Raw model (for completeness)
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{
"source": "pk3",
"name": "Changelog.txt",
"contents": "Vb2\n __________\n\n\t- Fixed ph_forcerandom, now uses morphactor and a hacky method to generate a random seed. Server hosts should now do \"set ph_forcerandom 1\" in console for random classes (recommended). [Hypnotoad]\n\t- Disabled \"noise 1\" cheat. [Hypnotoad]\n\t- Disabled crouching [Hypnotoad]\n\t- Various minor fixes and code tidying to the ACS [Hypnotoad]\n\t- Props now explode when they die [Frits]\n\t- Modified hitbox height of larger props so they don't get stuck [Frits]\n\t- Fixed blursphere phasing [Frits]\n\t- Added GLDefs to props [Frits]\n\t- Modified baseprop to work properly with morphing [Hypnotoad]\n\t- Rebalancing: speed of tiny classes lowered, speed of bigger classes raised, fist now does 1 dmg, chaingun does 2 dmg per shot, shotgun does 6 dmg per shot [Frits]\n\t- Various minor bugfixes [Frits/Hypnotoad]\n\t- Removed lag sprite [Frits]\n\t- Added a taunt [Frits]\n\t- Lowered infinite taunt chance [Frits]\n\n\tVb3\n\t__________\n \t- Fixed Prop heights [Frits]\n\t- 40 health now gets added to hunters if props spectate [Hypnotoad]\n\t- Added taunt ranker which is shown in bottom right corner [Hypnotoad]\n\t- Added cvar PH_HIDETIME to control the hide time [Hypnotoad]\n\t- Added Damaging floor restitance for props [Frits]\n\t- Added absurdly complex and hacky fix for spawnfragging at start: hunters start as -NOSOLID until hidetime is ended, before telefragging any props in the way by spawning a silent explosion, while props start as -NOSOLID while a script checks their proximity to other players to see if it is blocked, if not blocked, the script attempts to spawn an actor to check if its blocked by anything else, if successful +SOLID is reapplied, thanks to ijon for some help with this [Hypnotoad]\n\t- Keys spawn [Qent/Frits]\n\t- 3 More Taunts [Frits]\n\t- Fixed Blursphere for real now? [Frits]\n\t- Hopefully fixed blackscreen on spectators [Hypnotoad]\n\t- Prop Balancing [Frits]\n\t- MegaSphere Added, Stalagmite removed [Frits/Hypnotoad]\n\n\tVb4\n\t__________\n\t- GLDefs for MegaSphere [Frits]\n\t- Stalagtite is back in after it got removed by accident [Frits]\n\t- Fixed shotgun the shotgun altfire not playing the \"empty\" sound [Frits]\n\t- Changed teleportfog [Frits/Hypnotoad]\n\t- Kept hunters -NOSOLID during hide time to stop them blocking props [Hypnotoad]\n\t- Added 3 CVARs, PH_SGDAMAGE, PH_CGDAMAGE and PH_FISTDAMAGE to control the damage recieved from firing these weapons. [Hypnotoad]\n\t- Community Taunts [Frits]\n\t- Balance Changes [Frits]\n\t- Added cvar PH_MAPPROPSONLY to make force random only spawn you as a prop in the map [Hypnotoad]\n\n\tVb5\n\t_________\n\t- Some minor changes to the ACS barely worth mentioning [Hypnotoad]\n\t- Added black screen override as suggested by Zeberpal, maps must execute script 750 on the very first tic in order to stop hunters getting black screen and being frozen. [Hypnotoad]\n\t- Made sure taunts end after their duration, even if someone connects with a custom sndinfo [Hypnotoad]\n\t- Added cvar, PH_ENABLEMUSIC to enable music again. Clients should use \"set PH_ENABLEMUSIC 1\" in console to enable music again, and \"archivecvar PH_ENABLEMUSIC 1\" to save this in their INI. [Hypnotoad]\n\t- Added cvar, PH_NOTAUNTS to disable taunts. Clients should use \"set_PH_NOTAUNTS 1\" in console to disable taunts [Frits/Hypnotoad]\n\t- Fixed Computer Area Map Height\n\n\tVb5a\n\t_________\n\t- Fixed timer [Hypnotoad]\n\t- Added titlepic made by Terminusest13 ages ago\n\t- Presumably some other changes, haven't touched this for a year, may have been changes from Frits or that I forgot about since then"
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "//Props\n#include \"Actors/Classes/Props/PropBase.txt\"\n#include \"Actors/Classes/Props/PropStalagtite.txt\"\n#include \"Actors/Classes/Props/PropStalagmite.txt\"\n#include \"Actors/Classes/Props/PropBFG.txt\"\n#include \"Actors/Classes/Props/PropShotgun.txt\"\n#include \"Actors/Classes/Props/PropSuperShotgun.txt\"\n#include \"Actors/Classes/Props/PropChaingun.txt\"\n#include \"Actors/Classes/Props/PropRocketLauncher.txt\"\n#include \"Actors/Classes/Props/PropPlasmaRifle.txt\"\n#include \"Actors/Classes/Props/PropChainsaw.txt\"\n#include \"Actors/Classes/Props/PropMeat5.txt\"\n#include \"Actors/Classes/Props/PropMeat4.txt\"\n#include \"Actors/Classes/Props/PropMeat3.txt\"\n#include \"Actors/Classes/Props/PropMeat2.txt\"\n#include \"Actors/Classes/Props/PropHeadOnAStick.txt\"\n#include \"Actors/Classes/Props/PropHeadsOnAStick.txt\"\n#include \"Actors/Classes/Props/PropFloatingSkull.txt\"\n#include \"Actors/Classes/Props/PropMedkit.txt\"\n#include \"Actors/Classes/Props/PropStimpack.txt\"\n#include \"Actors/Classes/Props/PropHealthbonus.txt\"\n#include \"Actors/Classes/Props/PropBigTree.txt\"\n#include \"Actors/Classes/Props/PropTorchTree.txt\"\n#include \"Actors/Classes/Props/PropHeartColumn.txt\"\n#include \"Actors/Classes/Props/PropTallRedColumn.txt\"\n#include \"Actors/Classes/Props/PropTallGreenColumn.txt\"\n#include \"Actors/Classes/Props/PropTechPillar.txt\"\n#include \"Actors/Classes/Props/PropSkullColumn.txt\"\n#include \"Actors/Classes/Props/PropShortGreenColumn.txt\"\n#include \"Actors/Classes/Props/PropShortRedColumn.txt\"\n#include \"Actors/Classes/Props/PropBerserk.txt\"\n#include \"Actors/Classes/Props/PropExplosiveBarrel.txt\"\n#include \"Actors/Classes/Props/PropBurningBarrel.txt\"\n#include \"Actors/Classes/Props/PropCell.txt\"\n#include \"Actors/Classes/Props/PropCellPack.txt\"\n#include \"Actors/Classes/Props/PropClip.txt\"\n#include \"Actors/Classes/Props/PropClipBox.txt\"\n#include \"Actors/Classes/Props/PropShell.txt\"\n#include \"Actors/Classes/Props/PropShellBox.txt\"\n#include \"Actors/Classes/Props/PropRocketAmmo.txt\"\n#include \"Actors/Classes/Props/PropBackPack.txt\"\n#include \"Actors/Classes/Props/PropRocketBox.txt\"\n#include \"Actors/Classes/Props/PropSoulSphere.txt\"\n#include \"Actors/Classes/Props/PropBlurSphere.txt\"\n#include \"Actors/Classes/Props/PropInvulnerabilitySphere.txt\"\n#include \"Actors/Classes/Props/PropBlueCard.txt\"\n#include \"Actors/Classes/Props/PropRedCard.txt\"\n#include \"Actors/Classes/Props/PropYellowCard.txt\"\n#include \"Actors/Classes/Props/PropBlueSkull.txt\"\n#include \"Actors/Classes/Props/PropYellowSkull.txt\"\n#include \"Actors/Classes/Props/PropRedSkull.txt\"\n#include \"Actors/Classes/Props/PropRadsuit.txt\"\n#include \"Actors/Classes/Props/PropInfraRed.txt\"\n#include \"Actors/Classes/Props/PropAllMap.txt\"\n#include \"Actors/Classes/Props/PropBlueTorch.txt\"\n#include \"Actors/Classes/Props/PropRedTorch.txt\"\n#include \"Actors/Classes/Props/PropGreenTorch.txt\"\n#include \"Actors/Classes/Props/PropShortBlueTorch.txt\"\n#include \"Actors/Classes/Props/PropShortRedTorch.txt\"\n#include \"Actors/Classes/Props/PropShortGreenTorch.txt\"\n#include \"Actors/Classes/Props/PropCandelabra.txt\"\n#include \"Actors/Classes/Props/PropColumn.txt\"\n#include \"Actors/Classes/Props/PropTechLamp.txt\"\n#include \"Actors/Classes/Props/PropTechLamp2.txt\"\n#include \"Actors/Classes/Props/PropEvilEye.txt\"\n#include \"Actors/Classes/Props/PropHeadCandles.txt\"\n#include \"Actors/Classes/Props/PropCandlestick.txt\"\n#include \"Actors/Classes/Props/PropBlueArmor.txt\"\n#include \"Actors/Classes/Props/PropGreenArmor.txt\"\n#include \"Actors/Classes/Props/PropArmorBonus.txt\"\n#include \"Actors/Classes/Props/PropLiveStick.txt\"\n#include \"Actors/Classes/Props/PropMegaSphere.txt\"\n\n//Hunters\n#include \"Actors/Classes/Hunters/Hunter.txt\"\n\n//Things\n#include \"Actors/Things/PHBlueCard.txt\"\n#include \"Actors/Things/PHRedCard.txt\"\n#include \"Actors/Things/PHYellowCard.txt\"\n#include \"Actors/Things/PHBlueSkull.txt\"\n#include \"Actors/Things/PHRedSkull.txt\"\n#include \"Actors/Things/PHYellowSkull.txt\""
},
{
"source": "pk3",
"name": "GAMEMODE.txt",
"contents": "TeamLMS {\nremoveflag DONTSPAWNMAPTHINGS\n}"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "//GLDefs for props\n\n// Exploding Barrel\nobject PropExplosiveBarrel\n{\n frame BAR1 { light BARREL }\n frame BEXPC { light ROCKET_X1 }\n frame BEXPD { light ROCKET_X2 }\n frame BEXPE { light ROCKET_X3 }\n}\n\n// Tall blue torch\nobject PropBlueTorch\n{\n frame TBLU { light BIGBLUETORCH }\n}\n\n//Floor Lamp\nobject PropColumn\n{\n frame COLU { light LAMP }\n}\n\n// Burning Barrel\nobject PropBurningBarrel\n{\n frame FCAN { light FIREBARREL }\n}\n\n//Floor Lamp\nobject PropColumn\n{\n frame COLU { light LAMP }\n}\n\n// Short tech lamp\nobject PropTechLamp2\n{\n frame TLP2 { light SMALLLAMP }\n}\n\n// Tall tech lamp\nobject PropTechLamp\n{\n frame TLMP { light BIGLAMP }\n}\n\n// Tall red torch\nobject PropRedTorch\n{\n frame TRED { light BIGREDTORCH }\n}\n\n// Tall green torch\nobject PropGreenTorch\n{\n frame TGRN { light BIGGREENTORCH }\n}\n\n// Small red torch\nobject PropShortRedTorch\n{\n frame SMRT { light SMALLREDTORCH }\n}\n\n// Small green torch\nobject PropShortGreenTorch\n{\n frame SMGT { light SMALLGREENTORCH }\n}\n\n// Small blue torch\nobject PropShortBlueTorch\n{\n frame SMBT { light SMALLBLUETORCH }\n}\n\n// HeadCandles\nobject PropHeadCandles\n{\n frame POL3 { light SKULLCANDLES }\n}\n\n// Candle\nobject PropCandlestick\n{\n frame CAND { light CANDLE }\n}\n\n// Candelabra\nobject PropCandelabra\n{\n frame CBRA { light CANDELABRA }\n}\n// Soul Sphere\nobject PropSoulSphere\n{\n frame SOUL { light SOULSPHERE }\n}\n\n// Invulnerability Sphere\nobject PropInvulnerabilitySphere\n{\n frame PINV { light INVULN }\n}\n\n// Blur Sphere\nobject PropBlurSphere\n{\n frame PINS { light BLURSPHERE1 }\n\n frame PINSA { light BLURSPHERE2 }\n frame PINSB { light BLURSPHERE3 }\n frame PINSC { light BLURSPHERE4 }\n frame PINSD { light BLURSPHERE5 }\n}\n\nobject PropMegaSphere\n{\n frame MEGAA0 { light MEGASPHERE1 }\n\n frame MEGAB0 { light MEGASPHERE2 }\n frame MEGAC0 { light MEGASPHERE3 }\n frame MEGAD0 { light MEGASPHERE4 }\n}\n\n// Health Bonus\nobject PropHealthBonus\n{\n frame BON1 { light HEALTHPOTION }\n}\n\n// Armour Bonus\nobject PropArmorBonus\n{\n frame BON2 { light ARMORBONUS }\n}\n\n// Blue Key Card\n\tobject PropBlueCard\n\t{\n\tframe BKEY { light HEALTHPOTION }\n\t}\n\tobject PHBlueCard\n\t{\n\tframe BKEY { light HEALTHPOTION }\n\t}\n\n//Blue Skull Key\n\tobject PropBlueSkull\n\t{\n \tframe BSKU { light HEALTHPOTION }\n\t}\n\tobject PHBlueSkull\n\t{\n \tframe BSKU { light HEALTHPOTION }\n\t}\n\n// Yellow Key Card\n\tobject PropYellowCard\n\t{\n\tframe YKEY { light YELLOWKEY }\n\t}\n\n\tobject PHYellowCard\n\t{\n\tframe YKEY { light YELLOWKEY }\n\t}\n\n//Yellow Skull Key\n\tobject PropYellowSkull\n\t{\n \tframe YSKU { light YELLOWKEY }\n\t}\n\n\tobject PHYellowSkull\n\t{\n\tframe YSKU { light YELLOWKEY }\n\t}\n\n// Red Key Card\n\tobject PropRedCard\n\t{\n \tframe RKEY { light REDKEY }\n\t}\n\n\tobject PHRedCard\n\t{\n\t frame RKEY { light REDKEY }\n\t}\n\n//Red Skull Key\n\tobject PropRedSkull\n\t{\n\tframe RSKU { light REDKEY }\n\t}\n\n\tobject PHRedSkull\n\t{\n\tframe RSKU { light REDKEY }\n\t}\n\n//Green Armour\nobject PropGreenArmor\n{\n frame ARM1A { light GREENARMOR1 }\n frame ARM1B { light GREENARMOR2 }\n}\n\n// Blue armour\nobject PropBlueArmor\n{\n frame ARM2A { light BLUEARMOR1 }\n frame ARM2B { light BLUEARMOR2 }\n}"
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "ClearPlayerClasses\n\n//Props\nAddPlayerClass PropBFG\nAddPlayerClass PropShotgun\nAddPlayerClass PropChaingun\nAddPlayerClass PropRocketLauncher\nAddPlayerClass PropPlasmaRifle\nAddPlayerClass PropChainsaw\nAddPlayerClass PropSuperShotgun\nAddPlayerClass PropMedkit\nAddPlayerClass PropStimpack\nAddPlayerClass PropHealthbonus\nAddPlayerClass PropBerserk\nAddPlayerClass PropBlueArmor\nAddPlayerClass PropGreenArmor\nAddPlayerClass PropArmorBonus\nAddPlayerClass PropRadsuit\nAddPlayerClass PropInfraRed\nAddPlayerClass PropAllMap\nAddPlayerClass PropSoulSphere\nAddPlayerClass PropBlurSphere\nAddPlayerClass PropInvulnerabilitySphere\nAddPlayerClass PropCell\nAddPlayerClass PropCellPack\nAddPlayerClass PropClip\nAddPlayerClass PropClipBox\nAddPlayerClass PropShell\nAddPlayerClass PropShellBox\nAddPlayerClass PropRocketAmmo\nAddPlayerClass PropBackPack\nAddPlayerClass PropRocketBox\nAddPlayerClass PropBlueCard\nAddPlayerClass PropRedCard\nAddPlayerClass PropYellowCard\nAddPlayerClass PropBlueSkull\nAddPlayerClass PropYellowSkull\nAddPlayerClass PropRedSkull\n//AddPlayerClass PropMeat5\n//AddPlayerClass PropMeat4\n//AddPlayerClass PropMeat3\n//AddPlayerClass PropMeat2\nAddPlayerClass PropHeadOnAStick\nAddPlayerClass PropHeadsOnAStick\nAddPlayerClass PropFloatingSkull\nAddPlayerClass PropStalagtite\nAddPlayerClass PropStalagmite\nAddPlayerClass PropBigTree\nAddPlayerClass PropTorchTree\nAddPlayerClass PropHeartColumn\nAddPlayerClass PropTallRedColumn\nAddPlayerClass PropTallGreenColumn\nAddPlayerClass PropTechPillar\nAddPlayerClass PropSkullColumn\nAddPlayerClass PropShortGreenColumn\nAddPlayerClass PropShortRedColumn\nAddPlayerClass PropBurningBarrel\nAddPlayerClass PropExplosiveBarrel\nAddPlayerClass PropBlueTorch\nAddPlayerClass PropRedTorch\nAddPlayerClass PropGreenTorch\nAddPlayerClass PropShortBlueTorch\nAddPlayerClass PropShortRedTorch\nAddPlayerClass PropShortGreenTorch\nAddPlayerClass PropCandelabra\nAddPlayerClass PropColumn\nAddPlayerClass PropTechLamp\nAddPlayerClass PropTechLamp2\nAddPlayerClass PropEvilEye\nAddPlayerClass PropHeadCandles\nAddPlayerClass PropCandlestick\nAddPlayerClass PropLiveStick\nAddPlayerClass PropMegaSphere\n\n//Hunters\nAddPlayerClass Hunter"
},
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "Prophunt"
},
{
"source": "pk3",
"name": "README.txt",
"contents": "/*\nTechpillar Productions bings you Prop Hunt!\n\nCredits-\nFrits + Hypnotoad: Project leaders\nThanks to wario for being an encyclopedia\nThanks to ijon for some additional decorate code\nThanks to TheCitrusKiwi for hosting testing servers.\nThanks to Tyler/Fused/Tux/Guardsoul for testing"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "// Taunts of Props\n\nPropTaunt/Taunt1\t\tsounds/PropTaunts/Taunt1.ogg\nPropTaunt/Taunt2\t\tsounds/PropTaunts/Taunt2.ogg\nPropTaunt/Taunt3\t\tsounds/PropTaunts/Taunt3.ogg\nPropTaunt/Taunt4\t\tsounds/PropTaunts/Taunt4.ogg\nPropTaunt/Taunt5\t\tsounds/PropTaunts/Taunt5.ogg\nPropTaunt/Taunt6\t\tsounds/PropTaunts/Taunt6.ogg\nPropTaunt/Taunt7\t\tsounds/PropTaunts/Taunt7.ogg\nPropTaunt/Taunt8\t\tsounds/PropTaunts/Taunt8.ogg\nPropTaunt/Taunt9\t\tsounds/PropTaunts/Taunt9.ogg\nPropTaunt/Taunt10\t\tsounds/PropTaunts/Taunt10.ogg\nPropTaunt/Taunt11\t\tsounds/PropTaunts/Taunt11.ogg\nPropTaunt/Taunt12\t\tsounds/PropTaunts/Taunt12.ogg\nPropTaunt/Taunt13\t\tsounds/PropTaunts/Taunt13.ogg\nPropTaunt/Taunt14\t\tsounds/PropTaunts/Taunt14.ogg\nPropTaunt/Taunt15\t\tsounds/PropTaunts/Taunt15.ogg\nPropTaunt/Taunt16\t\tsounds/PropTaunts/Taunt16.ogg\nPropTaunt/Taunt17\t\tsounds/PropTaunts/Taunt17.ogg\nPropTaunt/Taunt18\t\tsounds/PropTaunts/Taunt18.ogg\nPropTaunt/Taunt19\t\tsounds/PropTaunts/Taunt19.ogg\nPropTaunt/Taunt20\t\tsounds/PropTaunts/Taunt20.ogg\nPropTaunt/Taunt21\t\tsounds/PropTaunts/Taunt21.ogg\nPropTaunt/Taunt22\t\tsounds/PropTaunts/Taunt22.ogg\nPropTaunt/Taunt23\t\tsounds/PropTaunts/Taunt23.ogg\nPropTaunt/Taunt24\t\tsounds/PropTaunts/Taunt24.ogg\nPropTaunt/Taunt25\t\tsounds/PropTaunts/Taunt25.ogg\nPropTaunt/Taunt26\t\tsounds/PropTaunts/Taunt26.ogg\nPropTaunt/Taunt27\t\tsounds/PropTaunts/Taunt27.ogg\nPropTaunt/Taunt28\t\tsounds/PropTaunts/Taunt28.ogg\nPropTaunt/Taunt29\t\tsounds/PropTaunts/Taunt29.ogg\nPropTaunt/Taunt30\t\tsounds/PropTaunts/Taunt30.ogg\nPropTaunt/Taunt31\t\tsounds/PropTaunts/Taunt31.mp3\nPropTaunt/Taunt32\t\tsounds/PropTaunts/Taunt32.mp3\nPropTaunt/Taunt33\t\tsounds/PropTaunts/Taunt33.mp3\nPropTaunt/Taunt34\t\tsounds/PropTaunts/Taunt34.mp3\nPropTaunt/Taunt35\t\tsounds/PropTaunts/Taunt35.mp3\nPropTaunt/Taunt36\t\tsounds/PropTaunts/Taunt36.ogg\nPropTaunt/Taunt37\t\tsounds/PropTaunts/Taunt37.ogg\nPropTaunt/Taunt38\t\tsounds/Proptaunts/Taunt38.ogg\nPropTaunt/Taunt39\t\tsounds/Proptaunts/Taunt39.ogg\nPropTaunt/Taunt40\t\tsounds/Proptaunts/Taunt40.ogg\nPropTaunt/Taunt41\t\tsounds/Proptaunts/Taunt41.ogg\nPropTaunt/Taunt42\t\tsounds/Proptaunts/Taunt42.ogg\nPropTaunt/Taunt43\t\tsounds/Proptaunts/Taunt43.ogg\n\n//Infinite Taunt\n\n$Random InfiniteTaunt { PropTaunt/Taunt41 PropTaunt/Taunt29 }\n\n//Taunts of Hunters\n\n$Random HunterTaunt { HunterTaunt/HTaunt1 HunterTaunt/HTaunt2 HunterTaunt/HTaunt3 HunterTaunt/Htaunt4 HunterTaunt/Htaunt5 }\n\nHunterTaunt/HTaunt1\t\tSounds/HunterTaunts/HTaunt1.ogg\nHunterTaunt/HTaunt2\t\tSounds/HunterTaunts/HTaunt2.ogg\nHunterTaunt/HTaunt3\t\tSounds/HunterTaunts/HTaunt3.ogg\nHunterTaunt/Htaunt4 \t\tSounds/HunterTaunts/HTaunt4.ogg\nHunterTaunt/Htaunt5\t\tSounds/HunterTaunts/HTaunt5.ogg\n\n//Silence\nSilence\t\tsounds/Silence.ogg\n\n//GrenadeLauncher Sounds\nHGrenade/Explode\t\t\tSounds/Weapons/HGrenade/Explode.ogg\nHGrenade/Fire\t\t\t\tSounds/Weapons/HGrenade/Fire.ogg\nHGrenade/Empty\t\t\t\tSounds/Weapons/HGrenade/Empty.ogg\n\n//Prop player sounds\nProps/PropDeath\t\t\t\tSounds/Props/PropDeath.ogg\n\n//Classes\n//Hunter Soundinfo\n\n$PlayerAlias\tPlayer\tFemale\t*Taunt\t\tHunterTaunt\n$PlayerAlias\tPlayer\tMale\t*Taunt\t\tHunterTaunt\n$PlayerAlias\tPlayer\tOther\t*Taunt\t\tHunterTaunt\n\n//Prop Soundinfo\n\n$Playersound\tProp\tMale\t*Taunt\t\tSilence\n$Playersound\tProp\tFemale\t*Taunt\t\tSilence\n$Playersound\tProp\tOther\t*Taunt\t\tSilence"
},
{
"source": "pk3",
"name": "TEAMINFO.txt",
"contents": "//Prophunt TeamInfo\nClearTeams\n\n//\nTeam \"Hunters\"\n{\n\tPlayerColor \"00 BF 00\"\n\tTextColor \"Blue\"\n\tRailColor \"00 FF 00\"\n\tFlagItem \"BlueFlag\"\n\tSkullItem \"BlueSkullST\"\n\tSmallFlagHUDIcon \"STFLA1\"\n\tSmallSkullHUDIcon \"STKEYS3\"\n\tLargeFlagHUDIcon \"BFLASMAL\"\n\tLargeSkullHUDIcon \"BSKUA0\"\n//\tWinnerPic \"Huntwin\"\n//\tLoserPic \"Huntlose\"\n\tAllowCustomPlayerColor\n\tPlayerStartThingNumber 5080\n}\n\n//Props\nTeam \"Props\"\n{\n\tPlayerColor \"BF 00 00\"\n\tTextColor \"Red\"\n\tRailColor \"FF 00 00\"\n\tFlagItem \"RedFlag\"\n\tSkullItem \"RedSkullST\"\n\tSmallFlagHUDIcon \"STFLA2\"\n\tSmallSkullHUDIcon \"STKEYS5\"\n\tLargeFlagHUDIcon \"RFLASMAL\"\n\tLargeSkullHUDIcon \"RSKUA0\"\n// WinnerTheme \"d_PropWin\"\n// LoserTheme \"d_PropLose\"\n//\tWinnerPic \"PropWin\"\n//\tLoserPic \"PropLose\"\n\tAllowCustomPlayerColor\n\tPlayerStartThingNumber 5081\n}"
},
{
"source": "pk3",
"name": "actors/Classes/Hunters/Hunter.txt",
"contents": "Actor Hunter : PlayerPawn\n\t{\n\tHealth 100\n\tPlayer.MaxHealth 100\n\tlimitedtoteam 0\n\tPlayer.Displayname \"Hunter\"\n\tPlayer.SoundClass \"Player\"\n\tPlayer.StartItem \"HChaingun\",1\n\tPlayer.StartItem \"Hfist\", 1\n\tPlayer.StartItem \"Hshotgun\",1\n\tPlayer.StartItem \"Railgun\",1\n\tPlayer.StartItem \"Clip\", 200\n\tPlayer.StartItem \"Shell\", 50\n\tPlayer.StartItem \"Cell\",300\n\tPlayer.StartItem \"HGrenadeAmmo\", 1\n\tPlayer.ColorRange 112, 127\n\tmass 400\n\t-PICKUP\n\t+NOSKIN\n\t+NODAMAGE\n\t-SOLID\n\n\tSpecies \"PropHunt_PassThrough\"\n\tDamageFactor \"Spawnfragger\", 0.0\n\t+THRUSPECIES\n\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tPLAY A -1\n\t\t\tLoop\n\t\tSee:\n\t\t\tPLAY ABCD 4\n\t\t\tLoop\n\t\tMissile:\n\t\t\tPLAY E 12\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tPLAY F 6 BRIGHT\n\t\t\tGoto Missile\n\t\tPain:\n\t\t\tPLAY G 4\n\t\t\tPLAY G 4 A_Pain\n\t\t\tGoto Spawn\n\t\tDeath:\n\t\t\tPLAY H 10\n\t\t\tPLAY I 10 A_PlayerScream\n\t\t\tPLAY J 10 A_NoBlocking\n\t\t\tPLAY KLM 10\n\t\t\tPLAY N -1\n\t\t\tStop\n\t\tXDeath:\n\t\t\tPLAY O 5\n\t\t\tPLAY P 5 A_XScream\n\t\t\tPLAY Q 5 A_NoBlocking\n\t\t\tPLAY RSTUV 5\n\t\t\tPLAY W -1\n\t\t\tStop\n\t\t}\n\t}\n\nActor HShotgun : Shotgun\n\t{\n\tWeapon.SelectionOrder 1300\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoType \"Shell\"\n\tWeapon.AmmoType2 \"HGrenadeAmmo\"\n\tWeapon.Kickback 0\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOAUTOAIM\n\tInventory.PickupMessage \"\"\n\tObituary \"%o met %k's shotgun.\"\n\tStates\n\t{\n\tReady:\n\t\tSHTG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSHTG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tSHTG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tSHTG A 3 ACS_ExecuteAlways(105)\n\t\tSHTG A 7 A_FireShotgun\n\t\tTNT1 A 0\n\t\tSHTG BC 5\n\t\tSHTG D 4\n\t\tSHTG CB 5\n\t\tSHTG A 3\n\t\tSHTG A 7 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HGrenadeAmmo\", 1, 1)\n\t\tgoto Empty\n\t\tSHTG A 1 A_PlaySound(\"HGrenade/Fire\", CHAN_WEAPON)\n\t\tSHTG A 2 Bright A_FireCustomMissile (\"HGrenade\")\n\t\tSHTG A 20\n\t\tgoto Ready\n\tEmpty:\n\t\tSHTG A 1 A_PlaySound(\"HGrenade/Empty\", CHAN_WEAPON)\n\t\tSHTG A 6\n\t\tgoto ready\n\tFlash:\n\t\tSHTF A 4 Bright A_Light1\n\t\tSHTF B 3 Bright A_Light2\n\t\tGoto LightDone\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\t}\n}\n\nActor HChaingun : Chaingun\n{\n\tWeapon.SelectionOrder 700\n\tWeapon.SlotNumber 4\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoType \"Clip\"\n \tWeapon.Ammotype2 \"HGrenadeAmmo\"\n\tWeapon.Kickback 0\n\tInventory.PickupMessage \"\"\n\tObituary \"%o learned a lesson from %k's chaingun.\"\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOAUTOAIM\n\tStates\n\t{\n\t\tReady:\n\t\t\tCHGG A 1 A_WeaponReady\n\t\t\tLoop\n\t\tDeselect:\n\t\t\tCHGG A 1 A_Lower\n\t\t\tLoop\n\t\tSelect:\n\t\t\tCHGG A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(104)\n\t\t\tCHGG A 0 A_Gunflash\n\t\t\tCHGG A 4 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t\t\tCHGG B 4 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t\t\tCHGG B 0 A_Refire\n\t\t\tGoto Ready\n\t\tAltFire:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HGrenadeAmmo\", 1, 1)\n\t\t\tgoto Empty\n\t\t\tCHGG A 1 A_PlaySound(\"HGrenade/Fire\", CHAN_WEAPON)\n\t\t\tCHGG A 2 Bright A_FireCustomMissile (\"HGrenade\")\n\t\t\tCHGG A 20\n\t\t\tgoto Ready\n\t\tEmpty:\n\t\t\tCHGG A 1 A_PlaySound(\"HGrenade/Empty\", CHAN_WEAPON)\n\t\t\tCHGG A 6\n\t\t\tgoto ready\n\t\tFlash:\n\t\t\tCHGF A 5 Bright A_Light1\n\t\t\tCHGF B 5 Bright A_Light1\n\t\t\tGoto LightDone\n\t\tSpawn:\n\t\t\tMGUN A -1\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR HFist : Fist\n{\n Weapon.SelectionOrder 3500\n Weapon.SlotNumber 1\n Weapon.KickBack 0\n Obituary \"%o was punched in the face by %k. \\cgGOT BITCH-SLAPPED!!\"\n +INVENTORY.UNDROPPABLE\n +WEAPON.MELEEWEAPON\n +WEAPON.WIMPY_WEAPON\n States\n {\n Spawn:\n NULL A -1\n Loop\n Ready:\n PNCG A 1 A_WeaponReady\n Loop\n Deselect:\n PNCG A 1 A_Lower\n Loop\n Select:\n PNCG A 1 A_Raise\n Loop\n Fire:\n PNCG BCD 2\n PNCG E 2 A_Punch\n\tPNCG E 0 DamageThing(1)\n PNCG FGHI 2\n PNCG JKL 2\n PNCG M 2 A_Punch\n\tPNCG M 0 DamageThing(1)\n\tPNCG NOPQ 2\n PNCG B 0 A_ReFire\n\tGoto Ready\n\t}\n}\n\n//Hunter Grenades\n\nActor HGrenade\n\t{\n\tProjectile\n\tRadius 5\n\tHeight 5\n\tSpeed 40\n\tGravity 0.9\n\t-NOGRAVITY\n\t+GRENADETRAIL\n\tScale 0.8\n\tObituary \"%o got blown up to pieces by %k's grenade.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tHGRE A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tMISL A 0 A_PlaySound(\"HGrenade/Explode\")\n\t\t\tMISL B 8 Bright A_Explode(200,180,1,1)\n\t\t\tMISL C 6 Bright\n\t\t\tMISL D 4 Bright\n\t\t\tStop\n\t\t}\n\t}\n\nActor HGrenadeAmmo : Ammo\n\t{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 1\n\tInventory.PickupMessage \"\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A -1\n\t\t\tLoop\n\t\t}\n\t}\n\n//Hunter spawntelfrag splosion (experimental)\nActor Telefragger\n\t{\n\t+NODAMAGETHRUST\n\t-SOLID\n\t+NOINTERACTION\n\tRadius 4\n\tHeight 4\n\tObituary \"%o got spawnfragged by %k\"\n\tDamageType \"Spawnfragger\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(99999,5,0)\n\t\t\tStop\n\t\t}\n\t}\n\n\tActor Railgun : DoomWeapon\n{\n Weapon.Selectionorder 100\n Weapon.SlotNumber 6\n Weapon.AmmoUse 10\n Weapon.AmmoUse 1\n Weapon.AmmoUse2 1\n Weapon.AmmoGive 40\n Weapon.AmmoType \"Cell\"\n Weapon.Ammotype2 \"HGrenadeAmmo\"\n Inventory.Pickupmessage \"\"\n Obituary \"%o was cut through by %k's railgun.\"\n Decal RailScorch\n +WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOAUTOAIM\n States\n {\n Ready:\n RLGG A 10 A_WeaponReady\n\tRLGF M 10 A_WeaponReady\n\tRLGF N 10 A_WeaponReady\n\tRLGF O 10 A_WeaponReady\n\tRLGF P 10 A_WeaponReady\n Loop\n Deselect:\n RLGG A 1 A_Lower\n Loop\n Select:\n RLGG A 1 A_Raise\n Loop\n Fire:\n RLGG ABC 3\n\tRLGG D 3 DamageThing(10)\n RLGG E 12 A_FireRailgun\n\tRLGG F 6 A_CheckForReload(1, \"Reloaded\")\n\tRLGG G 6\n\tRLGG H 14\n\tRLGG IJK 6\n RLGG L 6 A_ResetReloadCounter\n Reloaded:\n RLGG A 6\n RLGG M 0 A_ReFire\n Goto Ready\n\tAltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"HGrenadeAmmo\", 1, 1)\n\tgoto Empty\n\tRLGG A 1 A_PlaySound(\"HGrenade/Fire\", CHAN_WEAPON)\n\tRLGG A 2 Bright A_FireCustomMissile (\"HGrenade\")\n\tRLGG A 20\n\tgoto Ready\n Empty:\n\tRLGG A 1 A_PlaySound(\"HGrenade/Empty\", CHAN_WEAPON)\n\tRLGG A 6\n\tgoto ready\n Flash:\n TNT1 A 5 bright A_Light1\n TNT1 A 5 bright A_Light2\n TNT1 A 0 bright A_Light0\n Goto LightDone\n Spawn:\n RAIL A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Classes/Props/PropAllMap.txt",
"contents": "Actor PropAllMap : PropBase\n\t{\n\tHealth 25\n\tHeight 20\n\tRadius 16\n\tPlayer.MaxHealth 80\n\tPlayer.DisplayName \"Computer Area Map\"\n\tPlayer.soundclass \"Prop\"\n\tDamageFactor \"Spawnfragger\", 0.0\n\n\tSpecies \"PropHunt_PassThrough\"\n\t+THRUSPECIES\n\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tPMAP ABCDCB 6 Bright\n\t\t\tLoop\n\t\tSee:\n\t\t\tPMAP ABCDCB 6 Bright\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tPMAP ABCDCB 6 Bright\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tPMAP ABCDCB 6 Bright\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\tPMAP ABCDCB 6 Bright\n\t\t\tGoto Spawn\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "actors/Classes/Props/PropArmorBonus.txt",
"contents": "Actor PropArmorBonus : PropBase\n\t{\n\tHealth 60\n\tHeight 16\n\tRadius 16\n\tPlayer.MaxHealth 60\n\tPlayer.DisplayName \"Armor Bonus\"\n\tPlayer.soundclass \"Prop\"\n\tDamageFactor \"Spawnfragger\", 0.0\n\n\tSpecies \"PropHunt_PassThrough\"\n\t+THRUSPECIES\n\n\tPlayer.Forwardmove 0.9\n\tPlayer.Sidemove 0.9\n\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tBON2 ABCDCB 6\n\t\t\tLoop\n\t\tSee:\n\t\t\tBON2 ABCDCB 6\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tBON2 ABCDCB 6\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tBON2 ABCDCB 6\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\tBON2 ABCDCB 6\n\t\t\tGoto Spawn\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "actors/Classes/Props/PropBackpack.txt",
"contents": "Actor PropBackpack : PropBase\n\t{\n\tHealth 100\n\tHeight 30\n\tRadius 16\n\tPlayer.MaxHealth 100\n\tPlayer.DisplayName \"Backpack\"\n\tPlayer.soundclass \"Prop\"\n\tDamageFactor \"Spawnfragger\", 0.0\n\n\tSpecies \"PropHunt_PassThrough\"\n\t+THRUSPECIES\n\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tBPAK A 1\n\t\t\tLoop\n\t\tSee:\n\t\t\tBPAK A 1\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tBPAK A 1\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tBPAK A 1\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\tBPAK A 1\n\t\t\tGoto Spawn\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "actors/Classes/Props/PropBase.txt",
"contents": "//Prop basis\nActor PropBase : PlayerPawn\n\t{\n limitedtoteam 1\n Player.Startitem \"TauntGun\", 1\n\tPlayer.MorphWeapon \"TauntGun\"\n\tPlayer.SoundClass \"Prop\"\n \t+NOSKIN\n \t+NOPAIN\n \t-PICKUP\n\t-DONTMORPH\n\t+STAYMORPHED\n\t-SOLID\n\t+NODAMAGE\n mass 9999\n\tDamageFactor \"Spawnfragger\", 1.0\n Damagefactor \"Slime\", 0.4\n\tStates\n\t{\n Death:\n\t\t//TNT1 A 0 Bright\t//ACS_ExecuteAlways(231) //debug\n\t\tMISL B 8 Bright A_StopSound(CHAN_WEAPON)\n\t\tTNT1 A 0 Bright A_NoBlocking\n\t\tTNT1 A 0 Bright A_PlaySound(\"Props/PropDeath\")\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tCNSL A -1\n\t\tStop\n\tXDeath:\n\t\t//TNT1 A 0 Bright\t//ACS_ExecuteAlways(231) //debug\n\t\tMISL B 8 Bright A_StopSound(CHAN_WEAPON)\n\t\tTNT1 A 0 Bright A_NoBlocking\n\t\tTNT1 A 0 Bright A_PlaySound(\"Props/PropDeath\")\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tCNSL A -1\n\t\tStop\n\t}\n}\n\nActor TauntGun : Weapon\n{\n Weapon.SelectionOrder 1\n Weapon.KickBack 0\n Weapon.SlotNumber 1\n Inventory.PickupMessage \"\"\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoType \"\"\n +INVENTORY.UNDROPPABLE\n +WEAPON.AMMO_OPTIONAL\n States\n {\n Ready:\n TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Loop\n\n Deselect:\n TNT1 A 1 A_Lower\n Loop\n\n Select:\n TNT1 A 1 A_Raise\n Loop\n\n Fire:\n\tTNT1 A 0 ACS_ExecuteAlways(122)\n TNT1 A 0 A_jump(5,\"Taunt29\")\n TNT1 A 0 A_jump(256,\"Taunt1\",\"Taunt2\",\"Taunt3\",\"Taunt4\",\"Taunt5\",\"Taunt6\",\"Taunt7\",\"Taunt8\",\"Taunt9\",\"Taunt10\",\"Taunt11\",\"Taunt12\",\"Taunt13\",\"Taunt14\",\"Taunt15\",\"Taunt16\",\"Taunt17\",\"Taunt18\",\"Taunt19\",\"Taunt20\",\"Taunt21\",\"Taunt22\",\"Taunt23\",\"Taunt24\",\"Taunt25\",\"Taunt26\",\"Taunt27\",\"Taunt28\",\"Taunt30\",\"Taunt31\",\"Taunt32\",\"Taunt33\",\"Taunt34\",\"Taunt35\", \"Taunt36\", \"Taunt37\", \"Taunt38\", \"Taunt39\", \"Taunt40\", \"Taunt42\", \"Taunt43\")\n goto ready\n\n Taunt1:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt1\",CHAN_WEAPON,1,0)\n Taunt1b:\n\tTNT1 A 64\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt2:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt2\",CHAN_WEAPON,1,0)\n Taunt2b:\n TNT1 A 27\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt3:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt3\",CHAN_WEAPON,1,0)\n Taunt3b:\n TNT1 A 129\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt4:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt4\",CHAN_WEAPON,1,0)\n Taunt4b:\n TNT1 A 144\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt5:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt5\",CHAN_WEAPON,1,0)\n Taunt5b:\n TNT1 A 53\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt6:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt6\",CHAN_WEAPON,1,0)\n Taunt6b:\n TNT1 A 245\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt7:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt7\",CHAN_WEAPON,1,0)\n Taunt7b:\n TNT1 A 154\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt8:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt8\",CHAN_WEAPON,1,0)\n Taunt8b:\n TNT1 A 32\n goto ready\n\n Taunt9:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt9\",CHAN_WEAPON,1,0)\n Taunt9b:\n TNT1 A 103\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt10:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt10\",CHAN_WEAPON,1,0)\n Taunt10b:\n TNT1 A 70\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt11:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt11\",CHAN_WEAPON,1,0)\n Taunt11b:\n TNT1 A 26\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt12:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt12\",CHAN_WEAPON,1,0)\n Taunt12b:\n TNT1 A 140\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt13:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt13\",CHAN_WEAPON,1,0)\n Taunt13b:\n TNT1 A 108\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt14:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt14\",CHAN_WEAPON,2,0)\n Taunt14b:\n TNT1 A 108\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt15:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt15\",CHAN_WEAPON,1,0)\n Taunt15b:\n TNT1 A 114\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt16:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt16\",CHAN_WEAPON,1,0)\n Taunt16b:\n TNT1 A 715\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt17:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt17\",CHAN_WEAPON,1,0)\n Taunt17b:\n TNT1 A 381\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt18:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt18\",CHAN_WEAPON,1,0)\n Taunt18b:\n TNT1 A 96\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt19:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt19\",CHAN_WEAPON,1,0)\n Taunt19b:\n TNT1 A 36\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt20:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt20\",CHAN_WEAPON,1,0)\n Taunt20b:\n TNT1 A 87\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt21:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt21\",CHAN_WEAPON,1,0)\n Taunt21b:\n TNT1 A 269\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt22:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt22\",CHAN_WEAPON,1,0)\n Taunt22b:\n TNT1 A 87\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt23:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt23\",CHAN_WEAPON,1,0)\n Taunt23b:\n TNT1 A 42\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt24:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt24\",CHAN_WEAPON,1,0)\n Taunt24b:\n TNT1 A 67\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt25:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt25\",CHAN_WEAPON,1,0)\n Taunt25b:\n TNT1 A 119\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt26:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt26\",CHAN_WEAPON,1,0)\n Taunt26b:\n TNT1 A 46\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt27:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt27\",CHAN_WEAPON,1,0)\n Taunt27b:\n TNT1 A 70\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt28:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt28\",CHAN_WEAPON,1,0)\n Taunt28b:\n TNT1 A 53\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt30:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt30\",CHAN_WEAPON,1,0)\n Taunt30b:\n TNT1 A 70\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt31:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt31\",CHAN_WEAPON,1,0)\n Taunt31b:\n TNT1 A 392\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt32:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt32\",CHAN_WEAPON,1,0)\n Taunt32b:\n TNT1 A 368\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt33:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt33\",CHAN_WEAPON,1,0)\n Taunt33b:\n TNT1 A 268\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt34:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt34\",CHAN_WEAPON,1,0)\n Taunt34b:\n TNT1 A 136\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt35:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"PropTaunt/Taunt35\",CHAN_WEAPON,1,0)\n Taunt35b:\n TNT1 A 52\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt36:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n\tTNT1 A 0 A_Playsound(\"PropTaunt/Taunt36\",CHAN_WEAPON,1,0)\n Taunt36b:\n TNT1 A 111\n goto ready\n\n Taunt37:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n\tTNT1 A 0 A_Playsound(\"PropTaunt/Taunt37\",CHAN_WEAPON,1,0)\n Taunt37b:\n TNT1 A 82\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt38:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n\tTNT1 A 0 A_Playsound(\"PropTaunt/Taunt38\",CHAN_WEAPON,1,0)\n Taunt38b:\n TNT1 A 155\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt39:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n\tTNT1 A 0 A_Playsound(\"PropTaunt/Taunt39\",CHAN_WEAPON,1,0)\n Taunt39b:\n TNT1 A 63\n goto ready\n\n Taunt40:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n\tTNT1 A 0 A_Playsound(\"PropTaunt/Taunt40\",CHAN_WEAPON,1,0)\n Taunt40b:\n TNT1 A 201\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt42:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n\tTNT1 A 0 A_Playsound(\"PropTaunt/Taunt42\",CHAN_WEAPON,1,0)\n Taunt42b:\n TNT1 A 35\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt43:\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n\tTNT1 A 0 A_Playsound(\"PropTaunt/Taunt43\",CHAN_WEAPON,1,0)\n Taunt43b:\n TNT1 A 59\n\tTNT1 A 1 A_StopSound(CHAN_WEAPON)\n goto ready\n\n Taunt29:\n\tTNT1 A 0 ACS_ExecuteAlways(125)\n\tTNT1 A 0 ACS_ExecuteAlways(751)\n TNT1 A 0 A_Playsound(\"InfiniteTaunt\",CHAN_WEAPON,1,1)\n Taunt29b:\n\tTNT1 A 1\n stop\n\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nactor PropGhoster2 : CustomInventory\n{\n +COUNTITEM\n states\n {\n Spawn:\n TNT1 A -1\n stop\n Pickup:\n\tTNT1 A 1\n\tTNT1 A 0 A_changeflag(\"NODAMAGE\",0)\n\tgoto Idle\n Idle:\n\tTNT1 A 15\n TNT1 A 15 A_JumpIf(ACS_ExecuteWithResult(747) == 1,\"Death\")\n TNT1 A 0 A_changeflag(\"SOLID\",1)\n stop\n Death:\n\tTNT1 A 1\n\tstop\n }\n}\n\nactor invisblockcheck: PropBase\n{\n\t+SOLID\n\t-NODAMAGE\n\tHealth 120\n\tHeight 50\n\tRadius 16\n\tPlayer.MaxHealth 120\n\tPlayer.DisplayName \"\"\n\tPlayer.soundclass \"Prop\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 1\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tTNT1 A 1\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tTNT1 A 1\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\tTNT1 A 1\n\t\t\tGoto Spawn\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tCNSL A -1\n\t\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\tCNSL A -1\n\t\tStop\n\t\t}\n}\n\nActor PropMorphFog : Teleportfog\n\t{\n\tStates\n\t\t{\n \t\tSpawn:\n \t\tPROP A 1 A_StopSound(CHAN_ITEM)\n\t\tPROP A 0 A_StopSound(CHAN_WEAPON)\n\t\tPROP A 0 A_StopSound(CHAN_BODY)\n\t\tPROP A 0 A_StopSound(CHAN_VOICE)\n\t\tPROP A 0 A_StopSound(CHAN_AUTO)\n\t\tStop\n\t\t}\n\t}\n\nactor SoundStopper : CustomInventory\n{\n +COUNTITEM\n states\n {\n Spawn:\n TNT1 A -1\n stop\n Pickup:\n\tTNT1 A 1\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tgoto Idle\n Idle:\n\tTNT1 A 15\n TNT1 A 15\n TNT1 A 0\n stop\n Death:\n\tTNT1 A 1\n\tstop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Classes/Props/PropBerserk.txt",
"contents": "Actor PropBerserk : PropBase\n\t{\n\tHealth 90\n\tHeight 25\n\tRadius 16\n\tPlayer.MaxHealth 90\n\tPlayer.DisplayName \"Berserk\"\n\tPlayer.soundclass \"Prop\"\n\tDamageFactor \"Spawnfragger\", 0.0\n\n\tSpecies \"PropHunt_PassThrough\"\n\t+THRUSPECIES\n\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tPSTR A 1\n\t\t\tLoop\n\t\tSee:\n\t\t\tPSTR A 1\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tPSTR A 1\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tPSTR A 1\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\tPSTR A 1\n\t\t\tGoto Spawn\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "actors/Classes/Props/PropBFG.txt",
"contents": "Actor PropBFG : PropBase\n\t{\n\tHealth 100\n\tHeight 30\n\tRadius 16\n\tPlayer.MaxHealth 100\n\tPlayer.DisplayName \"BFG\"\n\tPlayer.soundclass \"Prop\"\n\tDamageFactor \"Spawnfragger\", 0.0\n\n\tSpecies \"PropHunt_PassThrough\"\n\t+THRUSPECIES\n\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tBFUG A 1\n\t\t\tLoop\n\t\tSee:\n\t\t\tBFUG A 1\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tBFUG A 1\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tBFUG A 1\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\tBFUG A 1\n\t\t\tGoto Spawn\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "actors/Classes/Props/PropBigTree.txt",
"contents": "Actor PropBigTree : PropBase\n\t{\n\tHealth 220\n\tHeight 56\n\tRadius 16\n\tPlayer.MaxHealth 200\n\tPlayer.DisplayName \"Big Tree\"\n\tPlayer.soundclass \"Prop\"\n\n\tPlayer.Forwardmove 1.15\n\tPlayer.Sidemove 1.15\n\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tPROP A 0\n\t\t\tTRE2 A 1\n\t\t\tLoop\n\t\tSee:\n\t\t\tTRE2 A 1\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tTRE2 A 1\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tTRE2 A 1\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\tTRE2 A 1\n\t\t\tGoto Spawn\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "actors/Classes/Props/PropBlueArmor.txt",
"contents": "Actor PropBlueArmor : PropBase\n\t{\n\tHealth 60\n\tHeight 16\n\tRadius 16\n\tPlayer.MaxHealth 60\n\tPlayer.DisplayName \"Blue Armor\"\n\tPlayer.soundclass \"Prop\"\n\tDamageFactor \"Spawnfragger\", 0.0\n\n\tSpecies \"PropHunt_PassThrough\"\n\t+THRUSPECIES\n\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tARM2 A 6\n\t\t\tARM2 B 6 Bright\n\t\t\tLoop\n\t\tSee:\n\t\t\tARM2 A 6\n\t\t\tARM2 B 6 Bright\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tARM2 A 6\n\t\t\tARM2 B 6 Bright\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tARM2 A 6\n\t\t\tARM2 B 6 Bright\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\tARM2 A 6\n\t\t\tARM2 B 6 Bright\n\t\t\tGoto Spawn\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "actors/Classes/Props/PropBlueCard.txt",
"contents": "Actor PropBlueCard : PropBase\n\t{\n\tHealth 80\n\tHeight 16\n\tRadius 16\n\tPlayer.MaxHealth 60\n\tPlayer.DisplayName \"Blue Keycard\"\n\tPlayer.soundclass \"Prop\"\n\tDamageFactor \"Spawnfragger\", 0.0\n\n\tSpecies \"PropHunt_PassThrough\"\n\t+THRUSPECIES\n\n\tPlayer.Forwardmove 0.9\n\tPlayer.Sidemove 0.9\n\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tBKEY A 10\n\t\t\tBKEY B 10 Bright\n\t\t\tLoop\n\t\tSee:\n\t\t\tBKEY A 10\n\t\t\tBKEY B 10 Bright\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tBKEY A 10\n\t\t\tBKEY B 10 Bright\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tBKEY A 10\n\t\t\tBKEY B 10 Bright\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\tBKEY A 10\n\t\t\tBKEY B 10 Bright\n\t\t\tGoto Spawn\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "actors/Classes/Props/PropBlueSkull.txt",
"contents": "Actor PropBlueSkull : PropBase\n\t{\n\tHealth 80\n\tHeight 16\n\tRadius 16\n\tPlayer.MaxHealth 60\n\tPlayer.DisplayName \"Blue Skullkey\"\n\tPlayer.soundclass \"Prop\"\n\tDamageFactor \"Spawnfragger\", 0.0\n\n\tSpecies \"PropHunt_PassThrough\"\n\t+THRUSPECIES\n\n\tPlayer.Forwardmove 0.9\n\tPlayer.Sidemove 0.9\n\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tBSKU A 10\n\t\t\tBSKU B 10 Bright\n\t\t\tLoop\n\t\tSee:\n\t\t\tBSKU A 10\n\t\t\tBSKU B 10 Bright\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tBSKU A 10\n\t\t\tBSKU B 10 Bright\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tBSKU A 10\n\t\t\tBSKU B 10 Bright\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\tBSKU A 10\n\t\t\tBSKU B 10 Bright\n\t\t\tGoto Spawn\n\t\t}\n\t}"
}
]
},
"maps": []
}