Counts

endoom0
graphics0
lumps144
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0b4c2f6e-b12d-4881-9300-56eeb5361203",
    "sha1": "4214c92d3eb81be666e3cfaf7eb23a86ca6d00e1",
    "sha256": "84e7f9e43aa42189ef4c0c19ec1fed7276a8e305f22bad8a74309c593cb0aed4",
    "filenames": [
      "d2016arsenalcode-r1.1-shawn2.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2019-12-06 12:40:28",
      "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": "2019-12-06 12:40:28",
    "file": {
      "type": "PK3",
      "size": 302733,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4214c92d3eb81be666e3cfaf7eb23a86ca6d00e1/4214c92d3eb81be666e3cfaf7eb23a86ca6d00e1.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 144,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "server int donotclimb = 0;\nserver int donotdoublejump = 0;\nserver int donotsidestep = 0;\nserver int nopaineffect = 0;\nserver int togglehelmetanimation = 0;\nserver int glorykilltype = 0;\nserver int disabledglorykill = 0;\nserver int disablempweapons = 0;\nuser int d4_ssgaimfiremode = 0;"
      },
      {
        "source": "pk3",
        "name": "DEFAULTWEAPON.txt",
        "contents": "ACTOR BrutalWeapon : DoomWeapon\n{\n Weapon.BobRangeX 0.2\n Weapon.BobRangeY 0.4\n Weapon.BobSpeed 2.9\n Weapon.BobStyle Smooth\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n Inventory.ForbiddenTo Purist\n\tStates\n\t{\n\tGoingToReady:\n\tSelectingAnimation:\n\t\t  TNT1 A 2\n\t\t  TNT1 A 0 A_TakeInventory(\"BDWEaponACtion\", 1)\n\t\t  TNT1 A 0 A_TakeInventory(\"ExecuteDownedEnemy\", 1)\n\t\t  TNT1 A 0 A_TakeInventory(\"Kicking\",1)\n\t\t  TNT1 A 0 A_TakeInventory(\"Salute1\", 1)\n\t\t  TNT1 A 0 A_TakeInventory(\"Salute2\", 1)\n\t\t  TNT1 A 0 A_TakeInventory(\"Taunting\",1)\n\t\t  TNT1 A 0 A_TakeInventory(\"TossGrenade\",1)\n\t\t  TNT1 A 0 A_TakeInventory(\"IsRunning\",1)\n\t\t  TNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\t  TNT1 AAAA 1 A_Jump(255, \"Ready3\")\n\t\t  Loop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto GoingToReady\n\n\tReady3:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(255, \"Ready3\")\n\t\tLoop\n\n\t//Ready:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(255, \"Ready3\")\n\t\tLoop\n\n\t//Fire:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(255, \"Ready3\")\n\t\tLoop\n\n\t//Deselect:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(255, \"Ready3\")\n\t\tLoop\n\n\t//Select:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(255, \"Ready3\")\n\t\tLoop\n\n\tWEaponActions:\n\t\t  TNT1 A 0\n\t\t  TNT1 A 0 A_TakeInventory(\"BDWEaponACtion\", 1)\n\t\t  TNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\t  TNT1 A 1\n\t\t  TNT1 A 0 A_Jump(255, \"Ready3\")\n\t\t  TNT1 A 1\n\t\tLoop\n\n\tFlash:\n\t\tTNT1 A 1\n\t\tLoop\n\n\tRifleBash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tRIBA ACE 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 0)\n\t\tRIBA G 5\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tRIBA FEDCBA 1\n\t\tTNT1 AAAA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"RifleBash\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto SelectingAnimation\n\n\tDoKick:\n\t\tTNT1 AA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TAkeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PowerLightAmp\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, \"SlideAttack\")\n\n        TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RifleSelected\", 1, \"RifleBash\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n        KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto SelectingAnimation\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n        RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n        KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n        KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n\tSlideAttack:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKickStart\", 5)\n\t\tKICK LMN 1\n\t\tTNT1 A 0 A_SetPItch(10)\n        RIFF A 0 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n        KICK O 1\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tTNT1 A 0 A_TAkeInventory(\"KickHasHit\", 1)\n\t\tGoto FinishSlide\n\n\tFinishSlide:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"SlideKickStop\", 5)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto GoingToReady\n\n\tFinishSlideHitwall:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_TAkeInventory(\"KickHasHit\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto GoingToReady\n\n    Taunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\n        TNT1 A 10\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"TauntClassic\")\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GenderFemale\", 1, \"TauntFemale\")\n        FUCK B 1 A_PlaySound(\"FUCK\", 2)\n        FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n        FUCK DCBA 1\n        TNT1 A 10\n\t\tGoto GoingToReady\n\n\tTauntFemale:\n\t\tTNT1 A 0\n\t\tFUCK B 1 A_PlaySound(\"FTAUNT\", 2)\n        FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n        FUCK DCBA 1\n        TNT1 A 10\n\t\tGoto GoingToReady\n\n\tTauntClassic:\n\n\t\tFVCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GenderFemale\", 1, \"TauntFemaleClassic\")\n        FVCK B 1 A_PlaySound(\"FUCK\", 2)\n        FVCK CD 1 A_AlertMonsters\n\t\tFVCK E 15 A_Takeinventory(\"Taunting\",1)\n        FVCK DCBA 1\n        TNT1 A 10\n\t\tGoto GoingToReady\n\n\tTauntFemaleClassic:\n\t\tTNT1 A 0\n\t\tFVCK B 1 A_PlaySound(\"FTAUNT\", 2)\n        FVCK CD 1 A_AlertMonsters\n\t\tFVCK E 15 A_Takeinventory(\"Taunting\",1)\n        FVCK DCBA 1\n        TNT1 A 10\n\t\tGoto GoingToReady\n\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tNULL A 0 ACS_NamedExecuteAlways(\"BDStartCamera\", 0, 0, 0, 0)//Start Camera\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDStopCamera\", 0, 0, 0, 0)//Stop Camera\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto GoingToReady\n\tTossGrenade:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 4)\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tTNT1 A 0 A_Jump(255, \"GoingToReady\")\n\t\tTNT1 A 0\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TAkeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PowerLightAmp\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"TossGrenadeClassic\")\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FakeGrenade\", 0, 0, 0, 0, 0, 0)\n\t    TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH J 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", 0, 0, 0, 0, 0, 0)\n\t\tGRTH KLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto GoingToReady\n\n\tTossGrenadeClassic:\n\n\t\tPRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tPRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tPRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t    TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tPRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto GoingToReady\n\n\tDoExecution:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"PUSHABLE\", 0)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 SetPlayerProperty(0,1,4)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteDownedEnemy\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteBashWall\", 1, \"BashWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteStompWall\", 1, \"StompWall\")\n\n\t\tTNT1 AAAAA 1 A_SetPitch(70)//up(-) | down(+)\n\t\tTNT1 A 0 A_Jump(255, \"Execution1\", \"Execution2\")\n\t\tGoto Execution1\n\n\tStompwall://Not used\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SetPitch(10)\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tKICK JKLMN 1 A_Recoil(-1)\n        RIFF A 0 A_FireCustomMissile(\"ExecutionAttackStompWall\", 0, 0, 0, -7)\n\n        KICK OOO 2  A_Recoil(-1)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 1\n\n\t\tKICK A 0 A_Takeinventory(\"ExecuteStompWall\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteBashWall\",1)\n\t\tTNT1 A 5\n\t\tGoto FinishExecution+8\n\n\tBashwall:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_SetPitch(10)\n\t\tTNT1 A 0 A_ZoomFactor(1.3)\n\t\tIEHW A 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tIEHW A 8\n\t\tIEHW AAA 1 A_SetAngle(angle+6)\n\t\tIEHW BCDEF 1 A_SetAngle(angle+6)\n\t\tIEHW G 3\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\n\t\tIEHW HIJKKK 1 A_SetAngle(angle-3)\n\t\tIEHW KKKJIH 1 A_SetAngle(angle+3)\n\t\tIEHW FG 3\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\n\t\tIEHW HIJKKK 1 A_SetAngle(angle-3)\n\t\tIEHW KKKJIH 1 A_SetAngle(angle+3)\n\t\tIEHW FG 3\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\n\t\tIEHW HIJKKK 1 A_SetAngle(angle-3)\n\t\tIEHW KKKJIH 1 A_SetAngle(angle+3)\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_CustomMissile(\"ImpHeadExplode\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_CustomMissile(\"XDeath2\", 48, 0, 45, 2)\n\t\tTNT1 AAA 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\t\tIEHW LMNO 1\n\t\tIEHW O 6\n\t\tIEHW PQRST 2 A_SetAngle(angle-4)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImp_NoHead\")\n\t\tTNT1 AAA 1 A_SetAngle(angle-3)\n\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteBashWall\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteStompWall\",1)\n\n\t\tTNT1 A 5\n\t\tGoto FinishExecution+8\n\n\tExecuteAirStomp://Not used\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_GiveInventory(\"IsExecutingOnAir\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 10, 0, 1)\n\t\tSTOM ABCCCCC 1 A_SetPitch(70)\n\t\tSTOM CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_CheckFloor(\"DoAirStomp\")\n\tDoAirStomp:\n\t\tRIFF AAA 0 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, 0)\n        STOM D 5\n\t\tTNT1 A 0 ThrustThingZ(0, 20, 1, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsExecutingOnAir\", 1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteStompWall\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteBashWall\",1)\n\t\tGoto FinishExecution\n\n\tExecution1:\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, -7)\n        KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 5\n\t\tGoto FinishExecution\n\n\tExecution2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.2)\n\t\tPONG B 1 A_Stop\n        PONG C 1 A_PlaySound(\"skeleton/swing\")\n\t\tPONG D 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPONG E 3 A_Stop\n\t\tPONG DCB 2 A_Stop\n\t\tPUN3 A 1 A_Stop\n        PUN3 B 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN3 C 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPUN3 E 3 A_Stop\n\t\tPUN3 CBA 2 A_Stop\n\n\t\tPONG B 1 A_Stop\n        PONG C 1 A_PlaySound(\"skeleton/swing\")\n\t\tPONG D 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPONG E 3 A_Stop\n\t\tPONG DCB 2 A_Stop\n\t\tPUN3 A 1 A_Stop\n        PUN3 B 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN3 C 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPUN3 E 3 A_Stop\n\t\tPUN3 CBA 2 A_Stop\n\n\t\tPONG B 1 A_Stop\n        PONG C 1 A_PlaySound(\"skeleton/swing\")\n\t\tPONG D 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPONG E 3 A_Stop\n\t\tPONG DCB 2 A_Stop\n\n\t\tTNT1 A 1\n\t\tPUN3 A 1 A_Stop\n        PUN3 B 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN3 C 1\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, 0)\n\t\tPUN3 E 6 A_Stop\n\t\tPUN3 CBA 2 A_Stop\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\n\t\tTNT1 A 5\n\t\tGoto FinishExecution\n\n\tExecution3://Not used\n\n\t\tKIKF ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\")\n\t\tKIKF D 1\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"ExecutionAttackFatality\", 0, 0, 0, 0)\n\t\tKIKF DDDDDDD 1 A_SetPitch(Pitch-10)\n\t\tKIKF ECBA 2\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"PUSHABLE\", 1)\n\t\tTNT1 A 5\n\t\tKICK A 0 A_Takeinventory(\"ExecuteDownedEnemy\",1)\n\t\tTNT1 A 0 A_takeInventory(\"PressedUSe\", 1)\n\t\tGoto Ready3\n\n\tFinishExecution:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAA 1 A_SetPitch(Pitch-10)//+70 deg\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"PUSHABLE\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteDownedEnemy\",1)\n\t\tTNT1 A 0 A_takeInventory(\"PressedUSe\", 1)\n\t\tGoto Ready3\n\t}\n}\n\nACTOR FlashlightProjectile: FastProjectile\n{\n\tRadius 36\n\tHeight 36\n\tSpeed 600\n\tDamage 0\n\tMass 0\n\t+DONTSPLASH\n\t+NOTIMEFREEZE\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 2\n\t\tStop\n\n    Death:\n\tXDeath:\n\t    TNT2 A 3\n\t\tStop\n\t}\n}\n\nACTOR FlashlightAlerter: FastProjectile\n{\n\tRadius 2\n\tHeight 2\n\tSpeed 600\n\tDamage 0\n\tMass 0\n\t+DONTSPLASH\n\t+NOTIMEFREEZE\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 2\n\t\tStop\n\n    Death:\n\tXDeath:\n\t    TNT2 A 3\n\t\tTNT1 A 0 A_AlertMonsters(150)\n\t\tStop\n\t}\n}\n\nACTOR FlashlightProjectile2: FlashlightProjectile\n{\n\tRadius 22\n\tHeight 2\n\t+CLIENTSIDEONLY\n}\n\nACTOR FlashlightProjectile3: FlashlightProjectile\n{\n\tRadius 1\n\tHeight 1\n\t+CLIENTSIDEONLY\n\tSpeed 600\n}\n\nACTOR FlashlightSource: FlashlightProjectile\n{\n\tRadius 2\n\tHeight 2\n\tSpeed 0\n\tRenderstyle Add\n\tYScale 0.3\n\tXScale 0.5\n\tAlpha 0.9\n\n\tStates\n\t{\n\tSpawn:\n\tPLFL A 2\n\tStop\n\tDeath:\n\tXdeath:\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DemonRunesPatch.txt",
        "contents": "// This file only replace the Decorate lump in BloodWolf Patch\n// to fix log file, and create dummy actors for deleted ones\n\n#include \"Actors/D4Arsenal/Core/BDPatchLoader.dec\" // if you are using this whit Bloodwolf's patch, automatically this file is loaded to fix the cruelty bonuses\n\n// End of Replacer\n// Ignore the nex lines, not change any thing\n\nACTOR DRBPatch : DemonRuneBaron Replaces DemonRuneBaron\n{\n\tPowerup.Type MorphBaron\n}\n\nActor PowerMorphBaron : PowerMorph\n{\n\tPowerMorph.PlayerClass \"BaronPlayerPatch\"\n}\n\nActor BaronPlayerPatch : BaronPlayer Replaces BaronPlayer\n{\n\tHealth 1200\n\t-PICKUP\n\tDamageFactor \"Slime\", 0.0\n\tDamageFactor \"Lava\", 0.0\n\tPlayer.MorphWeapon \"D4BaronHUDPatch\"\n}\n\nACTOR D4BaronHUDPatch : D4BaronHUD Replaces D4BaronHUD\n{\n\tStates\n\t{\n\t\tReady:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"Steady\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"Steady\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"Steady\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"Steady\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"Steady\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"ReadyBarrel\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HasZombiemanChunk\", 1, \"ReadyZombieman\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HasSergeantChunk\", 1, \"ReadySergeant\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"HeavyStrikeRight\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"HeavyStrikeLeft\",1)\n\t\t\tHBRG A 1 A_WeaponReady\n\t\t\tLoop\n\n\t\tFire:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HasZombiemanChunk\", 1, \"FireZombieman\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HasSergeantChunk\", 1, \"FireSergeant\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(200, \"MeleeAttack\")\n\t\t\tHBRF ABCD 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"GreenPlasmaBallPlayerTransformed\", 0,0,4,-4,0,0)\n\t\t\tHBRF EFGHI 1 BRIGHT A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tHBRF JKLMDCBA 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tHBRG A 17\n\t\t\tHBRG A 1 A_Refire(\"Fire\")\n\t\t\tGoto Ready\n\n\t\tMeleeAttack://Right swipe\n\t\t\tTNT1 A 0\n\t\t\tHBRG A 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_Recoil(-3)\n\t\t\tTNT1 A 0 A_TakeInventory(\"HeavyStrikeLeft\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyStrikeRight\",1,\"Melee2\")\n\n\t\t\tHBRM ABC 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\t\tHBRM DEF 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\n\t\t\tTNT1 A 0 A_GiveInventory(\"HeavyStrikeRight\", 1)\n\t\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -24)\n\t\t\tHBRM GH 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 4 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tHBRF DCB 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tHBRF A 1 A_Refire\n\t\t\tGoto Ready\n\n\t\tMelee2://Left swipe\n\t\t\tTNT1 A 0\n\t\t\tHBRG A 1\n\t\t\tTNT1 A 0 A_Recoil(-3)\n\t\t\tTNT1 A 0 A_TakeInventory(\"HeavyStrikeRight\",1)\n\n\t\t\tHBRN ABC 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\t\tHBRN DEF 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\n\t\t\tTNT1 A 0 A_GiveInventory(\"HeavyStrikeLeft\", 1)\n\t\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -24)\n\t\t\tHBRN GH 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 4 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tHBRF DCB 1\n\t\t\tHBRF A 1 A_Refire\n\t\t\tGoto Ready\n\n\t\tAltFire://Right swipe\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HasZombiemanChunk\", 1, \"FireZombieman\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HasSergeantChunk\", 1, \"FireSergeant\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"ReadyBarrel\")\n\t\t\tHBRG A 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_Recoil(-3)\n\t\t\tTNT1 A 0 A_TakeInventory(\"HeavyStrikeLeft\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyStrikeRight\",1,\"Melee2\")\n\n\t\t\tHBRM ABC 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"BaronAttackOnBarrel\", 0, 0, 0, -16)\n\t\t\tHBRM DEF 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\n\t\t\tTNT1 A 0 A_GiveInventory(\"HeavyStrikeRight\", 1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"BaronAttackOnBarrel\", 0, 0, 0, -16)\n\t\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -24)\n\t\t\tHBRM GH 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 4 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"ReadyBarrel\")\n\t\t\tHBRF DCB 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tHBRF A 1 A_Refire\n\t\t\tGoto Ready\n\t}\n}\n\nACTOR DRRPatch : DemonRuneRevenant Replaces DemonRuneRevenant\n{\n\tPowerup.Type MorphRevenant\n}\n\nActor PowerMorphRevenant : PowerMorph\n{\n\tPowerMorph.PlayerClass \"RevenantPlayerPatch\"\n}\n\nActor RevenantPlayerPatch : RevenantPlayer Replaces RevenantPlayer\n{\n\t-PICKUP\n\tDamageFactor \"Slime\", 0.0\n\tDamageFactor \"Lava\", 0.0\n\tPlayer.MorphWeapon \"D4RevenantHUDPatch\"\n}\n\nACTOR D4RevenantHUDPatch : D4RevenantHUD Replaces D4RevenantHUD\n{\n\tStates\n\t{\n\t\tFire:\n\t\t\tTNT1 A 0\n\t\t\tD4RW A 1 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_PlaySound(\"MICRO1\", 1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"revenantseekermissiles2\", random(-2,2),0,-12,0,0,random(-1,1))\n\t\t\tD4RW B 2 BRIGHT\n\t\t\tD4RW A 4 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_PlaySound(\"MICRO1\", 1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"revenantseekermissiles2\", random(-2,2),0,12,0,0,random(-1,1))\n\t\t\tD4RW C 2 BRIGHT A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tD4RW A 4 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_PlaySound(\"MICRO1\", 1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"revenantseekermissiles2\", random(-2,2),0,-12,0,0,random(-1,1))\n\t\t\tD4RW B 2 BRIGHT  A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tD4RW A 4  A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tTNT1 A 0 A_PlaySound(\"MICRO1\", 1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"revenantseekermissiles2\", random(-2,2),0,12,0,0,random(-1,1))\n\t\t\tD4RW C 2 BRIGHT  A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tD4RW A 17 A_JumpIfInventory(\"CeaseMorph\", 1, \"CeaseMorph\")\n\t\t\tD4RW A 1 A_Refire\n\t\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "FootSteps.txt",
        "contents": "ACTOR Purist : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Purist\"\n\tPlayer.StartItem \"ClassicPistol\"\n\tPlayer.StartItem \"ClassicFist\"\n\tPlayer.StartItem \"Clip2\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsPlayingAsPurist\", 1\n\tPlayer.StartItem \"AmmoDroper\"\n\n\t//Player.StartItem \"TargetIsAMarine\", 1\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tDamageFactor \"KillMeBot\", 0.0\n\tSpecies \"Marines\"\n}\n\nACTOR BDoomer : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Rifle Start\"\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"Clip2\", 30\n\tPlayer.StartItem \"RifleAmmo\", 31\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"BDDualPistolAmmo\", 16\n\tPlayer.StartItem \"DoubleRifleAmmo\", 31\n\tPlayer.StartItem \"ShotgunAmmo\", 10\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"DoublePlasmaAmmo\", 50\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"GrenadeAmmo\", 2\n\tPlayer.StartItem \"LeftRifleAmmo\", 31\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tDamageFactor \"KillMeBot\", 0.0\n\tPlayer.StartItem \"AmmoDroper\"\n\tSpecies \"Marines\"\n}\n\nACTOR TacticalDoomer : Doomer\n{\n\tSpeed 1.2\n\tPlayer.RunHealth 9999\n\tPlayer.DisplayName \"Tactical Mode\"\n\tPlayer.StartItem \"D4Pistol\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"Clip2\", 30\n\tPlayer.StartItem \"IsTacticalClass\", 1\n\tPlayer.StartItem \"JustStartedGame\", 1\n\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"GrenadeAmmo\", 1\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"AmmoDroper\"\n\tSpecies \"Marines\"\n}\n\nactor ChaseCam2\n{\n  height 0\n  radius 0\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n    NULL A -1\n    stop\n  }\n}\n\nACTOR FootStep\n{\n    Radius 10\n    Height 10\n    Speed 7\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n    +NOTELEPORT\n    +CLIENTSIDEONLY\n    +MOVEWITHSECTOR\n    +NOEXTREMEDEATH\n    DamageType Trample\n    Damage 0\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\t+THRUACTORS\n\tgravity 1\n\tmass 1000\n    Obituary \"%o was stomped to death by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n        Death:\n            NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n            Stop\n         }\n}\n\nActor Footstep5: FootStep\n{\n    Damage 0\n    -CLIENTSIDEONLY\n}\n\nActor Footstep6: FootStep //ACTUAL FOOTSTEP\n{\n    Damage (random (5, 5))\n    -CLIENTSIDEONLY\n\t-DONTSPLASH\n\t-EXPLODEONWATER\n\t-THRUACTORS\n\tmass 500\n\tHeight 12\n\tRadius 8\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 0 ThrustThingZ(0, 10, 1, 1)\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tNULL A 1\n\t\t\tStop\n        Death:\n            NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_Warp(AAPTR_target, 0, 0, 0)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGrass\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath\")\n\n\t\t\tTNT1 A 0 A_playsound(\"floorhard\")\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n            Stop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudFootStep\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\n\t\t\tTNT1 A 0 A_playsound(\"floormetal2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSlimy:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorSlimy\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tXDeath:\n            NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n            Stop\n\n\t\t\t}\n}\n\nActor Footstep8: Footstep6 //Fake footstep. Actually just the player's weight used to damage enemies when standing over them.\n{\n    Damage (random (4, 4))\n\t-EXPLODEONWATER\n\t-DOOMBOUNCE\n\n\tDamagetype \"Minor\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tNULL A 4\n\t\t\tStop\n\t\tDeath:\n            NULL A 0\n\t\t\tTNT1 A 2\n            Stop\n\t\t}\n}\n\nActor Footstep91: FootStep\n{\n    Damage (random (1, 1))\n\tRadius 2\n\tHeight 2\n\tMass 9999\n    -CLIENTSIDEONLY\n\t-DONTSPLASH\n}\n\nActor Footstep6NoSplash: FootStep6\n{\n    +DONTSPLASH\n\tMass 0\n\tHeight 16\n}\n\nActor Footstep6NoDamage: FootStep6\n{\n    Damage 0\n}\n\nActor FootstepStrong: Footstep6 //Large footstep when you land from a jump.\n{\n    Damage (random (95, 95))\n\t//Speed 0\n\t//Radius 16\n\t//Damage 15\n\t-BLOODSPLATTER\n\t+BLOODLESSIMPACT\n\tDamagetype \"Trample\"\n\t\tStates\n\t\t\t{\n\t\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tNULL A 4\n\t\t\tStop\n\t\t\tDeath:\n\t\t\tXDeath:\n\t\t\t\tNULL A 0\n\t\t\t\tTNT1 A 0 A_SpawnItem(\"LargeMassWaterImpact\")\n\t\t\t\tNULL A 0 A_Explode(60,10,0, 0, 10)\n\t\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")\n\n\t\t\t\tTNT1 A 2\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"XDeath2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"XDeath2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath2\")\n\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\t\tTNT1 A 0 A_playsound(\"LANDS1\", 8)\n\t\t\t\tNULL A 6\n\t\t\t\tStop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tTNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"BrownCloudSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"BrownCloudSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav01\", 1)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav02\", 2)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav03\", 3)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav04\", 4)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"FHVMTL\", 1)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"FHVMTL\", 1)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(150, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tTNT1 A 0 A_playsound(\"floorrock01\", 1)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock02\", 2)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock03\", 3)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock04\", 4)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(300, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(150, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tXDeath2:\n            NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n            Stop\n         }\n}\n\nActor HeavyFootSteps: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Mancubus.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(600,10,0)\n\t\t\tstop\n        Death:\n            tnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,10,0)\n            Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,10,0)\n\t\t\tstop\n         }\n}\n\nActor HeavyFootSteps32: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Cyberdemon.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(900,10,0)\n\t\t\tstop\n        Death:\n            tnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,10,0)\n            Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,10,0)\n\t\t\tstop\n         }\n}\n\nACTOR Bad : PowerupGiver 2305\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type PowerNearDeath\n   Powerup.Duration 24\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nActor TnkStep: FootStep\n{\n    Damage (random (4, 5))\n    -CLIENTSIDEONLY\n\t-DONTSPLASH\n\t-EXPLODEONWATER\n\t-THRUACTORS\n\tmass 500\n\tHeight 12\n\tRadius 8\n\tScale 0.7\n\tRenderstyle Translucent\n\tAlpha 0.2\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 //A_Explode(10,4,0)\n\t\t\tTNT1 A 4\n\t\t\tStop\n        Death:\n            NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverBlood\", 1, \"Blood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"Nukage\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Slime\")\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 6\n            Stop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandDustSmall\", 32, -32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandDustSmall\", 32, 32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudShort\", 2, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudShort\", 2, -32, random (0, 360), 2, random (10, 90))\n\t\t\tNULL A 300\n\t\t\tNULL AAAA 50 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\tDirt:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 A_CustomMissile (\"MudDustFromTrail\", 32, -32, random (0, 360), 2, random (20, 150))\n\t\t\t//TNT1 A 0 A_CustomMissile (\"MudDustFromTrail\", 32, 32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownCloudShort\", 2, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownCloudShort\", 2, -32, random (0, 360), 2, random (10, 90))\n\t\t\tNULL A 300\n\t\t\tNULL AAAA 50 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\tWater:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tBlood:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BloodParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BloodParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tNukage:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"GreenLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"GreenLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tSlime:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tXDeath:\n            TNT1 A 1\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 6\n            Stop\n\n\t\t\t}\n}\n\nActor Headkicking\n{\nPROJECTILE\n+MISSILE\n+FORCEXYBILLBOARD +DONTSPLASH\n+THRUACTORS +NOGRAVITY\n+NOCLIP +NOBLOOD +NOPAIN\n+CLIENTSIDEONLY\n+PAINLESS\ndamage 0\nradius 0\nheight 0\nspeed 0\nScale 1.2\nMass 99999\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Accelerate\", 1, \"kick\")\n\t\tTNT1 A 1\n\t\tLoop\n\n\tKick:\n\t\tTNT1 A 0 A_Warp(AAPTR_TARGET, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"HeadKicker\", 0, 0, 0, 2, 0)\n\t\tGoto Spawn\n}}\n\nACTOR Headkicker\n{\n    Radius 2\n    Height 2\n    Speed 0\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n\t+DONTSPLASH\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +NOEXTREMEDEATH\n\t+NOCLIP\n    DamageType Headkick\n    Damage 0\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\t+NOPAIN\n\t+THRUACTORS\n\tgravity 1\n\tmass 1000\n    Obituary \"%o was stomped to death by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tGoto Death\n        Death:\n            NULL A 0\n\t\t\tNULL A 0 A_Explode(3,20,0)\n            Stop\n         }\n}\n\nActor BDBodyThud\n{\n\t+CLIENTSIDEONLY\n\t+THRUACTORS\n\tHeight 12\n\tRadius 8\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CheckFloor(\"Sound\")\n\t\t\tTNT1 A 2\n\t\t\tStop\n        Sound:\n            NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_PlaySound(\"BodyThud\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n            Stop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSlimy:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorSlimy\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tXDeath:\n            NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n            Stop\n\n\t\tWater:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_SpawnItem(\"LargeMassWaterImpact\")\n\t\t\tStop\n\t\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "gameinfo.txt",
        "contents": "STARTUPTITLE = \"Brutal DOOM v21: DOOM 2016 Arsenal\"\nSTARTUPCOLORS = \"FF0000\", \"000000\""
      },
      {
        "source": "pk3",
        "name": "Head_Sys.txt",
        "contents": "actor HeadshotTargetBase\n{\n\ndamagefactor \"Taunt\", 0.0 damagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0\ndamagefactor \"Head\", 0.0 damagefactor \"MinorHead\", 0.0 damagefactor \"KillMe\", 0.0\ndamagefactor \"Control\", 0.0 damagefactor \"Trample\", 0.0 damagefactor \"GibRemoving\", 0.0\ndamagefactor \"Alert\", 0.0 damagefactor \"SSG\", 1.5 damagefactor \"ExplosiveImpact\", 0.0\ndamagefactor \"GibRemoving\", 0.0 damagefactor \"use\", 0.0 damagefactor \"SHOTGUN\", 1.4\ndamagefactor \"TeleportRemover\", 0.0 damagefactor \"Fire\", 0.0 damagefactor \"Stealth\", 0.0\ndamagefactor \"Stun\", 0.0 damagefactor \"Syphon\", 0.0\nHealth 2300\nRadius 7\nHeight 18\nMass 999999\nDamageType head\nBloodType \"Brutal_Blood\", \"SawBlood\", \"SawBlood\"\nPainChance 255\n-COUNTKILL +NOTARGET\n+NOGRAVITY +SHOOTABLE +NOTELEPORT +FORCERADIUSDMG -SOLID +NODAMAGETHRUST\n+THRUGHOST +NORADIUSDMG +GHOST +SERVERSIDEONLY -COUNTKILL +NOTAUTOAIMED\nStates\n{\nSpawn:\nXXXX A 3\nXXXX A 1 A_NoBlocking\nStop\n\nPain.Plasma:\nTNT1 A 0 A_SetDamageType(\"Plasma\")\nTNT1 A 3\nGoto Pain\n\nPain.Explosive:\nTNT1 A 3\nGoto Pain\n\nPain.ExplosiveImpact:\nTNT1 A 3\nGoto Pain\nPain.Saw:\nPain.Cut:\nTNT1 A 0\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\nTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\nPain:\nTNT1 A 0\nTNT1 A 0 A_Stop\nTNT1 A 1\nTNT1 A 0 A_JumpIfHealthLower(1800, \"Pain1200\")\nTNT1 A 0 A_JumpIfHealthLower(2000, \"Pain600\")\nTNT1 A 0 A_JumpIfHealthLower(2025, \"Pain550\")\nTNT1 A 0 A_JumpIfHealthLower(2050, \"Pain500\")\nTNT1 A 0 A_JumpIfHealthLower(2075, \"Pain450\")\nTNT1 A 0 A_JumpIfHealthLower(2100, \"Pain400\")\nTNT1 A 0 A_JumpIfHealthLower(2125, \"Pain350\")\nTNT1 A 0 A_JumpIfHealthLower(2151, \"Pain300\")\nTNT1 A 0 A_JumpIfHealthLower(2176, \"Pain250\")\nTNT1 A 0 A_JumpIfHealthLower(2184, \"Pain234\")//Shotgun\nTNT1 A 0 A_JumpIfHealthLower(2201, \"Pain200\")\nTNT1 A 0 A_JumpIfHealthLower(2226, \"Pain150\")\nTNT1 A 0 A_JumpIfHealthLower(2251, \"Pain100\")\nTNT1 A 0 A_JumpIfHealthLower(2276, \"Pain50\")// took 25 damage\nTNT1 A 0 A_JumpIfHealthLower(2281, \"Pain40\")//took 20 damage\nTNT1 A 0 A_JumpIfHealthLower(2285, \"Pain32\")//took 16 damage\nTNT1 A 0 A_JumpIfHealthLower(2286, \"Pain30\")//took 15 damage\nTNT1 A 0 A_JumpIfHealthLower(2287, \"Pain28\")//took 14 damage\nTNT1 A 0 A_JumpIfHealthLower(2288, \"Pain26\")//took 13 damage\nTNT1 A 0 A_JumpIfHealthLower(2290, \"Pain22\")//took 11 damage\nTNT1 A 0 A_JumpIfHealthLower(2291, \"Pain20\")//took 10 damage\nTNT1 A 0 A_JumpIfHealthLower(2296, \"Pain10\")//took 5 damage\nXDT3 A 0 A_Explode(20,15, 0, 0, 15)//hs\nPLAY A 0  A_NoBlocking\nStop\n\nPain10:\nTNT1 A 0\nXDT3 A 0 A_Explode(10,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain20:\nTNT1 A 0\nXDT3 A 0 A_Explode(20,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain22:\nTNT1 A 0\nXDT3 A 0 A_Explode(22,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain26:\nTNT1 A 0\nXDT3 A 0 A_Explode(26,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain28:\nTNT1 A 0\nXDT3 A 0 A_Explode(28,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain30:\nTNT1 A 0\nXDT3 A 0 A_Explode(30,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain32:\nTNT1 A 0\nXDT3 A 0 A_Explode(32,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain40:\nTNT1 A 0\nXDT3 A 0 A_Explode(40,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain50:\nTNT1 A 0\nXDT3 A 0 A_Explode(50,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain100:\nTNT1 A 0\nXDT3 A 0 A_Explode(100,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain150:\nTNT1 A 0\nXDT3 A 0 A_Explode(150,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain200:\nTNT1 A 0\nXDT3 A 0 A_Explode(200,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain234:\nTNT1 A 0\nXDT3 A 0 A_Explode(234,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain250:\nTNT1 A 0\nXDT3 A 0 A_Explode(250,15, 0, 0, 15)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain300:\nTNT1 A 0\nXDT3 A 0 A_Explode(300,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain350:\nTNT1 A 0\nXDT3 A 0 A_Explode(350,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain400:\nTNT1 A 0\nXDT3 A 0 A_Explode(400,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain450:\nTNT1 A 0\nXDT3 A 0 A_Explode(450,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain500:\nTNT1 A 0\nXDT3 A 0 A_Explode(500,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain550:\nTNT1 A 0\nXDT3 A 0 A_Explode(550,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain600:\nTNT1 A 0\nXDT3 A 0 A_Explode(600,15, 0, 0, 15)//hs\nTNT1 A 3\nTNT1 A 0 A_NoBlocking\nStop\n\nPain1200:\nTNT1 A 0\nXDT3 A 0 A_Explode(1200,15, 0, 0, 15)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nDeath:\nTNT1 A 0\nXDT3 A 0 A_Explode(600,15, 0, 0, 15)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain.GloryKill:\nDeath.GloryKill:\nTNT1 A 0\nStop\n }\n}\n\nactor HeadshotTarget4: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 5\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget6: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 6\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget2: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 5\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget8: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 11\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget10: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 12\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget20: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 20\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget23: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 25\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget30: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 33\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget60: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 63\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget50: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 53\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget100: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 100\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget200: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 200\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor MeatShield: HeadshotTargetBase\n{\nSpeed 9\n\t+NOTARGET\ndamagefactor \"Cut\", 1.0 damagefactor \"SSG\", 1.0 damagefactor \"Melee\", 1.0 damagefactor \"Minigun\", 1.0 damagefactor \"Plasma\", 1.0\ndamagefactor \"Blast\", 1.0 damagefactor \"Taunt\", 1.0 damagefactor \"Blood\", 1.0 damagefactor \"BlueBlood\", 1.0 damagefactor \"Head\", 0.0\ndamagefactor \"MinorHead\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Explosive\", 1.0 damagefactor \"DestroyShield\", 0.0\nHealth 99999\nRadius 24\nHeight 42\nBloodType \"Brutal_Blood\"\nSpecies \"Marines\"\nPainChance 255\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n-SOLID\n+NODAMAGETHRUST\n-THRUGHOST\n+NORADIUSDMG\n-GHOST\nStates\n{\nSpawn:\nXXXX A 0\nXXXX A 5\nStop\n\nPain:\nPain.Minigun:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\nTNT1 A 0 A_RadiusGive(\"MeatAmmo\", 50, RGF_GIVESELF | RGF_PLAYERS | RGF_OBJECTS, 6)\nXXXX A 2\nStop\n\nPain.Bullet:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\nTNT1 A 1 A_NoBlocking\nTNT1 A 0 A_RadiusGive(\"MeatAmmo\", 50, RGF_GIVESELF | RGF_PLAYERS | RGF_OBJECTS, 6)\nXXXX A 2\nStop\n\nPain.SSG:\nPain.Cut:\nPain.Flames:\nPain.Fire:\nPain.Burn:\nPain.Plasma:\nPain.Eat:\nPain.Blast:\nPain.Rip:\nPain.ImpFatalityMarine:\nPain.HKF:\nPain.Melee:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\nTNT1 A 0 A_RadiusGive(\"MeatAmmo\", 50, RGF_GIVESELF | RGF_PLAYERS | RGF_OBJECTS, 12)\nTNT1 AAAAAAAAAAAAAA 1\nXXXX A 2\nStop\n }\n}\n\nactor BaronHoldingBarrel\n{\n\t+NOTARGET\ndamagefactor \"Taunt\", 0.0\ndamagefactor \"Blood\", 0.0\ndamagefactor \"BlueBlood\", 0.0\ndamagefactor \"Head\", 0.0\ndamagefactor \"MinorHead\", 0.0\ndamagefactor \"KillMe\", 0.0\ndamagefactor \"Control\", 0.0\ndamagefactor \"Trample\", 0.0\ndamagefactor \"Melee\", 0.3\ndamagefactor \"Alert\", 0.0\ndamagefactor \"SSG\", 10.0\n//MONSTER\n-COUNTKILL\n+NOBLOOD\nHealth 25\nRadius 32\nHeight 24\nDamageType Extreme\nPainChance 255\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n+FORCERADIUSDMG\n-SOLID\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+GHOST\n+SERVERSIDEONLY\n-COUNTKILL\ndamagefactor \"Trample\", 0\nStates\n{\nSpawn:\nXXXX A 32\nXXXX A 1 A_NoBlocking\nStop\n\nDeath:\nTNT1 A 0\nTNT1 A 0 A_Explode(5000, 30)\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBEXP B 0 BRIGHT A_Scream\n\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AAAAA 8 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\t\tStop\n\n }\n}\n\n// Headshot targets with green blood\n\nactor HeadshotTarget4b: HeadshotTarget4\n{\nBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\nBloodColor \"DarkGreen\"\nRadius 12\nHeight 22\n+DONTRIP\n}\n\nactor HeadshotTarget8b: HeadshotTarget8\n{\nBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\nBloodColor \"DarkGreen\"\nRadius 12\nHeight 22\n+DONTRIP\n}\n\nactor HeadshotTarget6b: HeadshotTarget6\n{\nBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\nBloodColor \"DarkGreen\"\nRadius 12\nHeight 22\n+DONTRIP\n}\n\nactor HeadshotTarget10b: HeadshotTarget10\n{\nBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\nBloodColor \"DarkGreen\"\nRadius 12\nHeight 22\n+DONTRIP\n}\n\nactor HeadshotTarget20b: HeadshotTarget10\n{\nBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\nBloodColor \"DarkGreen\"\nRadius 12\nHeight 22\n+DONTRIP\n}\n\nactor HellNobleCrotchHitbox: HeadshotTarget20\n{\nBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\nBloodColor \"DarkGreen\"\nRadius 2\nHeight 2\nDamagetype \"Leg\"\n+DONTRIP\n}\n\nactor MasterMindHitBox: HeadshotTarget8\n{\nRadius 32\nHeight 48\ndamagefactor \"Explosive\", 0.5\n+DONTRIP\n}\n\nactor SuperMastermindHitbox: HeadshotTarget8\n{\nRadius 120\nHeight 120\ndamagefactor \"Explosive\", 0.5\n+DONTRIP\n}\n\nactor CybersHitBox: HeadshotTarget8\n{\nRadius 24\nHeight 44\ndamagefactor \"Explosive\", 0.7\n+DONTRIP\n}\n\nactor TankEngineWeakSpot: HeadshotTarget4\n{\nRadius 24\nHeight 44\n+NOBLOOD\n+THRUSPECIES\nSpecies \"EnemyTank\"\nDamageFactor \"Fire\", 0.0\n+DONTRIP\nDamageFactor \"Flames\", 0.0\n}"
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "clearplayerclasses\naddplayerclass Doomer2\n\nweaponsection \"DOOM-2016\"\nsetslot 1 DSWeap2 DSWeap D4Axe D4Chainsaw D4ChainsawDM Melee_Attacks\nsetslot 2 D4Repeater D4Pistol\nsetslot 3 D4SSG D4Reaper D4ShotGun\nsetslot 4 D4Chaingun D4HAR\nsetslot 5 D4GrenadeLauncher D4RocketLauncher\nsetslot 6 D4PlasmaRifle D4LightningGun\nsetslot 7 D4StaticRifle D4VortexRifle D4Hellshot\nsetslot 8 D4GaussCannon D4BFG\nsetslot 9 RevenantMissileBattery D4MancubusArm\nsetslot 0 NukeLauncher MG42 D4MP40\n\naddkeysection \"DOOM 2016 Arsenal\" D4Arsenal\nAddMenuKey \"Quick Melee (Needed to make Glory Kills)\" punchem\nAlias punchem \"pukename D4Punch\"\nAddMenuKey \"Select Upgrades\" doupgrade\nAlias doupgrade \"pukename D4DoUpgrade\"\nAddMenuKey \"Switch Grenades\" dogrenadeswitch\nAlias dogrenadeswitch \"pukename D4SwitchEquipment\"\naddmenukey \"Dash\" +User3\naddkeysection \"Parkmore\" Parkmore\naddmenukey \"Toggle Parkmore\"  ptoggle\nalias ptoggle \"puke -375\""
      },
      {
        "source": "pk3",
        "name": "Leg.txt",
        "contents": "actor LegTargetBase\n{\n\t+NOTARGET\ndamagefactor \"Taunt\", 0.0 damagefactor \"Blood\", 0.0\ndamagefactor \"BlueBlood\", 0.0 damagefactor \"Head\", 0.0\ndamagefactor \"Leg\", 0.0 damagefactor \"MinorHead\", 0.0\ndamagefactor \"KillMe\", 0.0 damagefactor \"Control\", 0.0\ndamagefactor \"Trample\", 0.0 damagefactor \"GibRemoving\", 0.0\ndamagefactor \"Fire\", 0.0 damagefactor \"Alert\", 0.0\ndamagefactor \"SSG\", 0.0 damagefactor \"ExplosiveImpact\", 0.0\ndamagefactor \"Bullet\", 1.5 damagefactor \"GibRemoving\", 0.0\ndamagefactor \"TeleportRemover\", 0.0 damagefactor \"Desintegrate\", 0.0\ndamagefactor \"Stun\", 0.0 damagefactor \"Syphon\", 0.0\n//MONSTER\n-COUNTKILL\nHealth 300\nGibHealth 10000\nRadius 24\nHeight 12\nDamageType leg\nBloodType \"Brutal_Blood\", \"SawBlood\", \"SawBlood\"\nPainChance 255\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n+FORCERADIUSDMG\n-SOLID\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+GHOST\n+SERVERSIDEONLY\n-COUNTKILL\n+NOTAUTOAIMED\ndamagefactor \"Trample\", 0\nStates\n{\nSpawn:\nXXXX A 3\nXXXX A 1\nStop\n\nPain.Plasma:\nTNT1 A 0 A_SetDamageType(\"Plasma\")\nTNT1 A 3\nGoto Pain\n\nPain.Explosive:\nTNT1 A 3\nGoto Pain\n\nPain.ExplosiveImpact:\nTNT1 A 3\nGoto Pain\n\nPain:\nTNT1 A 0\n//TNT1 A 0 ThrustThingZ(0,-40,0,1)\nTNT1 A 1 A_NoBlocking\nTNT1 A 0 A_JumpIfHealthLower(25, \"Pain550\")\nTNT1 A 0 A_JumpIfHealthLower(50, \"Pain500\")\nTNT1 A 0 A_JumpIfHealthLower(75, \"Pain450\")\nTNT1 A 0 A_JumpIfHealthLower(100, \"Pain400\")\nTNT1 A 0 A_JumpIfHealthLower(125, \"Pain350\")\nTNT1 A 0 A_JumpIfHealthLower(150, \"Pain300\")\nTNT1 A 0 A_JumpIfHealthLower(175, \"Pain250\")\nTNT1 A 0 A_JumpIfHealthLower(200, \"Pain200\")\nTNT1 A 0 A_JumpIfHealthLower(225, \"Pain150\")\nTNT1 A 0 A_JumpIfHealthLower(250, \"Pain100\")\nTNT1 A 0 A_JumpIfHealthLower(275, \"Pain50\")\nTNT1 A 0 A_JumpIfHealthLower(288, \"Pain35\")\nTNT1 A 0 A_JumpIfHealthLower(292, \"Pain25\")\nXDT3 A 0 A_Explode(20,20,0)//hs\nPLAY A 0\nStop\n\nPain25:\nTNT1 A 0\nXDT3 A 0 A_Explode(2,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain35:\nTNT1 A 0\nXDT3 A 0 A_Explode(5,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain50:\nTNT1 A 0\nXDT3 A 0 A_Explode(10,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain100:\nTNT1 A 0\nXDT3 A 0 A_Explode(40,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain150:\nTNT1 A 0\nXDT3 A 0 A_Explode(80,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain200:\nTNT1 A 0\nXDT3 A 0 A_Explode(120,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain250:\nTNT1 A 0\nXDT3 A 0 A_Explode(160,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain300:\nTNT1 A 0\nXDT3 A 0 A_Explode(200,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain350:\nPain.SSG:\nTNT1 A 0\nXDT3 A 0 A_Explode(250,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain400:\nTNT1 A 0\nXDT3 A 0 A_Explode(400,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain450:\nTNT1 A 0\nXDT3 A 0 A_Explode(120,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain500:\nTNT1 A 0\nXDT3 A 0 A_Explode(140,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain550:\nTNT1 A 0\nXDT3 A 0 A_Explode(160,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain600:\nTNT1 A 0\nXDT3 A 0 A_Explode(180,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nDeath:\nTNT1 A 0\nXDT3 A 0 A_Explode(200,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nXDeath:\nTNT1 A 0\nXDT3 A 0 A_Explode(400,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain.GloryKill:\nDeath.GloryKill:\nTNT1 A 0\nStop\n }\n}\n\nactor LegTarget4: LegTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 6\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor LegTarget8: LegTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 8\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor LegTarget10: LegTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 10\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor LegTarget20: LegTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 20\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor LegTarget30: LegTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 30\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor LegTarget60: LegTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 60\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor LegTarget100: LegTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 100\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor LegTarget12: LegTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 12\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor LegshotMinorHit\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType MinorLeg\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NOEXTREMEDEATH\nStates\n{\nSpawn:\nTNT1 A 0\nXDT3 A 0 A_Explode(10,10)\nTNT1 ABC 3\nTNT1 A 0 A_NoBlocking\nStop\n }\n}\n\nactor LegshotHit\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Leg\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NOEXTREMEDEATH\nStates\n{\nSpawn:\nTNT1 A 0\nXDT3 A 0 A_Explode(60,10)\nTNT1 ABC 3\nTNT1 A 0  A_NoBlocking\nStop\n }\n}\n\nactor LegshotTinyHit\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType MinorLeg\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NOEXTREMEDEATH\nStates\n{\nSpawn:\nTNT1 A 0\nXDT3 A 0 A_Explode(5,10)\nTNT1 ABC 3\nTNT1 A 0  A_NoBlocking\nStop\n }\n}\n\nactor LegshotSaw\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Leg\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NOEXTREMEDEATH\nStates\n{\nSpawn:\nTNT1 A 0\nXDT3 A 0 A_Explode(4,10)\nTNT1 ABC 3\nStop\n }\n}\n\nactor LegshotDual\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType LegDual\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NOEXTREMEDEATH\nStates\n{\nSpawn:\nTNT1 A 0\nXDT3 A 0 A_Explode(100,10)\nTNT1 ABC 3\nStop\n }\n}\n\nactor LegshotExplode\n{\n\t+NOTARGET\nRadius 10\nHeight 10\n//DamageType LandMine\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+EXTREMEDEATH\nStates\n{\nSpawn:\nTNT1 A 0\nXDT3 A 0 A_Explode(200,15)\nTNT1 ABC 3\nStop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "D4Cvars\ndbljump // Double Jump Script\nparkmore // Responsible of Ledge-Grabing feature\ndash // DOOM Eternal Styled Dash Ability\nd4arsenal // Common scripts needed\nbulleteffect // Restores BDv20's Bullet Screen Effects\nweapfunc\nUpgrader\nUpgradeText\nRLACS\nDemonRunes\nTimers\nD4Equipment\nChainsaw\nFatalityMSGS\nGloryKill\nMultiplayer // Main multiplayer Support\nstartscripts"
      },
      {
        "source": "pk3",
        "name": "Melee.txt",
        "contents": "Actor KickAttackLow\n{\n+NOGRAVITY\n}\n\nACTOR PoorLostSoul\n{\n\tRadius 16\n\tHeight 8\n\tSpeed 22\n    Fastspeed 26\n\tDamage 15\n\tProjectile\n    Scale 1.0\n\t+FORCEXYBILLBOARD\n    DamageType Fire\nExplosionRadius 70\nExplosionDamage 50\n\tAlpha 1\n\tSeeSound \"skull/melee\"\n\tDeathSound \"fatso/shotx\"\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0 A_CustomMissile (\"FlameTrails\", 24, 0, 0, 0, 0)\n        LSOL B 2 BRIGHT A_SpawnItem(\"RedFlare\",0,0)\n\t\tLoop\n\tDeath:\n\n\t\tLSOL F 2 BRIGHT\n\t\tLSOL G 2 BRIGHT\n\t\tTNT1 A 0 A_Explode\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"FlameTrails\", 6, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_SpawnItemEx(\"ExplosionParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 0)\n    TNT1 AAA 0 A_CustomMissile (\"LSpart1\", 42, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_CustomMissile (\"LSpart3\", 42, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"LSpart2\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0\n        LSOL HI 6\n\t\tStop\n\t\tStop\n\t}\n}\n\nACTOR ThrowedBarrel\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 32\n    Fastspeed 32\n\tDamage 55\n\t+MISSILE\n\tGravity 0.6\n    Scale 1.0\n\t+FORCEXYBILLBOARD\n\tDamageType Explosive\n\tAlpha 1\n\tDeathSound \"Explosion\"\n\tStates\n\t{\n\tSpawn:\n        TBRA A 2\n\t\tLoop\n\n    Death:\n        TNT1 A 0 A_AlertMonsters\n        TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBEXP B 0 BRIGHT A_Scream\n\n\t\t//TNT1 AAAAAAA 0 A_CustomMissile (\"BarrelParticle\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\t\tStop\n\t}\n}\n\nACTOR KickAttack: FastProjectile\n{\n\tRadius 12\n\tHeight 2\n\tDamageType Kick\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\tRenderStyle Add\n\tAlpha 0.6\n    Damage (random(14,14))\n    Speed 30\n\t//HitObituary \"$OB_IMPHIT\"\n\tObituary \"%o ate %k's boot.\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n        TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\tDeath:\n\tXDEath:\n\t\t\tTNT1 A 0 A_AlertMonsters(200)\n\t\t\tTNT1 A 0 A_CheckFloor(\"DeathOnGround\")\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\n\t\t\tTNT1 A 10\n\t\tStop\n\n\tDeathOnGround:\n\t\t\tTNT1 A 0\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 0 A_Explode(10, 40, 0)\n\t\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR KickAttackDetectDowned: KickAttack\n{\n\tRadius 4\n\tHeight 4\n\tDamageType LowKick\n\tDamage (random(2, 2))\n\tSpeed 40\n\t+NOBLOOD\n\t+BLOODLESSIMPACT\n\t-ACTIVATEIMPACT\n\tStates\n\t{\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR SuperKickAttack: KickAttack\n{\n    Damage (random(62,62))\n\t-NOEXTREMEDEATH\n\t+EXTREMEDEATH\n\tDamageType Extremepunches\n}\n\nACTOR StompAttack: KickAttack\n{\n    Damage (random(150,200))\n\tspeed 100\n\tDamageType Trample\n\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 A 0 A_Explode(150, 15, 0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR SuperStompAttack: KickAttack\n{\n    Damage (random(300,500))\n\tSpeed 100\n\tDamageType HeavyTrample\n\t\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 A 0 A_Explode(300, 15, 0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR HookAttack: KickAttack\n{\n\tDamage (random(30,30))\n    Speed 30\n}\n\nACTOR AirKickAttack: KickAttack\n{\n\tRadius 20\n\tHeight 32\n    Damage (random(55,55))\n}\n\nACTOR SuperAirKickAttack: KickAttack\n{\n\tRadius 20\n\tHeight 32\n\t-NOEXTREMEDEATH\n\t+EXTREMEDEATH\n\tDamageType Extremepunches\n    Damage (random(95,95))\n\t\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (4, 10, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR MeleeStrike1: KickAttack\n{\nDamageType Melee\nDamage (random(5,5))\nSpeed 30\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_AlertMonsters(200)\n\t\tPUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 10\n\t\tStop\n}\n}\n\nACTOR MeleeStrike2: MeleeStrike1\n{\nDamage (random(20,20))\nSpeed 60\n}\n\nACTOR MeleeStrikeNormal: MeleeStrike1\n{\nDamage (random(10,10))\nSpeed 70\n}\n\nACTOR MeleeStrike1Fatality: MeleeStrike1\n{\nDamage (random(60,60))\nDamageType Fatality\n-NOEXTREMEDEATH\n+EXTREMEDEATH\n}\n\nACTOR MeleeStrike1Berserked: MeleeStrike1\n{\nDamage (random(60,60))\n-NOEXTREMEDEATH\n+EXTREMEDEATH\nDamageType ExtremePunches\n}\n\nACTOR MeleeStrike1FatalityGrab: MeleeStrike1\n{\nDamage (random(42,45))\nDamageType Fatality\n}\n\nACTOR MeleeStrike1FatalityNoDamage: MeleeStrike1\n{\nDamage (random(1,1))\nDamageType Fatality\nStates\n{\n\tDeath:\n\t    TNT1 A 0\n\t\tStop\n}\n}\n\nACTOR MeleeStrike1Smash: MeleeStrike1\n{\nDamage (random(50,50))\nDamageType Extremepunches\n-NOEXTREMEDEATH\n+EXTREMEDEATH\n}\n\nACTOR MeleeStrikeSuperHook: MeleeStrike1\n{\nDamage (random(89,90))\nDamageType Extremepunches\n-NOEXTREMEDEATH\n+EXTREMEDEATH\n}\n\nACTOR BerserkGrabAttack: KickAttack\n{\nDamage (random(2,3))\n\nDamageType PussyGrab\n+NOPAIN\n+THRUGHOST\n+GHOST\nSpeed 90\nRadius 16\nHeight 16\nStates\n{\nDeath:\nXDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 10\n\t\tStop\n\t\t}\n}\n\nACTOR UseAttack: KickAttack\n{\nDamage (random(1,1))\n\nDamageType Use\n+NOPAIN\n+PAINLESS\n+THRUGHOST\n+GHOST\n-ACTIVATEIMPACT\n+BLOODLESSIMPACT\nSpeed 20\nRadius 4\nHeight 4\nStates\n{\nDeath:\nXDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 10\n\t\tStop\n\t\t}\n}\n\nACTOR ExecutionAttackKick: KickAttack\n{\n    Damage (random(21,22))\n\tspeed 100\n\tDamageType Kick\n\tRadius 2\n\tHeight 2\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t-ACTIVATEMCROSS\n\t-CANUSEWALLS\n\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 A 0 A_Explode(10, 10, 0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR StealthAttack: KickAttack\n{\n    Damage (random(1,1))\n\tspeed 50\n\tDamageType Stealth\n\tRadius 4\n\tHeight 4\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t-ACTIVATEMCROSS\n\t-CANUSEWALLS\n\tStates\n\t{\n\tDeath:\n\tXdeath:\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR PickMissile: StealthAttack\n{\n\tDamageType Pick\n}\n\nACTOR ExecutionAttackMelee: ExecutionAttackKick\n{\n\tDamageType Melee\n}\n\nACTOR ExecutionAttackFatality: ExecutionAttackKick\n{\n\tDamageType Fatality\n}\n\nACTOR ExecutionAttackStompWall: ExecutionAttackKick\n{\n\tDamageType StompWall\n\tDamage (random (100, 110))\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+ACTIVATEMCROSS\n\t+CANUSEWALLS\n}\n\nACTOR ExecutionFrontWallDetect: ExecutionAttackKick\n{\n\tDamageType None\n\tDamage (random (0, 1))\n\t+THRUACTORS\n\tRadius 2\n\tHeight 2\n\tSpeed 40\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tStop\n\t\tDeath:\n\t\t    TNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"ExecuteStompWall\", 1)\n\t\t\tStop\n\t\tXdeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\t\t}\n}\n\nACTOR ExecutionLeftWallDetect: ExecutionAttackKick\n{\n\tDamageType None\n\tDamage (random (0, 1))\n\t+THRUACTORS\n\tRadius 2\n\tHeight 2\n\tSpeed 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tStop\n\t\tDeath:\n\t\t    TNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"ExecuteBashWall\", 1)\n\t\t\tStop\n\t\tXdeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\t\t}\n}\n\nACTOR SlideAttack: KickAttack\n{\n\tDamageType Slide\n\tRadius 12\n    Damage (random(4,5))\n\t+GHOST\n\t+THRUGHOST\n\tSpeed 50\n\tObituary \"%o tripped on %k's slide kick.\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n        TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\n\tXDEath:\n\t\t\tTNT1 A 0\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\t\tStop\n\n\tDEath:\n\t\t\tTNT1 A 0\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\t\tStop\n\n\t}\n}\n\nACTOR SuperKickAttackRealism: SuperKickAttack\n{\n    Damage (random(16,16))\n\n}\n\nACTOR KickAttackRealism: Kickattack\n{\n    Damage (random(3,3))\n\n}\n\nACTOR AirKickAttackRealism: AirKickattack\n{\n    Damage (random(9,9))\n\n}\n\nACTOR SuperAirKickAttackRealism: SuperAirKickattack\n{\n    Damage (random(24,24))\n\n}\n\nACTOR MeleeStrikeNormalRealism: MeleeStrikeNormal\n{\n    Damage (random(2,2))\n\n}\n\nACTOR MeleeStrike2Realism: MeleeStrike2\n{\n    Damage (random(5,5))\n\n}"
      },
      {
        "source": "pk3",
        "name": "MENUDEF.txt",
        "contents": "ListMenu \"MainMenu\"\n{\nIfGame(Doom, Chex)\n\t{\n\t\tStaticPatch 94, 2, \"M_DOOM\"\n\t\tPosition 97, 72\n\t\tIfOption(ReadThis)\n\t\t{\n\t\t\tPosition 97, 64\n\t\t}\n\t}\n\tIfGame(Strife)\n\t{\n\t\tStaticPatch 84, 2, \"M_STRIFE\"\n\t\tPosition 97, 45\n\t}\n\tIfGame(Heretic)\n\t{\n\t\tStaticPatch 88, 0, \"M_HTIC\"\n\t\tStaticPatch 40, 10, \"M_SKL01\"\n\t\tStaticPatch 232, 10, \"M_SKL00\"\n\t\tPosition 110, 56\n\t}\n\tIfGame(Hexen)\n\t{\n\t\tStaticPatch 88, 0, \"M_HTIC\"\n\t\tStaticPatch 37, 80, \"FBULB0\"\n\t\tStaticPatch 278, 80, \"FBULA0\"\n\t\tPosition 110, 56\n\t}\n\n\tIfGame(Doom, Strife, Chex)\n\t{\n\t\tTextItem \"New Game\", \"n\", \"PlayerclassMenu\"\n\t\tifOption(SwapMenu)\n\t\t{\n\t\t\tTextItem \"Load Game\", \"l\", \"LoadGameMenu\"\n\t\t\tTextItem \"Save Game\", \"s\", \"SaveGameMenu\"\n\t\t\tTextItem \"Options\", \"o\", \"OptionsMenu\"/////////////\n\t\t\tTextItem \"Game Options\", \"b\", \"D4ModOptions\"\n\t\t\tTextItem \"Credits\", \"c\", \"BrutalCreditsMenu\"\n\t\t}\n\t\telse\n\t\t{\n\t\t\tTextItem \"Options\", \"o\", \"OptionsMenu\"/////////////////////\n\t\t\tTextItem \"Game Options\", \"b\", \"D4ModOptions\"\n\t\t\tTextItem \"Load Game\", \"l\", \"LoadGameMenu\"\n\t\t\tTextItem \"Save Game\", \"s\", \"SaveGameMenu\"\n\t\t\tTextItem \"Credits\", \"c\", \"BrutalCreditsMenu\"\n\t\t}\n\t\tifOption(ReadThis)\n\t\t{\n\t\t\tTextItem \"Read This!\",\"r\", \"ReadThisMenu\"\n\t\t}\n\t\tTextItem \"Quit Game\", \"q\", \"QuitMenu\"\n\t}\n\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tTextItem \"$MNU_NEWGAME\", \"n\", \"PlayerclassMenu\"\n\t\tTextItem \"$MNU_OPTIONS\", \"o\", \"OptionsMenu\"/////////////////////\n\t\tTextItem \"Game Options\", \"b\", \"D4ModOptions\"\n\t\tTextItem \"Credits\", \"c\", \"BrutalCreditsMenu\"\n\t\tTextItem \"$MNU_GAMEFILES\", \"g\", \"GameFilesMenu\"\n\t\tTextItem \"$MNU_INFO\", \"i\", \"ReadThisMenu\"\n\t\tTextItem \"$MNU_QUITGAME\", \"q\", \"QuitMenu\"\n\t}\n}\n\nOptionMenu \"D4ModOptions\"\n{\n\tTitle \"DOOM 2016 Arsenal - Menu\"\n\tStaticText \"Autored and Developed by XV117\"\n\tStaticText \"Actual Version - R-1.1\"\n\tSubmenu \"Credits\",\t\t\t\"D4ViewCredits\"\n\tStaticText \" \"\n\tSubmenu \"Brutal Menu Options\",\t\t\t\"BrutalMenu\"\n\tStaticText \" \"\n\n\tStaticText \"Key Bindings - Important for Gameplay\"\n\tStaticText \" \"\n\tControl\t   \"Quick Melee (Needed to make Glory Kills)\",\t\"punchem\"\n\tControl\t   \"Select Upgrades\",\t\"doupgrade\"\n\tControl\t   \"Switch Grenades\",\t\"dogrenadeswitch\"\n\tControl\t   \"Dash\",\t\"+User3\"\n\tStaticText \" \"\n\tStaticText \" \"\n\n\tStaticText \"Mod Options\"\n\tStaticText \" \"\n\tSubmenu \"Gameplay  Options\",\t\t\t\"D4GameplayOptions\"\n\tSubmenu \"Glory Kill - Options\",\t\t\t\"D4GloryKillOptions\"\n\tSubmenu \"Other Stuff - Options\",\t\t\t\"D4MiscOptions\"\n\tStaticText \" \"\n\tStaticText \"Note: Some Options are disabled in Multiplayer For\"\n\tStaticText \"Perfomance porpusses to work in Coop, DM, etc..\"\n}\n\nOptionMenu \"D4MiscOptions\"\n{\n\tTitle \"Other Stuff - Options\"\n\tStaticText \" \"\n\n\tOption \"Disable Bullet Hole Effects\",\t\t\t\t\"nopaineffect\", \"OnOff\"\n\tStaticText \"Disables the bullet holes effects\"\n\tStaticText \" \"\n\tStaticText \" \"\n\n\tOption \"Disabled Helmet Animation\",\t\"togglehelmetanimation\", \"OnOff\"\n\tStaticText \"Remove animation of putting on your helmet at the start\"\n\tStaticText \" \"\n\tStaticText \" \"\n\tStaticText \"Note: This Options are disabled in Multiplayer Gameplay\"\n}\nOptionMenu \"D4GameplayOptions\"\n{\n\tTitle \"Gameplay - Options\"\n\tStaticText \" \"\n\n    Option \"(User) Super Shotgun - Aim Fire\", \"d4_ssgaimfiremode\", \"SSGAim\"\n\tStaticText \"Switch the fire-mode on SSG while using\"\n\tStaticText \"the aim mode, such as single or full\"\n\tStaticText \" \"\n\tStaticText \" \"\n\n\tOption \"Spawn Multiplayer Weapons\", \"disablempweapons\", \"MPWeapons\"\n  \tStaticText \"Selects if the multiplayer weapons should be spawned or not.\"\n  \tStaticText \"(Repeater, Grenade Launcher, Vortex Rifle, etc.)\"\n\tStaticText \" \"\n\n    Option \"Disable Ledge Grab\", \"donotclimb\", \"OnOff\"\n\tStaticText \"Toggles Ledge Climbing Feature\"\n\tStaticText \" \"\n\tStaticText \" \"\n\n\tOption \"Disable Double Jumping\", \"donotdoublejump\", \"OnOff\"\n\tStaticText \"Disables the double jumping feature\"\n\tStaticText \" \"\n\tStaticText \" \"\n\n\tOption \"Disable Side-Dash\", \"donotsidestep\", \"OnOff\"\n\tStaticText \"Disables DOOM Eternal-Style quick Side-Dash\"\n\tStaticText    \"by double tapping directional keys\"\n\tStaticText \" \"\n\tStaticText \" \"\n}\n\nOptionMenu \"D4GloryKillOptions\"\n{\n\tTitle \"Glory Kill - Options\"\n\tStaticText \" \"\n\n\tOption \"Disable Glory Kill Executions\", \"disabledglorykill\", \"OnOff\"\n\tStaticText \"Disables Glory Kill Executions\"\n\tStaticText \"Note: This option not affects players and Boss Glory Kills\"\n\tStaticText \" \"\n\tStaticText \" \"\n\n\tOption \"Execution Style\",\t\t\t\t\"glorykilltype\", \"GloryKillType\"\n\tStaticText \" \"\n\tStaticText \"Note: Not all monsters supports the\"\n\tStaticText \"'Black Edition' Glory Kill based Executions\"\n\tStaticText \" \"\n\tStaticText \"'DOOM 2016 Arsenal' Option is Recommended\"\n\tStaticText \" \"\n}\n\nOptionMenu \"D4ViewCredits\"\n{\n\tTitle \"DOOM 2016 Arsenal - Credits\"\n\tStaticText \" \"\n\tStaticText \"XV117 - Main Developer, ACS, Sprite Edits, Sprites, Decorate\"\n\tStaticText \"Sergeant Mark IV - DOOM 4 Weapon Test 2 (Used as Base)\"\n\tStaticText \"mryayayify - spriter\"\n\tStaticText \"Dracologist - DOOM 4 Weapon Forge, actually code used for Vortex Rifle\"\n\tStaticText \"Neccronixis - Original Weapon Sprites\"\n\tStaticText \"Doomguy5th - New Sprites, Sounds, Effects and Code Recycled for this Mod\"\n\tStaticText \"D4T Team - Sprites, Sounds and Decorated, already decorate code has heavy modifications in my mod\"\n\tStaticText \"Tomtefar1988 - This mod is based on Tomtefar's Extension 1.8,\"\n\tStaticText \"so it is also credited, some sprites, decorate and acs are used in this mod\"\n}\n\nOptionValue \"GloryKillType\"\n{\n\t1, \"BD: Black Edition\"\n\t0, \"DOOM 2016 Arsenal\"\n}\n\nOptionValue \"MPWeapons\"\n{\n\t1, \"Disabled\"\n\t0, \"Allowed\"\n}\n\nOptionValue \"SSGAim\"\n{\n\t1, \"Single Barrel\"\n\t0, \"Dual Barrel\"\n}"
      }
    ]
  },
  "maps": []
}

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