Raw model (for completeness)
{
"meta": {
"id": "0aaa391b-c31d-4a0a-b582-bcf0f122d918",
"sha1": "9d28bd7c2a1c37147b526f90e724275bd6a6ad2c",
"sha256": "2522164b1668d59245e097ba58815dc282ad4f6973d777f75376a90c11d43b82",
"filenames": [
"ultra_crispy.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2019-04-09 04:35:40",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": {
"TITLEMAP": "TITLEMAP.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2019-04-09 04:35:40",
"file": {
"type": "PK3",
"size": 15217563,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/9d28bd7c2a1c37147b526f90e724275bd6a6ad2c/9d28bd7c2a1c37147b526f90e724275bd6a6ad2c.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"TITLEMAP"
],
"counts": {
"endoom": 0,
"graphics": 1,
"lumps": 1048,
"maps": 1,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "FONTDEFS.txt",
"contents": "// SmallFont\nJenocideFontRed\n{\n Template JNCRD%03d\n}\n\n// BigFont\nUltraFont\n{\n Template UCBF%03d\n}\n\nSTATUSFONT1\n {\n 0 TNONUM0\n 1 TNONUM1\n 2 TNONUM2\n 3 TNONUM3\n 4 TNONUM4\n 5 TNONUM5\n 6 TNONUM6\n 7 TNONUM7\n 8 TNONUM8\n 9 TNONUM9\n //NOTRANSLATION 109 // don't touch the shadow color!\n\t}"
},
{
"source": "pk3",
"name": "MODELDEF.txt",
"contents": "// Stolen shamelessy from Brutal Doom v20 by Sgt. Mark IV.\n\nModel DetectFloorCrater \t// Name of actor in DECORATE\n{\n Path \"models/effects\" \t// Path to model in PK3\n Model 0 \"buldecground1\" \t// Model index, model file\n Skin 0 \"SCORCH1.png\" \t// Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n ZOffset 0.1\t\t\t\t\t// Ground height\n FrameIndex XXX1 A 0 0 // The sprite lump, sprite frame, model index, frame number\n}"
},
{
"source": "pk3",
"name": "Actors/CB-Player.txt",
"contents": "//==============================================================================\n// Caleb player\n//==============================================================================\n\nACTOR Caleb : Doomplayer replaces Doomplayer\n{\n\tPlayer.SoundClass\t\"Caleb\"\n\tPlayer.Startitem\t\"CBWP2\"\n\tPlayer.Startitem\t\"CBACL1\", 50\n\tPlayer.Startitem\t\"CBWP0\"\n\tPlayer.Startitem\t\"CBADN1\", 3\n\tPlayer.Startitem\t\"CBWP1\"\n\tPlayer.Startitem \t\"CalebWannaPlay\", 1\n\tPlayer.Startitem \t\"FireToken\", 2 //Shotgun\n\tPlayer.Startitem \t\"CalebWannaCool\", 1500\n//Weapon Pickups\n\tPlayer.Startitem \t\"FirstTimeWP3\", 1\n\tPlayer.Startitem \t\"FirstTimeWP9\", 1\n\tPlayer.Startitem \t\"FirstTimeWP4\", 1\n\tPlayer.Startitem \t\"FirstTimeWP5\", 1\n\tPlayer.Startitem \t\"FirstTimeWP6\", 1\n\tPlayer.Startitem \t\"FirstTimeWP7\", 1\n\tPlayer.Startitem \t\"FirstTimeWP8\", 1\n\tPlayer.Startitem \t\"FirstTimeWPA\", 1\n\tPlayer.Startitem \t\"FirstTimeWPB\", 1\n// Other Stats\n\tPlayer.AttackZOffset 14\n\tPlayer.JumpZ \t\t 9\n\tPlayer.ViewHeight \t 41\n\tPlayer.CrouchSprite \"CB02\"\n\tSpeed 1.1\n\tPlayer.SideMove 1.1\n\tPlayer.Weaponslot 1, CBWP0, CBWP1\n\tPlayer.Weaponslot 2, CBWP2, CBWP4\n\tPlayer.Weaponslot 3, CBWP9, CBWP3\n\tPlayer.Weaponslot 4, CBWPB, CBWPA\n\tPlayer.Weaponslot 5, CBWP6, CBWP5\n\tPlayer.Weaponslot 6, CBWP7\n\tPlayer.Weaponslot 7, CBWP8\n\tPlayer.Weaponslot 8, CBWP3X2, CBWP9X2, CBWP6X2\n\tPlayer.Weaponslot 9, CBWP2X2, CBWP4X2, CBWP4X3, CBWP5X2, CBWPAX2\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tCB01 A 1\n\t\tLoop\n\tSee:\n\t\tCB01 BCDEFG 3\n\t\tLoop\n\tMissile:\n\t\tCB01 A 2 BRIGHT\n\t\tGoto Spawn\n\tMelee:\n\t\tCB01 A 2 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tCB01 H 2\n\t\tCB01 H 2 A_Pain\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",350)\n\t\tGoto Spawn\n\tDeath:\n\t\tCB01 I 3 A_PlayerScream\n\t\tCB01 J 3\n\t\tCB01 K 3 A_NoBlocking\n\t\tCB01 LMN 3\n\t\tCB01 O -1\n\t\tStop\n\tXDeath:\n\t\tCB03 A 3 A_XScream\n\t\tCB03 B 3\n\t\tCB03 C 3 A_NoBlocking\n\t\tCB03 DEFGHIJK 3\n\t\tCB03 L -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WPBase.txt",
"contents": "//==============================================================================\n// Caleb weapon basis\n//==============================================================================\n\nACTOR CalebWeapon : Weapon replaces Weapon\n{\n\t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOAIM\n\tInventory.PickupSound \t\"Misc/Weapon/Pickup\"\n\tWeapon.BobStyle \t\t\"Smooth\"\n\tWeapon.BobSpeed \t\t2.30\n\tWeapon.BobRangeX \t\t0.20\n\tWeapon.BobRangeY \t\t0.30\n\tWeapon.SelectionOrder \t9999\n}\n\nACTOR DBWPSP1: RandomSpawner replaces SuperShotgun\n{\n\tDropItem \"CBWAKA\" 256 4\n\tDropItem \"CBWAK9\" 256 6\n}\n\nACTOR DBWPSP2: RandomSpawner replaces Chainsaw\n{\n\tDropItem \"CBWAKA\" 256 4\n\tDropItem \"CBWAK9\" 256 6\n}\n\nACTOR DBWPSP3: RandomSpawner replaces BFG9000\n{\n\tDropItem \"CBWPB\" 256 4\n\tDropItem \"CBWP8\" 256 6\n}\n\n//==============================================================================\n// Important weapon items\n//==============================================================================\n\nACTOR FiredSecondary \t: Inventory { Inventory.MaxAmount 1 } //akimbo stuff\nACTOR FiredPrimary \t\t: Inventory { Inventory.MaxAmount 1 } //akimbo stuff\nACTOR StopDualWield \t: Inventory { Inventory.MaxAmount 1 } //akimbo stuff\nACTOR IsFiringSecondary : Inventory { Inventory.MaxAmount 1 } //akimbo stuff\n\nACTOR LeftFiredOne : Inventory { Inventory.MaxAmount 2 } //akimbo stuff\nACTOR RightFiredOne : Inventory { Inventory.MaxAmount 2 } //akimbo stuff\nACTOR AltfireToken : Inventory { Inventory.MaxAmount 2 } //akimbo stuff\n\nACTOR FirstTimeWP3 \t: Inventory { Inventory.MaxAmount 1 }\nACTOR FirstTimeWP9 \t: Inventory { Inventory.MaxAmount 1 }\nACTOR FirstTimeWP4 \t: Inventory { Inventory.MaxAmount 1 }\nACTOR FirstTimeWP5 \t: Inventory { Inventory.MaxAmount 1 }\nACTOR FirstTimeWP6 \t: Inventory { Inventory.MaxAmount 1 }\nACTOR FirstTimeWP7 \t: Inventory { Inventory.MaxAmount 1 }\nACTOR FirstTimeWP8 \t: Inventory { Inventory.MaxAmount 1 }\nACTOR FirstTimeWPA \t: Inventory { Inventory.MaxAmount 1 }\nACTOR FirstTimeWPB \t: Inventory { Inventory.MaxAmount 1 }\n\n//==============================================================================\n// Important Caleb items\n//==============================================================================\n\nACTOR CalebWannaCool : Inventory { Inventory.MaxAmount 1500 }\n\nACTOR CalebWannaSing : Inventory { Inventory.MaxAmount 1 }\nACTOR CalebWannaKill : Inventory { Inventory.MaxAmount 1 }\nACTOR CalebWannaBoom : Inventory { Inventory.MaxAmount 1 }\nACTOR CalebWannaPlay : Inventory { Inventory.MaxAmount 1 }\n\n//==============================================================================\n// Akimbo Spawners\n//==============================================================================\n// Beretta akimbo spawner\n//==============================================================================\n\nACTOR CBWAK2 : CustomInventory\n{\n\tScale 0.9\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"Misc/Weapon1\"\n\tInventory.PickupMessage \"Obtained Pistol (Slot 2)\"\n\tStates\n\t{\n\tSpawn:\n\t\tWP2P A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP2\", 1, \"Dual\")\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP2\")\n\t\tStop\n\tDual:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP2X2\", 1, \"StillDualButAmmoInstead\")\n\t\tTNT1 A 0 A_Print(\"Got another Pistol!\",1)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/PickupX\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP2X2\")\n\t\tStop\n\tStillDualButAmmoInstead:\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP2X2\")\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Sawed-off akimbo spawner\n//==============================================================================\n\nACTOR CBWAK3 : CustomInventory replaces Shotgun\n{\n\tScale 0.8\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"Misc/Weapon1\"\n\tInventory.PickupMessage \"Obtained Sawed-off Shotgun (Slot 3)\"\n\tStates\n\t{\n\tSpawn:\n\t\tWP3P A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP3\", 1, \"Dual\")\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP3\")\n\t\tStop\n\tDual:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP3X2\", 1, \"StillDualButAmmoInstead\")\n\t\tTNT1 A 0 A_Print(\"Got another Sawnoff!\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP3X2\")\n\t\tStop\n\tStillDualButAmmoInstead:\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP3X2\")\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// MAC-11 akimbo spawner\n//==============================================================================\n\nACTOR CBWAK4 : CustomInventory replaces Chaingun\n{\n\tScale 0.5\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"Misc/Weapon1\"\n\tInventory.PickupMessage \"Obtained Submachinegun (Slot 2)\"\n\tStates\n\t{\n\tSpawn:\n\t\tWP4P A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP4\", 1, \"Dual\")\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP4\")\n\t\tStop\n\tDual:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP4X2\", 1, \"StillDualButAmmoInstead\")\n\t\tTNT1 A 0 A_Print(\"Got another Submachinegun!\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP4X3\") //silenced\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP4X2\") //unsilenced\n\t\tStop\n\tStillDualButAmmoInstead:\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP4X2\")\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Jackhammer akimbo spawner\n//==============================================================================\n\nACTOR CBWAK9 : CustomInventory// replaces SuperShotgun\n{\n\tScale 0.4\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"Misc/Weapon1\"\n\tInventory.PickupMessage \"Obtained Jackhammer (Slot 3)\"\n\tStates\n\t{\n\tSpawn:\n\t\tWP9P A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP9\", 1, \"Dual\")\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP9\")\n\t\tStop\n\tDual:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP9X2\", 1, \"StillDualButAmmoInstead\")\n\t\tTNT1 A 0 A_Print(\"Got another Jackhammer!\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP9X2\")\n\t\tStop\n\tStillDualButAmmoInstead:\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP9X2\")\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Flare Gun akimbo spawner\n//==============================================================================\n\nACTOR CBWAK5 : CustomInventory\n{\n\tScale 0.7\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"Misc/Weapon1\"\n\tInventory.PickupMessage \"Obtained Flare Gun (Slot 5)\"\n\tStates\n\t{\n\tSpawn:\n\t\tWP5P A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP5\", 1, \"Dual\")\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP5\")\n\t\tStop\n\tDual:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP5X2\", 1, \"StillDualButAmmoInstead\")\n\t\tTNT1 A 0 A_Print(\"Got another Flare Gun!\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP5X2\")\n\t\tStop\n\tStillDualButAmmoInstead:\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP5X2\")\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Napalm Launcher akimbo spawner\n//==============================================================================\n\nACTOR CBWAK6 : CustomInventory replaces RocketLauncher\n{\n\tScale 0.75\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"Misc/Weapon1\"\n\tInventory.PickupMessage \"Obtained Napalm Launcher (Slot 5)\"\n\tStates\n\t{\n\tSpawn:\n\t\tWP6P A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP6\", 1, \"Dual\")\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP6\")\n\t\tStop\n\tDual:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWP6X2\", 1, \"StillDualButAmmoInstead\")\n\t\tTNT1 A 0 A_Print(\"Got another Napalm Launcher!\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP6X2\")\n\t\tStop\n\tStillDualButAmmoInstead:\n\t\tTNT1 A 0 A_GiveInventory(\"CBWP6X2\")\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Assault Rifle akimbo spawner\n//==============================================================================\n\nACTOR CBWAKA : CustomInventory\n{\n\tScale 0.9\n\tInventory.Icon \"TNT1A0\"\n\tInventory.PickupSound \"Misc/Weapon1\"\n\tInventory.PickupMessage \"Obtained Assault Rifle (Slot 4)\"\n\tStates\n\t{\n\tSpawn:\n\t\tWPAP A -1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWPA\", 1, \"Dual\")\n\t\tTNT1 A 0 A_GiveInventory(\"CBWPA\")\n\t\tStop\n\tDual:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBWPAX2\", 1, \"StillDualButAmmoInstead\")\n\t\tTNT1 A 0 A_Print(\"Got another Assault Rifle!\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"CBWPAX2\")\n\t\tStop\n\tStillDualButAmmoInstead:\n\t\tTNT1 A 0 A_GiveInventory(\"CBWPAX2\")\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WPCasings.txt",
"contents": "//==============================================================================\n// Weapon casing basis\n//==============================================================================\n\nACTOR CBCasingBasis //(Creds to TheRailGunner)\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t+BOUNCEONACTORS\n\t+FORCEXYBILLBOARD\n\tMass 10\n\tBounceType Doom\n\tBounceFactor 0.5\n\tWallBounceFactor 0.2\n}\n\n//==============================================================================\n// Light casing spawner\n//==============================================================================\n\nACTOR CBLightCasingSpawn\n{\n\tSpeed 25\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"CBLightCasing\",-5,12,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Light casing actor\n//==============================================================================\n\nACTOR CBLightCasing : CBCasingBasis\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 9\n\tScale 0.160\n \tWallBounceSound \"weapons/fkcasbnc\"\n\tBounceSound \t\"weapons/fkcasbnc\"\n\tDeathSound\t\t\"weapons/fkcasdth\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CasingToggle\")==0,\"Vanish\")\n\t\tUCCS ABCDEFGH 1 A_SpawnItemEx(\"CasingSmokes\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Death1\",\"Death2\")\n\tDeath1:\n\t\tUCCS CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tUCCS CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8\n\t\tUCCS CCCCCC 1 A_Fadeout(0.1)\n\t\tStop\n\tDeath2:\n\t\tUCCS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tUCCS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8\n\t\tUCCS GGGGGG 1 A_Fadeout(0.1)\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Shotgun casing spawner\n//==============================================================================\n\nACTOR CBShellCasingSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"CBShellCasing\",-5,0,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Shotgun casing actor\n//==============================================================================\n\nACTOR CBShellCasing : CBCasingBasis\n{\n\tHeight 8\n\tRadius 4\n\tSpeed 9\n\tScale 0.140\n\tWallBounceSound \"weapons/fkshlbnc\"\n\tBounceSound \t\"weapons/fkshlbnc\"\n\tDeathSound\t\t\"weapons/fkshldth\"\n\tStates\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CasingToggle\")==0,\"Vanish\")\n\t\tUCSH ABCDEFGHIJKLMNOP 2 A_SpawnItemEx(\"CasingSmokes\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Death1\",\"Death2\")\n\tDeath1:\n\t\tUCSH EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tUCSH EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8\n\t\tUCSH EEEEEE 1 A_Fadeout(0.1)\n\t\tStop\n\tDeath2:\n\t\tUCSH MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tUCSH MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 8\n\t\tUCSH MMMMMM 1 A_Fadeout(0.1)\n\t\tStop\n Vanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n }\n}\n\nACTOR CBShellCasingSpawnL : CBShellCasingSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"CBShellCasing\",-2,-23,frandom(80,100),2,frandom(40,80))\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Heavy casing spawner\n//==============================================================================\n\nACTOR CBHeavyCasingSpawn\n{\n\tSpeed 25\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"CBHeavyCasing\",-5,12,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Heavy casing actor\n//==============================================================================\n\nACTOR CBHeavyCasing : CBCasingBasis\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 9\n\tScale 0.125\n \tWallBounceSound \"weapons/fkhvybnc\"\n\tBounceSound \t\"weapons/fkhvybnc\"\n\tDeathSound\t\t\"weapons/fkhvydth\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CasingToggle\")==0,\"Vanish\")\n\t\tUCRC ABCDEFGH 1 A_SpawnItemEx(\"CasingSmokes\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Death1\",\"Death2\")\n\tDeath1:\n\t\tUCRC CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tUCRC CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 8\n\t\tUCRC CCCCCC 1 A_Fadeout(0.1)\n\t\tStop\n\tDeath2:\n\t\tUCRC GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8 A_SpawnItemEx(\"CasingSmokesEnd\",frandom(0.3,0.2),random(0,-1.0),0,0,0,frandom(0.5,0.1),0,SXF_CLIENTSIDE,0)\n\t\tUCRC GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 8\n\t\tUCRC GGGGGG 1 A_Fadeout(0.1)\n\t\tStop\n\tVanish:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WPEffects.txt",
"contents": "//==============================================================================\n// Caleb Weapon Effects\n//==============================================================================\n// Smoke\n//==============================================================================\n\nACTOR CBSmokeSpawner\n{\n\t+NOCLIP\n Speed 20\n\tStates\n {\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tNULL A 0 A_CustomMissile(\"CBSmoke\",0,0,random(0,360),2,random(0,180))\n Stop\n }\n}\n\nACTOR CBSmoke\n{\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+DONTSPLASH\n\t+MISSILE\n\tRenderStyle Add\n\tScale 0.4\n\tAlpha 0.4\n\tRadius 0\n\tHeight 0\n\tSpeed 1\n\tStates\n\t{\n Spawn:\n\t\tNULL A 1 A_SetTranslucent(0.25)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"SmokeToggle\")==0,19)\n\t\tSMOK ABCDEFGHIJKLMNOPQR 2 A_FadeOut(0.005)\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR CasingSmokes : CBSmoke\n{\n\tXScale 0.035\n\tYScale 0.060\n\tRenderStyle Add\n\tStates\n\t{\n Spawn:\n\t\tNULL A 1 A_SetTranslucent(0.25)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"SmokeToggle\")==0,19)\n\t\tSMOK ABCDEFGHIJKLMNOPQR 1 A_FadeOut(0.005)\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR CasingSmokesEnd : CasingSmokes\n{\n\tXScale 0.020\n\tYScale 0.095\n\tRenderStyle Add\n\tSpeed 8\n\tStates\n\t{\n Spawn:\n\t\tNULL A 1 A_SetTranslucent(0.25)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"SmokeToggle\")==0,20)\n\t\tTNT1 A 0 ThrustThingz(0,1,0,0)\n\t\tSMOK ABCDEFGHIJKLMNOPQR 1 A_FadeOut(0.005)\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR LittleBloodSpawner\n{\n\tSpeed 25\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"FakeBloodToggle\")==0,2)\n\t\tTNT1 A 1 A_CustomMissile(\"FakeBlood\",-2,-23,frandom(80,100),2,frandom(40,80))\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR FakeBlood : Blood\n{\n\tScale 0.95\n\tBloodColor Red\n}\n\n/*\nACTOR VampirePuff: BulletPuff\n{\n +PUFFGETSOWNER\n States\n {\n XDeath:\n TNT1 A 0 A_GiveToTarget(\"HealthBonus\")\n PUFF ABCDE 3 BRIGHT\n Stop\n }\n}*/\n\n//==============================================================================\n// Puffs\n//==============================================================================\n\nACTOR BulletSparks\n{\n\t+MISSILE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOTELEPORT\n\t+BOUNCELIKEHERETIC\n\tRenderStyle Add\n\tHealth\t4\n\tRadius\t2\n\tHeight\t3\n\tSpeed\t1\n\tAlpha\t1\n\tScale\t.032\n\tMass\t1\n\tStates\n\t{\n\tSpawn:\n\t\tBPUF A 1\n\t\tBPUF ABCDA 1\t\tBRIGHT A_SetTranslucent(.8,1)\n\t\tBPUF BCDABC 1\t\tBRIGHT A_SetTranslucent(.6,1)\n\t\tBPUF DABCDABC 1\t\tBRIGHT A_SetTranslucent(.4,1)\n\t\tBPUF DABCDABCDA 1\tBRIGHT A_SetTranslucent(.2,1)\n\t\tStop\n\t}\n}\n\nACTOR Bullet_Puff : BulletPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+RANDOMIZE\n\t+FLOORCLIP\n\t+NOEXTREMEDEATH\n\tDecal BulletHole\n\tRenderStyle Add\n\tAlpha\t1\n\tRadius\t1\n\tHeight\t1\n\tSpeed 0\n\tMass\t10\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\tCrash:\n\t\tTNT1 A 0 A_Jump(94,\"AltCrash\")\n\t\tTNT1 A 0 A_SetScale(0.1)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PixelToggle\")==0,4)\n\t\tTNT1 AAA 0 A_SpawnDebris(\"PixelDebris\")\n\t\tTNT1 A 0 A_SpawnDebris(\"BulletSparks\")\n\t\tTNT1 A 0 A_SpawnItem(\"CBSmokeSpawner\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ricochet\")\n\t\tFLER A 2 BRIGHT\n\t\tStop\n\tAltCrash:\n\t\tTNT1 A 0 A_SetScale(0.1)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PixelToggle\")==0,4)\n\t\tTNT1 AAA 0 A_SpawnDebris(\"PixelDebris\")\n\t\tTNT1 A 0 A_SpawnDebris(\"BulletSparks\")\n\t\tTNT1 A 0 A_SpawnItem(\"CBSmokeSpawner\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ricochet\")\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RicochetToggle\")==0,2)\n\t\tTNT1 A 0 A_CustomMissile(\"RicochetBullet\",0,0,random(0,360),2,random(-40,40))\n\t\tFLER A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR RicochetBullet : FastProjectile\n{\n\t+GHOST\n\t+DROPOFF\n\t+MISSILE\n\t+NOGRAVITY\n\t+NOTDMATCH\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+HEXENBOUNCE\n\t+FORCEXYBILLBOARD\n\tMass 1\n\tDamage 0\n\tRadius 1\n\tHeight 3\n\tSpeed 20\n\tSeeSound \"weapons/ricochet\"\n\tRenderstyle Add\n\tAlpha 1.0\n\tScale .025\n\tMissileType BulletTrail\n\tMissileHeight 8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RicochetToggle\")==0,2)\n\t\tBPUF A 1 BRIGHT A_FadeOut(0.35)\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR BulletTrail\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\tRenderstyle Add\n\tAlpha 1.0\n\tScale .025\n\tStates\n\t{\n\tSpawn:\n\t\tBPUF A 1 BRIGHT A_FadeOut(0.06)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"RicochetSpark\")\n\t\tStop\n\t}\n}\n\nACTOR RicochetSpark : BulletSparks\n{\n\t-NOGRAVITY\n\t+DONTSPLASH\n\tBouncetype None\n\tRenderstyle Add\n\tAlpha 1.0\n\tRadius 3\n\tHeight 3\n\tScale .03\n\tGravity 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tBPUF A 1 BRIGHT A_FadeOut(0.05)\n\t\tLoop\n\t}\n}\n\nACTOR PixelDebris\n{\n\t+MISSILE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOTELEPORT\n\t+BOUNCELIKEHERETIC\n\tHealth\t4\n\tRadius\t2\n\tHeight\t3\n\tSpeed\t5\n\tScale\t0.2\n\tMass\t1\n\tStates\n\t{\n\tSpawn:\n\t\tWPPX A 1\n\t\tLoop\n\tDeath:\n\t\tWPPX A 175\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Screen shake effect for fists\n//==============================================================================\n\nACTOR WallShake\n{\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOSECTOR\n\t+NOCLIP\n\tHeight 8\n\tRadius 4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 3 Radius_Quake(2,3,0,1,0)\n\t\tStop\n\t}\n}\n\nACTOR FightPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\t+STRIFEDAMAGE\n\tActiveSound \"weapons/melee/move\"\n\tVSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/melee/hit\")\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/melee/miss\")\n\t\tTNT1 A 0 A_SpawnItem(\"CBSmokeSpawner\",0,0,0,0)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Heart\n//==============================================================================\n\nACTOR Heart_Puff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\t+STRIFEDAMAGE\n\tDamagetype \"Heart\"\n\tActiveSound \"\"\n\tVSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tXDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Machete\n//==============================================================================\n\nACTOR Scythe_Puff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\t+STRIFEDAMAGE\n\tActiveSound \"CBWP/WP1/MV1\"\n\tVSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP1/MV1\",6)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP1/HT1\",7)\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP1/MV1\",6)\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP1/CR1\",7)\n\t\tTNT1 A 0 A_SpawnItem(\"BulletSparks\",0,0,0,0)\n\t\tBPUF A 1 BRIGHT\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Beast Hands\n//==============================================================================\n\nACTOR Beast_Puff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\t+STRIFEDAMAGE\n\tActiveSound \"CBWP/WP1/MV1\"\n\tVSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP1/MV1\",6)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP1/HT1\",7)\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tStop\n\tCrash:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP1/MV1\",6)\n\t\tTNT1 A 0 A_SpawnItem(\"WallShake\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP8/CR1\",7)\n\t\tBPUF A 1 BRIGHT\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Flare projectiles\n//==============================================================================\n// This first part is by lolo_is_cool. I only edited it to be llegible.\n//==============================================================================\n\nACTOR FlareFire\n{\n\t-SOLID\n\t-EXTREMEDEATH\n\t+SEEKERMISSILE\n\t+ROCKETTRAIL\n\t+DONTSPLASH\n\tRadius 3\n\tHeight 4\n\tSpeed 50\n\tScale 0.5\n\tDamage 25\n\tProjectile\n\tDontHurtShooter\n\tDamagetype Fire\n\tDecal Scorch\n\tExplosionradius 32\n\tExplosiondamage 45\n\tDeathSound \"misc/explosionSmall\"\n\tActivesound \"CBWP/WP5/LP1\"\n\tStates\n {\n\tSpawn:\n\t\tTNT1 A 0 A_LoopActiveSound\n\t\tFAIR ABC 1 BRIGHT A_SeekerMissile(80,20)\n\t\tNULL AAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL AAA 0 A_CustomMissile(\"CBSmokeSpawner\",0,0,random(0,360),2,random(-90,90))\n\t\tLoop\n\tDeath:\n\t\tFAIR A 1 BRIGHT\n\t\tNULL A 0 A_SpawnItem(\"FakeKaboom\")\n\t\tNULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tNULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tNULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_Explode\n\t\tFAIR A 1 BRIGHT\n\t\tNULL A 0 A_SpawnItem(\"FakeKaboom\")\n\t\tNULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tNULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tNULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Flaretrail\",0,0,10,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tStop\n\t}\n}\n\nACTOR NapalmDebris\n{\n\t-SOLID\n\t-NOGRAVITY\n\t+NOBLOCKMAP\n\t+DONTSPLASH\n\t+RANDOMIZE\n\t+WINDTHRUST\n\tPROJECTILE\n\tHealth 5\n\tRadius 1\n\tHeight 1\n\tSpeed 10\n\tScale 0.2\n\tStates\n {\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(192,3,4,6,8)\n\t\tFSPK A 10 BRIGHT\n\t\tFSPK A 200 BRIGHT A_LowGravity\n\t\tStop\n\t\tFSPK B 10 BRIGHT\n\t\tFSPK B 200 BRIGHT A_LowGravity\n\t\tStop\n\t\tFSPK C 10 BRIGHT\n\t\tFSPK C 200 BRIGHT A_LowGravity\n\t\tStop\n\t\tFSPK D 10 BRIGHT\n\t\tFSPK D 200 BRIGHT A_LowGravity\n\t\tStop\n\t\tFSPK E 10 BRIGHT\n\t\tFSPK E 200 BRIGHT A_LowGravity\n\t\tStop\n\tDeath:\n\t\tFSPK A 1\n\t\tStop\n\t}\n}\n\nACTOR Flaretrail : NapalmDebris\n{\n\tScale 0.1\n\tTranslation \"176:191=32:47\",\"208:223=16:31\"\n}\n\n//==============================================================================\n// Flare Gun Altfire\n//==============================================================================\n// This part below is 100% by Luigis and Michaelis. I only made it llegible.\n//==============================================================================\n\nACTOR FlareAlt\n{\n\t+STRIFEDAMAGE\n\t+ROCKETTRAIL\n\t+THRUSPECIES\n\tPROJECTILE\n\tDecal BFGScorch\n\tRadius 13\n\tHeight 6\n\tSpeed 25\n\tScale 0.5\n\tDamage 60\n\tRenderstyle Add\n\tDamagetype Fire\n\tDeathSound \"misc/explosion\"\n\tActivesound \"CBWP/WP5/LP1\"\n\tSpecies \"CBPlayer\"\n\tStates\n {\n\tSpawn:\n\t\tTNT1 A 0 A_LoopActiveSound // 20 tics of repetition\n\t\tBFS1 A 2 BRIGHT\n\t\tNULL AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL AAA 0 A_CustomMissile(\"CBSmokeSpawner\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL A 0 A_LoopActiveSound\n\t\tBFS1 A 2 BRIGHT\n\t\tNULL AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL AAA 0 A_CustomMissile(\"CBSmokeSpawner\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL A 0 A_LoopActiveSound\n\t\tBFS1 A 2 BRIGHT\n\t\tNULL AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL AAA 0 A_CustomMissile(\"CBSmokeSpawner\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL A 0 A_LoopActiveSound\n\t\tBFS1 A 2 BRIGHT\n\t\tNULL AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL AAA 0 A_CustomMissile(\"CBSmokeSpawner\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL A 0 A_LoopActiveSound\n\t\tBFS1 A 2 BRIGHT\n\t\tNULL AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL AAA 0 A_CustomMissile(\"CBSmokeSpawner\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL A 0 A_LoopActiveSound\n\t\tBFS1 A 2 BRIGHT\n\t\tNULL AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL AAA 0 A_CustomMissile(\"CBSmokeSpawner\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL A 0 A_LoopActiveSound\n\t\tBFS1 A 2 BRIGHT\n\t\tNULL AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL AAA 0 A_CustomMissile(\"CBSmokeSpawner\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL A 0 A_LoopActiveSound\n\t\tBFS1 A 2 BRIGHT\n\t\tNULL AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL AAA 0 A_CustomMissile(\"CBSmokeSpawner\",0,0,random(0,360),2,random(-90,90))\n\t\tNULL A 0 A_LoopActiveSound\n\t\tGoto Dispatch\n\tDispatch:\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,-5,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)\n\t\tNULL A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,-2,-2,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)\n\t\tNULL A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,0,-5,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)\n\t\tNULL A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,2,-2,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)\n\t\tNULL A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,5,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)\n\t\tNULL A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,2,2,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)\n\t\tNULL A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,0,5,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)\n\t\tNULL A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,-2,2,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH)\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_Explode(40,150)\n\t\tNULL AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n\t\tBFE1 A 1 BRIGHT A_SpawnItem(\"FlareKaboom3\",-32)\n\t\tNULL AAAAAAA 1 A_Explode(2,150)\n\t\tStop\n\t}\n}\n\nACTOR FlareAltSub : FlareAlt\n{\n\tScale 0.3\n\tStates\n\t{\n Spawn:\n TNT1 A 0\n\t TNT1 A 0 A_LoopActiveSound\n\tFlight:\n BFS1 A 1 BRIGHT\n NULL A 0 A_CustomMissile(\"Flaretrail\",0,0,random[FlareGun](0,360),2,random[FlareGun](-90,90))\n Loop\n Death:\n TNT1 AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,random[FlareGun](0,360),2,random[FlareGun](-90,90))\n NULL A 0 A_Explode(57, 190, 0)\n NULL A 0 BRIGHT A_SpawnItemEx(\"FlareKaboom4\",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n Stop\n\t}\n}\n\nACTOR FlareKaboom\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+DONTSPLASH\n\t+WINDTHRUST\n\t+FIXMAPTHINGPOS\n\tRadius 64\n\tHeight 16\n\tRenderstyle Add\n\tDecal Crater\n\tSeeSound \"CBWP/WP5/LP1\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFS1 B 1 BRIGHT\n\t\tBFS1 B 1 BRIGHT A_Burst(\"FlareKaboom3\")\n\t\tStop\n\t}\n}\n\nACTOR FlareKaboom2\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+DONTSPLASH\n\t+WINDTHRUST\n\t+FIXMAPTHINGPOS\n\tRadius 64\n\tHeight 16\n\tScale 1.5\n\tDecal Crater\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tBFS1 B 1 BRIGHT\n\t\tNULL A 0 A_SpawnDebris (\"NapalmDebris\")\n\t\tBLAM ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR FakeKaboom\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+DONTSPLASH\n\t+WINDTHRUST\n\t+FIXMAPTHINGPOS\n\tRadius 64\n\tHeight 16\n\tScale 0.5\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tBLAM ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR FlareKaboom3 : FlareKaboom2\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBFS1 B 1 BRIGHT\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"FlareKaboom2\",0,0,0)\n\t\tNULL A 0 A_SpawnDebris (\"NapalmDebris\")\n\t\tBLAM ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR FlareKaboom4 : FlareKaboom2\n{\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tBFS1 B 1 BRIGHT\n\t\tNULL A 0 A_SpawnDebris (\"NapalmDebris\")\n\t\tBLAM ABCDEFGHIJKLMNOP 2 BRIGHT A_FadeOut(0.08)\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Napalm Launcher\n//==============================================================================\n// This part below is 100% by Lolo_is_Cool. I only made it llegible.\n//==============================================================================\n\nACTOR NRocket\n{\n\t+RANDOMIZE\n\tRadius 8\n\tHeight 8\n\tSpeed 40\n\tDamage 35\n\tScale 0.75\n\tProjectile\n\tDecal Crater\n\tRenderStyle \"Add\"\n\tAlpha 0.725\n\tDamageType \"FriendlyFire\"\n\tDeathSound \"Misc/Explosion\"\n\tStates\n\t{\n\tSpawn:\n\t\tFBA2 AABB 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\",0,0,0,CMF_AIMOFFSET|CMF_TRACKOWNER)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_Explode(72,128)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 Radius_Quake(10,8,0,15,0)\n\t\tTNT1 A 0 A_SpawnItem(\"NRocketExplo\")\n\t\tStop\n\t}\n}\n\nACTOR NRocketExplo\n{\n\tProjectile\n\tHeight 2\n\tRadius 2\n\tScale 1.25\n\tRenderstyle \"Add\"\n\tStates\n\t{\n\tSpawn:\n\t\tBLAM ABCDEFGHIJKLMNOP 2 BRIGHT //A_SetTranslucent(1.0,1)\n\t\tStop\n\t}\n}\n\nACTOR NapalmRocketAlt1\n{\n\tDecal \"Scorch\"\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tRenderStyle \"Add\"\n\tAlpha 0.725\n\tScale 0.5\n\tDamage 20\n\tDeathSound \"Misc/Explosion\"\n\tProjectile\n\t+RANDOMIZE\n\t+DONTSPLASH\n\t+EXTREMEDEATH\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,24,0,1)\n\tFire:\n\t\tFBA2 AAA 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 AAA 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 BBB 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 BBB 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 AAA 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 AAA 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 BBB 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 BBB 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 AAA 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 AAA 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 AAA 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 AAA 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 BBB 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 BBB 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 AAA 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tFBA2 AAA 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tNULL A 0 BRIGHT A_SpawnItem(\"BFireTrail\",8+random(-5,5),random(-5,5))\n\t\tGoto Death\n\tDeath:\n\t\tNULL A 0 A_Explode\n\t\tNULL A 0 A_PlaySound(\"Misc/Explosion\")\n\t\tNULL A 0 A_SpawnItem(\"NapalmKaboom\",-32,random(-2,2))\n\t\tTNT1 AAA 0 A_ThrowGrenade(\"NapalmRocketAlt2\",-30+random(-5,5),10+random(-5,5),5+random(-5,5))\n\t\tBLAM ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BFireTrail : BulletPuff\n{\n\t+NOBLOCKMAP\n\t+RANDOMIZE\n\t+NOGRAVITY\n\t+WINDTHRUST\n\tRadius 13\n\tHeight 8\n\tRenderStyle \"Add\"\n\tScale 0.3\n\tAlpha 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0 A_Jump(128, 9)\n\t\tNULL A 0 BRIGHT A_Jump(220,1,2,3,4,5,6,7)\n\t\tFTRL IJKLMNOP 4 BRIGHT\n\t\tStop\n\t\tNULL A 0 BRIGHT A_Jump(220,1,2,3,4,5,6,7)\n\t\tFTRL ABCDEFGH 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR NapalmKaboom\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+DONTSPLASH\n\t+RANDOMIZE\n\tRadius 2\n\tHeight 40\n\tRenderStyle \"Add\"\n\tProjectile\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto Death\n\tDeath:\n\t\tNULL AAA 0 A_CustomMissile(\"NapalmDebris2\",0,0,Random(0,360),CMF_AIMDIRECTION,Random(-90,90))\n\t\tNULL A 0 A_Jump(127, 32)\n\t\tBLAM ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n\t\tBLAM ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR NapalmRocketAlt2 : NapalmRocketAlt1\n{\n\t+STRIFEDAMAGE\n\tSpeed 1\n\tDamage 20\n\tStates\n\t{\n\tSpawn:\n\t\tFBA2 AABBAABBAABBAABB 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tGoto Death\n\tDeath:\n\t\tNULL A 0 A_Explode\n\t\tNULL A 0 A_PlaySound(\"Misc/Explosion\")\n\t\tNULL A 0 A_SpawnItem(\"NapalmKaboom\",-32,Random(-2,2))\n\t\tNULL A 0 A_ThrowGrenade(\"NapalmRocketAlt3\",-30+Random(-5,5),10+Random(-5,5),5+Random(-5,5))\n\t\tBLAM ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR NapalmDebris2\n{\n\t+NOBLOCKMAP\n\t+DONTSPLASH\n\t+RANDOMIZE\n\t-NOGRAVITY\n\t-SOLID\n\t+WINDTHRUST\n\tProjectile\n\tHealth 5\n\tRadius 1\n\tHeight 1\n\tSpeed 10\n\tScale 0.2\n\tStates\n\t{\n\tSpawn:\n\t\tFSPK A 0 A_Jump(192,3,4,6,8)\n\t\tFSPK A 10 BRIGHT\n\t\tFSPK A 200 BRIGHT A_LowGravity\n\t\tStop\n\t\tFSPK B 10 BRIGHT\n\t\tFSPK B 200 BRIGHT A_LowGravity\n\t\tStop\n\t\tFSPK C 10 BRIGHT\n\t\tFSPK C 200 BRIGHT A_LowGravity\n\t\tStop\n\t\tFSPK D 10 BRIGHT\n\t\tFSPK D 200 BRIGHT A_LowGravity\n\t\tStop\n\t\tFSPK E 10 BRIGHT\n\t\tFSPK E 200 BRIGHT A_LowGravity\n\t\tStop\n\tDeath:\n\t\tFSPK A 1\n\t\tStop\n\t}\n}\n\nACTOR NapalmRocketAlt3 : NapalmRocketAlt1\n{\n\t+DOOMBOUNCE\n\t+STRIFEDAMAGE\n\tSpeed 1\n\tDamage 10\n\tBounceCount 2\n\tStates\n\t{\n\tSpawn:\n\t\tFBA2 AABBAABBAABBAABB 1 BRIGHT A_SpawnItem(\"CBSmokeSpawner\")\n\t\tGoto Death\n\tDeath:\n\t\tNULL A 0 A_Explode\n\t\tNULL A 0 A_PlaySound(\"Misc/Explosion\")\n\t\tNULL A 0 A_SpawnItem(\"NapalmKaboom\",Random(-4,4),Random(-2,2))\n\t\tBLAM ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Life Leech\n//==============================================================================\n// This part below is 100% by Luigis and Michaelis. I only made it llegible.\n//==============================================================================\n\nACTOR LifeLeechShot\n{\n PROJECTILE\n +BRIGHT\n Damage (25) //was a friggin' 57 and still at 25 it kicks asses\n Obituary \"%o had %p soul sucked dry by %k.\"\n DamageType \"LifeLeech\"\n DeathSound \"Misc/explosionsmall\"\n Height 8\n Radius 8\n SeeSound \"\"\n Decal Scorch\n RenderStyle Add\n Alpha 0.5\n Scale 0.25\n Speed 36\n Decal none\n +FOILINVUL\n +PIERCEARMOR\n States\n {\n\tSpawn:\n\t\tLLPS A 1 BRIGHT A_SpawnItemEx(\"LifeLeechTrail\",0,0,0,random(-40,40)/10.0,random(-40,40)/10.0,random(-40,40)/10.0,random(1,360))\n\t\tLoop\n\tDeath:\n\t\tLLPD ABCDEFG 2 BRIGHT A_Explode(26,112,0)\n\t\tStop\n }\n}\n\nACTOR LifeLeechTrail\n{\n\tProjectile\n\tDamage (5)\n\tDamageType \"LifeLeech\"\n Obituary \"%o had %p soul sucked dry by %k.\"\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+FOILINVUL\n\t+PIERCEARMOR\n\tSpeed 0\n\tRadius 12\n\tHeight 12\n\tScale 0.15\n\tAlpha 0.9\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tFSPK A 0 A_Jump(192,3,4,6,8)\n\t\tFSPK A 10 BRIGHT\n\t\tFSPK A 200 BRIGHT A_LowGravity\n\t\tWait\n\t\tFSPK B 10 BRIGHT\n\t\tFSPK B 200 BRIGHT A_LowGravity\n\t\tWait\n\t\tFSPK C 10 BRIGHT\n\t\tFSPK C 200 BRIGHT A_LowGravity\n\t\tWait\n\t\tFSPK D 10 BRIGHT\n\t\tFSPK D 200 BRIGHT A_LowGravity\n\t\tWait\n\t\tFSPK E 10 BRIGHT\n\t\tFSPK E 200 BRIGHT A_LowGravity\n\t\tWait\n\t}\n}\n\nACTOR LifeLeechLightSpawner2\n{\n\tRadius 8\n\tHeight 8\n +CLIENTSIDEONLY\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 4\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR LifeLeechLightSpawner3\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.5\n +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 5\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Assault Rifle grenade\n//==============================================================================\n\nACTOR BallGrenade\n{\n\tRadius 4\n\tHeight 4\n\tSpeed 35\n\tDamage 0\n\tProjectile\n\t-NOGRAVITY\n\t-GRENADETRAIL\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+SHOOTABLE\n\t+SKYEXPLODE\n\tObituary \"You died.\"\n\tDeathSound \"Misc/Explosion\"\n\tDamageType \"Explode\"\n\tObituary \"%k played some hot ball toss at %o.\"\n\tDecal Scorch\n\tGravity 0.85\n\tScale 0.45\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Waterdeath\")\n\t CPAG A 1 A_SpawnItemEx(\"CBSmokeSpawner\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Waterdeath\")\n\t\tTNT1 A 1 A_Explode(80,80)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"EarRingToggle\")==0,2)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/explosion/ear\",5,1,0,1)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(2,36,0,15,0)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnDebris(\"BulletSparks\")\n\t\tTNT1 A 0 A_SetScale(1.36)\n\t\tTNT1 A 0 A_SetTranslucent(0.65,1)\n\t\tNULL A 0 A_SpawnItem(\"FakeKaboom\")\n\t\tStop\n\tWaterDeath:\n\t\tTNT1 A 1 A_SpawnItem(\"WaterSplashBase\")\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WP0.txt",
"contents": "//==============================================================================\n// TNT (Dynamite)\n//==============================================================================\n// Stuff made by me on Aracnocide. Sprites by Monolith\n//==============================================================================\nACTOR GetOnWithIt : Inventory { Inventory.MaxAmount 150 }\nACTOR CBWP0 : CalebWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType1 \"CBADN1\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 3\n\tWeapon.AmmoType2 \"CBADN1\"\n\tWeapon.AmmoUse2 1\n\tInventory.Pickupmessage \"Obtained Dynamite (Slot 1)\"\n\tInventory.PickupSound \t\"Misc/Weapon1\"\n\tScale 0.4\n\tTag \"Dynamite\"\n\tStates\n\t{\n\tReady: //It has to be like this. I think.\n\t\tWP0S A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP0S B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP0S C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP0/LT1\",0)\n\t\tWP0S D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP0S E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tReallyReady:\n\t\tWP0G A Random(1,2) BRIGHT A_WeaponReady\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWP0G B Random(1,2) BRIGHT A_WeaponReady\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWP0G C Random(1,2) BRIGHT A_WeaponReady\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWP0G D Random(1,2) BRIGHT A_WeaponReady\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWP0G E Random(1,2) BRIGHT A_WeaponReady\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWP0G F Random(1,2) BRIGHT A_WeaponReady\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWP0G G Random(1,2) BRIGHT A_WeaponReady\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWP0G H Random(1,2) BRIGHT A_WeaponReady\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto ReallyReady\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto ReallyReady\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto Drylower\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/swap\",6)\n\t\tWP0S F 1 Offset(8, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP0S F 1 Offset(16, 39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP0S F 1 Offset(24, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP0S F 1 Offset(32, 58)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP0S F 1 Offset(40, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP0S F 1 Offset(48, 81)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP0S F 1 Offset(56, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP0S F 1 Offset(64, 119)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tDrylower:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/swap\",6)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select2\",7)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tWP0S F 1 Offset (64, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWP0S F 1 Offset (56, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWP0S F 1 Offset (48, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWP0S F 1 Offset (40, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWP0S F 1 Offset (32, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWP0S F 1 Offset (24, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWP0S F 1 Offset (16, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWP0S F 1 Offset (8, 0) A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tReadyNoAmmo:\n\t\tTNT1 A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0 A_Jump(190,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Boom\",2)\n\t\tWP0F A 1 Offset (2, 36)\n\t\tWP0F A 1 Offset (5, 40)\n\t\tWP0F A 1 Offset (15, 56)\n\t\tWP0F B 1 Offset (25, 72)\n\t\tWP0F B 1 Offset (35, 88)\n\t\tWP0F B 1 Offset (45, 104)\n\t\tWP0F C 1 Offset (55, 120)\n\t\tWP0F C 1 Offset (65, 136)\n\t\tWP0F C 1 Offset (75, 152)\n\t\tWP0F C 1 A_GunFlash\n\t\tWP0F C 3 A_PlaySound(\"CBWP/WP0/LT1\",0)\n\t\tWP0F C 3 A_PlaySound(\"CBWP/WP0/FS1\",1)\n\t\tTNT1 A 1 A_ReFire(\"Hold\")\n\t\tGoto Realfire\n\tHold:\n\tHoldTheGrenade:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GetOnWithIt\", 150, \"Realfire\")\n\t\tTNT1 A 1 A_PlaySound(\"CBWP/WP0/FS1\",1,1,1)\n\t\tTNT1 A 0 A_GiveInventory(\"GetOnWithIt\",3)\n\t\tNULL A 0 A_Refire(\"HoldTheGrenade\")\n\tReleaseTheKraken:\n\t\tNULL A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\t//NULL A 0 A_GiveInventory(\"GetOnWithIt\",10)\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",150,\"Throw9\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",140,\"Throw9\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",130,\"Throw8\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",120,\"Throw8\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",110,\"Throw7\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",100,\"Throw7\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",90, \"Throw6\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",90, \"Throw6\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",80, \"Throw5\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",70, \"Throw5\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",60, \"Throw4\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",50, \"Throw4\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",40, \"Throw3\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",30, \"Throw3\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",20, \"Throw2\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",10, \"Throw2\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",5, \"Throw1\")\n\t\tNULL A 0 A_JumpIfInventory(\"GetOnWithIt\",1, \"Throw1\")\n\t\tGoto Ready\n\tRealfire:\n\t\tNULL A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 Offset(-20,32)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 2\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (35, 88)\n\t\tWP0M D 1 Offset (15, 56)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tTNT1 A 0 A_Jump (185,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWP0M E 2 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_FireCustomMissile(\"TNT\",0,1,0,0)\n\t\tWP0M F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tWP0M E 1 Offset (5, 40) A_StopSound(1)\n\t\tWP0M E 1 Offset (15, 56)\n\t\tWP0M D 1 Offset (25, 72)\n\t\tWP0M D 1 Offset (35, 88)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (55, 120)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M B 1 Offset (75, 152)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\tGoUpWithIt:\n\t\tWP0G A 1 Offset (75, 152)\n\t\tWP0G B 1 Offset (65, 136)\n\t\tWP0G C 1 Offset (55, 120)\n\t\tWP0G D 1 Offset (45, 104)\n\t\tWP0G E 1 Offset (35, 88)\n\t\tWP0G F 1 Offset (25, 72)\n\t\tWP0G G 1 Offset (15, 56)\n\t\tWP0G H 1 Offset (5, 40)\n\t\tGoto Ready\n\tThrow1:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 Offset(-20,32)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 2\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (35, 88)\n\t\tWP0M D 1 Offset (15, 56)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tTNT1 A 0 A_Jump (185,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWP0M E 2 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_FireCustomMissile(\"Grenade1\",0,1,0,0)\n\t\tWP0M F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tWP0M E 1 Offset (5, 40) A_StopSound(1)\n\t\tWP0M E 1 Offset (15, 56)\n\t\tWP0M D 1 Offset (25, 72)\n\t\tWP0M D 1 Offset (35, 88)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (55, 120)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M B 1 Offset (75, 152)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0\n\t\tGoto GoUpWithIt\n\tThrow2:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 Offset(-20,32)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 2\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (35, 88)\n\t\tWP0M D 1 Offset (15, 56)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tTNT1 A 0 A_Jump (185,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWP0M E 2 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_FireCustomMissile(\"Grenade2\",0,1,0,0)\n\t\tWP0M F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tWP0M E 1 Offset (5, 40) A_StopSound(1)\n\t\tWP0M E 1 Offset (15, 56)\n\t\tWP0M D 1 Offset (25, 72)\n\t\tWP0M D 1 Offset (35, 88)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (55, 120)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M B 1 Offset (75, 152)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0\n\t\tGoto GoUpWithIt\n\tThrow3:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 Offset(-20,32)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 2\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (35, 88)\n\t\tWP0M D 1 Offset (15, 56)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tTNT1 A 0 A_Jump (185,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWP0M E 2 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_FireCustomMissile(\"Grenade3\",0,1,0,0)\n\t\tWP0M F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tWP0M E 1 Offset (5, 40) A_StopSound(1)\n\t\tWP0M E 1 Offset (15, 56)\n\t\tWP0M D 1 Offset (25, 72)\n\t\tWP0M D 1 Offset (35, 88)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (55, 120)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M B 1 Offset (75, 152)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0\n\t\tGoto GoUpWithIt\n\tThrow4:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 Offset(-20,32)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 2\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (35, 88)\n\t\tWP0M D 1 Offset (15, 56)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tTNT1 A 0 A_Jump (185,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWP0M E 2 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_FireCustomMissile(\"Grenade4\",0,1,0,0)\n\t\tWP0M F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tWP0M E 1 Offset (5, 40) A_StopSound(1)\n\t\tWP0M E 1 Offset (15, 56)\n\t\tWP0M D 1 Offset (25, 72)\n\t\tWP0M D 1 Offset (35, 88)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (55, 120)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M B 1 Offset (75, 152)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0\n\t\tGoto GoUpWithIt\n\tThrow5:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 Offset(-20,32)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 2\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (35, 88)\n\t\tWP0M D 1 Offset (15, 56)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tTNT1 A 0 A_Jump (185,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWP0M E 2 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_FireCustomMissile(\"Grenade5\",0,1,0,0)\n\t\tWP0M F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tWP0M E 1 Offset (5, 40) A_StopSound(1)\n\t\tWP0M E 1 Offset (15, 56)\n\t\tWP0M D 1 Offset (25, 72)\n\t\tWP0M D 1 Offset (35, 88)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (55, 120)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M B 1 Offset (75, 152)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0\n\t\tGoto GoUpWithIt\n\tThrow6:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 Offset(-20,32)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 2\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (35, 88)\n\t\tWP0M D 1 Offset (15, 56)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tTNT1 A 0 A_Jump (185,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWP0M E 2 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_FireCustomMissile(\"Grenade6\",0,1,0,0)\n\t\tWP0M F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tWP0M E 1 Offset (5, 40) A_StopSound(1)\n\t\tWP0M E 1 Offset (15, 56)\n\t\tWP0M D 1 Offset (25, 72)\n\t\tWP0M D 1 Offset (35, 88)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (55, 120)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M B 1 Offset (75, 152)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0\n\t\tGoto GoUpWithIt\n\tThrow7:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 Offset(-20,32)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 2\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (35, 88)\n\t\tWP0M D 1 Offset (15, 56)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tTNT1 A 0 A_Jump (185,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWP0M E 2 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_FireCustomMissile(\"Grenade7\",0,1,0,0)\n\t\tWP0M F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tWP0M E 1 Offset (5, 40) A_StopSound(1)\n\t\tWP0M E 1 Offset (15, 56)\n\t\tWP0M D 1 Offset (25, 72)\n\t\tWP0M D 1 Offset (35, 88)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (55, 120)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M B 1 Offset (75, 152)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0\n\t\tGoto GoUpWithIt\n\tThrow8:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 Offset(-20,32)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 2\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (35, 88)\n\t\tWP0M D 1 Offset (15, 56)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tTNT1 A 0 A_Jump (185,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWP0M E 2 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_FireCustomMissile(\"Grenade8\",0,1,0,0)\n\t\tWP0M F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tWP0M E 1 Offset (5, 40) A_StopSound(1)\n\t\tWP0M E 1 Offset (15, 56)\n\t\tWP0M D 1 Offset (25, 72)\n\t\tWP0M D 1 Offset (35, 88)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (55, 120)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M B 1 Offset (75, 152)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0\n\t\tGoto GoUpWithIt\n\tThrow9:\n\t\tNULL A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tNULL A 0 A_StopSound(1)\n\t\tNULL A 0 Offset(-20,32)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 2\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (35, 88)\n\t\tWP0M D 1 Offset (15, 56)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tTNT1 A 0 A_Jump (185,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWP0M E 2 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_FireCustomMissile(\"Grenade9\",0,1,0,0)\n\t\tWP0M F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tWP0M E 1 Offset (5, 40) A_StopSound(1)\n\t\tWP0M E 1 Offset (15, 56)\n\t\tWP0M D 1 Offset (25, 72)\n\t\tWP0M D 1 Offset (35, 88)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (55, 120)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M B 1 Offset (75, 152)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tGoto GoUpWithIt\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_Jump(190,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Boom\",2)\n\t\tWP0G A 1 Offset (2, 36)\n\t\tWP0G A 1 Offset (5, 40)\n\t\tWP0G A 1 Offset (15, 56)\n\t\tWP0G B 1 Offset (25, 72)\n\t\tWP0G B 1 Offset (35, 88)\n\t\tWP0G B 1 Offset (45, 104)\n\t\tWP0G C 1 Offset (55, 120)\n\t\tWP0G C 1 Offset (65, 136)\n\t\tWP0G C 1 Offset (75, 152)\n\tRealAltfire:\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tTNT1 A 0 Offset (-20,32)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (35, 88)\n\t\tWP0M D 1 Offset (15, 56)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tTNT1 A 0 A_Jump (185,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWP0M E 2 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_FireCustomMissile(\"ThrownProx\",0,1)\n\t\tWP0M F 2 A_TakeInventory(\"GetOnWithIt\", 200)\n\t\tWP0M E 1 Offset (5, 40)\n\t\tWP0M E 1 Offset (15, 56)\n\t\tWP0M D 1 Offset (25, 72)\n\t\tWP0M D 1 Offset (35, 88)\n\t\tWP0M C 1 Offset (45, 104)\n\t\tWP0M C 1 Offset (55, 120)\n\t\tWP0M B 1 Offset (65, 136)\n\t\tWP0M B 1 Offset (75, 152)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBADN1\",1,1)\n\t\tGoto ReadyNoAmmo\n\t\tWP0G A 1 Offset (75, 152)\n\t\tWP0G B 1 Offset (65, 136)\n\t\tWP0G C 1 Offset (55, 120)\n\t\tWP0G D 1 Offset (45, 104)\n\t\tWP0G E 1 Offset (35, 88)\n\t\tWP0G F 1 Offset (25, 72)\n\t\tWP0G G 1 Offset (15, 56)\n\t\tWP0G H 1 Offset (5, 40)\n\t\tGoto ReallyReady\n\tFlash:\n\t\tTNT1 A 17 BRIGHT A_Light1\n\t\tTNT1 A 17 BRIGHT A_Light2\n\t\tGoto LightDone\n\tSpawn:\n\t\tWP0P A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// TNT Bundle\n//==============================================================================\n\nACTOR TNT\n{\n\tRadius 5\n\tHeight 4\n\tSpeed 20\n\tDamage 20\n\tMass 40\n\tProjectile\n\t+CANBOUNCEWATER\n\t-NOGRAVITY\n\t-GRENADETRAIL\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+SHOOTABLE\n\t+SKYEXPLODE\n\tBounceType \"Doom\"\n\tActiveSound \"CBWP/WP0/FS1\"\n\tDeathSound \"misc/explosion\"\n\tBounceSound \"CBWP/WP0/BN1\"\n\tObituary \"Boom\"\n\tDamageType Grenade\n\tDecal Scorch\n\tBounceFactor 0.4\n\tGravity 0.6\n\tScale 0.3\n\tAlpha 1.2\n\tStates\n\t{\n\tSpawn:\n\t WP0B A 1 BRIGHT A_SpawnItemEx(\"CBSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWP0B A 1 BRIGHT A_LoopActiveSound\n\t\tWP0B B 1 BRIGHT A_SpawnItemEx(\"CBSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWP0B B 1 BRIGHT A_LoopActiveSound\n\t\tWP0B C 1 BRIGHT A_SpawnItemEx(\"CBSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWP0B C 1 BRIGHT A_LoopActiveSound\n\t\tWP0B D 1 BRIGHT A_SpawnItemEx(\"CBSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWP0B D 1 BRIGHT A_LoopActiveSound\n\t\tWP0B E 1 BRIGHT A_SpawnItemEx(\"CBSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWP0B E 1 BRIGHT A_LoopActiveSound\n\t\tWP0B F 1 BRIGHT A_SpawnItemEx(\"CBSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWP0B F 1 BRIGHT A_LoopActiveSound\n\t\tWP0B G 1 BRIGHT A_SpawnItemEx(\"CBSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWP0B G 1 BRIGHT A_LoopActiveSound\n\t\tWP0B H 1 BRIGHT A_SpawnItemEx(\"CBSmokeSpawner\",0,0,0,0,0,1,0,128)\n\t\tWP0B H 1 BRIGHT A_LoopActiveSound\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Explode(64,128)\n\t\tTNT1 AAAAAAAA 0 A_SpawnDebris(\"TNTDebris\")\n\t\tTNT1 A 0 A_SpawnItem(\"CBSFXP1\")\n\t\tStop\n\tGrenade:\n\t\tTNTB ABC 1000 A_Die\n\t\tWait\n\tDetonate:\n\t\tTNT1 A 0 A_SetScale(0.8)\n\t\tTNT1 A 2 A_Explode(156,156)\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_Scream\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR TNTDebris\n{\n\t+MISSILE\n\t+FLOORCLIP\n\t//+DONTSPLASH\n\t+NOTELEPORT\n\t+BOUNCELIKEHERETIC\n\tHealth\t4\n\tRadius\t2\n\tHeight\t3\n\tSpeed\t10 //Random(10,15)\n\tScale\t0.45\n\tMass\t1\n\tStates\n\t{\n\tSpawn:\n\t\tCBDD ABCD 3\n\t\tLoop\n\tDeath:\n\t\tCBDD C 1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Proximity Detonator\n//==============================================================================\n\nACTOR ThrownProx //Thrown Mine Coding based on Mor'ladim's springmines.\n{\n\tRadius 10\n\tHeight 5\n\tSpeed 20\n\t+MISSILE\n\t+DROPOFF\n\t+CANBOUNCEWATER\n\tDONTHURTSHOOTER\n\t+THRUACTORS\n\tBounceType \"Doom\"\n\tBounceSound \"CBWP/WP0/BN1\"\n\tBounceFactor 0.4\n\tGravity 0.6\n\tWallBounceFactor 0.3\n\tScale 0.3\n\tStates\n {\n Spawn:\n\t\tTNT1 A 0\n\t WP0B AABBCCDDEEFFGGHH 1\n\t\tLoop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"RealProx\",0,0,0,0,0,0,0,32)\n\t\tStop\n }\n}\n\n//==============================================================================\n// The real thing\n//==============================================================================\n\nACTOR RealProx\n{\n\tScale 0.75\n\tRadius 15\n\tHeight 8\n\tDamage 1\n\tHealth 1\n\t+NOBLOOD\n\t+SHOOTABLE\n\t+BRIGHT\n\t+MISSILE\n\t+THRUSPECIES\n\t+FORCERADIUSDMG\n\t+MOVEWITHSECTOR\n\t+NOCLIP\n\tSpecies \t\"Player\"\n\tDamageType \"Explosion\"\n\tStates\n\t{\n\tSpawn:\n\t\tWP0A A 10 BRIGHT A_ChangeFlag(NOBLOCKMAP,0)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP0/BP1\")\n\t\tWP0A BCDEF 2 BRIGHT A_ChangeFlag(NOBLOCKMAP,1)\n\t\tTNT1 A 0 A_ChangeFlag(NOCLIP,0)\n\t\tLoop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(THRUACTORS,1)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP0/BP1\")\n\t\tWP0A A 2 BRIGHT\n\t\tTNT1 A 0 A_PlaySound(\"misc/explosion\")\n\t\tTNT1 A 0 A_Explode(64,128)\n\t\tTNT1 A 0 A_SpawnItem(\"CBSFXP1\")\n\t\tTNT1 AAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0,0,random(0,360),2,random(20,160))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BulletSparks\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\t\tStop\n\t}\n}\n\nACTOR Grenade1: TNT { Speed 10 }\nACTOR Grenade2: TNT { Speed 10 }\nACTOR Grenade3: TNT { Speed 15 }\nACTOR Grenade4: TNT { Speed 15 }\nACTOR Grenade5: TNT { Speed 20 }\nACTOR Grenade6: TNT { Speed 20 }\nACTOR Grenade7: TNT { Speed 25 }\nACTOR Grenade8: TNT { Speed 25 }\nACTOR Grenade9: TNT { Speed 30 }"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WP1.txt",
"contents": "//==============================================================================\n// Machete\n//==============================================================================\n// Sprites by Neccronixis and MidoriMan\n//==============================================================================\n\nACTOR CBWP1 : CalebWeapon replaces Fist\n{\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 1000\n\tWeapon.SlotNumber 1\n\tInventory.PickupMessage \"Obtained Machete (Slot 1)\"\n\tObituary \"%o got killed with a Machete.\"\n\tScale 0.35\n\tTag \"Machete\"\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerDMGX1\",1,\"HandsDeselect\")\n\t\tWP1G A 1 Offset(2, 34)\n\t\tWP1G A 1 Offset(10, 47)\n\t\tWP1G A 1 Offset(32, 69)\n\t\tWP1G A 1 Offset(67, 100)\n\t\tWP1G A 1 A_Lower\n\t\tWait\n\tHandsDeselect:\n\t\tNULL A 0 A_StopSound(1)\n\t\tWA8R E 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWA8R D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWA8R C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWA8R B 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWA8R A 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 Offset(67, 100)\n\t\tTNT1 A 0 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerDMGX1\",1,\"HandsReady\")\n\t\tWP1G A 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHandsReady:\n\t\tTNT1 A 0 A_Playsound(\"CBWP/WP8/ID1\",1,1,1)\n\t\tWA8I A 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerDMGX1\",1,\"HandsSelect\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tWP1G A 1 Offset(67, 100)\n\t\tWP1G A 1 Offset(32, 69)\n\t\tWP1G A 1 Offset(10, 47)\n\t\tWP1G A 1 Offset(2, 34)\n\t\tWP1G A 1 A_Raise\n\t\tWait\n\tHandsSelect:\n\t\tWA8R A 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWA8R B 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWA8R C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWA8R D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWA8R E 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerDMGX1\",1,\"HandSwing1\")\n\t\tWP1G A 1 Offset (5, 40)\n\t\tWP1G A 1 Offset (15, 56)\n\t\tWP1G A 1 Offset (35, 88)\n\t\tWP1G A 1 Offset (55, 120)\n\t\tWP1G A 1 Offset (75, 152)\n\tSwing1:\n\t\tNULL A 0 Offset(-20,32)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP1F B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP1F C 1 A_CustomPunch(7,0,CPF_NOTURN,\"Scythe_Puff\",80)\n\t\tWP1F D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 6\n\t\tNULL A 0 A_Refire(\"Swing2\")\n\t\tWP1G A 1 Offset (75, 152)\n\t\tWP1G A 1 Offset (55, 120)\n\t\tWP1G A 1 Offset (35, 88)\n\t\tWP1G A 1 Offset (15, 56)\n\t\tWP1G A 1 Offset (5, 40)\n\t\tGoto Ready\n\tSwing2:\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP1G B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP1G C 1 A_CustomPunch(7,0,CPF_NOTURN,\"Scythe_Puff\",80)\n\t\tWP1G D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 6\n\t\tNULL A 0 A_Refire(\"Swing1\")\n\t\tWP1G A 1 Offset (75, 152)\n\t\tWP1G A 1 Offset (55, 120)\n\t\tWP1G A 1 Offset (35, 88)\n\t\tWP1G A 1 Offset (15, 56)\n\t\tWP1G A 1 Offset (5, 40)\n\t\tGoto Ready\n\tHandSwing1:\n\t\tWA8F A 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tTNT1 A 0 A_SetReflectiveInvulnerable\n\t\tWA8F B 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWA8F C 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tTNT1 A 0 BRIGHT A_CustomPunch(50,0,CPF_NOTURN,\"Beast_Puff\",80,TRUE,5)\n\t\tWA8F D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWA8F E 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tTNT1 A 0 A_UnSetReflectiveInvulnerable\n\t\tWA8F F 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tTNT1 A 6 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tTNT1 A 0 A_Refire(\"HandSwing2\")\n\t\tWA8I A 1 BRIGHT Offset(0,56)\n\t\tWA8I A 1 BRIGHT Offset(0,46)\n\t\tWA8I A 1 BRIGHT Offset(0,36)\n\t\tWA8I A 1 BRIGHT Offset(0,32)\n\t\tGoto Ready\n\tHandSwing2:\n\t\tWA8G A 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tTNT1 A 0 A_SetReflectiveInvulnerable\n\t\tWA8G B 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWA8G C 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tTNT1 A 0 BRIGHT A_CustomPunch(50,0,CPF_NOTURN,\"Beast_Puff\",80,TRUE,5)\n\t\tWA8G D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tWA8G E 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tTNT1 A 0 A_UnSetReflectiveInvulnerable\n\t\tWA8G F 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tTNT1 A 6 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary)\n\t\tTNT1 A 0 A_Refire(\"HandSwing1\")\n\t\tWA8I A 1 BRIGHT Offset(0,56)\n\t\tWA8I A 1 BRIGHT Offset(0,46)\n\t\tWA8I A 1 BRIGHT Offset(0,36)\n\t\tWA8I A 1 BRIGHT Offset(0,32)\n\t\tGoto Ready\n\tSpawn:\n\t\tWP1P A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WP2.txt",
"contents": "//==============================================================================\n// Beretta 92F\n//==============================================================================\n// Sprites by Mike12 (pistol) and MidoriMan (sleeves)\n//==============================================================================\n\nACTOR BerettaSilencer : Inventory { Inventory.MaxAmount 1 }\nACTOR SAToken : Inventory { Inventory.MaxAmount 1 }\nACTOR SATokenL : Inventory { Inventory.MaxAmount 1 }\nACTOR SATokenR : Inventory { Inventory.MaxAmount 1 }\n\nACTOR CBWP2 : CalebWeapon replaces Pistol\n{\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 900\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoGive1 15\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"CBACL1\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"CBACL1\"\n\tWeapon.AmmoUse2 1\n\tInventory.Pickupmessage \"Obtained Pistol (Slot 2)\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tObituary \"%o got shot in the chest by %k's Pistol.\"\n\tTag \"Pistol\"\n\tScale 0.9\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerettaSilencer\",1,\"DeselectSilencer\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SAToken\",1,\"DeselectDA\")\n\t\tWR2G A 1 Offset(2, 34)\n\t\tWR2G A 1 Offset(10, 47)\n\t\tWR2G A 1 Offset(32, 69)\n\t\tWR2G A 1 Offset(67, 100)\n\t\tWR2G A 1 A_Lower\n\t\tWait\n\tDeselectSilencer:\n\t\tW2RG A 1 Offset(2, 34)\n\t\tW2RG A 1 Offset(10, 47)\n\t\tW2RG A 1 Offset(32, 69)\n\t\tW2RG A 1 Offset(67, 100)\n\t\tW2RG A 1 A_Lower\n\t\tWait\n\tDeselectDA:\n\t\tTNT1 A 0 A_TakeInventory(\"SAToken\",9)\n\t\tWR2G F 1 Offset(2, 34)\n\t\tWR2G F 1 Offset(10, 47)\n\t\tWR2G F 1 Offset(32, 69)\n\t\tWR2G F 1 Offset(67, 100)\n\t\tWR2G F 1 A_Lower\n\t\tWait\n\tStartGame:\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Play\",2)\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaPlay\",9)\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerettaSilencer\",1,\"ReadySilencer\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SAToken\",1,\"ReadySA\")\n\t\tWR2G A 1 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaPlay\",1,\"StartGame\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tReadySA:\n\t\tWR2G F 1 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaPlay\",1,\"StartGame\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tReadySilencer:\n\t\tW2RG A 1 A_WeaponReady//(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"BerettaAltToggle\")==0,\"Unsilence\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaPlay\",1,\"StartGame\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerettaSilencer\",1,\"SelectSilencer\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tWR2G A 1 Offset(67, 100)\n\t\tWR2G A 1 Offset(32, 69)\n\t\tWR2G A 1 Offset(10, 47)\n\t\tWR2G A 1 Offset(2, 34)\n\t\tWR2G A 1 A_Raise\n\t\tWait\n\tSelectSilencer:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tW2RG A 1 Offset(67, 100)\n\t\tW2RG A 1 Offset(32, 69)\n\t\tW2RG A 1 Offset(10, 47)\n\t\tW2RG A 1 Offset(2, 34)\n\t\tW2RG A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerettaSilencer\",1,\"FireSilencer\")\n\tFireNoSilencer:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP2/FR1\",6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireBullets(1.4, 1.4, -1, 7,\"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_GiveInventory(\"SAToken\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tWR2G B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFireSilencer:\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"BerettaAltToggle\")==0,\"FireNoSilencer\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto SilencerDryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP4/FR2\",6)\n\t\tTNT1 A 0 A_FireBullets(1.4, 1.4, -1, 6,\"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW2RF A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tW2RG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW2RG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW2RG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW2RD A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tDryfire:\n\t\tWR2D A 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tWR2G E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tSilencerDryfire:\n\t\tW2RD A 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tW2RG A 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"BerettaAltToggle\")==1,\"SilencerAlt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerettaSilencer\",1,\"Unsilence\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP2/FR1\",6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireBullets(2.8, 2.8, -1, 7,\"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tWR2G B 1 Offset(2,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G B 1 Offset(4,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G C 1 Offset(8,42)\n\t\t//\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP2/FR1\",6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GiveInventory(\"SAToken\",1)\n\t\tTNT1 A 0 A_FireBullets(3.5, 3.5, -1, 8,\"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tWR2G B 1 Offset(2,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G B 1 Offset(4,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G C 1 Offset(8,42)\n\t\t//\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP2/FR1\",6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireBullets(4.2, 4.2, -1, 9,\"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tWR2G B 1 Offset(2,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G B 1 Offset(4,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G C 1 Offset(8,42)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G C 1 Offset(6,41)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G A 1 Offset(4,39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G A 1 Offset(2,33)\n\t\tGoto ReadySA\n\tSilencerAlt:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerettaSilencer\",1,\"Unsilence\")\n\t\tWR2G A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G A 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GiveInventory(\"BerettaSilencer\",1)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tW2RG A 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW2RG A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW2RG A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW2RG A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tUnsilence:\n\t\tW2RG A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW2RG A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW2RG A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW2RG A 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"BerettaSilencer\",1)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tWR2G A 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tZoom:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SAToken\",1,\"ZoomSA\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SelectWeapon(\"CBWP2X2\")\n\t\tGoto Ready\n\tZoomSA:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SelectWeapon(\"CBWP2X2\")\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 BRIGHT A_Light1\n\t\tGoto LightDone\n\t\tTNT1 A 1 BRIGHT A_Light2\n\t\tGoto LightDone\n \tSpawn:\n\t\tWP2P A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Dual Berettas 92F\n//==============================================================================\n// *Dual Wielding code is from Project Brutality and adapted by YukesVonFaust\n//==============================================================================\n\nACTOR CBWP2X2 : CalebWeapon\n{\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 1100\n\tWeapon.SlotNumber 8\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 15\n\tWeapon.AmmoType \"CBACL1\"\n\tInventory.Pickupmessage \"You got the Pistol!\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tTag \"Dual Pistols\"\n\tScale 0.9\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_Gunflash(\"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tWP2R CBA 1 Offset(0,32)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tWP2R ABC 1 Offset(0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tWL2G A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM)// Weapon is ready to fire\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"ReadyToFire\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto ReadyToFire\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto ReadyToFire\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SelectWeapon(\"CBWP2\")\n\t\tGoto ReadyToFire\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tTNT1 A 0 Offset(67, 100)\n\t\tTNT1 A 0 Offset(32, 69)\n\t\tTNT1 A 0 Offset(10, 47)\n\t\tTNT1 A 0 Offset(2, 34)\n\t\tTNT1 A 0 Offset(0, 32)\n\t\tTNT1 A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tWP2B A 1\n\t\tGoto ReadyToFire\n\tFireLeftGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP2/FR1\",6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(4,-4),0,-40,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,-10,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL2F A 1 BRIGHT A_FireBullets(1.4, 1.4, -1, 7,\"Bullet_Puff\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tWL2G B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL2G C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL2G D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL2G A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\tFireRightGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP2/FR1\",6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(-4,4),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,10,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2F A 1 BRIGHT A_FireBullets(1.4, 1.4, -1, 7,\"Bullet_Puff\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tWR2G B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR2G A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tWP2B A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tFlash:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tWR2G A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n \tSpawn:\n\t\tWP2P A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WP3.txt",
"contents": "//==============================================================================\n// Sawed-off Shotgun\n//==============================================================================\n// Sprites by Carbine Dioxide, Xaser, MidoriMan and Monolith\n//==============================================================================\n\nACTOR FiredOne : Inventory {Inventory.MaxAmount 2}\nACTOR FiredBoth : Inventory {Inventory.MaxAmount 1}\nACTOR FireToken : Inventory {Inventory.MaxAmount 2}\n\nACTOR CBWP3 : CalebWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 900\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 8\n\tWeapon.AmmoType1 \"CBASH1\"\n\tWeapon.AmmoUse2 2\n\tWeapon.AmmoType2 \"CBASH1\"\n\tInventory.Pickupmessage \"Obtained Sawed-off Shotgun (Slot 3)\"\n\tInventory.PickupSound \"Misc/Weapon1\"\n\tObituary \"%o got shot in the chest by %k's Sawed-off.\"\n\tTag \"Sawed-off\"\n\tScale 0.7\n\tStates\n\t{\n\tDeselect:\n\t\tWR3G A 1 Offset(2, 34)\n\t\tWR3G A 1 Offset(10, 47)\n\t\tWR3G A 1 Offset(32, 69)\n\t\tWR3G A 1 Offset(67, 100)\n\t\tWR3G A 1 A_Lower\n\t\tWait\n\tFirstWP3:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1000)\n\t\tTNT1 A 0 A_TakeInventory(\"FirstTimeWP3\",9)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Pickup3\",2)\n\tReady:\n\t\tWR3G A 1 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstTimeWP3\",1,\"FirstWP3\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tWR3G A 1 Offset(67, 100)\n\t\tWR3G A 1 Offset(32, 69)\n\t\tWR3G A 1 Offset(10, 47)\n\t\tWR3G A 1 Offset(2, 34)\n\t\tWR3G A 1 A_Raise\n\t\tWait\n\tReloadCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",1,\"ReloadAnimation\")\n\t\tGoto Ready\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredBoth\",1,\"ReloadAnimation\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredOne\",2,\"ReloadAnimation\")\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/FR1\",0)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)\n\t\tTNT1 A 0 A_FireBullets(4.2, 4.2, 9, 7,\"Bullet_Puff\")\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -1.5)\n\t\tWR3F B 1 BRIGHT\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F C 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F D 1 Offset(2,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F D 1 Offset(4,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F E 1 Offset(6,42)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F E 1 Offset(8,41)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F F 1 Offset(6,39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F F 1 Offset(4,36)\n\t\tWR3F G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GiveInventory(\"FiredOne\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FireToken\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredBoth\",1,\"ReloadCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredOne\" ,2,\"ReloadCheck\")\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredBoth\",1,\"ReloadAnimation\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredOne\",1,\"ReloadAnimation\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",2,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/FR2\",7)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+1.0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.92)\n\t\tTNT1 A 0 Radius_Quake(3, 4, 0, 1, 0)\n\t\tTNT1 A 0 A_FireBullets(8.4, 8.4, 18, 7, \"Bullet_Puff\")\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -1.5)\n\t\tWR3F B 1 BRIGHT\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F C 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F D 1 Offset(7,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F D 1 Offset(12,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F E 1 Offset(17,42)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F E 1 Offset(12,41)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F F 1 Offset(7,39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F F 1 Offset(4,36)\n\t\tWR3F G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FireToken\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"FiredBoth\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredBoth\",1,\"ReloadCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredOne\" ,2,\"ReloadCheck\")\n\t\tGoto Ready\n\tReloadAnimation:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredOne\",2,\"ReloadTheTwo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredBoth\",1,\"ReloadTheTwo\")\n\tReloadTheOne:\n\t\tWR3G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/RD1\",1)\n\t\tWR3H C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3H D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3H E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBShellCasingSpawn\",345+random(-8,8),0,2,-3,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWR3H F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3H G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3H E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredBoth\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredOne\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"FireToken\",2)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3H E 1 Offset (5, 40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3H E 1 Offset (15, 56)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3H E 1 Offset (35, 88)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3H E 1 Offset (55, 120)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3H E 9 Offset (75, 152) //originally 15 ticks\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/RD2\",6)\n\t\tWR3F G 1 Offset (75, 152)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F G 1 Offset (55, 120)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F G 1 Offset (35, 88)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F G 1 Offset (15, 56)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F G 1 Offset (5, 40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tReloadTheTwo:\n\t\tWR3G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/RD1\",1)\n\t\tWR3G C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBShellCasingSpawn\",345+random(-8,8),0,2,-3,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBShellCasingSpawn\",345+random(-6,6),0,3,-3,0)\n\t\tWR3G F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredBoth\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredOne\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"FireToken\",2)\n\tUpAndDown:\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G E 1 Offset (5, 40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G E 1 Offset (15, 56)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G E 1 Offset (35, 88)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G E 1 Offset (55, 120)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G E 9 Offset (75, 152) //originally 15 ticks\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/RD2\",6)\n\t\tWR3F G 1 Offset (75, 152)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F G 1 Offset (55, 120)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F G 1 Offset (35, 88)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F G 1 Offset (15, 56)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F G 1 Offset (5, 40)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tGoto Ready\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G A 1 A_SelectWeapon(\"CBWP3X2\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 BRIGHT A_Light1\n\t\tGoto LightDone\n\t\tTNT1 A 0 BRIGHT A_Light1\n\t\tGoto LightDone\n \tSpawn:\n\t\tWP3P A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Dual Sawnoffs\n//==============================================================================\n\nACTOR CBWP3X2 : CalebWeapon\n{\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 1100\n\tWeapon.SlotNumber 9\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 4\n\tWeapon.AmmoType \"CBASH1\"\n\tInventory.Pickupmessage \"You got the Sawnoffs!\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tTag \"Dual Sawnoffs\"\n\tScale 0.7\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_Gunflash(\"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tWP3R CBA 1 Offset(0,32)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tWP3R ABC 1 Offset(0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tWL3G A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM)// Weapon is ready to fire\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"ReadyToFire\")\n\tSing:\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto ReadyToFire\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP3B A 1 A_SelectWeapon(\"CBWP3\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto ReadyToFire\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tTNT1 A 0 Offset(67, 100)\n\t\tTNT1 A 0 Offset(32, 69)\n\t\tTNT1 A 0 Offset(10, 47)\n\t\tTNT1 A 0 Offset(2, 34)\n\t\tTNT1 A 0 Offset(0, 32)\n\t\tTNT1 A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tWP3B A 1\n\t\tGoto ReadyToFire\n\tLeftCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",1,\"LeftReload\")\n\t\tGoto ReadyToFire\n\tFireLeftGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftFiredOne\",2,\"LeftReload\")\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/FR1\",6)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 A_FireBullets(4.2, 4.2, 9, 7,\"Bullet_Puff\")\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,-9,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -1.5)\n\t\tWL3F B 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3F C 1 BRIGHT A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3F D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3F D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3F E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3F E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3F F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3F G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3F H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GiveInventory(\"LeftFiredOne\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LeftFiredOne\",2,\"LeftCheck\")\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\tRightCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",1,\"RightReload\")\n\t\tGoto Flash\n\tFireRightGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredOne\",2,\"RightReload\") //RightFiredOne\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/FR1\",7)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.965)\n\t\tTNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)\n\t\tTNT1 A 0 A_FireBullets(4.2, 4.2, 9, 7,\"Bullet_Puff\")\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -1.5)\n\t\tWR3F B 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tWR3F C 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3F H 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GiveInventory(\"FiredOne\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredOne\",2,\"RightCheck\")\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\tRightReload:\n\t\tWR3G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/RD1\",0)\n\t\tWR3G C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBShellCasingSpawn\",345+random(-8,8),0,2,-3,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBShellCasingSpawn\",345+random(-6,6),0,3,-3,0)\n\t\tTNT1 A 25 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch) //was 35\n\t\tTNT1 A 0 A_TakeInventory(\"FiredOne\",2)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/RD2\",0)\n\t\tWR3G D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR3G B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Flash\n\tLeftReload:\n\t\tWL3G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/RD1\",0)\n\t\tWL3G C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3G D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBShellCasingSpawnL\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,-10,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,-10,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBShellCasingSpawnL\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 25 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch) //was 35\n\t\tTNT1 A 0 A_TakeInventory(\"LeftFiredOne\",2)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP3/RD2\",0)\n\t\tWL3G D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3G C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL3G B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto ReadyToFire\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tWP3B A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tFlash:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tWR3G A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n \tSpawn:\n\t\tWP3P B -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WP9.txt",
"contents": "//==============================================================================\n// Pancor Jackhammer Shotgun\n//==============================================================================\n// Sprites by Captain J and MidoriMan\n//==============================================================================\n\nACTOR CBWP9 : CalebWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 900\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoGive1 10\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"CBASH1\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"CBASH1\"\n\tWeapon.AmmoUse2 0\n\tInventory.Pickupmessage \"Obtained Jackhammer (Slot 3)\"\n\tInventory.PickupSound \"Misc/Weapon1\"\n\tObituary \"%o got blasted by %k's Jackhammer.\"\n\tTag \"Jackhammer\"\n\tScale 0.4\n\tStates\n\t{\n\tDeselect:\n\t\tWP9G A 1 Offset(2, 34)\n\t\tWP9G A 1 Offset(10, 47)\n\t\tWP9G A 1 Offset(32, 69)\n\t\tWP9G A 1 Offset(67, 100)\n\t\tWP9G A 1 A_Lower\n\t\tWait\n\tFirstWP9:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1000)\n\t\tTNT1 A 0 A_TakeInventory(\"FirstTimeWP9\",9)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Pickup9\",2)\n\tReady:\n\t\tWP9G A 1 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstTimeWP9\",1,\"FirstWP9\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tWP9G A 1 Offset(67, 100)\n\t\tWP9G A 1 Offset(32, 69)\n\t\tWP9G A 1 Offset(10, 47)\n\t\tWP9G A 1 Offset(2, 34)\n\t\tWP9G A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP9/FR1\",6)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tTNT1 A 0 A_FireBullets(11.2, 7.1, 7, 5, \"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -3.5)\n\t\tWP9F B 1 Offset(2,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.00)\n\t\tWP9F C 1 Offset(4,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9G B 2 Offset(8,42)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9G C 2 Offset(6,41)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9G A 2 Offset(4,39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9G A 1 Offset(2,33)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"WP9Tossed\",1,\"DetonateBomb\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",10,1)\n\t\tGoto Dryfire\n\t\tWP9G A 1 Offset(2, 34)\n\t\tWP9G A 1 Offset(10, 47)\n\t\tWP9G A 1 Offset(32, 69)\n\t\tWP9G A 1 Offset(67, 100)\n\t\tTNT1 A 7 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9M A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9M B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9M C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9M D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9M E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_PlaySound(\"CBWP/WP0/TR1\",0)\n\t\tNULL A 0 A_GiveInventory(\"WP9Tossed\",1)\n\t\tNULL A 0 A_TakeInventory(\"CBASH1\",10)\n\t\tNULL A 0 A_FireCustomMissile(\"JackDrum\",0,1,0,0)\n\t\tWP9M D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9M C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9M B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9M A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9G A 1 Offset(67, 100)\n\t\tWP9G A 1 Offset(32, 69)\n\t\tWP9G A 1 Offset(10, 47)\n\t\tWP9G A 1 Offset(2, 34)\n\t\tGoto Ready\n\tDetonateBomb:\n\t\tWP9G A 1 Offset(2, 34)\n\t\tWP9G A 1 Offset(10, 47)\n\t\tWP9G A 1 Offset(32, 69)\n\t\tWP9G A 1 Offset(67, 100)\n\t\tWL9A A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9A B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9A C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9A D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9A E 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 Thing_Projectile(1999,201,0,0,0)\n\t\tNULL A 0 A_PlaySound(\"CBWP/WP0/BP2\",6)\n\t\tWL9A F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 Thing_ReMove(1999)\n\t\tNULL A 0 A_TakeInventory(\"WP9Tossed\",1)\n\t\tWL9A E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9A D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9A C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9A B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9A A 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9G A 1 Offset(67, 100)\n\t\tWP9G A 1 Offset(32, 69)\n\t\tWP9G A 1 Offset(10, 47)\n\t\tWP9G A 1 Offset(2, 34)\n\t\tGoto Ready\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tGoto Ready\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9G A 1 A_SelectWeapon(\"CBWP9X2\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 BRIGHT A_Light1\n\t\tGoto LightDone\n\t\tTNT1 A 1 BRIGHT A_Light2\n\t\tGoto LightDone\n \tSpawn:\n\t\tWP9P A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Dual Jackhammers\n//==============================================================================\n\nACTOR CBWP9X2 : CalebWeapon\n{\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 1100\n\tWeapon.SlotNumber 9\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoType \"CBASH1\"\n\tInventory.Pickupmessage \"You got the Jackhammer!\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tTag \"Dual Jackhammers\"\n\tScale 0.4\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_Gunflash(\"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tWP9R CBA 1 Offset(0,32)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tWP9R ABC 1 Offset(0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tWL9G A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM)// Weapon is ready to fire\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP9B A 1 A_SelectWeapon(\"CBWP9\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto ReadyToFire\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"ReadyToFire\")\n\tSing:\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto ReadyToFire\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tTNT1 A 0 Offset(67, 100)\n\t\tTNT1 A 0 Offset(32, 69)\n\t\tTNT1 A 0 Offset(10, 47)\n\t\tTNT1 A 0 Offset(2, 34)\n\t\tTNT1 A 0 Offset(0, 32)\n\t\tTNT1 A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tWP9B A 1\n\t\tGoto ReadyToFire\n\tFireLeftGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP9/FR1\",6)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tTNT1 A 0 A_FireBullets(11.2, 7.1, 7, 5,\"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,-9,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -3.5)\n\t\tWL9F B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.00)\n\t\tWL9F C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9G C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL9G A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\tFireRightGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBASH1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP9/FR1\",6)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.5)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tTNT1 A 0 A_FireBullets(11.2, 7.1, 7, 5,\"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,9,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR9F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -3.5)\n\t\tWR9F B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.00)\n\t\tWR9F C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR9G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR9G C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR9G A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tWP9B A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tFlash:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tWR9G A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n \tSpawn:\n\t\tWP9P A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// JackHammer Drum Bomb\n//==============================================================================\n\nACTOR JackBomb //Thrown Mine Coding based on Mor'ladim's springmines.\n{\n\tRadius 10\n\tHeight 5\n\tSpeed 20\n\t+MISSILE\n\t+DROPOFF\n\t+THRUACTORS\n\t+CANBOUNCEWATER\n\tDONTHURTSHOOTER\n\tGravity 0.9\n\tBounceType \"Doom\"\n\tBounceSound \"CBWP/WP0/BN1\"\n\tBounceFactor 0.2\n\tWallBounceFactor 0.1\n\tScale 0.5\n\tStates\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP0/BP1\")\n\t WP9P BBCC 1\n\t\tLoop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"JackDrum\",0,0,0,0,0,0,0,32)\n\t\tStop\n }\n}\n\n//==============================================================================\n// Jack Drum Projectile\n//==============================================================================\nACTOR WP9Tossed : Inventory {Inventory.MaxAmount 1}\n\nACTOR JackDrum : Rocket\n{\n Scale 0.3\n -NOGRAVITY\n -ROCKETTRAIL\n\t+BOUNCEONACTORS\n\t+ALLOWBOUNCEONACTORS\n\t+MOVEWITHSECTOR\n\t+SHOOTABLE\n\tHealth 1\n\tBounceType \"Doom\"\n\tBounceFactor 0.25\n\tWallBounceFactor 0.4\n Damage 0\n\tSpeed 20\n ExplosionDamage 255\n ExplosionRadius 128\n SeeSound \"ARWP/WAI/BN1\"\n DeathSound \"ARWP/WAI/BN1\"\n States\n {\n Spawn:\n\t\tNULL A 0\n\t\tNULL A 0 A_SetTranslucent(1.0)\n\t\tNULL A 0 A_PlaySound(\"CBWP/WP0/BP1\")\n\t\tWP9P B 3 Thing_ChangeTid(0,1999)\n\t\tWP9P B 3 Thing_ChangeTid(0,1999)\n\t\tWP9P B 3 Thing_ChangeTid(0,1999)\n\t\tWP9P B 3 Thing_ChangeTid(0,1999)\n\t\tWP9P B 3 Thing_ChangeTid(0,1999)\n\t\tLoop\n Death:\n\t\tWP9P B 1 Thing_ChangeTid(0,1999)\n\t\tWP9P B 1 Thing_ChangeTid(0,1999)\n\t\tWP9P B 1 Thing_ChangeTid(0,1999)\n\t\tNULL A 0 A_SetTranslucent(1.0)\n\t\tNULL A 0 A_PlaySound(\"CBWP/WP0/BP1\")\n\t\tWP9P B 2 Thing_ChangeTid(0,1999)\n\t\tWP9P B 2 Thing_ChangeTid(0,1999)\n\t\tWP9P B 2 Thing_ChangeTid(0,1999)\n\t\tWP9P B 2 Thing_ChangeTid(0,1999)\n\t\tWP9P B 2 Thing_ChangeTid(0,1999)\n\t\tWP9P B 2 Thing_ChangeTid(0,1999)\n\t\tWP9P B 2 Thing_ChangeTid(0,1999)\n\t\tWP9P B 2 Thing_ChangeTid(0,1999)\n\t\tNULL A 0 A_PlaySound(\"CBWP/WP0/BP1\")\n\t\tWP9P B 2 Thing_ChangeTid(0,1999)\n\t\tGoto Death+2\n\t}\n}\n\nACTOR FakeCBSFXP1: CBSFXP1\n{\n SeeSound \"Misc/Explosion\"\n SpawnID 201\n Radius 8\n Height 56\n Speed 0\n\tScale 0.3\n\tRenderstyle Add\n\tAlpha 0.6\n ExplosionDamage 255\n ExplosionRadius 192\n\tDecal Scorch\n\tBounceSound \"ARWP/WAI/BN1\"\n\tObituary \"Boom.\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WP4.txt",
"contents": "//==============================================================================\n// Ingram MAC-11\n//==============================================================================\n// Sprites by Neccronixis, Rolls, Uboa, Xaser, Captain J and MidoriMan\n//==============================================================================\n\nACTOR SilencerToken : Inventory { Inventory.MaxAmount 1 }\nACTOR CBWP4 : CalebWeapon\n{\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 900\n\tWeapon.SlotNumber 4\n\tWeapon.AmmoGive1 30\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"CBACL1\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"CBACL1\"\n\tWeapon.AmmoUse2 1\n\tInventory.Pickupmessage \"Obtained Submachinegun (Slot 2)\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tObituary \"%o got shot in the head by %k's Submachinegun.\"\n\tTag \"Submachinegun\"\n\tScale 0.5\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SilencerToken\",1,\"DeselectSilenced\")\n\t\tWR4G A 1 Offset(2, 34)\n\t\tWR4G A 1 Offset(10, 47)\n\t\tWR4G A 1 Offset(32, 69)\n\t\tWR4G A 1 Offset(67, 100)\n\t\tWR4G A 1 A_Lower\n\t\tWait\n\tDeselectSilenced:\n\t\tW4RG A 1 Offset(2, 34)\n\t\tW4RG A 1 Offset(10, 47)\n\t\tW4RG A 1 Offset(32, 69)\n\t\tW4RG A 1 Offset(67, 100)\n\t\tW4RG A 1 A_Lower\n\t\tWait\n\tFirstWP4:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1000)\n\t\tTNT1 A 0 A_TakeInventory(\"FirstTimeWP4\",9)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Pickup4\",2)\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SilencerToken\",1,\"ReadySilencer\")\n\t\tWR4G A 1 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstTimeWP4\",1,\"FirstWP4\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tReadySilencer:\n\t\tW4RG A 1 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tGoto Ready\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SilencerToken\",1,\"SelectSilenced\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tWR4G A 1 Offset(67, 100)\n\t\tWR4G A 1 Offset(32, 69)\n\t\tWR4G A 1 Offset(10, 47)\n\t\tWR4G A 1 Offset(2, 34)\n\t\tWR4G A 1 A_Raise\n\t\tWait\n\tSelectSilenced:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tW4RG A 1 Offset(67, 100)\n\t\tW4RG A 1 Offset(32, 69)\n\t\tW4RG A 1 Offset(10, 47)\n\t\tW4RG A 1 Offset(2, 34)\n\t\tW4RG A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SilencerToken\",1,\"FireSilenced\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP4/FR1\",7)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 Radius_Quake(1, 2, 0, 1, 0)\n\t\tTNT1 A 0 A_FireBullets(5.6, 5.6, -1, 6,\"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR4F A 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tWR4G B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR4G A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tFireSilenced:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto SilencedDryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP4/FR2\",7)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 Radius_Quake(1, 2, 0, 1, 0)\n\t\tTNT1 A 0 A_FireBullets(5.6, 5.6, -1, 5,\"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW4RF A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tW4RG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW4RG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SilencerToken\",1,\"Unsilence\")\n\t\tWR4G A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR4G A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR4G A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR4G A 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GiveInventory(\"SilencerToken\",1)\n\t\tTNT1 A 7\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tW4RG A 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW4RG A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW4RG A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW4RG A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tUnsilence:\n\t\tW4RG A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW4RG A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW4RG A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW4RG A 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"SilencerToken\",1)\n\t\tTNT1 A 7\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tWR4G A 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR4G A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR4G A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR4G A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tGoto Ready\n\tSilencedDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tGoto ReadySilencer\n\tZoom:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SilencerToken\",1,\"ZoomSilence\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR4G A 1 A_SelectWeapon(\"CBWP4X2\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tZoomSilence:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW4RG A 1 A_SelectWeapon(\"CBWP4X3\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 BRIGHT A_Light1\n\t\tGoto LightDone\n\t\tTNT1 A 1 BRIGHT A_Light2\n\t\tGoto LightDone\n \tSpawn:\n\t\tWP4P A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Dual Ingram MAC-11\n//==============================================================================\n\nACTOR CBWP4X2 : CalebWeapon\n{\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 1100\n\tWeapon.SlotNumber 8\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 30\n\tWeapon.AmmoType \"CBACL1\"\n\tInventory.Pickupmessage \"You got the Submachinegun!\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tTag \"Dual Submachineguns\"\n\tScale 0.5\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_Gunflash(\"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tWP4R CBA 1 Offset(0,32)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tWP4R ABC 1 Offset(0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tWL4G A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM)// Weapon is ready to fire\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"ReadyToFire\")\n\tSing:\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto ReadyToFire\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tTNT1 A 0 Offset(67, 100)\n\t\tTNT1 A 0 Offset(32, 69)\n\t\tTNT1 A 0 Offset(10, 47)\n\t\tTNT1 A 0 Offset(2, 34)\n\t\tTNT1 A 0 Offset(0, 32)\n\t\tTNT1 A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tWP4B A 1\n\t\tGoto ReadyToFire\n\tFireLeftGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP4/FR1\",6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 Radius_Quake(1, 2, 0, 1, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(4,-4),0,-40,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,-10,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL4F A 1 BRIGHT A_FireBullets(5.6, 5.6, -1, 6,\"Bullet_Puff\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\tFireRightGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP4/FR1\",7)\n\t\tTNT1 A 0 Radius_Quake(1, 2, 0, 1, 0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(-4,4),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,10,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR4F A 1 BRIGHT A_FireBullets(5.6, 5.6, -1, 6,\"Bullet_Puff\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tWP4B A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tFlash:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tWR4G A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP4B A 1 A_SelectWeapon(\"CBWP4\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto ReadyToFire\n \tSpawn:\n\t\tWP4P A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Dual Silenced Ingram MAC-11\n//==============================================================================\n\nACTOR CBWP4X3 : CalebWeapon\n{\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 1100\n\tWeapon.SlotNumber 8\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"CBACL1\"\n\tInventory.Pickupmessage \"You got the Silenced Submachinegun!\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tTag \"Silenced Submachineguns\"\n\tScale 0.5\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_Gunflash(\"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tWX4R CBA 1 Offset(0,32)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tWX4R ABC 1 Offset(0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tW4LG A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM)// Weapon is ready to fire\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"ReadyToFire\")\n\tSing:\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto ReadyToFire\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tTNT1 A 0 Offset(67, 100)\n\t\tTNT1 A 0 Offset(32, 69)\n\t\tTNT1 A 0 Offset(10, 47)\n\t\tTNT1 A 0 Offset(2, 34)\n\t\tTNT1 A 0 Offset(0, 32)\n\t\tTNT1 A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tWX4B A 1\n\t\tGoto ReadyToFire\n\tFireLeftGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP4/FR2\",7)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 Radius_Quake(1, 2, 0, 1, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(4,-4),0,-40,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,-10,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW4LF A 1 BRIGHT A_FireBullets(5.6, 5.6, -1, 5,\"Bullet_Puff\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\tFireRightGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBACL1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP4/FR2\",6)\n\t\tTNT1 A 0 Radius_Quake(1, 2, 0, 1, 0)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBLightCasingSpawn\",345+random(-4,4),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,10,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tW4RF A 1 BRIGHT A_FireBullets(5.6, 5.6, -1, 5,\"Bullet_Puff\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tWX4B A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tFlash:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tW4RG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWX4B A 1 A_SelectWeapon(\"CBWP4\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto ReadyToFire\n \tSpawn:\n\t\tWP4P A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WP5.txt",
"contents": "//==============================================================================\n// Flare Gun\n//==============================================================================\n// Sprites by Xenoxols, Monolith and MidoriMan\n//==============================================================================\n// Decorate by lolo_is_cool edited by me.\n//==============================================================================\n\nACTOR CBWP5 : CalebWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 900\n\tWeapon.Kickback 30\n\tWeapon.SlotNumber 5\n\tWeapon.AmmoGive1 2\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"CBAEX1\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"CBAEX1\"\n\tWeapon.AmmoUse2 8\n\tInventory.Pickupmessage \"Obtained Flare Gun (Slot 5)\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tObituary \"%o was cooked by %k's Flare Gun.\"\n\tTag \"Flare Gun\"\n\tScale 0.7\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Drylower\")\n\t\tWR5G A 1 Offset(2, 34)\n\t\tWR5G A 1 Offset(10, 47)\n\t\tWR5G A 1 Offset(32, 69)\n\t\tWR5G A 1 Offset(67, 100)\n\t\tWR5G A 1 A_Lower\n\t\tWait\n\tDrylower:\n\t\tNULL A 0 A_StopSound(6)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReadyNoAmmo:\n\t\tTNT1 A 1 A_WeaponReady\n\t\tLoop\n\tFirstWP5:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1000)\n\t\tTNT1 A 0 A_TakeInventory(\"FirstTimeWP5\",9)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Pickup5\",2)\n\tReady:\n\t\tWR5G A 1 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstTimeWP5\",1,\"FirstWP5\")\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"ReadyNoAmmo\")\n\t\tWR5G A 1 Offset(67, 100)\n\t\tWR5G A 1 Offset(32, 69)\n\t\tWR5G A 1 Offset(10, 47)\n\t\tWR5G A 1 Offset(2, 34)\n\t\tWR5G A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAEX1\",1,1)\n\t\tGoto Dryfire\n\t\tWR5F A 2 BRIGHT\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP5/FR1\",6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlareFire\",0,1,9,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -1.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5F B 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5F C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5F D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5G BCD 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5G EFG 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAEX1\",8,1)\n\t\tGoto Dryfire\n\t\tWR5F A 2 BRIGHT\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP5/FR2\",6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlareAlt\",0,1,9,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -4.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5F B 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5F C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5F D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5G BCD 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5G EFG 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5G A 1 A_SelectWeapon(\"CBWP5X2\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 BRIGHT A_Light1\n\t\tGoto LightDone\n\t\tTNT1 A 1 BRIGHT A_Light2\n\t\tGoto LightDone\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tGoto Ready\n\tSpawn:\n\t\tWP5P A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Dual Flare Guns\n//==============================================================================\n\nACTOR CBWP5X2 : CalebWeapon\n{\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 1100\n\tWeapon.SlotNumber 8\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoType \"CBAEX1\"\n\tInventory.Pickupmessage \"You got the Flare Gun!\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tTag \"Dual Flare Guns\"\n\tScale 0.5\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_Gunflash(\"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tWP5R CBA 1 Offset(0,32)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tWP5R ABC 1 Offset(0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tWL5G A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM)// Weapon is ready to fire\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"ReadyToFire\")\n\tSing:\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto ReadyToFire\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tTNT1 A 0 Offset(67, 100)\n\t\tTNT1 A 0 Offset(32, 69)\n\t\tTNT1 A 0 Offset(10, 47)\n\t\tTNT1 A 0 Offset(2, 34)\n\t\tTNT1 A 0 Offset(0, 32)\n\t\tTNT1 A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tWP5B A 1\n\t\tGoto ReadyToFire\n\tFireLeftGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAEX1\",1,1)\n\t\tGoto Dryfire\n\t\tWL5F A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP5/FR1\",6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlareFire\",0,1,-9,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,-9,0,0,0)\n\t\tWL5F B 2 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -1.5)\n\t\tWL5F C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL5F D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL5G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL5G C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL5G D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL5G E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL5G F 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL5G G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\tFireRightGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAEX1\",1,1)\n\t\tGoto Dryfire\n\t\tWR5F A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP5/FR1\",6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlareFire\",0,1,9,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,9,0,0,0)\n\t\tWR5F B 2 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -1.5)\n\t\tWR5F C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5F D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5G C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5G D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5G E 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5G F 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR5G G 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tWP5B A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tFlash:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tWR5G A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP5B A 1 A_SelectWeapon(\"CBWP5\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto ReadyToFire\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n \tSpawn:\n\t\tWP5P A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WP6.txt",
"contents": "//==============================================================================\n// Napalm Launcher/Incinerator\n//==============================================================================\n// Sprites by Haze Bandicoot and MidoriMan (sleeves)\n//==============================================================================\n\nACTOR CBWP6 : CalebWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 900\n\tWeapon.SlotNumber 5\n\tWeapon.AmmoGive1 10\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"CBAEX1\"\n\tWeapon.AmmoUse1 2\n\tWeapon.AmmoType2 \"CBAEX1\"\n\tWeapon.AmmoUse2 10\n\tInventory.Pickupmessage \"Obtained Napalm Launcher (Slot 5)\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tObituary \"%k loves the smell of %o's carcass in the morning!\"\n\tTag \"Napalm Launcher\"\n\tScale 0.75\n\tStates\n\t{\n\tDeselect:\n\t\tWR6G A 1 Offset(2, 34)\n\t\tWR6G A 1 Offset(10, 47)\n\t\tWR6G A 1 Offset(32, 69)\n\t\tWR6G A 1 Offset(67, 100)\n\t\tWR6G A 1 A_Lower\n\t\tWait\n\tFirstWP6:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1000)\n\t\tTNT1 A 0 A_TakeInventory(\"FirstTimeWP6\",9)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Pickup6\",2)\n\tReady:\n\t\tWR6G A 1 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstTimeWP6\",1,\"FirstWP6\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWR6I A 3 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWR6I B 3 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWR6I C 3 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWR6I D 3 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWR6I E 3 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(144,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tWR6G A 1 Offset(67, 100)\n\t\tWR6G A 1 Offset(32, 69)\n\t\tWR6G A 1 Offset(10, 47)\n\t\tWR6G A 1 Offset(2, 34)\n\t\tWR6G A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAEX1\",2,1)\n\t\tGoto Dryfire\n\t\tWR6G B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G C 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G D 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G E 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP6/FR1\",6)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+1.0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"NRocket\",Random(-2,0),TRUE,8,3+random(-1,1))\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0\n\t\tWR6F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -2.5)\n\t\tWR6F B 3 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F C 3 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F D 3 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F E 3 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F F 3 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F G 3 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\t//Cooldown\n\t\tWR6G E 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAEX1\",10,1)\n\t\tGoto Dryfire\n\t\tWR6G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G E 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP6/FR1\",6)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+1.0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"NapalmRocketAlt1\",Random(-2,2),TRUE,5,3+Random(-2,2))\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -2.5)\n\t\tWR6F B 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F E 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F F 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F G 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\t//Cooldown\n\t\tWR6G E 3 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G D 3 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G C 3 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G B 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G A 1 A_SelectWeapon(\"CBWP6X2\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 BRIGHT A_Light1\n\t\tGoto LightDone\n\t\tTNT1 A 1 BRIGHT A_Light2\n\t\tGoto LightDone\n \tSpawn:\n\t\tWP6P A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Dual Napalm Launchers\n//==============================================================================\n\nACTOR CBWP6X2 : CalebWeapon\n{\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 1100\n\tWeapon.SlotNumber 9\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoType \"CBAEX1\"\n\tInventory.Pickupmessage \"You got the Napalm Launcher\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tTag \"Dual Napalm Launchers\"\n\tScale 0.75\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_Gunflash(\"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tWP6R CBA 1 Offset(0,32)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tWP6R ABC 1 Offset(0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tWL6G A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM) // Weapon is ready to fire\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"ReadyToFire\")\n\tSing:\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto ReadyToFire\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP6B A 1 A_SelectWeapon(\"CBWP6\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto ReadyToFire\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tTNT1 A 0 Offset(67, 100)\n\t\tTNT1 A 0 Offset(32, 69)\n\t\tTNT1 A 0 Offset(10, 47)\n\t\tTNT1 A 0 Offset(2, 34)\n\t\tTNT1 A 0 Offset(0, 32)\n\t\tTNT1 A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tWP6B A 1\n\t\tGoto ReadyToFire\n\tFireLeftGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAEX1\",2,1)\n\t\tGoto Dryfire\n\t\tWL6G B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6G C 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6G D 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6G E 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP6/FR1\",6)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+1.0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"NRocket\",Random(-1,1),TRUE,-5,3+random(-1,1))\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,-9,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -2.5)\n\t\tWL6F B 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6F C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6F D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6F E 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6F F 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6F G 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\t//Cooldown\n\t\tWL6G E 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6G D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6G C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWL6G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\tFireRightGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAEX1\",2,1)\n\t\tGoto Dryfire\n\t\tWR6G B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G C 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G D 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G E 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP6/FR1\",6)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+1.0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"NRocket\",Random(-2,0),TRUE,8,3+random(-1,1))\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,9,0,0,0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F A 1 BRIGHT\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -2.5)\n\t\tWR6F B 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F E 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F F 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6F G 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\t//Cooldown\n\t\tWR6G E 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G D 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G C 2 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWR6G B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tWP6B A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tFlash:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tWR6G A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n \tSpawn:\n\t\tWP6P A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WP7.txt",
"contents": "//==============================================================================\n// Cursed Heart\n//==============================================================================\n// Sprites and Idea by Pawel Dzierzanowski and MidoriMan (sleeves)\n//==============================================================================\n\nACTOR CBWP7 : CalebWeapon replaces PlasmaRifle\n{\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 900\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoGive1 20\n\tWeapon.AmmoType1 \"CBAFG1\"\n\tWeapon.AmmoUse1 2\n\tWeapon.AmmoUse2 2\n\tWeapon.AmmoType2 \"CBAFG1\"\n\tInventory.Pickupmessage \"Obtained Cursed Heart (Slot 6)\"\n\tInventory.PickupSound \t\"Misc/Weapon2\"\n\tObituary \"%o got stabbed in the soul by %k's Cursed Heart.\"\n\tTag \"Cursed Heart\"\n\tScale 0.55\n\tStates\n\t{\n\tDeselect:\n\t\tNULL A 0 A_StopSound(7)\n\t\tWP7G A 1 Offset(2, 34)\n\t\tWP7G B 1 Offset(10, 47)\n\t\tWP7G C 1 Offset(32, 69)\n\t\tWP7G D 1 Offset(67, 100)\n\t\tWP7G D 1 A_Lower\n\t\tWait\n\tFirstWP7:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1000)\n\t\tTNT1 A 0 A_TakeInventory(\"FirstTimeWP7\",9)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Pickup7\",2)\n\tReady:\n\t\tWP7G A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstTimeWP7\",1,\"FirstWP7\")\n\t\tTNT1 A 0 A_Playsound(\"CBWP/WP7/LP1\",7)\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWP7G B 2 A_WeaponReady\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tWP7G C 2 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tWP7G D 2 A_WeaponReady\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tWP7G A 9 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select2\",7)\n\t\tWP7G A 1 Offset(67, 100)\n\t\tWP7G B 1 Offset(32, 69)\n\t\tWP7G C 1 Offset(10, 47)\n\t\tWP7G D 1 Offset(2, 34)\n\t\tWP7G D 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto Dryfire\n\t\tWP7F A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch) //3\n\t\tWP7F B 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch) //5\n\t\tWP7F C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP7/FR1\",6)\n\t\tTNT1 A 0 A_FireBullets(1, 0, 1, 22+random(3,9),\"Heart_Puff\")\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"LittleBloodSpawner\",345+random(-8,8),0,-4,-5,0)\n\t\tWP7F D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch) //2\n\t\tWP7R A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch) //2\n\t\tWP7R B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch) //2\n\t\tWP7R C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch) //2\n\t\tWP7F E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP7F F 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP7F G 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP7F H 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No focus left.\",1)\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",2,1)\n\t\tGoto Dryfire\n\t\tWP7A A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP7A B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP7A C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tSqueezeLight:\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP7/FR2\",6)\n\t\tTNT1 A 0 A_FireBullets(0.5, 0.5, 4, 2,\"Heart_Puff\")\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"Blood\",90,0,-4,0,0,35)\n\t\tWP7A D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tAltHold:\n\tSqueezeHard:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",2,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP7/FR3\",7,1,1)\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"LittleBloodSpawner\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireBullets(0.5, 0.5, 4, 2,\"Heart_Puff\")\n\t\tWP7A E 1 A_WeaponOffset(random(-1,1),random(31,33))\n\t\tTNT1 A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP7A F 1 A_WeaponOffset(random(-1,1),random(31,33))\n\t\tTNT1 A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP7A G 1 A_WeaponOffset(random(-1,1),random(31,33))\n\t\tTNT1 A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tWP7A E 1 A_Refire(\"SqueezeHard\")\n\t\tNULL A 0 A_StopSound(7)\n\t\tWP7A C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP7A B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP7A A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n \tSpawn:\n\t\tWP7P A 15\n\t\tTNT1 A 0 A_Playsound(\"CBWP/WP7/LP1\",CHAN_ITEM)\n\t\tWP7P B 10\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WP8.txt",
"contents": "//==============================================================================\n// Life Leech\n//==============================================================================\n// Sprites by Blox, Eye idea by Pawel Dzierzanowski and eye by Monolith\n//==============================================================================\n\nACTOR CBWP8 : CalebWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 900\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoGive1 50\n\tWeapon.AmmoType1 \"CBAFG1\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoUse2 100\n\tWeapon.AmmoType2 \"CBAFG1\"\n\tInventory.Pickupmessage \"Obtained Life Leech (Slot 7)\"\n\tInventory.PickupSound \t\"Misc/Weapon2\"\n\tObituary \"%o had his life extinguished by %k's Life Leech.\"\n\tTag \"Life Leech\"\n\tScale 0.7\n\tStates\n\t{\n\tDeselect:\n\t\tWP8I A 1 Offset(2, 34)\n\t\tWP8I A 1 Offset(10, 47)\n\t\tWP8I A 1 Offset(32, 69)\n\t\tWP8I A 1 Offset(67, 100)\n\t\tWP8I A 1 A_Lower\n\t\tWait\n\tFirstWP8:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1000)\n\t\tTNT1 A 0 A_TakeInventory(\"FirstTimeWP8\",9)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Pickup8\",2)\n\tReady:\n\t\tWP8I A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstTimeWP8\",1,\"FirstWP8\")\n\t\tWP8I A Random(1,35) A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tWP8I B Random(1,35) A_WeaponReady\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tWP8I C Random(1,35) A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tWP8I D Random(1,35) A_WeaponReady\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tWP8I E Random(1,35) A_WeaponReady\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select2\",7)\n\t\tWP8I A 1 Offset(67, 100)\n\t\tWP8I B 1 Offset(32, 69)\n\t\tWP8I C 1 Offset(10, 47)\n\t\tWP8I D 1 Offset(2, 34)\n\t\tWP8I D 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto Dryfire\n\t\tWP8G B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8G C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8G D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8G E 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tBegin:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_PlaySound(\"CBWP/WP8/FR1\",0)\n\t\tNULL A 0 A_AlertMonsters\n\t\tWP8F A 1 A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F A 1 A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\",random(-80,80)/10.0,1,5,3,0,random(-40,40)/10.0)\n\t\tWP8F B 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F B 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F C 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F C 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F E 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F E 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F E 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F E 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F A 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F B 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner3\", 0, 0, 0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F E 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner3\", 0, 0, 0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner3\", 0, 0, 0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner3\", 0, 0, 0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F C 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F C 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F C 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F C 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F C 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F C 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F C 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F C 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F D 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8F C 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetPitch(pitch-frandom(-0.12,0.12))\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",1,1)\n\t\tGoto LoweringDown //Dryfire\n\t\tNULL A 0 A_FireCustomMissile(\"LifeLeechShot\", random(-80,80)/10.0, 1, 5, 3, 0, random(-40,40)/10.0)\n\t\tWP8F F 1 BRIGHT A_WeaponOffset(random(-1,1),random(31,33))\n\t\tNULL A 0 A_SetAngle(angle-frandom(-0.12,0.12))\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\",0,0,0)\n\t\tNULL A 0 A_GunFlash\n\t\tNULL A 0 A_Refire(\"Begin\")\n\t\tWP8F DCBA 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8G EDCB 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tLoweringDown:\n\t\tWP8F DCBA 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWP8G EDCB 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Dryfire\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No focus left.\",1)\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAFG1\",100,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP8/FR3\",7)\n\t\tTNT1 A 0 A_SetTranslucent(0.95)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.90)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.95)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.85)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.80)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.75)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.70)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.65)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.60)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.55)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.50)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.45)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.40)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.35)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.30)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.25)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.20)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.15)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.10)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.05)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.00)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 10 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 Offset(-15,32)\n\t\tNULL A 0 A_TakeInventory(\"CBAFG1\",100)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WP8/FR2\",6)\n\t\tNULL A 0 A_FireCustomMissile(\"RDVoidSpray1\",0,0)\n\t\tNULL A 0 A_SetBlend(\"DarkRed\", 0.4, 35)\n\t\tNULL A 0 A_PlaySound(\"CBWP/WP8/FR3\",7)\n\t\tTNT1 A 10 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.05)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.10)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.15)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.20)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.25)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.30)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.35)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.40)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.45)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.50)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.55)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.60)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.65)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.70)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.75)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.80)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.85)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.90)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(0.95)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetTranslucent(1.00)\n\t\tWP8I A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n \tSpawn:\n\t\tWP8P A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Void Magick 2 - Impetopsis\n//==============================================================================\nACTOR RDVoidSpray1\n{\n\tPROJECTILE\n\t+THRUACTORS\n\t+NOCLIP\n\t+THRUSPECIES\n\tRadius 4\n\tHeight 4\n\tSpeed 25\n\tDamage 0\n\tSpecies \"RDPlayer\"\n\tStates\n\t{\n\tDeath:\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_BFGSpray(\"RDVoidSpray2\",40,20,90)\n\t\tStop\n\t}\n}\n\nACTOR RDVoidSpray2 : BFGExtra\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Add\n Alpha 0.75\n DamageType \"BFGSplash\"\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WPA.txt",
"contents": "//==============================================================================\n// Assault Rifle\n//==============================================================================\n// Sprites by The Railgunner, Doomnukem and MidoriMan\n//==============================================================================\n\nACTOR CBWPA : CalebWeapon\n{\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 900\n\tWeapon.SlotNumber 4\n\tWeapon.AmmoGive1 30\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"CBAAR1\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"CBAEX1\"\n\tWeapon.AmmoUse2 2\n\tInventory.Pickupmessage \"Obtained Assault Rifle (Slot 4)\"\n\tInventory.PickupSound \t\"Misc/Weapon1\"\n\tObituary \"%o got blasted in the brain by %k's Assault Rifle.\"\n\tTag \"Assault Rifle\"\n\tScale 0.45\n\tStates\n\t{\n\tDeselect:\n\t\tWPAG A 1 Offset(2, 34)\n\t\tWPAG A 1 Offset(10, 47)\n\t\tWPAG A 1 Offset(32, 69)\n\t\tWPAG A 1 Offset(67, 100)\n\t\tWPAG A 1 A_Lower\n\t\tWait\n\tFirstWPA:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1000)\n\t\tTNT1 A 0 A_TakeInventory(\"FirstTimeWPA\",9)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/PickupA\",2)\n\tReady:\n\t\tWPAG A 1 A_WeaponReady(WRF_ALLOWZOOM)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstTimeWPA\",1,\"FirstWPA\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tWPAG A 1 Offset(67, 100)\n\t\tWPAG A 1 Offset(32, 69)\n\t\tWPAG A 1 Offset(10, 47)\n\t\tWPAG A 1 Offset(2, 34)\n\t\tWPAG A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAAR1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WPA/FR1\",7)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.2)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 Radius_Quake(1, 3, 0, 1, 0)\n\t\tTNT1 A 0 A_FireBullets(2.8, 2.8, -1, 9,\"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBHeavyCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPAF A 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPAF B 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tWPAG A 2 Offset(0,32)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tAltfire:\n\t\tWPAA A 2 Offset(2,34)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WPA/FR2\",7)\n\t\tNULL A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"BallGrenade\",Random(2,-2),1,5,0,0,Random(2,-2))\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_Gunflash\n\t\tNULL AA 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPAA B 2 Offset(8,38)\n\t\tWPAA C 2 Offset(14,46)\n\t\tWPAA D 2 Offset(14,46)\n\t\tWPAA E 2 Offset(20,49)\n\t\tWPAG A 1 Offset(16,47)\n\t\tWPAG A 1 Offset(10,42)\n\t\tWPAG A 1 Offset(2,34)\n\t\tWPAG A 12 Offset(0,32)\n\t\tGoto Ready\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tGoto Ready\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPAG A 1 A_SelectWeapon(\"CBWPAX2\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 BRIGHT A_Light1\n\t\tGoto LightDone\n\t\tTNT1 A 1 BRIGHT A_Light2\n\t\tGoto LightDone\n \tSpawn:\n\t\tWPAP A -1\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Dual Assault Rifles\n//==============================================================================\n\nACTOR CBWPAX2 : CalebWeapon\n{\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 1100\n\tWeapon.SlotNumber 9\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 30\n\tWeapon.AmmoType \"CBAAR1\"\n\tInventory.Pickupmessage \"Obtained Assault Rifle (Slot 4)\"\n\tInventory.PickupSound \t\"weapons/generic/pickup1\"\n\tTag \"Dual Assault Rifles\"\n\tScale 0.9\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_Gunflash(\"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tWPAR CBA 1 Offset(0,32)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tWPAR ABC 1 Offset(0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tWLAG A 1 A_WeaponReady(WRF_NOFIRE|WRF_ALLOWZOOM)// Weapon is ready to fire\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"ReadyToFire\")\n\tSing:\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto ReadyToFire\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tTNT1 A 0 Offset(67, 100)\n\t\tTNT1 A 0 Offset(32, 69)\n\t\tTNT1 A 0 Offset(10, 47)\n\t\tTNT1 A 0 Offset(2, 34)\n\t\tTNT1 A 0 Offset(0, 32)\n\t\tTNT1 A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tWPAB A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\tFireLeftGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAAR1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WPA/FR1\",6)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.2)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 Radius_Quake(1, 3, 0, 1, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBHeavyCasingSpawn\",345+random(4,-4),0,-40,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,-10,0,0,0)\n\t\tWLAF A 1 BRIGHT A_FireBullets(2.8, 2.8, -1, 9,\"Bullet_Puff\")\n\t\tWLAF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tWLAG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWLAG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 AAA 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\tFireRightGun:\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAAR1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WPA/FR1\",7)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.2)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 Radius_Quake(1, 3, 0, 1, 0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBHeavyCasingSpawn\",345+random(-4,4),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,10,0,0,0)\n\t\tWRAF A 1 BRIGHT A_FireBullets(2.8, 2.8, -1, 9,\"Bullet_Puff\")\n\t\tWRAF B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.3)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tWRAG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWRAG A 1 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 AAA 0 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tWPAB A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tFlash:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tWRAG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n\tZoom:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPAB A 1 A_SelectWeapon(\"CBWPA\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto ReadyToFire\n \tSpawn:\n\t\tWPAP A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CB-WPB.txt",
"contents": "//==============================================================================\n// Vulcan Cannon\n//==============================================================================\n// Sprites by Captain J and MidoriMan\n//==============================================================================\n\nACTOR SpinToken : Inventory {Inventory.MaxAmount 1}\nACTOR CBWPB : CalebWeapon\n{\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SelectionOrder 900\n\tWeapon.SlotNumber 4\n\tWeapon.AmmoType1 \"CBAAR1\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 200\n\tInventory.Pickupmessage \"Obtained Vulcan Cannon (Slot 4)\"\n\tInventory.PickupSound \t\"Misc/Weapon1\"\n\tObituary \"%o was made in tiny pieces by %k's Vulcan Cannon.\"\n\tTag \"Vulcan Cannon\"\n\tScale 1.1\n\tStates\n\t{\n\tDeselect:\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tWPBG A 1 Offset(2, 34)\n\t\tWPBG C 1 Offset(10, 47)\n\t\tWPBG A 1 Offset(32, 69)\n\t\tWPBG C 1 Offset(67, 100)\n\t\tWPBG D 1 A_Lower\n\t\tWait\n\tFirstWPB:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1000)\n\t\tTNT1 A 0 A_TakeInventory(\"FirstTimeWPB\",9)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/PickupB\",2)\n\tReady:\n\t\tWPBG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"SpinToken\",1,\"ReadySpin\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstTimeWPB\",1,\"FirstWPB\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tLoop\n\tReadySpin:\n\t\tWPBG BCDA 1 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WPB/ST1\",7,1,1)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_JumpIfInventory(\"FirstTimeWPB\",1,\"FirstWPB\")\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWannaCool\",1)\n\t\tTNT1 A 0 A_Jump(1,\"HeWannaSing\")\n\t\tGoto Ready\n\tHeWannaSing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebWannaCool\",1,\"Ready\")\n\tSing:\n\t\tTNT1 A 0 A_Jump(96,\"HeChangedHisMind\")\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Sing\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tHeChangedHisMind:\n\t\tTNT1 A 0 A_GiveInventory(\"CalebWannaCool\",1500)\n\t\tGoto Ready\n\tSelect:\n\t\tTNT1 A 0 A_Playsound(\"weapons/generic/select1\",7)\n\t\tWPBG A 1 Offset(67, 100)\n\t\tWPBG C 1 Offset(32, 69)\n\t\tWPBG A 1 Offset(10, 47)\n\t\tWPBG C 1 Offset(2, 34)\n\t\tWPBG D 1 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAAR1\",1,1)\n\t\tGoto Dryfire\n\t\tTNT1 A 0 A_JumpIfInventory(\"SpinToken\",1,\"NowYouFire\")\n\tSpinMeRound:\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WPB/ST1\",7)\n\t\tWPBG A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\tNowYouFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CBAAR1\",1,1)\n\t\tGoto SpinMeDown\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WPB/FR1\",6)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"STRecoilToggle\")==0,2)\n\t\tNULL A 0 A_Recoil(+0.1)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.990)\n\t\tTNT1 A 0 Radius_Quake(2, 2, 0, 1, 0)\n\t\tTNT1 A 0 A_FireBullets(8.4, 8.4, -1, 11,\"Bullet_Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBHeavyCasingSpawn\",345+random(-8,8),0,-4,-5,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tTNT1 A 0 A_Gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Jump(253,2)\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Laugh\",2)\n\t\tWPBF A 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBF B 1 BRIGHT A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RecoilToggle\")==0,2)\n\t\tTNT1 A 0 A_SetPitch(pitch -0.9)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_ReFire(\"NowYouFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SpinToken\",1,\"ReadySpin\")\n\tSpinMeDown:\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WPB/ST2\",7)\n\t\tWPBG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG C 2 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG D 2 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG A 2 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG B 2 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG C 2 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG D 2 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG A 3 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG B 3 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG C 3 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG D 3 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG C 4 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tWPBG B 4 A_WeaponReady(WRF_NoSecondary|WRF_NoSwitch)\n\t\tNULL A 0 A_FireCustomMissile(\"CBSmokeSpawner\",0,0,8,0,0,0)\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SpinToken\",1,\"TurnOff\")\n\tTurnON:\n\t\tWPBG A 5 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Print(\"(Spinning Mode Selected)\",8)\n\t\tTNT1 A 0 A_GiveInventory(\"SpinToken\",1)\n\t\tGoto Ready\n\tTurnOFF:\n\t\tTNT1 A 0 A_Print(\"(NO-Spinning Mode Selected)\",8)\n\t\tTNT1 A 0 A_TakeInventory(\"SpinToken\",9)\n\t\tTNT1 A 0 A_PlaySound(\"CBWP/WPB/ST2\",7)\n\t\tWPBG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG B 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG C 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG D 1 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG A 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG B 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG C 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG D 2 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG A 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG B 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG C 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG A 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG B 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG C 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tWPBG D 3 A_WeaponReady(WRF_NoFire|WRF_NoSecondary|WRF_NoSwitch)\n\t\tGoto Ready\n\tDryfire:\n\t\tTNT1 A 0 A_Print(\"No ammo\",1)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 BRIGHT A_Light1\n\t\tGoto LightDone\n\t\tTNT1 A 1 BRIGHT A_Light2\n\t\tGoto LightDone\n \tSpawn:\n\t\tWPBP A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Various/CB-Effects.txt",
"contents": "//==============================================================================\n// Teleport Fog\n//==============================================================================\n\nACTOR CBSFTP1 : TeleportFog replaces TeleportFog\n{\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+NOGRAVITY\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem(\"CBSmokeSpawner\")\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Explosions\n//==============================================================================\n\nACTOR CBSFXP1\n{\n\tRadius 128\n\tHeight 64\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+NOGRAVITY\n\tDecal Scorch\n\tSpawnID 201\n\tRenderstyle Add\n\tAlpha 1.75\n\tSeeSound \"\"\n\tDeathSound \"misc/explosion\"\n\tObituary \"BOOM!\"\n\tVar int user_lmine;\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tTNT1 A 0 A_MissileAttack\n\t\tTNT1 A 0 A_Explode(128,128)\n\t\tNULL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"EarRingToggle\")==0,2)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/explosion/ear\",5,1,0,1)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx(\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\")\n\t\tTNT1 A 0 Radius_Quake (4,30,0,15,0)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile(\"Explarticles\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Explosmokes\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnDebris(\"BulletSparks\")\n\t\tTNT1 A 0 A_SetScale(0.8)\n\t\tTNT1 A 0 A_SetTranslucent(0.65,1)\n\tBlast:\n\t\tTNT1 A 0 A_CustomMissile(\"MineBlastVisual\",0,0,user_lmine,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SetUserVar(\"user_lmine\",user_lmine+1)\n\t\tTNT1 A 0 A_JumpIf(user_lmine==360,\"EndBlast\")\n\t\tLoop\n\tEndBlast:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckFloor(\"EndGround\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",TRUE)\n\t\tARX1 ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n\tEndGround:\n\t\tTNT1 A 0 A_SetScale(1.1)\n\t\tTNT1 A 0 A_PlaySound(\"Misc/Explosion\",7)\n\t\tARX2 ABCDEFGHIJKLMN 2 BRIGHT\n\t\tStop\n\t\tStop\n\t}\n}\n\n//==============================================================================\n// Explosion spawner\n//==============================================================================\n\nACTOR MineBlastVisual //Aesthetic part comes from the Spring Mine by Mor'ladim.\n{\n Speed 8\n Radius 8\n Height 5\n RenderStyle Add\n Alpha 0.45\n Scale 0.55\n PROJECTILE\n +BRIGHT\n +THRUACTORS\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n MBLS TTTTT 1\n TNT1 A 0 A_SetTranslucent(0.1)\n MBLS TTT 2 A_SetScale(0.3)\n\t MBLS TT 2 A_SetScale(0.2)\n\t MBLS T 1 A_SetScale(0.1)\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR Explosmokes // Creds to TheSkyBug\n{\n\tprojectile\n\tradius 1\n\theight 1\n\tspeed 2\n\tdamage 0\n\t+DOOMBOUNCE\n\t+NOBLOCKMAP\n\t+THRUACTORS\n\tScale 1.15\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 Thing_ChangeTID(0,390)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"SmokeToggle\")==0,19)\n\tSMOK ABCD 4 A_SetTranslucent(0.45,1)\n\tSMOK EFGHIJKLMNOPQR 4 A_FadeOut(0.05,1)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR ExplarticleSmokeSpawner\n{\n Speed 20\n +NOCLIP\n States\n {\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tNULL AA 0 A_CustomMissile(\"ExplarticleSmoke\",0,0,random(0, 360),2,random(0, 180))\n \tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR ExplarticleSmoke\n{\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+MISSILE\n\tRenderStyle Add\n\tAlpha 0.8\n\tSpeed 1\n\tRadius\t\t0\n\tHeight\t\t0\n\tScale\t\t0.2\n\tStates\n {\n Spawn:\n NULL A 1 A_SetTranslucent(0.45)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"SmokeToggle\")==0,19)\n SMOK ABCDEFGHIJKLMNOPQR 2 A_FadeOut(0.005)\n\t\tTNT1 A 0\n Stop\n }\n}\n\nactor Explarticles //Creds to TheSkyBug\n{\n\trenderstyle add\n\tscale 0.03\n\tProjectile\n\t-NOGRAVITY\n\tspeed 12\n\tgravity 0.65\n\tradius 2\n\theight 2\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tgoto Fly\n\tFly:\n\t\tTNT1 A 0 A_SpawnItem(\"ExplarticleSmoke\")\n\t\tSPRK A 1 bright A_FadeOut(0.01)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\n//==============================================================================\n// Explosion floor decal - Used from Brutal Doom v20 by Sgt. Mark IV.\n//==============================================================================\n\nACTOR DetectFloorCrater\n{\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+FORCEXYBILLBOARD\n\t+NODAMAGETHRUST\n\t+MOVEWITHSECTOR\n\t+DOOMBOUNCE\n \t-DONTSPLASH\n\tGame Doom\n\tScale 3.4\n\tSpeed 0\n\tHealth 1\n\tRadius 8\n\tHeight 4\n\tGravity 0.9\n\tDamage 0\n\tRenderstyle Translucent\n\tAlpha 0.70\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 2\n\t\tGoto Spawn2\n\tSpawn2:\n\t\tTNT1 A 0 ThrustThingZ(0,-10,0,1)\n\t\tTNT1 A 4\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tXXX1 A 500\n\t\tStop\n }\n}\n\n//==============================================================================\n// Explosive Barrel\n//==============================================================================\nACTOR CBEXPB1 : ExplosiveBarrel\n{\n\t-COUNTKILL\n\t+FLOORCLIP\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+PUSHABLE\n\t+ACTIVATEMCROSS\n\t+DONTGIB\n\t+NOICEDEATH\n\t+OLDRADIUSDMG\n\tSpeed \t0\n\tMass \t650\n\tHealth \t20\n\tRadius \t10\n\tHeight \t34\n\tScale \t0.45\n\tPainchance 255\n\tPainchance \"Melee\", 256\n\tPainchance \"Heart\", 256\n\tDamagefactor \"Melee\", 0.1\n\tDamagefactor \"Heart\", 0.1\n\tPainSound \"world/barrelp\"\n\tDeathSound \"misc/explosion\"\n\tObituary \t\"Player went boom.\"\n\tStates\n\t{\n\tSpawn:\n\tSee:\n\t\tEX1G A 1\n\t\tLoop\n\tPain.Melee:\n\t\tTNT1 A 0 A_PlaySound(\"world/barrelp\")\n TNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 HealThing(100)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+128, 5, 0, 0)\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto See\n\tDeath:\n\t\tEX1G A 4 Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX1G A 5 Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX1G A 5 Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX1G B 1 BRIGHT Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX1G C 1\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_SpawnItem(\"CBSFXP1\",0,0)\n\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 15, 0)\n\t\tTNT1 A 0 A_ScreamAndUnblock\n\t\tTNT1 AAAA 0 A_SpawnDebris(\"BarrelDebris\")\n\t\tEX1G C -1\n\t\tStop\n\t}\n}\n\nACTOR CBEXPB2 : CBEXPB1\n{\n\t-COUNTKILL\n\tStates\n\t{\n\tSpawn:\n\tSee:\n\t\tTNT1 A 0 A_Jump(96,3)\n\t\tTNT1 A 0 A_Jump(64,3)\n\t\tEX2G A Random(7,35)\n\t\tEX2G B Random(7,35)\n\t\tEX2G C Random(7,35)\n\t\tLoop\n\tDeath:\n\t\tEX2G A 4 Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX2G A 5 Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX2G A 5 Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX2G B 1 BRIGHT Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX1G C 1\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_SpawnItem(\"CBSFXP1\",0,0)\n\t\tTNT1 AAAA 0 A_SpawnDebris(\"BarrelDebris\")\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"LittleBloodSpawner\")\n\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 15, 0)\n\t\tTNT1 A 0 A_ScreamAndUnblock\n\t\tEX1G C -1\n\t\tStop\n\t}\n}\n\nACTOR CBEXPB3 : CBEXPB1\n{\n\t-COUNTKILL\n\tStates\n\t{\n\tSpawn:\n\tSee:\n\t\tEX3G A 1\n\t\tLoop\n\tDeath:\n\t\tEX3G A 4 Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX3G A 5 Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX3G A 5 Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX3G B 1 BRIGHT Radius_Quake(1,5,0,2,0)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"CBSmokeSpawner\",0)\n\t\tEX1G C 1\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_SpawnItem(\"CBSFXP1\",0,0)\n\t\tTNT1 AAAA 0 A_SpawnDebris(\"BarrelDebris\")\n\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 15, 0)\n\t\tTNT1 A 0 A_ScreamAndUnblock\n\t\tEX1G C -1\n\t\tStop\n\t}\n}\n\nACTOR BarrelDebris\n{\n\t+MISSILE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOTELEPORT\n\t+BOUNCELIKEHERETIC\n\tHealth\t4\n\tRadius\t2\n\tHeight\t3\n\tSpeed\t5\n\tScale\t0.5\n\tMass\t1\n\tStates\n\t{\n\tSpawn:\n\t\tCBBD ABCDEFGH 3\n\t\tLoop\n\tDeath:\n\t\tCBBD H 1\n\t\tStop\n\t}\n}\n\nACTOR CBRandomBarrel : RandomSpawner replaces ExplosiveBarrel\n{\n\tDropItem \"CBEXPB1\" 256 4\n\tDropItem \"CBEXPB2\" 256 2\n\tDropItem \"CBEXPB3\" 256 4\n}\n\n//End of file."
},
{
"source": "pk3",
"name": "Actors/Various/CB-Powerups.txt",
"contents": "//==============================================================================\n// Powerups\n//==============================================================================\n// Death Mask (Invulnerability)\n//==============================================================================\nACTOR CBPGOD : PowerupGiver replaces InvulnerabilitySphere\n{\n\t+FLOATBOB\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tPowerup.Color Blue 0.05\n\tPowerup.Type Invulnerable\n\tInventory.MaxAmount 0\n\tInventory.PickupSound \"Misc/Power1\"\n\tInventory.PickupMessage \"Obtained Death Mask (Invulnerability)\"\n\tScale 0.65\n\tStates\n\t{\n\tSpawn:\n\t\tCBP5 A 6\n\t\tCBP5 A 6 BRIGHT\n\t\tLoop\n\t}\n}\n\n//==============================================================================\n// Cloak of Shadows (Invisibility)\n//==============================================================================\nACTOR CBPCOI : Blursphere replaces Blursphere\n{\n\t+FLOATBOB\n\tInventory.PickupSound \"Misc/Power1\"\n\tInventory.PickupMessage \"Obtained Cloak of Shadows (Invisibility)\"\n\tScale 0.85\n\tStates\n\t{\n\tSpawn:\n\t\tCBP6 A Random(1,6)\n\t\tCBP6 B Random(1,6) BRIGHT\n\t\tCBP6 C Random(1,6)\n\t\tCBP6 D Random(1,6) BRIGHT\n\t\tLoop\n\t}\n}\n\n//==============================================================================\n// Life Seed (100 health points)\n//==============================================================================\n\nACTOR CBPLFS : Soulsphere\n{\n\t+BRIGHT\n\t+FLOATBOB\n\tInventory.PickupSound \"Misc/Power1\"\n\tInventory.PickupMessage \"Obtained Life Seed (+100 HP)\"\n\tScale 0.65\n\tStates\n\t{\n\tSpawn:\n\t\tCBP1 EDCBABCDE 3\n\t\tCBP1 EEEEEEEEE 3\n\t\tCBP1 A 1 // Blink\n\t\tCBP1 EEEEEEEEE 3\n\t\tLoop\n\t}\n}\n\n//Nice Hacks by TerminusEst13\n\nACTOR CBPLFS2 : CustomInventory replaces SoulSphere\n{\n +FLOATBOB\n +VISIBILITYPULSE\n +INVENTORY.BIGPOWERUP\n +COUNTITEM\n +FLOATBOB\n\tRenderStyle Add\n Alpha 0.99\n\tScale 0.65\n\tInventory.PickupSound \"Misc/Power1\"\n\tInventory.PickupMessage \"Obtained Life Seed (+100 HP)\"\n States\n {\n Spawn:\n CBP1 EDCBABCDE 3 BRIGHT A_SpawnItemEx(\"CBPLFS3\",frandom(-3,3),frandom(-3,3),frandom(-3,3),frandom(-0.125,0.125),frandom(-0.125,0.125),frandom(0.45,1.5),0,160,0)\n CBP1 EEEEEEEEE 3 BRIGHT A_SpawnItemEx(\"CBPLFS3\",frandom(-3,3),frandom(-3,3),frandom(-3,3),frandom(-0.125,0.125),frandom(-0.125,0.125),frandom(0.45,1.5),0,160,0)\n\t\tCBP1 A 1 BRIGHT A_SpawnItemEx(\"CBPLFS3\",frandom(-3,3),frandom(-3,3),frandom(-3,3),frandom(-0.125,0.125),frandom(-0.125,0.125),frandom(0.45,1.5),0,160,0)\n\t\tCBP1 EEEEEEEEE 3 BRIGHT A_SpawnItemEx(\"CBPLFS3\",frandom(-3,3),frandom(-3,3),frandom(-3,3),frandom(-0.125,0.125),frandom(-0.125,0.125),frandom(0.45,1.5),0,160,0)\n\t\tLoop\n Pickup:\n TNT1 A 0 A_SetBlend(\"c7b57c\",0.75,40)\n TNT1 A 0 A_GiveInventory(\"CBPLFS\",1)\n TNT1 A 0\n Stop\n }\n}\n\nACTOR CBPLFS3\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n Renderstyle Add\n Scale 0.65\n Alpha 0.05\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SetScale(frandom(0.775,0.975),frandom(0.775,0.975))\n MassiveHacks:\n TNT1 A 0 A_SetScale(scalex-(frandom(0.001,0.01)),scaley-(frandom(0.001,0.01)) )\n CBP1 EDCBABCDE 3 BRIGHT A_FadeOut(frandom(0.0005,0.0015))\n\t\tCBP1 E 1 BRIGHT A_FadeOut(frandom(0.0005,0.0015))\n\t\tCBP1 A 1 BRIGHT A_FadeOut(frandom(0.0005,0.0015))\n\t\tCBP1 E 1 BRIGHT A_FadeOut(frandom(0.0005,0.0015))\n Loop\n }\n}\n\n//==============================================================================\n// Super Armour (200 health and armor points)\n//==============================================================================\nACTOR CBPSPA : MegaSphere //replaces MegaSphere\n{\n\t+FLOATBOB\n\tInventory.PickupSound \"Misc/Power1\"\n\tInventory.PickupMessage \"Obtained Super Armour (+200 HP and AP)\"\n\tScale 0.65\n\tStates\n\t{\n\tSpawn:\n\t\tCBP0 A 6\n\t\tCBP0 A 6 BRIGHT\n\t\tLoop\n\t}\n}\n\n//Nice Hacks by TerminusEst13\n\nACTOR CBPSPA2 : CustomInventory replaces MegaSphere\n{\n +FLOATBOB\n +VISIBILITYPULSE\n +INVENTORY.BIGPOWERUP\n +COUNTITEM\n +FLOATBOB\n\tRenderStyle Add\n Alpha 0.99\n\tScale 0.65\n\tInventory.PickupSound \"Misc/Power1\"\n\tInventory.PickupMessage \"Obtained Super Armour (+200 HP and AP)\"\n States\n {\n Spawn:\n\t\tCBP0 A 1 BRIGHT A_SpawnItemEx(\"CBPSPA3\",frandom(-3,3),frandom(-3,3),frandom(-3,3),frandom(-0.125,0.125),frandom(-0.125,0.125),frandom(0.45,1.5),0,160,0)\n\t\tLoop\n Pickup:\n TNT1 A 0 A_SetBlend(\"c7b57c\",0.75,40)\n TNT1 A 0 A_GiveInventory(\"CBPSPA\",1)\n TNT1 A 0\n Stop\n }\n}\n\nACTOR CBPSPA3\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n Renderstyle Add\n Scale 0.65\n Alpha 0.05\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SetScale(frandom(0.775,0.975),frandom(0.775,0.975))\n MassiveHacks:\n TNT1 A 0 A_SetScale(scalex-(frandom(0.001,0.01)),scaley-(frandom(0.001,0.01)) )\n\t\tCBP0 A 1 BRIGHT A_FadeOut(frandom(0.0005,0.0015))\n Loop\n }\n}\n\n//==============================================================================\n// Beast Power (Melee Powerup)\n//==============================================================================\nACTOR PowerDMGX1 : PowerStrength {}\n\nACTOR CBPDMG : PowerupGiver\n{\n\t+FLOATBOB\n\t+INVENTORY.HUBPOWER\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Icon \"NULLA0\"\n\tInventory.PickupSound \"Misc/Power1\"\n\tInventory.PickupMessage \"Obtained Beast Power (Melee Powerup)\"\n\tPowerup.type DMGX1\n\tScale 0.55\n\tStates\n\t{\n\tSpawn:\n\t\tCBH7 B 2\n\t\tCBH7 C 4\n\t\tCBH7 B 2\n\t\tCBH7 A 10\n\t\tLoop\n\t}\n}\n\n//Nice Hacks by TerminusEst13\n\nACTOR CBPDMG2 : CustomInventory replaces Berserk\n{\n +VISIBILITYPULSE\n +INVENTORY.BIGPOWERUP\n +COUNTITEM\n\t+FLOATBOB\n\tRenderStyle Add\n Alpha 0.95\n\tScale 0.55\n\tInventory.PickupSound \"Misc/Power1\"\n\tInventory.PickupMessage \"Obtained Beast Power (Melee Powerup)\"\n States\n {\n Spawn:\n\t\tCBH7 B 2 BRIGHT A_SpawnItemEx(\"CBPDMG3\",frandom(-3,3),frandom(-3,3),frandom(-3,3),frandom(-0.125,0.125),frandom(-0.125,0.125),frandom(0.45,1.5),0,160,0)\n\t\tCBH7 C 4 BRIGHT A_SpawnItemEx(\"CBPDMG3\",frandom(-3,3),frandom(-3,3),frandom(-3,3),frandom(-0.125,0.125),frandom(-0.125,0.125),frandom(0.45,1.5),0,160,0)\n\t\tCBH7 B 2 BRIGHT A_SpawnItemEx(\"CBPDMG3\",frandom(-3,3),frandom(-3,3),frandom(-3,3),frandom(-0.125,0.125),frandom(-0.125,0.125),frandom(0.45,1.5),0,160,0)\n\t\tCBH7 A 10 BRIGHT A_SpawnItemEx(\"CBPDMG3\",frandom(-3,3),frandom(-3,3),frandom(-3,3),frandom(-0.125,0.125),frandom(-0.125,0.125),frandom(0.45,1.5),0,160,0)\n\t\tLoop\n Pickup:\n TNT1 A 0 A_SetBlend(\"c7b57c\",0.75,40)\n TNT1 A 0 A_GiveInventory(\"CBPDMG\",1)\n TNT1 A 0\n Stop\n }\n}\n\nACTOR CBPDMG3\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n Renderstyle Add\n Scale 0.55\n Alpha 0.05\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SetScale(frandom(0.775,0.975),frandom(0.775,0.975))\n MassiveHacks:\n TNT1 A 0 A_SetScale(scalex-(frandom(0.001,0.01)),scaley-(frandom(0.001,0.01)) )\n\t\tCBH7 A 1 BRIGHT A_FadeOut(frandom(0.0005,0.0015))\n\t\tTNT1 A 0 A_SetScale(scalex-(frandom(0.001,0.01)),scaley-(frandom(0.001,0.01)) )\n\t\tCBH7 B 2 BRIGHT A_FadeOut(frandom(0.0005,0.0015))\n\t\tTNT1 A 0 A_SetScale(scalex-(frandom(0.001,0.01)),scaley-(frandom(0.001,0.01)) )\n\t\tCBH7 C 4 BRIGHT A_FadeOut(frandom(0.0005,0.0015))\n\t\tTNT1 A 0 A_SetScale(scalex-(frandom(0.001,0.01)),scaley-(frandom(0.001,0.01)) )\n\t\tCBH7 B 2 BRIGHT A_FadeOut(frandom(0.0005,0.0015))\n\t\tTNT1 A 0 A_SetScale(scalex-(frandom(0.001,0.01)),scaley-(frandom(0.001,0.01)) )\n\t\tCBH7 A 10 BRIGHT A_FadeOut(frandom(0.0005,0.0015))\n Loop\n }\n}\n\n//==============================================================================\n// Environment Boots (Environiment Protection)\n//==============================================================================\nACTOR CBPRAD : Radsuit replaces Radsuit\n{\n\t+FLOATBOB\n\tInventory.PickupMessage \"Obtained Environiment Boots (Terrain Protection)\"\n\tInventory.PickupSound \"Misc/Power1\"\n\tPowerup.Color Green 0.05\n\tScale 0.65\n\tStates\n\t{\n\tSpawn:\n\t\tCBP4 A 6\n\t\tCBP4 A 6 BRIGHT\n\t\tLoop\n\t}\n}\n\n//==============================================================================\n// Area Map\n//==============================================================================\nACTOR CBPMAP : MapRevealer replaces Allmap\n{\n\t+FLOATBOB\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.FANCYPICKUPSOUND\n\tInventory.MaxAmount 0\n\tInventory.PickupSound \"Misc/Power1\"\n\tInventory.PickupMessage \"Obtained Area Map (Level Map)\"\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tCBP3 A 6\n\t\tCBP3 A 6 BRIGHT\n\t\tLoop\n\t}\n}\n\n//==============================================================================\n// Beast Vision (Light Amplifier Goggles}\n//==============================================================================\nACTOR CBPNVG : InfraRed replaces InfraRed\n{\n\t+FLOATBOB\n\t+INVENTORY.FANCYPICKUPSOUND\n\tInventory.PickupSound \"Misc/Power1\"\n\tInventory.PickupMessage \"Obtained Beast Vision (Light Amplifier)\"\n\tPowerup.Type Torch\n\tScale 0.65\n\tStates\n\t{\n\tSpawn:\n\t\tCBP2 A 6\n\t\tCBP2 A 6 BRIGHT\n\t\tLoop\n\t}\n}\n\n//End of File."
}
]
},
"maps": []
}