vgc-1.0da.pk3

PK3 5.9 MiB 0 map(s)

Counts

endoom0
graphics0
lumps863
maps2
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0b28fd42-97e4-4762-ba39-b8d561d5c1d2",
    "sha1": "7995d8905b99da8952313b8dd0754797a7f852f7",
    "sha256": "2456425ea52b69bedb0288f428b9b96438e6eb92406de3d8ab14c361e83048b0",
    "filenames": [
      "vgc-1.0da.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2017-02-14 20:25:35",
      "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": "2017-02-14 20:25:35",
    "file": {
      "type": "PK3",
      "size": 6159257,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/7995d8905b99da8952313b8dd0754797a7f852f7/7995d8905b99da8952313b8dd0754797a7f852f7.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "VGC01",
        "VGC02"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 863,
        "maps": 2,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "actors/Wep/Misc/WeaponGiver.txt",
        "contents": "//_Wep : CMM or whoever's original weapon.\n//_WepC : The sliding enabled version of the weapon.\n//_WepGiver : Replaces the Weps placed on the map so only those that can copy weapons and don't have the weapon can grab them.\n//_WepCDropped : The weapons the players drop; can refill ammo.\n\nactor WepGiver : CustomInventory\n{\ninventory.pickupmessage \"Power up! Mega Buster!\"\ninventory.pickupsound \"weapon/weaponup\"\ninventory.amount 1\ninventory.maxamount 1\ninventory.respawntics 5\nscale 2.0\n+INVENTORY.AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"MegaBusterC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MegaBusterC\",1)\nstop\n}\n}\n\nactor LightningBoltWepGiver : WepGiver replaces LightningBoltWep\n{\ninventory.pickupmessage \"Power up! Lightning Bolt!\"\nStates\n{\nSpawn:\nLIBO A 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"LightningBoltWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"LightningBoltWepC\",1)\nstop\n}\n}\n\nactor IceWallWepGiver : WepGiver replaces IceWallWep\n{\ninventory.pickupmessage \"Power up! Ice Wall!\"\nStates\n{\nSpawn:\nICWL X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IceWallWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"IceWallWepC\",1)\nstop\n}\n}\n\nactor RemoteMineWepGiver : WepGiver replaces RemoteMineWep\n{\ninventory.pickupmessage \"Power up! Remote Mine!\"\nStates\n{\nSpawn:\nREMI X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"RemoteMineWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"RemoteMineWepC\",1)\nstop\n}\n}\n\nactor MagicCardWepGiver : WepGiver replaces MagicCardWep\n{\ninventory.pickupmessage \"Power up! Magic Card!\"\nStates\n{\nSpawn:\nMCAR X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IsIsaac\", 1, \"Isaac\")\nDUST B 0 A_JumpIfInventory(\"MagicCardWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MagicCardWepC\",1)\nstop\nIsaac:\nDUST B 0 A_GiveInventory(\"IsaacSpectralTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacHomingTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacIPECACShotWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacTearWep\",1)\nstop\n}\n}\n\nactor CopyVisionWepGiver : WepGiver replaces CopyVisionWep\n{\ninventory.pickupmessage \"Power up! Copy Vision!\"\nStates\n{\nSpawn:\nCOPY X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"CopyVisionWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"CopyVisionWepC\",1)\nstop\n}\n}\n\nactor SpreadDrillWepGiver : WepGiver replaces SpreadDrillWep\n{\ninventory.pickupmessage \"Power up! Spread Drill!\"\nStates\n{\nSpawn:\nSPRE X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SpreadDrillWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SpreadDrillWepC\",1)\nstop\n}\n}\n\nactor WaveBurnerWepGiver : WepGiver replaces WaveBurnerWep\n{\ninventory.pickupmessage \"Power up! Wave Burner!\"\nStates\n{\nSpawn:\nWABU X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"WaveBurnerWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"WaveBurnerWepC\",1)\nstop\n}\n}\n\nactor TenguBladeWepGiver : WepGiver replaces TenguBladeWep\n{\ninventory.pickupmessage \"Power up! Tengu Blade!\"\nStates\n{\nSpawn:\nTBLA X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"TenguBladeWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TenguBladeWepC\",1)\nstop\n}\n}\n\nactor DangerWrapWepGiver : WepGiver replaces DangerWrapWep\n{\ninventory.pickupmessage \"Power up! Danger Wrap!\"\nStates\n{\nSpawn:\nWEA3 L 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"DangerWrapWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"DangerWrapWepC\",1)\nstop\n}\n}\n\nactor JunkShieldWepGiver : WepGiver replaces JunkShieldWep\n{\ninventory.pickupmessage \"Power up! Junk Shield!\"\nStates\n{\nSpawn:\nWEA3 N 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IsIsaac\", 1, \"Isaac\")\nDUST B 0 A_JumpIfInventory(\"JunkShieldWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"JunkShieldWepC\",1)\nstop\nIsaac:\nDUST B 0 A_GiveInventory(\"IsaacIPECACShotWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacSpectralTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacHomingTearWep\",1)\nstop\n}\n}\n\nactor NoiseCrushWepGiver : WepGiver replaces NoiseCrushWep\n{\ninventory.pickupmessage \"Power up! Noise Crush!\"\nStates\n{\nSpawn:\nWEA3 J 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"NoiseCrushWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"NoiseCrushWepC\",1)\nstop\n}\n}\n\nactor ScorchWheelWepGiver : WepGiver replaces ScorchWheelWep\n{\ninventory.pickupmessage \"Power up! Scorch Wheel!\"\nStates\n{\nSpawn:\nWEA3 M 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ScorchWheelWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ScorchWheelWepC\",1)\nstop\n}\n}\n\nactor ThunderBoltWepGiver : WepGiver replaces ThunderBoltWep\n{\ninventory.pickupmessage \"Power up! Thunder Bolt!\"\nStates\n{\nSpawn:\nWEA3 R 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ThunderBoltWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ThunderBoltWepC\",1)\nstop\n}\n}\n\nactor WildCoilWepGiver : WepGiver replaces WildCoilWep\n{\ninventory.pickupmessage \"Power up! Wild Coil!\"\nStates\n{\nSpawn:\nWEA3 K 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"WildCoilWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"WildCoilWepC\",1)\nstop\n}\n}\n\nactor SlashClawWepGiver : WepGiver replaces SlashClawWep\n{\ninventory.pickupmessage \"Power up! Slash Claw!\"\nStates\n{\nSpawn:\nWEA3 Q 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SlashClawWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SlashClawWepC\",1)\nstop\n}\n}\n\nactor AirShooterWepGiver : WepGiver replaces AirShooterWep\n{\ninventory.pickupmessage \"Power up! Air Shooter!\"\nStates\n{\nSpawn:\nWEAP G 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"AirShooterWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"AirShooterWepC\",1)\nstop\n}\n}\n\nactor AtomicFireWepGiver : WepGiver replaces AtomicFireWep\n{\ninventory.pickupmessage \"Power up! Atomic Fire!\"\nStates\n{\nSpawn:\nWEAP E 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"AtomicFireWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"AtomicFireWepC\",1)\nstop\n}\n}\n\nactor BalladeCrackerWepGiver : WepGiver replaces BalladeCrackerWep\n{\ninventory.pickupmessage \"Power up! Ballade Cracker!\"\nStates\n{\nSpawn:\nWEA3 C 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"BalladeCrackerWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"BalladeCrackerWepC\",1)\nstop\n}\n}\n\nactor BlizzardAttackWepGiver : WepGiver replaces BlizzardAttackWep\n{\ninventory.pickupmessage \"Power up! Blizzard Attack!\"\nStates\n{\nSpawn:\nWEAP W 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"BlizzardAttackWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"BlizzardAttackWepC\",1)\nstop\n}\n}\n\nactor BubbleLeadWepGiver : WepGiver replaces BubbleLeadWep\n{\ninventory.pickupmessage \"Power up! Bubble Lead!\"\nStates\n{\nSpawn:\nWEAP D 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"BubbleLeadWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"BubbleLeadWepC\",1)\nstop\n}\n}\n\nactor CentaurFlashWepGiver : WepGiver replaces CentaurFlashWep\n{\ninventory.pickupmessage \"Power up! Centaur Flash!\"\nStates\n{\nSpawn:\nWEA3 G 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"CentaurFlashWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"CentaurFlashWepC\",1)\nstop\n}\n}\n\nactor ChargeKickWepGiver : WepGiver replaces ChargeKickWep\n{\ninventory.pickupmessage \"Power up! Charge Kick!\"\nStates\n{\nSpawn:\nWEA2 E 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ChargeKickWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ChargeKickWepC\",1)\nstop\n}\n}\n\nactor CrashBombWepGiver : WepGiver replaces CrashBombWep\n{\ninventory.pickupmessage \"Power up! Crash Bomb!\"\nStates\n{\nSpawn:\nWEA2 C 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"CrashBombWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"CrashBombWepC\",1)\nstop\n}\n}\n\nactor CrystalEyeWepGiver : WepGiver replaces CrystalEyeWep\n{\ninventory.pickupmessage \"Power up! Crystal Eye!\"\nStates\n{\nSpawn:\nWEA2 N 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IsIsaac\", 1, \"Isaac\")\nDUST B 0 A_JumpIfInventory(\"CrystalEyeWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"CrystalEyeWepC\",1)\nstop\nIsaac:\nDUST B 0 A_GiveInventory(\"IsaacSpectralTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacHomingTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacIPECACShotWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacTearWep\",1)\nstop\n}\n}\n\nactor DiveMissileWepGiver : WepGiver replaces DiveMissileWep\n{\ninventory.pickupmessage \"Power up! Dive Missile!\"\nStates\n{\nSpawn:\nWEA2 S 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IsIsaac\", 1, \"Isaac\")\nDUST B 0 A_JumpIfInventory(\"DiveMissileWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"DiveMissileWepC\",1)\nstop\nIsaac:\nDUST B 0 A_GiveInventory(\"IsaacHomingTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacIPECACShotWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacSpectralTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacTearWep\",1)\nstop\n\n}\n}\n\nactor DrillBombWepGiver : WepGiver replaces DrillBombWep\n{\ninventory.pickupmessage \"Power up! Drill Bomb!\"\nStates\n{\nSpawn:\nWEAP V 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"DrillBombWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"DrillBombWepC\",1)\nstop\n}\n}\n\nactor DustCrusherWepGiver : WepGiver replaces DustCrusherWep\n{\ninventory.pickupmessage \"Power up! Dust Crusher!\"\nStates\n{\nSpawn:\nWEA2 K 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IsIsaac\", 1, \"Isaac\")\nDUST B 0 A_JumpIfInventory(\"DustCrusherWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"DustCrusherWepC\",1)\nstop\nIsaac:\nDUST B 0 A_GiveInventory(\"IsaacIPECACShotWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacSpectralTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacHomingTearWep\",1)\nstop\n}\n}\n\nactor FireStormWepGiver : WepGiver replaces FireStormWep\n{\ninventory.pickupmessage \"Power up! Fire Storm!\"\nStates\n{\nSpawn:\nWEAP Y 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"FireStormWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FireStormWepC\",1)\nstop\n}\n}\n\nactor FlameBlastWepGiver : WepGiver replaces FlameBlastWep\n{\ninventory.pickupmessage \"Power up! Flame Blast!\"\nStates\n{\nSpawn:\nWEA2 P 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"FlameBlastWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FlameBlastWepC\",1)\nstop\n}\n}\n\nactor FlashStopperWepGiver : WepGiver replaces FlashStopperWep\n{\ninventory.pickupmessage \"Power up! Flash Stopper!\"\nStates\n{\nSpawn:\nWEA3 E 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"FlashStopperWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FlashStopperWepC\",1)\nstop\n}\n}\n\nactor FreezeCrackerWepGiver : WepGiver replaces FreezeCrackerWep\n{\ninventory.pickupmessage \"Power up! Freeze Cracker!\"\nStates\n{\nSpawn:\nWEA3 O 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"FreezeCrackerWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FreezeCrackerWepC\",1)\nstop\n}\n}\n\nactor GeminiLaserWepGiver : WepGiver replaces GeminiLaserWep\n{\ninventory.pickupmessage \"Power up! Gemini Laser!\"\nStates\n{\nSpawn:\nWEAP M 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"GeminiLaserWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"GeminiLaserWepC\",1)\nstop\n}\n}\n\nactor GravityHoldWepGiver : WepGiver replaces GravityHoldWep\n{\ninventory.pickupmessage \"Power up! Gravity Hold!\"\nStates\n{\nSpawn:\nWEA3 F 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"GravityHoldWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"GravityHoldWepC\",1)\nstop\n}\n}\n\nactor GyroAttackWepGiver : WepGiver replaces GyroAttackWep\n{\ninventory.pickupmessage \"Power up! Gyro Attack!\"\nStates\n{\nSpawn:\nWEA2 I 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"GyroAttackWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"GyroAttackWepC\",1)\nstop\n}\n}\n\nactor HardKnuckleWepGiver : WepGiver replaces HardKnuckleWep\n{\ninventory.pickupmessage \"Power up! Hard Knuckle!\"\nStates\n{\nSpawn:\nWEAP T 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"HardKnuckleWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"HardKnuckleWepC\",1)\nstop\n}\n}\n\nactor HyperBombWepGiver : WepGiver replaces HyperBombWep\n{\ninventory.pickupmessage \"Power up! Hyper Bomb!\"\nStates\n{\nSpawn:\nWEAP H 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"HyperBombWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"HyperBombWepC\",1)\nstop\n}\n}\n\nactor IceSlasherWepGiver : WepGiver replaces IceSlasherWep\n{\ninventory.pickupmessage \"Power up! Ice Slasher!\"\nStates\n{\nSpawn:\nWEAP P 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IceSlasherWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"IceSlasherWepC\",1)\nstop\n}\n}\n\nactor KnightCrushWepGiver : WepGiver replaces KnightCrushWep\n{\ninventory.pickupmessage \"Power up! Knight Crush!\"\nStates\n{\nSpawn:\nWEA2 W 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"KnightCrushWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"KnightCrushWepC\",1)\nstop\n}\n}\n\nactor LeafShieldWepGiver : WepGiver replaces LeafShieldWep\n{\ninventory.pickupmessage \"Power up! Leaf Shield!\"\nStates\n{\nSpawn:\nWEAP F 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"LeafShieldWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"LeafShieldWepC\",1)\nstop\n}\n}\n\nactor MagnetMissileWepGiver : WepGiver replaces MagnetMissileWep\n{\ninventory.pickupmessage \"Power up! Magnet Missile!\"\nStates\n{\nSpawn:\nWEAP I 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IsIsaac\", 1, \"Isaac\")\nDUST B 0 A_JumpIfInventory(\"MagnetMissileWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MagnetMissileWepC\",1)\nstop\nIsaac:\nDUST B 0 A_GiveInventory(\"IsaacHomingTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacIPECACShotWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacSpectralTearWep\",1)\nDUST B 0 A_TakeInventory(\"IsaacTearWep\",1)\nstop\n\n}\n}\n\nactor MetalBladeWepGiver : WepGiver replaces MetalBladeWep\n{\ninventory.pickupmessage \"Power up! Metal Blade!\"\nStates\n{\nSpawn:\nWEAP S 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"MetalBladeWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MetalBladeWepC\",1)\nstop\n}\n}\n\nactor MirrorBusterWepGiver : WepGiver replaces MirrorBusterWep\n{\ninventory.pickupmessage \"Power up! Mirror Buster!\"\nStates\n{\nSpawn:\nWEA3 H 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"MirrorBusterWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MirrorBusterWepC\",1)\nstop\n}\n}\n\nactor NapalmBombWepGiver : WepGiver replaces NapalmBombWep\n{\ninventory.pickupmessage \"Power up! Napalm Bomb!\"\nStates\n{\nSpawn:\nWEAP C 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"NapalmBombWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"NapalmBombWepC\",1)\nstop\n}\n}\n\nactor NeedleCannonWepGiver : WepGiver replaces NeedleCannonWep\n{\ninventory.pickupmessage \"Power up! Needle Cannon!\"\nStates\n{\nSpawn:\nWEAP L 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"NeedleCannonWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"NeedleCannonWepC\",1)\nstop\n}\n}\n\nactor PharaohShotWepGiver : WepGiver replaces PharaohShotWep\n{\ninventory.pickupmessage \"Power up! Pharaoh Shot!\"\nStates\n{\nSpawn:\nWEA2 L 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"PharaohShotWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"PharaohShotWepC\",1)\nstop\n}\n}\n\nactor PlantBarrierWepGiver : WepGiver replaces PlantBarrierWep\n{\ninventory.pickupmessage \"Power up! Plant Barrier!\"\nStates\n{\nSpawn:\nWEA2 T 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"PlantBarrierWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"PlantBarrierWepC\",1)\nstop\n}\n}\n\nactor PowerStoneWepGiver : WepGiver replaces PowerStoneWep\n{\ninventory.pickupmessage \"Power up! Power Stone!\"\nStates\n{\nSpawn:\nWEA2 J 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"PowerStoneWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"PowerStoneWepC\",1)\nstop\n}\n}\n\nactor QuickBoomerangWepGiver : WepGiver replaces QuickBoomerangWep\n{\ninventory.pickupmessage \"Power up! Quick Boomerang!\"\nStates\n{\nSpawn:\nWEAP Z 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"QuickBoomerangWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"QuickBoomerangWepC\",1)\nstop\n}\n}\n\nactor RainFlushWepGiver : WepGiver replaces RainFlushWep\n{\ninventory.pickupmessage \"Power up! Rain Flush!\"\nStates\n{\nSpawn:\nWEA2 Y 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"RainFlushWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"RainFlushWepC\",1)\nstop\n}\n}\n\nactor RingBoomerangWepGiver : WepGiver replaces RingBoomerangWep\n{\ninventory.pickupmessage \"Power up! Ring Boomerang!\"\nStates\n{\nSpawn:\nWEA2 H 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"RingBoomerangWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"RingBoomerangWepC\",1)\nstop\n}\n}\n\nactor RollingCutterWepGiver : WepGiver replaces RollingCutterWep\n{\ninventory.pickupmessage \"Power up! Rolling Cutter!\"\nStates\n{\nSpawn:\nWEA2 F 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"RollingCutterWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"RollingCutterWepC\",1)\nstop\n}\n}\n\nactor SakugarneWepGiver : WepGiver replaces SakugarneWep\n{\ninventory.pickupmessage \"Power up! Sakugarne!\"\nStates\n{\nSpawn:\nWEA2 Z 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SakugarneWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SakugarneWepC\",1)\nstop\n}\n}\n\nactor ScrewCrusherWepGiver : WepGiver replaces ScrewCrusherWep\n{\ninventory.pickupmessage \"Power up! Screw Crusher!\"\nStates\n{\nSpawn:\nWEA3 D 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ScrewCrusherWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ScrewCrusherWepC\",1)\nstop\n}\n}\n\nactor SearchSnakeWepGiver : WepGiver replaces SearchSnakeWep\n{\ninventory.pickupmessage \"Power up! Search Snake!\"\nStates\n{\nSpawn:\nWEAP K 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SearchSnakeWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SearchSnakeWepC\",1)\nstop\n}\n}\n\nactor ShadowBladeWepGiver : WepGiver replaces ShadowBladeWep\n{\ninventory.pickupmessage \"Power up! Shadow Blade!\"\nStates\n{\nSpawn:\nWEAP A 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ShadowBladeWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ShadowBladeWepC\",1)\nstop\n}\n}\n\nactor SilverTomahawkWepGiver : WepGiver replaces SilverTomahawkWep\n{\ninventory.pickupmessage \"Power up! Silver Tomahawk!\"\nStates\n{\nSpawn:\nWEA2 U 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SilverTomahawkWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SilverTomahawkWepC\",1)\nstop\n}\n}\n\nactor SkullBarrierWepGiver : WepGiver replaces SkullBarrierWep\n{\ninventory.pickupmessage \"Power up! Skull Barrier!\"\nStates\n{\nSpawn:\nWEA2 O 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SkullBarrierWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SkullBarrierWepC\",1)\nstop\n}\n}\n\nactor SparkShockWepGiver : WepGiver replaces SparkShockWep\n{\ninventory.pickupmessage \"Power up! Spark Shock!\"\nStates\n{\nSpawn:\nWEA2 G 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SparkShockWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SparkShockWepC\",1)\nstop\n}\n}\n\nactor StarCrashWepGiver : WepGiver replaces StarCrashWep\n{\ninventory.pickupmessage \"Power up! Star Crash!\"\nStates\n{\nSpawn:\nWEA2 X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"StarCrashWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"StarCrashWepC\",1)\nstop\n}\n}\n\nactor SuperArmWepGiver : WepGiver replaces SuperArmWep\n{\ninventory.pickupmessage \"Power up! Super Arm!\"\nStates\n{\nSpawn:\nWEAP O 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SuperArmWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SuperArmWepC\",1)\nstop\n}\n}\n\nactor ThunderBeamWepGiver : WepGiver replaces ThunderBeamWep\n{\ninventory.pickupmessage \"Power up! Thunder Beam!\"\nStates\n{\nSpawn:\nWEAP R 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ThunderBeamWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ThunderBeamWepC\",1)\nstop\n}\n}\n\nactor TimeStopperWepGiver : WepGiver replaces TimeStopperWep\n{\ninventory.pickupmessage \"Power up! Time Stopper!\"\nStates\n{\nSpawn:\nWEAP N 0\nWEAP N 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==1,\"Death\")\nWEAP N 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEAP N 1\nGoto Spawn + 3\nPickup:\nDUST B 0 A_JumpIfInventory(\"TimeStopperWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TimeStopperWepC\",1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor TopSpinWepGiver : WepGiver replaces TopSpinWep\n{\ninventory.pickupmessage \"Power up! Top Spin!\"\nStates\n{\nSpawn:\nWEAP J 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"TopSpinWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TopSpinWepC\",1)\nstop\n}\n}\n\nactor WaterWaveWepGiver : WepGiver replaces WaterWaveWep\n{\ninventory.pickupmessage \"Power up! Water Wave!\"\nStates\n{\nSpawn:\nWEA2 M 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"WaterWaveWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"WaterWaveWepC\",1)\nstop\n}\n}\n\nactor WindStormWepGiver : WepGiver replaces WindStormWep\n{\ninventory.pickupmessage \"Power up! Wind Storm!\"\nStates\n{\nSpawn:\nWEA2 V 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"WindStormWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"WindStormWepC\",1)\nstop\n}\n}\n\nactor YamatoSpearWepGiver : WepGiver replaces YamatoSpearWep\n{\ninventory.pickupmessage \"Power up! Yamato Spear!\"\nStates\n{\nSpawn:\nWEA2 R 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"YamatoSpearWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"YamatoSpearWepC\",1)\nstop\n}\n}\n\nactor OilSliderWepGiver : WepGiver replaces OilSliderWep\n{\ninventory.pickupmessage \"Power up! Oil Slider!\"\nStates\n{\nSpawn:\nWEA7 J 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"OilSliderWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"OilSliderWepC\",1)\nstop\n}\n}\n\nactor TimeSlowWepGiver : WepGiver replaces TimeSlowWep\n{\ninventory.pickupmessage \"Power up! Time Slow!\"\nStates\n{\nSpawn:\nSLOT X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"TimeSlowWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TimeSlowWepC\",1)\nstop\n}\n}\n\nactor MegaBallWepGiver : WepGiver replaces MegaBallWep\n{\ninventory.pickupmessage \"Power up! Mega Ball!\"\nStates\n{\nSpawn:\nWEA4 D 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"MegaBallWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MegaBallWepC\",1)\nstop\n}\n}\n\nactor AstroCrushWepGiver : WepGiver replaces AstroCrushWep\n{\ninventory.pickupmessage \"Power up! Astro Crush!\"\nStates\n{\nSpawn:\nWEA4 E 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"AstroCrushWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"AstroCrushWepC\",1)\nstop\n}\n}\n\nactor FlameSwordWepGiver : WepGiver replaces FlameSwordWep\n{\ninventory.pickupmessage \"Power up! Flame Sword!\"\nStates\n{\nSpawn:\nWEA4 F 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"FlameSwordWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FlameSwordWepC\",1)\nstop\n}\n}\n\nactor FlashBombWepGiver : WepGiver replaces FlashBombWep\n{\ninventory.pickupmessage \"Power up! Flash Bomb!\"\nStates\n{\nSpawn:\nWEA4 B 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"FlashBombWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FlashBombWepC\",1)\nstop\n}\n}\n\nactor HomingSniperWepGiver : WepGiver replaces HomingSniperWep\n{\ninventory.pickupmessage \"Power up! Homing Sniper!\"\nStates\n{\nSpawn:\nWEA4 H 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"HomingSniperWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"HomingSniperWepC\",1)\nstop\n}\n}\n\nactor IceWaveWepGiver : WepGiver replaces IceWaveWep\n{\ninventory.pickupmessage \"Power up! Ice Wave!\"\nStates\n{\nSpawn:\nWEA4 A 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IceWaveWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"IceWaveWepC\",1)\nstop\n}\n}\n\nactor ThunderClawWepGiver : WepGiver replaces ThunderClawWep\n{\ninventory.pickupmessage \"Power up! Thunder Claw!\"\nStates\n{\nSpawn:\nWEA4 G 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ThunderClawWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ThunderClawWepC\",1)\nstop\n}\n}\n\nactor TornadoHoldWepGiver : WepGiver replaces TornadoHoldWep\n{\ninventory.pickupmessage \"Power up! Tornado Hold!\"\nStates\n{\nSpawn:\nWEA4 C 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"TornadoHoldWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TornadoHoldWepC\",1)\nstop\n}\n}\n\nactor WaterBalloonWepGiver : WepGiver replaces WaterBalloonWep\n{\ninventory.pickupmessage \"Power up! Water Balloon!\"\nStates\n{\nSpawn:\nWEA4 I 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"WaterBalloonWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"WaterBalloonWepC\",1)\nstop\n}\n}\n\n/*\nactor WepGiver : WepGiver replaces Wep\n{\ninventory.pickupmessage \"Power up! !\"\nStates\n{\nSpawn:\nWEAP O 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"WepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"WepC\",1)\nstop\n}\n}\n*/\n\nactor FakeWeapon : IGMetalBladeWep replaces IGMetalBladeWep\n{\nInventory.amount 1\nInventory.maxamount 1\nInventory.PickupMessage \"Nope\"\n+COUNTITEM\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 1\nstop\n}\n}\n\nactor UltimateMetalBladeWep : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nInventory.Pickupmessage \"Power up! Metal Blade\"\nweapon.ammotype \"MetalBladeAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.CHEATNOTWEAPON\nScale 2.5\nStates\n{\nSpawn:\nWEAP S 1\nloop\nReady:\nBUIN A 0 ACS_ExecuteAlways(991,0,67)\nBUIN A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUIN A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUIN A 1 A_Raise\nLoop\nHold:\nFire:\nBUIN A 0 A_FireCustomMissile(\"IGMetalBlade\",0,1,8,0)\nBUIN A 0 A_PlayWeaponSound(\"weapon/metalblade\")\nBUIN BCDEF 2\nBUIN GH 3\nBUSH H 0 A_Refire\nGoto Ready+1\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Misc/WeaponDropped.txt",
        "contents": "//_Wep : CMM or whoever's original weapon.\n//_WepGiver : Replaces the Weps placed on the map so only those that can copy weapons and don't have the weapon can grab them.\n//_WepDropped : The weapons the players drop; can refill ammo.\n\nactor WepDropped : CustomInventory\n{\ninventory.pickupmessage \"Power up! Mega Buster!\"\ninventory.pickupsound \"weapon/weaponup\"\ninventory.amount 1\ninventory.maxamount 1\ninventory.respawntics 5\nscale 2.0\n+INVENTORY.AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"MegaBuster\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"MegaBuster\",1)\nstop\n}\n}\n\nactor DangerWrapWepDropped : WepGiver //replaces DangerWrapWep\n{\ninventory.pickupmessage \"Power up! Danger Wrap!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 L 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"DangerWrapWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"DangerWrapWepC\",1)\nstop\n}\n}\n\nactor JunkShieldWepDropped : WepGiver //replaces JunkShieldWep\n{\ninventory.pickupmessage \"Power up! Junk Shield!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 N 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"JunkShieldWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"JunkShieldWepC\",1)\nstop\n}\n}\n\nactor NoiseCrushWepDropped : WepGiver //replaces NoiseCrushWep\n{\ninventory.pickupmessage \"Power up! Noise Crush!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 J 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"NoiseCrushWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"NoiseCrushWepC\",1)\nstop\n}\n}\n\nactor ScorchWheelWepDropped : WepGiver //replaces ScorchWheelWep\n{\ninventory.pickupmessage \"Power up! Scorch Wheel!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 M 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"ScorchWheelWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"ScorchWheelWepC\",1)\nstop\n}\n}\n\nactor ThunderBoltWepDropped : WepGiver //replaces ThunderBoltWep\n{\ninventory.pickupmessage \"Power up! Thunder Bolt!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 R 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"ThunderBoltWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"ThunderBoltWepC\",1)\nstop\n}\n}\n\nactor WildCoilWepDropped : WepGiver //replaces WildCoilWep\n{\ninventory.pickupmessage \"Power up! Wild Coil!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 K 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WildCoilWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"WildCoilWepC\",1)\nstop\n}\n}\n\nactor SlashClawWepDropped : WepGiver //replaces SlashClawWep\n{\ninventory.pickupmessage \"Power up! Slash Claw!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 Q 1 A_CountDown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"SlashClawWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"SlashClawWepC\",1)\nstop\n}\n}\n\nactor AirShooterWepDropped : WepGiver //replaces AirShooterWep\n{\ninventory.pickupmessage \"Power up! Air Shooter!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP G 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"AirShooterWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"AirShooterWepC\",1)\nstop\n}\n}\n\nactor AtomicFireWepDropped : WepGiver //replaces AtomicFireWep\n{\ninventory.pickupmessage \"Power up! Atomic Fire!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP E 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"AtomicFireWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"AtomicFireWepC\",1)\nstop\n}\n}\n\nactor BalladeCrackerWepDropped : WepGiver //replaces BalladeCrackerWep\n{\ninventory.pickupmessage \"Power up! Ballade Cracker!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 C 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"BalladeCrackerWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"BalladeCrackerWepC\",1)\nstop\n}\n}\n\nactor BlizzardAttackWepDropped : WepGiver //replaces BlizzardAttackWep\n{\ninventory.pickupmessage \"Power up! Blizzard Attack!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP W 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"BlizzardAttackWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"BlizzardAttackWepC\",1)\nstop\n}\n}\n\nactor BubbleLeadWepDropped : WepGiver //replaces BubbleLeadWep\n{\ninventory.pickupmessage \"Power up! Bubble Lead!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP D 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"BubbleLeadWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"BubbleLeadWepC\",1)\nstop\n}\n}\n\nactor CentaurFlashWepDropped : WepGiver //replaces CentaurFlashWep\n{\ninventory.pickupmessage \"Power up! Centaur Flash!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 G 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"CentaurFlashWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"CentaurFlashWepC\",1)\nstop\n}\n}\n\nactor ChargeKickWepDropped : WepGiver //replaces ChargeKickWep\n{\ninventory.pickupmessage \"Power up! Charge Kick!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 E 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"ChargeKickWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"ChargeKickWepC\",1)\nstop\n}\n}\n\nactor CrashBombWepDropped : WepGiver //replaces CrashBombWep\n{\ninventory.pickupmessage \"Power up! Crash Bomb!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 C 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"CrashBombWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"CrashBombWepC\",1)\nstop\n}\n}\n\nactor CrystalEyeWepDropped : WepGiver //replaces CrystalEyeWep\n{\ninventory.pickupmessage \"Power up! Crystal Eye!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 N 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"CrystalEyeWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"CrystalEyeWepC\",1)\nstop\n}\n}\n\nactor DiveMissileWepDropped : WepGiver //replaces DiveMissileWep\n{\ninventory.pickupmessage \"Power up! Dive Missile!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 S 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"DiveMissileWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"DiveMissileWepC\",1)\nstop\n}\n}\n\nactor DrillBombWepDropped : WepGiver //replaces DrillBombWep\n{\ninventory.pickupmessage \"Power up! Drill Bomb!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP V 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"DrillBombWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"DrillBombWepC\",1)\nstop\n}\n}\n\nactor DustCrusherWepDropped : WepGiver //replaces DustCrusherWep\n{\ninventory.pickupmessage \"Power up! Dust Crusher!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 K 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"DustCrusherWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"DustCrusherWepC\",1)\nstop\n}\n}\n\nactor FireStormWepDropped : WepGiver //replaces FireStormWep\n{\ninventory.pickupmessage \"Power up! Fire Storm!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP Y 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"FireStormWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"FireStormWepC\",1)\nstop\n}\n}\n\nactor FlameBlastWepDropped : WepGiver //replaces FlameBlastWep\n{\ninventory.pickupmessage \"Power up! Flame Blast!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 P 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"FlameBlastWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"FlameBlastWepC\",1)\nstop\n}\n}\n\nactor FlashStopperWepDropped : WepGiver //replaces FlashStopperGiver\n{\ninventory.pickupmessage \"Power up! Flash Stopper!\"\nreactiontime 875\ninventory.respawntics 1800\nStates\n{\nSpawn:\nWEA3 E 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"FlashStopperWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"FlashStopperWepC\",1)\nstop\n}\n}\n\nactor FreezeCrackerWepDropped : WepGiver //replaces FreezeCrackerWep\n{\ninventory.pickupmessage \"Power up! Freeze Cracker!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 O 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"FreezeCrackerWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"FreezeCrackerWepC\",1)\nstop\n}\n}\n\nactor GeminiLaserWepDropped : WepGiver //replaces GeminiLaserWep\n{\ninventory.pickupmessage \"Power up! Gemini Laser!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP M 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"GeminiLaserWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"GeminiLaserWepC\",1)\nstop\n}\n}\n\nactor GravityHoldWepDropped : WepGiver //replaces GravityHoldWep\n{\ninventory.pickupmessage \"Power up! Gravity Hold!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 F 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"GravityHoldWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"GravityHoldWepC\",1)\nstop\n}\n}\n\nactor GyroAttackWepDropped : WepGiver //replaces GyroAttackWep\n{\ninventory.pickupmessage \"Power up! Gyro Attack!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 I 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"GyroAttackWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"GyroAttackWepC\",1)\nstop\n}\n}\n\nactor HardKnuckleWepDropped : WepGiver //replaces HardKnuckleWep\n{\ninventory.pickupmessage \"Power up! Hard Knuckle!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP T 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"HardKnuckleWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"HardKnuckleWepC\",1)\nstop\n}\n}\n\nactor HyperBombWepDropped : WepGiver //replaces HyperBombWep\n{\ninventory.pickupmessage \"Power up! Hyper Bomb!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP H 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"HyperBombWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"HyperBombWepC\",1)\nstop\n}\n}\n\nactor IceSlasherWepDropped : WepGiver //replaces IceSlasherWep\n{\ninventory.pickupmessage \"Power up! Ice Slasher!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP P 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"IceSlasherWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"IceSlasherWepC\",1)\nstop\n}\n}\n\nactor KnightCrushWepDropped : WepGiver //replaces KnightCrushWep\n{\ninventory.pickupmessage \"Power up! Knight Crush!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 W 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"KnightCrushWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"KnightCrushWepC\",1)\nstop\n}\n}\n\nactor LeafShieldWepDropped : WepGiver //replaces LeafShieldWep\n{\ninventory.pickupmessage \"Power up! Leaf Shield!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP F 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"LeafShieldWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"LeafShieldWepC\",1)\nstop\n}\n}\n\nactor MagnetMissileWepDropped : WepGiver //replaces MagnetMissileWep\n{\ninventory.pickupmessage \"Power up! Magnet Missile!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP I 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"MagnetMissileWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"MagnetMissileWepC\",1)\nstop\n}\n}\n\nactor MetalBladeWepDropped : WepGiver //replaces MetalBladeWep\n{\ninventory.pickupmessage \"Power up! Metal Blade!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP S 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"MetalBladeWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"MetalBladeWepC\",1)\nstop\n}\n}\n\nactor MirrorBusterWepDropped : WepGiver //replaces MirrorBusterWep\n{\ninventory.pickupmessage \"Power up! Mirror Buster!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 H 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"MirrorBusterWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"MirrorBusterWepC\",1)\nstop\n}\n}\n\nactor NapalmBombWepDropped : WepGiver //replaces NapalmBombWep\n{\ninventory.pickupmessage \"Power up! Napalm Bomb!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP C 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"NapalmBombWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"NapalmBombWepC\",1)\nstop\n}\n}\n\nactor NeedleCannonWepDropped : WepGiver //replaces NeedleCannonWep\n{\ninventory.pickupmessage \"Power up! Needle Cannon!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP L 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"NeedleCannonWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"NeedleCannonWepC\",1)\nstop\n}\n}\n\nactor PharaohShotWepDropped : WepGiver //replaces PharaohShotWep\n{\ninventory.pickupmessage \"Power up! Pharaoh Shot!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 L 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"PharaohShotWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"PharaohShotWepC\",1)\nstop\n}\n}\n\nactor PlantBarrierWepDropped : WepGiver //replaces PlantBarrierWep\n{\ninventory.pickupmessage \"Power up! Plant Barrier!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 T 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"PlantBarrierWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"PlantBarrierWepC\",1)\nstop\n}\n}\n\nactor PowerStoneWepDropped : WepGiver //replaces PowerStoneWep\n{\ninventory.pickupmessage \"Power up! Power Stone!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 J 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"PowerStoneWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"PowerStoneWepC\",1)\nstop\n}\n}\n\nactor QuickBoomerangWepDropped : WepGiver //replaces QuickBoomerangWep\n{\ninventory.pickupmessage \"Power up! Quick Boomerang!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP Z 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"QuickBoomerangWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"QuickBoomerangWepC\",1)\nstop\n}\n}\n\nactor RainFlushWepDropped : WepGiver //replaces RainFlushWep\n{\ninventory.pickupmessage \"Power up! Rain Flush!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 Y 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"RainFlushWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"RainFlushWepC\",1)\nstop\n}\n}\n\nactor RingBoomerangWepDropped : WepGiver //replaces RingBoomerangWep\n{\ninventory.pickupmessage \"Power up! Ring Boomerang!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 H 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"RingBoomerangWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"RingBoomerangWepC\",1)\nstop\n}\n}\n\nactor RollingCutterWepDropped : WepGiver //replaces RollingCutterWep\n{\ninventory.pickupmessage \"Power up! Rolling Cutter!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 F 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"RollingCutterWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"RollingCutterWepC\",1)\nstop\n}\n}\n\nactor SakugarneWepDropped : WepGiver //replaces SakugarneGiver\n{\ninventory.pickupmessage \"Power up! Sakugarne!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 Z 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"SakugarneWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"SakugarneWepC\",1)\nstop\n}\n}\n\nactor ScrewCrusherWepDropped : WepGiver //replaces ScrewCrusherWep\n{\ninventory.pickupmessage \"Power up! Screw Crusher!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 D 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"ScrewCrusherWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"ScrewCrusherWepC\",1)\nstop\n}\n}\n\nactor SearchSnakeWepDropped : WepGiver //replaces SearchSnakeWep\n{\ninventory.pickupmessage \"Power up! Search Snake!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP K 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"SearchSnakeWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"SearchSnakeWepC\",1)\nstop\n}\n}\n\nactor ShadowBladeWepDropped : WepGiver //replaces ShadowBladeWep\n{\ninventory.pickupmessage \"Power up! Shadow Blade!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP A 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"ShadowBladeWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"ShadowBladeWepC\",1)\nstop\n}\n}\n\nactor SilverTomahawkWepDropped : WepGiver //replaces SilverTomahawkWep\n{\ninventory.pickupmessage \"Power up! Silver Tomahawk!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 U 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"SilverTomahawkWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"SilverTomahawkWepC\",1)\nstop\n}\n}\n\nactor SkullBarrierWepDropped : WepGiver //replaces SkullBarrierWep\n{\ninventory.pickupmessage \"Power up! Skull Barrier!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 O 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"SkullBarrierWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"SkullBarrierWepC\",1)\nstop\n}\n}\n\nactor SparkShockWepDropped : WepGiver //replaces SparkShockWep\n{\ninventory.pickupmessage \"Power up! Spark Shock!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 G 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"SparkShockWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"SparkShockWepC\",1)\nstop\n}\n}\n\nactor StarCrashWepDropped : WepGiver //replaces StarCrashWep\n{\ninventory.pickupmessage \"Power up! Star Crash!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 X 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"StarCrashWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"StarCrashWepC\",1)\nstop\n}\n}\n\nactor SuperArmWepDropped : WepGiver //replaces SuperArmWep\n{\ninventory.pickupmessage \"Power up! Super Arm!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP O 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"SuperArmWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"SuperArmWepC\",1)\nstop\n}\n}\n\nactor ThunderBeamWepDropped : WepGiver //replaces ThunderBeamWep\n{\ninventory.pickupmessage \"Power up! Thunder Beam!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP R 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"ThunderBeamWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"ThunderBeamWepC\",1)\nstop\n}\n}\n\nactor TimeStopperWepDropped : WepGiver //replaces TimeStopperGiver\n{\ninventory.pickupmessage \"Power up! Time Stopper!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP N 0\nWEAP N 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==1,\"Death\")\nWEAP N 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEAP N 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"TimeStopperWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"TimeStopperWepC\",1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor TopSpinWepDropped : WepGiver //replaces TopSpinWep\n{\ninventory.pickupmessage \"Power up! Top Spin!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEAP J 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"TopSpinWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"TopSpinWepC\",1)\nstop\n}\n}\n\nactor WaterWaveWepDropped : WepGiver //replaces WaterWaveWep\n{\ninventory.pickupmessage \"Power up! Water Wave!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 M 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WaterWaveWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"WaterWaveWepC\",1)\nstop\n}\n}\n\nactor WindStormWepDropped : WepGiver //replaces WindStormWep\n{\ninventory.pickupmessage \"Power up! Wind Storm!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 V 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WindStormWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"WindStormWepC\",1)\nstop\n}\n}\n\nactor YamatoSpearWepDropped : WepGiver //replaces YamatoSpearWep\n{\ninventory.pickupmessage \"Power up! Yamato Spear!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 R 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"YamatoSpearWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"YamatoSpearWepC\",1)\nstop\n}\n}\n\nactor OilSliderWepDropped : WepGiver //replaces OilSliderWep\n{\ninventory.pickupmessage \"Power up! Oil Slider!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA7 J 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"OilSliderWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"OilSliderWepC\",1)\nstop\n}\n}\n\nactor TimeSlowWepDropped : WepGiver //replaces TimeSlowWep\n{\ninventory.pickupmessage \"Power up! Time Slow!\"\nreactiontime 875\nStates\n{\nSpawn:\nSLOT X 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"TimeSlowWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"TimeSlowWepC\",1)\nstop\n}\n}\n\nactor MegaBallWepDropped : WepGiver //replaces MegaBallWep\n{\ninventory.pickupmessage \"Power up! Mega Ball!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 D 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"MegaBallWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"MegaBallWepC\",1)\nstop\n}\n}\n\nactor AstroCrushWepDropped : WepGiver //replaces AstroCrushWep\n{\ninventory.pickupmessage \"Power up! Astro Crush!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 E 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"AstroCrushWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"AstroCrushWepC\",1)\nstop\n}\n}\n\nactor FlameSwordWepDropped : WepGiver //replaces FlameSwordWep\n{\ninventory.pickupmessage \"Power up! Flame Sword!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 F 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"FlameSwordWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"FlameSwordWepC\",1)\nstop\n}\n}\n\nactor FlashBombWepDropped : WepGiver //replaces FlashBombWep\n{\ninventory.pickupmessage \"Power up! Flash Bomb!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 B 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"FlashBombWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"FlashBombWepC\",1)\nstop\n}\n}\n\nactor HomingSniperWepDropped : WepGiver //replaces HomingSniperWep\n{\ninventory.pickupmessage \"Power up! Homing Sniper!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 H 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"HomingSniperWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"HomingSniperWepC\",1)\nstop\n}\n}\n\nactor IceWaveWepDropped : WepGiver //replaces IceWaveWep\n{\ninventory.pickupmessage \"Power up! Ice Wave!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 A 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"IceWaveWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"IceWaveWepC\",1)\nstop\n}\n}\n\nactor ThunderClawWepDropped : WepGiver //replaces ThunderClawWep\n{\ninventory.pickupmessage \"Power up! Thunder Claw!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 G 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"ThunderClawWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"ThunderClawWepC\",1)\nstop\n}\n}\n\nactor TornadoHoldWepDropped : WepGiver //replaces TornadoHoldWep\n{\ninventory.pickupmessage \"Power up! Tornado Hold!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 C 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"TornadoHoldWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"TornadoHoldWepC\",1)\nstop\n}\n}\n\nactor WaterBalloonWepDropped : WepGiver //replaces WaterBalloonWep\n{\ninventory.pickupmessage \"Power up! Water Balloon!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 I 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WaterBalloonWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"WaterBalloonWepC\",1)\nstop\n}\n}\n\nactor TenguBladeWepDropped : WepGiver //replaces TenguBladeWep\n{\ninventory.pickupmessage \"Power up! Tengu Blade!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 I 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"TenguBladeWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"TenguBladeWepC\",1)\nstop\n}\n}\n\nactor WaveBurnerWepDropped : WepGiver //replaces WaveBurnerWep\n{\ninventory.pickupmessage \"Power up! Wave Burner!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 I 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WaveBurnerWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"WaveBurnerWepC\",1)\nstop\n}\n}\n\nactor SpreadDrillWepDropped : WepGiver //replaces SpreadDrillWep\n{\ninventory.pickupmessage \"Power up! Spread Drill!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 I 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"SpreadDrillWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"SpreadDrillWepC\",1)\nstop\n}\n}\n\nactor CopyVisionWepDropped : WepGiver //replaces CopyVisionWep\n{\ninventory.pickupmessage \"Power up! Copy Vision!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 I 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"CopyVisionWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"CopyVisionWepC\",1)\nstop\n}\n}\n\nactor MagicCardWepDropped : WepGiver //replaces MagicCardWep\n{\ninventory.pickupmessage \"Power up! Magic Card!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 I 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"MagicCardWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"MagicCardWepC\",1)\nstop\n}\n}\n\nactor RemoteMineWepDropped : WepGiver //replaces RemoteMineWep\n{\ninventory.pickupmessage \"Power up! Remote Mine!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 I 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"RemoteMineWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"RemoteMineWepC\",1)\nstop\n}\n}\n\nactor IceWallWepDropped : WepGiver //replaces IceWallWep\n{\ninventory.pickupmessage \"Power up! Ice Wall!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 I 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"IceWallWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"IceWallWepC\",1)\nstop\n}\n}\n\nactor LightningBoltWepDropped : WepGiver //replaces LightningBoltWep\n{\ninventory.pickupmessage \"Power up! Lightning Bolt!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 I 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"LightningBoltWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"LightningBoltWepC\",1)\nstop\n}\n}\n\nactor ProtoUpgradeDropped : WepGiver //replaces ProtoUpgrade\n{\ninventory.pickupmessage \"Support Item! Proto Upgrade!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA2 Q 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WaterBalloonWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"ProtoUpgradeC\",1)\nstop\n}\n}\n\nactor BassUpgradeDropped : WepGiver //replaces BassUpgrade\n{\ninventory.pickupmessage \"Support Item! Bass Upgrade!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 A 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WaterBalloonWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"BassUpgradeC\",1)\nstop\n}\n}\n\nactor AdaptorUpgradeDropped : WepGiver //replaces AdaptorUpgrade\n{\ninventory.pickupmessage \"Support Item! Super Adaptor Upgrade!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA3 P 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WaterBalloonWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"AdaptorUpgradeC\",1)\nstop\n}\n}\n\nactor LaserBusterUpgradeDropped : WepGiver //replaces LaserBusterUpgrade\n{\ninventory.pickupmessage \"Support Item! Super Adaptor Upgrade!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 K 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WaterBalloonWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"LaserBusterUpgradeC\",1)\nstop\n}\n}\n\nactor ArrowBusterUpgradeDropped : WepGiver //replaces ArrowBusterUpgrade\n{\ninventory.pickupmessage \"Support Item! Arrow Buster Upgrade!\"\nreactiontime 875\nStates\n{\nSpawn:\nWEA4 L 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WaterBalloonWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"ArrowBusterUpgradeC\",1)\nstop\n}\n}\n\nactor DuoFistUpgradeDropped : WepGiver //replaces DuoFistUpgrade\n{\ninventory.pickupmessage \"Support Item! Duo Fist Upgrade!\"\nreactiontime 875\nStates\n{\nSpawn:\nDUOF A 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WaterBalloonWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"DuoFistUpgradeC\",1)\nstop\n}\n}\n\nactor PulseLaserBlasterDropped : WepGiver //replaces Pulse Laser Blaster\n{\ninventory.pickupmessage \"Power up! Pulse Laser Blaster!\"\nreactiontime 875\nStates\n{\nSpawn:\nCHIP W 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"LemonDropWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"PulseLaserBlasterWepC\",1)\nstop\n}\n}\n\nactor CloneSummonDropped : WepGiver\n{\ninventory.pickupmessage \"Power up! Ninja Vanish!\"\nreactiontime 875\nStates\n{\nSpawn:\nRYUW W 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"LemonDropWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"CloneSummonWepC\",1)\nstop\n}\n}\n\nactor StarScatterDropped : WepGiver\n{\ninventory.pickupmessage \"Power up! Star Scatter!\"\nreactiontime 875\nStates\n{\nSpawn:\nSTSC A 1 A_Countdown\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"LemonDropWepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"StarScatterWepC\",1)\nstop\n}\n}\n\n/*\nactor WepDropped : WepGiver //replaces Wep\n{\ninventory.pickupmessage \"Power up! !\"\nStates\n{\nSpawn:\nWEAP O 1\nloop\nPickup:\n//DUST B 0 A_JumpIfInventory(\"WepC\", 1, \"WFail\")\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, \"Mega\")\nDUST B 0\nfail\nWFail:\nDUST B 0\nfail\nMega:\nDUST B 0 A_GiveInventory(\"WepC\",1)\nstop\n}\n}\n*/"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Misc/WeaponReplacer.txt",
        "contents": "actor MegaBusterC : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o was bombed by %k's Mega Buster.\"\nInventory.Pickupmessage \"You got the Mega Buster!\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 A_JumpIfInventory(\"BusterGiven\",1,\"TakeBusters\")\nGoto Ready2\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBuster\", 1)\nGoto Ready2\nReady2:\nBUST B 0 ACS_ExecuteAlways(998,0,0)\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 2 A_WeaponReady\nGoto Ready2+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 0 A_JumpIfNoAmmo(\"Hold\")\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nBUST B 1 A_TakeInventory(\"WeaponCharge\",999)\nBUST CD 2\nBUST B 1\nBUST B 0 A_Refire\ngoto Ready2+2\nFire2:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST C 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST C 0 A_FireCustomMissile(\"MegaShot2\",0,0,8,0)\nBUST CD 3\nBUST B 0 A_Refire\ngoto Ready2+2\nFire3:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0\nBUST C 0 ACS_ExecuteAlways(991,0,0)\nBUST C 0 A_FireCustomMissile(\"MegaShot3\",0,0,8,0)\nBUST CCD 3 A_ChangeVelocity(-3, 0, 0, CVF_RELATIVE)\nBUST C 9\nBUST B 0 A_Refire\ngoto Ready2+2\nHold:\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",18,\"Charge\")\nBUST B 1 A_GiveInventory(\"WeaponCharge\",1)\nBUST B 0 A_Refire\nGoto Ready2+2\nCharge:\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",19,\"Charge1\")\nBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nGoto Charge1\nCharge1:\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nLBST H 1 ACS_ExecuteAlways(991,0,106)\nBUST B 1 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_GiveInventory(\"WeaponCharge\",1)\nCHBU H 0 A_Refire\nGoto Fire2\nBotFire:\nBUST B 0 A_Jump(16, \"Fire3\")\nCHBU H 0 A_Refire\nGoto Fire3\nCharge2:\nLBST I 1 ACS_ExecuteAlways(991,0,107)\nBUST B 1 ACS_ExecuteAlways(991,0,0)\nLBST I 1 ACS_ExecuteAlways(991,0,107)\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\", 35, 3)\nBUST B 0 A_GiveInventory(\"WeaponCharge\",1)\nBUST B 0 A_GunFlash\nBUST B 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nBUST B 0 A_Refire\nGoto Fire3\nFlash:\nTNT1 H 5 A_PlaySoundEx(\"weapon/coilcharge\", \"Weapon\")\nTNT1 H 0 A_JumpIfInventory(\"WeaponCharge\",1,\"Flash\")\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor BaseDecorativeActor\n{\nscale 2.5\n+NOGRAVITY\n+CLIENTSIDEONLY\n+NONETID\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nstop\n}\n}\n\nactor TurbomanSmoke : BaseDecorativeActor\n{\nstates\n{\nSpawn:\nGRES GFE 2\nstop\n}\n}\n\nactor SlideThrust : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nPickup:\n//TNT1 A 0 A_JumpIf(Momz>0,\"Down\")\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 A_Recoil(-24)\nstop\nDown:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 A_Recoil(-24)\nstop\n}\n}\n\nactor MegaSlide : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor TimeStopperGiverC : TimeStopperGiver replaces TimeStopperGiver\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"TimeStopperWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TimeStopperWepC\",1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor FlashStopperGiverC : FlashStopperGiver replaces FlashStopperGiver\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"FlashStopperWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FlashStopperWepC\",1)\nstop\nfail\nDUST B 0\nstop\n}\n}\n\nactor SkullBarrierGiverC : SkullBarrierGiver replaces SkullBarrierGiver\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"SkullBarrierWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SkullBarrierWepC\",1)\nstop\n}\n}\n\nactor SakugarneGiverC : SakugarneGiver replaces SakugarneGiver\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"SakugarneWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SakugarneWepC\",1)\nstop\n}\n}\n\nactor OilSliderWepC : OilSliderWep //replaces OilSliderWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor TimeSlowWepC : TimeSlowWep //replaces TimeSlowWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor AstroCrushWepC : AstroCrushWep //replaces AstroCrushWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor ChargeKickWepC : ChargeKickWep //replaces ChargeKickWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nFire:\nCKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCKIC C 0 A_GiveInventory(\"MegaSlide\",1)\nCKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nCKIC C 0 SetPlayerProperty(0,1,0)\nCKIC C 2 A_ChangeVelocity(25,0,momz,CVF_RELATIVE|CVF_REPLACE)//A_Recoil(-20)\nCKIC B 2 A_FireCustomMissile(\"ChargeKick\",0,1,0,0)\nCKIC A 8 SetPlayerProperty(0,0,0)\nCKIC B 5\nCKIC C 5\nCKIC C 0 A_Refire\nCKIC C 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready+1\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor LeafShieldWepC : LeafShieldWep //replaces LeafShieldWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor JunkShieldWepC : JunkShieldWep //replaces JunkShieldWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor StarCrashWepC : StarCrashWep //replaces StarCrashWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor SuperArmWepC : SuperArmWep //replaces SuperArmWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor SkullBarrierWepC : SkullBarrierWep //replaces SkullBarrierWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor PlantBarrierWepC : PlantBarrierWep //replaces PlantBarrierWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor ScorchWheelWepC : ScorchWheelWep //replaces ScorchWheelWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor DangerWrapWepC : DangerWrapWep //replaces DangerWrapWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor NoiseCrushWepC : NoiseCrushWep //replaces NoiseCrushWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor ThunderBoltWepC : ThunderBoltWep //replaces ThunderBoltWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor WildCoilWepC : WildCoilWep //replaces WildCoilWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor SlashClawWepC : SlashClawWep //replaces SlashClawWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor AirShooterWepC : AirShooterWep //replaces AirShooterWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor AtomicFireWepC : AtomicFireWep //replaces AtomicFireWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor BalladeCrackerWepC : BalladeCrackerWep //replaces BalladeCrackerWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor BlizzardAttackWepC : BlizzardAttackWep //replaces BlizzardAttackWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor BubbleLeadWepC : BubbleLeadWep //replaces BubbleLeadWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor CentaurFlashWepC : CentaurFlashWep //replaces CentaurFlashWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor CrashBombWepC : CrashBombWep //replaces CrashBombWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor CrystalEyeWepC : CrystalEyeWep //replaces CrystalEyeWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor DiveMissileWepC : DiveMissileWep //replaces DiveMissileWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor DrillBombWepC : DrillBombWep //replaces DrillBombWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor DustCrusherWepC : DustCrusherWep //replaces DustCrusherWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor FireStormWepC : FireStormWep //replaces FireStormWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor FlameBlastWepC : FlameBlastWep //replaces FlameBlastWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor FlashStopperWepC : FlashStopperWep //replaces FlashStopperWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor FreezeCrackerWepC : FreezeCrackerWep //replaces FreezeCrackerWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor GeminiLaserWepC : GeminiLaserWep //replaces GeminiLaserWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor GravityHoldWepC : GravityHoldWep //replaces GravityHoldWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor GyroAttackWepC : GyroAttackWep //replaces GyroAttackWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor HardKnuckleWepC : HardKnuckleWep //replaces HardKnuckleWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n\n}\n}\n\nactor HyperBombWepC : HyperBombWep //replaces HyperBombWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor IceSlasherWepC : IceSlasherWep //replaces IceSlasherWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor KnightCrushWepC : KnightCrushWep //replaces KnightCrushWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor MagnetMissileWepC : MagnetMissileWep //replaces MagnetMissileWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor MetalBladeWepC : MetalBladeWep //replaces MetalBladeWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor MirrorBusterWepC : MirrorBusterWep //replaces MirrorBusterWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor NapalmBombWepC : NapalmBombWep //replaces NapalmBombWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor NeedleCannonWepC : NeedleCannonWep //replaces NeedleCannonWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor PharaohShotWepC : PharaohShotWep //replaces PharaohShotWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor PowerStoneWepC : PowerStoneWep //replaces PowerStoneWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor QuickBoomerangWepC : QuickBoomerangWep //replaces QuickBoomerangWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor RainFlushWepC : RainFlushWep //replaces RainFlushWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor RingBoomerangWepC : RingBoomerangWep //replaces RingBoomerangWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor RollingCutterWepC : RollingCutterWep //replaces RollingCutterWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor SakugarneWepC : SakugarneWep //replaces SakugarneWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor ScrewCrusherWepC : ScrewCrusherWep //replaces ScrewCrusherWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor SearchSnakeWepC : SearchSnakeWep //replaces SearchSnakeWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor ShadowBladeWepC : ShadowBladeWep //replaces ShadowBladeWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor SilverTomahawkWepC : SilverTomahawkWep //replaces SilverTomahawkWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor SparkShockWepC : SparkShockWep //replaces SparkShockWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor ThunderBeamWepC : ThunderBeamWep //replaces ThunderBeamWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor TimeStopperWepC : TimeStopperWep //replaces TimeStopperWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nTimeStop:\nTIMS A 9 A_TakeInventory(\"TimeStopperAmmo\",1)\nTIMS A 0 A_JumpIfInventory(\"TimeStopperAmmo\",1,\"TimeStop\")\nTIMS A 0 ACS_Terminate(986,0)\nTIMS A 2 ACS_Execute(987,0)\n//TIMS A 3 ACS_Execute(587,0)\nGoto Ready\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor TopSpinWepC : TopSpinWep //replaces TopSpinWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor WaterWaveWepC : WaterWaveWep //replaces WaterWaveWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor WindStormWepC : WindStormWep //replaces WindStormWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor YamatoSpearWepC : YamatoSpearWep //replaces YamatoSpearWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor MegaBallWepC : MegaBallWep //replaces MegaBallWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor FlameSwordWepC : FlameSwordWep //replaces FlameSwordWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor FlashBombWepC : FlashBombWep //replaces FlashBombWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor HomingSniperWepC : HomingSniperWep //replaces HomingSniperWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor IceWaveWepC : IceWaveWep //replaces IceWaveWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor ThunderClawWepC : ThunderClawWep //replaces ThunderClawWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor TornadoHoldWepC : TornadoHoldWep //replaces TornadoHoldWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor WaterBalloonWepC : WaterBalloonWep //replaces WaterBalloonWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor LightningBoltWepC : LightningBoltWep //replaces LightningBoltWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor IceWallWepC : IceWallWep //replaces IceWallWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor RemoteMineWepC : RemoteMineWep //replaces RemoteMineWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor MagicCardWepC : MagicCardWep //replaces MagicCardWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor CopyVisionWepC : CopyVisionWep //replaces CopyVisionWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor CopyVision\n{\nTranslation \"192:192=201:201\", \"198:198=110:110\"\nPROJECTILE\nRenderStyle \"Translucent\"\nAlpha 0.75\nscale 2.5\n+THRUGHOST\n+RIPPER\n+NOCLIP\n+DONTBLAST\nhealth 9999\nRadius 32\nHeight 32\nDamage (0)\nreactiontime 40\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/copyvision\", \"weapon\")\nTNT1 A 0 ACS_ExecuteAlways(259, 0, 0)\nCOPY FGHI 2\nGoto Shooting\nShooting:\nPLAY F 2 A_GiveToTarget(\"TargetMarker\", 1)\nPLAY F 2 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100, 32)\nPLAY F 2 A_CustomMissile(\"CopyShot\",32,0,Random(-3, 3),2,-pitch)//Thing_ProjectileAimed(0, 201, 192, ACS_ExecuteWithResult(257)+100, 0)\nPLAY F 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nPLAY F 0 A_Countdown\nLoop\nDeath:\nTNT1 A 0 A_TakeFromTarget(\"CopyVisionFlag\", 1)\nCOPY IJK 3\nStop\n}\n}\n\nactor SpreadDrillWepC : SpreadDrillWep //replaces SpreadDrillWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor WaveBurnerWepC : WaveBurnerWep //replaces WaveBurnerWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor TenguBladeWepC : TenguBladeWep //replaces TenguBladeWep\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor ProtoUpgradeC : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Proto Upgrade!\"\ninventory.icon \"PROTUP\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA2 Q 0\nWEA2 Q 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEA2 Q 1\nGoto Spawn + 2\nUse:\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\", 999)\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",2)\nWEA2 Q 0 A_GiveInventory(\"ProtoBusterC\",1)\nWEA2 Q 0 A_SelectWeapon(\"ProtoBusterC\")\nstop\nDeath:\nTNT1 A 0\nStop\n}\n}\n\nactor BassUpgradeC : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Bass Upgrade!\"\ninventory.icon \"BASSUP\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA3 A 1\nloop\nUse:\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\", 999)\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",1)\nWEA3 A 0 A_GiveInventory(\"BassBusterC\",1)\nWEA3 A 0 A_SelectWeapon(\"BassBusterC\")\nstop\n}\n}\n\nactor AdaptorUpgradeC : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Super adaptor Upgrade!\"\ninventory.icon \"ADAPSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA3 P 0\nWEA3 P 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEA3 P 1\nGoto Spawn+2\nUse:\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\", 999)\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",3)\nWEA3 A 0 A_GiveInventory(\"SuperadaptorWepC\",1)\nWEA3 A 0 A_SelectWeapon(\"SuperadaptorWepC\")\nstop\nDeath:\nWEA3 P 1\nstop\n}\n}\n\nactor LaserBusterUpgradeC : CustomInventory\n{\n//$Category MM8BDM-Weapons\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Laser Buster Upgrade!\"\ninventory.icon \"LASERSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA4 K 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEA4 K 1\nloop\nUse:\nARRS I 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\", 999)\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",4)\nARRS I 0 A_GiveInventory(\"LaserBusterC\",1)\nARRS I 0 A_SelectWeapon(\"LaserBusterC\")\nstop\nDeath:\nWEA4 K 1\nstop\n}\n}\n\nactor ArrowBusterUpgradeC : CustomInventory\n{\n//$Category MM8BDM-Weapons\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Arrow Buster Upgrade!\"\ninventory.icon \"ARROWSH\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA4 L 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEA4 L 1\nloop\nUse:\nARRS I 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\", 999)\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",5)\nARRS I 0 A_GiveInventory(\"ArrowBusterC\",1)\nARRS I 0 A_SelectWeapon(\"ArrowBusterC\")\nstop\nDeath:\nWEA4 L 1\nstop\n}\n}\n\nactor DuoFistUpgradeC : CustomInventory\n{\n//$Category MM8BDM-Weapons\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Duo Fist Upgrade!\"\ninventory.icon \"DUOHAND\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nDUOF A 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nDUOF A 1\nloop\nUse:\nDUOF A 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\", 999)\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",6)\nDUOF A 0 A_GiveInventory(\"DuoFistC\",1)\nDUOF A 0 A_SelectWeapon(\"DuoFistC\")\nstop\n}\n}\n\nactor DuoArmPickupC : CustomInventory replaces DuoArmPickup\n{\nTranslation \"192:192=220:220\", \"198:198=195:195\"\nscale 2.5\nInventory.Pickupmessage \"You got the Duo Fist!\"\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nDUOR Y 1\nloop\nPickup:\nTNT1 A 0 A_TakeInventory(\"MegaBusterC\",1)\nTNT1 A 0 A_GiveInventory(\"DuoFistC\",1)\nstop\n}\n}\n\nactor TrebleBoostUpgradeC : CustomInventory\n{\n//$Category MM8BDM-Weapons\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Treble Boost Upgrade!\"\ninventory.icon \"TREBBOO\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nTRBB I 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nTRBB I 1\nloop\nUse:\nTRBB I 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_TakeInventory(\"BusterGiven\", 999)\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",7)\nTRBB I 0 A_GiveInventory(\"TrebleBoostC\",1)\nTRBB I 0 A_GiveInventory(\"TrebleFlightCounter\",28)\nTRBB I 0 A_SelectWeapon(\"TrebleBoostC\")\nstop\nDeath:\nTRBB I 1\nstop\n}\n}\n\nactor ProtoBusterC : ProtoBuster\n{\n}\n\nactor BassBusterC : BassBuster\n{\n}\n\nactor SuperAdaptorWepC : SuperAdaptorWep\n{\n}\n\nactor ArrowBusterC : ArrowBuster\n{\nStates\n{\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor LaserBusterC : LaserBuster\n{\nStates\n{\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(648,0,4,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(648,0,3,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor DuoFistC : DuoFist\n{\n}\n\nactor TrebleBoostC : TrebleBoost\n{\n}\n\nactor MegaShot2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\nObituary \"$OB_MEGABUSTER\"\n//seesound \"weapon/mbuster\"\nSpeed 26\nDamage (20)\nradius 20\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBNEM A 1\ngoto spawn+1\nDeath:\nBNEM A 1\nstop\n}\n}\n\nactor MegaShot3\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\nObituary \"$OB_MEGABUSTER\"\n//seesound \"weapon/mbuster\"\nSpeed 60\nDamage (30)\nradius 20\nheight 20\nscale 2.5\ndamagetype \"ProtoBuster\"\nObituary \"$OB_PROTOBUSTER\"\nStates\n{\nSpawn:\nNMEB A 2\nNMEB B 2 A_ChangeFlag(\"THRUGHOST\", 0)\nNMEB C 2\nNMEB ABC 2\nGoto Spawn+3\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Misc/ClassItems.txt",
        "contents": "actor CanPickAmmo : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor DoubleJump : CustomInventory\n{\nStates\n{\nPickup:\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_ChangeVelocity(momx,momy,10.0,CVF_REPLACE)\nTNT1 A 0 A_GiveInventory(\"JumpCancler\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor CanCopyWeapons : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor CanUseItems : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IsIsaac : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor SpectralTear : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IPECAC : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n\n}actor SpoonBender : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor SpectralTearGiver : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Power up! Spectral Tears!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\nstates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nWEA3 I 0 A_GiveInventory(\"SpectralTear\",1)\nstop\n}\n}\n\nactor IPECACGiver : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Power up! IPECAC!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\nstates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nWEA3 I 0 A_GiveInventory(\"IPECAC\",1)\nstop\n}\n}\n\nactor SpoonBenderGiver : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Power up! Homing Tears!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\nstates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nWEA3 I 0 A_GiveInventory(\"SpoonBender\",1)\nstop\n}\n}\n\nactor RushMarineGiver : CustomInventory Replaces RushMarine\n{\n//Inventory.RespawnTics 210\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Rush Marine!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\nstates\n{\nSpawn:\nWEA2 B 1\nloop\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"RushMarine\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BeatCallGiver : CustomInventory Replaces BeatCall\n{\n//Inventory.RespawnTics 210\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Beat Call!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\nstates\n{\nSpawn:\nWEA3 I 1\nloop\nPickup:\nWEA3 I 0 A_GiveInventory(\"BeatCallCheck\",1)\nstop\n}\n}\n\nactor ExitUnitGiver : CustomInventory replaces ExitUnit\n{\n//Inventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Exit Unit!\"\ninventory.icon \"EXITSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n-FLOATBOB\n+INVBAR\nstates\n{\nSpawn:\nEXIT A 1\nEXIT A 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nEXIT A 1\nGoto Spawn+2\nPickup:\nEXIT A 0 A_GiveInventory(\"ExitUnit\",1)\nstop\nDeath:\nEXIT A 1\nstop\nFailure:\nEXIT A 1\nfail\n}\n}\n\nactor WTankGiver : CustomInventory replaces WTank\n{\ninventory.amount 1\ninventory.maxamount 5\ninventory.pickupmessage \"Support Item! W-Tank!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nEBAL E 0\nEBAL E 0 Thing_ChangeTID(0,999)\nEBAL EH 6\nGoto Spawn+2\nloop\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"WTank\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor MTankGiver : CustomInventory replaces MTank\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! M-Tank!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nEBAL E 0\nEBAL E 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nEBAL E 0 Thing_ChangeTID(0,999)\nEBAL EG 6\nGoto Spawn+3\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"MTankC\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor MTankC : MTank\n{\nStates\n{\nUse: //Protip to all you modders out there: \"Additional\" doesn't work.\nEBAL E 0 A_PlaySound(\"item/energyup\")\nEBAL E 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nEBAL E 0 HealThing(100)\nEBAL E 0 A_GiveInventory(\"BubbleLeadAmmo\",255)\nEBAL E 0 A_GiveInventory(\"LeafShieldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"AtomicFireAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ShadowBladeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"NapalmBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"AirShooterAmmo\",255)\nEBAL E 0 A_GiveInventory(\"HyperBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MagnetMissileAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TopSpinAmmo\",255)\nEBAL E 0 A_GiveInventory(\"NeedleCannonAmmo\",255)\nEBAL E 0 A_GiveInventory(\"GeminiLaserAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SearchSnakeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TimeStopperAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SuperArmAmmo\",255)\nEBAL E 0 A_GiveInventory(\"IceSlasherAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ThunderBeamAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DiveMissileAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MetalBladeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"HardKnuckleAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DrillBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BlizzardAttackAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FireStormAmmo\",255)\nEBAL E 0 A_GiveInventory(\"QuickBoomerangAmmo\",255)\nEBAL E 0 A_GiveInventory(\"CrashBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ChargeKickAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RollingCutterAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RingBoomerangAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SparkShockAmmo\",255)\nEBAL E 0 A_GiveInventory(\"GyroAttackAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PowerStoneAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DustCrusherAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PharaohShotAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SkullBarrierAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WaterWaveAmmo\",255)\nEBAL E 0 A_GiveInventory(\"CrystalEyeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlameBlastAmmo\",255)\nEBAL E 0 A_GiveInventory(\"YamatoSpearAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DiveMissileAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PlantBarrierAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SilverTomahawkAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WindStormAmmo\",255)\nEBAL E 0 A_GiveInventory(\"KnightCrushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"StarCrashAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RainFlushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SakugarneAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BalladeCrackerAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ScrewCrusherAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlashStopperAmmo\",255)\nEBAL E 0 A_GiveInventory(\"GravityHoldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"CentaurFlashAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MirrorBusterAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FreezeCrackerAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DangerWrapAmmo\",255)\nEBAL E 0 A_GiveInventory(\"JunkShieldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ThunderBoltAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SlashClawAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ScorchWheelAmmo\",255)\nEBAL E 0 A_GiveInventory(\"NoiseCrushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WildCoilAmmo\",255)\nEBAL E 0 A_GiveInventory(\"AstroCrushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlameSwordAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ThunderClawAmmo\",255)\nEBAL E 0 A_GiveInventory(\"HomingSniperAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WaterBalloonAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MegaBallAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlashBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"IceWaveAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TornadoHoldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TimeSlowAmmo\",255)\nEBAL E 0 A_GiveInventory(\"OilSliderAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ChipAmmo\",255)\nstop\n}\n}\n\nactor ProtoGiver : CustomInventory replaces ProtoUpgrade\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Proto Upgrade!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEA2 Q 1\nloop\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"ProtoUpgradeC\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BassGiver : CustomInventory replaces BassUpgrade\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Bass Upgrade!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEA3 A 1\nloop\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEA3 A 0 A_GiveInventory(\"BassUpgradeC\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor RushCoilGiver : CustomInventory replaces RushCoil\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Rush Coil!\"\ninventory.icon \"RCOIL\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP B 1\nloop\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"RushCoil\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor RushJetGiver : CustomInventory replaces RushJet\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Rush Jet!\"\ninventory.icon \"RUSHJ\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEA2 B 1\nloop\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"RushJet\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor Item1Giver : CustomInventory replaces Item1\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Item 1!\"\ninventory.icon \"ITEM1\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEA2 A 1\nloop\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"Item1\", 3)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor TrebleBoostGiver : CustomInventory replaces TrebleBoostUpgrade\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Treble Boost Upgrade!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nTRBB I 0\nTRBB I 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nTRBB I 1\nGoto Spawn+2\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"TrebleBoostUpgradeC\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor SuperAdaptorGiver : CustomInventory replaces AdaptorUpgrade\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Super Adaptor!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA3 P 0\nWEA3 P 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEA3 P 1\nGoto Spawn+2\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"AdaptorUpgradeC\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor LaserBusterGiver : CustomInventory replaces LaserBusterUpgrade\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Laser Buster!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA3 P 0\nWEA4 K 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEA4 K 1\nGoto Spawn+2\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"LaserBusterUpgradeC\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ArrowBusterGiver : CustomInventory replaces ArrowBusterUpgrade\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Arrow Buster!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA3 P 0\nWEA4 L 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEA4 L 1\nGoto Spawn+2\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"ArrowBusterUpgradeC\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor DuoFistGiver : CustomInventory replaces DuoFistUpgrade\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Duo Fist!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nDUOF A 0\nDUOF A 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nDUOF A 1\nGoto Spawn+2\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"DuoFistUpgradeC\")\nstop\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor TrebleBoostGiver : CustomInventory replaces TrebleBoostUpgrade\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Treble Boost!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nDUOF A 0\nTRBB I 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nTRBB I 1\nGoto Spawn+2\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"TrebleBoostUpgradeC\")\nstop\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor EddieSummonGiver : CustomInventory replaces EddieSummon\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Eddie Summon!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEAP Q 0\nWEAP Q 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEAP Q 1\nGoto Spawn+2\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"EddieSummon\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor TangoGiver : CustomInventory replaces TangoSummon\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Tango Roll!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA3 B 1\nloop\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"TangoSummon\")\nstop\n}\n}\n\nactor TrebleGiver : CustomInventory replaces TrebleSentry\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Treble Sentry!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nTRBI A 0\nTRBI A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nTRBI A 1\ngoto Spawn+2\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"TrebleSentry\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ETankGiver : CustomInventory replaces ETank\n{\ninventory.amount 1\n//Inventory.RespawnTics 350\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! E-Tank!\"\ninventory.icon \"ETANK\"\nInventory.PickupSound \"item/1up\"\n+INVBAR\n+COUNTITEM\nscale 2.0\nStates\n{\nSpawn:\nEBAL E 0\nEBAL E 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nEBAL E 0 Thing_ChangeTID(0,999)\nEBAL EF 6\nGoto Spawn+3\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"ETankNew\", 1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ETankNew : CustomInventory\n{\ninventory.amount 1\n//Inventory.RespawnTics 350\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! E-Tank!\"\ninventory.icon \"ETANK\"\nInventory.PickupSound \"item/1up\"\n+INVBAR\n+COUNTITEM\nscale 2.0\nStates\n{\nSpawn:\nEBAL E 0\nEBAL E 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nEBAL EF 6\nGoto Spawn+2\nUse:\nEBAL E 0 A_JumpIfHealthLower(100,\"Success\")\nfail\nSuccess:\nEBAL E 0 A_PlaySound(\"item/energyup\")\nEBAL E 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nEBAL E 0 HealThing(100)\nEBAL E 0 A_TakeInventory(\"ETankNew\",1)\nfail\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor WireAdaptorGiver : CustomInventory replaces WireAdaptor\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Wire Adaptor!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWADP A 1\nloop\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"WireAdaptor\",2)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BeatSupportGiver : CustomInventory replaces BeatSupport\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Beat Support!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA4 O 1\nloop\nPickup:\nWEAP Q 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEAP Q 0 A_GiveInventory(\"BeatSupport\")\nstop\n}\n}\n\nactor ReggaeCallGiver : CustomInventory replaces ReggaeCall\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Reggae Call!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA9 Z 1\nloop\nPickup:\nWEA9 Z 0 A_JumpIfInventory(\"CanUseItems\",1,\"Give\")\nfail\nGive:\nWEA9 Z 0 A_GiveInventory(\"ReggaeCall\")\nstop\n}\n}\n\nactor TakeBuster : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 7, \"KeepTreble\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 6, \"KeepDuo\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 5, \"KeepArrow\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 4, \"KeepLaser\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 3, \"KeepAdaptor\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 2, \"KeepProto\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 1, \"KeepBass\")\nGoto Death\nKeepTreble:\n//TNT1 A 0 A_TakeInventory(\"TrebleBoost\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"SuperadaptorWepC\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistC\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterC\",1)\nGoto Death\nKeepDuo:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostC\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"SuperadaptorWepC\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterC\",1)\n//TNT1 A 0 A_TakeInventory(\"DuoFist\",1)\nTNT1 A 0 A_TakeInventory(\"BassBuster\",1)\nGoto Death\nKeepArrow:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostC\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"SuperadaptorWepC\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterC\",1)\n//TNT1 A 0 A_TakeInventory(\"ArrowBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistC\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterC\",1)\nGoto Death\nKeepLaser:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostC\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"SuperadaptorWepC\",1)\n//TNT1 A 0 A_TakeInventory(\"LaserBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistC\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterC\",1)\nGoto Death\nKeepAdaptor:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostC\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterC\",1)\n//TNT1 A 0 A_TakeInventory(\"SuperadaptorWepC\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistC\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterC\",1)\nGoto Death\nKeepProto:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostC\",1)\n//TNT1 A 0 A_TakeInventory(\"ProtoBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"SuperadaptorWepC\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistC\",1)\nTNT1 A 0 A_TakeInventory(\"BassBusterC\",1)\nGoto Death\nKeepBass:\nTNT1 A 0 A_TakeInventory(\"TrebleBoostC\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"SuperadaptorWepC\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBusterC\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFistC\",1)\n//TNT1 A 0 A_TakeInventory(\"BassBusterC\",1)\nGoto Death\nDeath:\nTNT1 A 0 A_TakeInventory(\"BusterGiven\",999)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/TGL/FireballChipWep.txt",
        "contents": "actor FireballChipWep : MegaBuster\n{\nWeapon.AmmoUse 4\nWeapon.AmmoGive 122\nWeapon.SlotNumber 4\nObituary \"%o was incinerated by %k's Fireball.\"\nweapon.ammotype \"ChipAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"FRBLI\"\nScale 2.0\nStates\n{\nSpawn:\nCHIP W 0\nstop\nReady:\nPLSB B 0 ACS_ExecuteAlways(998,0,386)\nPLSB B 1 A_WeaponReady\nGoto Ready+1\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPLSB B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPLSB B 1 A_Raise\nLoop\n\nFire:\nPLSB B 0 //A_JumpIfInventory(\"IsBot\",1,\"BotFire\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",100,\"Fire4\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",60,\"Fire3\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",25,\"Fire2\")\nGoto Fire1\nFire1:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlaster\",0,0,8,0)\nPLSB BB 5\nPLSB B 0 A_Refire\ngoto Ready+1\nFire2:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart3\",0,0,8,0)\nPLSB BB 5\nPLSB B 0 A_Refire\ngoto Ready+1\nFire3:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart4\",0,0,8,0)\nPLSB BB 4\nPLSB B 0 A_Refire\ngoto Ready+1\nFire4:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart5\",0,0,8,0)\nPLSB BB 3\nPLSB B 0 A_Refire\ngoto Ready+1\n\nAltFire:\nPLSB B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\", 20, \"Fireball\")\nGoto Ready+1\nFireball:\nSWFB B 4\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfireball\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"GFireball\",0,0,0,0)\nPLSB B 0 A_TakeInventory(\"ChipAmmo\", 20)\nSWFB A 6\nSWFB BBB 15\nPLSB B 0 A_Refire\nGoto Ready+1\nNoAmmo:\nPLSB B 1\nGoto Ready+1\n}\n}\n\nactor GFireball\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\ndamagetype \"FireballChip\"\nSPEED 34\nRadius 12\nHeight 12\nscale 5.5\ndamage (0)\nStates\n{\nSpawn:\nSWFB CCDDCCDD 1 A_Explode(15,50,0)\nloop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nstop\n}\n}\n\nactor PulseLaserBlaster\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FORCEXYBILLBOARD\nObituary \"%o was pulsed, lasered and blasted by %k's Pulse Laser Blaster.\"\ndamagetype \"PulseLaserBlaster\"\nSpeed 24\nDamage (5)\nradius 6\nheight 6\nscale 2.5\nreactiontime 15\nStates\n{\nSpawn:\nTNT1 A 2\nCHIP A 1\ngoto spawn+1\nDeath:\nCHIP A 1\nstop\n}\n}\n\nactor PulseLaserBlaster2 : PulseLaserBlaster\n{\nSpeed 24\nDamage (1)\n}\n\nactor PulseLaserBlaster3 : PulseLaserBlaster\n{\nSpeed 26\nDamage (1)\n}\n\nactor PulseLaserBlaster4 : PulseLaserBlaster\n{\nSpeed 30\nDamage (1)\n}\n\nactor PulseLaserBlaster5 : PulseLaserBlaster\n{\nSpeed 30\nDamage (1)\n}\n\nactor PulseLaserBlasterStart3\n{\nPROJECTILE\ndamagetype \"Buster\"\nSpeed 30\nDamage (0)\nradius 6\nheight 6\nscale 2.5\nreactiontime 15\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 C 0 A_SpawnItemEx(\"PulseLaserBlaster3\",0, 10, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 C 0 A_SpawnItemEx(\"PulseLaserBlaster3\",0, -10, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 C 0 A_SpawnItemEx(\"PulseLaserBlaster3\",-80, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\ngoto Death\nDeath:\nstop\n}\n}\n\nactor PulseLaserBlasterStart4 : PulseLaserBlasterStart3\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 C 0 A_SpawnItemEx(\"PulseLaserBlaster4\",0, 10, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 C 0 A_SpawnItemEx(\"PulseLaserBlaster4\",0, -10, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 C 0 A_SpawnItemEx(\"PulseLaserBlaster4\",-105, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\ngoto Death\nDeath:\nstop\n}\n}\n\nactor PulseLaserBlasterStart5 : PulseLaserBlasterStart3\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 C 0 A_SpawnItemEx(\"PulseLaserBlaster5\",0, 10, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 C 0 A_SpawnItemEx(\"PulseLaserBlaster5\",0, -10, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 C 0 A_SpawnItemEx(\"PulseLaserBlaster5\",-85, 25, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 C 0 A_SpawnItemEx(\"PulseLaserBlaster5\",-85, -25, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\ngoto Death\nDeath:\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/TGL/GrenadeChipWep.txt",
        "contents": "actor GrenadeChipWep : MegaBuster\n{\nWeapon.AmmoUse 4\nWeapon.AmmoGive 122\nWeapon.SlotNumber 5\nObituary \"%o was blown to bits by %k's Grenade.\"\nweapon.ammotype \"ChipAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"GRNDI\"\nScale 2.0\nStates\n{\nSpawn:\nCHIP W 0\nstop\nReady:\nPLSB B 0 ACS_ExecuteAlways(998,0,386)\nPLSB B 1 A_WeaponReady\nGoto Ready+1\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPLSB B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPLSB B 1 A_Raise\nLoop\n\nFire:\nPLSB B 0 A_JumpIfInventory(\"IsBot\",1,\"BotFire\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",100,\"Fire4\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",60,\"Fire3\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",25,\"Fire2\")\nGoto Fire1\nFire1:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlaster\",0,0,8,0)\nPLSB BB 5\nPLSB B 0 A_Refire\ngoto Ready+1\nFire2:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart3\",0,0,8,0)\nPLSB BB 5\nPLSB B 0 A_Refire\ngoto Ready+1\nFire3:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart4\",0,0,8,0)\nPLSB BB 4\nPLSB B 0 A_Refire\ngoto Ready+1\nFire4:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart5\",0,0,8,0)\nPLSB BB 3\nPLSB B 0 A_Refire\ngoto Ready+1\n\nAltFire:\nPLSB B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\", 28, \"GGrenade\")\nGoto Ready+1\nGGrenade:\nPLSB B 0 A_PlaySoundEx(\"weapon/grenadethrow\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"GGrenade\",0,0,-8,0)\nPLSB B 0 A_TakeInventory(\"ChipAmmo\", 28)\nSWGR ABC  6\nSWGR D 30\nPLSB B 0 A_Refire\nGoto Ready+1\nNoAmmo:\nPLSB B 1 ACS_Execute(979,0)\nGoto Ready+1\n\nBotReady:\nPLSB B 40 A_WeaponReady\nPLSB B 0 A_GiveInventory(\"ChipAmmo\", 1)\nGoto BotReady\n\nBotFire:\nPLSB A 0 A_JumpIfCloser(150,\"BotSaber\")\nPLSB A 0 A_JumpIfCloser(200,\"BotGrenade\")\nPLSB A 0 A_JumpIfCloser(300,\"BotFireball\")\nPLSB A 0 A_JumpIfNoAmmo(\"BotBuster\")\nGoto BotBuster\n\nBotBuster:\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",90,\"Fire4\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",50,\"Fire3\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",15,\"Fire2\")\nGoto BotFire1\nBotFire1:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlaster\",0,0,8,0)\nPLSB B 0 A_GiveInventory(\"ChipAmmo\", 1)\nPLSB BB 7\nPLSB B 0 A_Refire\ngoto BotReady\nBotFire2:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart3\",0,0,8,0)\nPLSB BB 7\nPLSB B 0 A_Refire\ngoto BotReady\nBotFire3:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart4\",0,0,8,0)\nPLSB BB 6\nPLSB B 0 A_Refire\ngoto BotReady\nBotFire4:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart5\",0,0,8,0)\nPLSB BB 5\nPLSB B 0 A_Refire\nGoto BotReady\n\nBotFireball:\nPLSB A 0 A_JumpIfNoAmmo(\"BotBuster\")\nSWFB B 4\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfireball\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"GFireball\",0,0,0,0)\nPLSB B 0 A_TakeInventory(\"ChipAmmo\", 20)\nSWFB A 6\nSWFB BBB 15\nPLSB B 0 A_Refire\nGoto BotReady\n\nBotSaber:\nPLSB A 0 A_JumpIfNoAmmo(\"BotBuster\")\nSWSB B 0 A_PlaySoundEx(\"weapon/lasersword\",\"Weapon\")\nSWSB B 1 A_FireCustomMissile(\"GSaber\",0,0,0,5)\nSWSB B 0 A_TakeInventory(\"ChipAmmo\", 1)\nPLSB B 0 A_Refire\nGoto BotReady\n\nBotGrenade:\nPLSB A 0 A_JumpIfNoAmmo(\"BotBuster\")\nPLSB B 0 A_PlaySoundEx(\"weapon/grenadethrow\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"GGrenade\",0,0,-8,0)\nPLSB B 0 A_TakeInventory(\"ChipAmmo\", 20)\nSWGR ABC 6\nSWGR D 30\nPLSB B 0 A_Refire\nGoto BotReady\n}\n}\n\nactor GGrenadeAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 45\n}\n\nactor GGrenade\n{\nPROJECTILE\ndamagetype \"GrenadeChip\"\nRadius 6\nHeight 7\nscale 2.5\n-NOGRAVITY\nspeed 15\nwallbouncefactor 0.0\nreactiontime 15\nStates\n{\nSpawn:\nSWGR E 0\nSWGR E 0 ThrustThingZ(0, 30, 0, 1)\nSWGR E 0 A_CountDown\nSWGR EFGH 4\nGoto Spawn+2\nDeath:\nSWGR E 0 A_Stop\nSWGR E 0 A_ChangeFlag(\"NOGRAVITY\",1)\nCRAS A 0 A_PlaySound(\"weapon/grenadexplode\")\nSWGR E 0 A_Explode(13, 128, 0)\nTNT1 C 0 A_CustomMissile(\"GGrenadeBit\",0,0,25,2,0)\nTNT1 C 0 A_CustomMissile(\"GGrenadeBit\",0,0,-25,2,0)\nTNT1 C 0 A_CustomMissile(\"GGrenadeBit\",0,0,155,2,0)\nTNT1 C 0 A_CustomMissile(\"GGrenadeBit\",0,0,-155,2,0)\nSWGR I 0 A_PlaySound(\"weapon/grenadexplode\")\nSWGR I 1 A_Explode(4,64,0)\nSWGR IJ  1\nSWGR I 1 A_Explode(4,64,0)\nSWGR IJ 1\nSWGR I 1 A_Explode(4,64,0)\nSWGR IJ 1\nstop\n}\n}\n\nactor GGrenadeBit\n{\nPROJECTILE\ndamagetype \"GrenadeChip\"\nRadius 6\nHeight 7\nscale 2.5\n-NOGRAVITY\nspeed 15\nwallbouncefactor 0.0\nreactiontime 15\nStates\n{\nSpawn:\nTNT1 C 0\nTNT1 C 0 ThrustThingZ(0, 5, 0, 1)\nTNT1 C 0 A_CountDown\nTNT1 C 4\nGoto Spawn+2\nDeath:\nTNT1 C 0 A_Stop\nTNT1 C 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 C 0 A_Explode(5, 128, 0)\nSWGR IJ 1\nSWGR I 1 A_Explode(5,64,0)\nSWGR IJ  1\nSWGR I 1 A_Explode(5,64,0)\nSWGR IJ 1\nSWGR I 1 A_Explode(5,64,0)\nSWGR IJ 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/TGL/SaberLaserChipWep.txt",
        "contents": "actor SaberLaserChipWep : MegaBuster\n{\nWeapon.AmmoUse 4\nWeapon.AmmoGive 122\nWeapon.SlotNumber 2\nObituary \"%o was cut to pieces by %k's Saber Laser.\"//Make this more original\nInventory.Pickupmessage \"Power up! Saber Laser!\"\nweapon.ammotype \"ChipAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"SABLI\"\nScale 2.0\nStates\n{\nSpawn:\nCHIP W 0\nstop\nReady:\nPLSB B 0 ACS_ExecuteAlways(998,0,386)\nPLSB B 1 A_WeaponReady\nGoto Ready+1\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPLSB B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPLSB B 1 A_Raise\nLoop\n\nFire:\nPLSB B 0 //A_JumpIfInventory(\"IsBot\",1,\"BotFire\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",100,\"Fire4\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",60,\"Fire3\")\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\",25,\"Fire2\")\nGoto Fire1\nFire1:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlaster\",0,0,8,0)\nPLSB BB 5\nPLSB B 0 A_Refire\ngoto Ready+1\nFire2:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart3\",0,0,8,0)\nPLSB BB 5\nPLSB B 0 A_Refire\ngoto Ready+1\nFire3:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart4\",0,0,8,0)\nPLSB BB 4\nPLSB B 0 A_Refire\ngoto Ready+1\nFire4:\nPLSB B 0 A_PlaySoundEx(\"weapon/tglfire\",\"Weapon\")\nPLSB B 0 A_FireCustomMissile(\"PulseLaserBlasterStart5\",0,0,8,0)\nPLSB BB 3\nPLSB B 0 A_Refire\ngoto Ready+1\n\nAltFire:\nPLSB B 0 A_JumpIfInventory(\"ChipAmmo\", 1, \"Saber\")\nGoto NoAmmo\nSaber:\nSWSB B 0 A_PlaySoundEx(\"weapon/lasersword\",\"Weapon\")\nSWSB B 1 A_FireCustomMissile(\"GSaber\",0,0,0,8)\nSWSB B 0 A_TakeInventory(\"ChipAmmo\", 2)\nPLSB B 0 A_Refire\nGoto Ready+1\nNoAmmo:\nPLSB B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor ChipAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 122\n}\n\nactor GSaber\n{\nPROJECTILE\nRadius 5\nHeight 5\nscale 2.5\ndamage (2)\ndamagetype \"SaberLaserChip\"\nspeed 17\nStates\n{\nSpawn:\nSBEA AAAAAA 1 A_Explode(3,64,0)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Kain/DragoonLanceWep.txt",
        "contents": "actor DragoonLanceWep : MegaBuster\n{\nWeapon.AmmoUse 3\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nObituary \"$OB_DRAGOONLANCE\"\nInventory.Pickupmessage \"You got Lance!\"\nweapon.ammotype \"DragoonAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEA2 C 1\nloop\nReady:\nDRAG A 0 ACS_ExecuteAlways(998,0,387)\nDRAG A 8 A_WeaponReady\nDRAG B 0 A_GiveInventory(\"DragoonLancetAmmo\",1)\nDRAG A 0 A_GiveInventory(\"DragoonAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nDRAG A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nDRAG A 1 A_Raise\nLoop\nFire:\nDRAG A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nDRAG A 0 A_PlaySoundEx(\"weapon/LanceStab\",\"Weapon\")\nDRAG A 0 A_FireCustomMissile(\"Lance\",0,0,8,0)\nDRAG DD 10\nDRAG E 8\nDRAG A 0 A_Refire\nGoto Ready+1\nAltFire:\nDRAG A 0 A_CheckFloor(\"DragoonJumpCheck\")\nDRAG A 0 A_JumpIf(z-floorz>0, \"DragoonAir\")\nDRAG A 1\nGoto DragoonAir\nGoto Ready+1\nDragoonJumpCheck:\nDRAG A 0 A_JumpIfInventory(\"DragoonAmmo\",28,\"Dragoon\")\nDRAG A 1\nGoto Ready+1\nDragoon:\nDRAG A 0 A_TakeInventory(\"DragoonAmmo\",28)\nDRAG C 4 A_Stop\nDRAG A 0 A_SpawnItemEX(\"DragoonLance\",8,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)\nDRAG A 0 A_PlaySoundEx(\"weapon/DragoonJump\",\"Weapon\")\nDRAG A 0 A_ChangeVelocity(20,0,100, CVF_RELATIVE)\nDRAG C 8 //A_SpawnItemEX(\"DragoonLance\",0,0,-10,0,0,-40)\nGoto Ready+1\nDragoonAir:\nDRAG A 0\nDRAG A 0 A_CheckFloor(\"DragoonFinish\")\nDRAG A 0 A_SpawnItemEX(\"DragoonLance\",8,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)\nDRAG A 0 A_ChangeVelocity(0,0,-100, CVF_RELATIVE)\nDRAG A 0 A_SpawnItemEX(\"DragoonLance\",8,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)\nDRAG D 1 A_CheckFloor(\"DragoonFinish\")\nLoop\nDragoonFinish:\nDRAG B 10\nGoto Ready+1\n\nNoAmmo:\nDRAG B 1 ACS_Execute(979,0)\nDRAG B 0\nGoto Ready+1\n}\n}\n\nactor DragoonLancetWep : MegaBuster\n{\nWeapon.AmmoUse 7\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nObituary \"$OB_DRAGOONLANCET\"\nInventory.Pickupmessage \"You got Lance!\"\nweapon.ammotype \"DragoonLancetAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEA2 C 1\nloop\nReady:\nDRAG B 0 ACS_ExecuteAlways(998,0,387)\nDRAG B 8 A_WeaponReady\nDRAG B 0 A_GiveInventory(\"DragoonLancetAmmo\",1)\nDRAG B 0 A_GiveInventory(\"DragoonAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nDRAG B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nDRAG B 1 A_Raise\nLoop\nFire:\nDRAG B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nDRAG A 0 A_PlaySoundEx(\"weapon/DragoonLancet\",\"Weapon\")\nDRAG B 0 A_FireCustomMissile(\"Lancet\",0,1,8,0)\nDRAG CC 10\nDRAG D 18\nDRAG B 1 A_Refire\nGoto Ready+1\n\nAltFire:\nDRAG A 0 A_CheckFloor(\"DragoonJumpCheck\")\nDRAG A 0 A_JumpIf(z-floorz>0, \"DragoonAir\")\nDRAG A 1\nGoto DragoonAir\nGoto Ready+1\nDragoonJumpCheck:\nDRAG A 0 A_JumpIfInventory(\"DragoonAmmo\",28,\"Dragoon\")\nDRAG A 1\nGoto Ready+1\nDragoon:\nDRAG A 0 A_TakeInventory(\"DragoonAmmo\",28)\nDRAG C 4 A_Stop\nDRAG A 0 A_SpawnItemEX(\"DragoonLance\",8,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)\nDRAG A 0 A_PlaySoundEx(\"weapon/DragoonJump\",\"Weapon\")\nDRAG A 0 A_ChangeVelocity(20,0,100, CVF_RELATIVE)\nDRAG C 8\nGoto Ready+1\nDragoonAir:\nDRAG A 0\nDRAG A 0 A_CheckFloor(\"DragoonFinish\")\nDRAG A 0 A_SpawnItemEX(\"DragoonLance\",8,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)\nDRAG A 0 A_ChangeVelocity(0,0,-100, CVF_RELATIVE)\nDRAG A 0 A_SpawnItemEX(\"DragoonLance\",8,0,-52, momx, momy, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)\nDRAG D 1 A_CheckFloor(\"DragoonFinish\")\nLoop\nDragoonFinish:\nDRAG B 10\nGoto Ready+1\n\nGoto Ready+1\nNoAmmo:\nDRAG B 1 ACS_Execute(979,0)\nDRAG B 0\nGoto Ready+1\n}\n}\n\nactor DragoonAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor DragoonLancetAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor Lancet\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nObituary \"$OB_DRAGOONLANCET\"\ndamagetype \"Lancet\"\nSpeed 33\nDamage (15)\nradius 12\nheight 12\nScale 4.0\nStates\n{\nSpawn:\nLNCT AB 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nloop\nDeath:\nTNT1 A 0\nStop\n}\n}\n\nactor Lance\n{\nPROJECTILE\n+PIERCEARMOR\nRadius 12\nHeight 12\nscale 2.5\ndamage (25)\nObituary \"$OB_DRAGOONLANCE\"\ndamagetype \"Dragoon\"\nspeed 34\nStates\n{\nSpawn:\nDSPR D 0\nDSPR D 1\nDSPR DEF 2\nstop\n}\n}\n\nactor DragoonLance\n{\ndamagetype \"DragoonLance\"\nObituary \"$OB_DRAGOONJUMP\"\nPROJECTILE\n-SOLID\n+NOGRAVITY\nrenderstyle none\nStates\n{\nSpawn:\nPLAY A 0\nPLAY A 4 A_Explode(20,144,0)\nstop\n}\n}\n\n/*actor DragoonLance\n{\nPROJECTILE\ndamage (0)\ndamagetype \"DragoonLance\"\nRadius 30\nHeight 2\nrenderstyle none\nStates\n{\nSpawn:\nTNT1 A 2 A_Explode(60,40,0)\nstop\n}\n}*/\n\nactor JumpShockwave\n{\nPROJECTILE\nStates\n{\nSpawn:\nTNT1 A 0 A_Explode(30,64,0)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,15)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,30)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,45)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,60)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,75)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,90)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,105)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,120)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,135)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,150)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,165)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,180)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,195)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,210)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,225)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,240)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,255)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,270)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,285)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,300)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,315)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,330)\nTNT1 A 0 A_SpawnItemEx(\"ShockwavePart\",0,0,0,18,0,0,345)\nstop\n}\n}\n\nactor ShockwavePart\n{\nPROJECTILE\nScale 2.0\n+FLOORHUGGER\nSpeed 30\nDamage (10)\nDamagetype \"Dragoon\"\nRadius 32\nHeight 32\nStates\n{\nSpawn:\nDUOR T 1 A_FadeOut(0.05)\nloop\n}\n}\n\nactor DragoonHit : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor UsingLancet : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor DragoonJump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor DragoonFall : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Samus/SamusArmCannon.txt",
        "contents": "actor SamusArmCannon : Megabuster\n{\nWeapon.AmmoUse 7\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_LONGBEAM\"\nInventory.Pickupmessage \"You got Samus Arm Cannon!\"\nweapon.ammotype \"MissileAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,388)\nBUST B 0 ACS_ExecuteAlways(530,0,0)//Quick fix to Samus starting speed\nBUST B 0 A_GunFlash\nBUST B 8 A_WeaponReady\nBUST B 0 A_GiveInventory(\"MissileAmmo\",1)\nBUST B 8\nBUST B 0 A_JumpIfInventory(\"MorphBallFlag\",1,\"Ready2\")\nBUST B 0 A_GiveInventory(\"SamusMorphAmmo\",1)\nGoto Ready+3\n\nReady2:\nBUST B 8 A_WeaponReady\nBUST B 0 A_GiveInventory(\"MissileAmmo\",1)\nBUST B 8\nBUST B 0 A_JumpIfInventory(\"MorphBallFlag\",1,\"Ready2\")\nGoto Ready+3\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\n\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\n\nFire:\nBUST B 0 //A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_JumpIfInventory(\"MorphBallFlag\",1,\"MorphFire\")\nBUST B 0 A_PlaySoundEx(\"weapon/ShortBeam\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"LongBeam\",0,0,8,0)\nBUST CD 2\nBUST B 5\nGoto Hold\nHold:\nBUST B 0 A_JumpIfInventory(\"MorphBallFlag\",1,\"MorphFireCheck\")\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",15,\"ShortBeam\")\nBUST B 1 A_GiveInventory(\"WeaponCharge\",1)\nBUST B 0 A_Refire\nGoto NoAmmo\nShortBeam:\nBUST B 0 A_PlaySoundEx(\"weapon/ShortBeam\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SamusUnchargedShot\",0,0,8,0)\nBUST CD 2\nBUST B 1\nBUST B 0 A_Refire\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nGoto Ready+3\n\nMorphFireCheck:\nBUST B 0 A_JumpIfInventory(\"SamusMorphAmmo\",2,\"MorphFire\")\nBUST B 1\nGoto Ready+3\nMorphFire:\nBUST B 0 //A_PlaySoundEx(\"weapon/ShortBeam\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MorphBomb\",0,0,0,0)\nBUST B 0 A_TakeInventory(\"SamusMorphAmmo\",2)\nBUST CD 4\nBUST B 10\nBUST B 0 A_Refire\nGoto Ready+3\n\nAltFire:\nBUST B 0 A_JumpIfInventory(\"MissileAmmo\",7,\"SamusMissile\")\nBUST B 1\nGoto Ready+3\nSamusMissile:\nBUST B 0 A_JumpIfInventory(\"MorphBallFlag\",1,\"MorphFire\")\nBUST B 0\nBUST B 0 A_PlaySoundEx(\"weapon/MissileShot\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SamusMissile\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"MissileAmmo\",7)\nBUST CD 8\nBUST B 8\nGoto Ready+3\n\nNoAmmo:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 1\nGoto Ready+3\n\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"MorphBallFlag\",1,\"MorphBall\")\nTNT1 A 1\nloop\nMorphBallCheck:\nTNT1 A 0 A_JumpIfInventory(\"SamusMorphAmmo\",1,\"MorphBall\")\nTNT1 A 0 A_TakeInventory(\"MorphBallFlag\",999)\nTNT1 A 0 ACS_ExecuteAlways(530,0,0)\nTNT1 A 1\nGoto Flash\nMorphBall:\nTNT1 A 0 A_TakeInventory(\"SamusMorphAmmo\",1)\nTNT1 A 8\nTNT1 A 0 A_JumpIfInventory(\"MorphBallFlag\",1,\"MorphBallCheck\")\nTNT1 A 0 A_TakeInventory(\"MorphBallFlag\",999)\nTNT1 A 0 ACS_ExecuteAlways(530,0,0)\nTNT1 A 1\nGoto Flash\n}\n}\n\nactor MorphBallFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor SamusMorphAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor MissileAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor BeamCharge : Ammo\n{\ninventory.amount 1\ninventory.maxamount 15\n}\n\nactor SamusUnchargedShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\nObituary \"$OB_LONGBEAM\"\nSpeed 29\nDamage (5)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nSAPB A 14\nStop\nDeath:\nSAPB A 1\nstop\n}\n}\n\nactor SamusMissile\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"SamusMissile\"\nObituary \"$OB_SAMUSMISSILE\"\nSpeed 1\nradius 5\nheight 5\nscale 3\nStates\n{\nSpawn:\nSAMM A 8\nSAMM A 0 A_ScaleVelocity(44.0)\n//DIVE A 5\n//DIVE A 0 A_ScaleVelocity(2.0)\nGoto MissileReady\nMissileReady:\nSAMM A 1\nLoop\nDeath:\nSAXP A 0 A_Stop\nSAXP B 0 A_Explode(25, 128, 0)\nSAXP AABBBCCCC 1\nstop\n}\n}\n\nactor LongBeam\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\n//Obituary \"$OB_MEGABUSTER\"\n//seesound \"weapon/mbuster\"\nSpeed 31\nDamage (17)\nradius 7\nheight 7\nscale 2.5\nStates\n{\nSpawn:\nSAPB A 2\nLoop\nDeath:\nSAPB A 1\nstop\n}\n}\n\nactor MorphBallGiver : CustomInventory\n{\nInventory.amount 1\nInventory.maxamount 1\nInventory.icon \"RCOIL\"\nscale 2.0\n+INVENTORY.UNDROPPABLE\n+INVBAR\nstates\n{\nSpawn:\nTNT1 A 0\nloop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"SamusMorphAmmo\",28,\"Morph\")\nTNT1 A 0 A_TakeInventory(\"MorphBallFlag\",999)\nTNT1 A 0 ACS_ExecuteAlways(530,0,0)\nFail\nMorph:\nTNT1 A 0 A_JumpIfInventory(\"MorphBallFlag\",1,\"Unmorph\")\nTNT1 A 0 A_GiveInventory(\"MorphBallFlag\", 1)\nTNT1 A 0 ACS_ExecuteAlways(530,0,1)\nFail\nUnMorph:\nTNT1 A 0 A_TakeInventory(\"MorphBallFlag\",999)\n//TNT1 A 0 ACS_ExecuteAlways(530,0,0)\nFail\n}\n}\n\nactor MorphBomb\n{\nPROJECTILE\ndamagetype \"MorphBomb\"\nObituary \"$OB_MORPHBOMB\"\n- NOGRAVITY\ngravity 0.04\nRadius 6\nHeight 7\nscale 2.5\nspeed 0\nreactiontime 50\nStates\n{\nSpawn:\nBOMB A 0\nBOMB A 1 A_CountDown\nGoto Spawn+1\nDeath:\nBOMB A 0 A_Stop\nBOMB A 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nBOMB A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBOMB A 0 A_Explode(35, 96, 0)\nTNT1 A 0 A_JumpIfCloser(50, \"BombJump\")\nNAPA EFGHIJKLMNOPQRS 2\nStop\nBombJump:\nTNT1 A 1 A_GiveToTarget(\"BombJump\",1)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Ness/NessYoYoWep.txt",
        "contents": "actor NessYoYoWep : Megabuster\n{\nWeapon.AmmoUse 7\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_NESSYOYO\"\nInventory.Pickupmessage \"You got AwesomeNESS!\"\nweapon.ammotype \"PSIAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,389)\nBUST B 8 A_WeaponReady\nBUST B 0 A_GiveInventory(\"PSIAmmo\",1)\nGoto Ready+1\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\n\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\n\nFire:\nRING E 0 A_PlaySoundEx(\"weapon/ringboomerang\",\"Weapon\")\nRING E 0 A_FireCustomMissile(\"NessYoYo\",0,0,8,0)\nRING FG 6\nRING E 18\nRING E 0 A_Refire\nGoto Ready+1\n\nAltFire:\nBUST B 0 A_JumpIfInventory(\"PSIAmmo\",21,\"PKFlash\")\nBUST B 1\nGoto Ready+1\nPKFlash:\nFSTO BC 2\nBUST B 0 A_FireCustomMissile(\"PKFlash\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"PSIAmmo\",21)\nFSTO D 20\nFSTO C 8\nGoto Ready+1\n\nNoAmmo:\nBUST B 1\nGoto Ready+1\n}\n}\n\nactor PSIAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor NessYoYo\n{\nPROJECTILE\nRadius 12\nHeight 12\nscale 2.5\ndamage (6)\n+RIPPER\n//+HEXENBOUNCE\n+NOTARGETSWITCH\n+CANBOUNCEWATER\nmeleerange 12\ndamagetype \"YoYo\"\nObituary \"$OB_NESSYOYO\"\nspeed 52\nreactiontime 20\nStates\n{\nSpawn:\nNYOY A 0\nNYOY ABABAB 1\nNYOY A 0 A_Stop\nNYOY A 0 A_ChangeFlag(\"RIPPER\", 0)\nNYOY ABAB 1\nGoto Death\nDeath:\nNYOY A 0\nNYOY A 0 A_CustomMissile(\"YoYoReturn\",0,0,0,0)\nstop\n}\n}\n\nactor YoYoReturn : NessYoYo\n{\n+NOINTERACTION\ndamagetype \"YoYo\"\nradius 0\nheight 0\nStates\n{\nSpawn:\nNYOY A 0\nNYOY A 0 A_JumpIfCloser(32,\"Death\")\nNYOY AA 1 A_SpawnItemEx(\"YoYoDamager\",0,0,0,2,0,0)\nNYOY B 0 A_JumpIfCloser(32,\"Death\")\nNYOY BB 1 A_SpawnItemEx(\"YoYoDamager\",0,0,0,2,0,0)\nNYOY A 0 A_JumpIfCloser(32,\"Death\")\nNYOY AA 1 A_SpawnItemEx(\"YoYoDamager\",0,0,0,2,0,0)\nNYOY B 0 A_JumpIfCloser(32,\"Death\")\nNYOY BB 1 A_SpawnItemEx(\"YoYoDamager\",0,0,0,2,0,0)\nNYOY A 0 A_Stop\nstop\nDeath:\nNYOY A 0\nstop\n}\n}\n\nactor YoYoDamager\n{\ndamagetype \"YoYo\"\nObituary \"$OB_NESSYOYO\"\nPROJECTILE\n+RIPPER\ndamage (6)\nradius 12\nheight 12\nStates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}\n\nactor PKFlash\n{\n-SOLID\n+NOGRAVITY\nPROJECTILE\ndamage 0\nradius 1\nheight 1\ndamagetype \"PKFlash\"\nObituary \"$OB_PKFLASH\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(5, 450,0)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Ness/NessPSIWep.txt",
        "contents": "actor NessPSIWep : Megabuster\n{\nWeapon.AmmoUse 7\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_PKROCKIN\"\nInventory.Pickupmessage \"You got AwesomeNESS!\"\nweapon.ammotype \"PSIAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,389)\nBUST B 8 A_WeaponReady\nBUST B 0 A_GiveInventory(\"PSIAmmo\",1)\nGoto Ready+1\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\n\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\n\nFire:\nBOMH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 //A_PlaySoundEx(\"weapon/MissileShot\",\"Weapon\")\nBUST B 3 A_FireCustomMissile(\"PKRockinStart\",0,1,8,0)\nBUST B 0 A_FireCustomMissile(\"PKRockinDamager\",0,0,8,0)\nBUST CD 10\nBUST B 20\nGoto Ready+1\n\nAltFire:\nBUST B 0 A_JumpIfInventory(\"PSIAmmo\",14,\"PKShield\")\nBUST B 1\nGoto Ready+1\nPKShield:\nBUST B 0\nBUST B 0 //A_PlaySoundEx(\"weapon/MissileShot\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"PKShield\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"PSIAmmo\",14)\nBUST CD 8\nBUST B 8\nGoto Ready+1\n\nNoAmmo:\nBUST B 1\nGoto Ready+1\n}\n}\n\nactor PKRockinStart\n{\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+NONETID\nObituary \"$OB_PKROCKIN\"\nScale 2.5\nSpeed 45\nStates\n{\nSpawn:\nLASH AB 1 //A_SpawnItemEx(\"PKRockinDamager\",0,0,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM)\n//LASH AB 1 A_SpawnItemEx(\"PKRockinDamager\",0,0,0,momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM)\nloop\n}\n}\n\nactor PKRockinDamager\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FORCEXYBILLBOARD\n+RIPPER\ndamagetype \"PSI\"\nObituary \"$OB_PKROCKIN\"\nDamage (0)\nSpeed 45\nradius 8\nheight 8\nscale 2.5\nReactionTime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_Explode(20,48,0)\nloop\n}\n}\n\nactor PKShield\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\nDamage(0)\nHeight 1\nRadius 1\nSpeed 8\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==0,\"BlueShield\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==1,\"RedShield\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==2,\"OrangeShield\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==3,\"PurpleShield\")\nTNT1 A 0 A_SpawnItemEx(\"PKShieldGiver\", 35, 0, 128, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)\nBlueShield:\nTNT1 A 0 A_SpawnItemEx(\"BluePKShieldGiver\", 35, 0, 128, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)\ngoto TeamSelf\nRedShield:\nTNT1 A 0 A_SpawnItemEx(\"RedPKShieldGiver\", 35, 0, 128, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)\ngoto TeamSelf\nOrangeShield:\nTNT1 A 0 A_SpawnItemEx(\"OrangePKShieldGiver\", 35, 0, 128, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)\ngoto TeamSelf\nPurpleShield:\nTNT1 A 0 A_SpawnItemEx(\"PurplePKShieldGiver\", 35, 0, 128, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)\ngoto TeamSelf\nTeamSelf:\nTNT1 A 0 A_GiveInventory(\"PKShieldGiver\",1)\nstop\n}\n}\n\nactor PKShieldGiver : CustomInventory\n{\ninventory.pickupmessage \"Picked up PSI Shield.\"\ninventory.pickupsound \"item/energyup\"\nScale 2.0\nGravity 0.8\nStates\n{\nSpawn:\nWEA2 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 6\nstop\nPickup:\nTNT1 A 0 A_GiveInventory(\"PKShield\",1)\nstop\n}\n}\n\nactor PKShield : BasicArmorPickup\n{\nArmor.Savepercent 45\nArmor.Saveamount 50\nStates\n{\nSpawn:\nNESA A 1\nloop\n}\n}\n\nactor PKShieldTeam : PKShieldGiver\n{\nstates\n{\nShield:\nTNT1 A 0 A_JumpIfInventory(\"PKShield\",1,\"No\")\nTNT1 A 0 A_GiveInventory(\"PKShield\",1)\nstop\nNo:\nTNT1 A 0\nStop\n}\n}\n\nactor BluePKShieldGiver : PKShieldTeam\n{\nTranslation \"96:144=198:198\"\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==0,\"Shield\")\nstop\n}\n}\n\nactor RedPKShieldGiver : PKShieldTeam\n{\nTranslation \"96:144=42:42\"\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==1,\"Shield\")\nstop\n}\n}\n\nactor OrangePKShieldGiver : PKShieldTeam\n{\nTranslation \"96:144=220:220\"\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==2,\"Shield\")\nstop\n}\n}\n\nactor PurplePKShieldGiver : PKShieldTeam\n{\nTranslation \"96:144=62:62\"\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(143,0)==3,\"Shield\")\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Mike/MikeSuperNovaWep.txt",
        "contents": "actor MikeSuperNovaWep : Megabuster\n{\nWeapon.AmmoUse 7\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_MIKESUPERNOVA\"\nInventory.Pickupmessage \"You got a Supernova!\"\nweapon.ammotype \"MikeItemAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,389)\nBUST B 8 A_WeaponReady\nBUST B 0 A_GiveInventory(\"MikeItemAmmo\",1)\nGoto Ready+1\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\n\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\n\nFire:\nDKC1 A 0 A_JumpIfHealthLower(30,\"MikeYoYo\")\nDKC1 A 0 A_JumpIfHealthLower(55,\"ShootingStar\")\nFIRE H 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nRING E 0 A_FireCustomMissile(\"SuperNova\",0,0,8,0)\nRING E 0 A_FireCustomMissile(\"SuperNovaShot\",0,0,8,0)\nRING FG 6\nRING E 18\nRING E 0 A_Refire\nGoto Ready+1\n\nShootingStar:\nBLIZ D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nRING E 0 A_FireCustomMissile(\"ShootingStar\",0,0,8,0)\nRING E 0 A_FireCustomMissile(\"ShootingStarShot\",0,0,8,0)\nRING FG 6\nRING E 18\nRING E 0 A_Refire\nGoto Ready+1\n\nMikeYoYo:\nRING E 0 A_PlaySoundEx(\"weapon/ringboomerang\",\"Weapon\")\nRING E 0 A_FireCustomMissile(\"MikeYoYo\",0,0,8,0)\nRING FG 6\nRING E 18\nRING E 0 A_Refire\nGoto Ready+1\n\nAltFire:\nBUST B 0 A_JumpIfInventory(\"MikeItemAmmo\",7,\"LightningGun\")\nBUST B 1\nGoto Ready+1\nLightningGun:\nFSTO BC 2\nBUST B 0 A_FireCustomMissile(\"LightningGun\",-8,0,8,0)\nBUST B 0 A_FireCustomMissile(\"LightningGun\",8,0,8,0)\nBUST B 0 A_FireCustomMissile(\"LightningGun\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"MikeItemAmmo\",7)\nFSTO D 10\nFSTO C 8\nGoto Ready+1\n\nNoAmmo:\nBUST B 1\nGoto Ready+1\n}\n}\n\nactor MikeItemAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor MikeYoYo\n{\nPROJECTILE\nRadius 12\nHeight 12\nscale 2.5\ndamage (4)\n+RIPPER\n//+HEXENBOUNCE\n+NOTARGETSWITCH\n+CANBOUNCEWATER\nmeleerange 12\ndamagetype \"YoYo\"\nObituary \"$OB_MIKEYOYO\"\nspeed 52\nreactiontime 20\nStates\n{\nSpawn:\nNYOY A 0\nNYOY ABABAB 1\nNYOY A 0 A_Stop\nNYOY A 0 A_ChangeFlag(\"RIPPER\", 0)\nNYOY ABAB 1\nGoto Death\nDeath:\nNYOY A 0\nNYOY A 0 A_CustomMissile(\"MikeYoYoReturn\",0,0,0,0)\nstop\n}\n}\n\nactor MikeYoYoReturn : MikeYoYo\n{\n+NOINTERACTION\ndamagetype \"YoYo\"\nradius 0\nheight 0\nStates\n{\nSpawn:\nNYOY A 0\nNYOY A 0 A_JumpIfCloser(32,\"Death\")\nNYOY AA 1 A_SpawnItemEx(\"MikeYoYoDamager\",0,0,0,2,0,0)\nNYOY B 0 A_JumpIfCloser(32,\"Death\")\nNYOY BB 1 A_SpawnItemEx(\"MikeYoYoDamager\",0,0,0,2,0,0)\nNYOY A 0 A_JumpIfCloser(32,\"Death\")\nNYOY AA 1 A_SpawnItemEx(\"MikeYoYoDamager\",0,0,0,2,0,0)\nNYOY B 0 A_JumpIfCloser(32,\"Death\")\nNYOY BB 1 A_SpawnItemEx(\"MikeYoYoDamager\",0,0,0,2,0,0)\nNYOY A 0 A_Stop\nstop\nDeath:\nNYOY A 0\nstop\n}\n}\n\nactor MikeYoYoDamager\n{\ndamagetype \"YoYo\"\nObituary \"$OB_MIKEYOYO\"\nPROJECTILE\n+RIPPER\ndamage (4)\nradius 12\nheight 12\nStates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}\n\nactor ShootingStar\n{\nPROJECTILE\nRadius 12\nHeight 12\nscale 2.5\ndamage (5)\n+RIPPER\n//+HEXENBOUNCE\n+NOTARGETSWITCH\n+CANBOUNCEWATER\nmeleerange 12\ndamagetype \"ShootingStar\"\nObituary \"$OB_SHOOTINGSTAR\"\nspeed 52\nreactiontime 20\nStates\n{\nSpawn:\nNYOY A 0\nNYOY ABABAB 1\nNYOY A 0 A_Stop\nNYOY A 0 A_ChangeFlag(\"RIPPER\", 0)\nNYOY ABAB 1\nGoto Death\nDeath:\nNYOY A 0\nNYOY A 0 A_CustomMissile(\"ShootingStarReturn\",0,0,0,0)\nstop\n}\n}\n\nactor ShootingStarReturn : ShootingStar\n{\n+NOINTERACTION\ndamagetype \"ShootingStar\"\nradius 0\nheight 0\nStates\n{\nSpawn:\nNYOY A 0\nNYOY A 0 A_JumpIfCloser(32,\"Death\")\nNYOY AA 1 A_SpawnItemEx(\"ShootingStarDamager\",0,0,0,2,0,0)\nNYOY B 0 A_JumpIfCloser(32,\"Death\")\nNYOY BB 1 A_SpawnItemEx(\"ShootingStarDamager\",0,0,0,2,0,0)\nNYOY A 0 A_JumpIfCloser(32,\"Death\")\nNYOY AA 1 A_SpawnItemEx(\"ShootingStarDamager\",0,0,0,2,0,0)\nNYOY B 0 A_JumpIfCloser(32,\"Death\")\nNYOY BB 1 A_SpawnItemEx(\"ShootingStarDamager\",0,0,0,2,0,0)\nNYOY A 0 A_Stop\nstop\nDeath:\nNYOY A 0\nstop\n}\n}\n\nactor ShootingStarDamager\n{\ndamagetype \"ShootingStar\"\nObituary \"$OB_SHOOTINGSTAR\"\nPROJECTILE\n+RIPPER\ndamage (5)\nradius 12\nheight 12\nStates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}\n\nactor ShootingStarShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"ShootingStar\"\nObituary \"$OB_SHOOTINGSTAR\"\nSpeed 27\nDamage (7)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nBUST A 15\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor SuperNova\n{\nPROJECTILE\nRadius 12\nHeight 12\nscale 2.5\ndamage (6)\n+RIPPER\n//+HEXENBOUNCE\n+NOTARGETSWITCH\n+CANBOUNCEWATER\nmeleerange 12\ndamagetype \"SuperNova\"\nObituary \"$OB_SUPERNOVA\"\nspeed 52\nreactiontime 20\nStates\n{\nSpawn:\nNYOY A 0\nNYOY ABABAB 1\nNYOY A 0 A_Stop\nNYOY A 0 A_ChangeFlag(\"RIPPER\", 0)\nNYOY ABAB 1\nGoto Death\nDeath:\nNYOY A 0\nNYOY A 0 A_CustomMissile(\"SuperNovaReturn\",0,0,0,0)\nstop\n}\n}\n\nactor SuperNovaReturn : SuperNova\n{\n+NOINTERACTION\nObituary \"$OB_SUPERNOVA\"\nradius 0\nheight 0\nStates\n{\nSpawn:\nNYOY A 0\nNYOY A 0 A_JumpIfCloser(32,\"Death\")\nNYOY AA 1 A_SpawnItemEx(\"SuperNovaDamager\",0,0,0,2,0,0)\nNYOY B 0 A_JumpIfCloser(32,\"Death\")\nNYOY BB 1 A_SpawnItemEx(\"SuperNovaDamager\",0,0,0,2,0,0)\nNYOY A 0 A_JumpIfCloser(32,\"Death\")\nNYOY AA 1 A_SpawnItemEx(\"SuperNovaDamager\",0,0,0,2,0,0)\nNYOY B 0 A_JumpIfCloser(32,\"Death\")\nNYOY BB 1 A_SpawnItemEx(\"SuperNovaDamager\",0,0,0,2,0,0)\nNYOY A 0 A_Stop\nstop\nDeath:\nNYOY A 0\nstop\n}\n}\n\nactor SuperNovaDamager\n{\nObituary \"$OB_SUPERNOVA\"\ndamagetype \"SuperNova\"\nPROJECTILE\n+RIPPER\ndamage (6)\nradius 12\nheight 12\nStates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}\n\nactor SuperNovaShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"SuperNova\"\nObituary \"$OB_SUPERNOVA\"\nSpeed 27\nDamage (12)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nBUST A 2\nLoop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor LightningGun\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"LightningBlaster\"\nObituary \"$OB_LIGHTNINGGUN\"\nSpeed 27\nDamage (12)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nLIBO A 18\nDeath:\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Mike/StarSplittersWep.txt",
        "contents": "actor StarSplittersWep : Megabuster\n{\nWeapon.AmmoUse 4\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_STARSPLIITERS\"\nInventory.Pickupmessage \"You got STAR SPLIITERS!\"\nweapon.ammotype \"MikeItemAmmo\"\ninventory.icon \"ASTKI\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,389)\nBUST B 8 A_WeaponReady\nBUST B 0 A_GiveInventory(\"MikeItemAmmo\",1)\nGoto Ready+1\n\nDeselect:\nWOOD I 0 A_JumpIfInventory(\"GyroFlag\",1,24)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nWOOD I 1 A_Lower\nGoto Deselect+1\nWOOD I 0 A_TakeInventory(\"GyroFlag\",999)\nWOOD I 10\nGoto Deselect+1\n\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nWOOD I 1 A_Raise\nLoop\n\nFire:\nWOOD I 0 A_JumpIfInventory(\"GyroFlag\",1,\"Change\")\nWOOD I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nWOOD I 0 A_FireCustomMissile(\"StarSplitters\",0,1,8,0)\nWOOD I 0 A_GiveInventory(\"GyroFlag\",1)\nWOOD JJJJKKKK 1\nFlagLoop:\nWOOD I 0 A_JumpIfInventory(\"GyroFlag\",1,\"ChangeReady\")\nWOOD I 10\nGoto Ready+1\nChangeReady:\nWOOD I 1 A_WeaponReady\nGoto FlagLoop\nChange:\nWOOD I 10 A_GiveInventory(\"GyroFlag\",1)\nWOOD I 0 A_TakeInventory(\"GyroFlag\",999)\nGoto Ready+1\n\nAltFire:\nMIRR F 0 A_JumpIfNoAmmo(\"NoAmmo\")\nGoto Hold\nHold:\nMIRR F 0 //A_JumpIfInventory(\"MikeItemAmmo\", 1, 1) //Disabled for testing\nGoto NoAmmo\nMIRR F 0 A_JumpIfInventory(\"MirrorBusterFlag\", 1, \"Hold2\")\nMIRR F 0 A_JumpIfInventory(\"ShieldCheck\", 1, \"CoolDown\")\nMIRR F 0 A_PlayWeaponSound(\"weapon/mirroractivate\")\nMIRR F 0 A_TakeInventory(\"MikeItemAmmo\",2)\nMIRR F 0 A_GiveInventory(\"MirrorBusterFlag\", 35)\nMIRR F 0 A_GiveInventory(\"ShieldCheck\", 1)\nGoto Hold2\nHold2:\nMIRR H 0 A_JumpIfInventory(\"MirrorBusterSwitch\", 1, \"Hold3\")\nMIRR HHH 1 A_SpawnItemEx(\"MirrorBuster1\",38,0,0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nMIRR G 0 A_TakeInventory(\"MirrorBusterFlag\", 2)\nMIRR G 0 A_GiveInventory(\"MirrorBusterSwitch\", 1)\nMIRR G 0 A_Refire\nMIRR G 0 A_TakeInventory(\"ShieldCheck\", 1)\nMIRR G 4 A_TakeInventory(\"MirrorBusterFlag\", 35)\nGoto Ready+1\nHold3:\nMIRR HHH 1 A_SpawnItemEx(\"MirrorBuster2\",38,0,0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nMIRR G 0 A_TakeInventory(\"MirrorBusterFlag\", 2)\nMIRR G 0 A_TakeInventory(\"MirrorBusterSwitch\", 1)\nMIRR G 0 A_Refire\nMIRR G 0 A_TakeInventory(\"ShieldCheck\", 1)\nMIRR G 4 A_TakeInventory(\"MirrorBusterFlag\", 35)\nGoto Ready+1\n\nNoAmmo:\nBUST B 1\nGoto Ready+1\n\nCoolDown:\nMIRR GF 15\nMIRR G 0 A_TakeInventory(\"ShieldCheck\", 1)\nMIRR G 0 A_TakeInventory(\"MirrorBusterFlag\", 35)\nMIRR G 0 A_ClearRefire\nGoto Ready+1\n}\n}\n\nactor StarSplitters\n{\nPROJECTILE\nRadius 15\nHeight 8\nscale 2.5\ndamage (20)\ndamagetype \"StarSplitters\"\nObituary \"$OB_STARSPLIITERS\"\nspeed 35\nStates\n{\nSpawn:\nGYRO A 0\nGYRO A 0 A_PlaySoundEx(\"weapon/gyroattack\",\"Auto\")\nGYRO A 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO A 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO B 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO B 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO C 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO C 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO D 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO D 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO A 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO A 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO B 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO B 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO C 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO C 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO D 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nGYRO D 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nloop\nUp:\nGYRO A 0 A_CustomMissile(\"StarSplit\",0,0,90,2,0)\nGYRO A 0 A_CustomMissile(\"StarSplit\",0,0,-90,2,0)\nstop\nDeath:\nGYRO A 0 A_TakeFromTarget(\"GyroFlag\", 999)\nstop\n}\n}\n\nactor StarSplit : StarSplitters\n{\nspeed 45\nStates\n{\nSpawn:\nGYRO A 0\nGYRO A 0 A_PlaySoundEx(\"weapon/gyroattack\",\"Auto\")\nGYRO ABCDABCD 2\nloop\nDeath:\nGYRO A 0\nstop\n}\n}\n\nactor MikeMagicMirror1\n{\n+MISSILE\n//+RIPPER\n+DONTSPLASH\n+SHOOTABLE\n+GHOST\n+NOBLOOD\n+NOTARGETSWITCH\n+DONTRIP\n+DONTBLAST\nDamage 0\nHeight 48\nspeed 0\nhealth 100\npainchance 256\nRadius 32\nscale 2.5\nStates\n{\nSpawn:\nMIRR A 2\nstop\nPain.PharaohHold:\nPain.StarCrash:\nPain.TopSpin:\nPain.FireSpin:\nPain.Tango:\nPain.GeminiLaser:\nPain.JunkShield:\nTNT1 A 0\nstop\nPain:\nTNT1 A 0\nTNT1 A 0 A_JumpIfHealthLower(76,\"Shot2\")\nTNT1 A 0 A_JumpIfHealthLower(89,\"Shot1\")\nTNT1 A 0 A_JumpIfHealthLower(100,\"Shot3\")\nstop\nShot1:\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",0)\nTNT1 A 1 A_GiveToTarget(\"MikeMagicMirrorShot1\",1)\nstop\nShot2:\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",0)\nTNT1 A 1 A_GiveToTarget(\"MikeMagicMirrorShot2\",1)\nstop\nShot3:\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",0)\nTNT1 A 1 A_GiveToTarget(\"MikeMagicMirrorShot3\",1)\nstop\nDeath:\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",0)\nTNT1 A 0 A_JumpIfHealthLower(1,\"Shot2\")\nstop\nNoShot:\nTNT1 A 0\nstop\n}\n}\n\nactor MikeMagicMirror2 : MikeMagicMirror1\n{\nStates\n{\nSpawn:\nMIRR B 2\nstop\n}\n}\n\nactor MikeMagicMirrorShot1 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_FireCustomMissile(\"MikeMagicMirrorShotWeak\",0,0,0,0)\nTNT1 A 0 A_TakeInventory(\"MikeItemAmmo\",2)\nTNT1 A 0 A_GiveInventory(\"MirrorBusterFlag\", 35)\nTNT1 A 0 A_PlaySound(\"weapon/mirrordeflect\")\nstop\n}\n}\n\nactor MikeMagicMirrorShot2 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_FireCustomMissile(\"MikeMagicMirrorShotStrong\",0,0,0,0)\nTNT1 A 0 A_TakeInventory(\"MikeItemAmmo\",4)\nTNT1 A 0 A_GiveInventory(\"MirrorBusterFlag\", 35)\nTNT1 A 0 A_PlaySound(\"weapon/mirrordeflect2\")\nstop\n}\n}\n\nactor MikeMagicMirrorShot3 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_FireCustomMissile(\"MikeMagicMirrorShotWeaker\",0,0,0,0)\nTNT1 A 0 A_TakeInventory(\"MikeItemAmmo\",1)\nTNT1 A 0 A_GiveInventory(\"MirrorBusterFlag\", 35)\nTNT1 A 0 A_PlaySound(\"weapon/mirrordeflect\")\nstop\n}\n}\n\nactor MikeMagicMirrorShotWeak\n{\nPROJECTILE\n+THRUGHOST\nRadius 8\nHeight 7\nscale 2.5\ndamage (20)\ndamagetype \"MikeMagicMirror1\"\nObituary \"$OB_MIRRORBUSTER\"\nspeed 40\nStates\n{\nSpawn:\nMIRR D 2\nloop\n}\n}\n\nactor MikeMagicMirrorShotWeaker : MikeMagicMirrorShotWeak\n{\ndamage (10)\ndamagetype \"MikeMagicMirror\"\nStates\n{\nSpawn:\nMIRR C 2\nloop\n}\n}\n\nactor MikeMagicMirrorShotStrong : MikeMagicMirrorShotWeak\n{\n+RIPPER\ndamage (30)\ndamagetype \"MikeMagicMirror2\"\nStates\n{\nSpawn:\nMIRR DE 2\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Isaac/IsaacTearWep.txt",
        "contents": "actor IsaacTearWep : MegaBuster\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 42\nWeapon.SlotNumber 3\nInventory.Pickupmessage \"Power up! Isaac's Tears!\"\nObituary \"$OB_ISAACTEAR\"\nweapon.ammotype \"IsaacAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"WATERBI\"\nScale 2.0\nStates\n{\nSpawn:\nWEA4 I 1\nloop\nReady:\nWTRB H 0 ACS_ExecuteAlways(998,0,84)\nWTRB H 6 A_WeaponReady\nWTRB H 0 A_GiveInventory(\"IsaacAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nWTRB H 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nWTRB H 1 A_Raise\nLoop\nFire:\nWTRB H 0 A_PlaySoundEx(\"weapon/waterballoon\",\"Weapon\")\nWTRB H 0 A_FireCustomMissile(\"IsaacTear\",random(-6,6),0,0,0)\nWTRB IJ 5\nWTRB J 3\nWTRB H 1 A_Refire\nGoto Ready+1\n\nAltFire:\nBUST B 0 A_JumpIfInventory(\"IsaacAmmo\",4,\"IsaacBomb\")\nBUST B 1\nGoto Ready+1\nIsaacBomb:\nFSTO BC 2\nBUST B 0 A_JumpIfInventory(\"IsaacBombFlag\",1,\"NoAmmo\")\nBUST B 0 A_SpawnItemEx(\"IsaacBomb\",48,0,0,0,0,0,0)//A_FireCustomMissile(\"IsaacBomb\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"IsaacAmmo\",7)\nBUST B 0 A_GiveInventory(\"IsaacBombFlag\",1)\nFSTO D 10\nFSTO C 8\nGoto Ready+1\n\nNoAmmo:\nWTRB H 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor IsaacAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor IsaacBombFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IsaacTearFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IsaacTear\n{\nPROJECTILE\n-DONTSPLASH\n-NOGRAVITY\n+FORCEXYBILLBOARD\nheight 5\nradius 5\ndamage (5)\nspeed 45\nscale 2.5\ndamagetype \"IsaacTear\"\nObituary \"$OB_ISAACTEAR\"\nStates\n{\nSpawn:\nWTRB B 0\nWTRB BCD 2 A_CheckFloor(\"Death\")\nloop\nDeath:\nWTRB K 0 A_ChangeFlag(\"NOGRAVITY\", 1)\nWTRB K 0 A_Explode(4,64,0)\nWTRB K 0 A_JumpIf(ceilingz-z<16,\"DeathUp\")\nWTRB KLMN 2\nstop\nDeathUp:\nWTRB O 0\nWTRB OPQR 2\nstop\n}\n}\n\nactor IsaacBomb\n{\nPROJECTILE\ndamagetype \"IsaacBomb\"\nObituary \"$OB_ISAACBOMB\"\n+MISSILE\n//+RIPPER\n+PUSHABLE\n+SHOOTABLE\n+SOLID\n+NODAMAGETHRUST\n+NOTARGETSWITCH\n+DOOMBOUNCE\n+NOBLOOD\n+MOVEWITHSECTOR\n+CANBOUNCEWATER\n+DONTSPLASH\n+DONTRIP\n- NOGRAVITY\nBounceFactor 0.5\nWallBounceFactor 0.5\n//Mass 9999999\nMass 999 //Less Mass than Mega\nreactiontime 85\nRadius 12\nHeight 12\nscale 2.5\nspeed 0\nStates\n{\nSpawn:\nBOMB A 0\nBOMB A 1\nBOMB A 1 A_CountDown\nBOMB A 0 A_JumpIf(momx>1||momy>1||momx<-1||momy<-1,\"MoveBegin\")\nBOMB A 0 A_CheckFloor(\"Spawn\")\nGoto MoveBegin\nMoveBegin:\nBOMB A 0 A_Recoil(-5)\nGoto Spawn+1\nDeath:\nBOMB A 0 A_Stop\nBOMB A 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nBOMB A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBOMB A 0 A_Explode(20, 84, 1)\nNAPA DEFGHIJKLMNOPQRS 2\nMBAL C 0 A_TakeFromTarget(\"IsaacBombFlag\",999)\nStop\n}\n}\nactor IsaacHomingTearWep : MegaBuster\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 42\nWeapon.SlotNumber 3\nInventory.Pickupmessage \"Power up! Isaac's Homing Tears!\"\nObituary \"$OB_HOMINGTEAR\"\nweapon.ammotype \"IsaacAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"WATERBI\"\nScale 2.0\nStates\n{\nSpawn:\nWEA4 I 1\nloop\nReady:\nWTRB H 0 ACS_ExecuteAlways(998,0,84)\nWTRB H 6 A_WeaponReady\nWTRB H 0 A_GiveInventory(\"IsaacAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nWTRB H 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nWTRB H 1 A_Raise\nLoop\nFire:\nWTRB H 0 A_PlaySoundEx(\"weapon/waterballoon\",\"Weapon\")\nWTRB H 0 A_FireCustomMissile(\"HomingTear\",random(-6,6),0,0,0)\nWTRB IJ 7\nWTRB J 3\nWTRB H 1 A_Refire\nGoto Ready+1\n\nAltFire:\nBUST B 0 A_JumpIfInventory(\"IsaacAmmo\",4,\"IsaacBomb\")\nBUST B 1\nGoto Ready+1\nIsaacBomb:\nFSTO BC 2\nBUST B 0 A_JumpIfInventory(\"IsaacBombFlag\",1,\"NoAmmo\")\nBUST B 0 A_FireCustomMissile(\"IsaacBomb\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"IsaacAmmo\",7)\nBUST B 0 A_GiveInventory(\"IsaacBombFlag\",1)\nFSTO D 10\nFSTO C 8\nGoto Ready+1\n\nNoAmmo:\nWTRB H 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor HomingTear : MageStaffFX2\n{\nPROJECTILE\n+SEEKERMISSILE\n-EXTREMEDEATH\nRadius 5\nHeight 5\nscale 2.5\ndamage (5)\ndamagetype \"HomingTear\"\nObituary \"$OB_HOMINGTEAR\"\nspeed 25\nReactionTime 85\nStates\n{\nSpawn:\nDIVE AB 1 A_MStaffTrack\nDIVE A 0 A_CountDown\nloop\nCrash:\nDeath:\nMMFX BCDE 2\nstop\n}\n}\n\nactor IsaacIPECACShotWep : MegaBuster\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 42\nWeapon.SlotNumber 3\nInventory.Pickupmessage \"Power up! IPECAC Shot!\"\nObituary \"$OB_IPECAC\"\nweapon.ammotype \"IsaacAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"WATERBI\"\nScale 2.0\nStates\n{\nSpawn:\nWEA4 I 1\nloop\nReady:\nWTRB H 0 ACS_ExecuteAlways(998,0,84)\nWTRB H 6 A_WeaponReady\nWTRB H 0 A_GiveInventory(\"IsaacAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nWTRB H 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nWTRB H 1 A_Raise\nLoop\nFire:\nBUST B 0 A_JumpIfInventory(\"IsaacTearFlag\",1,\"NoAmmo\")\nWTRB H 0 A_PlaySoundEx(\"weapon/waterballoon\",\"Weapon\")\nWTRB H 0 A_FireCustomMissile(\"IPECACShot\",random(-6,6),0,0,0)\nBUST B 0 A_GiveInventory(\"IsaacTearFlag\",1)\nWTRB IJ 3\nWTRB J 1\nWTRB H 1 A_Refire\nGoto Ready+1\n\nAltFire:\nBUST B 0 A_JumpIfInventory(\"IsaacAmmo\",4,\"IsaacBomb\")\nBUST B 1\nGoto Ready+1\nIsaacBomb:\nFSTO BC 2\nBUST B 0 A_JumpIfInventory(\"IsaacBombFlag\",1,\"NoAmmo\")\nBUST B 0 A_FireCustomMissile(\"IsaacBomb\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"IsaacAmmo\",7)\nBUST B 0 A_GiveInventory(\"IsaacBombFlag\",1)\nFSTO D 10\nFSTO C 8\nGoto Ready+1\n\nNoAmmo:\nWTRB H 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor IPECACShot\n{\nPROJECTILE\n-DONTSPLASH\n-NOGRAVITY\n+FORCEXYBILLBOARD\nTranslation \"192:206=113:113\"\nheight 5\nradius 5\ndamage (5)\nspeed 32\nscale 2.5\nGravity 0.5\ndamagetype \"IPECAC\"\nObituary \"$OB_IPECAC\"\nStates\n{\nSpawn:\nWTRB B 0\nWTRB BCD 2 A_CheckFloor(\"Death\")\nloop\nDeath:\nWTRB K 0 A_ChangeFlag(\"NOGRAVITY\", 1)\nWTRB K 0 A_Explode(10,128,0)\nNAPA EFGHIJKLMNOPQRS 2\nMBAL C 0 A_TakeFromTarget(\"IsaacTearFlag\",999)\nstop\n}\n}\n\nactor IsaacSpectralTearWep : MegaBuster\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 42\nWeapon.SlotNumber 3\nInventory.Pickupmessage \"Power up! Spectral Tears!\"\nObituary \"$OB_SPECTRALTEAR\"\nweapon.ammotype \"IsaacAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"WATERBI\"\nScale 2.0\nStates\n{\nSpawn:\nWEA4 I 1\nloop\nReady:\nWTRB H 0 ACS_ExecuteAlways(998,0,84)\nWTRB H 6 A_WeaponReady\nWTRB H 0 A_GiveInventory(\"IsaacAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nWTRB H 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nWTRB H 1 A_Raise\nLoop\nFire:\nWTRB H 0 A_PlaySoundEx(\"weapon/waterballoon\",\"Weapon\")\nWTRB H 0 A_FireCustomMissile(\"IsaacSpectralTear\",random(-6,6),0,0,0)\nWTRB IJ 5\nWTRB J 3\nWTRB H 1 A_Refire\nGoto Ready+1\n\nAltFire:\nBUST B 0 A_JumpIfInventory(\"IsaacAmmo\",4,\"IsaacBomb\")\nBUST B 1\nGoto Ready+1\nIsaacBomb:\nFSTO BC 2\nBUST B 0 A_JumpIfInventory(\"IsaacBombFlag\",1,\"NoAmmo\")\nBUST B 0 A_FireCustomMissile(\"IsaacBomb\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"IsaacAmmo\",7)\nBUST B 0 A_GiveInventory(\"IsaacBombFlag\",1)\nFSTO D 10\nFSTO C 8\nGoto Ready+1\n\nNoAmmo:\nWTRB H 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor IsaacSpectralTear\n{\nPROJECTILE\n+DONTSPLASH\n+DONTBLAST\n+NOCLIP\n+NOINTERACTION\n+THRUGHOST\n-NOGRAVITY\nGravity 1.0\nheight 5\nradius 5\ndamage (2)\nspeed 45\nscale 2.5\nreactiontime 3\ndamagetype \"SpectralTear\"\nObituary \"$OB_SPECTRALTEAR\"\nStates\n{\nSpawn:\nWTRB B 0 A_Countdown\nWTRB BB 1 A_SpawnItemEx(\"SpectralTearDamager\",0,0,0,2,0,0)\nMCAR CCDDDDDD 1 A_SpawnItemEx(\"SpectralTearDamager\",0,0,0,2,0,0)\nloop\nDeath:\nWTRB KLMN 2\nstop\n}\n}\n\nactor SpectralTearDamager\n{\nPROJECTILE\n+DONTSPLASH\n+DONTBLAST\n+THRUGHOST\n+PICKUP\ndamagetype \"SpectralTear\"\nObituary \"$OB_SPECTRALTEAR\"\nradius 16\nheight 8\nDamage (6)\nStates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Goemon/MysticalNinjaWep.txt",
        "contents": "actor MysticalNinjaWep : Megabuster\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 10\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_NINJAPIPE\"\nInventory.Pickupmessage \"You got a pipe!\"\nweapon.ammotype \"CoinAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,392)\nBUST B 0 A_GunFlash\nBUST B 1 A_WeaponReady\nGoto Ready+2\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\n\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\n\nFire:\nHEAT G 1\ngoto Hold\nHold:\nHEAT G 0 A_JumpIfInventory(\"WeaponCharge\",1,\"Hold2\")\nHEAT G 2 A_GiveInventory(\"WeaponCharge\",1)\nHEAT G 0 A_Refire\nGoto Fire1\nHold2:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 //A_PlaySoundEx(\"weapon/heat1\", \"Weapon\")\nHEAT G 0 A_JumpIfInventory(\"WeaponCharge\",20,\"Hold3\")\nHEAT H 1\nHEAT G 1 A_GiveInventory(\"WeaponCharge\",1)\nHEAT G 0 A_Refire\nGoto Fire1\nHold3:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 //A_PlaySoundEx(\"weapon/heat2\", \"Weapon\")\nHEAT G 0 A_JumpIfInventory(\"WeaponCharge\",45,\"Hold4\")\nHEAT I 1\nHEAT G 1\nHEAT G 0 A_GiveInventory(\"WeaponCharge\",1)\nHEAT G 0 A_Refire\nGoto Fire2\nHold4:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 //A_PlaySoundEx(\"weapon/heat3\", \"Weapon\")\nHEAT J 1\nHEAT G 1\nHEAT G 0 A_Refire\nGoto Fire3\nFire1:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_TakeInventory(\"WeaponCharge\",500)\nHEAT G 0 A_ClearRefire\nHEAT G 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nHEAT G 0 A_FireCustomMissile(\"NinjaPipe1\",0,0,0,20)\nHEAT KL 2\nGoto Ready+2\nFire2:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_TakeInventory(\"WeaponCharge\",500)\nHEAT G 0 A_ClearRefire\nHEAT G 0 //A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nHEAT G 0 A_FireCustomMissile(\"NinjaPipe2\",0,0,0,20)\nHEAT KL 2\nGoto Ready+2\nFire3:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_TakeInventory(\"WeaponCharge\",500)\nHEAT G 0 A_ClearRefire\nHEAT G 0 //A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nHEAT G 0 A_FireCustomMissile(\"NinjaPipe3\",0,0,0,20)\nHEAT KL 3\nHEAT G 3\nGoto Ready+2\n\nAltFire:\n//BUST B 0 A_JumpIfInventory(\"CoinAmmo\",7,\"CoinThrow\")\nBUST B 0 A_JumpIfInventory(\"CoinAmmo\",1,\"AltHold\")\nBUST B 1\n//CoinThrow:\n/*RING E 0 A_PlaySoundEx(\"weapon/ringboomerang\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"NinjaCoin\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"CoinAmmo\",1)\nBUST CD 8\nBUST B 8*/\nGoto Ready+2\nAltHold:\nHEAT G 0 A_JumpIfInventory(\"AltCharge\",1,\"AltHold2\")\nHEAT G 2 A_GiveInventory(\"AltCharge\",1)\nHEAT G 0 A_Refire\nGoto AltFire1\nAltHold2:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 //A_PlaySoundEx(\"weapon/heat1\", \"Weapon\")\nHEAT G 0 A_JumpIfInventory(\"AltCharge\",20,\"AltHold3\")\nHEAT H 1\nHEAT G 1 A_GiveInventory(\"AltCharge\",1)\nHEAT G 0 A_Refire\nGoto AltFire1\nAltHold3:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 //A_PlaySoundEx(\"weapon/heat3\", \"Weapon\")\nHEAT J 1\nHEAT G 1\nHEAT G 0 A_Refire\nGoto AltFire2\nAltFire1:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_TakeInventory(\"AltCharge\",500)\nHEAT G 0 A_TakeInventory(\"CoinAmmo\",1)\nHEAT G 0 A_ClearRefire\nHEAT G 0 A_PlaySoundEx(\"weapon/ringboomerang\",\"Weapon\")\nHEAT G 0 A_FireCustomMissile(\"CoinThrow1\",0,0,8,0)\nHEAT KL 2\nGoto Ready+2\nAltFire2:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_TakeInventory(\"AltCharge\",500)\nHEAT G 0 A_ClearRefire\nHEAT G 0 A_JumpIfInventory(\"CoinAmmo\", 3, \"AltFire2r\")\nHEAT G 0 A_PlaySoundEx(\"weapon/ringboomerang\",\"Weapon\")\nHEAT G 0 A_TakeInventory(\"CoinAmmo\",1)\nHEAT G 0 A_FireCustomMissile(\"CoinThrow1\",0,0,8,0)\nHEAT KL 2\nGoto Ready+2\nAltFire2r:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_TakeInventory(\"AltCharge\",500)\nHEAT G 0 A_TakeInventory(\"CoinAmmo\",3)\nHEAT G 0 A_ClearRefire\nHEAT G 0 A_PlaySoundEx(\"weapon/ringboomerang\",\"Weapon\")\nHEAT G 0 A_FireCustomMissile(\"CoinThrow2\",0,0,8,0)\nHEAT KL 2\nGoto Ready+2\nFlash:\nTNT1 A 45\nTNT1 A 0 A_GiveInventory(\"CoinAmmo\",1)\nGoto Flash\n\nNoAmmo:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_TakeInventory(\"AltCharge\",999)\nBUST B 1\nGoto Ready+2\n}\n}\n\nactor CoinAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 10\n}\n\nactor NinjaPipe1\n{\nPROJECTILE\nRadius 10\nHeight 16\nscale 2.5\ndamage (12)\ndamagetype \"Pipe\"\nObituary \"$OB_NINJAPIPE\"\nspeed 28\nStates\n{\nSpawn:\nCKIC D 0\nCKIC D 0 //A_RadiusThrust(500,64,0)\nCKIC DEF 2 A_ChangeVelocity(8,0,-12,CVF_RELATIVE)\nstop\n}\n}\n\nactor NinjaPipe2\n{\nPROJECTILE\nRadius 14\nHeight 18\nscale 2.5\ndamage (34)\ndamagetype \"Pipe\"\nObituary \"$OB_NINJAPIPE\"\nspeed 33\nStates\n{\nSpawn:\nCKIC D 0\nCKIC D 0 //A_RadiusThrust(500,64,0)\nCKIC DEF 2 A_ChangeVelocity(8,0,-12,CVF_RELATIVE)\nstop\n}\n}\n\nactor NinjaPipe3\n{\nPROJECTILE\nRadius 16\nHeight 24\nscale 2.5\ndamage (50)\ndamagetype \"Pipe\"\nObituary \"$OB_NINJAPIPE\"\nspeed 38\nStates\n{\nSpawn:\nCKIC D 0\nCKIC DEF 2 A_ChangeVelocity(8,0,-12,CVF_RELATIVE)\nstop\n}\n}\n\nactor CoinThrow1\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\nObituary \"$OB_NINJACOIN\"\nSpeed 33\nDamage (7)\nradius 10\nheight 8\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nRING C 2\ngoto spawn+1\nDeath:\nBUST A 1\nstop\n}\n}\n\nactor CoinThrow2\n{\nPROJECTILE\nTranslation \"208:248=180:180\"\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\nObituary \"$OB_NINJACOIN\"\nSpeed 43\nDamage (17)\nradius 10\nheight 8\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nRING C 2\ngoto spawn+1\nDeath:\nBUST A 1\nstop\n}\n}\n\nactor AltCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 5000\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Colette/ChosenOneWep.txt",
        "contents": "actor ChosenOneWep : Megabuster\n{\nWeapon.AmmoUse 7\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_CHAKRAM\"\nInventory.Pickupmessage \"You are now the CHOSEN ONE!\"\nweapon.ammotype \"ColetteAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,393)\nBUST B 0 A_GunFlash\nBUST B 10 A_WeaponReady\nBUST B 0 A_GiveInventory(\"ColetteAmmo\",1)\nGoto Ready+2\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\n\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\n\nFire:\nRING E 0 A_PlaySoundEx(\"weapon/ringboomerang\",\"Weapon\")\nRING E 0 //A_FireCustomMissile(\"ColetteChakram\",0,0,8,0)\nRING E 0 A_FireCustomMissile(\"RayThrust\",0,0,8,0)\nRING FG 8\nRING E 28\nRING E 0 A_Refire\nGoto Ready+2\n\nAltFire:\nBUST B 0 A_JumpIfInventory(\"ColetteAmmo\",21,\"StardustCross\")\nBUST B 1\nGoto Ready+2\nStardustCross:\nFSTO BC 2\nTNT1 A 0 //A_FireCustomMissile(\"StarDustCrossSpawner\",0,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"StarDustCrossSpawner\",0,0,0,15)\nBUST B 0 A_TakeInventory(\"ColetteAmmo\",14)\nFSTO D 20\nFSTO C 8\nGoto Ready+2\n\nFlash:\nTNT1 A 45\nTNT1 A 0 A_GiveInventory(\"ColetteAmmo\",1)\nGoto Flash\n\nNoAmmo:\nBUST B 1\nGoto Ready+2\n}\n}\n\nactor ColetteAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor RayThrust\n{\nPROJECTILE\nTranslation \"208:248=209:209\"\nscale 2.5\n+RIPPER\n+DONTBLAST\nSpeed 35\nRadius 5\nHeight 5\nDamage (5)\ndamagetype \"RayThrust\"\nObituary \"$OB_RAYTHRUST\"\nStates\n{\nSpawn:\nRING C 5\nloop\n}\n}\n\nactor ColetteChakram\n{\nPROJECTILE\nTranslation \"208:248=209:209\"\nRadius 10\nHeight 10\nscale 2.5\ndamage (8)\n+RIPPER\n+DONTBLAST\n+NOTARGETSWITCH\nmeleerange 12\nreactiontime 25\ndamagetype \"ChosenChakram\"\nObituary \"$$OB_CHAKRAM\"\nspeed 45\nStates\n{\nSpawn:\nRING C 7\nRING C 0 A_Stop\nRING C 0 A_ChangeFlag(\"RIPPER\", 0)\nRING C 3\nGoto Death\nDeath:\nRING C 0\nRING C 0 A_CustomMissile(\"ReturnChakram\",0,0,0,0)\nstop\n}\n}\n\nactor ReturnChakram : ColetteChakram\n{\n+NOINTERACTION\ndamagetype \"ChosenChakram\"\nradius 0\nheight 0\nStates\n{\nSpawn:\nRING C 0\nRING C 0 A_JumpIfCloser(32,\"Death\")\nRING CC 1 A_SpawnItemEx(\"ChakramDamager\",0,0,0,2,0,0)\nRING C 0 A_JumpIfCloser(32,\"Death\")\nRING CC 1 A_SpawnItemEx(\"ChakramDamager\",0,0,0,2,0,0)\nRING C 0 A_JumpIfCloser(32,\"Death\")\nRING CC 1 A_SpawnItemEx(\"ChakramDamager\",0,0,0,2,0,0)\nRING C 0 A_JumpIfCloser(32,\"Death\")\nRING CC 1 A_SpawnItemEx(\"ChakramDamager\",0,0,0,2,0,0)\nRING C 0 A_JumpIfCloser(32,\"Death\")\nRING CC 1 A_SpawnItemEx(\"ChakramDamager\",0,0,0,2,0,0)\nRING C 0 A_JumpIfCloser(32,\"Death\")\nRING CC 1 A_SpawnItemEx(\"ChakramDamager\",0,0,0,2,0,0)\nRING C 0 A_JumpIfCloser(32,\"Death\")\nRING CC 1 A_SpawnItemEx(\"ChakramDamager\",0,0,0,2,0,0)\nRING C 0 A_Stop\nstop\nDeath:\nRING C 0\nstop\n}\n}\n\nactor ChakramDamager\n{\ndamagetype \"ChosenChakram\"\nObituary \"$OB_NESSYOYO\"\nPROJECTILE\n+RIPPER\ndamage (8)\nradius 10\nheight 10\nStates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}\n\nactor StarDustCrossSpawner\n{\nTranslation \"0:255=209:209\"\n+NOGRAVITY\n+MISSILE\n//+NOINTERACTION\n//+NOCLIP\nReactionTime 10\n//+CEILINGHUGGER\nStates\n{\nSpawn:\nPHAS III 1 A_ChangeVelocity(0,0,10,CVF_RELATIVE|CVF_REPLACE)\nPHAS III 2 A_JumpIf(z-ceilingz==0-6, \"CeilingDeath\")\nPHAS I 0 A_Stop\nDeath:\nPHAS IIIIIIIIIIII 1 A_SpawnItemEx(\"StarDustCross\",0,0,0,random(10,-10),random(10,-10),random(10,-10))\nstop\nCeilingDeath:\nPHAS IIIIIIIIIIII 1 A_SpawnItemEx(\"StarDustCross\",0,0,-2,random(10,-10),random(10,-10),random(-4,-10))\n}\n}\n\nactor StarDustCross\n{\nPROJECTILE\nTranslation \"0:255=209:209\"\n-NOGRAVITY\n//+NOINTERACTION\n+DONTBLAST\nDamagetype \"StardustCross\"\nObituary \"$OB_STARDUSTCROSS\"\ndamage (4)\nheight 8\nradius 16\nScale 2.5\nStates\n{\nSpawn:\nLASH BBBCCCDDD 1\nLoop\nDeath:\nASEX A 0 A_Explode(12,64,0)\nstop\n}\n}\n\nactor POWHammerWep : Megabuster\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_POWHAMMER\"\nInventory.Pickupmessage \"SQUEAK!\"\nweapon.ammotype \"ColetteAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,393)\nBUST B 0 A_GunFlash\nBUST B 10 A_WeaponReady\nBUST B 0 A_GiveInventory(\"ColetteAmmo\",1)\nGoto Ready+2\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\n\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\n\nFire:\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 //A_GiveInventory(\"MainUsage\",1)\nBUST B 0 A_JumpIfInventory(\"MainUsage\",15,\"POWPOWHammerCheck\")\nBUST B 0 A_JumpIfInventory(\"MainUsage\",50,\"HammerRainCheck\")\nRING E 0 //A_PlaySoundEx(\"weapon/ringboomerang\",\"Weapon\")\nRING E 0 A_FireCustomMissile(\"POWHammer\",0,1,8,45)\nRING FG 8\nRING E 14\nRING E 0 A_Refire\nGoto Ready+2\n\nPOWPOWHammerCheck:\nBUST B 0 A_JumpIfInventory(\"ArteUpgrade\",1,\"POWPOWHammer\")\nBUST B 0 A_GiveInventory(\"ArteUpgrade\",1)\nBUST B 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"Item\")\n//BUST B 0 A_JumpIfInventory(\"MainUsage\",25,\"POWPOWHammerCheck\")\nPOWPOWHammer:\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_JumpIfInventory(\"MainUsage\",50,\"HammerRainCheck\")\nRING E 0 //A_PlaySoundEx(\"weapon/Placeholder\",\"Weapon\")\nRING EEE 1 A_FireCustomMissile(\"POWPOWHammer\",random(-20,20),1,8,50)\nRING FG 8\nRING E 14\nRING E 0 A_Refire\nGoto Ready+2\nHammerRainCheck:\nBUST B 0 A_JumpIfInventory(\"ArteUpgrade\",2,\"HammerRain\")\nBUST B 0 A_GiveInventory(\"ArteUpgrade\",1)\nBUST B 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"Item\")\nHammerRain:\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nRING E 0 //A_PlaySoundEx(\"weapon/Placeholder\",\"Weapon\")\nRING EEEEEEE 1 A_FireCustomMissile(\"POWPOWHammer\",random(-28,28),1,8,55)\nRING FG 8\nRING E 14\nRING E 0 A_Refire\nGoto Ready+2\n\nAltFire:\nBUST B 0 A_JumpIfInventory(\"ColetteAmmo\",7,\"ParaBall\")\nBUST B 1\nGoto Ready+2\nParaBall:\nFSTO BC 2\nBUST B 0 A_JumpIfInventory(\"AltUsage\",25,\"ParaballCheck\")\nTNT1 A 0 A_FireCustomMissile(\"ParaBall\",10,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"ParaBall\",-10,0,0,0)\nBUST B 0 A_TakeInventory(\"ColetteAmmo\",7)\nFSTO D 20\nFSTO C 8\nGoto Ready+2\nParaballCheck:\nBUST B 0 A_JumpIfInventory(\"AltArteUpgrade\",1,\"ParaballUpgraded\")\nBUST B 0 A_GiveInventory(\"AltArteUpgrade\",1)\nBUST B 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"Item\")\nParaBallUpgraded:\nFSTO BC 2\nTNT1 A 0 A_FireCustomMissile(\"ParaBall\",10,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"ParaBall\",-10,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"ParaBall\",25,0,0,0)\nTNT1 A 0 A_FireCustomMissile(\"ParaBall\",-25,0,0,0)\nBUST B 0 A_TakeInventory(\"ColetteAmmo\",7)\nFSTO D 20\nFSTO C 8\nGoto Ready+2\n\nFlash:\nTNT1 A 45\nTNT1 A 0 A_GiveInventory(\"ColetteAmmo\",1)\nGoto Flash\n\nNoAmmo:\nBUST B 1\nGoto Ready+2\n}\n}\n\nActor ArteUpgrade : Inventory\n{\ninventory.amount 1\ninventory.maxamount 2\n}\n\nActor AltArteUpgrade : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nActor MainUsage : Inventory\n{\ninventory.amount 1\ninventory.maxamount 50\n}\n\nActor AltUsage : Inventory\n{\ninventory.amount 1\ninventory.maxamount 50\n}\n\nactor POWHammer\n{\nPROJECTILE\n-DONTSPLASH\n-NOGRAVITY\n+FORCEXYBILLBOARD\nheight 10\nradius 10\ndamage (5)\nspeed 45\nscale 2.5\ndamagetype \"POWHammer\"\nObituary \"$OB_POWHAMMER1\"\nStates\n{\nSpawn:\nWTRB B 0\nWTRB BCD 2 A_CheckFloor(\"Death\")\nloop\nDeath:\nWTRB K 0 A_ChangeFlag(\"NOGRAVITY\", 1)\nWTRB K 0 //A_Explode(5,64,0)\nWTRB K 0 A_JumpIf(ceilingz-z<16,\"DeathUp\")\nWTRB KLMN 2\nstop\nDeathUp:\nWTRB O 0\nWTRB OPQR 2\nstop\n}\n}\n\nactor POWPOWHammer\n{\nPROJECTILE\n-DONTSPLASH\n-NOGRAVITY\n+FORCEXYBILLBOARD\nheight 10\nradius 10\ndamage (8)\nspeed 45\nscale 2.5\ndamagetype \"POWPOWHammer\"\nObituary \"$OB_POWPOWHAMMER1\"\nStates\n{\nSpawn:\nWTRB B 0\nWTRB BCD 2 A_CheckFloor(\"Death\")\nloop\nDeath:\nWTRB K 0 A_ChangeFlag(\"NOGRAVITY\", 1)\nWTRB K 0 //A_Explode(5,64,0)\nWTRB K 0 A_JumpIf(ceilingz-z<16,\"DeathUp\")\nWTRB KLMN 2\nstop\nDeathUp:\nWTRB O 0\nWTRB OPQR 2\nstop\n}\n}\n\nactor ParaBall\n{\nPROJECTILE\n+HEXENBOUNCE\n-NOGRAVITY\n+FORCEXYBILLBOARD\n//+BOUNCEONACTORS\nscale 2.5\nheight 12\nradius 12\ndamage (15)\nbouncecount 5\nbouncefactor 0.6\nwallbouncefactor 0.6\nGravity 0.50\nspeed 20\nSeeSound \"weapon/coilbounce1\"\ndamagetype \"Paraball\"\nObituary \"$OB_MEGABALL\"\nStates\n{\nSpawn:\nMBAL B 2\nMBAL BCDEFGHI 1\nGoto Spawn+1\nDeath:\nMMFX FGHI 2\nstop\nXDeath:\nLIBO GHIJK 1 A_SpawnItemEx(\"ColetteLightning\", 0, 0, 355)\nStop\n}\n}\n\nActor ColetteLightning : LightningBolt\n{\n-FLOORHUGGER\n+CLIENTSIDEONLY\n+NOINTERACTION\nStates\n{\nSpawn:\nLIBO L 0\nLIBO L 0 A_JumpIf(ceilingz-z <= 32, \"Death\")\nLIBO G 1 A_SpawnItemEx(\"LightningExtend\", 0, 0, 355)\nLIBO LLMN 1\nstop\nDeath:\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFX\", 0, 0, 32)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Quote/Quote Weapons.txt",
        "contents": "//Polar Star\nActor PolarStarWepLvl1 : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nObituary \"%o was killed by %k's Polar Star!\"\nInventory.Pickupmessage \"You got the Polar Star!\"\nWeapon.AmmoType \"PolarStarAmmo\"\nWeapon.AmmoType2 \"BoosterFuel\"\ninventory.icon \"CSICN3\"\ninventory.pickupsound \"weapon/weaponup\"\nStates\n{\nSpawn:\nWEA2 C 0\nstop\nReady:\nPLBG A 0 ACS_ExecuteAlways(998,0,287)\nPLBG A 0\nPLBG A 3 A_WeaponReady\nPLBG A 1 A_GiveInventory(\"BoosterFuel\",1)\nGoto Ready+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPLBG A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPLBG A 1 A_Raise\nLoop\nBotFire:\nPLBG A 0 A_Jump(256,\"RocketFire\",\"PolarFire\",\"BubblerFire\")\ngoto PolarFire\nRocketFire:\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",30,\"RocketFire3\")\nGoto RocketFireCheck2\nRocketFireCheck2:\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",10,\"RocketFire2\")\nGoto RocketFire1\nRocketFire3:\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nSXH5 A 0 A_FireCustomMissile(\"RocketLvl1\",random(-6,6),1,random(-6,6),0)\nSXH5 A 0 A_FireCustomMissile(\"RocketLvl1\",random(-6,6),0,random(-6,6),0)\nSXH5 A 0 A_FireCustomMissile(\"RocketLvl1\",random(-6,6),0,random(-6,6),0)\nGoTo RocketCoolDown\nRocketFire2:\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nSXH5 A 0 A_FireCustomMissile(\"RocketLvl2\",0,1,8,0)\nGoTo RocketCoolDown\nRocketFire1:\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nSXH5 A 0 A_FireCustomMissile(\"RocketLvl1\",0,1,8,0)\nGoTo RocketCoolDown\nRocketCoolDown:\nSXH5 AAAAAAAA 2\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 13\nSXH5 A 0 A_Refire\nGoto Ready+1\nBubblerFire:\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",30,\"BubblerFire3\")\nGoto BubblerFireCheck2\nBubblerFireCheck2:\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",10,\"BubblerFire2\")\nGoto BubblerFire1\nBubblerFire3:\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_TakeInventory(\"BubblineAmmo\",1)\nSXH5 A 3 A_FireCustomMissile(\"BubbleShurikenLauncher\",random(-20,20),0,random(-20,20),0)\ngoto Ready+1\nBubblerFire2:\nSXH5 A 0 A_JumpIfInventory(\"CutterFlag\",5,\"BubblerFire2End\")\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nSXH5 A 0 A_TakeInventory(\"BubblineAmmo\",1)\nSXH5 A 0 A_FireCustomMissile(\"AtomicFlames\",0,0,8,0)\nSXH5 AAA 1 A_FireCustomMissile(\"AtomicFlamesFX\",0,0,8,0)\nSXH5 A 0 A_GiveInventory(\"CutterFlag\",1)\nLoop\nBubblerFire2End:\ngoto Ready+1\nBubblerFire1:\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_TakeInventory(\"BubblineAmmo\",1)\nSXH5 A 5 A_FireCustomMissile(\"BubbleLvl1\",0,0,8,0)\nSXH5 A 8\nGoto Ready+1\nPolarFire:\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",30,\"PolarFire3\")\nGoto PolarFireCheck2\nPolarFireCheck2:\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",10,\"PolarFire2\")\nGoto PolarFire1\nPolarFire3:\nPLBG A 0 A_PlaySoundEx(\"weapon/PolarShot\",\"Weapon\")\nPLBG A 0 A_FireCustomMissile(\"PolarStarShotLvl3\",0,0,8,0)\nGoTo PolarCoolDown\nPolarFire2:\nPLBG A 0 A_PlaySoundEx(\"weapon/PolarShot\",\"Weapon\")\nPLBG A 0 A_FireCustomMissile(\"PolarStarShotLvl2\",0,0,8,0)\nGoTo PolarCoolDown\nPolarFire1:\nPLBG A 0 A_PlaySoundEx(\"weapon/PolarShot\",\"Weapon\")\nPLBG A 0 A_FireCustomMissile(\"PolarStarShotLvl1\",0,0,8,0)\nGoTo PolarCoolDown\nPolarCoolDown:\nPLBG A 6\nGoto Ready+2\nFire:\nPLBG A 0 A_JumpIfInventory(\"IsBot\",1,\"BotFire\")\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",30,\"Fire3\")\nGoto FireCheck2\nFireCheck2:\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",10,\"Fire2\")\nGoto Fire1\nFire3:\nPLBG A 0 A_PlaySoundEx(\"weapon/PolarShot\",\"Weapon\")\nPLBG A 0 A_FireCustomMissile(\"PolarStarShotLvl3\",0,0,8,0)\nGoTo PolarCoolDown\nFire2:\nPLBG A 0 A_PlaySoundEx(\"weapon/PolarShot\",\"Weapon\")\nPLBG A 0 A_FireCustomMissile(\"PolarStarShotLvl2\",0,0,8,0)\nGoTo PolarCoolDown\nFire1:\nPLBG A 0 A_PlaySoundEx(\"weapon/PolarShot\",\"Weapon\")\nPLBG A 0 A_FireCustomMissile(\"PolarStarShotLvl1\",0,0,8,0)\nGoTo PolarCoolDown\nAltFire:\nPLBG A 0 A_JumpIfInventory(\"BoosterFuel\",100,\"Boosting\")\nPLBG A 1\nGoto Ready+1\nBoosting:\nPLBG A 0 A_TakeInventory(\"BoosterFuel\",100)\nPLBG A 25 A_ChangeFlag(\"NOGRAVITY\",1)\nGetBoostin:\nPLBG A 0 A_JumpIfInventory(\"CutterFlag\",22,\"NoMoreBoost\")\nPLBG A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"QuoteBoosterTrail\",0,0,0,-momx/3,-momy/3,-momz/3)\nPLBG A 3 A_Recoil(-4)\nPLBG A 0 A_GiveInventory(\"CutterFlag\",1)\nGoTo GetBoostin\nNoMoreBoost:\nPLBG A 0 A_GiveInventory(\"Clip\",1)\nPLBG A 25 A_ChangeFlag(\"NOGRAVITY\",0)\nPLBG A 5 A_GiveInventory(\"CutterFlag\",999)\nGoto Ready+1\nNoAmmo:\nPLBG A 1 ACS_Execute(979,0)\nGoto Ready+2\n}\n}\n\nactor PolarStarAmmo : Ammo\n{\ninventory.amount 0\ninventory.maxamount 0\n}\n\nactor PolarStarShotLvl3\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"CSDamage\"\nObituary \"%o was polarized by %k's Polar Star.\"\nSpeed 35\nreactiontime 40\nDamage (6)\nradius 10\nheight 10\nscale 1.5\nStates\n{\nSpawn:\nTNT1 A 2\nSXP2 XXXX 1 A_Countdown\nSXP2 XXXX 2\nStop\nDeath:\nSXP2 XXX 1\nstop\n}\n}\n\nactor PolarStarShotLvl2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"CSDamage\"\nObituary \"%o was polarized by %k's Polar Star.\"\nSpeed 26\nreactiontime 40\nDamage (4)\nradius 10\nheight 10\nscale 1.5\nStates\n{\nSpawn:\nTNT1 A 2\nSXP2 WWWW 1 A_Countdown\nSXP2 WWWW 2\nStop\n}\n}\n\nactor PolarStarShotLvl1\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"CSDamage\"\nObituary \"%o was polarized by %k's Polar Star.\"\nSpeed 13\nreactiontime 40\nDamage (2)\nradius 10\nheight 10\nscale 1.5\nStates\n{\nSpawn:\nTNT1 A 2\nSpawn2:\nSXP2 VVVV 1 A_Countdown\nSXP2 VVVV 2\nStop\n}\n}\n\n//Bubbline\nactor BubblineWepLvl1 : PolarStarWepLvl1\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 100\nWeapon.SlotNumber 2\nObituary \"%o was melted by %k's Atomic Flames.\"\nInventory.Pickupmessage \"Power up! Atomic Flames!\"\nweapon.ammotype \"BubblineAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\ninventory.icon \"CSICN2\"\n+WEAPON.CHEATNOTWEAPON\n+INVENTORY.UNDROPPABLE\nScale 2.0\nStates\n{\nSpawn:\nWEAP E 1\nloop\nReady:\nSXH5 A 0 ACS_ExecuteAlways(998,0,3)\nSXH5 A 1 A_WeaponReady\nSXH5 A 0 A_GiveInventory(\"BubblineAmmo\",1)\nSXH5 A 2 A_GiveInventory(\"BoosterFuel\",1)\nSXH5 A 0 A_TakeInventory(\"CutterFlag\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH5 A 1\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH5 A 1\nLoop\nFire:\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",30,\"Fire3\")\nGoto FireCheck2\nFireCheck2:\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",10,\"Fire2\")\nGoto Fire1\nFire3:\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_TakeInventory(\"BubblineAmmo\",1)\nSXH5 A 3 A_FireCustomMissile(\"BubbleShurikenLauncher\",random(-10,10),random(-10,10),random(-10,10),random(-10,10),random(-10,10),random(-10,10))\nNoAmmo:\nSXH5 A 0 A_ClearRefire\nSXH5 A 1 ACS_Execute(979,0)\nSXH5 A 0 A_Refire\nGoto Ready+1\nFire2:\nSXH5 A 0 A_JumpIfInventory(\"CutterFlag\",5,\"Nopeity\")\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nSXH5 A 0 A_TakeInventory(\"BubblineAmmo\",1)\nSXH5 A 0 A_FireCustomMissile(\"AtomicFlames\",0,0,8,0)\nSXH5 AAA 1 A_FireCustomMissile(\"AtomicFlamesFX\",0,0,8,0)\nSXH5 A 0 A_GiveInventory(\"CutterFlag\",1)\nLoop\nNopeity:\nSXH5 A 0\nGoTo Ready+1\nFire1:\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_TakeInventory(\"BubblineAmmo\",1)\nSXH5 A 5 A_FireCustomMissile(\"BubbleLvl1\",0,0,8,0)\nSXH5 A 8\nGoto Ready+1\n}\n}\n\nactor BubbleLvl1\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"CSDamage\"\nObituary \"%o was popped %k's bubble.\"\nSpeed 8\nreactiontime 40\nDamage (5)\nradius 10\nheight 10\nscale 1.5\nStates\n{\nSpawn:\nTNT1 A 2\nBLIN CCCC 10\nBLIN CCCC 0 A_PlaySoundEX(\"weapon/crackerthrow\",\"Weapon\")\nstop\n}\n}\n\nactor AtomicFlames\n{\nPROJECTILE\nRadius 32\nHeight 32\nrenderstyle none\nDamage (0)\n+DONTBLAST\n+BLOODSPLATTER\ndamagetype \"CSDamage\"\nSpeed 15\nStates\n{\nSpawn:\nPLAY A 15\nstop\n}\n}\n\nactor BubbleShurikenLauncher\n{\nPROJECTILE\nRadius 6\nHeight 7\nscale 2.5\ndamagetype \"CSDamage\"\nObituary \"%o was popped by %k's Bubbline.\"\ndamage (1)\nspeed 10\nStates\n{\nSpawn:\nBLIN BBBB 3\nBLIN B 0 A_ScaleVelocity(-1)\nBLIN BBBB 6\nBLIN B 0 A_ScaleVelocity(-1)\nBLIN BBBB 6\nBLIN B 0 A_ScaleVelocity(-1)\nBLIN BBBB 6\nBLIN B 0 A_ScaleVelocity(-1)\nBLIN BBBB 10\nBLIN B 0 A_ScaleVelocity(-1)\nBLIN B 0\ngoto Death\nDeath:\nSXP2 Y 0 A_Stop\nSXP2 Y 0 A_CustomMissile(\"BubbleShuriken\",random(-10,10),random(-10,10),random(-10,10),random(-10,10),random(-10,10))\nSXP2 YY 0 A_PlaySoundEx(\"weapon/crackerthrow\", \"Weapon\")\nstop\n}\n}\n\nactor BubbleShuriken\n{\nPROJECTILE\nRadius 6\nHeight 7\nscale 2.5\ndamagetype \"CSDamage\"\nObituary \"%o was popped by %k's Bubbline.\"\ndamage (20)\nspeed 30\nStates\n{\nSpawn:\nBSHU ABDC 3\nloop\nDeath:\nSXP2 Y 0 A_Stop\nSXP2 YY 0 A_PlaySoundEx(\"weapon/crackerthrow\", \"Weapon\")\nstop\n}\n}\n\nactor AtomicFlamesFx\n{\nscale 2.5\nPROJECTILE\nRadius 4\nHeight 4\nalpha 1.0\nDamage (2)\n+DONTBLAST\ndamagetype \"CSDamage\"\nSpeed 20\nStates\n{\nSpawn:\nBLIN A 0\nTNT1 A 2 A_ChangeVelocity(0.0,random(-2.0,2.0),random(-2.0,2.0),CVF_RELATIVE)\nBLIN AAAAAA 2\nFade:\nBLIN AA 2 A_FadeOut(0.1)\nloop\n}\n}\n\nactor BubblineAmmo : Ammo\n{\ninventory.amount 100\ninventory.maxamount 100\n}\n\n//Rocket Launcher\nactor RocketLauncherWepLvl1 : PolarStarWepLvl1\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 10\nWeapon.SlotNumber 3\nInventory.Pickupmessage \"Power up! Ballade Cracker!\"\nObituary \"$OB_BALLADECRACKER\"\nweapon.ammotype \"Rockets\"\ninventory.pickupsound \"weapon/weaponup\"\ninventory.icon \"CSICN1\"\nScale 2.0\nStates\n{\nSpawn:\nWEA5 C 1\nloop\nReady:\nSXH5 A 0 ACS_ExecuteAlways(998,0,47)\nSXH5 A 1 A_WeaponReady\nSXH5 A 2 A_GiveInventory(\"BoosterFuel\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH5 A 0 A_TakeInventory(\"IMHOLDINGMISSILES\",1)\nSXH5 A 1 A_Lower\nLoop\nNoAmmo:\nSXH5 A 0 A_ClearRefire\nSXH5 A 1 ACS_Execute(979,0)\nSXH5 A 0 A_Refire\nGoto Ready+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH5 A 0 A_GiveInventory(\"IMHOLDINGMISSILES\",1)\nSXH5 A 1 A_Raise\nLoop\nFire:\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",30,\"Fire3\")\nGoto FireCheck2\nFireCheck2:\nPLBG A 0 A_JumpIfInventory(\"EXPEnergy\",10,\"Fire2\")\nGoto Fire1\nFire3:\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nSXH5 A 0 A_FireCustomMissile(\"RocketLvl1\",random(-6,6),1,8,0)\nSXH5 A 0 A_FireCustomMissile(\"RocketLvl1\",random(-6,6),0,8,0)\nSXH5 A 0 A_FireCustomMissile(\"RocketLvl1\",random(-6,6),0,8,0)\nGoTo RocketCoolDown\nFire2:\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nSXH5 A 0 A_FireCustomMissile(\"RocketLvl2\",0,1,8,0)\nRocketCoolDown:\nSXH5 AAAAAA 2\nSXH5 AA 2\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 13\nSXH5 A 0 A_Refire\nGoto Ready+1\nFire1:\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nSXH5 A 0 A_FireCustomMissile(\"RocketLvl1\",0,1,8,0)\nGoto RocketCoolDown\n}\n}\n\n//Nemesis\nactor IGNemesis : PolarStarWepLvl1\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 28\nInventory.Pickupmessage \"Power up! Metal Blade\"\nweapon.ammotype \"MetalBladeAmmo\"\ninventory.icon \"CSICN4\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.CHEATNOTWEAPON\n+INVENTORY.UNDROPPABLE\nScale 2.5\nStates\n{\nSpawn:\nWEAP S 1\nloop\nReady:\nSXH5 A 0 ACS_ExecuteAlways(991,0,67)\nSXH5 A 1 A_WeaponReady\nSXH5 A 2 A_GiveInventory(\"BoosterFuel\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH5 A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH5 A 1 A_Raise\nLoop\nHold:\nFire:\nSXH5 A 0 A_FireCustomMissile(\"NemesisShot\",0,1,8,0)\nSXH5 A 0 A_PlayWeaponSound(\"weapon/magnetmissile\")\nSXH5 A 2\nSXH5 A 3\nSXH5 A 0 A_Refire\nGoto Ready+1\n}\n}\n\nactor NemesisShot\n{\nPROJECTILE\n+DONTBLAST\n+RIPPER\nRadius 13\nHeight 10\nObituary \"%o was pulverized by %k's Nemesis Lv.1.\"\ndamagetype \"Instagib\"\nscale 4.3\ndamage (100)\nspeed 56\nstates\n{\nSpawn:\nCAST J 0\nCAST JKJKJKJKJKJK 1 A_SpawnItemEx(\"CaveStoryMissileSmoke\", -8, 0, random(-1, 1), random(-5, -1), 0, random(-2, 4))\nCAST JKJKJKJKJKJK 1 A_SpawnItemEx(\"CaveStoryMissileSmoke\", -8, 0, random(-1, 1), random(-5, -1), 0, random(-2, 4))\nTNT1 A 0\nstop\n}\n}\n\nactor Rockets : Ammo\n{\ninventory.amount 1\ninventory.maxamount 10\n}\n\nactor RocketLvl2\n{\nPROJECTILE\nRadius 6\nHeight 7\nscale 2.5\ndamagetype \"CSDamage\"\nObituary \"%o was blown apart by %k's Rocket Launcher.\"\ndamage (50)\nspeed 50\n+EXPLODEONWATER\nStates\n{\nSpawn:\nSXP2 YY 3\nloop\nDeath:\nSXP2 YY 0 A_Stop\nSXP2 YY 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nTNT1 AAAAAAAAAA 0 A_SpawnItemEX(\"CaveStoryMissileSmoke\",0,0,15,random(-5,5),random(-5,5),random(-5,5))\nstop\n}\n}\n\nactor RocketLvl1\n{\nPROJECTILE\nRadius 6\nHeight 7\nscale 2.5\ndamagetype \"CSDamage\"\nObituary \"%o was blown apart by %k's Rocket Launcher.\"\ndamage (25)\nspeed 50\n+EXPLODEONWATER\nStates\n{\nSpawn:\nSXP2 YY 3\nloop\nDeath:\nSXP2 YY 0 A_Stop\nSXP2 YY 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nTNT1 AAAAAAAAAA 0 A_SpawnItemEX(\"CaveStoryMissileSmoke\",0,0,15,random(-5,5),random(-5,5),random(-5,5))\nstop\n}\n}\n\nActor CaveStoryMissileSmoke : CaveStorySmoke\n{\nScale 1.0\n}\n\nactor Rocketss : CustomInventory\n{\ninventory.pickupmessage \"You got a rocket!\"\ninventory.amount 1\ninventory.pickupsound \"item/energyup\"\nScale 2.0\nStates\n{\nSpawn:\nROET A 0\nROET A 0 Thing_ChangeTID(0,999)\nROET A 175\nstop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"CanLevelUp\",1,\"Success\")\nTNT1 A 0\nfail\nSuccess:\nTNT1 A 0 A_GiveInventory(\"Rockets\",1)\nstop\n}\n}\n\nactor EXPEnergy : Ammo\n{\ninventory.amount 1\ninventory.maxamount 40\n}\n\nactor CanUseRockets : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor EnergyTriangle : CustomInventory\n{\ninventory.pickupmessage \"You got 1 Experience!\"\ninventory.amount 1\ninventory.pickupsound \"item/energyup\"\nScale 2.0\n-NOGRAVITY\n+BOUNCEONACTORS\n+HEXENBOUNCE\n+CANBOUNCEWATER\nStates\n{\nSpawn:\nETRI BA 4 ThrustThingZ(0, 25, 0, 0)\nETRI BCDE 4 Thing_ChangeTID(0,999)\nSpawn2:\nETRI A 0 A_JumpIfInventory(\"CutterFlag\",15,\"Nope\")\nETRI A 4\nETRI BCDE 4\nETRI E 0 A_GiveInventory(\"CutterFlag\",1)\nGoTo Spawn2\nNope:\nETRI A 4\nStop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"CanLevelUp\",1,\"Success\")\nfail\nSuccess:\nTNT1 A 0 A_GiveInventory(\"EXPEnergy\",1)\nstop\n}\n}\n\nactor BoosterFuel : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\nactor CanLevelUp : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor QuoteBoosterTrail\n{\nPROJECTILE\n+NOINTERACTION\nscale 6.0\nstates\n{\nSpawn:\nCAST ABABAB 1\nCAST ABABABAB 1 A_FadeOut(0.12)\nstop\n}\n}\n\n//Stuff that you shouldn't look at. EVER...\nactor VERYHIDDENWEPOFHIDDENNESS : PolarStarWepLvl1\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 100\nWeapon.SlotNumber 2\nObituary \"%o was melted by %k's Atomic Flames.\"\nInventory.Pickupmessage \"Power up! Atomic Flames!\"\nweapon.ammotype \"BubblineAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\ninventory.icon \"CSICN2\"\n+WEAPON.CHEATNOTWEAPON\n+INVENTORY.UNDROPPABLE\nScale 2.0\nStates\n{\nSpawn:\nWEAP E 1\nloop\nReady:\nSXH5 A 0 ACS_ExecuteAlways(998,0,3)\nSXH5 A 1 A_WeaponReady\nSXH5 A 0 A_GiveInventory(\"BubblineAmmo\",2)\nSXH5 A 2 A_GiveInventory(\"BoosterFuel\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH5 A 1\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH5 A 1\nLoop\nFire:\nSXH5 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSXH5 A 0 A_TakeInventory(\"BubblineAmmo\",1)\nSXH5 A 3 A_FireCustomMissile(\"BubbleBubbleBubble\",random(-10,10),random(-10,10),random(-10,10),random(-10,10),random(-10,10),random(-10,10))\nNoAmmo:\nSXH5 A 0 A_ClearRefire\nSXH5 A 1 ACS_Execute(979,0)\nSXH5 A 0 A_Refire\nGoto Ready+1\n}\n}\n\nactor BubbleBubbleBubble\n{\nPROJECTILE\nRadius 6\nHeight 7\nscale 2.5\ndamagetype \"CSDamage\"\nObituary \"%o was popped by %k's Bubbline.\"\ndamage (1)\nspeed 10\nStates\n{\nSpawn:\nBLIN BBBB 3\nBLIN B 0 A_ScaleVelocity(-1)\nBLIN BBBB 6\nBLIN B 0 A_ScaleVelocity(-1)\nBLIN BBBB 6\nBLIN B 0 A_ScaleVelocity(-1)\nBLIN BBBB 6\nBLIN B 0 A_ScaleVelocity(-1)\nBLIN BBBB 10\nBLIN B 0 A_ScaleVelocity(-1)\nBLIN B 0\ngoto Death\nDeath:\nSXP2 Y 0 A_Stop\nSXP2 Y 5 A_CustomMissile(\"BubbleBubbleBubble\",random(-10,10),random(-10,10),random(-10,10),random(-10,10),random(-10,10))\nSXP2 YY 0 A_PlaySoundEx(\"weapon/crackerthrow\", \"Weapon\")\nstop\n}\n}\n\nactor DoritoGun : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nObituary \"%o was killed by %k's Polar Star!\"\nInventory.Pickupmessage \"You got the Polar Star!\"\nweapon.ammotype \"PolarStarAmmo\"\nweapon.ammotype2 \"BoosterFuel\"\ninventory.pickupsound \"weapon/weaponup\"\nStates\n{\nSpawn:\nWEA2 C 0\nstop\nReady:\nPLBG A 0 ACS_ExecuteAlways(998,0,287)\nPLBG A 0\nPLBG A 3 A_WeaponReady\nGoto Ready+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPLBG A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPLBG A 1 A_Raise\nLoop\nFire:\nPLBG A 0 A_PlaySoundEx(\"weapon/PolarShot\",\"Weapon\")\nPLBG A 0 A_FireCustomMissile(\"EnergyTriangle\",0,0,8,0)\nPLBG A 6\nGoto Ready+2\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Geno/GenoWep.txt",
        "contents": "actor GenoWep : Megabuster\n{\nWeapon.AmmoUse 80\nWeapon.AmmoGive 1600\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_NESSYOYO\"\nInventory.Pickupmessage \"You got Geno's weapon!\"\nObituary \"%o was defeaten by %k's Geno powers!\"\nweapon.ammotype \"Genoammo\"\n+WEAPON.AMMO_OPTIONAL\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nGENH B 0 ACS_ExecuteAlways(998,0,389)\nGENH B 6 A_WeaponReady\nGENH B 0 A_GiveInventory(\"Genoammo\",20)\nGENH B 0 A_GiveInventory(\"GenoFlash\",1)\nGoto Ready+1\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nGENH B 1 A_Lower\nLoop\n\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nGENH B 1 A_Raise\nLoop\n\nBotfire:\nGENH B 0 A_Jump(256, \"GenoBeamFire\", \"GenoThrow\", \"GenoFlashFire\")\ngoto GenoBeamFire\nFire:\nGENH B 0 A_JumpIfInventory(\"IsBot\", 1, \"Botfire\")\nGENH B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nGENH B 0 A_PlaySoundEx(\"weapon/geminilaser\",\"Weapon\")\nGENH C 4 A_FireCustomMissile(\"GenoLaser\",0,1,8,0)\nGENH D 3\nGENH B 16\nGENH B 0 A_Refire\nGoto Ready+1\nGenoBeamFire:\nGENH B 0\nGENH B 0\nGENH B 0 A_PlaySoundEx(\"weapon/geminilaser\",\"Weapon\")\nGENH C 4 A_FireCustomMissile(\"GenoLaser\",0,1,8,0)\nGENH D 3\nGENH B 16\nGENH B 0 A_Refire\nGoto Ready+1\nAltFire:\nGENH B 0 A_JumpIfInventory(\"Genoammo\",400,\"GenoThrow\")\nGENH B 1\nGoto Ready+1\nGenoThrow:\nGENH B 2 A_PlaySoundEx(\"weapon/lshot\",\"Weapon\")\nGWHR A 4 A_FireCustomMissile(\"GenoWhirl\",0,0,8,0)\nGWHR B 6 A_TakeInventory(\"Genoammo\",400)\nGENH B 13\nGENH B 8\nGoto Ready+1\nGenoFlashFire:\nGENH B 8 A_Stop\nGENH B 1 A_FireCustomMissile(\"GenoBomb\",0,0,8,0)\nGENH B 1\nGoto Ready+1\nNoAmmo:\nGENH B 1\nGoto Ready+1\n}\n}\n\nactor Genoammo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1600\n}\n\nactor GenoWhirl\n{\nPROJECTILE\nscale 2.5\n+RIPPER\n+DONTBLAST\nSpeed 40\nRadius 3\nHeight 4\nDamage (20)\ndamagetype \"MetalBlade\"\nObituary \"%o was defeaten by %k's \\ctGeno Whirl!\"\nStates\n{\nSpawn:\nWHRL A 6\nloop\n}\n}\n\nactor GenoLaser\n{\nPROJECTILE\nWALLBOUNCEFACTOR 0.91\nBOUNCEFACTOR 0.91\nObituary \"$OB_GEMINILASER\"\nspeed 25\nRadius 15\nHeight 15\ndamagetype \"GeminiLaser\"\nscale 7.5\ndamage (15)\n+FORCEXYBILLBOARD\nspeed 22\nreactiontime 150\nStates\n{\nSpawn:\nGEMI A 0\nGEMI A 0 A_SpawnItemEx(\"GenoTrail\",0,0,0,0,0,0,0)\nGEMI A 1 A_CountDown\nloop\n}\n}\n\nactor GenoTrail\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n-SOLID\nscale 7.5\nheight 0\nradius 0\nStates\n{\nSpawn:\nGEMI A 5\nstop\n}\n}\n\nactor GenoBomb\n{\nPROJECTILE\nscale 2.5\n+DONTBLAST\nSpeed 20\nRadius 32\nHeight 32\nDamage (40)\ndamagetype \"MetalBlade\"\nObituary \"%o was blown up by %k's \\ctGeno Flash!\"\nStates\n{\nSpawn:\nGENF A 6\nloop\nDeath:\nTNT1 A 0 A_Explode(50,200,0)\nstop\n}\n}\n\nactor GenoFlash : CustomInventory\n{\n//$Category MM8BDM-Assists\n//Inventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Rush Coil!\"\ninventory.icon \"STARSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEAP A 0\nloop\nUse:\nGENH B 1 A_JumpIfInventory(\"Genoammo\",1600,\"Success\")\nGENH B 0\nstop\nSuccess:\nGENH B 8 A_Stop\nGENH B 1 A_FireCustomMissile(\"GenoBomb\",0,0,8,0)\nGENH B 1 A_TakeInventory(\"Genoammo\", 1600)\nstop\n}\n}\n\nactor IGGenoWhirl : Megabuster\n{\nWeapon.AmmoGive 1600\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_NESSYOYO\"\nInventory.Pickupmessage \"You got Geno's weapon!\"\nObituary \"%o was defeaten by %k's Geno powers!\"\nweapon.ammotype \"Genoammo\"\n+WEAPON.AMMO_OPTIONAL\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nGENH B 0 ACS_ExecuteAlways(998,0,389)\nGENH B 6 A_WeaponReady\nGoto Ready+1\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nGENH B 1 A_Lower\nLoop\n\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nGENH B 1 A_Raise\nLoop\n\nFire:\nGENH B 2 A_PlaySoundEx(\"weapon/lshot\",\"Weapon\")\nGWHR A 4 A_FireCustomMissile(\"IGGenoWhirlShot\",0,0,8,0)\nGWHR B 6 A_TakeInventory(\"Genoammo\",400)\nGENH B 35\nGENH B 8\nGoto Ready+1\nNoAmmo:\nGENH B 1\nGoto Ready+1\n}\n}\n\nactor IGGenoWhirlShot\n{\nPROJECTILE\n+HEXENBOUNCE\n+CANBOUNCEWATER\nWALLBOUNCEFACTOR 0.91\nBOUNCEFACTOR 0.91\nSpeed 40\nRadius 5\nHeight 5\ndamagetype \"Instagib\"\nscale 2.5\ndamage (9999)\n+FORCEXYBILLBOARD\nreactiontime 150\nStates\n{\nSpawn:\nWHRL A 0\nWHRL A 0\nWHRL A 1 A_CountDown\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Ryu/Katana.txt",
        "contents": "actor Katana : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.SlotNumber 4\nInventory.Pickupmessage \"Power up! Slash Claw!\"\nObituary \"$OB_SLASHCLAW\"\nweapon.ammotype2 \"FlameMagic\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEA3 Q 1\nloop\nReady:\nSCLA A 0 A_GunFlash\nSCLA A 0 ACS_ExecuteAlways(998,0,18)\nSCLA A 0 //A_GunFlash\nSCLA A 1 A_WeaponReady\nSCLA A 0 A_GiveInventory(\"Shurikens\",1)\nSCLA A 0 A_GiveInventory(\"FlameMagic\",1)\nSCLA A 0 A_GiveInventory(\"CloneMagic\",1)\nSCLA A 0 A_GiveInventory(\"ShurikenToss\",1)\nSCLA A 0 A_GiveInventory(\"CloneSpawn\",1)\nGoto Ready+2\nDeselect:\nSCLA AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSCLA A 1 A_Lower\nLoop\nSelect:\nSCLA AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSCLA A 1 A_Raise\nLoop\nFire:\nSCLA A 0\nSCLA BC 1\nSCLA A 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nSCLA A 0 A_FireCustomMissile(\"KatanaSlash\",0,1,11,-8)\nSCLA DE 2\nSCLA F 4\nSCLA G 15\nSCLA CBA 2 A_WeaponReady\nGoto Ready+2\nNoAmmo:\nSCLA A 1 ACS_Execute(979,0)\nGoto Ready+2\nAltFire:\nSCLA A 0 A_JumpIfInventory(\"FlameMagic\",500,\"ActivateFlameShield\")\nSCLA A 1\ngoto Ready+2\nActivateFlameShield:\nSCLA A 0 A_JumpIfInventory(\"CutterFlag\",19,\"NoMoreMagic\")\nSCLA A 1 A_SpawnItemEx(\"FlameShield1\",64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 1 A_SpawnItemEx(\"FlameShield1\",48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 1 A_SpawnItemEx(\"FlameShield1\",0,64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 1 A_SpawnItemEx(\"FlameShield1\",-48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 1 A_SpawnItemEx(\"FlameShield1\",-64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 1 A_SpawnItemEx(\"FlameShield1\",-48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 1 A_SpawnItemEx(\"FlameShield1\",0,-64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 1 A_SpawnItemEx(\"FlameShield1\",48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_GiveInventory(\"CutterFlag\",1)\nLoop\nNoMoreMagic:\nSCLA A 0 A_TakeInventory(\"FlameMagic\",500)\nGoto Ready+1\nNoAmmo:\nSCLA A 1\nGoto Ready\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"WallJumpNow\",1,\"FlashDetect\")\nTNT1 A 1 A_SpawnItemEx(\"WallChecker\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nLoop\nFlashDetect:\nTNT1 A 1\nTNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(667,0)==5,\"WallJump\")\nTNT1 A 1 A_JumpIfInventory(\"WallJumpNow\",1,\"FlashDetect\")\nGoTo Flash\nWallJump:\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 A 1 A_SetAngle(30+angle)\nTNT1 A 1 A_SetAngle(30+angle)\nTNT1 A 1 A_SetAngle(30+angle)\nTNT1 A 1 A_SetAngle(30+angle)\nTNT1 A 1 A_SetAngle(30+angle)\nTNT1 A 1 A_SetAngle(30+angle)\nTNT1 A 0 A_Stop\nTNT1 A 0 SetPlayerProperty(0,1,4)\nTNT1 A 8\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_Recoil(-25)\nTNT1 A 0 ThrustThingZ(0,30,0,0)\nTNT1 A 0 A_TakeInventory(\"WallJumpNow\",999)\nTNT1 A 6\nGoTo Flash\n}\n}\n\nactor WallChecker\n{\nPROJECTILE\n+NOTARGETSWITCH\n+NOGRAVITY\nRadius 32\nHeight 1\nDamage 0\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nCrash:\nDeath:\nTNT1 A 0 A_CheckFloor(\"Denial\")\nTNT1 A 0 A_GiveToTarget(\"WallJumpNow\",1)\nDenial:\nTNT1 A 0\nStop\n}\n}\n\nActor WallJumpNow : PowerUp\n{\nInventory.MaxAmount 1\nPowerUp.Duration 4\n}\n\nactor KatanaSlash\n{\nPROJECTILE\nRadius 5\nHeight 5\nscale 2.5\ndamage (5)\ndamagetype \"SlashClaw\"\nObituary \"$OB_SLASHCLAW\"\n+RIPPER\nspeed 15\nStates\n{\nSpawn:\nSCLA J 8 A_Explode(25,80,0)\nstop\n}\n}\n\nactor Shuriken\n{\nPROJECTILE\nSpeed 70\nDamage (10)\ndamagetype \"SHAMowBlade\"\nObituary \"$OB_SHAMOWBLADE\"\n+RIPPER\n+DONTBLAST\nRadius 7\nHeight 15\nscale 5.0\nStates\n{\nSpawn:\nSBLA ABAB 3\nSBLA A 0 A_ScaleVelocity(-1)\nGoto Throwing\nThrowing:\nSBLA ABAB 3\nloop\nDeath:\nSBLA A 1\nstop\n}\n}\n\nactor Shurikens : Ammo\n{\ninventory.amount 1\ninventory.maxamount 200\n}\n\nactor ShurikenToss : CustomInventory\n{\n//$Category MM8BDM-Assists\n//Inventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Rush Coil!\"\ninventory.icon \"RYUWEP\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEAP A 0\nloop\nUse:\nSCLA A 1 A_JumpIfInventory(\"Shurikens\",20,\"Success\")\nstop\nSuccess:\nSCLA A 0\nSCLA A 0 A_TakeInventory(\"Shurikens\",50)\nSCLA A 0\nSCLA BC 1\nSCLA A 0 A_PlaySoundEx(\"weapon/SHAMow\",\"Weapon\")\nSCLA A 0 A_FireCustomMissile(\"Shuriken\",0,1,11,-8)\nSCLA DE 2\nSCLA F 4\nSCLA G 15\nSCLA CBA 2 A_WeaponReady\nstop\n}\n}\n\nactor FlameMagic : Ammo\n{\ninventory.amount 1\ninventory.maxamount 500\n}\n\nactor FlameShield1\n{\nPROJECTILE\n+FORCEXYBILLBOARD\n+SKYEXPLODE\n+DONTBLAST\n+RIPPER\nalpha 0.6\ndamagetype \"WaveBurner\"\nObituary \"$OB_FIRESTORM\"\nscale 2.5\nradius 8\nheight 8\nDamage (1)\nStates\n{\nSpawn:\nFLAP A 3\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor CloneShuriken\n{\nPROJECTILE\nSpeed 70\nDamage (5)\ndamagetype \"SHAMowBlade\"\nObituary \"$OB_SHAMOWBLADE\"\n+SEEKERMISSILE\n+DONTBLAST\nRadius 7\nHeight 15\nscale 2.5\nStates\n{\nSpawn:\nSBLA A 0 A_ScaleVelocity(100)\nSBLA ABAB 3\ngoto Spawn+3\nDeath:\nSBLA A 1\nstop\n}\n}\n\nactor RyuClone\n{\n-NOGRAVITY\nMONSTER\n//+MISSILE\n+FLOORHUGGER\n+NOBLOOD\n+NOCLIP\n+DONTBLAST\n+SKYEXPLODE\n+SOLID\n-COUNTKILL\n+FRIENDLY\n+SHOOTABLE\n+NEVERRESPAWN\nhealth 75\nspeed 0\nscale 2.5\nRenderStyle Translucent\nTranslation \"198:198=218:218\", \"192:192=40:40\"\nAlpha 0.8\nRadius 12\nHeight 48\nreactiontime 256\nmeleerange 20\nstates\n{\nSpawn:\nSHAM A 0 A_ChangeFlag(\"NOGRAVITY\",0)\nSHAM A 0 A_ChangeFlag(\"NOCLIP\",0)\nSHAM A 0 A_ClearTarget\nSHAM AAAAA 8\nSHAM A 0 A_GiveInventory(\"CutterFlag\",1)\nSHAM A 0 A_JumpIfInventory(\"CutterFlag\",35,\"Death\")\nGoto See\nSee:\nSHAM A 0 //A_ClearTarget\nSHAM AAAAAAAAAAAAA 2 A_Chase\nSHAM A 0 A_JumpIfTargetInLOS (\"Missile\", 0, 0)\nSHAM A 0 A_GiveInventory(\"CutterFlag\",1)\nSHAM A 0 A_JumpIfInventory(\"CutterFlag\",35,\"Death\")\nloop\nMissile:\nSHAM A 1 A_FaceTarget\nSHAM A 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nSHAM FG 6 A_CustomMissile(\"CloneShuriken\",8,0,0,0)\nSHAM F 8 A_GiveInventory(\"CutterFlag\",2)\nSHAM A 10\nSHAM A 1 A_FaceTarget\nSHAM BCDEBCDE 3 A_ChangeVelocity(6,0,0, CVF_RELATIVE)\nSHAM A 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nSHAM FG 6 A_CustomMissile(\"CloneShuriken\",8,0,0,0)\nSHAM A 1 A_FaceTarget\nSHAM BCDEBCDE 3 A_Chase\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",0,64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",0,-64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",0,64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",0,-64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",0,64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",0,-64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",0,64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 1 A_SpawnItemEx(\"FlameShield1\",-48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSHAM A 8 A_ClearTarget\nGoto See\nDeath:\nMMFX BCDE 2\nstop\nPain:\nSHAM H 5\nstop\n}\n}\n\nactor CloneSpawn : CustomInventory\n{\n//$Category MM8BDM-Assists\n//Inventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Rush Coil!\"\ninventory.icon \"RYUWED\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEAP A 0\nloop\nUse:\nSCLA A 1 A_JumpIfInventory(\"CloneMagic\",750,\"Success\")\nSCLA A 0\nstop\nSuccess:\nSCLA A 0 A_SpawnItemEx(\"RyuClone\",64,0,0)\nSCLA A 0\nSCLA A 1 A_TakeInventory(\"CloneMagic\", 750)\nstop\n}\n}\n\nactor CloneMagic : Ammo\n{\ninventory.amount 1\ninventory.maxamount 750\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Wep/Link/LinkWeapons.txt",
        "contents": "actor \"Master Sword\" : MegaBuster\n{\n//$Category Zelda-Weapons\nObituary \"$OB_MASTERSWORD\"\nInventory.Pickupmessage \"$GOTMASTERSWORD\"\nScale 0.5\nStates\n{\nSpawn:\nWEAP B 1\nloop\nReady:\nFSWR A 0 A_JumpIfInventory(\"SwordCharge\",1,\"TakeSwordCharge\")\nFSWR A 1 A_WeaponReady\nloop\nTakeSwordCharge:\nFSWR A 1 A_TakeInventory(\"SwordCharge\",999)\nGoto Ready+1\nDeselect:\nFSWR AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFSWR A 1 A_Lower\nLoop\nSelect:\nFSWR AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFSWR A 1 A_Raise\nLoop\nVanillaFire:\nFire:\nFSWR A 0 A_PlaySoundEx(\"weapon/Sword2\",\"Weapon\")\nFSWR BCD 2\nFSWR A 0 A_CustomPunch(40,true,0,\"ZeldaPuff\",80)\nFSWR A 3\nFSWR A 2\nFSWR A 0 A_Refire\ngoto Ready\nHold:\nFSWR B 1 Bright A_GiveInventory(\"SwordCharge\",1)\n//TNT1 A 0 A_CustomPunch(0,true,0,\"ZeldaSwordPuff\",70)\nTNT1 A 0 A_SpawnItemEx(\"ZeldaSparkle\",random(5,10),random(5,10),random(37,40),0,0,0)\nFSWR B 1 Bright A_Refire\nTNT1 A 0 A_JumpIfInventory(\"SwordCharge\",35,\"SpinAttack\")\nTNT1 A 0 A_TakeInventory(\"SwordCharge\",999)\nGoto Ready\n\n//Spin Attacks\nSpinAttack:\nFSWR C 0\nFSWR C 0\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 0 A_PlaySoundEx(\"weapon/SwordSpin\",\"Weapon\")\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 1 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\nFSWR C 0 A_FireCustomMissile(\"SwordSpin2\")\nFSWR C 0 A_SetAngle(angle+20.0)\ngoto Ready\n\nAltfire:\nFSWR A 0\nFSWR A 0\nFSWR A 0 SetPlayerProperty(0,1,4)\nFSWR A 1 A_Recoil(-8)\nFSWR A 0 A_PlaySoundEx(\"Weapons/SwordDash\",\"Weapon\")\nFSWR A 1 A_CustomPunch(20,true,0,\"ZeldaSwordPuff\",120)\nFSWR A 0 SetPlayerProperty(0,0,4)\nFSWR A 0 A_Refire\ngoto Ready\n\nNoAmmo:\nFSWR A 1\nGoto Ready\nFlash:\nFSWR A 1\nstop\nNoFlash:\nFSWR A 1\nstop\n}\n}\n\nactor SwordSlashBase\n{\nPROJECTILE\ndamagetype \"SlashClaw\"\ndamage (0)\nSpeed 10\n+RIPPER\n-NOBOSSRIP\n+DONTBLAST\n+DONTREFLECT\n+FORCERADIUSDMG\nheight 0\nradius 0\n}\n\nactor SwordSpinBase : SwordSlashBase\n{\ndamagetype \"SlashClaw\"\nObituary \"$OB_SPINATTACK\"\nSpeed 0\n}\n\nactor SwordSpin2 : SwordSpinBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_Explode(10,100,0,false)\nstop\n}\n}\n\nACTOR ZeldaPuff\n{\n+NOBLOCKMAP\n+NOGRAVITY\n+ALLOWPARTICLES\n+RANDOMIZE\n+PUFFGETSOWNER\n+ALWAYSPUFF\nRenderStyle Translucent\nAlpha 0.5\nMass 0\nStates\n{\nSpawn:\nTNT1 AA 4 //Bright\nStop\nCrash:\nTNT1 A 2 //A_PlaySoundEx\nstop\n}\n}\n\nActor ZeldaSwordPuff : ZeldaPuff\n{\ndamagetype \"Sword\"\n}\n\nactor SwordCharge : Ammo\n{\ninventory.amount 1\ninventory.maxamount 35\n}\n\nactor SwordPower : Ammo\n{\ninventory.amount 1\ninventory.maxamount 2\n}\n\nactor Boomerang : Megabuster\n{\n//$Category Zelda-Weapons\nObituary \"$DED\"\nInventory.Pickupmessage \"DED\"\nScale 0.5\nStates\n{\nSpawn:\nWEAP E 1\nloop\nReady:\nDWRA I 1 A_WeaponReady\nloop\nDeselect:\nDWRA IIIIIIIIIIIIIIIIIIIIII 0 A_Lower\nDWRA I 1 A_Lower\nLoop\nSelect:\nDWRA IIIIIIIIIIIIIIIIIIIIII 0 A_Raise\nDWRA I 1 A_Raise\nLoop\nVanillaFire:\nFire:\nDWRA JK 1 A_TakeInventory(\"HasBoomerang\", 1)\nDWRA I 0 A_FireCustomMissile(\"BoomerangShot\",0,true,-8,0)\nDWRA IIIII 2\nGoto Check\nCheck:\nDWRA I 1 A_JumpIfInventory(\"HasBoomerang\",1,\"Return\")\nloop\nReturn:\nDWRA III 1\ngoto Ready\nNoAmmo:\nDWRA I 1\nGoto Ready\nFlash:\nDWRA I 1\nstop\nNoFlash:\nDWRA I 1\nstop\n}\n}\n\nactor HasBoomerang : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nactor BoomerangShot\n{\nPROJECTILE\nSpeed 35\nDamage (3)\ndamagetype \"SparkShock\"\nObituary \"$OB_BOOMERANG\"\n+RIPPER\n+HEXENBOUNCE\n+CANBOUNCEWATER\n+NOTARGETSWITCH\n+SKYEXPLODE\nRadius 8\nHeight 8\nStates\n{\nSpawn:\nBMRN ABCDEFGH 1\nBMRN A 0 A_ScaleVelocity(-1)\nBMRN A 0 A_FaceTarget\nBMRN ABC 1 A_JumpIfCloser(60,\"Death\")\nBMRN A 0 A_FaceTarget\nBMRN DFG 1 A_JumpIfCloser(60,\"Death\")\nBMRN A 0 A_FaceTarget\nBMRN HAB 3 A_JumpIfCloser(60,\"Death\")\nBMRN A 0 A_FaceTarget\nBMRN CDE 3 A_JumpIfCloser(60,\"Death\")\nBMRN A 0 A_FaceTarget\nBMRN FGH 3 A_JumpIfCloser(60,\"Death\")\nBMRN A 0 A_FaceTarget\nDeath:\nTNT1 A 1 A_GiveToTarget(\"HasBoomerang\",1)\nstop\n}\n}\n\nactor \"Bomb Bag\" : Megabuster\n{\n//$Category Zelda-Weapons\nWeapon.AmmoGive 30\nWeapon.AmmoType \"ZBombs\"\nObituary \"$OB_BOMB\"\nInventory.Pickupmessage \"$GOTBOMB\"\nScale 0.2\nStates\n{\nSpawn:\nWEAP H 1\nloop\n\nReady:\nBOMH A 1 A_WeaponReady\nloop\nDeselect:\nBOMH AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBOMH A 1 A_Lower\nLoop\nSelect:\nBOMH AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBOMH A 1 A_Raise\nLoop\nVanillaFire:\nFire:\nBOMH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBOMH A 0 A_PlaySoundEx(\"weapon/BombPlace\",\"Weapon\")\nBOMH BCDEFG 1\nBOMH HI 1\nBOMH A 0 A_FireCustomMissile(\"ZeldaBomb1\",0,true,-8,0)\nBOMH A 2\nBOMH A 0 A_Refire\ngoto Ready\nNoAmmo:\nBOMH A 1\nGoto Ready\nFlash:\nBOMH A 1\nstop\nNoFlash:\nBOMH A 1\nstop\n}\n}\n\nactor ZBombs : Ammo\n{\ninventory.amount 1\ninventory.maxamount 30\n}\n\nactor ZeldaBomb\n{\nPROJECTILE\nSpeed 10\nDamage (0)\ndamagetype \"HyperBomb\"\nObituary \"$OB_BOMB\"\n-NOGRAVITY\n+HEXENBOUNCE\n+FLOORCLIP\n+FORCEYBILLBOARD\n//+RIPPER\nRadius 7\nHeight 7\n//reactiontime 11\nbouncefactor 0.5\nScale 0.38\nStates\n{\nSpawn:\nZBOM A 10\nZBOM ABABAB 6\nZBOM ABABAB 3\nZBOM ABABAB 2\nZBOM ABABAB 1\nDeath:\nTNT1 A 0 A_CustomMissile(\"ZeldaBoom\",0,0,8,0)\nstop\n}\n}\n\nactor ZeldaBomb1 : ZeldaBomb\n{\n}\n\nactor ZeldaBoom\n{\nProjectile\nScale 2.50\nStates\n{\nSpawn:\nEXPL A 0 A_PlaySoundEx(\"weapon/BombExplo\",\"Weapon\")\nEXPL ABCDEFG 3 A_Explode(5,200)\nstop\n}\n}\n\nactor ZeldaSparkle\n{\nPROJECTILE\n-SOLID\n+NOGRAVITY\n+RIPPER\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\ndamage (0)\ngravity 0.5\nradius 1\nheight 1\nStates\n{\nSpawn:\nSPRK ABAB 2\nstop\n}\n}\n\nactor \"MagicPower\" : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\nactor \"Bombos Medallion\" : Megabuster\n{\n//$Category Zelda-Weapons\nWeapon.AmmoType \"MagicPower\"\nWeapon.AmmoUse 100\nWeapon.AmmoGive 0\nObituary \"$OB_BOMBOS\"\nInventory.Pickupmessage \"$GOTBOMBOS\"\nScale 0.5\nStates\n{\nSpawn:\nWEAP K 1\nloop\nReady:\nFSWR A 1 A_WeaponReady\nFSWR A 2 A_GiveInventory(\"MagicPower\",1)\nloop\nDeselect:\nFSWR AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFSWR A 1 A_Lower\nLoop\nSelect:\nFSWR AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFSWR A 1 A_Raise\nLoop\nVanillaFire:\nFire:\nFSWR A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFSWR A 0\nFSWR A 0 A_FireCustomMissile(\"FakeAttack\")\nFSWR A 0 A_ChangeFlag (SHOOTABLE, false)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",64,0,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",64,64,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",0,128,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",-64,128,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",-128,64,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",-128,-64,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",-64,-128,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",0,-194,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",64,-194,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",128,-128,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",194,-64,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",194,0,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",194,64,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",128,128,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",64,194,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",0,194,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",-64,194,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",-128,194,0)\nFSWR AA 1 A_Stop\nFSWR A 2 A_SpawnItemEX(\"BombosFlamePillar\",-128,128,0)\nFSWR AA 1 A_Stop\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR AAAAAAAAAAA 1 A_Stop\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR AAAAAAAAAAA 1 A_Stop\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR A 0 A_SpawnItemEx(\"BombosExplosion\",Random(-500,500),Random(-500,500))\nFSWR AAAAA 6\nFSWR A 0 A_ChangeFlag (SHOOTABLE, true)\nGoto Ready\nNoAmmo:\nFSWR A 1\nGoto Ready\nFlash:\nFSWR A 1\nstop\nNoFlash:\nFSWR A 1\nstop\n}\n}\n\nactor BombosExplosion\n{\nPROJECTILE\nSpeed 0\nDamage (0)\ndamagetype \"Instagib\"\nObituary \"$OB_BOMBOS\"\n-NOGRAVITY\n+RIPPER\n+FLOORHUGGER\nRadius 7\nHeight 7\nScale 2.0\nStates\n{\nSpawn:\nBOEX A 0 A_PlaySoundEx(\"weapon/BombExplo\",\"Weapon\")\nBOEX ABCDE 3 A_Explode(600,500,0)\nstop\n}\n}\n\nactor FakeAttack\n{\nPROJECTILE\n-SOLID\n+NOGRAVITY\n+RIPPER\ndamage (0)\nradius 1\nheight 1\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nactor BombosFlamePillar\n{\nPROJECTILE\n+DONTBLAST\n+NOEXPLODEFLOOR\n-NOGRAVITY\n+FLOORHUGGER\n+RIPPER\ngravity 999\ndamagetype \"Instagib\"\nObituary \"$OB_FIRESPIRAL\"\nRadius 14\nHeight 78\nscale 2.5\ndamage (200)\nspeed 10\nStates\n{\nSpawn:\nBOFL ABCDEFGHIJ 4\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nstop\n}\n}"
      }
    ]
  },
  "maps": []
}

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