Raw model (for completeness)
{
"meta": {
"id": "0abdd89c-cbee-43db-ab14-323a4c538a71",
"sha1": "d914b4c3f9c85f487517b91398b6af9be7fcda9b",
"sha256": "cd8643d87e1a5871dfa0cdd2d2a937a8717f5a7eb1fb5d51ced468097b3b36e2",
"filenames": [
"outbreak-b4-alpha1-fix.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2018-06-21 12:48:44",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2018-06-21 12:48:44",
"file": {
"type": "PK3",
"size": 10852626,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/d914b4c3f9c85f487517b91398b6af9be7fcda9b/d914b4c3f9c85f487517b91398b6af9be7fcda9b.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 1,
"lumps": 1262,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "Actors/Blood.txt",
"contents": "Actor HDBlood : Blood Replaces Blood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n Projectile\n +ClientSideOnly\n +NoGravity\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n Death:\n TNT1 A 0 A_PlaySound(\"BulletFlesh\")\n TNT1 A 0 A_SpawnItemEx (\"ActualBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor ActualBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n Projectile\n +ClientSideOnly\n +NoGravity\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n Death:\n BLUD C 0 A_SpawnItemEx (\"BloodParticle\",0,0,0,0,0,0,0,129)\n BLUD C 4 A_SpawnItemEx (\"BloodParticle\",0,0,0,0,0,0,0,129)\n BLUD B 4\n BLUD A 4\n Stop\n }\n}\n\nActor BloodParticle\n{\n Radius 1\n Height 1\n Speed 0\n Scale 0.58\n Alpha 0.85\n Renderstyle Translucent\n +FloorClip\n +ClientSideOnly\n +DontSplash\n +NoBlockMonst\n +Corpse\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n Gravity 1.1\n States\n {\n Spawn:\n BLUD C 0\n BLUD C 0 ThrustThing (random(0,255),random(1,5))\n BLUD C 0 ThrustThingZ (0,random(0,32),0,0)\n TNT1 A 1 A_Jump (128,\"Death2\")\n Death:\n BLUD C 1 A_SpawnItemEx(\"BloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n BLUD C 0 A_JumpIf(waterlevel == 3,\"splash\")\n Loop\n Death2:\n BLUD B 1 A_SpawnItemEx(\"BloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n BLUD B 0 A_JumpIf(waterlevel == 3,\"splash\")\n Loop\n Crash:\n BPDL A 85 A_Stop\n BPDL A 2 A_FadeOut (0.025)\n Goto Crash+1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor PlayerBleeding\n{\n Radius 1\n Height 1\n Speed 0\n Scale 0.58\n Alpha 0.85\n Renderstyle Translucent\n +FloorClip\n +ClientSideOnly\n +DontSplash\n +NoBlockMonst\n +Corpse\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n Gravity 1.2\n States\n {\n Spawn:\n BLUD C 0\n BLUD C 0 ThrustThing (random(0,255),random(0,2))\n BLUD C 0 ThrustThingZ (0,random(0,2),0,0)\n TNT1 A 1 A_Jump (128,\"Death2\")\n Death:\n BLUD C 1 A_SpawnItemEx(\"BloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n BLUD C 0 A_JumpIf(waterlevel == 3,\"splash\")\n Loop\n Death2:\n BLUD B 1 A_SpawnItemEx(\"BloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n BLUD B 0 A_JumpIf(waterlevel == 3,\"splash\")\n Loop\n Crash:\n BPDL A 85 A_Stop\n BPDL A 2 A_FadeOut (0.025)\n Goto Crash+1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BloodTrailB\n{\n Scale 0.46\n Radius 1\n Height 1\n Speed 0\n +FloorClip\n +ClientSideOnly\n +DontSplash\n +NoBlockMonst\n +Corpse\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n BLUD B 0\n BLUD B 1 A_FadeOut(0.08)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BloodTrailC\n{\n Scale 0.46\n Radius 1\n Height 1\n Speed 0\n +FloorClip\n +ClientSideOnly\n +DontSplash\n +NoBlockMonst\n +Corpse\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n BLUD C 0\n BLUD C 1 A_FadeOut(0.09)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Humans/FMarine.txt",
"contents": "Actor FMarine : PlayerPawn\n{\n LimitedtoTeam 0\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 200\n PainChance 255\n Player.MaxHealth 100\n Player.ColorRange 112, 127\n Player.DisplayName \"Female Marine\"\n Player.SoundClass \"FMarine\"\n Player.StartItem \"IsHuman\", 1\n Player.StartItem \"R700\"\n Player.StartItem \"G17c\"\n Player.StartItem \"Tazer\"\n Player.StartItem \"R700Clip\", 5\n Player.StartItem \"R700Round\", 10\n Player.StartItem \"G17Clip\", 17\n Player.StartItem \"G17Round\", 51\n Player.StartItem \"MarineMedikit\", 1\n Player.ForwardMove 0.8\n Player.SideMove 0.8\n +NOSKIN\n States\n {\n Spawn:\n ILLP A 0 A_JumpIfHealthLower(26,\"BleedingSpawn\")\n ILLP A 0 ACS_NamedExecute(\"Anti-Cheat\")\n ILLP A 16\n Loop\n See:\n ILLP A 0 A_JumpIfHealthLower(26,\"BleedingSee\")\n ILLP A 0 ACS_NamedExecute(\"Anti-Cheat\")\n ILLP ABCD 4\n Loop\n BleedingSpawn:\n ILLP A 0 A_SpawnItemEx(\"PlayerBleeding\",0,0,random(24,36),0,0,0,0,129)\n Goto Spawn+1\n BleedingSee:\n ILLP A 0 A_SpawnItemEx(\"PlayerBleeding\",0,0,random(24,36),0,0,0,0,129)\n Goto See+1\n Missile:\n ILLP E 12\n Goto Spawn\n Melee:\n ILLP F 6 Bright\n Goto Missile\n Pain:\n ILLP G 4\n ILLP G 4 A_Pain\n Goto Spawn\n Pain.ZombieMelee:\n ILLP G 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n ILLP G 4 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n ILLP G 4 A_Pain\n Goto Spawn\n Pain.BloatMelee:\n ILLP G 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n ILLP G 4 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n ILLP G 4 A_Pain\n Goto Spawn\n Pain.RipperLifeSteal:\n ILLP G 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n ILLP G 0 A_SpawnItemEx(\"LifeStealPuff\",0,0,random(28,32),0,0,0,0,128)\n ILLP G 4 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n ILLP G 4 A_Pain\n Goto Spawn\n Pain.Tazer:\n ILLP G 0 A_Pain\n ILLP G 18 ACS_NamedExecuteAlways(\"Stun\")\n Goto Spawn\n Pain.BerserkerCharge:\n ILLP G 0 A_Stop\n ILLP G 0 A_Pain\n ILLP G 18 ACS_NamedExecuteAlways(\"BerserkStun\")\n Goto Spawn\n Death:\n ILLP H 10\n ILLP I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n ILLP I 10 A_PlayerScream\n ILLP J 10 A_NoBlocking\n ILLP KLM 10\n ILLP N -1\n Stop\n Death.ZombieMelee:\n ILLP H 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n ILLP H 10 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n ILLP I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n ILLP I 10 A_PlayerScream\n ILLP J 10 A_NoBlocking\n ILLP KLM 10\n ILLP N -1\n Stop\n Death.BloatMelee:\n ILLP H 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n ILLP H 0 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n ILLP H 10 A_GiveToTarget(\"ZVomit\", 15)\n ILLP I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n ILLP I 10 A_PlayerScream\n ILLP J 10 A_NoBlocking\n ILLP KLM 10\n ILLP N -1\n Stop\n Death.BloatToxin:\n ILLP H 10 A_GiveToTarget(\"ZVomit\", 15)\n ILLP I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n ILLP I 10 A_PlayerScream\n ILLP J 10 A_NoBlocking\n ILLP KLM 10\n ILLP N -1\n Stop\n Death.BloatCloud:\n ILLP H 10 A_GiveToTarget(\"ZVomit\", 15)\n ILLP I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n ILLP I 10 A_PlayerScream\n ILLP J 10 A_NoBlocking\n ILLP KLM 10\n ILLP N -1\n Stop\n Death.RipperLifeSteal:\n ILLP H 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n ILLP H 0 A_SpawnItemEx(\"LifeStealPuff\",0,0,random(28,32),0,0,0,0,128)\n ILLP H 10 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n ILLP I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n ILLP I 10 A_PlayerScream\n ILLP J 10 A_NoBlocking\n ILLP KLM 10\n ILLP N -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Humans/Marine.txt",
"contents": "Actor OBMarine : PlayerPawn\n{\n LimitedtoTeam 0\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 200\n PainChance 255\n Player.MaxHealth 100\n Player.ColorRange 112, 127\n Player.DisplayName \"Marine\"\n Player.SoundClass \"OBMarine\"\n Player.StartItem \"IsHuman\", 1\n Player.StartItem \"MarineArmor\"\n Player.StartItem \"M16\"\n Player.StartItem \"Colt 45\"\n Player.StartItem \"Combat Knife\"\n Player.StartItem \"M16Clip\", 30\n Player.StartItem \"M16Round\", 60\n Player.StartItem \"ColtClip\", 7\n Player.StartItem \"ColtRound\", 21\n Player.StartItem \"M67Grenade\", 2\n Player.ForwardMove 0.725\n Player.SideMove 0.725\n +NOSKIN\n States\n {\n Spawn:\n PLY2 A 0 A_JumpIfHealthLower(26,\"BleedingSpawn\")\n PLY2 A 0 ACS_NamedExecute(\"Anti-Cheat\")\n PLY2 A 16\n Loop\n See:\n PLY2 A 0 A_JumpIfHealthLower(26,\"BleedingSee\")\n PLY2 A 0 ACS_NamedExecute(\"Anti-Cheat\")\n PLY2 ABCD 4\n Loop\n BleedingSpawn:\n PLY2 A 0 A_SpawnItemEx(\"PlayerBleeding\",0,0,random(24,36),0,0,0,0,129)\n Goto Spawn+1\n BleedingSee:\n PLY2 A 0 A_SpawnItemEx(\"PlayerBleeding\",0,0,random(24,36),0,0,0,0,129)\n Goto See+1\n Missile:\n PLY2 E 12\n Goto Spawn\n Melee:\n PLY2 F 6 Bright\n Goto Missile\n Pain:\n PLY2 G 4\n PLY2 G 4 A_Pain\n Goto Spawn\n Pain.ZombieMelee:\n PLY2 G 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n PLY2 G 4 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n PLY2 G 4 A_Pain\n Goto Spawn\n Pain.BloatMelee:\n PLY2 G 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n PLY2 G 4 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n PLY2 G 4 A_Pain\n Goto Spawn\n Pain.RipperLifeSteal:\n PLY2 G 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n PLy2 G 0 A_SpawnItemEx(\"LifeStealPuff\",0,0,random(28,32),0,0,0,0,128)\n PLY2 G 4 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n PLY2 G 4 A_Pain\n Goto Spawn\n Pain.Tazer:\n PLY2 G 0 A_Pain\n PLY2 G 18 ACS_NamedExecuteAlways(\"Stun\")\n Goto Spawn\n Pain.BerserkerCharge:\n PLY2 G 0 A_Stop\n PLY2 G 0 A_Pain\n PLY2 G 18 ACS_NamedExecuteAlways(\"BerserkStun\")\n Goto Spawn\n Death:\n PLY2 H 10\n PLY2 I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n PLY2 I 10 A_PlayerScream\n PLY2 J 10 A_NoBlocking\n PLY2 KLM 10\n PLY2 N -1\n Stop\n Death.ZombieMelee:\n PLY2 H 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n PLY2 H 10 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n PLY2 I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n PLY2 I 10 A_PlayerScream\n PLY2 J 10 A_NoBlocking\n PLY2 KLM 10\n PLY2 N -1\n Stop\n Death.BloatMelee:\n PLY2 H 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n PLY2 H 0 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n PLY2 H 10 A_GiveToTarget(\"ZVomit\", 15)\n PLY2 I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n PLY2 I 10 A_PlayerScream\n PLY2 J 10 A_NoBlocking\n PLY2 KLM 10\n PLY2 N -1\n Stop\n Death.BloatToxin:\n PLY2 H 10 A_GiveToTarget(\"ZVomit\", 15)\n PLY2 I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n PLY2 I 10 A_PlayerScream\n PLY2 J 10 A_NoBlocking\n PLY2 KLM 10\n PLY2 N -1\n Stop\n Death.BloatCloud:\n PLY2 H 10 A_GiveToTarget(\"ZVomit\", 15)\n PLY2 I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n PLY2 I 10 A_PlayerScream\n PLY2 J 10 A_NoBlocking\n PLY2 KLM 10\n PLY2 N -1\n Stop\n Death.RipperLifeSteal:\n PLY2 H 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n PLy2 H 0 A_SpawnItemEx(\"LifeStealPuff\",0,0,random(28,32),0,0,0,0,128)\n PLY2 H 10 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n PLY2 H 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n PLY2 I 10 A_PlayerScream\n PLY2 J 10 A_NoBlocking\n PLY2 KLM 10\n PLY2 N -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Humans/Survivor.txt",
"contents": "Actor Survivor : PlayerPawn\n{\n LimitedtoTeam 0\n Speed 1\n Health 150\n Radius 16\n Height 56\n Mass 200\n PainChance 255\n Player.MaxHealth 150\n Player.ColorRange 112, 127\n Player.DisplayName \"Survivor\"\n Player.SoundClass \"Survivor\"\n Player.StartItem \"IsHuman\", 1\n Player.StartItem \"Double-Barreled Shotgun\"\n Player.StartItem \".357 Magnum\"\n Player.StartItem \"Bloody-Chainsaw\"\n Player.StartItem \"Shells\", 34\n Player.StartItem \"RevolverClip\", 6\n Player.StartItem \"RevolverRound\", 18\n Player.StartItem \"Molotov\", 2\n Player.ForwardMove 0.7\n Player.SideMove 0.7\n +NOSKIN\n States\n {\n Spawn:\n GASH A 0 A_JumpIfHealthLower(26,\"BleedingSpawn\")\n GASH A 0 ACS_NamedExecute(\"Anti-Cheat\")\n GASH A 16\n Loop\n See:\n GASH A 0 A_JumpIfHealthLower(26,\"BleedingSee\")\n GASH A 0 ACS_NamedExecute(\"Anti-Cheat\")\n GASH ABCD 4\n Loop\n BleedingSpawn:\n GASH A 0 A_SpawnItemEx(\"PlayerBleeding\",0,0,random(24,36),0,0,0,0,129)\n Goto Spawn+1\n BleedingSee:\n GASH A 0 A_SpawnItemEx(\"PlayerBleeding\",0,0,random(24,36),0,0,0,0,129)\n Goto See+1\n Missile:\n GASH E 12\n Goto Spawn\n Melee:\n GASH F 6 Bright\n Goto Missile\n Pain:\n GASH G 4\n GASH G 4 A_Pain\n Goto Spawn\n Pain.ZombieMelee:\n GASH G 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n GASH G 4 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n GASH G 4 A_Pain\n Goto Spawn\n Pain.BloatMelee:\n GASH G 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n GASH G 4 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n GASH G 4 A_Pain\n Goto Spawn\n Pain.RipperLifeSteal:\n GASH G 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n GASH G 0 A_SpawnItemEx(\"LifeStealPuff\",0,0,random(28,32),0,0,0,0,128)\n GASH G 4 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n GASH G 4 A_Pain\n Goto Spawn\n Pain.Tazer:\n GASH G 0 A_Pain\n GASH G 18 ACS_NamedExecuteAlways(\"Stun\")\n Goto Spawn\n Pain.BerserkerCharge:\n GASH G 0 A_Stop\n GASH G 0 A_Pain\n GASH G 18 ACS_NamedExecuteAlways(\"BerserkStun\")\n Goto Spawn\n Death:\n GASH H 10\n GASH I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n GASH I 10 A_PlayerScream\n GASH J 10 A_NoBlocking\n GASH KLM 10\n GASH N -1\n Stop\n Death.ZombieMelee:\n GASH H 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n GASH H 10 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n GASH I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n GASH I 10 A_PlayerScream\n GASH J 10 A_NoBlocking\n GASH KLM 10\n GASH N -1\n Stop\n Death.BloatMelee:\n GASH H 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n GASH H 0 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n GASH H 10 A_GiveToTarget(\"ZVomit\", 15)\n GASH I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n GASH I 10 A_PlayerScream\n GASH J 10 A_NoBlocking\n GASH KLM 10\n GASH N -1\n Stop\n Death.BloatToxin:\n GASH H 10 A_GiveToTarget(\"ZVomit\", 15)\n GASH I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n GASH I 10 A_PlayerScream\n GASH J 10 A_NoBlocking\n GASH KLM 10\n GASH N -1\n Stop\n Death.BloatCloud:\n GASH H 10 A_GiveToTarget(\"ZVomit\", 15)\n GASH I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n GASH I 10 A_PlayerScream\n GASH J 10 A_NoBlocking\n GASH KLM 10\n GASH N -1\n Stop\n Death.RipperLifeSteal:\n GASH H 0 A_PlaySound(\"Weapons/AxeHit\", CHAN_6)\n GASH H 0 A_SpawnItemEx(\"LifeStealPuff\",0,0,random(28,32),0,0,0,0,128)\n GASH H 10 A_SpawnItemEx(\"HDBlood\",0,0,random(28,34),0,0,0,0,129)\n GASH I 0 A_SpawnItem(\"AmmoBelt\", 0, 24)\n GASH I 10 A_PlayerScream\n GASH J 10 A_NoBlocking\n GASH KLM 10\n GASH N -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Misc.txt",
"contents": "Actor IsHuman : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nActor ReloadText : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nActor MarineArmor : BasicArmorPickup\n{\n Inventory.Icon \"MARMA0\"\n Armor.SavePercent 25.0\n Armor.SaveAmount 50\n}\n\nActor MarineMedikit : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 2\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 2\n +IGNORESKILL\n}\n\nActor FMarineMedikit\n{\n Radius 16\n Height 24\n Speed 10\n Damage 0\n Projectile\n -NoGravity\n +DontFall\n +SkyExplode\n Gravity 0.75\n States\n {\n Spawn:\n MDIF A 1\n Loop\n Death:\n TNT1 A 1 A_SpawnItemEx(\"HumanMedikit\", 0, 0, 2, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n Stop\n }\n}\n\nActor HumanMedikit : CustomInventory\n{\n States\n {\n Spawn:\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 70\n MDIF A 0 A_RadiusGive(\"HumanHeal\", 64, RGF_PLAYERS, 1)\n MDIF A 45\n Dissapear:\n MDIF A 5 A_FadeOut(0.2)\n Loop\n }\n}\n\nActor HumanHeal : CustomInventory\n{\n +Inventory.AutoActivate\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n Use:\n TNT1 A 0 A_JumpIfInventory(\"IsHuman\", 1, 1)\n Stop\n TNT1 A 0 A_PlaySound(\"AmmoPack/Pickup\", CHAN_ITEM)\n TNT1 A 1 HealThing(20)\n Stop\n }\n}\n\nActor AmmoBeltThing : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nActor CBPackThing : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nActor AmmoBelt: CustomInventory\n{\n Inventory.PickupMessage \"Picked up an Ammo Belt.\"\n Inventory.PickupSound \"AmmoPack/Pickup\"\n Scale 1.3\n States\n {\n Spawn:\n ABLT A 1\n Loop\n Pickup:\n TNT1 A 0 A_JumpIfInventory(\"M16\", 1, \"M16Ammo\")\n TNT1 A 0 A_JumpIfInventory(\"R700\", 1, \"R700Ammo\")\n TNT1 A 0 A_JumpIfInventory(\"Double-Barreled Shotgun\", 1, \"DBShotgunAmmo\")\n Fail\n M16Ammo:\n TNT1 A 0 A_JumpIfInventory(\"M16Round\", 0, \"ColtAmmo\")\n TNT1 A 0 A_GiveInventory(\"AmmoBeltThing\", 1)\n TNT1 A 0 A_GiveInventory(\"M16Round\", 30)\n Goto ColtAmmo\n R700Ammo:\n TNT1 A 0 A_JumpIfInventory(\"R700Round\", 0, \"G17Ammo\")\n TNT1 A 0 A_GiveInventory(\"AmmoBeltThing\", 1)\n TNT1 A 0 A_GiveInventory(\"R700Round\", 5)\n Goto G17Ammo\n DBShotgunAmmo:\n TNT1 A 0 A_JumpIfInventory(\"Shells\", 0, \"MagnumAmmo\")\n TNT1 A 0 A_GiveInventory(\"AmmoBeltThing\", 1)\n TNT1 A 0 A_GiveInventory(\"Shells\", 16)\n Goto MagnumAmmo\n ColtAmmo:\n TNT1 A 0 A_JumpIfInventory(\"ColtRound\", 0, \"FullAmmo\")\n TNT1 A 0 A_GiveInventory(\"AmmoBeltThing\", 1)\n TNT1 A 0 A_GiveInventory(\"ColtRound\", 14)\n Goto FullAmmo\n G17Ammo:\n TNT1 A 0 A_JumpIfInventory(\"G17Round\", 0, \"FullAmmo\")\n TNT1 A 0 A_GiveInventory(\"AmmoBeltThing\", 1)\n TNT1 A 0 A_GiveInventory(\"G17Round\", 34)\n Goto FullAmmo\n MagnumAmmo:\n TNT1 A 0 A_JumpIfInventory(\"RevolverRound\", 0, \"FullAmmo\")\n TNT1 A 0 A_GiveInventory(\"AmmoBeltThing\", 1)\n TNT1 A 0 A_GiveInventory(\"RevolverRound\", 12)\n Goto FullAmmo\n FullAmmo:\n TNT1 A 0 A_JumpIfInventory(\"AmmoBeltThing\", 1, \"Finished\")\n TNT1 A 0\n Fail\n Finished:\n TNT1 A 0 A_TakeInventory(\"AmmoBeltThing\", 1)\n Stop\n }\n}\n\nActor CombatPack: CustomInventory\n{\n Inventory.PickupMessage \"Picked up a Combat Pack!\"\n Inventory.PickupSound \"AmmoPack/Pickup\"\n Scale 0.9\n States\n {\n Spawn:\n CBPK A 1\n Loop\n Pickup:\n TNT1 A 0 A_JumpIfInventory(\"M16\", 1, \"M16Ammo\")\n TNT1 A 0 A_JumpIfInventory(\"R700\", 1, \"R700Ammo\")\n TNT1 A 0 A_JumpIfInventory(\"Double-Barreled Shotgun\", 1, \"DBShotgunAmmo\")\n Fail\n M16Ammo:\n TNT1 A 0 A_JumpIfInventory(\"M16Round\", 0, \"ColtAmmo\")\n TNT1 A 0 A_GiveInventory(\"CBPackThing\", 1)\n TNT1 A 0 A_GiveInventory(\"M16Round\", 30)\n Goto ColtAmmo\n R700Ammo:\n TNT1 A 0 A_JumpIfInventory(\"R700Round\", 0, \"G17Ammo\")\n TNT1 A 0 A_GiveInventory(\"CBPackThing\", 1)\n TNT1 A 0 A_GiveInventory(\"R700Round\", 5)\n Goto G17Ammo\n DBShotgunAmmo:\n TNT1 A 0 A_JumpIfInventory(\"Shells\", 0, \"MagnumAmmo\")\n TNT1 A 0 A_GiveInventory(\"CBPackThing\", 1)\n TNT1 A 0 A_GiveInventory(\"Shells\", 16)\n Goto MagnumAmmo\n ColtAmmo:\n TNT1 A 0 A_JumpIfInventory(\"ColtRound\", 0, \"M67Ammo\")\n TNT1 A 0 A_GiveInventory(\"CBPackThing\", 1)\n TNT1 A 0 A_GiveInventory(\"ColtRound\",14)\n Goto M67Ammo\n G17Ammo:\n TNT1 A 0 A_JumpIfInventory(\"G17Round\", 0, \"MediAmmo\")\n TNT1 A 0 A_GiveInventory(\"CBPackThing\", 1)\n TNT1 A 0 A_GiveInventory(\"G17Round\", 34)\n Goto MediAmmo\n MagnumAmmo:\n TNT1 A 0 A_JumpIfInventory(\"RevolverRound\", 0, \"MollyAmmo\")\n TNT1 A 0 A_GiveInventory(\"CBPackThing\", 1)\n TNT1 A 0 A_GiveInventory(\"RevolverRound\", 12)\n Goto MollyAmmo\n M67Ammo:\n TNT1 A 0 A_JumpIfInventory(\"M67Grenade\", 0, \"FullAmmo\")\n TNT1 A 0 A_GiveInventory(\"CBPackThing\", 1)\n TNT1 A 0 A_GiveInventory(\"M67Grenade\", 1)\n Goto FullAmmo\n MediAmmo:\n TNT1 A 0 A_JumpIfInventory(\"MarineMedikit\", 0, \"FullAmmo\")\n TNT1 A 0 A_GiveInventory(\"CBPackThing\", 1)\n TNT1 A 0 A_GiveInventory(\"MarineMedikit\", 1)\n Goto FullAmmo\n MollyAmmo:\n TNT1 A 0 A_JumpIfInventory(\"Molotov\", 0, \"FullAmmo\")\n TNT1 A 0 A_GiveInventory(\"CBPackThing\", 1)\n TNT1 A 0 A_GiveInventory(\"Molotov\", 1)\n Goto FullAmmo\n FullAmmo:\n TNT1 A 0 A_JumpIfInventory(\"CBPackThing\", 1, \"Finished\")\n TNT1 A 0\n Fail\n Finished:\n TNT1 A 0 A_TakeInventory(\"CBPackThing\", 1)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/NoItems.txt",
"contents": "Actor Nothing1 replaces Cell\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing2 replaces CellPack\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing3 replaces Clip\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing4 replaces ClipBox\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing5 replaces Shell\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing6 replaces ShellBox\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing7 replaces RocketAmmo\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing8 replaces RocketBox\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing9 replaces BackPack\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing10 replaces Shotgun\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing11 replaces SuperShotgun\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing12 replaces Chaingun\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing13 replaces RocketLauncher\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing14 replaces PlasmaRifle\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing15 replaces BFG9000\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing16 replaces Chainsaw\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing17 replaces Stimpack\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing18 replaces Medikit\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing19 replaces GreenArmor\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing20 replaces BlueArmor\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing21 replaces ArmorBonus\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing22 replaces HealthBonus\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing23 replaces Megasphere\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing24 replaces Soulsphere\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing25 replaces Berserk\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing26 replaces RadSuit\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing27 replaces Allmap\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing28 replaces Infrared\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing29 replaces BlurSphere\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Nothing30 replaces InvulnerabilitySphere\n{\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor NoZombieMan : OBZombies Replaces Zombieman\n{\n}\n\nActor NoShotgunGuy : OBZombies Replaces ShotgunGuy\n{\n}\n\nActor NoChaingunGuy : OBZombies Replaces ChaingunGuy\n{\n}\n\nActor NoWolfensteinSS : OBZombies Replaces WolfensteinSS\n{\n}\n\nActor NoDoomImp : OBZombies Replaces DoomImp\n{\n}\n\nActor NoDemon : OBZombies Replaces Demon\n{\n}\n\nActor NoSpectre : OBZombies Replaces Spectre\n{\n}\n\nActor NoLostSoul : OBZombies Replaces LostSoul\n{\n}\n\nActor NoCacodemon : OBZombies Replaces Cacodemon\n{\n}\n\nActor NoPainElemental : OBZombies Replaces PainElemental\n{\n}\n\nActor NoFatso : OBZombies Replaces Fatso\n{\n}\n\nActor NoRevenant : OBZombies Replaces Revenant\n{\n}\n\nActor NoArachnotron : OBZombies Replaces Arachnotron\n{\n}\n\nActor NoHellKnight : OBZombies Replaces HellKnight\n{\n}\n\nActor NoBaronOfHell : OBZombies Replaces BaronOfHell\n{\n}\n\nActor NoArchvile : OBZombie10 Replaces Archvile\n{\n}\n\nActor NoCyberdemon : OBZombie10 Replaces Cyberdemon\n{\n}\n\nActor NoSpiderMastermind : OBZombie10 Replaces SpiderMastermind\n{\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Axe.txt",
"contents": "Actor Axe : DoomWeapon\n{\n Weapon.SelectionOrder 100\n Obituary \"%o was slaughtered by %k's axe.\"\n Weapon.SlotNumber 1\n Weapon.Kickback 0\n +Inventory.Undroppable\n Weapon.AmmoType2 \"BChargeAmmo\"\n Weapon.AmmoUse2 0\n +WEAPON.ALT_AMMO_OPTIONAL\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n Weapon.BobSpeed 1.4\n Weapon.BobRangeX 0.9\n Weapon.BobRangeY 0.6\n States\n {\n Ready:\n AXEG A 0 A_JumpIfInventory(\"BerserkerChargeTimer\", 1, \"ReadyNoCharge\")\n AXEG A 1 A_WeaponReady\n Loop\n ReadyNoCharge:\n AXEG A 1 A_WeaponReady(WRF_NOSECONDARY)\n Goto Ready\n Deselect:\n AXEG A 1 A_Lower\n Loop\n Select:\n AXEG A 1 A_Raise\n Loop\n Fire:\n AXEG ABCDE 2\n TNT1 A 4\n AXEG F 2 A_PlaySound(\"Weapons/Axe\", CHAN_WEAPON)\n AXEG G 0 A_FireBullets (0, 0, 1, 0, \"ZAxePuff\", FBF_NORANDOM|FBF_NOFLASH|FBF_NORANDOMPUFFZ, 92)\n AXEG G 1 A_FireBullets (0, 0, 1, 0, \"AxeAttack\", FBF_NORANDOM|FBF_NOFLASH|FBF_NORANDOMPUFFZ, 60)\n AXEG HI 1\n TNT1 A 4\n AXEG IHA 2\n AXEG A 0 A_Refire\n Goto Ready\n Altfire:\n AXEG A 0 A_JumpIfInventory(\"BerserkerChargeTimer\", 1, \"ReadyNoCharge\")\n AXEG A 0 A_CheckFloor(1)\n Goto Ready\n AXEG A 0 ACS_NamedExecuteAlways(\"BerserkNoJump\")\n AXEG A 0 A_GunFlash\n AXEG A 0 A_ChangeFlag(\"NoPain\", 1)\n AXEG ABCDE 2\n TNT1 A 0 A_TakeInventory(\"BChargeAmmo\", 1)\n TNT1 A 0 A_Stop\n TNT1 A 0 A_Recoil(-43)\n TNT1 A 0 A_Playsound(\"Berserker/Charge\", CHAN_7)\n TNT1 A 0 SetPlayerProperty(0, 1, 4)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 0 SetPlayerProperty(0, 0, 4)\n TNT1 A 0 SetPlayerProperty(0, 1, 0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 1 A_FireCustomMissile(\"BerserkerCharge\", 0, 0 ,0)\n TNT1 A 0 SetPlayerProperty(0, 0, 0)\n TNT1 A 0 ACS_NamedExecuteAlways(\"BerserkJump\")\n AXEG F 2 A_PlaySound(\"Weapons/Axe\", CHAN_WEAPON)\n AXEG G 0 A_FireBullets (0, 0, 1, 0, \"ZAxePuff\", FBF_NORANDOM|FBF_NOFLASH|FBF_NORANDOMPUFFZ, 92)\n AXEG G 1 A_FireBullets (0, 0, 1, 0, \"AxeAttack\", FBF_NORANDOM|FBF_NOFLASH|FBF_NORANDOMPUFFZ, 60)\n AXEG HI 1\n TNT1 A 4\n AXEG IHA 2\n AXEG A 0 A_ChangeFlag(\"NoPain\", 0)\n AXEG A 0 ACS_NamedExecuteAlways(\"BerserkerCharge\")\n Goto Ready\n Flash:\n TNT1 A 1\n Stop\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor ZAxePuff\n{\n DamageType \"ZombieMelee\"\n +NOBLOCKMAP\n +NOGRAVITY\n +PUFFONACTORS\n +NODAMAGETHRUST\n +BLOODLESSIMPACT\n ActiveSound \"Stuff/Blank\"\n AttackSound \"Weapons/AxeWall\"\n SeeSound \"Stuff/Blank\"\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n Crash:\n TNT1 A 1\n Stop\n Melee:\n TNT1 A 1\n Stop\n }\n}\n\nActor AxeAttack\n{\n DamageType \"ZombieMelee\"\n Obituary \"%o was slaughtered by %k's axe.\"\n +NOBLOCKMAP\n +NOGRAVITY\n +PUFFONACTORS\n +PUFFGETSOWNER\n +ALWAYSPUFF\n +NODAMAGETHRUST\n +BLOODLESSIMPACT\n +NOEXTREMEDEATH\n ActiveSound \"\"\n AttackSound \"\"\n SeeSound \"\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Explode(89, 32, 0, 0, 32)\n TNT1 A 1\n Stop\n }\n}\n\nActor BerserkerBuff : CustomInventory\n{\n Inventory.MaxAmount 1\n Inventory.Icon \"BERSA0\"\n Inventory.UseSound \"Zombie/Powerup\"\n +Inventory.InvBar\n +Inventory.KeepDepleted\n +Inventory.Untossable\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n Use:\n TNT1 A 1 ACS_NamedExecuteAlways(\"BerserkerBuff\")\n Stop\n }\n}\n\nActor BerserkDamage : PowerDamage\n{\nDamageFactor \"Normal\", 1.5\n}\n\nActor BerserkReduceDMG : PowerProtection\n{\n DamageFactor \"Normal\", 0.75\n}\n\nActor BerserkerDamage : PowerupGiver\n{\n Powerup.Type \"BerserkDamage\"\n Powerup.Duration -20\n Powerup.Color Red 0.15\n +Inventory.AutoActivate\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor BerserkerReduceDMG : PowerupGiver\n{\n Powerup.Type \"BerserkReduceDMG\"\n Powerup.Duration -20\n +Inventory.AutoActivate\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor BerserkerChargeTimer : Inventory { Inventory.MaxAmount 1 }\n\nActor BChargeAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 1\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 1\n +IGNORESKILL\n}\n\nActor BerserkerCharge\n{\n PROJECTILE\n +FORCERADIUSDMG\n +NODAMAGETHRUST\n Speed 25\n Radius 2\n Height 2\n Obituary \"%o was run down by %k.\"\n DamageType \"BerserkerCharge\"\n Damage (4)\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Explode(4, 32, 0, 0, 32)\n TNT1 A 1 A_RadiusThrust(1500, 40, 0)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Bullet.txt",
"contents": "Actor HitScanPuff: BulletPuff\n{\n AttackSound \"BulletHit\"\n States\n {\n Spawn:\n PUFF A 2 Bright\n PUFF A 0 A_Jump(128, 6)\n PUFF AAAAA 0 A_CustomMissile (\"HitScanPuffParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n PUFF B 2\n Melee:\n PUFF CD 4\n Stop\n }\n}\n\nActor HitScanPuffParticle\n{\n Radius 1\n Height 1\n Speed 10\n Damage 0\n +NoBlockMap\n +NoTeleport\n +DontSplash\n +Missile\n +ForceXYBillboard\n +ClientSideOnly\n +NoInteraction\n +NoClip\n Renderstyle Add\n Scale 0.45\n States\n {\n Spawn:\n PUFF A 2 Bright\n PUFF A 2\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Chainsaw.txt",
"contents": "Actor Bloody-Chainsaw : DoomWeapon\n{\n Weapon.SelectionOrder 300\n Obituary \"%o was mowed over by %k's chainsaw.\"\n AttackSound \"Weapons/SawHit\"\n Weapon.SlotNumber 3\n Weapon.Kickback 0\n +Inventory.Undroppable\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n Weapon.BobSpeed 1.4\n Weapon.BobRangeX 0.9\n Weapon.BobRangeY 0.6\n Weapon.UpSound \"Weapons/SawUp\"\n Weapon.ReadySound \"Weapons/SawIdle\"\n Decal \"ChainsawMark\"\n States\n {\n Ready:\n BSAW CD 4 A_WeaponReady\n Loop\n Deselect:\n BSAW C 1 A_Lower\n Loop\n Select:\n BSAW C 1 A_Raise\n Loop\n Fire:\n BSAW A 0 A_AlertMonsters\n BSAW A 0 A_Quake(1,2,0,1,0)\n BSAW B 4 A_CustomPunch(50, 1, 0, \"SawPuff\", 74)\n BSAW B 0 A_PlaySound(\"Weapons/SawFull\", CHAN_WEAPON)\n BSAW A 0 A_Quake(1,2,0,1,0)\n BSAW A 4 A_CustomPunch(50, 1, 0, \"SawPuff\", 74)\n BSAW B 0 A_PlaySound(\"Weapons/SawFull\", CHAN_WEAPON)\n BSAW B 0 A_ReFire\n Goto Ready\n Altfire:\n BSAW C 0 A_JumpIfInventory(\"Molotov\", 1, 1)\n Goto Ready\n BSAW C 1 Offset(0, 40)\n BSAW C 1 Offset(0, 45)\n BSAW C 1 Offset(0, 50)\n BSAW C 1 Offset(0, 55)\n BSAW C 1 Offset(0, 60)\n BSAW C 1 Offset(0, 65)\n BSAW C 1 Offset(0, 70)\n BSAW C 1 Offset(0, 75)\n BSAW C 1 Offset(0, 80)\n BSAW C 1 Offset(0, 85)\n BSAW C 1 Offset(0, 90)\n BSAW C 1 Offset(0, 95)\n BSAW C 1 Offset(0, 100)\n BSAW C 1 Offset(0, 105)\n BSAW C 1 Offset(0, 115)\n BSAW C 1 Offset(0, 125)\n TNT1 A 15 A_PlaySound(\"Weapons/LighterOpen\", CHAN_WEAPON)\n MOLO A 1 Offset(0, 205) A_PlaySound(\"Weapons/Lighter\", CHAN_WEAPON)\n MOLO A 1 Offset(0, 195)\n MOLO A 1 Offset(0, 185)\n MOLO B 1 Offset(0, 175)\n MOLO B 1 Offset(0, 165)\n MOLO B 1 Bright Offset(0, 155)\n MOLO A 1 Bright Offset(0, 145)\n MOLO A 1 Bright Offset(0, 135)\n MOLO A 1 Bright Offset(0, 125)\n MOLO B 1 Bright Offset(0, 115)\n MOLO B 1 Bright Offset (0, 105) A_PlaySound(\"Weapons/LighterClose\", CHAN_WEAPON)\n MOLO B 1 Bright Offset (0, 105)\n MOLO C 1 Bright Offset (0, 105)\n MOLO C 1 Bright Offset (0, 105)\n MOLO C 1 Bright Offset (0, 105)\n MOLO D 1 Bright Offset(0, 95)\n MOLO E 1 Bright Offset(0, 85)\n MOLO F 1 Bright Offset(0, 75)\n MOLO G 1 Bright Offset(0, 65)\n MOLO H 1 Bright Offset(0, 45)\n MOLO I 1 Bright Offset(0, 35)\n MOLO J 1 Bright Offset(0, 32)\n TNT1 A 2\n HNDG H 1\n HNDG I 0 A_TakeInventory(\"Molotov\", 1)\n HNDG I 1 A_FireCustomMissile(\"ThrownMolotov\", 0, 0, 6, 10, 0, 8)\n HNDG JKLMNOP 1\n TNT1 A 5\n BSAW C 1 Offset(0, 125) A_PlaySound(\"Weapons/SawUp\", CHAN_WEAPON)\n BSAW C 1 Offset(0, 115)\n BSAW C 1 Offset(0, 105)\n BSAW C 1 Offset(0, 100)\n BSAW C 1 Offset(0, 95)\n BSAW C 1 Offset(0, 90)\n BSAW C 1 Offset(0, 85)\n BSAW C 1 Offset(0, 80)\n BSAW C 1 Offset(0, 75)\n BSAW C 1 Offset(0, 70)\n BSAW C 1 Offset(0, 65)\n BSAW C 1 Offset(0, 60)\n BSAW C 1 Offset(0, 55)\n BSAW C 1 Offset(0, 50)\n BSAW C 1 Offset(0, 45)\n BSAW C 1 Offset(0, 40)\n Goto Ready\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor SawPuff: BulletPuff\n{\n AttackSound \"Weapons/SawWall\"\n +NoExtremeDeath\n DamageType \"HumanMelee\"\n States\n {\n Melee:\n PUFF A 2 Bright\n PUFF AAAAA 0 A_CustomMissile (\"HitScanPuffParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n PUFF B 2\n PUFF CD 4\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Claws.txt",
"contents": "Actor Claws : DoomWeapon\n{\n Weapon.SelectionOrder 100\n Obituary \"%o was ripped apart by %k's claws.\"\n Weapon.SlotNumber 1\n Weapon.Kickback 0\n +Inventory.Undroppable\n Weapon.AmmoType2 \"LungeAmmo\"\n Weapon.AmmoUse2 0\n +WEAPON.ALT_AMMO_OPTIONAL\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n Weapon.BobSpeed 1.4\n Weapon.BobRangeX 0.9\n Weapon.BobRangeY 0.6\n States\n {\n Ready:\n CLAW A 0 A_JumpIfInventory(\"RipperClawTimer\", 1, \"ReadyNoLunge\")\n CLAW A 1 A_WeaponReady\n Loop\n ReadyNoLunge:\n CLAW A 1 A_WeaponReady(WRF_NOSECONDARY)\n Goto Ready\n Deselect:\n CLAW A 1 A_Lower\n Loop\n Select:\n CLAW A 1 A_Raise\n Loop\n Fire:\n CLAW B 0 A_JumpIfInventory(\"LifeStealChecker\", 1, \"Fire2\")\n CLAW B 2\n CLAW C 2\n CLAW D 2\n CLAW E 0 A_PlaySound(\"Weapons/Claw\", CHAN_WEAPON)\n CLAW E 2 A_FireBullets (0, 0, 1, 0, \"ClawAttack\", FBF_NORANDOM|FBF_NOFLASH|FBF_NORANDOMPUFFZ, 60)\n CLAW F 2\n CLAW G 2\n CLAW H 2\n CLAW I 2\n CLAW J 0 A_PlaySound(\"Weapons/Claw\", CHAN_WEAPON)\n CLAW J 2 A_FireBullets (0, 0, 1, 0, \"ClawAttack\", FBF_NORANDOM|FBF_NOFLASH|FBF_NORANDOMPUFFZ, 60)\n CLAW K 2\n CLAW K 0 A_ReFire\n Goto Ready\n Fire2:\n CLAW B 2\n CLAW C 2\n CLAW D 2\n CLAW E 0 A_PlaySound(\"Weapons/Claw\", CHAN_WEAPON)\n CLAW E 2 A_FireBullets (0, 0, 1, 0, \"ClawLifeSteal\", FBF_NORANDOM|FBF_NOFLASH|FBF_NORANDOMPUFFZ, 60)\n CLAW F 2\n CLAW G 2\n CLAW H 2\n CLAW I 2\n CLAW J 0 A_PlaySound(\"Weapons/Claw\", CHAN_WEAPON)\n CLAW J 2 A_FireBullets (0, 0, 1, 0, \"ClawLifeSteal\", FBF_NORANDOM|FBF_NOFLASH|FBF_NORANDOMPUFFZ, 60)\n CLAW K 2\n CLAW K 0 A_ReFire\n Goto Ready\n AltFire:\n CLAW A 0 A_JumpIfInventory(\"RipperClawTimer\", 1, \"ReadyNoLunge\")\n CLAW A 0 A_CheckFloor(1)\n Goto Ready\n CLAW A 0 ACS_NamedExecuteAlways(\"RipperLunge\")\n Goto Ready\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor RipperClawTimer : Inventory { Inventory.MaxAmount 1 }\n\nActor LungeAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 1\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 1\n +IGNORESKILL\n}\n\nActor ClawAttack\n{\n DamageType \"ZombieMelee\"\n Obituary \"%o was ripped apart by %k's claws.\"\n +NOBLOCKMAP\n +NOGRAVITY\n +PUFFONACTORS\n +PUFFGETSOWNER\n +ALWAYSPUFF\n +NODAMAGETHRUST\n +BLOODLESSIMPACT\n +NOEXTREMEDEATH\n ActiveSound \"\"\n AttackSound \"\"\n SeeSound \"\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Explode(40, 24, 0, 0, 24)\n TNT1 A 1\n Stop\n }\n}\n\nActor ClawLifeSteal\n{\n DamageType \"RipperLifeSteal\"\n +NOBLOCKMAP\n +NOGRAVITY\n +PUFFONACTORS\n +PUFFGETSOWNER\n +ALWAYSPUFF\n +NODAMAGETHRUST\n +BLOODLESSIMPACT\n ActiveSound \"\"\n AttackSound \"\"\n SeeSound \"\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Explode(40, 24, 0, 0, 24)\n TNT1 A 1\n Stop\n }\n}\n\nActor LifeStealPuff\n{\n Radius 0\n Height 0\n +NOGRAVITY\n +NOBLOCKMAP\n +NOINTERACTION\n RenderStyle Translucent\n Alpha 0.8\n Scale 0.6\n States\n {\n Spawn:\n PUF4 ABCCDEFGHIJKLMNOPQRSTUVWXYZ 1\n PUF5 AB 1\n Stop\n }\n}\n\nActor RipperBuff : CustomInventory\n{\n Inventory.MaxAmount 1\n Inventory.Icon \"REGNA0\"\n Inventory.UseSound \"Zombie/Powerup\"\n +Inventory.InvBar\n +Inventory.KeepDepleted\n +Inventory.Untossable\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n Use:\n TNT1 A 1 ACS_NamedExecuteAlways(\"RipperBuff\")\n Stop\n }\n}\n\nActor LifeStealChecker : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nActor ActualLifeSteal : PowerupGiver\n{\n Powerup.Type \"Drain\"\n Powerup.Duration -20\n Powerup.Color Red 0.15\n +Inventory.AutoActivate\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor JumpLikeYoureBlack : PowerupGiver\n{\n Powerup.Type \"HighJump\"\n Powerup.Duration -20\n +Inventory.AutoActivate\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Cleaver.txt",
"contents": "Actor Cleaver : Weapon\n{\n Weapon.SelectionOrder 100\n Obituary \"%o was butchered by %k.\"\n Weapon.SlotNumber 1\n Weapon.Kickback 0\n +Inventory.Undroppable\n Weapon.AmmoType \"zvomit\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 1\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n Weapon.BobSpeed 1.4\n Weapon.BobRangeX 0.9\n Weapon.BobRangeY 0.6\n States\n {\n Ready:\n CLEV A 1 A_WeaponReady\n Loop\n Deselect:\n CLEV A 1 A_Lower\n Loop\n Select:\n CLEV A 1 A_Raise\n Goto Select\n Fire:\n CLEV A 0 A_JumpIfInventory(\"ShootABileBomb\", 1, \"Fire2\")\n CLEV A 0 A_FireCustomMissile(\"AcidVomit\", 0, 1, 0, 2, 0)\n CLEV A 0 A_Playsound(\"Vomit/Fire\", CHAN_WEAPON)\n CLEV A 0 A_GunFlash\n CLEV A 52\n CLEV A 0 A_Refire\n Goto Ready\n Fire2:\n CLEV A 0 A_FireCustomMissile(\"ActualBileBomb\", 0, 0, 0, 2, 0)\n CLEV A 0 A_TakeInventory(\"ShootABileBomb\", 1)\n CLEV A 0 A_Playsound(\"Vomit/Fire\", CHAN_WEAPON)\n CLEV A 0 A_GunFlash\n CLEV A 52 ACS_NamedExecuteAlways(\"BloatBuff\")\n CLEV A 0 A_Refire\n Goto Ready\n AltFire:\n CLEV B 4\n CLEV C 4\n CLEV D 4\n CLEV E 0 A_PlaySound(\"Weapons/Cleaver\", CHAN_WEAPON)\n CLEV E 0 A_FireBullets (0, 0, 1, 0, \"CleaverPuff\", FBF_NORANDOM|FBF_NOFLASH|FBF_NORANDOMPUFFZ, 84)\n CLEV E 4 A_FireBullets (0, 0, 1, 0, \"CleaverAttack\", FBF_NORANDOM|FBF_NOFLASH|FBF_NORANDOMPUFFZ, 60)\n CLEV E 4 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 1\n Stop\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor AcidVomit\n{\n Radius 8\n Height 12\n Speed 30\n Obituary \"%o was smothered by %k's bile.\"\n Damage (40)\n DamageType \"BloatToxin\"\n Deathsound \"Vomit/Splat\"\n Scale 0.8\n Gravity .4\n PROJECTILE\n -NOGRAVITY\n +NOEXTREMEDEATH\n RenderStyle Translucent\n Alpha 0.9\n Decal Scorch\n States\n {\n Spawn:\n BOGY AABBCC 1 Bright A_SpawnItemEx(\"VomitTrail\", -(MomX/1.2), -(MomY/1.2), (MomZ/1.2*-1), (MomX/1.2), (MomY/1.2), (MomZ/1.2), -Angle, 138)\n Loop\n Death:\n BOGY D 0 Bright A_Explode(10,48,0)\n BOGY D 0 Bright A_NoGravity\n BOGY DEF 4 Bright\n Stop\n }\n}\n\nActor VomitTrail\n{\n Scale 0.7\n Radius 8\n Height 12\n Damage 0\n Projectile\n +NoBlockMap\n +DontSplash\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n BOGY A 0\n BOGY A 0 A_Jump(128, 4)\n BOGY AABBCC 1 Bright A_FadeOut(0.09)\n Loop\n }\n}\n\nActor ShootABileBomb : Inventory { Inventory.MaxAmount 1 }\n\nActor BileBomb : CustomInventory\n{\n Inventory.MaxAmount 1\n Inventory.Icon \"BBHDA0\"\n Inventory.UseSound \"Zombie/Powerup\"\n +Inventory.InvBar\n +Inventory.KeepDepleted\n +Inventory.Untossable\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n Use:\n TNT1 A 0 A_GiveInventory(\"ZVomit\", 1)\n TNT1 A 1 A_GiveInventory(\"ShootABileBomb\", 1)\n Stop\n }\n}\n\nActor ActualBileBomb : AcidVomit\n{\n Radius 12\n Mass 5\n Speed 40\n Obituary \"%o caught %k's bile bomb.\"\n Scale 1.0\n States\n {\n Spawn:\n BBGY ABC 2 Bright\n Loop\n Death:\n BBGY D 0 Bright A_Explode(10,48,0)\n BBGY DEF 4 Bright\n TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BloatToxicCloud\", 0, 0, 0, FRandom(-16.0,16.0), FRandom(-16.0,16.0), FRandom(-1.0, 1.0), FRandom(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BloatToxicCloud\", 0, 0, 0, FRandom(-40.0,40.0), FRandom(-40.0,40.0), FRandom(-2.5, 2.5), FRandom(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE, 0)\n TNT1 A 1\n Stop\n }\n}\n\nActor BloatToxicCloud\n{\n Radius 5\n Height 10\n Obituary \"%o didn't make it out of %k's toxic mist\"\n DamageType \"BloatCloud\"\n Mass 0x7fffffff\n BounceFactor 0.0\n MaxStepHeight 40\n Gravity 0.08\n WallBounceFactor 0.0\n +HEXENBOUNCE\n +NOBLOCKMAP\n +DROPOFF\n +NODAMAGETHRUST\n +DONTSPLASH\n +BLOODLESSIMPACT\n +SLIDESONWALLS\n +NOTELEPORT\n YScale 0.35\n RenderStyle Translucent\n Alpha 0.21\n States\n {\n Spawn:\n BLCL A 1\n BLCL A 0 A_PlaySound(\"Vomit/Cloud\")\n BLCL A 15\n BLCL AAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Explode(6, 112, 0)\n Goto Death\n Death:\n BLCL A 1 A_FadeOut(0.01)\n Loop\n }\n}\n\nActor CleaverPuff\n{\n DamageType \"BloatMelee\"\n +NOBLOCKMAP\n +NOGRAVITY\n +PUFFONACTORS\n +NODAMAGETHRUST\n +BLOODLESSIMPACT\n ActiveSound \"Stuff/Blank\"\n AttackSound \"KnifeHitWall\"\n SeeSound \"Stuff/Blank\"\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n Crash:\n TNT1 A 1\n Stop\n Melee:\n TNT1 A 1\n Stop\n }\n}\n\nActor CleaverAttack\n{\n DamageType \"BloatMelee\"\n Obituary \"%o was butchered by %k.\"\n +NOBLOCKMAP\n +NOGRAVITY\n +PUFFONACTORS\n +PUFFGETSOWNER\n +ALWAYSPUFF\n +NODAMAGETHRUST\n +BLOODLESSIMPACT\n +NOEXTREMEDEATH\n ActiveSound \"\"\n AttackSound \"\"\n SeeSound \"\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Explode(40, 24, 0, 0, 24)\n TNT1 A 1\n Stop\n }\n}\n\nActor ZVomit : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 30\n Inventory.Icon \"BOHDA0\"\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 30\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Colt45.txt",
"contents": "Actor \"Colt 45\" : DoomWeapon\n{\n Weapon.SelectionOrder 200\n Obituary \"%o was filled with holes by %k.\"\n AttackSound \"Colt/Fire\"\n Weapon.SlotNumber 2\n Weapon.KickBack 75\n +Inventory.Undroppable\n Weapon.AmmoType \"ColtClip\"\n Weapon.AmmoType2 \"ColtRound\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 7\n Weapon.AmmoGive2 7\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n Weapon.BobSpeed 1.4\n Weapon.BobRangeX 0.9\n Weapon.BobRangeY 0.6\n Weapon.UpSound \"Weapons/Change\"\n Decal \"Bullet\"\n States\n {\n Ready:\n COLT A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n Loop\n Deselect:\n COLT A 1 A_Lower\n Loop\n Select:\n COLT A 1 A_Raise\n Loop\n Fire:\n COLT A 0 A_JumpIfInventory(\"ColtClip\", 1, 4)\n COLT A 0 A_JumpIfInventory(\"ReloadText\", 1, 2)\n COLT A 0 ACS_NamedExecuteAlways(\"ReloadText\")\n COLT A 16 A_PlaySound(\"Weapons/NoAmmo\", CHAN_7)\n Goto Ready\n COLT A 0 A_AlertMonsters\n COLT A 0 A_JumpIfInventory(\"ColtRecoil3\", 1, \"RecoilFire3\")\n COLT A 0 A_JumpIfInventory(\"ColtRecoil2\", 1, \"RecoilFire2\")\n COLT A 0 A_JumpIfInventory(\"ColtRecoil1\", 1, \"RecoilFire1\")\n COLT A 0 ACS_NamedExecuteAlways(\"Colt45Recoil1\")\n COLF A 0 A_FireCustomMissile(\"PistolCasingSpawner\", 0, 0, 0, 1)\n COLT A 0 A_GunFlash\n COLT A 0 A_Quake(1,2,0,1,0)\n COLF A 1 Bright A_FireBullets(1.0, 0, -1, 18, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n COLT B 1 A_SetPitch(Pitch-1.8, SPF_INTERPOLATE)\n COLT CDE 1\n COLT B 1\n Goto Ready\n RecoilFire1:\n COLT A 0 ACS_NamedExecuteAlways(\"Colt45Recoil2\")\n COLF A 0 A_FireCustomMissile(\"PistolCasingSpawner\", 0, 0, 0, 1)\n COLT A 0 A_GunFlash\n COLT A 0 A_Quake(1,2,0,1,0)\n COLF A 1 Bright A_FireBullets(1.5, 0, -1, 18, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n COLT B 1 A_SetPitch(Pitch-1.8, SPF_INTERPOLATE)\n COLT CDE 1\n COLT B 1\n Goto Ready\n RecoilFire2:\n COLT A 0 ACS_NamedExecuteAlways(\"Colt45Recoil3\")\n COLF A 0 A_FireCustomMissile(\"PistolCasingSpawner\", 0, 0, 0, 1)\n COLT A 0 A_GunFlash\n COLT A 0 A_Quake(1,2,0,1,0)\n COLF A 1 Bright A_FireBullets(2.5, 0, -1, 18, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n COLT B 1 A_SetPitch(Pitch-1.8, SPF_INTERPOLATE)\n COLT CDE 1\n COLT B 1\n Goto Ready\n RecoilFire3:\n COLT A 0 ACS_NamedExecuteAlways(\"Colt45Recoil3\")\n COLF A 0 A_FireCustomMissile(\"PistolCasingSpawner\", 0, 0, 0, 1)\n COLT A 0 A_GunFlash\n COLT A 0 A_Quake(1,2,0,1,0)\n COLF A 1 Bright A_FireBullets(4.5, 0, -1, 18, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n COLT B 1 A_SetPitch(Pitch-1.8, SPF_INTERPOLATE)\n COLT CDE 1\n COLT B 1\n Goto Ready\n Reload:\n COLT A 0 A_JumpIfInventory(\"ColtClip\", 7, \"Ready\")\n COLT A 0 A_JumpIfInventory(\"ColtRound\", 1, 2)\n COLT A 0 A_JumpIfInventory(\"ColtReloaded\", 1, 5)\n Goto Ready\n COLT A 0 A_TakeInventory(\"ColtRound\", 1)\n COLT A 0 A_GiveInventory(\"ColtClip\", 1)\n COLT A 0 A_GiveInventory(\"ColtReloaded\", 1)\n COLT A 0 A_JumpIfInventory(\"ColtClip\", 7, 1)\n Goto Reload\n COLT A 0 ACS_NamedExecuteAlways(\"ReloadTextR\")\n COLT A 2 Offset(-2, 40)\n COLT A 2 Offset(-5, 45)\n COLT A 2 Offset(-9, 50)\n COLT A 2 Offset(-12, 55)\n COLT A 0 A_PlaySound(\"Colt/Reload\", CHAN_WEAPON)\n COLT A 90 Offset(-15, 60)\n COLT A 2 Offset(-12, 55)\n COLT A 2 Offset(-10, 52)\n COLT A 2 Offset(-7, 49)\n COLT A 2 Offset(-5, 46)\n COLT A 2 Offset(-2, 39)\n COLT A 2\n COLT A 0 A_TakeInventory(\"ColtReloaded\", 1)\n Goto Ready\n Altfire:\n COLT A 0 A_JumpIfInventory(\"M67Grenade\", 1, 1)\n Goto Ready\n COLT A 1 Offset(0, 40)\n COLT A 1 Offset(0, 45)\n COLT A 1 Offset(0, 50)\n COLT A 1 Offset(0, 55)\n COLT A 1 Offset(0, 60)\n COLT A 1 Offset(0, 65)\n COLT A 1 Offset(0, 70)\n COLT A 1 Offset(0, 75)\n COLT A 1 Offset(0, 80)\n COLT A 1 Offset(0, 85)\n COLT A 1 Offset(0, 90)\n COLT A 1 Offset(0, 95)\n COLT A 1 Offset(0, 100)\n COLT A 1 Offset(0, 105)\n COLT A 1 Offset(0, 115)\n COLT A 1 Offset(0, 125)\n HNDG A 1 Offset(0, 95)\n HNDG A 1 Offset(0, 85)\n HNDG B 1 Offset(0, 75)\n HNDG B 1 Offset(0, 65)\n HNDG C 1 Offset(0, 55)\n HNDG C 1 Offset(0, 45)\n HNDG D 1 Offset(0, 35) A_PlaySound(\"M67/PullPin\", CHAN_WEAPON)\n GNDG D 1 Offset(0, 32)\n HNDG EFGG 2\n HNDG H 1 A_PlaySound(\"M67/Toss\", CHAN_WEAPON)\n HNDG I 0 A_TakeInventory(\"M67Grenade\", 1)\n HNDG I 0 A_FireCustomMissile(\"ThrownGrenade1\", 0, 1, 0, 0)\n HNDG IJKLMNOP 1\n TNT1 A 5\n COLT A 1 Offset(0, 125) A_PlaySound(\"Weapons/Change\", CHAN_WEAPON)\n COLT A 1 Offset(0, 115)\n COLT A 1 Offset(0, 105)\n COLT A 1 Offset(0, 100)\n COLT A 1 Offset(0, 95)\n COLT A 1 Offset(0, 90)\n COLT A 1 Offset(0, 85)\n COLT A 1 Offset(0, 80)\n COLT A 1 Offset(0, 75)\n COLT A 1 Offset(0, 70)\n COLT A 1 Offset(0, 65)\n COLT A 1 Offset(0, 60)\n COLT A 1 Offset(0, 55)\n COLT A 1 Offset(0, 50)\n COLT A 1 Offset(0, 45)\n COLT A 1 Offset(0, 40)\n Goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 0 A_Light0\n Stop\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor ColtReloaded : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor ColtRecoil1 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor ColtRecoil2 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor ColtRecoil3 : Inventory\n{\nInventory.MaxAmount 2\n}\n\nActor ColtClip : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 7\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 7\n Inventory.Icon \"HUDMA0\"\n +IGNORESKILL\n}\n\nActor ColtRound : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 42\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 42\n Inventory.Icon \"HUDBA0\"\n +IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/DBShotgun.txt",
"contents": "Actor \"Double-Barreled Shotgun\" : DoomWeapon\n{\n Weapon.SelectionOrder 100\n Obituary \"%o was splattered by %k's Boomstick!\"\n Weapon.SlotNumber 1\n Weapon.KickBack 200\n +Inventory.Undroppable\n Weapon.AmmoType \"Shells\"\n Weapon.AmmoUse 2\n Weapon.AmmoGive 8\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n Weapon.BobSpeed 1.4\n Weapon.BobRangeX 0.9\n Weapon.BobRangeY 0.6\n Weapon.UpSound \"Weapons/Change\"\n Decal \"Bullet\"\n States\n {\n Ready:\n KSSG A 1 A_WeaponReady\n Loop\n Deselect:\n KSSG A 1 A_Lower\n Loop\n Select:\n KSSG A 1 A_Raise\n Loop\n Fire:\n KSSG A 3 A_AlertMonsters\n KSSG A 0 A_GunFlash\n KSSG A 0 A_PlaySound(\"Weapons/sshotf\", CHAN_7)\n KSSG A 2 A_FireBullets(12, 6, 20, 10, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n KSSG A 0 A_Quake(4,5,0,1,0)\n KSSG A 5 A_SetPitch(Pitch-6.0, SPF_INTERPOLATE)\n KSSG B 5 A_CheckReload\n KSSG C 5\n KSSG D 0 A_FireCustomMissile(\"SuperShotgunCasingSpawner\", 0, 0, 3, 0)\n KSSG D 0 A_FireCustomMissile(\"SuperShotgunCasingSpawner\", 0, 0, -3, 0)\n KSSG D 5 A_PlaySound(\"Weapons/sshoto\", CHAN_WEAPON)\n KSSG E 5\n KSSG K 6\n KSSG F 5\n KSSG G 5 A_PlaySound(\"Weapons/sshotl\", CHAN_WEAPON)\n KSSG H 5\n KSSG C 5 A_PlaySound(\"Weapons/sshotc\", CHAN_WEAPON)\n KSSG B 5\n KSSG A 5\n KSSG A 0 A_Refire\n Goto Ready\n Altfire:\n KSSG A 0 A_JumpIfInventory(\"Molotov\", 1, 1)\n Goto Ready\n KSSG A 1 Offset(0, 40)\n KSSG A 1 Offset(0, 45)\n KSSG A 1 Offset(0, 50)\n KSSG A 1 Offset(0, 55)\n KSSG A 1 Offset(0, 60)\n KSSG A 1 Offset(0, 65)\n KSSG A 1 Offset(0, 70)\n KSSG A 1 Offset(0, 75)\n KSSG A 1 Offset(0, 80)\n KSSG A 1 Offset(0, 85)\n KSSG A 1 Offset(0, 90)\n KSSG A 1 Offset(0, 95)\n KSSG A 1 Offset(0, 100)\n KSSG A 1 Offset(0, 105)\n KSSG A 1 Offset(0, 115)\n KSSG A 1 Offset(0, 125)\n TNT1 A 15 A_PlaySound(\"Weapons/LighterOpen\", CHAN_WEAPON)\n MOLO A 1 Offset(0, 205) A_PlaySound(\"Weapons/Lighter\", CHAN_WEAPON)\n MOLO A 1 Offset(0, 195)\n MOLO A 1 Offset(0, 185)\n MOLO B 1 Offset(0, 175)\n MOLO B 1 Offset(0, 165)\n MOLO B 1 Bright Offset(0, 155)\n MOLO A 1 Bright Offset(0, 145)\n MOLO A 1 Bright Offset(0, 135)\n MOLO A 1 Bright Offset(0, 125)\n MOLO B 1 Bright Offset(0, 115)\n MOLO B 1 Bright Offset (0, 105) A_PlaySound(\"Weapons/LighterClose\", CHAN_WEAPON)\n MOLO B 1 Bright Offset (0, 105)\n MOLO C 1 Bright Offset (0, 105)\n MOLO C 1 Bright Offset (0, 105)\n MOLO C 1 Bright Offset (0, 105)\n MOLO D 1 Bright Offset(0, 95)\n MOLO E 1 Bright Offset(0, 85)\n MOLO F 1 Bright Offset(0, 75)\n MOLO G 1 Bright Offset(0, 65)\n MOLO H 1 Bright Offset(0, 45)\n MOLO I 1 Bright Offset(0, 35)\n MOLO J 1 Bright Offset(0, 32)\n TNT1 A 2\n HNDG H 1\n HNDG I 0 A_TakeInventory(\"Molotov\", 1)\n HNDG I 1 A_FireCustomMissile(\"ThrownMolotov\", 0, 0, 6, 10, 0, 8)\n HNDG JKLMNOP 1\n TNT1 A 5\n KSSG A 1 Offset(0, 125) A_PlaySound(\"Weapons/Change\", CHAN_WEAPON)\n KSSG A 1 Offset(0, 115)\n KSSG A 1 Offset(0, 105)\n KSSG A 1 Offset(0, 100)\n KSSG A 1 Offset(0, 95)\n KSSG A 1 Offset(0, 90)\n KSSG A 1 Offset(0, 85)\n KSSG A 1 Offset(0, 80)\n KSSG A 1 Offset(0, 75)\n KSSG A 1 Offset(0, 70)\n KSSG A 1 Offset(0, 65)\n KSSG A 1 Offset(0, 60)\n KSSG A 1 Offset(0, 55)\n KSSG A 1 Offset(0, 50)\n KSSG A 1 Offset(0, 45)\n KSSG A 1 Offset(0, 40)\n Goto Ready\n Flash:\n KSSG I 4 Bright A_Light1\n KSSG J 3 Bright A_Light2\n Goto LightDone\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor Shells : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 80\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 80\n Inventory.Icon \"SHLLA0\"\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Effects.txt",
"contents": "Actor PistolCasingSpawner\n{\n Height 1\n Radius 1\n Speed 14\n +NoBlockMap\n +Missile\n +NoGravity\n +ClientSideOnly\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItemEx(\"BulletCasing\", 0, 0, 0, 3, 0, (0.1)*Random(-10, 10), Random(-55, -65), 128)\n Stop\n }\n}\n\nActor M16CasingSpawner\n{\n Height 1\n Radius 1\n Speed 14\n +NoBlockMap\n +Missile\n +NoGravity\n +ClientSideOnly\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItemEx(\"RifleCasing\", 2, 0, -4, 3, 0, (0.1)*Random(-10, 10), Random(-55, -65), 128)\n Stop\n }\n}\n\nActor R700CasingSpawner\n{\n Height 1\n Radius 1\n Speed 14\n +NoBlockMap\n +Missile\n +NoGravity\n +ClientSideOnly\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItemEx(\"SniperRifleCasing\", 0, 2, -4, 3, 0, (0.1)*Random(-10, 10), Random(-55, -65), 128)\n Stop\n }\n}\n\nActor SuperShotgunCasingSpawner\n{\n Height 1\n Radius 1\n Speed 14\n +NoBlockMap\n +Missile\n +NoGravity\n +ClientSideOnly\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItemEx(\"ShellCasing\", 0, 0, 0, 3, 0, (0.1)*Random(-5, 5), Random(-190, -205), 128)\n Stop\n }\n}\n\nActor BulletCasing\n{\n Height 4\n Radius 2\n Scale 0.4\n BounceFactor 0.5\n Mass 1\n Projectile\n +DoomBounce\n -NoGravity\n -NoBlockMap\n SeeSound \"Weapons/BulletCasing\"\n States\n {\n Spawn:\n CAS2 A 0\n CAS2 A 0 A_Playsound(\"NoSeeSound:P\")\n CAS2 A 0 A_JumpIf(WaterLevel > 1, \"NoWater\")\n CAS2 ABCD 2\n Goto Spawn+2\n NoWater:\n CAS2 AABBCCDD 1 A_FadeOut(0.008)\n Loop\n Death:\n CAS2 A 0 A_Jump(64, 4)\n CAS2 A 0 A_Jump(85, 4)\n CAS2 A 0 A_Jump(128, 4)\n CAS2 A 16 A_FadeOut(0.03)\n Goto Death+3\n CAS2 B 16 A_FadeOut(0.03)\n Goto Death+4\n CAS2 C 16 A_FadeOut(0.03)\n Goto Death+5\n CAS2 D 16 A_FadeOut(0.03)\n Goto Death+6\n }\n}\n\nActor ShellCasing\n{\n Height 4\n Radius 2\n Scale 0.4\n BounceFactor 0.5\n Mass 1\n Projectile\n +DoomBounce\n -NoGravity\n -NoBlockMap\n SeeSound \"Weapons/ShellCasing\"\n States\n {\n Spawn:\n CAS1 A 0\n CAS1 A 0 A_PlaySound(\"NoSeeSound:P\")\n CAS1 A 0 A_JumpIf(WaterLevel > 1, \"NoWater\")\n CAS1 ACBHEGFD 1\n Goto Spawn+2\n NoWater:\n CAS1 ACBHEGFD 1 A_FadeOut(0.008)\n Loop\n Death:\n CAS1 A 0 A_Jump(32, 8)\n CAS1 A 0 A_Jump(37, 8)\n CAS1 A 0 A_Jump(43, 8)\n CAS1 A 0 A_Jump(51, 8)\n CAS1 A 0 A_Jump(64, 8)\n CAS1 A 0 A_Jump(85, 8)\n CAS1 A 0 A_Jump(128, 8)\n CAS1 A 10 A_FadeOut(0.03)\n Goto Death+7\n CAS1 B 10 A_FadeOut(0.03)\n Goto Death+8\n CAS1 C 10 A_FadeOut(0.03)\n Goto Death+9\n CAS1 D 10 A_FadeOut(0.03)\n Goto Death+10\n CAS1 E 10 A_FadeOut(0.03)\n Goto Death+11\n CAS1 F 10 A_FadeOut(0.03)\n Goto Death+12\n CAS1 G 10 A_FadeOut(0.03)\n Goto Death+13\n CAS1 H 10 A_FadeOut(0.03)\n Goto Death+14\n }\n}\n\nActor RifleCasing\n{\n Height 4\n Radius 2\n Scale 0.3\n BounceFactor 0.5\n Mass 1\n Projectile\n +DoomBounce\n -NoGravity\n -NoBlockMap\n SeeSound \"Weapons/BulletCasing\"\n States\n {\n Spawn:\n CAS7 A 0\n CAS7 A 0 A_PlaySound(\"NoSeeSound:P\")\n CAS7 A 0 A_JumpIf(WaterLevel > 1, \"NoWater\")\n CAS7 ACBHEGFD 1\n Goto Spawn+2\n NoWater:\n CAS7 ACBHEGFD 1 A_FadeOut(0.008)\n Loop\n Death:\n CAS7 A 0 A_Jump(43, 6)\n CAS7 A 0 A_Jump(51, 6)\n CAS7 A 0 A_Jump(64, 6)\n CAS7 A 0 A_Jump(85, 6)\n CAS7 A 0 A_Jump(128, 6)\n CAS7 A 10 A_FadeOut(0.03)\n Goto Death+5\n CAS7 B 10 A_FadeOut(0.03)\n Goto Death+6\n CAS7 C 10 A_FadeOut(0.03)\n Goto Death+7\n CAS7 D 10 A_FadeOut(0.03)\n Goto Death+8\n CAS7 E 10 A_FadeOut(0.03)\n Goto Death+9\n CAS7 F 10 A_FadeOut(0.03)\n Goto Death+10\n }\n}\n\nActor SniperRifleCasing : RifleCasing { Scale 0.45 }\n\nActor ExplosionParticleSpawner\n{\n +NoClip\n +NoBlockMap\n +NoGravity\n +Missile\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAA 0 A_SpawnItemEx(\"ExplosionParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"ExplosionParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"ExplosionParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 A 1\n Stop\n }\n}\n\nActor ExplosionParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n RenderStyle Add\n Scale 0.05\n States\n {\n Spawn:\n SPKO A 1 Bright A_FadeOut(0.02)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/G17C.txt",
"contents": "Actor G17c : DoomWeapon\n{\n Weapon.SelectionOrder 200\n Obituary \"%o was capped by %k.\"\n AttackSound \"G17/Fire\"\n Weapon.SlotNumber 2\n Weapon.KickBack 55\n +Inventory.Undroppable\n Weapon.AmmoType \"G17Clip\"\n Weapon.AmmoType2 \"G17Round\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 17\n Weapon.AmmoGive2 17\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n Weapon.BobSpeed 1.4\n Weapon.BobRangeX 0.9\n Weapon.BobRangeY 0.6\n Weapon.UpSound \"Weapons/Change\"\n Decal \"Bullet\"\n States\n {\n Ready:\n GLOK A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n Loop\n Deselect:\n GLOK A 1 A_Lower\n Loop\n Select:\n GLOK A 1 A_Raise\n Loop\n Fire:\n GLOK A 0 A_JumpIfInventory(\"G17Clip\", 1, 4)\n GLOK A 0 A_JumpIfInventory(\"ReloadText\", 1, 2)\n GLOK A 0 ACS_NamedExecuteAlways(\"ReloadText\")\n GLOK A 16 A_PlaySound(\"Weapons/NoAmmo\", CHAN_7)\n Goto Ready\n GLOK A 0 A_AlertMonsters\n GLOK A 0 A_JumpIfInventory(\"G17Recoil3\", 1, \"RecoilFire3\")\n GLOK A 0 A_JumpIfInventory(\"G17Recoil2\", 1, \"RecoilFire2\")\n GLOK A 0 A_JumpIfInventory(\"G17Recoil1\", 1, \"RecoilFire1\")\n GLOK A 0 ACS_NamedExecuteAlways(\"G17CRecoil1\")\n GLOK B 1\n GLOK B 0 A_FireCustomMissile(\"PistolCasingSpawner\", 0, 0, 0, 1)\n GLOK B 0 A_GunFlash\n GLOK B 0 A_Quake(1,2,0,1,0)\n GLOF A 1 Bright A_FireBullets(1.0, 0, -1 , 12, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n GLOK C 2 A_SetPitch(Pitch-1.3, SPF_INTERPOLATE)\n GLOK B 1\n Goto Ready\n RecoilFire1:\n GLOK A 0 ACS_NamedExecuteAlways(\"G17CRecoil2\")\n GLOK B 1\n GLOK B 0 A_FireCustomMissile(\"PistolCasingSpawner\", 0, 0, 0, 1)\n GLOK B 0 A_GunFlash\n GLOK B 0 A_Quake(1,2,0,1,0)\n GLOF A 1 Bright A_FireBullets(1.3, 0, -1 , 12, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n GLOK C 2 A_SetPitch(Pitch-1.3, SPF_INTERPOLATE)\n GLOK B 1\n Goto Ready\n RecoilFire2:\n GLOK A 0 ACS_NamedExecuteAlways(\"G17CRecoil3\")\n GLOK B 1\n GLOK B 0 A_FireCustomMissile(\"PistolCasingSpawner\", 0, 0, 0, 1)\n GLOK B 0 A_GunFlash\n GLOK B 0 A_Quake(1,2,0,1,0)\n GLOF A 1 Bright A_FireBullets(1.9, 0, -1 , 12, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n GLOK C 2 A_SetPitch(Pitch-1.3, SPF_INTERPOLATE)\n GLOK B 1\n Goto Ready\n RecoilFire3:\n GLOK A 0 ACS_NamedExecuteAlways(\"G17CRecoil3\")\n GLOK B 1\n GLOK B 0 A_FireCustomMissile(\"PistolCasingSpawner\", 0, 0, 0, 1)\n GLOK B 0 A_GunFlash\n GLOK B 0 A_Quake(1,2,0,1,0)\n GLOF A 1 Bright A_FireBullets(3.1, 0, -1 , 12, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n GLOK C 2 A_SetPitch(Pitch-1.3, SPF_INTERPOLATE)\n GLOK B 1\n Goto Ready\n Reload:\n GLOK A 0 A_JumpIfInventory(\"G17Clip\", 17, \"Ready\")\n GLOK A 0 A_JumpIfInventory(\"G17Round\", 1, 2)\n GLOK A 0 A_JumpIfInventory(\"G17Reloaded\", 1, 5)\n Goto Ready\n GLOK A 0 A_TakeInventory(\"G17Round\", 1)\n GLOK A 0 A_GiveInventory(\"G17Clip\", 1)\n GLOK A 0 A_GiveInventory(\"G17Reloaded\", 1)\n GLOK A 0 A_JumpIfInventory(\"G17Clip\", 17, 1)\n Goto Reload\n GLOK A 0 ACS_NamedExecuteAlways(\"ReloadTextR\")\n GLOK A 2 Offset(-2, 40)\n GLOK A 2 Offset(-5, 45)\n GLOK A 2 Offset(-9, 50)\n GLOK A 2 Offset(-12, 55)\n GLOK A 0 A_PlaySound(\"G17/Reload\", CHAN_WEAPON)\n GLOK A 65 Offset(-15, 60)\n GLOK A 2 Offset(-12, 55)\n GLOK A 2 Offset(-10, 52)\n GLOK A 2 Offset(-7, 49)\n GLOK A 2 Offset(-5, 46)\n GLOK A 2 Offset(-2, 39)\n GLOK A 2\n GLOK A 0 A_TakeInventory(\"G17Reloaded\", 1)\n Goto Ready\n Altfire:\n GLOK A 0 A_JumpIfInventory(\"MarineMedikit\", 1, 1)\n Goto Ready\n GLOK A 1 Offset(0, 40)\n GLOK A 1 Offset(0, 45)\n GLOK A 1 Offset(0, 50)\n GLOK A 1 Offset(0, 55)\n GLOK A 1 Offset(0, 60)\n GLOK A 1 Offset(0, 65)\n GLOK A 1 Offset(0, 70)\n GLOK A 1 Offset(0, 75)\n GLOK A 1 Offset(0, 80)\n GLOK A 1 Offset(0, 85)\n GLOK A 1 Offset(0, 90)\n GLOK A 1 Offset(0, 95)\n GLOK A 1 Offset(0, 100)\n GLOK A 1 Offset(0, 105)\n GLOK A 1 Offset(0, 115)\n GLOK A 1 Offset(0, 125)\n TNT1 A 15 Offset(0, 32)\n HNDG H 1 A_PlaySound(\"M67/Toss\", CHAN_WEAPON)\n HNDG I 0 A_TakeInventory(\"MarineMedikit\", 1)\n HNDG I 0 A_FireCustomMissile(\"FMarineMedikit\", 0, 0, 0, 0)\n HNDG IJKLMNOP 1\n TNT1 A 5\n GLOK A 1 Offset(0, 125) A_PlaySound(\"Weapons/Change\", CHAN_WEAPON)\n GLOK A 1 Offset(0, 115)\n GLOK A 1 Offset(0, 105)\n GLOK A 1 Offset(0, 100)\n GLOK A 1 Offset(0, 95)\n GLOK A 1 Offset(0, 90)\n GLOK A 1 Offset(0, 85)\n GLOK A 1 Offset(0, 80)\n GLOK A 1 Offset(0, 75)\n GLOK A 1 Offset(0, 70)\n GLOK A 1 Offset(0, 65)\n GLOK A 1 Offset(0, 60)\n GLOK A 1 Offset(0, 55)\n GLOK A 1 Offset(0, 50)\n GLOK A 1 Offset(0, 45)\n GLOK A 1 Offset(0, 40)\n Goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 0 A_Light0\n Stop\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor GlockFire : Inventory { Inventory.MaxAmount 1 }\n\nActor G17Reloaded : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor G17Recoil1 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor G17Recoil2 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor G17Recoil3 : Inventory\n{\nInventory.MaxAmount 2\n}\n\nActor G17Clip : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 17\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 17\n Inventory.Icon \"HUDMA0\"\n +IGNORESKILL\n}\n\nActor G17Round : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 102\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 102\n Inventory.Icon \"HUDBA0\"\n +IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Knife.txt",
"contents": "Actor \"Combat Knife\" : DoomWeapon\n{\n Weapon.SelectionOrder 300\n Obituary \"%o was shanked by %k.\"\n Weapon.SlotNumber 3\n Weapon.Kickback 0\n +Inventory.Undroppable\n +WEAPON.MELEEWEAPON\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n Weapon.BobSpeed 1.4\n Weapon.BobRangeX 0.9\n Weapon.BobRangeY 0.6\n Weapon.UpSound \"Weapons/Change\"\n States\n {\n Ready:\n KNFG A 1 A_WeaponReady\n Loop\n Deselect:\n KNFG A 1 A_Lower\n Loop\n Select:\n KNFG A 1 A_Raise\n Loop\n Fire:\n KNFG B 2\n KNFG C 1 A_CustomPunch(75, 1, 0, \"KnifePuff\", 74)\n KNFG D 1\n KNFG E 1\n KNFG F 1\n KNFG E 2\n KNFG D 2\n KNFG A 2\n KNFG A 0 A_Refire\n Goto Ready\n Altfire:\n KNFG A 0 A_JumpIfInventory(\"M67Grenade\", 1, 1)\n Goto Ready\n KNFG A 1 Offset(0, 40)\n KNFG A 1 Offset(0, 45)\n KNFG A 1 Offset(0, 50)\n KNFG A 1 Offset(0, 55)\n KNFG A 1 Offset(0, 60)\n KNFG A 1 Offset(0, 65)\n KNFG A 1 Offset(0, 70)\n KNFG A 1 Offset(0, 75)\n KNFG A 1 Offset(0, 80)\n KNFG A 1 Offset(0, 85)\n KNFG A 1 Offset(0, 90)\n KNFG A 1 Offset(0, 95)\n KNFG A 1 Offset(0, 100)\n KNFG A 1 Offset(0, 105)\n KNFG A 1 Offset(0, 115)\n KNFG A 1 Offset(0, 125)\n HNDG A 1 Offset(0, 95)\n HNDG A 1 Offset(0, 85)\n HNDG B 1 Offset(0, 75)\n HNDG B 1 Offset(0, 65)\n HNDG C 1 Offset(0, 55)\n HNDG C 1 Offset(0, 45)\n HNDG D 1 Offset(0, 35) A_PlaySound(\"M67/PullPin\", CHAN_WEAPON)\n GNDG D 1 Offset(0, 32)\n HNDG EFGG 2\n HNDG H 1 A_PlaySound(\"M67/Toss\", CHAN_WEAPON)\n HNDG I 0 A_TakeInventory(\"M67Grenade\", 1)\n HNDG I 0 A_FireCustomMissile(\"ThrownGrenade1\", 0, 1, 0, 0)\n HNDG IJKLMNOP 1\n TNT1 A 5\n KNFG A 1 Offset(0, 125) A_PlaySound(\"Weapons/Change\", CHAN_WEAPON)\n KNFG A 1 Offset(0, 115)\n KNFG A 1 Offset(0, 105)\n KNFG A 1 Offset(0, 100)\n KNFG A 1 Offset(0, 95)\n KNFG A 1 Offset(0, 90)\n KNFG A 1 Offset(0, 85)\n KNFG A 1 Offset(0, 80)\n KNFG A 1 Offset(0, 75)\n KNFG A 1 Offset(0, 70)\n KNFG A 1 Offset(0, 65)\n KNFG A 1 Offset(0, 60)\n KNFG A 1 Offset(0, 55)\n KNFG A 1 Offset(0, 50)\n KNFG A 1 Offset(0, 45)\n KNFG A 1 Offset(0, 40)\n Goto Ready\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor KnifePuff : BulletPuff\n{\n SeeSound \"KnifeHitThing\"\n AttackSound \"KnifeHitWall\"\n ActiveSound \"KnifeMiss\"\n +NoExtremeDeath\n DamageType \"HumanMelee\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/M16.txt",
"contents": "Actor M16 : DoomWeapon\n{\n Weapon.SelectionOrder 100\n Obituary \"%o was on the wrong end of %k's M16.\"\n AttackSound \"M16/Fire\"\n Weapon.SlotNumber 1\n Weapon.KickBack 70\n +Inventory.Undroppable\n Weapon.AmmoType1 \"M16Clip\"\n Weapon.AmmoType2 \"M16Round\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive1 30\n Weapon.AmmoGive2 30\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n Weapon.BobSpeed 1.4\n Weapon.BobRangeX 0.9\n Weapon.BobRangeY 0.6\n Weapon.UpSound \"Weapons/Change\"\n Decal \"Bullet\"\n states\n {\n Ready:\n M16G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n Loop\n Deselect:\n M16G A 1 A_Lower\n Loop\n Select:\n M16G A 1 A_Raise\n Loop\n Fire:\n M16G A 0 A_JumpIfInventory(\"M16Clip\", 1, 4)\n M16G A 0 A_JumpIfInventory(\"ReloadText\", 1, 2)\n M16G A 0 ACS_NamedExecuteAlways(\"ReloadText\")\n M16G A 16 A_PlaySound(\"Weapons/NoAmmo\", CHAN_7)\n Goto Ready\n M16F A 0 A_AlertMonsters\n M16F A 0 A_JumpIfInventory(\"M16Recoil4\", 1, \"RecoilFire4\")\n M16F A 0 A_JumpIfInventory(\"M16Recoil3\", 1, \"RecoilFire3\")\n M16F A 0 A_JumpIfInventory(\"M16Recoil2\", 1, \"RecoilFire2\")\n M16F A 0 A_JumpIfInventory(\"M16Recoil1\", 1, \"RecoilFire1\")\n M16F A 0 ACS_NamedExecuteAlways(\"M16Recoil1\")\n M16F A 0 A_JumpIfInventory(\"M16Fire\", 1, 8)\n M16F A 0 A_GiveInventory(\"M16Fire\", 1)\n M16F A 0 A_FireCustomMissile(\"M16CasingSpawner\", 0, 0, 0, 1)\n M16F A 0 A_GunFlash\n M16F A 0 A_Quake(1,2,0,1,0)\n M16F A 2 Bright Offset(0, 36) A_FireBullets (1.0, 0, -1, 20, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n M16G A 2 Offset(0, 32) A_SetPitch(Pitch-2.0, SPF_INTERPOLATE)\n M16G A 0 A_ReFire\n Goto Ready\n M16F B 0 A_TakeInventory(\"M16Fire\", 1)\n M16F B 0 A_FireCustomMissile(\"M16CasingSpawner\", 0, 0, 0, 1)\n M16F B 0 A_GunFlash\n M16F A 0 A_Quake(1,2,0,1,0)\n M16F B 2 Bright Offset(0, 36) A_FireBullets (1.0, 0, -1, 20, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n M16G A 2 Offset(0, 32) A_SetPitch(Pitch-2.0, SPF_INTERPOLATE)\n M16G A 0 A_ReFire\n Goto Ready\n RecoilFire1:\n M16G A 0 A_JumpIfInventory(\"M16Clip\", 1, 2)\n M16G A 16 A_PlaySound(\"Weapons/NoAmmo\")\n Goto Ready\n M16F A 0 ACS_NamedExecuteAlways(\"M16Recoil2\")\n M16F A 0 A_JumpIfInventory(\"M16Fire\", 1, 8)\n M16F A 0 A_GiveInventory(\"M16Fire\", 1)\n M16F A 0 A_FireCustomMissile(\"M16CasingSpawner\", 0, 0, 0, 1)\n M16F A 0 A_GunFlash\n M16F A 0 A_Quake(1,2,0,1,0)\n M16F A 2 Bright Offset(0, 36) A_FireBullets (1.3, 0, -1, 20, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n M16G A 2 Offset(0, 32) A_SetPitch(Pitch-2.0, SPF_INTERPOLATE)\n M16G A 0 A_ReFire\n Goto Ready\n M16F B 0 A_TakeInventory(\"M16Fire\", 1)\n M16F B 0 A_FireCustomMissile(\"M16CasingSpawner\", 0, 0, 0, 1)\n M16F B 0 A_GunFlash\n M16F A 0 A_Quake(1,2,0,1,0)\n M16F B 2 Bright Offset(0, 36) A_FireBullets (1.3, 0, -1, 20, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n M16G A 2 Offset(0, 32) A_SetPitch(Pitch-2.0, SPF_INTERPOLATE)\n M16G A 0 A_ReFire\n Goto Ready\n RecoilFire2:\n M16G A 0 A_JumpIfInventory(\"M16Clip\", 1, 2)\n M16G A 16 A_PlaySound(\"Weapons/NoAmmo\")\n Goto Ready\n M16F A 0 ACS_NamedExecuteAlways(\"M16Recoil3\")\n M16F A 0 A_JumpIfInventory(\"M16Fire\", 1, 8)\n M16F A 0 A_GiveInventory(\"M16Fire\", 1)\n M16F A 0 A_FireCustomMissile(\"M16CasingSpawner\", 0, 0, 0, 1)\n M16F A 0 A_GunFlash\n M16F A 0 A_Quake(1,2,0,1,0)\n M16F A 2 Bright Offset(0, 36) A_FireBullets (1.9, 0, -1, 20, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n M16G A 2 Offset(0, 32) A_SetPitch(Pitch-2.0, SPF_INTERPOLATE)\n M16G A 0 A_ReFire\n Goto Ready\n M16F B 0 A_TakeInventory(\"M16Fire\", 1)\n M16F B 0 A_FireCustomMissile(\"M16CasingSpawner\", 0, 0, 0, 1)\n M16F B 0 A_GunFlash\n M16F A 0 A_Quake(1,2,0,1,0)\n M16F B 2 Bright Offset(0, 36) A_FireBullets (1.9, 0, -1, 20, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n M16G A 2 Offset(0, 32) A_SetPitch(Pitch-2.0, SPF_INTERPOLATE)\n M16G A 0 A_ReFire\n Goto Ready\n RecoilFire3:\n M16G A 0 A_JumpIfInventory(\"M16Clip\", 1, 2)\n M16G A 16 A_PlaySound(\"Weapons/NoAmmo\")\n Goto Ready\n M16F A 0 ACS_NamedExecuteAlways(\"M16Recoil4\")\n M16F A 0 A_JumpIfInventory(\"M16Fire\", 1, 8)\n M16F A 0 A_GiveInventory(\"M16Fire\", 1)\n M16F A 0 A_FireCustomMissile(\"M16CasingSpawner\", 0, 0, 0, 1)\n M16F A 0 A_GunFlash\n M16F A 0 A_Quake(1,2,0,1,0)\n M16F A 2 Bright Offset(0, 36) A_FireBullets (3.1, 0, -1, 20, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n M16G A 2 Offset(0, 32) A_SetPitch(Pitch-2.0, SPF_INTERPOLATE)\n M16G A 0 A_ReFire\n Goto Ready\n M16F B 0 A_TakeInventory(\"M16Fire\", 1)\n M16F B 0 A_FireCustomMissile(\"M16CasingSpawner\", 0, 0, 0, 1)\n M16F B 0 A_GunFlash\n M16F A 0 A_Quake(1,2,0,1,0)\n M16F B 2 Bright Offset(0, 36) A_FireBullets (3.1, 0, -1, 20, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n M16G A 2 Offset(0, 32) A_SetPitch(Pitch-2.0, SPF_INTERPOLATE)\n M16G A 0 A_ReFire\n Goto Ready\n RecoilFire4:\n M16G A 0 A_JumpIfInventory(\"M16Clip\", 1, 2)\n M16G A 16 A_PlaySound(\"Weapons/NoAmmo\")\n Goto Ready\n M16F A 0 ACS_NamedExecuteAlways(\"M16Recoil4\")\n M16F A 0 A_JumpIfInventory(\"M16Fire\", 1, 8)\n M16F A 0 A_GiveInventory(\"M16Fire\", 1)\n M16F A 0 A_FireCustomMissile(\"M16CasingSpawner\", 0, 0, 0, 1)\n M16F A 0 A_GunFlash\n M16F A 0 A_Quake(1,2,0,1,0)\n M16F A 2 Bright Offset(0, 36) A_FireBullets (5.6, 0, -1, 20, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n M16G A 2 Offset(0, 32) A_SetPitch(Pitch-2.0, SPF_INTERPOLATE)\n M16G A 0 A_ReFire\n Goto Ready\n M16F B 0 A_TakeInventory(\"M16Fire\", 1)\n M16F B 0 A_FireCustomMissile(\"M16CasingSpawner\", 0, 0, 0, 1)\n M16F B 0 A_GunFlash\n M16F A 0 A_Quake(1,2,0,1,0)\n M16F B 2 Bright Offset(0, 36) A_FireBullets (5.6, 0, -1, 20, \"HitScanPuff\", FBF_USEAMMO|FBF_NORANDOM)\n M16G A 2 Offset(0, 32) A_SetPitch(Pitch-2.0, SPF_INTERPOLATE)\n M16G A 0 A_ReFire\n Goto Ready\n Reload:\n M16G A 0 A_JumpIfInventory(\"M16Clip\", 30, \"Ready\")\n M16G A 0 A_JumpIfInventory(\"M16Round\", 1, 2)\n M16G A 0 A_JumpIfInventory(\"M16Reloaded\", 1, 5)\n Goto Ready\n M16G A 0 A_TakeInventory(\"M16Round\", 1)\n M16G A 0 A_GiveInventory(\"M16Clip\", 1)\n M16G A 0 A_GiveInventory(\"M16Reloaded\", 1)\n M16G A 0 A_JumpIfInventory(\"M16Clip\", 30, 1)\n Goto Reload\n M16G A 0 ACS_NamedExecuteAlways(\"ReloadTextR\")\n M16G A 2 Offset(-2, 40)\n M16G A 2 Offset(-5, 45)\n M16G A 2 Offset(-9, 50)\n M16G A 2 Offset(-12, 55)\n M16G A 0 A_PlaySound(\"M16/Reload\", CHAN_WEAPON)\n M16G A 78 Offset(-15, 60)\n M16G A 2 Offset(-12, 55)\n M16G A 2 Offset(-10, 52)\n M16G A 2 Offset(-7, 49)\n M16G A 2 Offset(-5, 46)\n M16G A 2 Offset(-2, 39)\n M16G A 3\n M16G A 0 A_TakeInventory(\"M16Reloaded\", 1)\n Goto Ready\n Altfire:\n M16G A 0 A_JumpIfInventory(\"M67Grenade\", 1, 1)\n Goto Ready\n M16G A 1 Offset(0, 40)\n M16G A 1 Offset(0, 45)\n M16G A 1 Offset(0, 50)\n M16G A 1 Offset(0, 55)\n M16G A 1 Offset(0, 60)\n M16G A 1 Offset(0, 65)\n M16G A 1 Offset(0, 70)\n M16G A 1 Offset(0, 75)\n M16G A 1 Offset(0, 80)\n M16G A 1 Offset(0, 85)\n M16G A 1 Offset(0, 90)\n M16G A 1 Offset(0, 95)\n M16G A 1 Offset(0, 100)\n M16G A 1 Offset(0, 105)\n M16G A 1 Offset(0, 115)\n M16G A 1 Offset(0, 125)\n HNDG A 1 Offset(0, 95)\n HNDG A 1 Offset(0, 85)\n HNDG B 1 Offset(0, 75)\n HNDG B 1 Offset(0, 65)\n HNDG C 1 Offset(0, 55)\n HNDG C 1 Offset(0, 45)\n HNDG D 1 Offset(0, 35) A_PlaySound(\"M67/PullPin\", CHAN_WEAPON)\n GNDG D 1 Offset(0, 32)\n HNDG EFGG 2\n HNDG H 1 A_PlaySound(\"M67/Toss\", CHAN_WEAPON)\n HNDG I 0 A_TakeInventory(\"M67Grenade\", 1)\n HNDG I 0 A_FireCustomMissile(\"ThrownGrenade1\", 0, 1, 0, 0)\n HNDG IJKLMNOP 1\n TNT1 A 5\n M16G A 1 Offset(0, 125) A_PlaySound(\"Weapons/Change\", CHAN_WEAPON)\n M16G A 1 Offset(0, 115)\n M16G A 1 Offset(0, 105)\n M16G A 1 Offset(0, 100)\n M16G A 1 Offset(0, 95)\n M16G A 1 Offset(0, 90)\n M16G A 1 Offset(0, 85)\n M16G A 1 Offset(0, 80)\n M16G A 1 Offset(0, 75)\n M16G A 1 Offset(0, 70)\n M16G A 1 Offset(0, 65)\n M16G A 1 Offset(0, 60)\n M16G A 1 Offset(0, 55)\n M16G A 1 Offset(0, 50)\n M16G A 1 Offset(0, 45)\n M16G A 1 Offset(0, 40)\n Goto Ready\n Flash:\n TNT1 A 2 A_Light1\n TNT1 A 0 A_Light0\n Stop\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor M16Reloaded : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor M16Fire : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor M16Recoil1 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor M16Recoil2 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor M16Recoil3 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor M16Recoil4 : Inventory\n{\nInventory.MaxAmount 2\n}\n\nActor M16Clip : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 30\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 30\n Inventory.Icon \"HUDMA0\"\n +IGNORESKILL\n}\n\nActor M16Round : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 150\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 150\n Inventory.Icon \"HUDBA0\"\n +IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/M67.txt",
"contents": "Actor M67Grenade : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 4\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 4\n +IGNORESKILL\n}\n\nActor ThrownGrenade1\n{\n Radius 5\n Height 5\n Speed 25\n Damage 0\n Scale 0.25\n Obituary \"%o was blown to bits by %k's frag grenade.\"\n SeeSound \"M67/Bounce\"\n PROJECTILE\n -NOGRAVITY\n +BounceOnWalls\n +BounceOnFloors\n +BounceOnCeilings\n +CanBounceWater\n +AllowBounceOnActors\n +BounceOnActors\n BounceFactor .5\n WallBounceFactor .5\n BounceCount 4\n Gravity .5\n States\n {\n Spawn:\n HGRN A 0\n HGRN A 4 A_AlertMonsters\n HGRN BCDEFABCDEFABCDEFABCDEF 4\n Goto Death\n Death:\n TNT1 A 0 A_PlaySound(\"M67/Explode\")\n TNT1 A 0 A_Explode(150, 152)\n TNT1 A 0 A_SpawnItem(\"GrenadeExplosion\")\n TNT1 A 0 A_SpawnItemEx(\"ExplosionParticleSpawner\", 0, 0, 2, 0, 0, 0, 0, 128)\n TNT1 AAA 4 Bright\n Stop\n }\n}\n\nActor GrenadeExplosion\n{\n Radius 1\n Height 1\n Damage 0\n RenderStyle Translucent\n Alpha 0.75\n Scale 1.3\n +NoBlockMap\n +NoGravity\n States\n {\n Spawn:\n MISL B 0 bright\n MISL BCD 4 bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Molotov.txt",
"contents": "Actor Molotov : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 4\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 4\n +IGNORESKILL\n}\n\nActor ThrownMolotov\n{\n Radius 6\n Height 4\n Speed 20\n Damage 0\n Scale 0.45\n Projectile\n -NoGravity\n -ExplodeOnWater\n +BloodLessImpact\n +SkyExplode\n SeeSound \"Molly/Flame\"\n DeathSound \"Molly/Burst\"\n Obituary \"%o was burned to death by %k.\"\n Gravity 0.85\n States\n {\n Spawn:\n MOLT HGFEDCBA 2 Bright\n Loop\n Death:\n TNT1 A 0 A_JumpIf(waterlevel >= 2, \"InWater\")\n TNT1 A 0 A_Explode(10, 64, 1)\n TNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"MollyShard\",1,0,Random(0,360), 2, Random(5, 45))\n TNT1 AAAAAAAAAAAAA 0 A_CustomMissile(\"MollyFireSpawn\",1,0,Random(0,360), 2, Random(5, 30))\n TNT1 AAAA 0 A_CustomMissile(\"MollyFireSpawn3\",1,0,Random(0,360), 2, Random(5, 30))\n TNT1 AAA 0 A_CustomMissile(\"MollyFireSpawn2\",1,0,Random(0,360), 2, Random(30, 60))\n TNT1 A 1\n Stop\n InWater:\n TNT1 A 1\n Stop\n }\n}\n\nActor MollyFireSpawn\n{\n Radius 3\n Height 4\n Speed 9\n Projectile\n Damage 0\n Scale 0.8\n Alpha 1.0\n Gravity 0.9\n Renderstyle Add\n -NoGravity\n +Ripper\n +FloorHugger\n +DontSplash\n +BloodlessImpact\n +NoDamageThrust\n States\n {\n Spawn:\n TNT1 A 6\n Goto Death\n Death:\n TNT1 A 0 A_Stop\n TNT1 A 1 A_SpawnItemEx(\"MollyFire\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n Stop\n }\n}\n\nActor MollyFireSpawn2 : MollyFireSpawn\n{\n Speed 12\n Gravity 1.2\n -FloorHugger\n States\n {\n Spawn:\n CFFX CDEFGHI 2 Bright\n Goto Death\n Death:\n TNT1 A 0 A_Stop\n TNT1 A 1 A_SpawnItemEx(\"MollyFire\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n Stop\n }\n}\n\nActor MollyFireSpawn3 : MollyFireSpawn\n{\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_Stop\n TNT1 A 1 A_SpawnItemEx(\"MollyFire\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n Stop\n }\n}\n\nActor MollyFire\n{\n Radius 3\n Height 4\n Speed 8\n Projectile\n Damage 0\n Scale 0.8\n Alpha 0.0\n Gravity 1.5\n ReactionTime 27 // About 25 Seconds\n Renderstyle Add\n ActiveSound \"Molly/Burn\"\n -NoGravity\n +DontSplash\n +SlidesOnWalls\n +FloorHugger\n +Ripper\n +BloodlessImpact\n +NoDamageThrust\n Obituary \"%o was burned to death by %k.\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(waterlevel >= 2, \"InWater\")\n TNT1 A 0 A_PlaySound(\"Molly/Burn\", CHAN_VOICE, 1.0, 1)\n CFFX CDEFGHICDE 3 Bright A_FadeIn(0.1)\n Goto Ignited\n Ignited:\n TNT1 A 0 A_JumpIf(waterlevel >= 2, \"InWater\")\n TNT1 A 0 A_PlaySound(\"Molly/Burn\", CHAN_VOICE, 1.0, 1)\n CFFX CDEFGHICDEF 3 Bright A_Explode(2, 64, 1)\n TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0 A_StopSound(CHAN_AUTO)\n CFFX CDEFGHICDEF 3 Bright A_FadeOut(0.1)\n Wait\n InWater:\n TNT1 A 1\n Stop\n }\n}\n\nActor MollyShard\n{\n Radius 6\n Height 4\n Speed 20\n Projectile\n Damage 0\n Bouncecount 2\n Scale 0.5\n Alpha 0.75\n Gravity 0.95\n Renderstyle Add\n -NoGravity\n +DontSplash\n +DoomBounce\n +Ripper\n +BloodlessImpact\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(256, \"Shard1\", \"Shard2\", \"Shard3\", \"Shard4\")\n TNT1 A 1\n Stop\n Shard1:\n ICEC A 350\n ICEC A 35 A_FadeOut(0.05)\n Wait\n Shard2:\n ICEC B 350\n ICEC B 35 A_FadeOut(0.05)\n Wait\n Shard3:\n ICEC C 350\n ICEC C 35 A_FadeOut(0.05)\n Wait\n Shard4:\n ICEC D 350\n ICEC D 35 A_FadeOut(0.05)\n Wait\n Death:\n TNT1 A 0 A_Jump(256, \"Shard1\", \"Shard2\", \"Shard3\", \"Shard4\")\n TNT1 A 1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/R700.txt",
"contents": "Actor R700 : DoomWeapon\n{\n Weapon.SelectionOrder 100\n Obituary \"%o was sniped by %k.\"\n AttackSound \"R700/Fire\"\n +Inventory.Undroppable\n Weapon.SlotNumber 1\n Weapon.KickBack 150\n Weapon.AmmoType1 \"R700Clip\"\n Weapon.AmmoType2 \"R700Round\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive1 5\n Weapon.AmmoGive2 5\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOAUTOAIM\n +Weapon.NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n Weapon.BobSpeed 1.4\n Weapon.BobRangeX 0.9\n Weapon.BobRangeY 0.6\n Weapon.UpSound \"Weapons/Change\"\n Decal \"Bullet\"\n States\n {\n Ready:\n R700 A 0 A_JumpIfInventory(\"RifleZoom2\", 1, \"ZoomReady\")\n R700 A 0 A_JumpIfInventory(\"RifleZoom3\", 1, \"ZoomReady\")\n R700 A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)\n Loop\n Ready2:\n R700 A 0 A_JumpIfInventory(\"RifleZoom2\", 1, \"ZoomReady\")\n R700 A 0 A_JumpIfInventory(\"RifleZoom3\", 1, \"ZoomReady\")\n R700 AAAAAAAAAAAA 1 A_WeaponReady(WRF_ALLOWRELOAD)\n Goto Ready\n ZoomReady:\n 700S A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)\n Goto Ready\n ZoomReady2:\n 700S AAAAAAAAAAAA 1 A_WeaponReady(WRF_ALLOWRELOAD)\n Goto ZoomReady\n Deselect:\n R700 A 0 A_TakeInventory(\"RifleZoom1\", 1)\n R700 A 0 A_TakeInventory(\"RifleZoom2\", 1)\n R700 A 0 A_TakeInventory(\"RifleZoom3\", 1)\n R700 A 0 A_SetCrosshair(0)\n R700 A 0 A_ZoomFactor(1.0)\n R700 A 1 A_Lower\n Goto Deselect+5\n Select:\n R700 A 0 A_GiveInventory(\"RifleZoom1\", 1)\n R700 A 1 A_Raise\n Goto Select+1\n Fire:\n R700 A 0 A_JumpIfInventory(\"R700Clip\", 1, 10)\n R700 A 0 A_TakeInventory(\"RifleZoom2\", 1)\n R700 A 0 A_TakeInventory(\"RifleZoom3\", 1)\n R700 A 0 A_GiveInventory(\"RifleZoom1\", 1)\n R700 A 0 A_PlaySound(\"ZoomSound\", CHAN_WEAPON)\n R700 A 0 A_Setcrosshair(0)\n R700 A 0 A_ZoomFactor(1.0)\n R700 A 0 A_JumpIfInventory(\"ReloadText\", 1, 2)\n R700 A 0 ACS_NamedExecuteAlways(\"ReloadText\")\n R700 A 16 A_PlaySound(\"Weapons/NoAmmo\", CHAN_7)\n Goto Ready\n R700 A 0 A_AlertMonsters\n R700 A 0 A_JumpIfInventory(\"RifleZoom2\", 1, \"ZoomFire\")\n R700 A 0 A_JumpIfInventory(\"RifleZoom3\", 1, \"ZoomFire\")\n R700 A 2\n R700 A 2 A_RailAttack(150, 0, 1, \"None\", \"None\", 0, 0, \"R700Puff\", 12, 9)\n R700 A 0 A_GunFlash\n R700 B 0 A_Quake(4,4,0,1,0)\n R700 B 3 Bright A_SetPitch(Pitch-4.0, SPF_INTERPOLATE)\n R700 C 3 Bright\n R700 A 8\n R700 A 2 Offset(-5, 38)\n R700 A 2 Offset(-5, 42)\n R700 A 0 A_PlaySound(\"R700/Bolt\", CHAN_7)\n R700 DE 5\n R700 F 5 A_FireCustomMissile(\"R700CasingSpawner\", 0, 0, 0, 1)\n R700 ED 5\n R700 A 2 Offset(-5, 42)\n R700 A 2 Offset(-2, 36)\n R700 A 2\n Goto Ready\n ZoomFire:\n 700S A 2\n 700S A 2 A_RailAttack(150, 0, 1, \"None\", \"None\", 0, 0, \"R700Puff\")\n 700S A 0 A_GunFlash\n 700S A 0 A_Quake(4,4,0,1,0)\n 700S A 6 A_SetPitch(Pitch-2.0, SPF_INTERPOLATE)\n R700 A 0 A_TakeInventory(\"RifleZoom2\", 1)\n R700 A 0 A_TakeInventory(\"RifleZoom3\", 1)\n R700 A 0 A_GiveInventory(\"RifleZoom1\", 1)\n R700 A 0 A_Setcrosshair(0)\n R700 A 8 A_ZoomFactor(1.0)\n R700 A 2 Offset(-5, 38)\n R700 A 2 Offset(-5, 42)\n R700 A 0 A_PlaySound(\"R700/Bolt\", CHAN_7)\n R700 DE 5\n R700 F 5 A_FireCustomMissile(\"R700CasingSpawner\", 0, 0, 0, 1)\n R700 ED 5\n R700 A 2 Offset(-5, 42)\n R700 A 2 Offset(-2, 36)\n R700 A 2\n Goto Ready\n Zoom:\n R700 A 0 A_JumpIfInventory(\"RifleZoom1\", 1, \"Zoom1\")\n R700 A 0 A_JumpIfInventory(\"RifleZoom2\", 1, \"Zoom2\")\n R700 A 0 A_JumpIfInventory(\"RifleZoom3\", 1, \"UnZoom\")\n R700 A 1\n Goto Ready\n Zoom1:\n R700 A 0 A_TakeInventory(\"RifleZoom1\", 1)\n R700 A 0 A_GiveInventory(\"RifleZoom2\", 1)\n R700 A 0 A_PlaySound(\"ZoomSound\", CHAN_WEAPON)\n 700S A 0 A_Setcrosshair(99)\n 700S A 2 A_ZoomFactor(4.0)\n Goto ZoomReady2\n Zoom2:\n 700S A 0 A_TakeInventory(\"RifleZoom2\", 1)\n 700S A 0 A_GiveInventory(\"RifleZoom3\", 1)\n 700S A 0 A_PlaySound(\"ZoomSound\", CHAN_WEAPON)\n 700S A 0 A_Setcrosshair(99)\n 700S A 2 A_ZoomFactor(12.0)\n Goto ZoomReady2\n UnZoom:\n 700S A 0 A_TakeInventory(\"RifleZoom3\", 1)\n 700S A 0 A_GiveInventory(\"RifleZoom1\", 1)\n 700S A 0 A_PlaySound(\"ZoomSound\", CHAN_WEAPON)\n R700 A 0 A_SetCrosshair(0)\n R700 A 2 A_ZoomFactor(1.0)\n Goto Ready2\n Reload:\n R700 A 0 A_TakeInventory(\"RifleZoom2\", 1)\n R700 A 0 A_TakeInventory(\"RifleZoom3\", 1)\n R700 A 0 A_GiveInventory(\"RifleZoom1\", 1)\n R700 A 0 A_Setcrosshair(0)\n R700 A 0 A_ZoomFactor(1.0)\n R700 A 0 A_JumpIfInventory(\"R700Clip\", 5, \"Ready\")\n R700 A 0 A_JumpIfInventory(\"R700Round\", 1, 2)\n R700 A 0 A_JumpIfInventory(\"R700Reloaded\", 1, 5)\n Goto Ready\n R700 A 0 A_TakeInventory(\"R700Round\", 1)\n R700 A 0 A_GiveInventory(\"R700Clip\", 1)\n R700 A 0 A_GiveInventory(\"R700Reloaded\", 1)\n R700 A 0 A_JumpIfInventory(\"R700Clip\", 5, 1)\n Goto Reload\n R700 A 2 Offset(-2, 40)\n R700 A 2 Offset(-5, 45)\n R700 A 2 Offset(-9, 50)\n R700 A 2 Offset(-12, 55)\n R700 A 0 A_PlaySound(\"R700/Reload\", CHAN_WEAPON)\n R700 A 70 Offset(-15, 60)\n R700 A 0 A_PlaySound(\"R700/Bolt\", CHAN_WEAPON)\n R700 DEFED 5\n R700 A 2 Offset(-12, 55)\n R700 A 2 Offset(-10, 52)\n R700 A 2 Offset(-7, 49)\n R700 A 2 Offset(-5, 46)\n R700 A 2 Offset(-2, 39)\n R700 A 3\n R700 A 0 A_TakeInventory(\"R700Reloaded\", 1)\n Goto Ready\n Altfire:\n R700 A 0 A_JumpIfInventory(\"MarineMedikit\", 1, 1)\n Goto Ready\n R700 A 0 A_TakeInventory(\"RifleZoom2\", 1)\n R700 A 0 A_TakeInventory(\"RifleZoom3\", 1)\n R700 A 0 A_GiveInventory(\"RifleZoom1\", 1)\n R700 A 0 A_Setcrosshair(0)\n R700 A 0 A_ZoomFactor(1.0)\n R700 A 1 Offset(0, 40)\n R700 A 1 Offset(0, 45)\n R700 A 1 Offset(0, 50)\n R700 A 1 Offset(0, 55)\n R700 A 1 Offset(0, 60)\n R700 A 1 Offset(0, 65)\n R700 A 1 Offset(0, 70)\n R700 A 1 Offset(0, 75)\n R700 A 1 Offset(0, 80)\n R700 A 1 Offset(0, 85)\n R700 A 1 Offset(0, 90)\n R700 A 1 Offset(0, 95)\n R700 A 1 Offset(0, 100)\n R700 A 1 Offset(0, 105)\n R700 A 1 Offset(0, 115)\n R700 A 1 Offset(0, 125)\n TNT1 A 15 Offset(0, 32)\n HNDG H 1 A_PlaySound(\"M67/Toss\", CHAN_WEAPON)\n HNDG I 0 A_TakeInventory(\"MarineMedikit\", 1)\n HNDG I 0 A_FireCustomMissile(\"FMarineMedikit\", 0, 0, 0, 0)\n HNDG IJKLMNOP 1\n TNT1 A 5\n R700 A 1 Offset(0, 125) A_PlaySound(\"Weapons/Change\", CHAN_WEAPON)\n R700 A 1 Offset(0, 115)\n R700 A 1 Offset(0, 105)\n R700 A 1 Offset(0, 100)\n R700 A 1 Offset(0, 95)\n R700 A 1 Offset(0, 90)\n R700 A 1 Offset(0, 85)\n R700 A 1 Offset(0, 80)\n R700 A 1 Offset(0, 75)\n R700 A 1 Offset(0, 70)\n R700 A 1 Offset(0, 65)\n R700 A 1 Offset(0, 60)\n R700 A 1 Offset(0, 55)\n R700 A 1 Offset(0, 50)\n R700 A 1 Offset(0, 45)\n R700 A 1 Offset(0, 40)\n Goto Ready\n Flash:\n TNT1 A 3 A_Light2\n TNT1 A 3 A_Light1\n TNT1 A 0 A_Light0\n Stop\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nACTOR RifleZoom1 : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nACTOR RifleZoom2 : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nACTOR RifleZoom3 : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nActor R700Reloaded : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor R700Clip : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 5\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 5\n Inventory.Icon \"HUDMA0\"\n +IGNORESKILL\n}\n\nActor R700Round : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 25\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 25\n Inventory.Icon \"HUDBA0\"\n +IGNORESKILL\n}\n\nActor R700Puff : HitScanPuff\n{\n +ALWAYSPUFF\n}"
}
]
},
"maps": []
}