omega_patch_r1661.pk3

PK3 117 KiB 0 map(s)

Counts

endoom0
graphics0
lumps42
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0aea76cc-40fa-43bd-8173-6a7cd0151d68",
    "sha1": "652c2c92cd8fdb557ebe4d76711fc69ad71abd85",
    "sha256": "3801238f521fd3d04a6d691a1f35b9d1ded094b8ef8ecf2f679d6df2afb3f3a8",
    "filenames": [
      "omega_patch_r1661.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2013-04-19 03:35:09",
      "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": "2013-04-19 03:35:09",
    "file": {
      "type": "PK3",
      "size": 120246,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/652c2c92cd8fdb557ebe4d76711fc69ad71abd85/652c2c92cd8fdb557ebe4d76711fc69ad71abd85.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 42,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "actors/dec_utic.txt",
        "contents": "//UtilityGun Caches\nactor Utility_CacheBase {\n\t-SOLID +SHOOTABLE\n\t+NOBLOOD +ACTIVATEMCROSS\n\t+DONTGIB +NOICEDEATH\n\t+CANPASS +NOGRAVITY\n\tRadius 8\n\tHeight 64\n\tHealth 300\n\trenderstyle Translucent\n\talpha 0.0\n\tScale 0.65\n\tMass 0x7FFFFFFF\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Flash\", 0.0\n\ttag \"Cache\"\n\tstates {\n\tSpawn:\n\t\tCACH AA 0 A_CheckSight(\"NoWayDude\")\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A 69 A_Gravity\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"misc/health_pkup\")\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 bright A_Explode(64,128)\n\t\tTNT1 A 4 bright\n\t\tstop\n\tNoWayDude:\n\tDeath.Deconstruction:\n\t\t// [NF] bai bai cache\n\t\tCACH A 0 A_NoBlocking\n\t\tCACH A 2 A_PlaySound(\"weapons/timedeath\")\n\t\tCACH AAAAAAAAAA 2 A_Fadeout(0.1)\n\t\tstop\n\t}\n}\n\nACTOR Utility_MedicalCache : Utility_CacheBase 21416 {\n\ttag \"Medical Cache\"\n\tHealth 300\n\tstates {\n\tSpawn:\n\t\tCACH AA 0 A_CheckSight(\"NoWayDude\")\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A 69 A_Gravity\n\t\tCACH A 0 A_RadiusThrust (3000, 9, 1)\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"misc/health_pkup\")\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",-64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",0,64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",0,-64,0,0,0,0,0,32,0)\n\t\tCACH AAAA 35 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\t}\n}\n\nACTOR MedicalCacheHealth : Stimpack {\n\tStates {\n\tSpawn:\n\t\tSTIM AAAAAAA 35\n\t\tSTIM A 1\n\t\tStop\n\t}\n}\n\nACTOR Utility_AmmoCache : Utility_CacheBase 21417 {\n\ttag \"Ammo Cache\"\n\tHealth 400\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 A_CheckSight(\"NoWayDude\")\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A 69 A_Gravity\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"misc/i_pkup\")\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",-64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",0,64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",0,-64,0,0,0,0,0,32,0)\n\t\tCACH AAAAAA 35 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\t}\n}\n\nactor AmmoCachePack : NewBackpack {\n\tinventory.pickupmessage \"Picked up an ammo pack.\"\n\tstates {\n\tSpawn:\n\t\tBKPK AAAAAAA 35\n\t\tBKPK A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 3)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleGrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"LaserRifleAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"FlamerAmmo\", 15)\n\t\tTNT1 A 0 A_GiveInventory(\"GrenaderAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"BazookaAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"GaussRifleAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"ChemicalSprayAmmo\", 15)\n\t\tTNT1 A 0 A_GiveInventory(\"LaserChaingunAmmo\", 15)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"SniperAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"GeneporiumCharge\",15)\n\t\tTNT1 A 0 A_GiveInventory(\"TE21CalAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"MassDriverAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Utility_Ammo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaRifleAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"StealthSniperAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"TimeGunAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"TimeGunAltAmmo\", 5)\n\t\tTNT1 A 0 A_PlaySound(\"none\")\n\t\tstop\n\t}\n}\n\nACTOR Utility_SuperCache : Utility_CacheBase {\n\ttag \"Super Cache\"\n\thealth 800\n\tstates {\n\tSpawn:\n\t\tCACH AA 0 A_CheckSight(\"NoWayDude\")\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A 69 A_Gravity\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 0 A_PlayWeaponSound(\"misc/health_pkup\")\n\t\tCACH A 35 A_PlaySound(\"misc/i_pkup\")\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",-64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",0,64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",0,-64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",64,-32,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",-64,32,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",-32,64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",32,-64,0,0,0,0,0,32,0)\n\t\tCACH AAAAAA 35 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\t}\n}\n\nactor Utility_SuperCacheMapSpawned : Utility_SuperCache 21418 {\n\t+SOLID\n\t-NOCLIP\n\t-NOGRAVITY\n\talpha 1.0\n\tstates {\n\tSpawn:\n\t\tCACH A 0\n\t\tgoto Working\n\t}\n}\n\nACTOR Utility_PowerupCache : Utility_CacheBase {\n\ttag \"Powerup Cache\"\n\tHealth 800\n\tstates {\n\tSpawn:\n\t\tCACH AA 0 A_CheckSight(\"NoWayDude\")\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A 69 A_Gravity\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"powerup/basic\")\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 0 A_SpawnItemEx(\"Utility_Grade2ArmourCache\",0,64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"Utility_Grade2DamageCache\",0,-64,0,0,0,0,0,32,0)\n\t\tCACH AAAAAAAAA 35 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\t}\n}\nactor Utility_PowerupCacheMapSpawned : Utility_PowerupCache 21490 {\n\t+SOLID\n\t-NOCLIP\n\t-NOGRAVITY\n\talpha 1.0\n\tstates {\n\tSpawn:\n\t\tCACH A 0\n\t\tgoto Working\n\t}\n}\n\nactor Utility_Grade2DamageCache : Utility_Grade1Armour {\n\tinventory.pickupmessage \"You got Grade 2 Damage!\"\n\trenderstyle Normal\n\talpha 1.0\n\t-NOGRAVITY\n\t+NOCLIP\n\tstates {\n\tSpawn:\n\t\tUCRT AAAAAAAAAA 35\n\t\tUCRT A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"Utility_Grade2DamageGive\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"none\")\n\t\tstop\n\t}\n}\n\nactor Utility_Grade2ArmourCache : Utility_Grade1Armour {\n\tinventory.pickupmessage \"You got Grade 2 Armour!\"\n\trenderstyle Normal\n\talpha 1.0\n\t-NOGRAVITY\n\t+NOCLIP\n\tstates {\n\tSpawn:\n\t\tUCRT AAAAAAAAAA 35\n\t\tUCRT A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"Utility_Grade2ArmourGive\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"none\")\n\t\tstop\n\t}\n}\n\nACTOR Utility_MiniRefCacheRed  {\n\t+SHOOTABLE +NOBLOOD\n\t+ACTIVATEMCROSS +DONTGIB\n\t+NOICEDEATH +NOGRAVITY\n\t+ISMONSTER +QUICKTORETALIATE\n\tobituary \"%o ventured too close to the \\cARed Mini-Refinery\\c-.\"\n\tRadius 32 Height 48\n\tHealth 10000\n\trenderstyle Translucent\n\talpha 0.0\n\tscale 0.1875\n\tmass 0x7FFFFFFF\n\tpainchance 255\n\tdamagetype ChemicalSpecial\n\tdamagefactor \"FistRed\", 0.0\t\tdamagefactor \"FistBlue\", 0.2\n\tdamagefactor \"BulletRed\", 0.0\t\tdamagefactor \"BulletBlue\", 0.5\n\tdamagefactor \"RifleRed\", 0.0\t\tdamagefactor \"RifleBlue\", 0.5\n\tdamagefactor \"ExplosionRed\", 0.0\tdamagefactor \"ExplosionBlue\", 0.75\n\tdamagefactor \"FireRed\", 0.0\t\tdamagefactor \"FireBlue\", 0.6\n\tdamagefactor \"ChemicalRed\", 0.0\t\tdamagefactor \"ChemicalBlue\", 0.0\n\tdamagefactor \"LaserRed\", 0.0\t\tdamagefactor \"LaserBlue\", 1.0\n\tdamagefactor \"RazorWireRed\", 0.0\tdamagefactor \"RazorWireBlue\", 0.0\n\tdamagefactor \"ExplosionMechRed\", 0.0\tdamagefactor \"ExplosionMechBlue\", 0.25\n\tdamagefactor \"TimeRed\", 0.0\t\tdamagefactor \"TimeBlue\", 1.0\n\tdamagefactor \"Disarm\", 0.0\t\tdamagefactor \"Flash\", 0.0\n\tdamagefactor \"Superweapon\", 0.0\t\tdamagefactor \"SuperweaponIon\", 1.0\n\tdamagefactor \"MassDriverRed\", 0.0\tdamagefactor \"MassDriverBlue\", 0.75\n\tdamagefactor \"ChemicalSpecial\", 0.0\n\tdamagefactor \"Mechstomp\", 0.0\n\tdamagefactor \"Monster\", 0.0\n\tStates {\n\tSpawn:\n\t\tMREF AA 0 Thing_ChangeTID(0,900)\n\t\tMREF AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tMREF A 0 A_SetTranslucent(1.0,0)\n\t\tMREF A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\tApproved:\n\t\tMREF A 5 A_RadiusThrust (4000, 40, 1)\n\t\tMREF A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tMREF A 0 A_SetSolid\n\t\tMREF A 0 A_SpawnItemEx(\"MiniRefCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tMREF A 35 A_PlaySound(\"misc/i_pkup\")\n\t\tMREF A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto Working\n\tWorking:\n\t\tMREF A 35 A_SpawnItemEx(\"MiniRefCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tloop\n\tPain.Repair:\n\t\tMREF A 0\n\t\tMREF A 0 A_JumpIfHealthLower(10000,\"Pain.Repair2\")\n\t\tMREF A 1 A_Stop\n\t\tgoto Working\n\tPain.Repair2:\n\t\tMREF A 0\n\t\tMREF A 0 A_Stop\n\t\tMREF A 1 A_GiveToTarget(\"RepairBonusItem\",1)\n\t\tgoto Working\n\tPain:\n\t\tMREF A 0\n\t\tMREF A 1 A_Stop\n\t\tgoto Working\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Explode (256, 512)\n\t\tTNT1 A 0 A_PlaySound (\"weapons/rocklx\", CHAN_ITEM)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionMainLarge\", 0, 0, 32, 0, 0, 0, 0, 128)\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"AnthraxDecay\", random(-48,48), random(-48,48), 4)\n\t\tTNT1 A 4 bright\n\t\tstop\n\tDisapproved:\n\tDeath.Deconstruction:\n\t\tMREF A 0 A_NoBlocking\n\t\tMREF A 2 A_PlaySound(\"weapons/timedeath\")\n\t\tMREF AAAAAAAAAA 2 A_Fadeout(0.1)\n\t\tstop\n\t}\n}\n\nACTOR Utility_MiniRefCacheBlue : Utility_MiniRefCacheRed {\n\tobituary \"%o ventured too close to the \\cNBlue Mini-Refinery\\c-.\"\n\tdamagefactor \"FistRed\", 0.2\t\tdamagefactor \"FistBlue\", 0.0\n\tdamagefactor \"BulletRed\", 0.5\t\tdamagefactor \"BulletBlue\", 0.0\n\tdamagefactor \"RifleRed\", 0.5\t\tdamagefactor \"RifleBlue\", 0.0\n\tdamagefactor \"ExplosionRed\", 0.75\tdamagefactor \"ExplosionBlue\", 0.0\n\tdamagefactor \"FireRed\", 0.6\t\tdamagefactor \"FireBlue\", 0.0\n\tdamagefactor \"LaserRed\", 1.0\t\tdamagefactor \"LaserBlue\", 0.0\n\tdamagefactor \"RazorWireRed\", 0.0\tdamagefactor \"RazorWireBlue\", 0.0\n\tdamagefactor \"ExplosionMechRed\", 0.25\tdamagefactor \"ExplosionMechBlue\", 0.0\n\tdamagefactor \"TimeRed\", 1.0\t\tdamagefactor \"TimeBlue\", 0.0\n\tdamagefactor \"Superweapon\", 1.0\t\tdamagefactor \"SuperweaponIon\", 0.0\n\tdamagefactor \"MassDriverRed\", 0.75\tdamagefactor \"MassDriverBlue\", 0.0\n\tstates {\n\tSpawn:\n\t\tMREF AA 0 Thing_ChangeTID(0,901)\n\t\tMREF AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tMREF A 0 A_SetTranslucent(1.0,0)\n\t\tMREF A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\t}\n}\n\nactor Utility_GlobalMedicCacheRed {\n\ttag \"Red Health Regenerator\"\n\t+SOLID +SHOOTABLE\n\t+NOBLOOD +DONTGIB\n\t+NOICEDEATH +NOGRAVITY\n\t+ISMONSTER +QUICKTORETALIATE\n\tdamagefactor \"FistRed\", 0.0\n\tdamagefactor \"FistBlue\", 0.2\n\tdamagefactor \"BulletRed\", 0.0\n\tdamagefactor \"BulletBlue\", 0.5\n\tdamagefactor \"RifleRed\", 0.0\n\tdamagefactor \"RifleBlue\", 0.5\n\tdamagefactor \"ExplosionRed\", 0.0\n\tdamagefactor \"ExplosionBlue\", 0.75\n\tdamagefactor \"FireRed\", 0.0\n\tdamagefactor \"FireBlue\", 0.6\n\tdamagefactor \"ChemicalRed\", 0.0\n\tdamagefactor \"ChemicalBlue\", 0.75\n\tdamagefactor \"LaserRed\", 0.0\n\tdamagefactor \"LaserBlue\", 1.0\n\tdamagefactor \"RazorWireRed\", 0.0\n\tdamagefactor \"RazorWireBlue\", 0.0\n\tdamagefactor \"ExplosionMechRed\", 0.0\n\tdamagefactor \"ExplosionMechBlue\", 0.25\n\tdamagefactor \"TimeRed\", 0.0\n\tdamagefactor \"TimeBlue\", 1.0\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Flash\", 0.0\n\tdamagefactor \"Superweapon\", 0.0\n\tdamagefactor \"SuperweaponIon\", 1.0\n\tdamagefactor \"MassDriverRed\", 0.0\n\tdamagefactor \"MassDriverBlue\", 0.75\n\tdamagefactor \"Mechstomp\", 0.0\n\tdamagefactor \"Monster\", 0.0\n\tradius 8\n\theight 64\n\thealth 10000\n\trenderstyle Translucent\n\talpha 0.0\n\tscale 0.65\n\tmass 0x7FFFFFFF\n\tpainchance 255\n\n\tstates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 902)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\tApproved:\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"misc/i_pkup\")\n\t\tCACH A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\tPain.Repair:\n\t\tCACH A 0\n\t\tCACH A 0 A_JumpIfHealthLower(10000, \"Pain.Repair2\")\n\t\tCACH A 1 A_Stop\n\t\tgoto Working\n\tPain.Repair2:\n\t\tCACH A 0\n\t\tCACH A 0 A_Stop\n\t\tCACH A 1 A_GiveToTarget(\"RepairBonusItem\",1)\n\t\tgoto Working\n\tPain:\n\t\tCACH A 0\n\t\tCACH A 1 A_Stop\n\t\tgoto Working\n\tDeath:\n\t\tTC4T A 0\n\t\tTC4T A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n\t\tTC4T A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTC4T A 0 bright A_Explode(64,128)\n\t\tTNT1 A 4 bright\n\t\tstop\n\tDisapproved:\n\tDeath.Deconstruction:\n\t\tCACH A 0 A_NoBlocking\n\t\tCACH A 2 A_PlaySound(\"weapons/timedeath\")\n\t\tCACH AAAAAAAAAA 2 A_Fadeout(0.1)\n\t\tstop\n\t}\n}\n\nactor Utility_GlobalMedicCacheBlue : Utility_GlobalMedicCacheRed {\n\ttag \"Blue Health Regenerator\"\n\tdamagefactor \"FistRed\", 0.2\n\tdamagefactor \"FistBlue\", 0.0\n\tdamagefactor \"BulletRed\", 0.5\n\tdamagefactor \"BulletBlue\", 0.0\n\tdamagefactor \"RifleRed\", 0.5\n\tdamagefactor \"RifleBlue\", 0.0\n\tdamagefactor \"ExplosionRed\", 0.75\n\tdamagefactor \"ExplosionBlue\", 0.0\n\tdamagefactor \"FireRed\", 0.6\n\tdamagefactor \"FireBlue\", 0.0\n\tdamagefactor \"ChemicalRed\", 0.75\n\tdamagefactor \"ChemicalBlue\", 0.0\n\tdamagefactor \"LaserRed\", 1.0\n\tdamagefactor \"LaserBlue\", 0.0\n\tdamagefactor \"ExplosionMechRed\", 0.25\n\tdamagefactor \"ExplosionMechBlue\", 0.0\n\tdamagefactor \"TimeRed\", 1.0\n\tdamagefactor \"TimeBlue\", 0.0\n\tdamagefactor \"Superweapon\", 1.0\n\tdamagefactor \"SuperweaponIon\", 0.0\n\tdamagefactor \"MassDriverRed\", 0.75\n\tdamagefactor \"MassDriverBlue\", 0.0\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 903)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity\n\t\tstop\n\t}\n}\n\nACTOR Utility_GlobalAmmoCacheRed : Utility_GlobalMedicCacheRed {\n\ttag \"Red Ammo Regenerator\"\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 904)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\tApproved:\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"misc/i_pkup\")\n\t\tCACH A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\t}\n}\n\nACTOR Utility_GlobalAmmoCacheBlue : Utility_GlobalAmmoCacheRed  {\n\ttag \"Blue Ammo Regenerator\"\n\tdamagefactor \"FistRed\", 0.2\n\tdamagefactor \"FistBlue\", 0.0\n\tdamagefactor \"BulletRed\", 0.5\n\tdamagefactor \"BulletBlue\", 0.0\n\tdamagefactor \"RifleRed\", 0.5\n\tdamagefactor \"RifleBlue\", 0.0\n\tdamagefactor \"ExplosionRed\", 0.75\n\tdamagefactor \"ExplosionBlue\", 0.0\n\tdamagefactor \"FireRed\", 0.6\n\tdamagefactor \"FireBlue\", 0.0\n\tdamagefactor \"ChemicalRed\", 0.75\n\tdamagefactor \"ChemicalBlue\", 0.0\n\tdamagefactor \"LaserRed\", 1.0\n\tdamagefactor \"LaserBlue\", 0.0\n\tdamagefactor \"ExplosionMechRed\", 0.25\n\tdamagefactor \"ExplosionMechBlue\", 0.0\n\tdamagefactor \"TimeRed\", 1.0\n\tdamagefactor \"TimeBlue\", 0.0\n\tdamagefactor \"Superweapon\", 1.0\n\tdamagefactor \"SuperweaponIon\", 0.0\n\tdamagefactor \"MassDriverRed\", 0.75\n\tdamagefactor \"MassDriverBlue\", 0.0\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 905)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity\n\t\tstop\n\t}\n}\n\nactor AmmoRegenerationPack : NewBackpack {\n\tstates {\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleGrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"LaserRifleAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"FlamerAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"GrenaderAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"BazookaAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"GaussRifleAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"ChemicalSprayAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"LaserChaingunAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"SniperAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"GeneporiumCharge\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"TE21CalAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"MassDriverAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Utility_Ammo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaRifleAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"TimeGunAltAmmo\", 10)\n\t\tTNT1 A 0 A_PlaySound(\"none\")\n\t\tstop\n\t}\n}\n\nactor Utility_PowerGeneratorRed : Utility_GlobalMedicCacheRed {\n\tdamagefactor \"LaserRed\", 0.0\n\tdamagefactor \"LaserBlue\", 0.0\n\ttag \"Red Power Generator\"\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 906)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\tApproved:\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"SuperCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"turret/sight\")\n\t\tCACH A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VoltageDecayCluster\")\n\t\tTNT1 A 0 ACS_Execute (345, 0, 20)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 bright A_Explode(64,128)\n\t\tTNT1 A 4 bright\n\t\tstop\n\t}\n}\n\nactor Utility_PowerGeneratorBlue : Utility_GlobalMedicCacheBlue {\n\tdamagefactor \"LaserRed\", 0.0\n\tdamagefactor \"LaserBlue\", 0.0\n\ttag \"Blue Power Generator\"\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 907)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\tApproved:\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"SuperCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"turret/sight\")\n\t\tCACH A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VoltageDecayCluster\")\n\t\tTNT1 A 0 ACS_Execute (345, 0, 20)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 bright A_Explode(64,128)\n\t\tTNT1 A 4 bright\n\t\tstop\n\t}\n}\n\nactor MedicalCacheFlare {\n\t+RANDOMIZE +NOCLIP\n\t+NOGRAVITY +BRIGHT\n\t+NOINTERACTION +CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\trenderstyle Add\n\talpha 0.5\n\tscale 0.20\n\tstates {\n\tSpawn:\n\t\tCACH B 1\n\tIdle:\n\t\t\"----\" AAAAAAAAAA 1 A_FadeIn (0.05)\n\t\t\"----\" AAAAAAAAAA 1 A_FadeOut (0.05)\n\t\t\"----\" A 15\n\t\tstop\n\t}\n}\n\nactor AmmoCacheFlare : MedicalCacheFlare {\n\tstates {\n\tSpawn:\n\t\tPPCX A 1\n\t\tgoto Idle\n\t}\n}\n\nactor SuperCacheFlare : MedicalCacheFlare {\n\tstates {\n\tSpawn:\n\t\tCACH C 1\n\t\tgoto Idle\n\t}\n}\n\nactor MiniRefCacheFlare : MedicalCacheFlare {\n\tstates {\n\tSpawn:\n\t\tCACH D 1\n\t\tgoto Idle\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_play.txt",
        "contents": "ACTOR AOWPlayer : DoomPlayer replaces DoomPlayer\n{\n  Speed 1\n  Health 100\n  player.maxhealth 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Commando\"\n  Player.CrouchSprite \"PLYC\"\n  Player.StartItem \"Unarmed\", 1\n  player.forwardmove 0.75\n  player.sidemove 0.55\n  damagefactor \"FistRed\", 1.0\n  damagefactor \"FistBlue\", 1.0\n  damagefactor \"BulletRed\", 1.0\n  damagefactor \"BulletBlue\", 1.0\n  damagefactor \"RifleRed\", 1.0\n  damagefactor \"RifleBlue\", 1.0\n  damagefactor \"ExplosionRed\", 0.3\n  damagefactor \"ExplosionBlue\", 0.3\n  damagefactor \"Terrorist\", 2.0\n  damagefactor \"Suicide\", 1.0\n  damagefactor \"FireRed\", 1.0\n  damagefactor \"FireBlue\", 1.0\n  damagefactor \"ChemicalRed\", 2.0\n  damagefactor \"ChemicalBlue\", 2.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"LaserRed\", 1.0\n  damagefactor \"LaserBlue\", 1.0\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.1\n  damagefactor \"ExplosionMechBlue\", 0.1\n  damagefactor \"TimeRed\", 1.0\n  damagefactor \"TimeBlue\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.3\n  damagefactor \"MassDriverBlue\", 0.3\n  damagefactor \"Mechstomp\", 1.0\n  damagefactor \"Monster\", 1.0\n  damagefactor \"Deconstruction\", 0.0\n//  +PUSHABLE\n  +NOSKIN\n  +QUICKTORETALIATE\n  -TELESTOMP\n  deathsound \"generic/death\"\n  States\n  {\n  Spawn:\n    PLAY A -1\n    Loop\n  See:\n    PLAY A 5\n    TNT1 A 0 A_JumpIf(waterlevel > 1, 2)\n    TNT1 A 0 A_CheckFloor(1)\n    goto See2\n    PLAY B 5\n    TNT1 A 0 A_JumpIf(waterlevel > 1, 2)\n    TNT1 A 0 A_CheckFloor(1)\n    goto See2\n    PLAY C 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n    PLAY C 5\n    TNT1 A 0 A_JumpIf(waterlevel > 1, 2)\n    TNT1 A 0 A_CheckFloor(1)\n    goto See2\n    PLAY D 5\n    TNT1 A 0 A_JumpIf(waterlevel > 1, 2)\n    TNT1 A 0 A_CheckFloor(1)\n    goto See2\n    PLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n    goto Spawn\n  See2:\n    PLAY A 3 A_JumpIf(momz == 0, \"See\")\n    goto See\n  Missile:\n    PLAY EE 1 A_JumpIfInventory(\"StealthSniperAlt\",1,\"MissileSniper\")\n    PLAY E 12 ACS_ExecuteAlways(310,0,1,0,0)\n    Goto Spawn\n  MissileSniper:\n    PLAY A 12\n    Goto Spawn\n  Melee:\n    PLAY FF 0 A_JumpIfInventory(\"StealthSniper\",1,\"MeleeSniper\")\n    PLAY F 6 BRIGHT ACS_ExecuteAlways(310,0,1,0,0)\n    Goto Missile\n  MeleeSniper:\n    PLAY F 6 BRIGHT ACS_ExecuteAlways(310,0,6,0,0)\n    Goto Missile\n  Pain:\n    PLAY G 4 ACS_ExecuteAlways(310,0,2,0,0)\n    Goto PainSound\n  Pain.ExplosionRed:\n  Pain.ExplosionBlue:\n    PLAY G 0 ACS_ExecuteAlways(320,0,0,0,0)\n    PLAY G 4 ACS_ExecuteAlways(310,0,2,0,0)\n    Goto PainSound\n  Pain.Terrorist:\n    PLAY G 0 ACS_ExecuteAlways(320,0,0,0,0)\n    PLAY G 4 ACS_ExecuteAlways(310,0,2,0,0)\n    Goto PainSound\n  Pain.Falling:\n    PLAY G 4\n    Goto PainSound\n  Pain.LaserRed:\n  Pain.LaserBlue:\n    PLAY G 0 ACS_ExecuteAlways(320,0,4,0,0)\n    PLAY G 4 ACS_ExecuteAlways(310,0,2,0,0)\n    Goto PainSound\n  Pain.RazorWireBlue:\n  Pain.RazorWireRed:\n    PLAY G 0 A_GiveInventory(\"RazorWireSpeed\",1)\n    PLAY G 0 ACS_ExecuteAlways(320,0,4,0,0)\n    PLAY G 4 ACS_ExecuteAlways(310,0,2,0,0)\n    Goto PainSound\n  Pain.FireSpecial:\n    PLAY G 0 ACS_ExecuteAlways(320,0,1,0,0)\n    PLAY G 8 ACS_ExecuteAlways(310,0,2,0,0)\n    Goto Spawn\n  Pain.FireRed:\n  Pain.FireBlue:\n    PLAY G 0 ACS_ExecuteAlways(320,0,1,0,0)\n    PLAY G 0 ACS_ExecuteAlways(360,0,0,0,0)\n    PLAY G 4 ACS_ExecuteAlways(310,0,2,0,0)\n    Goto PainSound\n  Pain.ChemicalSpecial:\n    PLAY G 0 ACS_ExecuteAlways(320,0,2,0,0)\n    PLAY G 8 ACS_ExecuteAlways(310,0,2,0,0)\n    Goto Spawn\n  Pain.ChemicalRed:\n  Pain.ChemicalBlue:\n    PLAY G 0 ACS_ExecuteAlways(320,0,2,0,0)\n    PLAY G 0 ACS_ExecuteAlways(361,0,0,0,0)\n    PLAY G 4 ACS_ExecuteAlways(310,0,2,0,0)\n    Goto PainSound\n  Pain.Flash:\n    PLAY G 0 ACS_ExecuteAlways(320,0,3,0,0)\n    PLAY G 0 ACS_ExecuteAlways(320,0,3,0,0)\n    PLAY G 4 ACS_ExecuteAlways(310,0,4,0,0)\n    Goto PainSound\n  PainSound:\n    PLAY G 4 A_Pain\n    goto Spawn\n  Death:\n    PLAY H 0\n    PLAY H 0 A_JumpIfInventory(\"IsKamikaze\",1,\"Death.IonExplosion\")\n    PLAY H 0 A_JumpIfInventory(\"IsTerrorist\",1,\"Death.KamikazeExplosion\")\n    PLAY H 0 ACS_ExecuteAlways(310,0,3,0,0)\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    BURN A 0 A_StopSoundEx(\"SoundSlot5\")\n    PLAY H 1 A_StopSoundEx(\"Item\")\n    PLAY H 1 A_Scream\n    PLAY H 6 A_TakeInventory(\"Ingame\",1)\n    PLAY I 6 Thing_ChangeTID(0,9999)\n    PLAY JJJ 0 A_SpawnItemEx(\"Credits1\",random(-4,4),random(-4,4),random(32,48),random(2,4),random(-2,2),random(2,4),0,0,128)\n    PLAY J 0 A_SpawnItemEx(\"PowerupCrate\",random(-4,4),random(-4,4),random(32,48),random(2,4),random(-2,2),random(2,4),0,0,230)\n    PLAY J 6 A_NoBlocking\n    PLAY K 6\n    PLAY L 6 A_PlaySound(\"misc/thud\")\n    PLAY M 6\n    PLAY N -1\n    Stop\n/*    PLAY N 6\n    PLAY N 2048\n    PLAY N 2 A_SetTranslucent(1,0)\n    PLAY N 2 A_SetTranslucent(0.95,0)\n    PLAY N 2 A_SetTranslucent(0.90,0)\n    PLAY N 2 A_SetTranslucent(0.85,0)\n    PLAY N 2 A_SetTranslucent(0.80,0)\n    PLAY N 2 A_SetTranslucent(0.75,0)\n    PLAY N 2 A_SetTranslucent(0.70,0)\n    PLAY N 2 A_SetTranslucent(0.65,0)\n    PLAY N 2 A_SetTranslucent(0.60,0)\n    PLAY N 2 A_SetTranslucent(0.45,0)\n    PLAY N 2 A_SetTranslucent(0.40,0)\n    PLAY N 2 A_SetTranslucent(0.25,0)\n    PLAY N 2 A_SetTranslucent(0.20,0)\n    PLAY N 2 A_SetTranslucent(0.15,0)\n    PLAY N 2 A_SetTranslucent(0.10,0)\n    PLAY N 2 A_SetTranslucent(0.05,0)\n    PLAY N 2 A_SetTranslucent(0.00,0)\n    PLAY N -1 A_SetTranslucent(0.0,0)\n        Stop*/\n  XDeath:\n    PLAY H 0\n    PLAY H 0 A_JumpIfInventory(\"IsKamikaze\",1,\"Death.IonExplosion\")\n    PLAY H 0 A_JumpIfInventory(\"IsTerrorist\",1,\"Death.KamikazeExplosion\")\n    PLAY H 0 //ACS_ExecuteAlways(310,0,3,0,0)\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    BURN A 0 A_StopSoundEx(\"SoundSlot5\")\n    PLAY H 0 A_StopSoundEx(\"Item\")\n    PLAY I 1 Thing_ChangeTID(0,9999)\n    PLE1 CCCCCCCCCCC 0 bright A_SpawnItemEx(\"GibExplosion\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n    PLAY I 0 A_SpawnItemEx(\"Gip1\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    PLAY I 0 A_SpawnItemEx(\"Gip5\",0,0,random(4,40),random(-2,4),random(-6,6),random(-1,10),random(-32,32),128,50)\n    PLAY I 0 A_SpawnItemEx(\"Gip2\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    PLAY I 0 A_SpawnItemEx(\"Gip3\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    PLAY I 0 A_SpawnItemEx(\"Gip4\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,0)\n    PLAY I 0 A_SpawnItemEx(\"Gip5\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,0)\n    PLAY I 0 A_SpawnItemEx(\"Gip6\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,0)\n    PLAY I 0 A_SpawnItemEx(\"Gip7\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    PLAY I 0 A_SpawnItemEx(\"Gip8\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    PLAY I 0 A_SpawnItemEx(\"Gip7\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    PLAY I 0 A_NoBlocking\n    PLAY JJJ 0 A_SpawnItemEx(\"Credits1\",random(-4,4),random(-4,4),random(32,48),random(-4,4),random(-4,4),random(4,8),0,0,128)\n    PLAY J 0 A_SpawnItemEx(\"PowerupCrate\",random(-4,4),random(-4,4),random(32,48),random(2,4),random(-2,2),random(2,4),0,0,230)\n    PLAY H 0 A_TakeInventory(\"Ingame\",1)\n    PLAY I 0 A_Scream\n    GIB9 A 0 A_PlaySoundEx(\"misc/gib\",\"SoundSlot7\",0)\n    GIB9 A 0 A_PlaySoundEx(\"misc/gib\",\"SoundSlot6\",0)\n    POB1 N -1 A_SetTranslucent(0.0,0)\n    Stop\n  Death.Falling:\n  Death.Suicide:\n    PLAY H 1\n    goto XDeath\n  Death.ExplosionRed:\n  Death.ExplosionBlue:\n    PLAY H 1\n    PLAY H 0 A_Jump(128,\"Death\")\n    goto XDeath\n  Death.FireSpecial:\n  Death.FireRed:\n  Death.FireBlue:\n    BURN A 0\n    TNT1 AA 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"FireAlt\")\n    TNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n    goto FireAlt\n    PLAY H 0 A_JumpIfInventory(\"IsKamikaze\",1,\"Death.IonExplosion\")\n    PLAY H 0 A_JumpIfInventory(\"IsFemale\",1,\"DeathF.Fire\")\n    BURN A 0 A_StopSoundEx(\"Item\")\n    BURN A 0 A_StopSoundEx(\"SoundSlot5\")\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    PLAY H 1 Thing_ChangeTID(0,9999)\n    PLAY H 0 A_TakeInventory(\"Ingame\",1)\n    DISR K 0 A_SpawnItemEx(\"BurnDeathThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    DISR K 0 A_NoBlocking\n    PLAY N -1 A_SetTranslucent(0.0,0)\n    stop\n  FireAlt:\n    TNT1 A 0 A_StopSoundEx(\"Item\")\n    TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    PLAY H 1 Thing_ChangeTID(0,9999)\n    TNT1 A 0 A_TakeInventory(\"Ingame\",1)\n    TNT1 A 0 A_SpawnItemEx(\"BurnDeathThingReduced\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    TNT1 A 0 A_NoBlocking\n    PLAY N -1 A_SetTranslucent(0.0,0)\n    stop\n  Death.ChemicalSpecial:\n  Death.ChemicalRed:\n  Death.ChemicalBlue:\n    BURN A 0\n    TNT1 AA 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"ChemFireAlt\")\n    TNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n    goto ChemFireAlt\n    PLAY H 0 A_JumpIfInventory(\"IsKamikaze\",1,\"Death.IonExplosion\")\n    PLAY H 0 A_JumpIfInventory(\"IsFemale\",1,\"DeathF.Chemical\")\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    BURN A 0 A_StopSoundEx(\"SoundSlot5\")\n    PLAY H 1 Thing_ChangeTID(0,9999)\n    BURN A 0 A_StopSoundEx(\"Item\")\n    PLAY H 0 A_TakeInventory(\"Ingame\",1)\n    DISR K 0 A_SpawnItemEx(\"ChemicalDeathThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    DISR K 0 A_NoBlocking\n    PLAY N -1 A_SetTranslucent(0.0,0)\n    stop\n  ChemFireAlt:\n    TNT1 A 0 A_StopSoundEx(\"Item\")\n    TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    PLAY H 1 Thing_ChangeTID(0,9999)\n    TNT1 A 0 A_TakeInventory(\"Ingame\",1)\n    TNT1 A 0 A_SpawnItemEx(\"ChemicalDeathThingReduced\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    TNT1 A 0 A_NoBlocking\n    PLAY N -1 A_SetTranslucent(0.0,0)\n\tStop\n  DeathF.Fire:\n    TNT1 AA 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"FireAlt\")\n    BURN A 0 A_StopSoundEx(\"Item\")\n    BURN A 0 A_StopSoundEx(\"SoundSlot5\")\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    PLAY H 1 Thing_ChangeTID(0,9999)\n    PLAY H 0 A_TakeInventory(\"Ingame\",1)\n    DISR K 0 A_SpawnItemEx(\"FBurnDeathThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    DISR K 0 A_NoBlocking\n    PLAY N -1 A_SetTranslucent(0.0,0)\n    stop\n  DeathF.Chemical:\n    TNT1 AA 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"ChemFireAlt\")\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    BURN A 0 A_StopSoundEx(\"SoundSlot5\")\n    PLAY H 1 Thing_ChangeTID(0,9999)\n    BURN A 0 A_StopSoundEx(\"Item\")\n    PLAY H 0 A_TakeInventory(\"Ingame\",1)\n    DISR K 0 A_SpawnItemEx(\"FChemicalDeathThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    DISR K 0 A_NoBlocking\n    PLAY N -1 A_SetTranslucent(0.0,0)\n    stop\n  Death.IonExplosion:\n    PLAY H 0\n    PLAY H 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 0, \"Death.NukeExplosion\")\n    PLAY N 0 A_SpawnItemEx(\"BlueStrikeKamikaze\",0,0,32,0,0,0,0,0,0)\n    goto XDeath+3\n  Death.NukeExplosion:\n    PLAY H 0\n    PLAY N 0 A_SpawnItemEx(\"NukeKamikaze\",0,0,32,0,0,0,0,0,0)\n    goto XDeath+3\n\tDeath.KamikazeExplosion:\n\t\tPLAY H 0\n\t\tPLAY H 0 A_JumpIf(ACS_ExecuteWithResult(336,0) == 1, \"Death.KamikazeExplosionBlue\")\n\t\tPLAY N 0 A_SpawnItemEx(\"KamikazeExplosion\")\n\t\tgoto XDeath+3\n\tDeath.KamikazeExplosionBlue:\n\t\tPLAY H 0\n\t\tPLAY N 0 A_SpawnItemEx(\"KamikazeExplosionBlue\")\n\t\tgoto XDeath+3\n    Death.TimeRed:\n    Death.TimeBlue:\n        PLAY G 0\n\tPLAY G 0 A_NoBlocking\n\tPLAY G 0 A_StopSoundEx(\"Item\")\n\tPLAY G 0 A_StopSoundEx(\"SoundSlot5\")\n\tPLAY G 0 A_StopSoundEx(\"Weapon\")\n\tPLAY G 0 A_TakeInventory(\"Ingame\",1)\n\tPLAY G 0 A_JumpIfInventory(\"IsKamikaze\",1,\"Death.IonExplosion\")\n\tPLAY G 0 Thing_ChangeTID(0,9999)\n\tPLAY G 0 A_Stop\n\tPLAY G 0 A_NoGravity\n\tPLAY GGG 0 A_SpawnItemEx(\"Credits1\",random(-4,4),random(-4,4),random(32,48),random(2,4),random(-2,2),random(2,4),0,0,128)\n\tPLAY G 0 A_SpawnItemEx(\"PowerupCrate\",random(-4,4),random(-4,4),random(32,48),random(2,4),random(-2,2),random(2,4),0,0,230)\n        PLAY G 2 A_PlaySound(\"weapons/timedeath\")\n        PLAY G 2 Bright A_SetTranslucent(1,1)\n        PLAY G 2 Bright A_SetTranslucent(0.95,1)\n        PLAY G 2 Bright A_SetTranslucent(0.90,1)\n        PLAY G 2 Bright A_SetTranslucent(0.85,1)\n        PLAY G 2 Bright A_SetTranslucent(0.80,1)\n        PLAY G 2 Bright A_SetTranslucent(0.75,1)\n        PLAY G 2 Bright A_SetTranslucent(0.70,1)\n        PLAY G 2 Bright A_SetTranslucent(0.65,1)\n        PLAY G 2 Bright A_SetTranslucent(0.60,1)\n        PLAY G 2 Bright A_SetTranslucent(0.45,1)\n        PLAY G 2 Bright A_SetTranslucent(0.40,1)\n        PLAY G 2 Bright A_SetTranslucent(0.25,1)\n        PLAY G 2 Bright A_SetTranslucent(0.20,1)\n        PLAY G 2 Bright A_SetTranslucent(0.15,1)\n        PLAY G 2 Bright A_SetTranslucent(0.10,1)\n        PLAY G 2 Bright A_SetTranslucent(0.05,1)\n        PLAY G 2 Bright A_SetTranslucent(0.00,1)\n        PLAY N -1 A_SetTranslucent(0.0,0)\n        Stop\n  }\n}\n\nactor MarineStomp\n{\n\tPROJECTILE\n\t+NOBLOOD\n\tdamage 0\n\tradius 10\n\tSpeed 20\n\t+CLIENTSIDEONLY\n\tdeathsound \"misc/footstep\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"StealthTrooper\", 1, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"PlayerStepSmokePuff\")\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor PlayerStepSmokePuff\n{\n  RenderStyle Add\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  Translation \"1:254=[32,32,32]:[128,128,128]\"\n  alpha 0.125\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 0 A_Jump(156,\"Spawn2\",\"Spawn3\",\"Spawn4\")\n    PUF1 ABCDE 5 bright\n    stop\n  Spawn2:\n    PUF2 ABCDEFGH 4 bright\n    stop\n  Spawn3:\n    PUF3 ABCDEFG 4 bright\n    stop\n  Spawn4:\n    PUF4 ABCDEF 4 bright\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/doomreplacements.txt",
        "contents": "actor NoShotgun : ShotgunPack replaces Shotgun { }\nactor Nothing {\n\tstates {\n\tspawn:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\nactor NoClip : Nothing replaces Clip { }\n\n// Monsters\nactor AOWLostSoul : LostSoul replaces LostSoul {\n\tdamagetype \"FireSpecial\"\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Repair\", 0.0\n\t+FIREDAMAGE\n\tstates {\n\tDeath.TimeBlue:\n\tDeath.TimeRed:\n\t\tSKUL E 0 A_PlaySound(\"weapons/timedeath\")\n\t\tSKUL EEEEEEEEEEEEEEEEEEEE 2 A_FadeOut (0.05)\n\t\tstop\n\t}\n}\nactor AOWCacodemon : Cacodemon replaces Cacodemon {\n\tdamagetype \"Monster\"\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Repair\", 0.0\n\tstates\n\t{\n\tMissile:\n\t\tHEAD BC 5 A_FaceTarget\n\t\tHEAD D 5 bright A_CustomComboAttack (\"CacodemonBall\", 28, 8, \"\", \"Monster\", true)\n\t\tgoto See\n\tDeath.TimeBlue:\n\tDeath.TimeRed:\n\t\tHEAD E 0 A_PlaySound(\"weapons/timedeath\")\n\t\tHEAD EEEEEEEEEEEEEEEEEEEE 2 A_FadeOut (0.05)\n\t\tstop\n\t}\n}\nactor AOWDoomImp : DoomImp replaces DoomImp {\n\tdamagetype \"Monster\"\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Repair\", 0.0\n\tstates\n\t{\n\tMelee:\n\tMissile:\n\t\tTROO EF 8 A_FaceTarget\n\t\tTROO G 6 A_CustomComboAttack (\"DoomImpBall\", 28, 3, \"imp/melee\", \"Monster\", true)\n\t\tgoto See\n\tDeath.TimeBlue:\n\tDeath.TimeRed:\n\t\tTROO H 0 A_PlaySound(\"weapons/timedeath\")\n\t\tTROO HHHHHHHHHHHHHHHHHHHH 2 A_FadeOut (0.05)\n\t\tstop\n\t}\n}\nactor AOWBaronOfHell : BaronOfHell replaces BaronOfHell {\n\tdamagetype \"Monster\"\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Repair\", 0.0\n\tstates\n\t{\n\tMelee:\n\tMissile:\n\t\tBOSS EF 8 A_FaceTarget\n\t\tBOSS G 8 A_CustomComboAttack (\"BaronBall\", 28, 8, \"baron/melee\", \"Monster\", true)\n\t\tgoto See\n\tDeath.TimeBlue:\n\tDeath.TimeRed:\n\t\tBOSS H 0 A_PlaySound(\"weapons/timedeath\")\n\t\tBOSS HHHHHHHHHHHHHHHHHHHH 2 A_FadeOut (0.05)\n\t\tstop\n\t}\n}\nactor AOWHellKnight : HellKnight replaces HellKnight {\n\tdamagetype \"Monster\"\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Repair\", 0.0\n\tstates\n\t{\n\tMelee:\n\tMissile:\n\t\tBOS2 EF 8 A_FaceTarget\n\t\tBOS2 G 8 A_CustomComboAttack (\"BaronBall\", 28, 8, \"baron/melee\", \"Monster\", true)\n\t\tgoto See\n\tDeath.TimeBlue:\n\tDeath.TimeRed:\n\t\tBOS2 H 0 A_PlaySound(\"weapons/timedeath\")\n\t\tBOS2 HHHHHHHHHHHHHHHHHHHH 2 A_FadeOut (0.05)\n\t\tstop\n\t}\n}\nactor AOWDemon : Demon replaces Demon {\n\tdamagetype \"Monster\"\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Repair\", 0.0\n\tstates\n\t{\n\tMelee:\n\t\tSARG EF 8 A_FaceTarget\n\t\tSARG G 8 A_CustomMeleeAttack (5, \"demon/melee\", \"demon/melee\", \"Monster\", true)\n\t\tGoto See\n\tDeath.TimeBlue:\n\tDeath.TimeRed:\n\t\tSARG H 0 A_PlaySound(\"weapons/timedeath\")\n\t\tSARG HHHHHHHHHHHHHHHHHHHH 2 A_FadeOut (0.05)\n\t\tstop\n\t}\n}\nactor AOWZombieman : Zombieman replaces Zombieman {\n\tdamagetype \"Monster\"\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Repair\", 0.0\n\tstates\n\t{\n\tMissile:\n\t\tPOSS E 10 A_FaceTarget\n\t\tPOSS F 8 A_CustomBulletAttack (22.5, 0, 1, 5, \"AOWBulletPuff\")\n\t\tPOSS E 8\n\t\tgoto See\n\tDeath.TimeBlue:\n\tDeath.TimeRed:\n\t\tPOSS G 0 A_PlaySound(\"weapons/timedeath\")\n\t\tPOSS GGGGGGGGGGGGGGGGGGGG 2 A_FadeOut (0.05)\n\t\tstop\n\t}\n}\nactor AOWShotgunGuy : ShotgunGuy replaces ShotgunGuy {\n\tdamagetype \"Monster\"\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Repair\", 0.0\n\tstates\n\t{\n\tMissile:\n\t\tSPOS E 10 A_FaceTarget\n\t\tSPOS F 10 bright A_CustomBulletAttack (22.5, 0, 3, 5, \"AOWBulletPuff\")\n\t\tSPOS E 10\n\t\tgoto See\n\tDeath.TimeBlue:\n\tDeath.TimeRed:\n\t\tSPOS G 0 A_PlaySound(\"weapons/timedeath\")\n\t\tSPOS GGGGGGGGGGGGGGGGGGGG 2 A_FadeOut (0.05)\n\t\tstop\n\t}\n}\n\n// Doom Monster Attacks\nactor AOWBaronBall : BaronBall replaces BaronBall { damagetype \"FireSpecial\" }\nactor AOWDoomImpBall : DoomImpBall replaces DoomImpBall { damagetype \"FireSpecial\" }\nactor AOWCacodemonBall : CacodemonBall replaces CacodemonBall { damagetype \"FireSpecial\" }\nactor AOWBulletPuff : BulletPuff replaces BulletPuff { damageType \"Monster\" }\n\n// Decorations\nactor AOWBigTree : BigTree replaces BigTree { -SOLID }\nactor AOWEvilEye : EvilEye replaces EvilEye { -SOLID }\nactor AOWFloatingSkull : FloatingSkull replaces FloatingSkull { -SOLID }\nactor AOWHeadCandles : HeadCandles replaces HeadCandles { -SOLID }\nactor AOWHeadOnAStick : HeadOnAStick replaces HeadOnAStick { -SOLID }\nactor AOWHeadsOnAStick : HeadsOnAStick replaces HeadsOnAStick { -SOLID }\nactor AOWHeartColumn : HeartColumn replaces HeartColumn { -SOLID }\nactor AOWSkullColumn : SkullColumn replaces SkullColumn { -SOLID }\nactor AOWTorchTree : TorchTree replaces TorchTree { -SOLID }\nactor AOWTallGreenColumn : TallGreenColumn replaces TallGreenColumn { -SOLID }\nactor AOWTallRedColumn : TallRedColumn replaces TallRedColumn { -SOLID }\nactor AOWShortRedColumn : ShortRedColumn replaces ShortRedColumn { -SOLID }\nactor AOWShortGreenColumn : ShortGreenColumn replaces ShortGreenColumn { -SOLID }\nactor AOWBurningBarrel : BurningBarrel replaces BurningBarrel { -SOLID }\n\nactor AOWBloodyTwitch : BloodyTwitch replaces BloodyTwitch { -SOLID }\nactor AOWBrainStem : BrainStem replaces BrainStem { -SOLID }\nactor AOWColonGibs : ColonGibs replaces ColonGibs { -SOLID }\nactor AOWDeadStick : DeadStick replaces DeadStick { -SOLID }\nactor AOWGibs : Gibs replaces Gibs { -SOLID }\nactor AOWHangBNoBrain : HangBNoBrain replaces HangBNoBrain { -SOLID }\nactor AOWHangNoGuts : HangNoGuts replaces HangNoGuts { -SOLID }\nactor AOWHangTLookingDown : HangTLookingDown replaces HangTLookingDown { -SOLID }\nactor AOWHangTLookingUp : HangTLookingUp replaces HangTLookingUp { -SOLID }\nactor AOWHangTNoBrain : HangTNoBrain replaces HangTNoBrain { -SOLID }\nactor AOWHangTSkull : HangTSkull replaces HangTSkull { -SOLID }\nactor AOWLiveStick : LiveStick replaces LiveStick { -SOLID }\nactor AOWMeat2 : Meat2 replaces Meat2 { -SOLID }\nactor AOWMeat3 : Meat3 replaces Meat3 { -SOLID }\nactor AOWMeat4 : Meat4 replaces Meat4 { -SOLID }\nactor AOWMeat5 : Meat5 replaces Meat5 { -SOLID }\nactor AOWNonsolidMeat2 : NonsolidMeat2 replaces NonsolidMeat2 { -SOLID }\nactor AOWNonsolidMeat3 : NonsolidMeat3 replaces NonsolidMeat3 { -SOLID }\nactor AOWNonsolidMeat4 : NonsolidMeat4 replaces NonsolidMeat4 { -SOLID }\nactor AOWNonsolidMeat5 : NonsolidMeat5 replaces NonsolidMeat5 { -SOLID }\nactor AOWNonsolidTwitch : NonsolidTwitch replaces NonsolidTwitch { -SOLID }\nactor AOWSmallBloodPool : SmallBloodPool replaces SmallBloodPool { -SOLID }\n\n// Skulltag Decorations\nactor AOWBlueCandleStick : BlueCandleStick replaces BlueCandleStick { -SOLID }\nactor AOWBlueEvilEye : BlueEvilEye replaces BlueEvilEye { -SOLID }\nactor AOWFloatingBobbingSkull : FloatingBobbingSkull replaces FloatingBobbingSkull { -SOLID }\nactor AOWGreyColumn : GreyColumn replaces GreyColumn { -SOLID }\nactor AOWGreyHeartColumn : GreyHeartColumn replaces GreyHeartColumn { -SOLID }\nactor AOWRedCandleStick : RedCandleStick replaces RedCandleStick { -SOLID }\nactor AOWRedEvilEye : RedEvilEye replaces RedEvilEye { -SOLID }\nactor AOWTallGothicColumn : TallGothicColumn replaces TallGothicColumn { -SOLID }\nactor AOWTallGreyColumn : TallGreyColumn replaces TallGreyColumn { -SOLID }\n\nactor AOWImpalingSpike : ImpalingSpike replaces ImpalingSpike { -SOLID }\nactor AOWImpalingSpike2 : ImpalingSpike2 replaces ImpalingSpike2 { -SOLID }\nactor AOWImpalingSpike3 : ImpalingSpike3 replaces ImpalingSpike3 { -SOLID }\nactor AOWImpalingSpike4 : ImpalingSpike4 replaces ImpalingSpike4 { -SOLID }\nactor AOWImpalingSpike5 : ImpalingSpike5 replaces ImpalingSpike5 { -SOLID }\nactor AOWImpalingSpike6 : ImpalingSpike6 replaces ImpalingSpike6 { -SOLID }\nactor AOWImpalingSpike7 : ImpalingSpike7 replaces ImpalingSpike7 { -SOLID }\nactor AOWImpalingSpike8 : ImpalingSpike8 replaces ImpalingSpike8 { -SOLID }\nactor AOWImpalingSpike9 : ImpalingSpike9 replaces ImpalingSpike9 { -SOLID }\nactor AOWImpalingSpike10 : ImpalingSpike10 replaces ImpalingSpike10 { -SOLID }\nactor AOWImpalingSpike11 : ImpalingSpike11 replaces ImpalingSpike11 { -SOLID }\nactor AOWImpHead : ImpHead replaces ImpHead { -SOLID }\nactor AOWMarineHelmetGibs : MarineHelmetGibs replaces MarineHelmetGibs { -SOLID }\nactor AOWRevenantHand : RevenantHand replaces RevenantHand { -SOLID }\n\nactor AOWImpse : Nothing replaces Impse { }\n\n// [NF] AOW05 specific wandering Imp\nactor WanderingImp : AOWDoomImp {\n\t+LOOKALLAROUND\n\n\t// these get spawned near Tiberium.. wanna have them\n\t// live long enough to pester harvesters :p\n\tdamagefactor \"ChemicalSpecial\", 0.0\n\trenderstyle translucent\n\talpha 1.0\n\n\tstates {\n\t/*Spawn:\n\t\tTROO A 0 A_Look\n\t\tTROO AA 3 A_Wander\n\t\tTROO B 0 A_Look\n\t\tTROO BB 3 A_Wander\n\t\tTROO C 0 A_Look\n\t\tTROO CC 3 A_Wander\n\t\tTROO D 0 A_Look\n\t\tTROO DD 3 A_Wander\n\t\tloop*/\n\tDeath:\n\t\tTROO I 8\n\t\tTROO J 8 A_Scream\n\t\tTROO K 6\n\t\tTROO L 6 A_NoBlocking\n\t\tTROO M 2100\n\t\tTROO MMMMMMMMMM 1 A_FadeOut (0.1)\n\t\tstop\n\tXDeath:\n\t\tTROO N 5\n\t\tTROO O 5 A_XScream\n\t\tTROO P 5\n\t\tTROO Q 5 A_NoBlocking\n\t\tTROO RST 5\n\t\tTROO U 2100\n\t\tTROO UUUUUUUUUU 1 A_FadeOut (0.1)\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_rail.txt",
        "contents": "actor GaussRifle : AOWWeapon {\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up the Gauss Rifle!\"\n  obituary \"%o got %p torso busted by %k's gauss rifle.\"\n  weapon.selectionorder 90\n  weapon.kickback 500\n  weapon.ammotype \"GaussRifleAmmo\"\n  weapon.ammouse 1\n  weapon.ammogive 0\n  weapon.ammotype2 \"GaussRifleAmmo\"\n  weapon.ammouse2 2\n  weapon.ammogive2 0\n  attacksound \"gauss/fire\"\n  +NOEXTREMEDEATH\n  Weapon.PreferredSkin \"MarineRailgun\"\n  states\n  {\n  Ready:\n    RLGG A 1 A_WeaponReady\n    loop\n  Deselect:\n    RLGG A 1 A_Lower\n    loop\n  Select:\n    RLGG A 1 A_Raise\n    loop\n  Fire:\n    RLGG E 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n//    RLGG E 0 A_PlaySound(\"gauss/fire\")\n    LASG A 0 A_FireBullets(0,0,1,0,\"GaussPuff\",0)\n    RLGG E 0 A_RailAttack(60,0,1,\"FF 00 00\",\"FF DD DD\",1,0,\"GaussPuff\")\n    RLGG E 3 A_Light2\n    RLGG F 4 A_Light0\n    RLGG F 0 A_CheckReload\n    RLGG GHIJKLA 4\n    goto Ready\n  FireBlue:\n    LASG A 0 A_FireBullets(0,0,1,0,\"GaussPuffBlue\",0)\n    RLGG E 0 A_RailAttack(60,0,1,\"00 00 FF\",\"DD DD FF\",1,0,\"GaussPuffBlue\")\n    RLGG E 3 A_Light2\n    RLGG F 4 A_Light0\n    RLGG F 0 A_CheckReload\n    RLGG GHIJKLA 4\n    goto Ready\n  AltFire:\n    RLGG AA 0 A_PlaySound(\"LaserRifle/Select\")\n    RLGG ABCD 2\n    RLGG E 0 A_JumpIfInventory(\"IsBlue\",1,\"AltFireBlue\")\n    LASG A 0 A_FireBullets(0,0,1,0,\"GaussAltPuff\",0)\n    RLGG E 0 A_RailAttack(160,0,1,\"AA 00 00\",\"AA 99 99\",1,0,\"GaussAltPuff\")\n    RLGG E 4 A_Light2\n    RLGG F 5 A_Light0\n    RLGG F 0 A_CheckReload\n    RLGG GHIJKLA 4\n    goto Ready\n  AltFireBlue:\n    LASG A 0 A_FireBullets(0,0,1,0,\"GaussAltPuffBlue\",0)\n    RLGG E 0 A_RailAttack(160,0,1,\"00 00 AA\",\"99 99 AA\",1,0,\"GaussAltPuffBlue\")\n    RLGG E 4 A_Light2\n    RLGG F 5 A_Light0\n    RLGG F 0 A_CheckReload\n    RLGG GHIJKLA 4\n    goto Ready\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItem(\"GaussRiflePack\")\n    stop\n  }\n}\n\nactor GaussRifleAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"Picked up some gauss slugs.\"\n  inventory.icon \"CELLA0\"\n  inventory.amount 5\n  inventory.maxamount 40\n  ammo.backpackamount 5\n  ammo.backpackmaxamount 40\n  states\n  {\n  Spawn:\n    CELL A -1\n    stop\n  }\n}\n\nactor GaussPuff : HHBulletPuff {\n\t-ALLOWPARTICLES\n\t+PUFFONACTORS\n\tDamageType \"LaserRed\"\n\ttranslation \"192:207=169:189\", \"240:246=45:47\", \"80:111=169:189\"\n\trenderstyle Add\n\talpha 0.75\n\tvspeed 0\n\tstates {\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tVOLX ABCDEFEDCBA 3 BRIGHT\n\t\tstop\n\t}\n}\n\nactor GaussPuffBlue : GaussPuff {\n\tdamagetype \"LaserBlue\"\n\ttranslation \"\"\n}\n\nactor GaussAltPuff {\n\tdamagetype \"ExplosionRed\"\n\tRenderStyle Add\n\talpha 0.9\n\t-RANDOMIZE\n\t+NOCLIP\n\tPROJECTILE\n\tSpeed 1\n\tDamage 0\n\tScale 0.4\n\t-ALLOWPARTICLES\n\t+ALWAYSPUFF +PUFFONACTORS\n\tdamagetype \"ExplosionRed\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128,11)\n\t\tEXP1 ABCDEFGHIJ 3 bright\n\t\tstop\n\t\tTNT1 A 0 A_Jump(128,10)\n\t\tEXP2 ABCDEFGHI 3 bright\n\t\tstop\n\t\tTNT1 A 0 A_Jump(128,10)\n\t\tEXP3 ABCDEFGHI 3 bright\n\t\tstop\n\t\tTNT1 A 0 A_Jump(128,10)\n\t\tEXP4 ABCDEFGH 3 bright\n\t\tstop\n\t\tEXP5 ABCDEFGHIJK 3 bright\n\t\tstop\n\t}\n}\n\nactor GaussAltPuffBlue : GaussAltPuff {\n\tdamagetype \"ExplosionBlue\"\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_plrf.txt",
        "contents": "ACTOR PlasmaGun : AOWWeapon replaces PlasmaRifle {\n   Inventory.PickupMessage \"Got the Plasma Gun!\"\n   Obituary \"%o was incinerated by %k's Plasma Rifle.\"\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoType \"PlasmaRifleAmmo\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse 1\n   Weapon.AmmoType2 \"PlasmaHeat\"\n   Weapon.AmmoUse2 0\n   Weapon.AmmoGive2 0\n   Weapon.Kickback 25\n   Weapon.SelectionOrder 85\n   Weapon.PreferredSkin \"MarinePlasma\"\n   States\n   {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItem(\"PlasmaRiflePack\")\n    stop\n   Ready:\n      ENRG A 3 A_WeaponReady\n      ENRG A 0 A_TakeInventory(\"PlasmaHeat\",2)\n      ENRG A 3 A_WeaponReady\n      ENRG A 0 A_TakeInventory(\"PlasmaHeat\",2)\n      ENRG A 3 A_WeaponReady\n      ENRG A 0 A_TakeInventory(\"PlasmaHeat\",2)\n      ENRG A 3 A_WeaponReady\n      ENRG A 0 A_TakeInventory(\"PlasmaHeat\",2)\n      Goto WarningRemove\n   Deselect:\n      ENRG A 1 A_Lower\n      loop\n   Select:\n      ENRG A 1 A_Raise\n      Loop\n   Fire:\n      ENRG A 0 A_JumpIfInventory(\"PlasmaHeat\",100,\"Overheat\")\n      ENRG B 0 A_JumpIfInventory(\"IsRed\",1,\"FireRed\")\n      ENRG A 1 A_GunFlash\n      ENRG B 0 A_PlayWeaponSound(\"Weapons/PlasmaShot\")\n      ENRG B 1 A_FireCustomMissile(\"AOWPlasmaBall\",0,1,2,0)\n      ENRG C 1 A_GiveInventory(\"PlasmaHeat\",random(0,3))\n      ENRG A 0 A_JumpIfInventory(\"PlasmaHeat\",75,\"Warning\")\n      ENRG A 1 A_Refire\n      Goto Ready\n   FireRed:\n      ENRG A 0 A_JumpIfInventory(\"PlasmaHeat\",100,\"Overheat\")\n      ENRG A 1 A_GunFlash\n      ENRG B 0 A_PlayWeaponSound(\"Weapons/PlasmaShot\")\n      ENRG B 1 A_FireCustomMissile(\"AOWPlasmaBallRed\",0,1,2,0)\n      ENRG C 1 A_GiveInventory(\"PlasmaHeat\",random(0,3))\n      ENRG A 0 A_JumpIfInventory(\"PlasmaHeat\",75,\"Warning\")\n      ENRG A 1 A_Refire\n      Goto Ready\n   Overheat:\n      ENRG A 2 A_PlaySoundEx(\"Plasma/FailFire\",\"SoundSlot6\",0)\n      ENRG A 0 A_PlaySoundEx(\"Plasma/Vapour\",\"SoundSlot7\",0)\n      ENRG AAAAAA 2 A_FireCustomMissile(\"OverheatSmokeSpawner\",0,0,6,-2)\n      ENRG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 A_TakeInventory(\"PlasmaHeat\",2)\n      Goto WarningRemove\n   WarningRemove:\n      ENRG A 0 A_TakeInventory(\"WarningChecker\",999)\n      goto Ready\n   Flash:\n      RPRL B 0 A_JumpIfInventory(\"IsRed\",1,\"FlashRed\")\n      ENRF A 1 Bright\n      ENRF B 2 Bright\n      ENRF C 1 Bright\n      Stop\n   FlashRed:\n      ENRR A 1 Bright\n      ENRR B 2 Bright\n      ENRR C 1 Bright\n      Stop\n   Warning:\n      ENRG A 0\n      ENRG AA 0 A_JumpIfInventory(\"WarningChecker\",1,\"Ready\")\n      ENRG A 0 A_PlaySoundEx(\"Plasma/Warning\",\"Voice\",0)\n      ENRG A 0 A_GiveInventory(\"WarningChecker\",1)\n      Goto Ready\n   }\n}\n\nactor PlasmaRifleAmmo : Ammo\n{\n  radius 20\n  height 10\n  inventory.pickupmessage \"Picked up a Geneporium cartridge.\"\n  inventory.icon \"CLIPA0\"\n  inventory.amount 40\n  inventory.maxamount 300\n  ammo.backpackamount 40\n  ammo.backpackmaxamount 300\n  states\n  {\n  Spawn:\n    CLIP A -1\n    stop\n  }\n}\n\nActor AOWPlasmaBall\n{\n  Radius 12\n  Height 8\n  Scale 0.8\n  Speed 40\n  Damage (5*random(2,4))  //Actual Damage: 5 - 9 per shot //Changed to 10-20 per shot\n  Projectile\n  -RANDOMIZE\n  //+RIPPER  //was keeping this intentional???\n  RenderStyle Add\n  Alpha 0.75\n  //SeeSound \"Weapons/PlasmaShot\"\n  DeathSound \"weapons/plasmax\"\n  Obituary \"%o was incinerated by %k's Plasma Rifle.\"\n  DamageType \"LaserBlue\"\n  Decal PulseScorch\n  States\n  {\n  Spawn:\n    PLSS AB 4 Bright\n    loop\n  Death:\n    PLSE A 0 A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n    PLSE ABCDE 2 Bright\n    stop\n  }\n}\n\nActor AOWPlasmaBallRed\n{\n  Radius 12\n  Height 8\n  Scale 0.8\n  Speed 40\n  Damage (5*random(2,4))  //Actual Damage: 5 - 9 per shot //Changed to 10-20 per shot\n  Projectile\n  -RANDOMIZE\n  //+RIPPER  //was keeping this intentional???\n  RenderStyle Add\n  Alpha 0.75\n  //SeeSound \"Weapons/PlasmaShot\"\n  DeathSound \"weapons/plasmax\"\n  Obituary \"%o was incinerated by %k's Plasma Rifle.\"\n  DamageType \"LaserRed\"\n  Decal PulseScorch\n  States\n  {\n  Spawn:\n    REDS AB 4 Bright\n    loop\n  Death:\n    PLSE A 0 A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n    REDE ABCDE 2 Bright\n    stop\n  }\n}\n\nactor PlasmaHeat : Ammo\n{\n  +IGNORESKILL\n  radius 20\n  height 10\n  inventory.pickupmessage \"What is this I don't even.\"\n  inventory.icon \"CLIPA0\"\n  inventory.amount 0\n  inventory.maxamount 100\n  ammo.backpackamount 0\n  ammo.backpackmaxamount 100\n  states\n  {\n  Spawn:\n    CLIP A 0\n    stop\n  }\n}\n\nactor WarningChecker : Ammo\n{\n  inventory.amount 0\n  inventory.maxamount 1\n  ammo.backpackamount 0\n  ammo.backpackmaxamount 1\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    stop\n  }\n}\n\nACTOR OverheatSmokeSpawner\n{\n    Radius 1\n    Height 1\n    Speed 25\n    PROJECTILE\n    States\n    {\n    Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Die\n\tGoto Death\n    Death:\n        //TNT1 A 0 A_CustomMissile(\"PulseBallSmokePuff\",-2,0,0,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PulseBallSmokePuff\",0,0,-2,0,0,0.1*Random(0,10))\n        Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_lasr.txt",
        "contents": "actor LaserRifle : AOWWeapon\n{\n  radius 20\n  height 16\n  inventory.pickupmessage \"Got the Laser Rifle!\"\n  obituary \"%o got burnt by %k's laser.\"\n  weapon.selectionorder 92\n  weapon.kickback 100\n  weapon.ammotype \"LaserRifleAmmo\"\n  weapon.ammouse 1\n  weapon.ammogive 0\n  //attacksound \"laser/fire\"\n  +NOEXTREMEDEATH\n  Weapon.PreferredSkin \"MarineGrenade\"\n  states\n  {\n  Ready:\n    LASG A 1 A_WeaponReady\n    loop\n  Deselect:\n    LASG A 1 A_Lower\n    loop\n  Select:\n    LASG A 1 A_Raise\n    loop\n  Fire:\n    LASG A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n    LASG A 0 A_PlayWeaponSound(\"laser/fire\")\n    LASG A 1 A_Light2\n    LASG A 0 A_FireBullets(0,0,1,0,\"LaserRiflePuff\",0,5000)\n    LASG A 2 A_RailAttack(16,0,1,none,\"FF 11 11\",1,0,\"LaserRiflePuff\")\n    LASG A 3 A_Light0\n    LASG B 3\n    LASG B 20 A_Refire\n    goto Ready\n  FireBlue:\n    LASG A 0 A_PlayWeaponSound(\"laser/fire\")\n    LASG A 1 A_Light2\n    LASG A 0 A_FireBullets(0,0,1,0,\"LaserRiflePuffBlue\",0,5000)\n    LASG A 2 A_RailAttack(16,0,1,none,\"11 11 FF\",1,0,\"LaserRiflePuffBlue\")\n    LASG A 3 A_Light0\n    LASG B 3\n    LASG B 20 A_Refire\n    goto Ready\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItem(\"LaserRiflePack\")\n    stop\n  }\n}\n\nactor LaserRifleAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"Picked up some gauss slugs.\"\n  inventory.icon \"CELLA0\"\n  inventory.amount 20\n  inventory.maxamount 200\n  ammo.backpackamount 20\n  ammo.backpackmaxamount 200\n  states\n  {\n  Spawn:\n    CELL A -1\n    stop\n  }\n}\n\nactor LaserRiflePuff : HHBulletPuff {\n\t-ALLOWPARTICLES +PUFFONACTORS\n\tscale 0.5\n\tDamageType \"LaserRed\"\n\ttranslation \"192:207=169:189\", \"240:246=45:47\", \"80:111=169:189\"\n\trenderstyle Add\n\talpha 0.75\n\tvspeed 0\n\n\tstates {\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tVOLX ABCDEFEDCBA 2 BRIGHT\n\t\tstop\n\t}\n}\n\nactor LaserRiflePuffBlue : LaserRiflePuff {\n\tDamageType \"LaserBlue\"\n\ttranslation \"\"\n}\n\nactor Stealth-LaserRifle : Weapon\n{\n  radius 20\n  height 16\n  inventory.pickupmessage \"Got the Laser Rifle!\"\n  obituary \"%o got burnt by %k's laser.\"\n  weapon.selectionorder 92\n  weapon.kickback 100\n  weapon.ammotype \"LaserRifleAmmo\"\n  weapon.ammouse 1\n  weapon.ammogive 0\n  weapon.ammotype2 \"StealthSniperAmmo\"\n  weapon.ammouse2 10\n  weapon.ammogive2 100\n  //attacksound \"laser/fire\"\n  +NOEXTREMEDEATH\n  Weapon.PreferredSkin \"MarineGrenade\"\n  states\n  {\n  Ready:\n    LASG AA 0 A_JumpIfInventory(\"StealthTrooper\",1,\"ReadyOn\")\n    LASG A 18 A_WeaponReady\n    LASG A 0 A_GiveInventory(\"StealthSniperAmmo\",1)\n    //LASG A 0 //A_SetTranslucent(1.0,0)\n    loop\n  ReadyOn:\n    LASG A 0 A_JumpIfInventory(\"StealthSniperAmmo\",1,1)\n    goto AltFireOff\n    LASG A 35 A_WeaponReady\n    LASG A 0 A_TakeInventory(\"StealthSniperAmmo\",1)\n    goto Ready\n  Deselect:\n    LASG A 0\n    LASG A 5 ACS_ExecuteAlways(310,0,5,0,0) //Cancel stealth.\n    LASG A 0 A_TakeInventory(\"StealthTrooper\",1)\n    LASG A 0 A_TakeInventory(\"StealthSniper\",1)\n    LASG A 1 A_Lower\n    goto Deselect+4\n  Select:\n    LASG A 0\n    LASG A 1 A_GiveInventory(\"StealthSniper\",1)\n    LASG A 1 A_Raise\n    goto Select+2\n  Fire:\n    LASG A 0 A_JumpIfInventory(\"StealthTrooper\",1,\"FireStealth\")\n    LASG A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n    LASG A 0 A_PlayWeaponSound(\"laser/fire\")\n    LASG A 1 A_Light2\n    LASG A 0 A_FireBullets(0,0,1,0,\"LaserRiflePuff\",0,5000)\n    LASG A 2 A_RailAttack(16,0,1,none,\"FF 11 11\",1,0,\"LaserRiflePuff\")\n    LASG A 3 A_Light0\n    LASG B 3\n    LASG B 20 A_Refire\n    goto Ready\n  FireBlue:\n    LASG A 0 A_PlayWeaponSound(\"laser/fire\")\n    LASG A 1 A_Light2\n    LASG A 0 A_FireBullets(0,0,1,0,\"LaserRiflePuffBlue\",0,5000)\n    LASG A 2 A_RailAttack(16,0,1,none,\"11 11 FF\",1,0,\"LaserRiflePuffBlue\")\n    LASG A 3 A_Light0\n    LASG B 3\n    LASG B 20 A_Refire\n    goto Ready\n  FireStealth:\n    LASG A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlueStealth\")\n    LASG A 0 A_PlayWeaponSound(\"laser/fire\")\n    LASG A 1 A_Light2\n    LASG A 0 A_FireBullets(0,0,1,0,\"LaserRiflePuff\",0,5000)\n    LASG A 2 A_RailAttack(16,0,1,none,\"FF 11 11\",1,0,\"LaserRiflePuff\")\n    LASG A 3 A_Light0\n    LASG B 3\n    //LASG B 3 A_TakeInventory(\"StealthSniperAmmo\",1)\n    LASG B 20 A_Refire\n    goto Ready\n  FireBlueStealth:\n    LASG A 0 A_PlayWeaponSound(\"laser/fire\")\n    LASG A 1 A_Light2\n    LASG A 0 A_FireBullets(0,0,1,0,\"LaserRiflePuffBlue\",0,5000)\n    LASG A 2 A_RailAttack(16,0,1,none,\"11 11 FF\",1,0,\"LaserRiflePuffBlue\")\n    LASG A 3 A_Light0\n    LASG B 3\n    //LASG B 3 A_TakeInventory(\"StealthSniperAmmo\",1)\n    LASG B 20 A_Refire\n    goto Ready\n  AltFire:\n    LASG A 1 A_GiveInventory(\"StealthSniperAlt\",1)\n    LASG A 5 A_JumpIfInventory(\"StealthTrooper\",1,\"AltFireOff\")\n    LASG A 1 A_GiveInventory(\"StealthTrooper\",1)\n    LASG A 0 ACS_ExecuteAlways(310,0,2,0,0)\n    LASG A 50 A_TakeInventory(\"StealthSniperAlt\",1)\n    goto Ready\n  AltFireOff:\n    LASG A 1 A_GiveInventory(\"StealthSniperAlt\",1)\n    LASG A 0\n    LASG A 5 ACS_ExecuteAlways(310,0,5,0,0)\n    LASG A 1 A_TakeInventory(\"StealthTrooper\",1)\n    LASG A 50 A_TakeInventory(\"StealthSniperAlt\",1)\n    goto Ready\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItem(\"LaserRiflePack\")\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_meko.txt",
        "contents": "ACTOR MechPlayer_OrcaVTOL : MechPlayer_Base\n{\n  Speed 1\n  Health 1000\n  Radius 58\n  Height 128\n  Mass 1000\n  PainChance 0\n  PainChance \"Flash\", 255\n  player.colorrange 112, 127\n  Player.DisplayName \"Orca\"\n  player.forwardmove 0.75\n  player.sidemove 0.5\n  player.soundclass \"mech\"\n  player.maxhealth 1000\n  damagefactor \"Falling\", 4.0\n  player.damagescreencolor \"00 00 00\"\n  Player.ViewHeight 64\n  Player.AttackZOffset 0\n  Player.MorphWeapon \"Orca-Weapons\"\n  Player.JumpZ 0\n  scale 0.5\n  +NOSKIN\n  //-PICKUP\n  +FLOATBOB\n  +NOGRAVITY\n  bloodtype \"HHMetalHit\"\n  bloodcolor \"White\"\n  maxstepheight 40\n  gravity 0.2\n  States\n  {\n  Spawn:\n    ORCV A 0\n    ORCV A 0 SetPlayerProperty(0,1,3)\n    ORCV A 0 A_TakeInventory(\"StealthTrooper\",1)\n    ORCV A 0 ACS_Execute(315,0,0,0,0)\n    ORCV A 0 A_GiveInventory(\"BMBOrcaEject\",1)\n    ORCV I 0 A_GiveInventory(\"IsMech\",1)\n    ORCV A 35 A_PlaySoundEx(\"jumpjet/loop\",\"SoundSlot5\",1)\n    ORCV AAAA 35\n    ORCV A 35 A_GiveInventory(\"MechAmmoStuff\",1)\n    Loop\n  See:\n    ORCV A 0 A_JumpIfHealthLower(300,\"SeeDamaged\")\n    ORCV A 0 A_PlaySoundEx(\"orca/loop\",\"SoundSlot5\",1)\n  SeeLoop:\n    ORCV A 2 A_SpawnItemEx(\"MechStepDamageOrca\", 32, 0, -8, 0, 0, 0, 0, 0, 0)\n    ORCV A 0 A_SpawnItemEx(\"OrcaFlame\",-38,-48,32,0.5*Random(-4,4),0,random(-2,-4),random(-6,6),128,0)\n    ORCV A 0 A_SpawnItemEx(\"OrcaFlame\",-38,48,32,0.5*Random(-4,4),0,random(-2,-4),random(-6,6),128,0)\n    ORCV A 0 A_SpawnItemEx(\"OrcaSmokePuff\",-38,-48,24,0.5*Random(-4,4),0,random(-1,-2),random(-1,1),128,0)\n    ORCV A 0 A_SpawnItemEx(\"OrcaSmokePuff\",-38,48,24,0.5*Random(-4,4),0,random(-1,-2),random(-1,1),128,0)\n    ORCV A 0 A_JumpIf(WaterLevel >= 1, \"InWater\")\n    loop\n  SeeDamaged:\n    ORCV A 0 A_PlaySoundEx(\"orca/loop\",\"SoundSlot5\",1)\n  SeeDamageLoop:\n    ORCV A 2 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-8,8),random(-8,8),random(64,96),0,0,3,0,0,0)\n    ORCV A 0 A_SpawnItemEx(\"MechStepDamageOrca\", 32, 0, -8, 0, 0, 0, 0, 0, 0)\n    ORCV A 0 A_SpawnItemEx(\"OrcaFlame\",-38,-48,32,0.5*Random(-4,4),0,random(-2,-4),random(-6,6),128,0)\n    ORCV A 0 A_SpawnItemEx(\"OrcaFlame\",-38,48,32,0.5*Random(-4,4),0,random(-2,-4),random(-6,6),128,0)\n    ORCV AA 0 A_SpawnItemEx(\"OrcaSmokePuff\",-38,-48,24,0.5*Random(-4,4),0,random(-1,-2),random(-1,1),128,0)\n    ORCV AA 0 A_SpawnItemEx(\"OrcaSmokePuff\",-38,48,24,0.5*Random(-4,4),0,random(-1,-2),random(-1,1),128,0)\n    ORCV A 0 A_JumpIf(WaterLevel >= 1, \"InWater\")\n    loop\n  InWater:\n    TNT1 A 0 Thing_Damage(0,100,12) //Drown\n    goto Spawn\n  Pain.Flash:\n    PLAY G 0 ACS_ExecuteAlways(320,0,3,0,0)\n    PLAY G 0 ACS_ExecuteAlways(320,0,3,0,0)\n    PLAY G 0 ACS_ExecuteAlways(310,0,4,0,0)\n    Goto Spawn\n  Death:\n    TNT1 A 0\n    TNT1 A 0 ACS_ExecuteAlways(696, 0, 1)\n    TNT1 A 0 Thing_ChangeTID(0,9999)\n    TNT1 A 0 A_JumpIfInventory(\"IsKamikaze\",1,\"Death.IonExplosion\")\n    TNT1 A 0 A_TakeInventory(\"Ingame\",1)\n    TNT1 A 0 A_PlaySoundEx(\"blanksnd\",\"SoundSlot5\")\n    TNT1 A 0 A_PlaySoundEx(\"blanksnd\",\"Weapon\")\n    TNT1 A 0 A_NoBlocking\n    TNT1 A 5 A_PlaySoundEx(\"weapons/rocklx\",\"SoundSlot5\")\n    TNT1 K 0 A_SetTranslucent(0,0.0)\n    TNT1 Z 0 A_SpawnItemEx(\"MechBMB_OrcaEject\",0,0,0,5,0,0,0,0)\n    DISR Z -1\n    stop\n  Death.IonExplosion:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 0, \"Death.NukeExplosion\")\n    TNT1 A 0 A_SpawnItemEx(\"BlueStrikeKamikaze\",0,0,32,0,0,0,0,0,0)\n    goto Death+3\n  Death.NukeExplosion:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"NukeKamikaze\",0,0,32,0,0,0,0,0,0)\n    goto Death+3\n  }\n}\n\nACTOR OrcaVTOLSwitch : PowerupGiver\n{\n  Powerup.Type \"OrcaVTOLMech\"\n  Powerup.Duration 252000\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    TNT1 AAAAA 35\n    stop\n  }\n}\n\nACTOR PowerOrcaVTOLMech : PowerMorph\n{\n  PowerMorph.PlayerClass \"MechPlayer_OrcaVTOL\"\n  PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE)\n}\n\nactor Orca-Weapons : AOWWeapon\n{\n  Weapon.SelectionOrder 1\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 600\n  Weapon.AmmoType \"Orca-MinigunAmmo\"\n  Weapon.AmmoUse2 1\n  Weapon.AmmoGive2 60\n  Weapon.AmmoType2 \"Orca-RocketAmmo\"\n  Obituary \"%o was pinned down by %k's orca.\"\n  +WEAPON.CHEATNOTWEAPON\n  +WEAPON.DONTBOB\n  //weapon.preferredskin \"OrcaVTOL\"\n  States\n  {\n  Ready:\n    MHUD A 0\n    MHUD A 1 A_WeaponReady\n    Loop\n  Deselect:\n    MHUD A 0 A_JumpIfHealthLower(1,1)\n    goto Ready\n    MHUD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Lower\n    TNT1 A 1 A_Lower\n    goto Deselect+29\n  Select:\n    MHUD C 0\n    MHUD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Raise\n    TNT1 A 1 A_Raise\n    goto Select+31\n  Fire:\n    MHUD B 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n    MHUD B 0 A_PlayWeaponSound(\"orca/fire\")\n    MHUD B 0 A_GunFlash\n    MHUD B 0 A_FireCustomMissile(\"OrcaFlash\",0,0,0,-32)\n    MHUD B 3 BRIGHT A_FireBullets (2.2, 2.2, -1, 7, \"RiflePuff\",3000)\n    MHUD A 2 A_Refire\n    Goto Ready\n  FireBlue:\n    MHUD B 0 A_PlayWeaponSound(\"orca/fire\")\n    MHUD B 0 A_GunFlash\n    MHUD B 0 A_FireCustomMissile(\"OrcaFlash\",0,0,0,-32)\n    MHUD B 3 BRIGHT A_FireBullets (2.2, 2.2, -1, 7, \"RiflePuffBlue\",3000)\n    MHUD A 2 A_Refire\n    Goto Ready\n  AltFire:\n    MHUD B 0 A_JumpIfInventory(\"IsBlue\",1,\"AltFireBlue\")\n    MHUD B 0 A_PlayWeaponSound(\"orca/fire2\")\n    MHUD B 0 A_JumpIfInventory(\"GrenadeSwitch\",1,\"AltFire2\")\n    MHUD B 0 A_GunFlash\n    MHUD B 0 A_FireCustomMissile(\"OrcaFireFlame\",0,0,-32,-16)\n    MHUD B 12 BRIGHT A_FireCustomMissile(\"OrcaRocket\",0,1,-32,-16)\n    MHUD A 12 BRIGHT A_GiveInventory(\"GrenadeSwitch\",1)\n    MHUD A 2 A_Refire\n    Goto Ready\n  AltFire2:\n    MHUD B 0 A_GunFlash\n    MHUD B 0 A_FireCustomMissile(\"OrcaFireFlame\",0,0,32,-16)\n    MHUD B 12 BRIGHT A_FireCustomMissile(\"OrcaRocket\",0,1,32,-16)\n    MHUD A 12 BRIGHT A_TakeInventory(\"GrenadeSwitch\",1)\n    MHUD A 2 A_Refire\n    Goto Ready\n  AltFireBlue:\n    MHUD B 0 A_PlayWeaponSound(\"orca/fire2\")\n    MHUD B 0 A_JumpIfInventory(\"GrenadeSwitch\",1,\"AltFire2Blue\")\n    MHUD B 0 A_GunFlash\n    MHUD B 0 A_FireCustomMissile(\"OrcaFireFlame\",0,0,-32,-16)\n    MHUD B 12 BRIGHT A_FireCustomMissile(\"OrcaRocketBlue\",0,1,-32,-16)\n    MHUD A 12 BRIGHT A_GiveInventory(\"GrenadeSwitch\",1)\n    MHUD A 2 A_Refire\n    Goto Ready\n  AltFire2Blue:\n    MHUD B 0 A_GunFlash\n    MHUD B 0 A_FireCustomMissile(\"OrcaFireFlame\",0,0,32,-16)\n    MHUD B 12 BRIGHT A_FireCustomMissile(\"OrcaRocketBlue\",0,1,32,-16)\n    MHUD A 12 BRIGHT A_TakeInventory(\"GrenadeSwitch\",1)\n    MHUD A 2 A_Refire\n    Goto Ready\n  Flash:\n    TNT1 A 1 Bright A_Light2\n    TNT1 A 2 Bright A_Light1\n    Goto LightDone\n  Spawn:\n    TNT1 A 0\n    stop\n  }\n}\n\nactor Orca-RocketAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"Picked up some gauss slugs.\"\n  inventory.icon \"CELLA0\"\n  inventory.amount 4\n  inventory.maxamount 60\n  ammo.backpackamount 4\n  ammo.backpackmaxamount 60\n  states\n  {\n  Spawn:\n    CELL A -1\n    stop\n  }\n}\n\nactor Orca-MinigunAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"Picked up some gauss slugs.\"\n  inventory.icon \"CELLA0\"\n  inventory.amount 50\n  inventory.maxamount 600\n  ammo.backpackamount 50\n  ammo.backpackmaxamount 600\n  states\n  {\n  Spawn:\n    CELL A -1\n    stop\n  }\n}\n\nactor OrcaRocket {\n\tRadius 11\n\tHeight 8\n\tSpeed 40\n\tDamage (60)\n\tProjectile\n\t-RANDOMIZE\n\t+ROCKETTRAIL\n\tDeathSound \"weapons/rocklx\"\n\tObituary \"%o was blown up by %k's rocket pods.\"\n\tDamageType \"ExplosionRed\"\n\tStates {\n\tSpawn:\n\t\tMISL A 2 bright\n\t\tMISL A -1 bright A_PlaySoundEx(\"ambient/rocket\",\"Body\",1,-1)\n\t\tloop\n\tDeath:\n\t\tTNT1 B 0 bright A_NoGravity\n\t\tTNT1 A 0 bright A_StopSoundEx(\"Body\")\n\t\tTNT1 A 0 A_Explode(80,128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlameDecay\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 160)\n\t\tTNT1 A 5 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tstop\n\t}\n}\n\nactor OrcaRocketBlue : OrcaRocket {\n\tDamageType \"ExplosionBlue\"\n\tStates {\n\tDeath:\n\t\tTNT1 B 0 bright A_NoGravity\n\t\tTNT1 A 0 bright A_StopSoundEx(\"Body\")\n\t\tTNT1 A 0 A_Explode(80,128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlameDecayBlue\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 160)\n\t\tTNT1 A 5 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tstop\n\t}\n}\n\nactor OrcaFlame\n{\n  radius 13\n  height 8\n  speed 20\n  damage 0\n  renderstyle Add\n  alpha 1.0\n  PROJECTILE\n  +HEXENBOUNCE\n  +NOGRAVITY\n  +CLIENTSIDEONLY\n  Scale 2.0\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    FLMX ABCDEFGH 1 bright A_Fadeout(0.125)\n    stop\n  }\n}\n\nActor OrcaFireFlame : OrcaFlame\n{\nScale 1.0\n  states\n  {\n  Spawn:\n    TNT1 AA 0 A_SpawnItemEx(\"OrcaSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n    Goto Super::Spawn\n  }\n}\n\nactor OrcaFlash : OrcaFlame\n{\nScale 0.5\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    FLMX ABCD 1 bright A_Fadeout(0.25)\n    stop\n  }\n}\n\nactor OrcaSmokePuff\n{\n  RenderStyle Add\n  -RANDOMIZE\n  +NOCLIP\n  +CLIENTSIDEONLY\n  PROJECTILE\n  Speed 2\n  Damage 0\n  Scale 1\n  Translation \"1:254=[32,32,32]:[128,128,128]\"\n  alpha 0.25\n  Scale 2.0\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 0 A_Jump(156,\"Spawn2\",\"Spawn3\",\"Spawn4\")\n    PUF1 ABCDE 5 bright\n    stop\n  Spawn2:\n    PUF2 ABCDEFGH 4 bright\n    stop\n  Spawn3:\n    PUF3 ABCDEFG 4 bright\n    stop\n  Spawn4:\n    PUF4 ABCDEF 4 bright\n    stop\n  }\n}\n\nactor BMBOrcaEject : CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  inventory.MaxAmount 1\n  +INVENTORY.INVBAR\n  Inventory.Icon \"ICO_EJCT\"\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  Use:\n    TNT1 A 0 SetPlayerProperty(0,0,3)\n    TNT1 A 0 ACS_ExecuteAlways(697,0,5,0,0)\n    stop\n  }\n}\n\nACTOR MechBMB_OrcaEject\n{\n  Health 200\n  Radius 58\n  Height 128\n  Mass 2000\n  -SOLID\n  -NOBLOCKMAP\n  -NOCLIP\n  +SHOOTABLE\n  PainChance 0\n  scale 0.5\n  bloodtype \"HHMetalHit\"\n  bloodcolor \"White\"\n  obituary \"%o was hit by %k's Orca.\"\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  States\n  {\n  Spawn:\n    TNT1 A 0\n  Death:\n    ROB1 A 0\n    DISR K 0 A_SpawnItemEx(\"MechBMB_OrcaEject2\",0,0,0,5,0,0,0,0)\n    Stop\n  }\n}\n\nACTOR MechBMB_OrcaEject2\n{\n  Health 200\n  Radius 58\n  Height 128\n  Mass 2000\n  damage 100\n  PROJECTILE\n  -NOGRAVITY\n  +NOCLIP\n  PainChance 0\n  scale 0.5\n  bloodtype \"HHMetalHit\"\n  bloodcolor \"White\"\n  obituary \"%o was hit by %k's Orca.\"\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  gravity 0.2\n  States\n  {\n  Spawn:\n    ORCV A 0\n    TNT1 A 0 A_PlaySoundEx(\"blanksnd\",\"SoundSlot5\")\n    ORCV A 0 A_NoBlocking\n    TNT1 A 0 A_PlaySoundEx(\"weapons/rocklx\",\"SoundSlot5\")\n    ORCV A 10 A_SpawnItemEx(\"ExplosionMain\",0,0,0,0,0,0,0,0)\n    TNT1 A 0 A_PlaySoundEx(\"weapons/rocklx\",\"SoundSlot5\")\n    ORCV A 10 A_SpawnItemEx(\"ExplosionMain\",0,0,0,0,0,0,0,0)\n    ORCV A 0 A_ChangeFlag(\"NOCLIP\",0)\n    goto Spawn+3\n  Death:\n    ROB1 A 0\n    TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_CustomMissile(\"BombPackKamikaze\",48,0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 12, 16, 64, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 14, 32, 96, 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 26, 48, 128, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 38, 72, 160, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    DISR K -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_util.txt",
        "contents": "actor MenuSelection : Inventory {inventory.maxamount 3}\nactor MenuSelection2 : Inventory {inventory.maxamount 10}\nactor MenuHorPos : Inventory {inventory.maxamount 1}\nactor GotAdvTurrets : Inventory {inventory.maxamount 1}\nactor GotMoreTurrets : Inventory {inventory.maxamount 1}\nactor CannotBuild : Inventory {inventory.maxamount 1}\nactor InUtilMenu : Inventory {inventory.maxamount 1}\nactor NoMechs : Inventory {inventory.maxamount 1}\n\nactor UtilityGun : AOWWeapon {\n\tobituary \"%o just had to be killed by %k's Utility Gun.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.PickupMessage \"MAH UTIL GUNS R STOLE - GET TO DA CHOPPA\"\n\n\tWeapon.AmmoType \"Utility_Ammo\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoType2 \"Utility_Percent\"\n\tWeapon.AmmoUse2 0\n\tWeapon.SelectionOrder 98\n\tWeapon.Kickback 0\n\tWeapon.SlotNumber 9\n\tWeapon.PreferredSkin \"MarineBFG10k\"\n\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"EngineerPack\")\n\t\tstop\n\tRejectedWait:\n\t\tUTIG A 20 A_StopSoundEx(\"Weapon\")\n\tReady:\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 0 ACS_ExecuteAlways(370,0)\n\t\tUTIG A 0 A_TakeInventory(\"Utility_Percent\",2)\n\t\tUTIG A 0 A_GiveInventory(\"Utility_Ammo\",2)\n\t\tUTIG A 0 A_JumpIfInventory(\"InUtilMenu\",1,\"ReadyX\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",3,\"Ready.Geometry\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",2,\"Ready.Defenses\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",1,\"Ready.Pickups\")\n\t\tgoto Ready.Caches\n\tReadyX:\n\t\tUTIG A 20 A_WeaponReady\n\t\tgoto Ready\n\tReady.Caches:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Ready07\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Ready06\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Ready05\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Ready04\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Ready03\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Ready02\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Ready01\")\n\t\tgoto Ready00\n\tReady.Pickups:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Ready16\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Ready15\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Ready14\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Ready13\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Ready12\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Ready11\")\n\t\tgoto Ready10\n\tReady.Defenses:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Ready27\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Ready26\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Ready25\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Ready24\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Ready23\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Ready22\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Ready21\")\n\t\tgoto Ready20\n\tReady.Geometry:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",8,\"Ready38\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Ready37\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Ready36\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Ready35\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Ready34\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Ready33\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Ready32\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Ready31\")\n\t\tgoto Ready30\n\tReady00:\n\t\tUTIH B 20 A_WeaponReady\n\t\tgoto Ready\n\tReady01:\n\t\tUTIH A 20 A_WeaponReady\n\t\tgoto Ready\n\tReady02:\n\t\tUTIH C 20 A_WeaponReady\n\t\tgoto Ready\n\tReady03:\n\t\tUTIH D 20 A_WeaponReady\n\t\tgoto Ready\n\tReady04:\n\t\tUTIH E 20 A_WeaponReady\n\t\tgoto Ready\n\tReady05:\n\t\tUTIH F 20 A_WeaponReady\n\t\tgoto Ready\n\tReady06:\n\t\tUTIH G 20 A_WeaponReady\n\t\tgoto Ready\n\tReady07:\n\t\tUTIG A 20 A_WeaponReady\n\t\tgoto Ready\n\tReady10:\n\t\tUTIG R 20 A_WeaponReady\n\t\tgoto Ready\n\tReady11:\n\t\tUTIG S 20 A_WeaponReady\n\t\tgoto Ready\n\tReady12:\n\t\tUTIG T 20 A_WeaponReady\n\t\tgoto Ready\n\tReady13:\n\t\tUTIG U 20 A_WeaponReady\n\t\tgoto Ready\n\tReady14:\n\t\tUTIG X 20 A_WeaponReady\n\t\tgoto Ready\n\tReady15:\n\t\tUTIG Y 20 A_WeaponReady\n\t\tgoto Ready\n\tReady16:\n\t\tUTIG Z 20 A_WeaponReady\n\t\tgoto Ready\n\tReady20:\n\t\tUTIG J 20 A_WeaponReady\n\t\tgoto Ready\n\tReady21:\n\t\tUTIG K 20 A_WeaponReady\n\t\tgoto Ready\n\tReady22:\n\t\tUTIG O 20 A_WeaponReady\n\t\tgoto Ready\n\tReady23:\n\t\tUTIG P 20 A_WeaponReady\n\t\tgoto Ready\n\tReady24:\n\t\tUTIG M 20 A_WeaponReady\n\t\tgoto Ready\n\tReady25:\n\t\tUTIG N 20 A_WeaponReady\n\t\tgoto Ready\n\tReady26:\n\t\tUTIG L 20 A_WeaponReady\n\t\tgoto Ready\n\tReady27:\n\t\tUTIG Q 20 A_WeaponReady\n\t\tgoto Ready\n\tReady30:\n\t\tUTIG B 20 A_WeaponReady\n\t\tgoto Ready\n\tReady31:\n\t\tUTIG C 20 A_WeaponReady\n\t\tgoto Ready\n\tReady32:\n\t\tUTIG A 20 A_WeaponReady\n\t\tgoto Ready\n\tReady33:\n\t\tUTIG D 20 A_WeaponReady\n\t\tgoto Ready\n\tReady34:\n\t\tUTIG F 20 A_WeaponReady\n\t\tgoto Ready\n\tReady35:\n\t\tUTIG H 20 A_WeaponReady\n\t\tgoto Ready\n\tReady36:\n\t\tUTIG E 20 A_WeaponReady\n\t\tgoto Ready\n\tReady37:\n\t\tUTIG G 20 A_WeaponReady\n\t\tgoto Ready\n\tReady38:\n\t\tUTIG I 20 A_WeaponReady\n\t\tgoto Ready\n\tDeselect:\n\t\tUTIG A 0 A_JumpIfHealthLower (1, \"DeselectLoop\")\n\t\tUTIG A 0 A_JumpIfInventory (\"InUtilMenu\", 1, \"Ready\")\n\tDeselectLoop:\n\t\tUTIG A 1 A_Lower\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tloop\n\tSelect:\n\t\tUTIG A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tUTIG A 0 A_JumpIfInventory (\"CannotBuild\", 1, \"RejectedWait\")\n\t\tUTIG A 0 ACS_ExecuteAlways(370, 0)\n\t\tUTIG A 0 A_PlaySoundEx(\"utility/work\",\"Weapon\",1)\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",3,\"Fire.Geometry\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",2,\"Fire.Defenses\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",1,\"Fire.Pickups\")\n\t\tgoto Fire.Caches\n\tFire.Caches:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Create.PowerGenerator\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Create.RegenAmmo\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Create.Regen\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Create.MiniRef\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Create.PowerupCache\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Create.SuperCache\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Create.MedicalCache\")\n\t\tgoto Create.AmmoCache\n\tFire.Pickups:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Create.WolfMech\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Create.RavenMech\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Create.FireProof\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Create.MachineGunPack\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Create.RiflePack\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Create.FullRefill\")\n\t\tgoto Create.TimedC4Ammo\n\tFire.Defenses:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Create.MissileTurret\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Create.RepairTurret\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Create.PrecisionTurret\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Create.KlaxonTurret\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Create.MiniRaven\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Create.Mines\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Create.MechTurret\")\n\t\tgoto Create.GunTurret\n\tFire.Geometry:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",8,\"Create.StepDown3\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Create.StepStraight3\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Create.Step3\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Create.StepDown\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Create.StepStraight\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Create.Step\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Create.Girder\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Create.Sandbags\")\n\t\tgoto Create.RazorWire\n\tCreate.TimedC4Ammo:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.TimedC4Ammo\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",4,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",4)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_BackpackMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",6)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.TimedC4Ammo:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_BackpackMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TimedC4Ammo\",64,0,32,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.FullRefill:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.FullRefill\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",4,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",4)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_BackpackMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",5)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.FullRefill:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_BackpackMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_FullRefill\",64,0,32,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.RiflePack:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.RiflePack\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_BackpackMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",8)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RiflePack:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_BackpackMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RiflePack\",64,0,32,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.PowerupCrate:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.PowerupCrate\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CrateMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",7)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PowerupCrate:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.PowerupCrateBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,10,0,0) == 0, \"Limit\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,10,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CrateMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_BombCrate\",64,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PowerupCrateBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,10,1,0) == 0, \"Limit\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,10,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CrateMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_BombCrateBlue\",64,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.MedicalCache:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.MedicalCache\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",4,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",4)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MedicalCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",6)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MedicalCache:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MedicalCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MedicalCache\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.AmmoCache:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.AmmoCache\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",4,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",4)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_AmmoCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",6)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.AmmoCache:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_AmmoCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_AmmoCache\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.MachineGunPack:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.MachineGunPack\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_BackpackMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",6)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MachineGunPack:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_BackpackMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MachineGunPack\",64,0,32,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.SuperCache:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.SuperCache\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",5,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",5)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_SuperCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",5)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.SuperCache:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_SuperCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_SuperCache\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.RazorWire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.RazorWire\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RazorWireMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",6)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RazorWire:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RazorWireMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.RazorWireBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,1,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RazorWire\",96,0,0,0,0,0,0,32,0)\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,1,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RazorWireBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,1,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RazorWireBlue\",96,0,0,0,0,0,0,32,0)\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,1,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.Sandbags:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Sandbags\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_SandbagsMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",7)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Sandbags:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_SandbagsMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Sandbags\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.GunTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.GunTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.GunTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.GunTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,0,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,0,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GunTurretRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.GunTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,0,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,0,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GunTurretBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.MechTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.MechTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MechTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.MechTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,3,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MechTurretRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MechTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,3,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MechTurretBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.Step:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Step\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",5,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",5)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Step:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.StepDown:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.StepDown\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",5,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",5)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.StepDown:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.StepStraight:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.StepStraight\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",5,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",5)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.StepStraight:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.Step3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Step3\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",10,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",10)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,24,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Step3:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,24,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",96,0,12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",128,0,24,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.StepDown3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.StepDown3\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",10,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",10)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,-40,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,-52,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.StepDown3:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,-40,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,-52,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",96,0,-40,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",128,0,-52,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.StepStraight3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.StepStraight3\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",10,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",10)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.StepStraight3:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",96,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",128,0,-12,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.PowerupCache:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.PowerupCache\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PowerupCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",2)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PowerupCache:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,1,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PowerupCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PowerupCache\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// MINIREF\n\tCreate.MiniRef:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.MiniRef\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRefCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",1)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MiniRef:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.MiniRefBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,3,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,2,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 ACS_ExecuteAlways(344, 0, 3, 0, 0)\n\t\tUTIF A 0 A_SpawnItemEx (\"Utility_MiniRefCacheMarker\",96,0,0,0,0,0,0,32)\n\t\tUTIF A 0 A_SpawnItemEx (\"Utility_MiniRefCacheRed\",96)\n\t\tUTIG A 0 A_StopSoundEx (\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MiniRefBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,3,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,2,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 ACS_ExecuteAlways(344, 0, 3, 0, 0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRefCacheMarker\",96,0,0,0,0,0,0,32)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRefCacheBlue\",96)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// HEALTH REGENERATOR\n\tCreate.Regen:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Regen\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",1)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Regen:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.RegenBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,4,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,6,1,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GlobalMedicCacheRed\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RegenBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,4,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,6,1,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GlobalMedicCacheBlue\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// AMMO REGENERATOR\n\tCreate.RegenAmmo:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.RegenAmmo\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",1)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RegenAmmo:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.RegenAmmoBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,6,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,8,1,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GlobalAmmoCacheRed\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RegenAmmoBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,6,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,8,1,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GlobalAmmoCacheBlue\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// MINES\n\tCreate.Mines:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Mines\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,-32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,32,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Mines:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.MinesBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,2,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,4,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,5,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,-32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Proxy-C4Thrown\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Proxy-C4Thrown\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Proxy-C4Thrown\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Proxy-C4Thrown\",96,-32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Proxy-C4Thrown\",96,32,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MinesBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,2,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,4,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,5,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,-32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Proxy-C4ThrownBlue\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Proxy-C4ThrownBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Proxy-C4ThrownBlue\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Proxy-C4ThrownBlue\",96,-32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Proxy-C4ThrownBlue\",96,32,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// REPAIR TURRET\n\tCreate.RepairTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (971, 0) == 1, \"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.RepairTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RepairTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.RepairTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,5,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RepairGunTurretRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RepairTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,5,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RepairGunTurretBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// KLAXON TURRET\n\tCreate.KlaxonTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (971, 0) == 1, \"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.KlaxonTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.KlaxonTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.KlaxonTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,6,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_KlaxonRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.KlaxonTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,6,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_KlaxonBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// FIREPROOF\n\tCreate.FireProof:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.FireProof\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PowerupMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",4)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.FireProof:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,6,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PowerupMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_FireProofArmour\",64,0,32,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// RAVEN\n\tCreate.RavenMech:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.RavenMech\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RavenMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",2)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RavenMech:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,8,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RavenMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Raven\",128,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// WOLVERINE\n\tCreate.WolfMech:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.WolfMech\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_WolfMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",2)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.WolfMech:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,11,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_WolfMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Wolverine\",128,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// RIFLE/PRECISION TURRET\n\tCreate.PrecisionTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (971, 0) == 1, \"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.PrecisionTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PrecisionTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.PrecisionTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,5,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PrecisionTurretRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PrecisionTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,5,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_SpawnItemEx(\"Utility_PrecisionTurretBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// ANNOYING NOSY EVERYWHERE FOLLOWING BIRDIE\n\tCreate.MiniRaven:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.MiniRaven\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRavenMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",3)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MiniRaven:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.MiniRavenBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,5,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,9,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,7,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRavenMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRavenRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MiniRavenBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,5,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,9,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,7,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRavenMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRavenBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// ULTRA-SPAMMY LRM TURRET\n\tCreate.MissileTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (971, 0) == 1, \"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.MissileTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MissileTurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MissileTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.MissileTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,10,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,9,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MissileTurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MissileTurretRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MissileTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,10,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,9,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MissileTurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MissileTurretBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// POWER GENERATOR\n\tCreate.PowerGenerator:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.PowerGenerator\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",1)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PowerGenerator:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.PowerGeneratorBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,20,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,20)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PowerGeneratorRed\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PowerGeneratorBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,20,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,20)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PowerGeneratorBlue\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// PLATFORM\n\tCreate.Girder:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Girder\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GirderMarker\",128)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",2)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Girder:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(694,150,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GirderMarker\",128)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Girder\",128)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tEndFire:\n\t\tUTIG A 1 A_StopSoundEx(\"Weapon\")\n\t\tGoto Ready\n\tEndFire2:\n\t\tUTIG A 0 ACS_ExecuteAlways(347, 0, 1)\n\t\tUTIG A 35 A_StopSoundEx(\"Weapon\")\n\t\tGoto Ready\n\tLimit:\n\t\tUTIG A 35 ACS_ExecuteAlways(347, 0)\n\t\tgoto EndFire\n\tAltFire:\n\t\tUTIG A 0 A_JumpIfInventory (\"InUtilMenu\", 1, \"AltRejected\")\n\t\tUTIG A 4\n\t\tUTIG A 0 ACS_ExecuteAlways (970, 0)\n\t\tUTIG A 35\n\t\tgoto Ready\n\tAltRejected:\n\t\t// this should happen if the player is coming out of the util menu\n\t\t// therefore, longer delay to avoid altfire activating again to\n\t\t// throw the player back to the menu\n\t\tUTIG A 10\n\t\tUTIG AA 10 A_WeaponReady (WRF_NOSECONDARY)\n\t\tgoto Ready\n\t}\n}\n\nactor Utility_Percent : Ammo {\n\tinventory.amount 0\n\tinventory.maxamount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 0\n}\n\nactor Utility_Ammo : Ammo {\n\tinventory.icon \"CELLA0\"\n\tinventory.amount 75\n\tinventory.maxamount 75\n\tammo.backpackamount 75\n\tammo.backpackmaxamount 75\n\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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