveTime\n}\n\nActor \"MCDSteelDisk\": \"DEAProjectile\"\n{\n\tRadius 7\n\tSpeed 25\n\tDamageType \"Melee\"\n\tDamage (Random(1,5))\n\tMissileType \"MCDSteelDiskTrace\"\n\tDecal \"SRKMeleeDecal\"\n\t+Ripper\n\tStates\n\t{\n\tSpawn:\n\t\tMCDD A 3 A_PlaySound(\"MCDActive\",0)\n\t\tLoop\n\tDeath:\n\tXDeath:\n\tCrash:\n\t\tMCDD A 0 A_PlaySound(\"SRKWall\")\n\t\tMCDD AAAAAAAAA 350\n\t\tMCDD AAAAAAAAAAAAAAA 3 A_FadeOut(0.075)\n\t\tStop\n\t}\n}\n\nActor \"MCDSteelDiskTrace\": \"DEATrace\"\n{\n\tScale 0.95\n\tAlpha 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tMCDD A 3 A_FadeOut(0.45)\n\t\tMCDD A 0 A_PlaySound(\"MCDActive\",0)\n\t\tLoop\n\t}\n}\n\nActor \"MCDEmptySyringe\"\n{\n\tScale 0.25\n\tSpeed 10\n\tGravity 1.0\n\t-NoBlockMap\n\t-NoGravity\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\tXDeath:\n\tCrash:\n\t\tMCDS AAAAAAAAA 350\n\t\tMCDS AAAAA 35 A_FadeOut(0.25)\n\t\tStop\n\t}\n}\n\nActor \"MCDPuff\": \"DEAPuff\"\n{\n\tScale 0.95\n\tDamageType \"Melee\"\n\tDecal \"SRKMeleeDecal\"\n\tActiveSound \"SRKMiss\"\n\tSeeSound \"SRKMeat\"\n\tAttackSound \"SRKWall\"\n}\n\nActor \"IKnowMCDDumasSecret\": \"DEADummyItem\" {}\nActor \"MCDAbilityCooldown\": \"DEAAbilityCooldown\" {}\nActor \"MCDFire\": \"DEADummyItem\" { Inventory.MaxAmount 6 }\nActor \"MCDHeal\": \"DEADummyItem\" {}"
},
{
"source": "pk3",
"name": "ACTORS/DEAMDI3a.txt",
"contents": "/////Mutilator - Archdemon.\n////////////////////////////////////////////////////////////////////////////////\nActor \"Mutilator103\": \"DEAWeapon\"\n{\n\tTag \"Every human is a bit Archdemon. Lets see how Archdemon you are.\"\n\tWeapon.PreferredSkin \"ArchdemonSkin\"\n\tStates\n\t{\n\tSpawn:\n\t\tGGGR A -1\n\t\tStop\n\tSelect:\n\t\tADNW A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tADNW A 0 A_GiveInventory(\"ADNResurrectActivator\",666)\n\t\tADNW A 0 A_GiveInventory(\"ADNSummonActivator\",666)\n\t\tADNW A 0 A_GiveInventory(\"ADNFireActivator\",666)\n\t\tADNW A 0 A_GiveInventory(\"ADNSwitchActivator\",666)\n\t\tADNW A 0 A_JumpIfInventory(\"IKnowADNDumasSecret\",1,9)\n\t\tADNW A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,5)\n\t\tADNW A 0 ACS_NamedExecute(\"DEAMutilatorHUD\")\n\t\tADNW A 0 ACS_NamedExecute(\"DEAMutilatorCooldown\")\n\t\tADNW A 0 A_ChangeFlag(\"NoTarget\",1)\n\t\tADNW A 0 A_ChangeFlag(\"ThruSpecies\",1)\n\t\tADNW A 0 A_ChangeFlag(\"MThruSpecies\",1)\n\t\tADNW A 0 A_GiveInventory(\"Archdemon\",1)\n\t\tADNW A 0 A_GiveInventory(\"IKnowADNDumasSecret\",1)\n\t\tADNW A 315 A_WeaponReady(WRF_AllowZoom)\n\t\tADNW A 0 A_PlaySound(\"ADNTaunt\",0)\n\t\tGoto Ready\n\tFire:\n\t\tADNW A 0 A_JumpIfInventory(\"ADNFire\",1,\"ADNFire\")\n\t\tADNW A 0 A_JumpIfInventory(\"ADNSummon\",1,\"ADNSummon\")\n\t\tADNW A 0 A_JumpIfInventory(\"ADNResurrect\",1,\"ADNResurrect\")\n\t\tADNW A 0 A_JumpIfInventory(\"ADNMeleeCombo\",1,\"Fire0\")\n\t\tADNW ABC 3\n\t\tADNW DE 2\n\t\tADNW F 2 A_CustomPunch(Random(15,19),1,0,\"ADNPuff\",68)\n\t\tADNW GHIJ 2\n\t\tADNW K 2 A_GiveInventory(\"ADNMeleeCombo\",1)\n\t\tTNT1 AAAAAAAAA 1 A_WeaponReady\n\t\tADNW L 3 A_TakeInventory(\"ADNMeleeCombo\",1)\n\t\tGoto Ready\n\tFire0:\n\t\tADNW A 0 A_JumpIfInventory(\"ADNFire\",1,\"ADNFire\")\n\t\tADNW A 0 A_JumpIfInventory(\"ADNSummon\",1,\"ADNSummon\")\n\t\tADNW A 0 A_JumpIfInventory(\"ADNResurrect\",1,\"ADNResurrect\")\n\t\tADNW MN 3\n\t\tADNW OPQ 2\n\t\tADNW R 2 A_CustomPunch(Random(17,21),1,0,\"ADNPuff0\",68)\n\t\tADNW ST 2\n\t\tTNT1 A 5\n\t\tADNW L 3 A_TakeInventory(\"ADNMeleeCombo\",666)\n\t\tGoto Ready\n\tADNFire:\n\t\tADNW A 0 A_JumpIfInventory(\"ADNAbilityCooldown\",1,\"Fire\")\n\t\tADNW A 0 A_GiveInventory(\"ADNAbilityCooldown\",7)\n\t\tADNW A 0 A_PlaySound(\"ADNTaunt\",0)\n\t\tADNW A 0 A_TakeInventory(\"ADNFire\",1)\n\t\tADNW A 0 A_JumpIfInventory(\"ADNFire5\",1,\"ADNFire5\")\n\t\tADNW A 0 A_JumpIfInventory(\"ADNFire4\",1,\"ADNFire4\")\n\t\tADNW A 0 A_JumpIfInventory(\"ADNFire3\",1,\"ADNFire3\")\n\t\tADNW A 0 A_JumpIfInventory(\"ADNFire2\",1,\"ADNFire2\")\n\t\tADNW A 0 A_JumpIfInventory(\"ADNFire1\",1,\"ADNFire1\")\n\t\tADNW A 0 A_Jump(145,2)\n\t\tADNW A 0 A_JumpIfCloser(256,\"ADNFire5\")\n\t\tADNW A 0 A_Jump(175,2)\n\t\tADNW A 0 A_JumpIfCloser(512,\"ADNFire4\")\n\t\tADNW A 0 A_Jump(256,\"ADNFire1\",\"ADNFire2\",\"ADNFire3\")\n\t\tGoto ADNFire5\n\tADNFire1:\n\t\tADNW A 5 A_GiveInventory(\"ZeroSpeed\",1)\n\t\tADNW L 5 A_TakeInventory(\"ADNFireSpam\",666)\n\t\tADNW U 5\n\t\tADNW V 10\n\t\tADNW W 10\n\tADNFire1Spam:\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW X 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW YZYX 1\n\t\tADNW X 0 A_JumpIfInventory(\"ADNFireSpam\",10,\"ADNFire1Stop\")\n\t\tADNW X 0 A_GiveInventory(\"ADNFireSpam\",1)\n\t\tGoto ADNFire1Spam\n\tADNFire1Stop:\n\t\tADNW X 0 A_FireCustomMissile(\"ADNFireMark\")\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW X 0 A_GunFlash\n\t\tGoto ADNStop\n\tADNFire2:\n\t\tADNW L 3 A_GiveInventory(\"ZeroSpeed\",1)\n\t\tADNW U 3\n\t\tADNW VW 2\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW X 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW YZYX 1\n\t\tADNW X 0 A_FireCustomMissile(\"ADNFireBall\",Random(-125,125)/100.0,0,0,3,3,Random(-125,125)/100.0)\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tGoto ADNStop\n\tADNFire3:\n\t\tADNW A 5 A_GiveInventory(\"ZeroSpeed\",1)\n\t\tADNW L 5 A_TakeInventory(\"ADNFireSpam\",666)\n\t\tADNW U 5\n\t\tADNW V 10\n\t\tADNW W 10\n\t\tADNW W 0 A_SpawnItemEx(\"ADNLightThing\")\n\tADNFire3Spam:\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW XYX 2 A_FireCustomMissile(\"ADNMiniFireBall\",Random(-750,750)/100.0,0,0,3,3,Random(-750,750)/100.0)\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW XYZ 2 A_FireCustomMissile(\"ADNMiniFireBall\",Random(-750,750)/100.0,0,0,3,3,Random(-750,750)/100.0)\n\t\tADNW Z 0 A_GunFlash\n\t\tADNW Z 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW ZYX 2 A_FireCustomMissile(\"ADNMiniFireBall\",Random(-750,750)/100.0,0,0,3,3,Random(-750,750)/100.0)\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW YZY 2 A_FireCustomMissile(\"ADNMiniFireBall\",Random(-750,750)/100.0,0,0,3,3,Random(-750,750)/100.0)\n\t\tADNW Y 0 A_GunFlash\n\t\tADNW Y 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW XYZ 2 A_FireCustomMissile(\"ADNMiniFireBall\",Random(-750,750)/100.0,0,0,3,3,Random(-750,750)/100.0)\n\t\tADNW Z 0 A_GunFlash\n\t\tADNW Z 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW ZYX 2 A_FireCustomMissile(\"ADNMiniFireBall\",Random(-750,750)/100.0,0,0,3,3,Random(-750,750)/100.0)\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW XYX 2 A_FireCustomMissile(\"ADNMiniFireBall\",Random(-750,750)/100.0,0,0,3,3,Random(-750,750)/100.0)\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW X 0 A_JumpIfInventory(\"ADNFireSpam\",1,\"ADNStop\")\n\t\tADNW X 0 A_GiveInventory(\"ADNFireSpam\",1)\n\t\tGoto ADNFire3Spam\n\tADNFire4:\n\t\tADNW L 5 A_GiveInventory(\"ZeroSpeed\",1)\n\t\tADNW UVW 5\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW X 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW YZYX 1\n\t\tADNW X 0 A_FireCustomMissile(\"ADNFireWave\",-9,0,15)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNHugeFireWave\",0,0,0)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNFireWave\",9,0,-15)\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW X 0 A_GunFlash\n\t\tGoto ADNStop\n\tADNFire5:\n\t\tADNW L 3 A_GiveInventory(\"ZeroSpeed\",1)\n\t\tADNW U 3\n\t\tADNW VW 3\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW X 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW XXXY 1\n\t\tADNW Y 0 A_GunFlash\n\t\tADNW Y 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW Y 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW YYYZ 1\n\t\tADNW Z 0 A_GunFlash\n\t\tADNW Z 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW Z 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW ZZZX 1\n\t\tADNW Y 0 A_GunFlash\n\t\tADNW Y 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW Y 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW XYXY 1\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW X 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW YZYX 1\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",0)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",15)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",30)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",45)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",60)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",75)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",90)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",105)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",120)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",135)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",150)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",165)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",180)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",195)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",210)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",225)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",240)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",255)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",270)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",285)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",300)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",315)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",330)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNMiniFireWave\",345)\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW X 0 A_GunFlash\n\t\tGoto ADNStop\n\tAltFire:\n\t\tADNW A 0 A_JumpIfInventory(\"ADNSummon\",1,\"ADNSummon\")\n\t\tADNW A 0 A_JumpIfInventory(\"ADNResurrect\",1,\"ADNResurrect\")\n\t\tADNW A 0 A_JumpIfInventory(\"ADNAbility0Cooldown\",1,\"ADNFire\")\n\t\tADNW A 0 A_TakeInventory(\"ADNAbilityCooldown\",666)\n\t\tADNW A 0 A_GiveInventory(\"ADNAbility0Cooldown\",25)\n\t\tADNW A 3 A_GiveInventory(\"ZeroSpeed\",1)\n\t\tADNW LUVW 3\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW X 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW XXXY 1\n\t\tADNW Y 0 A_GunFlash\n\t\tADNW Y 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW Y 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW YYYZ 1\n\t\tADNW Z 0 A_GunFlash\n\t\tADNW Z 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW Z 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW ZZZY 1\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW X 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW YZYX 1\n\t\tADNW X 0 A_FireCustomMissile(\"ADNFireWall\",45)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNFireWall\",0)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNFireWall\",-45)\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW X 0 A_GunFlash\n\t\tGoto ADNStop\n\tADNSummon:\n\t\tADNW A 0 A_GiveInventory(\"ADNAbility1Cooldown\",60)\n\t\tADNW A 0 A_TakeInventory(\"ADNSummon\",1)\n\t\tADNW A 0 A_JumpIfInventory(\"MutilatorNotInArenaArea\",1,\"ADNRageSpeedUp\")\n\t\tADNW L 5 A_GiveInventory(\"ZeroSpeed\",1)\n\t\tADNW UVW 5\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW X 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW YZYX 1\n\t\tADNW X 0 A_FireCustomMissile(\"ADNFireDoor\",60)\n\t\tADNW X 0 A_FireCustomMissile(\"ADNFireDoor\",-60)\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW X 0 A_GunFlash\n\t\tGoto ADNStop\n\tADNResurrect:\n\t\tADNW A 0 A_GiveInventory(\"ADNAbility2Cooldown\",30)\n\t\tADNW A 0 A_TakeInventory(\"ADNResurrect\",1)\n\t\tADNW A 0 A_JumpIfInventory(\"MutilatorNotInArenaArea\",1,\"ADNRageStrength\")\n\t\tADNW A 3 A_GiveInventory(\"ZeroSpeed\",1)\n\t\tADNW LUVW 3\n\t\tADNW X 0 A_GunFlash\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing\")\n\t\tADNW X 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW XYXY 1\n\t\tADNW Y 0 A_SpawnItemEx(\"ADNFireHeal\",0,0,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tADNW Y 0 A_GunFlash\n\t\tADNW Y 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW Y 1 A_PlaySound(\"ADNFlame\",0)\n\t\tADNW YZYX 1\n\t\tADNW X 0 A_SpawnItemEx(\"ADNFireHeal\",0,0,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tADNW X 0 A_SpawnItemEx(\"ADNLightThing0\")\n\t\tADNW X 0 A_GunFlash\n\t\tGoto ADNStop\n\tADNRageSpeedUp:\n\t\tADNW A 10 A_PlaySound(\"ADNTaunt\",0)\n\t\tADNW L 0 A_GiveInventory(\"PowerADNBoost\",1)\n\t\tADNW L 5 A_GiveInventory(\"PowerADNSpeed\",1)\n\t\tGoto ADNStop\n\tADNRageStrength:\n\t\tADNW A 10 A_PlaySound(\"ADNTaunt\",0)\n\t\tADNW L 0 A_GiveInventory(\"PowerADNBoost\",1)\n\t\tADNW L 5 A_GiveInventory(\"PowerADNDamage\",1)\n\t\tGoto ADNStop\n\tADNStop:\n\t\tADNW W 3 A_PlaySound(\"ADNTaunt\",0)\n\t\tADNW VULA 3\n\t\tADNW A 0 A_TakeInventory(\"ZeroSpeed\",1)\n\t\tADNW A 0 A_PlaySound(\"ADNTaunt\",0)\n\t\tGoto Ready\n\tZoom:\n\t\tADNW A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,5)\n\t\tADNW A 105 A_WeaponReady\n\t\tGoto Ready\n\tDeselect:\n\t\tADNW A 1 A_Lower\n\t\tLoop\n\t}\n}\n\nActor \"ADNFireActivator\": \"DEAItemActivator\"\n{\n\tInventory.Icon \"ADNIA0\"\n\tTag \"Attack: Flame Attack\"\n\tStates\n\t{\n\tSpawn:\n\t\tADNI A 3\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNFire\",1,5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNAbilityCooldown\",1,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IKnowADNDumasSecret\",1,2)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,666)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNAbilityCooldown\",1,2)\n\t\tTNT1 A 0 A_GiveInventory(\"ADNFire\",1)\n\t\tTNT1 A 0\n\t}\n}\n\nActor \"ADNSummonActivator\": \"DEAItemActivator\"\n{\n\tInventory.Icon \"ADNIB0\"\n\tTag \"Support: Summon/Speedup\"\n\tStates\n\t{\n\tSpawn:\n\t\tADNI B 3\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNSummon\",1,6)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNAbility1Cooldown\",1,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IKnowADNDumasSecret\",1,2)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,666)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNAbility1Cooldown\",1,2)\n\t\tTNT1 A 0 A_GiveInventory(\"ADNSummon\",1)\n\t\tTNT1 A 0\n\t}\n}\n\nActor \"ADNResurrectActivator\": \"DEAItemActivator\"\n{\n\tInventory.Icon \"ADNIC0\"\n\tTag \"Support: Ressurect/Strength\"\n\tStates\n\t{\n\tSpawn:\n\t\tADNI C 3\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNResurrect\",1,6)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNAbility2Cooldown\",1,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IKnowADNDumasSecret\",1,2)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,666)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNAbility2Cooldown\",1,2)\n\t\tTNT1 A 0 A_GiveInventory(\"ADNResurrect\",1)\n\t\tTNT1 A 0\n\t}\n}\n\nActor \"ADNSwitchActivator\": \"DEAItemActivator\"\n{\n\tInventory.Icon \"MCAIA0\"\n\tTag \"Switch: Change Flame Attack\"\n\tStates\n\t{\n\tSpawn:\n\t\tMCAI CDC 15\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"ADNChangeAttack\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",2,3)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,5,1)\n\t\tTNT1 A 0 A_GiveInventory(\"ADNFire1\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",3,5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",2,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",1,3)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,5,2)\n\t\tTNT1 A 0 A_GiveInventory(\"ADNFire2\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",4,5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",3,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",1,3)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,5,3)\n\t\tTNT1 A 0 A_GiveInventory(\"ADNFire3\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",5,5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",4,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",1,3)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,5,4)\n\t\tTNT1 A 0 A_GiveInventory(\"ADNFire4\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",6,5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",5,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",1,3)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,5,5)\n\t\tTNT1 A 0 A_GiveInventory(\"ADNFire5\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",6,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ADNChangeAttack\",1,9)\n\t\tTNT1 A 0 ACS_NamedExecute(\"DEAMutilatorMessages\",0,5,6)\n\t\tTNT1 A 0 A_TakeInventory(\"ADNChangeAttack\",666)\n\t\tTNT1 A 0 A_TakeInventory(\"ADNFire0\")\n\t\tTNT1 A 0 A_TakeInventory(\"ADNFire1\")\n\t\tTNT1 A 0 A_TakeInventory(\"ADNFire2\")\n\t\tTNT1 A 0 A_TakeInventory(\"ADNFire3\")\n\t\tTNT1 A 0 A_TakeInventory(\"ADNFire4\")\n\t\tTNT1 A 0 A_TakeInventory(\"ADNFire5\")\n\t\tTNT1 A 0\n\t}\n}\n\nActor \"PowerArchdemon\": \"PowerProtection\"\n{\n\tDamageFactor \"Normal\", 1.00\n\tDamageFactor \"Burn\", 0.00\n\tDamageFactor \"Fire\", 0.00\n\tDamageFactor \"Ice\", 1.75\n\tDamageFactor \"Electric\", 0.95\n\tDamageFactor \"Drowning\", 1.45\n\tDamageFactor \"Poison\", 1.25\n\tDamageFactor \"Gas\", 1.25\n\tDamageFactor \"Slime\", 1.25\n}\n\nActor \"Archdemon\": \"DEAInfinitePowerup\"\n{\n\tPowerup.Type \"Archdemon\"\n}\n\nActor \"PowerADNBoost\": \"PowerDoubleFiringSpeed\"\n{\n\tPowerup.Duration 350\n\tPowerup.Color \"11 00 00\"\n\tInventory.Icon \"BBSTA0\"\n\t+Inventory.AdditiveTime\n}\n\nActor \"PowerADNDamage\": \"PowerDamage\"\n{\n\tDamageFactor \"Normal\", 2.00\n\tPowerup.Duration 245\n\tPowerup.Color \"11 00 00\"\n\tInventory.Icon \"BDMGA0\"\n\t+Inventory.AdditiveTime\n}\n\nActor \"PowerADNSpeed\": \"PowerSpeed\"\n{\n\tSpeed 1.25\n\tPowerup.Duration 245\n\tPowerup.Color \"11 00 00\"\n\tInventory.Icon \"BSPDA0\"\n\t+PowerSpeed.NoTrail\n\t+Inventory.AdditiveTime\n}\n\nActor \"ADNFireBall\": \"DEAProjectile\"\n{\n\tScale 0.75\n\tAlpha 0.95\n\tRadius 5.00\n\tHeight 5.00\n\tSpeed 30\n\tDamageType \"Burn\"\n\tDamage (Random(3,9))\n\tSpecies \"Archdemon\"\n\tRenderStyle Add\n\tMissileType \"ADNFireBallTrace\"\n\tMissileHeight 8\n\tDecal \"Scorch\"\n\t-NoGravity\n\t+ThruSpecies\n\t+MThruSpecies\n\t+NoDamageThrust\n\tStates\n\t{\n\tSpawn:\n\t\tMANF AB 3 A_PlaySound(\"imp/attack\",0)\n\t\tLoop\n\tDeath:\n\t\tMANF A 1 A_PlaySound(\"weapons/rocklx\")\n\t\tMANF B 1 A_Explode(Random(25,33),96)\n\t\tMISL BCD 3\n\t\tStop\n\tXDeath:\n\t\tMANF A 1 A_PlaySound(\"weapons/rocklx\")\n\t\tMANF B 1 A_Explode(Random(19,25),64)\n\t\tMISL BCD 3\n\t\tStop\n\tCrush:\n\t\tMANF A 1 A_PlaySound(\"weapons/rocklx\")\n\t\tMANF B 1 A_Explode(Random(23,29),80)\n\t\tMISL BCD 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireBallTrace\": \"DEATrace\"\n{\n\tScale 0.45\n\tAlpha 0.75\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tMANF AB 1 Bright A_FadeOut(0.45)\n\t\tLoop\n\t}\n}\n\nActor \"ADNMiniFireBall\": \"ADNFireBall\"\n{\n\tScale 1.25\n\tAlpha 0.75\n\tRadius 3.00\n\tHeight 3.00\n\tSpeed 25\n\tDamage (Random(1,3))\n\tMissileType \"ADNMiniFireBallTrace\"\n\tDecal \"DoomImpScorch\"\n\tStates\n\t{\n\tSpawn:\n\t\tADNB AB 3 A_PlaySound(\"imp/attack\",0)\n\t\tLoop\n\tDeath:\n\t\tBAL1 A 1 A_PlaySound(\"imp/shotx\")\n\t\tBAL1 B 1 A_Explode(Random(1,3),64)\n\t\tBAL1 CDE 3\n\t\tStop\n\tXDeath:\n\t\tBAL1 A 1 A_PlaySound(\"imp/shotx\")\n\t\tBAL1 B 1 A_Explode(Random(0,1),32)\n\t\tBAL1 CDE 3\n\t\tStop\n\tCrush:\n\t\tBAL1 A 1 A_PlaySound(\"imp/shotx\")\n\t\tBAL1 B 1 A_Explode(Random(0,3),48)\n\t\tBAL1 CDE 3\n\t\tStop\n\t}\n}\n\nActor \"ADNMiniFireBallTrace\": \"ADNFireBallTrace\"\n{\n\tScale 0.75\n\tAlpha 0.50\n\tStates\n\t{\n\tSpawn:\n\t\tADNB AB 3 Bright A_FadeOut(0.33)\n\t\tLoop\n\t}\n}\n\nActor \"ADNFireWave\"\n{\n\tRadius 1.75\n\tHeight 1.75\n\tSpeed 29\n\tDamageType \"Burn\"\n\tDamage (0)\n\tSpecies \"Archdemon\"\n\tReactionTime 15\n\tDecal \"DoomImpScorch\"\n\tRenderStyle Add\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\tProjectile\n\t+Ripper\n\t+FloorHugger\n\t+ThruSpecies\n\t+MThruSpecies\n\t+NoDamageThrust\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItemEx(\"ADNFireWaveTrace\",Random(-1,1),Random(-1,1),0,0,0,0,0,SXF_NoCheckPosition)\n\t\tTNT1 A 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tTNT1 A 0 A_Explode(Random(1,9),32)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor \"ADNFireWaveTrace\"\n{\n\tRadius 5\n\tHeight 9\n\tSpeed 0\n\tDamageType \"Burn\"\n\tSpecies \"Archdemon\"\n\tRenderStyle Add\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\t+FloorClip\n\t+ThruSpecies\n\t+MThruSpecies\n\t+NoDamageThrust\n\tStates\n\t{\n\tSpawn:\n\t\tADNF ABC 5 Bright A_Explode(Random(1,7),32)\n\t\tADNF BAD 5 Bright A_Explode(Random(1,5),24)\n\t\tADNF EFG 5 Bright A_Explode(Random(1,3),16)\n\t\tStop\n\t}\n}\n\nActor \"ADNHugeFireWave\": \"ADNFireWave\"\n{\n\tSpeed 33\n\tReactionTime 15\n\tDecal \"Scorch\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItemEx(\"ADNHugeFireWaveTrace\",Random(-1,1),Random(-1,1),0,0,0,0,0,SXF_NoCheckPosition)\n\t\tTNT1 A 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tTNT1 A 0 A_Explode(Random(3,9),40)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor \"ADNHugeFireWaveTrace\": \"ADNFireWaveTrace\"\n{\n\tScale 1.25\n\tStates\n\t{\n\tSpawn:\n\t\tADNF ABC 5 Bright A_Explode(Random(1,9),32)\n\t\tADNF BAD 5 Bright A_Explode(Random(1,7),32)\n\t\tADNF EFG 5 Bright A_Explode(Random(1,5),24)\n\t\tStop\n\t}\n}\n\nActor \"ADNMiniFireWave\": \"ADNFireWave\"\n{\n\tSpeed 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItemEx(\"ADNMiniFireWaveTrace\",Random(-1,1),Random(-1,1),0,0,0,0,0,SXF_NoCheckPosition)\n\t\tTNT1 A 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tTNT1 A 0 A_Explode(Random(1,7),32)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor \"ADNMiniFireWaveTrace\": \"ADNFireWaveTrace\"\n{\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tADNF ABC 5 Bright A_Explode(Random(1,5),24)\n\t\tADNF BAD 5 Bright A_Explode(Random(1,3),16)\n\t\tADNF EFG 5 Bright A_Explode(Random(0,1),8)\n\t\tStop\n\t}\n}\n\nActor \"ADNFireMark\": \"DEAProjectile\"\n{\n\tDamage (0)\n\tMissileType \"\"\n\tDecal \"\"\n\tSpecies \"Archdemon\"\n\t+BloodLessImpact\n\t+SeekerMissile\n\t+ScreenSeeker\n\t+DonTReflect\n\t+ThruSpecies\n\t+MThruSpecies\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3 A_SeekerMissile(999,90)\n\t\tLoop\n\tDeath:\n\tXDeath:\n\tCrash:\n\t\tTNT1 A 1 A_SpawnItemEx(\"ADNFireMarkCore\",0,0,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tStop\n\t}\n}\n\nActor \"ADNFireMarkCore\"\n{\n\tAlpha 0.95\n\tScale 1.00\n\tRadius 1.75\n\tHeight 1.75\n\tSpeed 0\n\tMass 0x7FFFFFFF\n\tDamageType \"Burn\"\n\tDamageFactor \"Burn\", 0.00\n\tSpecies \"Archdemon\"\n\tRenderStyle Add\n\t-Solid\n\t-Shootable\n\t-NoGravity\n\t+FloorClip\n\t+ThruSpecies\n\t+MThruSpecies\n\t+NoDamageThrust\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 0\n\t\tFIRE A 0 A_PlaySound(\"vile/firestrt\",0)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireMarkFire\",8,8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireMarkFire\",8,-8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireMarkBoom\",0,0,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireMarkFire\",-8,8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireMarkFire\",-8,-8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE AAAAA 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,40),0,0,0,0,SXF_NoCheckPosition,95)\n\t\tFIRE BBBBB 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,48),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE BBBBB 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,48),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE EEEEE 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE FFFFF 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE EEEEE 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(8,64),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE FFFFF 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(16,64),0,0,0,0,SXF_NoCheckPosition,95)\n\t\tFIRE GGGGG 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(24,64),0,0,0,0,SXF_NoCheckPosition,100)\n\t\tFIRE HHHHH 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(32,64),0,0,0,0,SXF_NoCheckPosition,125)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireMarkBoom\": \"ADNFireMarkCore\"\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 0 A_PlaySound(\"vile/firestrt\",0)\n\t\tFIRE AAAAA 1 A_Explode(Random(1,3),40)\n\t\tFIRE A 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE BBBBB 1 A_Explode(Random(1,5),48)\n\t\tFIRE CCCCC 1 A_Explode(Random(1,7),56)\n\t\tFIRE B 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE BBBBB 1 A_Explode(Random(1,5),48)\n\t\tFIRE CCCCC 1 A_Explode(Random(1,7),56)\n\t\tFIRE DDDDD 1 A_Explode(Random(1,9),64)\n\t\tFIRE CCCCC 1 A_Explode(Random(1,7),56)\n\t\tFIRE D 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE DDDDD 1 A_Explode(Random(1,9),64)\n\t\tFIRE CCCCC 1 A_Explode(Random(1,7),56)\n\t\tFIRE DDDDD 1 A_Explode(Random(1,9),64)\n\t\tFIRE CCCCC 1 A_Explode(Random(1,7),56)\n\t\tFIRE D 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE DDDDD 1 A_Explode(Random(1,9),64)\n\t\tFIRE CCCCC 1 A_Explode(Random(1,7),56)\n\t\tFIRE DDDDD 1 A_Explode(Random(1,9),64)\n\t\tFIRE CCCCC 1 A_Explode(Random(1,7),56)\n\t\tFIRE D 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE DDDDD 1 A_Explode(Random(1,9),64)\n\t\tFIRE CCCCC 1 A_Explode(Random(1,7),56)\n\t\tFIRE DDDDD 1 A_Explode(Random(1,9),64)\n\t\tFIRE CCCCC 1 A_Explode(Random(1,7),56)\n\t\tFIRE D 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE DDDDD 1 A_Explode(Random(1,9),64)\n\t\tFIRE EEEEE 1 A_Explode(Random(1,7),68)\n\t\tFIRE FFFFF 1 A_Explode(Random(1,7),72)\n\t\tFIRE EEEEE 1 A_Explode(Random(1,7),68)\n\t\tFIRE F 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE FFFFF 1 A_Explode(Random(1,7),72)\n\t\tFIRE GGGGG 1 A_Explode(Random(1,5),68)\n\t\tFIRE G 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE HHHHH 1 A_Explode(Random(1,3),64)\n\t\tTNT1 A 3\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireMarkFire\": \"ADNFireMarkCore\"\n{\n\tAlpha 0.75\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE ABCBCDCCDCDDCDCDEFEFGH 3\n\t\tTNT1 A 3\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireWall\": \"ADNFireWave\"\n{\n\tSpeed 13\n\tRadius 16\n\tHeight 16\n\tReactionTime 3\n\tDecal \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"ADNFireWallCore\",0,0,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tStop\n\t}\n}\n\nActor \"ADNFireWallCore\": \"ADNFireMarkCore\"\n{\n\tRadius 32\n\tHeight 56\n\tReactionTime 41\n\t+Shootable\n\t+NoBlood\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 0\n\t\tFIRE A 0 A_PlaySound(\"vile/firestrt\",0)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireWallFire\",8,8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireWallFire\",8,-8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireWallBoom\",0,0,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireWallFire\",-8,8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireWallFire\",-8,-8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE AAAAA 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,40),0,0,0,0,SXF_NoCheckPosition,95)\n\t\tFIRE BBBBB 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,48),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE BBBBB 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,48),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\tFlame:\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE C 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE EEEEE 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE FFFFF 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE EEEEE 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(8,64),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE FFFFF 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(16,64),0,0,0,0,SXF_NoCheckPosition,95)\n\t\tFIRE GGGGG 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(24,64),0,0,0,0,SXF_NoCheckPosition,100)\n\t\tFIRE HHHHH 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(32,64),0,0,0,0,SXF_NoCheckPosition,125)\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireWallBoom\": \"ADNFireMarkBoom\"\n{\n\tReactionTime 41\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 0 A_PlaySound(\"vile/firestrt\",0)\n\t\tFIRE A 5 A_Explode(Random(0,1),40)\n\t\tFIRE A 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE B 5 A_Explode(Random(0,1),48)\n\t\tFIRE C 5 A_Explode(Random(0,3),56)\n\t\tFIRE B 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE B 5 A_Explode(Random(0,1),48)\n\t\tFIRE C 5 A_Explode(Random(0,3),56)\n\t\tFIRE D 5 A_Explode(Random(1,3),64)\n\t\tFIRE C 5 A_Explode(Random(0,3),56)\n\tFlame:\n\t\tFIRE D 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE DDDDD 1 A_Explode(Random(1,3),64)\n\t\tFIRE CCCCC 1 A_Explode(Random(0,3),56)\n\t\tFIRE C 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tFIRE D 5 A_Explode(Random(1,3),64)\n\t\tFIRE E 5 A_Explode(Random(0,3),68)\n\t\tFIRE F 5 A_Explode(Random(0,3),72)\n\t\tFIRE E 5 A_Explode(Random(0,3),68)\n\t\tFIRE F 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE F 5 A_Explode(Random(0,3),72)\n\t\tFIRE G 5 A_Explode(Random(0,1),68)\n\t\tFIRE G 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE H 5 A_Explode(Random(0,1),64)\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireWallFire\": \"ADNFireMarkFire\"\n{\n\tReactionTime 53\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE ABCBCDC 3\n\tFlame:\n\t\tFIRE DC 3\n\t\tFIRE C 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tFIRE DEFEFGH 3\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireDoor\": \"ADNFireWall\"\n{\n\tSpeed 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"ADNFireDoorCore\",0,0,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tStop\n\t}\n}\n\nActor \"ADNFireDoorCore\": \"ADNFireMarkCore\"\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 0\n\t\tFIRE A 0 A_PlaySound(\"vile/firestrt\",0)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireDoorFire\",8,8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireDoorFire\",8,-8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireDoorBoom\",0,0,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireDoorFire\",-8,8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireDoorFire\",-8,-8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE AAAAA 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,40),0,0,0,0,SXF_NoCheckPosition,95)\n\t\tFIRE BBBBB 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,48),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE BBBBB 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,48),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE C 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE C 0 A_SpawnItemEx(\"ADNHelper\",0,0,0,0,0,0,0,SXF_NoCheckPosition|SXF_Transferpointers)\n\t\tFIRE C 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE EEEEE 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE FFFFF 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE EEEEE 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(8,64),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE FFFFF 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(16,64),0,0,0,0,SXF_NoCheckPosition,95)\n\t\tFIRE GGGGG 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(24,64),0,0,0,0,SXF_NoCheckPosition,100)\n\t\tFIRE HHHHH 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(32,64),0,0,0,0,SXF_NoCheckPosition,125)\n\t\tTNT1 A 3\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireDoorBoom\": \"ADNFireMarkBoom\"\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 0 A_PlaySound(\"vile/firestrt\",0)\n\t\tFIRE A 5 A_Explode(Random(0,1),40)\n\t\tFIRE A 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE B 5 A_Explode(Random(0,1),48)\n\t\tFIRE C 5 A_Explode(Random(0,3),56)\n\t\tFIRE B 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE B 5 A_Explode(Random(0,1),48)\n\t\tFIRE C 5 A_Explode(Random(0,3),56)\n\t\tFIRE D 5 A_Explode(Random(1,3),64)\n\t\tFIRE C 5 A_Explode(Random(0,3),56)\n\t\tFIRE D 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE D 5 A_Explode(Random(1,3),64)\n\t\tFIRE C 5 A_Explode(Random(0,3),56)\n\t\tFIRE D 5 A_Explode(Random(1,3),64)\n\t\tFIRE C 5 A_Explode(Random(0,3),56)\n\t\tFIRE D 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE D 5 A_Explode(Random(1,3),64)\n\t\tFIRE E 5 A_Explode(Random(0,3),68)\n\t\tFIRE F 5 A_Explode(Random(0,3),72)\n\t\tFIRE E 5 A_Explode(Random(0,3),68)\n\t\tFIRE F 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE F 5 A_Explode(Random(0,3),72)\n\t\tFIRE G 5 A_Explode(Random(0,1),68)\n\t\tFIRE G 0 A_PlaySound(\"vile/firecrkl\",0)\n\t\tFIRE H 5 A_Explode(Random(0,1),64)\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireDoorFire\": \"ADNFireMarkFire\"\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE ABCBCDCDCDCDEFEFGH 3\n\t\tTNT1 A 3\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireHealCore\": \"ADNFireMarkCore\"\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 0\n\t\tFIRE A 0 A_PlaySound(\"vile/firestrt\",0)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireDoorFire\",8,8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireDoorFire\",8,-8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireDoorBoom\",0,0,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireDoorFire\",-8,8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE A 0 A_SpawnItemEx(\"ADNFireDoorFire\",-8,-8,0,0,0,0,0,SXF_NoCheckPosition)\n\t\tFIRE AAAAA 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,40),0,0,0,0,SXF_NoCheckPosition,95)\n\t\tFIRE BBBBB 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,48),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE BBBBB 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,48),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE CCCCC 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,56),0,0,0,0,SXF_NoCheckPosition,50)\n\t\tFIRE DDDDD 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE EEEEE 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE FFFFF 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(0,64),0,0,0,0,SXF_NoCheckPosition,45)\n\t\tFIRE EEEEE 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(8,64),0,0,0,0,SXF_NoCheckPosition,75)\n\t\tFIRE FFFFF 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(16,64),0,0,0,0,SXF_NoCheckPosition,95)\n\t\tFIRE GGGGG 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(24,64),0,0,0,0,SXF_NoCheckPosition,100)\n\t\tFIRE HHHHH 1 A_SpawnItemEx(\"ADNFireItem\",Random(-24,24),Random(-24,24),Random(32,64),0,0,0,0,SXF_NoCheckPosition,125)\n\t\tTNT1 A 3\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireItem\": \"ADNFireMarkCore\"\n{\n\tAlpha 0.69\n\tScale 0.11\n\t+NoGravity\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE ABCDEFGH 3\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor \"ADNFireHeal\"\n{\n\tRadius 1024\n\tHeight 1\n\tSpeed 0\n\tDamage (0)\n\tSpecies \"Archdemon\"\n\tProjectile\n\t+ThruSpecies\n\t+MThruSpecies\n\t+NoBlockMonst\n\t+NoBlockMap\n\t+Noclip\n\t+FloorHugger\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAA 3 A_VileChase\n\t\tGoto Death\n\tHeal:\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor \"ADNPuff\": \"DEAPuff\"\n{\n\tScale 1.45\n\tDamageType \"Melee\"\n\tDecal \"ADNMeleeDecal\"\n\tActiveSound \"SRKMiss\"\n\tSeeSound \"SRKMeat\"\n\tAttackSound \"SRKWall\"\n\tSpecies \"Archdemon\"\n\t+ThruSpecies\n\t+MThruSpecies\n}\nActor \"ADNPuff0\": \"ADNPuff\" { Decal \"ADNMelee0Decal\" }\n\nActor \"ADNHelper\"\n{\n\tRadius 16\n\tHeight 56\n\tHealth 100\n\tSpeed 9\n\tMass 100\n\tPainChance 195\n\tDamageFactor 1.00\n\tDamageFactor \"Burn\", 0.00\n\tDamageFactor \"Fire\", 0.00\n\tDamageFactor \"Flare\", 0.00\n\tDamageFactor \"Ice\", 1.75\n\tDamageFactor \"Electric\", 0.95\n\tDamageFactor \"Drowning\", 1.45\n\tDamageFactor \"Poison\", 1.25\n\tDamageFactor \"Gas\", 1.25\n\tDamageFactor \"Slime\", 1.25\n\tSpecies \"Archdemon\"\n\tObituary \"%o was burned by the archdemon's servant.\"\n\tHitObituary \"%o was scratched by the archdemon's servant.\"\n\tSeeSound \"lessermutant/seer\"\n\tActiveSound \"lessermutant/activer\"\n\tAttackSound\"lessermutant/attackr\"\n\tPainSound \"lessermutant/painr\"\n\tDeathSound \"lessermutant/deathr\"\n\tMonster\n\t+FloorClip\n\t+ThruSpecies\n\t+MThruSpecies\n\t+MissileMore\n\t+MissileEvenMore\n\t+QuickToRetaliate\n\tStates\n\t{\n\tSpawn:\n\t\tADNH A 1 A_Look\n\t\tLoop\n\tIdle:\n\t\tADNH A 0 A_Look\n\t\tADNH A 5 A_Wander\n\t\tADNH A 0 A_Look\n\t\tADNH B 5 A_Wander\n\t\tADNH B 0 A_Look\n\t\tADNH C 5 A_Wander\n\t\tADNH C 0 A_Look\n\t\tADNH D 5 A_Wander\n\t\tADNH D 0 A_Look\n\t\tLoop\n\tSee:\n\t\tADNH ABCD 3 A_Chase\n\t\tLoop\n\tMelee:\n\t\tADNH E 0 A_JumpIfInTargetInventory(\"Mutilator103\",1,\"Clear\")\n\t\tADNH E 1 A_FaceTarget\n\t\tADNH F 3 A_FaceTarget\n\t\tADNH G 0 A_FaceTarget\n\t\tADNH G 5 A_CustomMeleeAttack(Random(1,3),\"SRKMeat\",\"SRKMiss\",\"Melee\")\n\t\tADNH E 3\n\t\tGoto See\n\tMissile:\n\t\tADNH E 0 A_JumpIfInTargetInventory(\"Mutilator103\",1,\"Clear\")\n\t\tADNH E 0 A_Jump(128,2)\n\t\tADNH E 0 A_JumpIfCloser(256,\"Jump\")\n\t\tADNH E 0 A_Jump(96,2)\n\t\tADNH E 0 A_JumpIfCloser(256,\"Missile0\")\n\t\tADNH E 3 A_FaceTarget\n\t\tADNH F 5 A_FaceTarget\n\t\tADNH G 0 A_FaceTarget\n\t\tADNH G 0 A_CustomMissile(\"ADNMiniFireBall\",36,5)\n\t\tADNH G 0 A_CustomMissile(\"ADNMiniFireBall\",36,5)\n\t\tADNH G 7 A_CustomMissile(\"ADNMiniFireBall\",36,5)\n\t\tADNH E 5\n\t\tGoto See\n\tMissile0:\n\t\tADNH E 5 A_FaceTarget\n\t\tADNH F 7 A_FaceTarget\n\t\tADNH G 0 A_FaceTarget\n\t\tADNH G 9 A_CustomMissile(\"ADNMiniFireWave\",36,5)\n\t\tADNH E 7\n\t\tGoto See\n\tJump:\n\t\tADNH E 3 A_FaceTarget\n\t\tADNH F 0 A_PlaySound(\"lessermutant/attackr\",0)\n\t\tADNH F 0 A_Recoil(-19)\n\t\tADNH F 0 ThrustThingZ(0,25,0,0)\n\t\tADNH F 5\n\t\tADNH G 7\n\t\tADNH E 5\n\t\tGoto See\n\tClear:\n\t\tADNH A 0 A_ClearTarget\n\t\tGoto See\n\tPain:\n\t\tADNH H 3 A_Pain\n\t\tADNH H 1 A_Jump(128,\"Missile\")\n\t\tGoto See\n\tDeath:\n\t\tADNH H 5 A_Scream\n\t\tADNH I 5\n\t\tADNH J 5\n\t\tADNH K 5 A_NoBlocking\n\t\tADNH L 5\n\t\tADNH M -1\n\t\tStop\n\tRaise:\n\t\tADNH M 5 A_SpawnItemEx(\"ADNFireHealCore\",0,0,0,0,0,0,0,SXF_NoCheckPosition|SXF_Transferpointers)\n\t\tADNH LKJIHA 5\n\t\tGoto See\n\t}\n}\n\nActor \"ADNLightThing\": \"DEALightThing\" {}\nActor \"ADNLightThing0\": \"DEALightThing\" {}\nActor \"IKnowADNDumasSecret\": \"DEADummyItem\" {}\nActor \"ADNAbilityCooldown\": \"DEAAbilityCooldown\" {}\nActor \"ADNAbility0Cooldown\": \"DEAAbilityCooldown\" {}\nActor \"ADNAbility1Cooldown\": \"DEAAbilityCooldown\" {}\nActor \"ADNAbility2Cooldown\": \"DEAAbilityCooldown\" {}\nActor \"ADNFire\": \"DEADummyItem\" {}\nActor \"ADNFire0\": \"DEADummyItem\" {}\nActor \"ADNFire1\": \"DEADummyItem\" {}\nActor \"ADNFire2\": \"DEADummyItem\" {}\nActor \"ADNFire3\": \"DEADummyItem\" {}\nActor \"ADNFire4\": \"DEADummyItem\" {}\nActor \"ADNFire5\": \"DEADummyItem\" {}\nActor \"ADNSummon\": \"DEADummyItem\" {}\nActor \"ADNResurrect\": \"DEADummyItem\" {}\nActor \"ADNMeleeCombo\": \"DEADummyItem\" {}\nActor \"ADNChangeAttack\": \"DEADummyItem\" { Inventory.MaxAmount 7 }\nActor \"ADNFireSpam\": \"DEADummyItem\" { Inventory.MaxAmount 666 }"
},
{
"source": "pk3",
"name": "ACTORS/DEAMDI3s.txt",
"contents": "Actor \"SND_Flame\": \"SND_GUUL\"\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 A_PlaySound(\"ADNFlame0\",0,1.0,1)\n\t\tStop\n\t}\n}\n\nActor \"SND_Alert\": \"SND_GUUL\"\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 A_PlaySound(\"SND_Alert0\",0,1.0,1)\n\t\tStop\n\t}\n}\n\nActor \"SND_Reactor\": \"SND_GUUL\"\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 A_PlaySound(\"SND_Reactor0\",0,1.0,1)\n\t\tStop\n\t}\n}\n\nActor \"SND_Mechanism\": \"SND_GUUL\"\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 A_PlaySound(\"SND_Mechanism0\",0,1.0,1)\n\t\tStop\n\t}\n}"
}
]
},
"maps": []
}