arkdoom-v0.9.9.3-base.pk3

PK3 19 MiB 0 map(s)

Counts

endoom0
graphics4
lumps3519
maps3
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0b9630ad-fc2e-4884-9918-4f2a14640215",
    "sha1": "a1c0a21cb692c75843a2b95eb53162815203220b",
    "sha256": "018dd2bef53a9278f61e70fc1452cfe2a9f7e6ede04771a5ba936e0603bdb656",
    "filenames": [
      "arkdoom-v0.9.9.3-base.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2015-10-02 08:55:23",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "ARENA01": "ARENA01.png",
        "ARENA02": "ARENA02.png",
        "DEMO": "DEMO.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2015-10-02 08:55:23",
    "file": {
      "type": "PK3",
      "size": 19722336,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/a1c0a21cb692c75843a2b95eb53162815203220b/a1c0a21cb692c75843a2b95eb53162815203220b.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "ARENA01",
        "ARENA02",
        "DEMO"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 4,
        "lumps": 3519,
        "maps": 3,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "decorate/player.txt",
        "contents": "ACTOR ArkMarine : DoomPlayer\n{\n  Speed 1\n  Health 100\n  GibHealth 50\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Species \"Player\"\n  Player.SoundClass \"Marine\"\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Ark Marine\"\n\n  Player.MaxHealth 200\n  Player.StartItem \"SteelToe\"\n  Player.StartItem \"T3Pistol\"\n  Player.StartItem \"Clip\" 25\n  Player.StartItem \"StartArmor\" 1\n  Player.StartItem \"StartHealth\" 100\n  DamageFactor \"PlayerBFG10K\", 0.75\n  DamageFactor \"PlayerDBFG10K\", 0.75\n  DamageFactor \"PlayerRPG\", 0.75\n  DamageFactor \"Player40mm\", 0.75\n  DamageFactor \"PlayerRocket\", 0.75\n  //DamageFactor Hellrocket, 0.75\n  DamageFactor \"PlayerRepeater\", 0.75\n  DamageFactor \"PlayerChanneler\", 0.75\n  DamageFactor \"PlayerDrunken\", 0.25\n  DamageFactor \"PlayerT3GRBolt\", 0.75\n  DamageFactor \"PlayerFlamerFire\", 0.25\n  DamageFactor Nuke, 0.02\n  DamageFactor Nukegen, 0.02\n  DamageFactor Nukewall, 0.02\n  DamageFactor Nukefire, 0.02\n  DamageFactor RespawnTear, 0.00\n\n  States\n  {\n\tSpawn:\n\t  PLAY A -1\n\t  Stop\n    See:\n      TNT1 A 0\n\t  TNT1 AA 0 A_SpawnItemEx(\"MarineStep\", Random(-5,5), Random(-5,5), 0, Random(1,1.5), Random(1,1.5), Random(1,1.5), Random(0,360), 0, 0)\n\t  TNT1 A 0 A_PlaySound(\"Marine/Step\")\n\t  PLAY AAAAABBBBB 1\n\t  TNT1 AAA 0 A_SpawnItemEx(\"MarineStep\", Random(-5,5), Random(-5,5), 0, Random(1,1.5), Random(1,1.5), Random(1,1.5), Random(0,360), 0, 0)\n\t  TNT1 A 0 A_PlaySound(\"Marine/Step\")\n\t  PLAY CCCCCDDDDD 1\n      Goto Spawn\n    Missile:\n      PLAY E 12\n      Goto Spawn\n    Melee:\n      PLAY F 6 Bright\n      Goto Missile\n    Pain:\n      PLAY G 4\n      PLAY G 4 A_Pain\n      Goto Spawn\n  }\n}\nACTOR MarineStep : T3BaseEffect\n{\n  Alpha 0.75\n  //PROJECTILE\n  //+NOBLOOD\n  //+DONTBLAST\n  //+FLOORHUGGER\n  Damage 0\n  Radius 10\n  Speed 1\n  //DeathSound \"Marine/Step\"\n  States\n  {\n    Spawn:\n      TNT1 A 0\n      PUFF CD 4\n      PUFF C 1 A_FadeOut(0.25)\n      Stop\n  }\n}\n\nACTOR StartHealth : Medikit\n{\n  Inventory.Icon \"MEDIA0\"\n  Inventory.Amount 100\n  Inventory.MaxAmount 100\n  Inventory.PickupMessage \"\"\n  Health.LowMessage 25, \"\"\n}\nACTOR StartArmor : BasicArmorPickup\n{\n  Armor.SavePercent 40\n  Armor.SaveAmount 25\n  Inventory.Icon \"ARM1A0\"\n}\n\nActor Level : Inventory\n{\n  Inventory.MaxAmount 18\n  Inventory.PickupMessage \"\"\n}\n\nACTOR Point : Inventory\n{\n  Scale 0.25\n  RenderStyle Add\n  //Inventory.Amount 50\n  Inventory.MaxAmount 30000\n  -INVENTORY.ALWAYSPICKUP\n  -FLOORCLIP\n  +FLOATBOB\n  Monster\n  Inventory.MaxAmount 0x7fffffff\n  Inventory.PickupMessage \"\"\n  States\n  {\n  Spawn:\n    XPPG ABC 3\n\tLoop\n  }\n}\n\nACTOR StandardPoint : CustomInventory\n{\n  Args 175 // 175 * 12 = 2100 (60 seconds)\n  Scale 0.30\n  Radius 4\n  Height 8\n  RenderStyle Add\n  -FLOORCLIP\n  +FLOATBOB\n  Inventory.PickupMessage \"\"\n\n  Projectile\n  Speed 1\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +NOEXPLODEFLOOR\n  +BOUNCEONFLOORS\n  +BOUNCEONWALLS\n\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 ThrustThingZ(0, (Random (30, 50)), 0, 0)\n    XPPG ABC 3\n    TNT1 A 0 A_CountdownArg(0)\n\tGoto Spawn+2\n  Pickup:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIfInventory(\"Level\", 11, \"Done\")\n    TNT1 A 0 A_GiveInventory(\"Point\", 5)\n    Stop\n  Done:\n    TNT1 A 0\n    Stop\n  }\n}\n\nACTOR MegaPoint : CustomInventory\n{\n  Args 175 // 175 * 12 = 2100 (60 seconds)\n  Scale 0.35\n  Radius 4\n  Height 8\n  RenderStyle Add\n  -FLOORCLIP\n  +FLOATBOB\n\n  Inventory.PickupMessage \"\"\n  +COUNTITEM\n\n  Projectile\n  Speed 1\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +NOEXPLODEFLOOR\n  +BOUNCEONFLOORS\n  +BOUNCEONWALLS\n\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 ThrustThingZ(0, (Random (30, 50)), 0, 0)\n    XPPB ABC 3\n    TNT1 A 0 A_CountdownArg(0)\n\tGoto Spawn+2\n  Pickup:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIfInventory(\"Level\", 11, \"Done\")\n    TNT1 A 0 A_GiveInventory(\"Point\", 10)\n    Stop\n  Done:\n    TNT1 A 0\n    Stop\n  }\n}\n\nACTOR UltraPoint : CustomInventory\n{\n  Args 175 // 175 * 12 = 2100 (60 seconds)\n  Scale 0.50\n  Radius 4\n  Height 8\n  RenderStyle Add\n  -FLOORCLIP\n  +FLOATBOB\n\n  Inventory.PickupMessage \"\"\n\n  Projectile\n  Speed 1\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +NOEXPLODEFLOOR\n  +BOUNCEONFLOORS\n  +BOUNCEONWALLS\n\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 ThrustThingZ(0, (Random (30, 50)), 0, 0)\n    XPPP ABC 3\n    TNT1 A 0 A_CountdownArg(0)\n\tGoto Spawn+2\n  Pickup:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIfInventory(\"Level\", 11, \"Done\")\n    TNT1 A 0 A_GiveInventory(\"Point\", 15)\n    Stop\n  Done:\n    TNT1 A 0\n    Stop\n  }\n}\n\nACTOR KillDispersement : T3BaseEffect\n{\n  -CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"elite/dispsrse\")\n    TNT1 AAA 1 A_SpawnItemEx(\"StandardPoint\", 0, 0, random(0,42), random(2,3), random(2,3), random(4,8), random(0,360))\n    Stop\n  }\n}\n\nACTOR KillDispersementA : KillDispersement { }\n\nACTOR KillDispersementB : KillDispersement {\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AA 1 A_SpawnItemEx(\"StandardPoint\", 0, 0, random(0,42), random(2,3), random(2,3), random(4,8), random(0,360))\n    Stop\n  }\n}\n\nACTOR KillDispersementC : KillDispersement {\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AA 1 A_SpawnItemEx(\"MegaPoint\", 0, 0, random(0,42), random(2,3), random(2,3), random(4,8), random(0,360))\n    Stop\n  }\n}\n\nACTOR KillDispersementD : KillDispersement {\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AA 1 A_SpawnItemEx(\"StandardPoint\", 0, 0, random(0,42), random(2,3), random(2,3), random(4,8), random(0,360))\n    TNT1 A 1 A_SpawnItemEx(\"MegaPoint\", 0, 0, random(0,42), random(2,3), random(2,3), random(4,8), random(0,360))\n    TNT1 A 1 A_SpawnItemEx(\"UltraPoint\", 0, 0, random(0,42), random(2,3), random(2,3), random(4,8), random(0,360))\n    Stop\n  }\n}\n\nACTOR KillDispersementE : KillDispersement {\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AA 1 A_SpawnItemEx(\"StandardPoint\", 0, 0, random(0,42), random(2,3), random(2,3), random(4,8), random(0,360))\n    TNT1 AA 1 A_SpawnItemEx(\"MegaPoint\", 0, 0, random(0,42), random(2,3), random(2,3), random(4,8), random(0,360))\n    TNT1 AA 1 A_SpawnItemEx(\"UltraPoint\", 0, 0, random(0,42), random(2,3), random(2,3), random(4,8), random(0,360))\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/effects.txt",
        "contents": "ACTOR T3BaseEffect\n{\n +CLIENTSIDEONLY\n +NOINTERACTION\n +NOGRAVITY\n +NOBLOCKMAP\n +NOTELEPORT\n +NOCLIP\n +NONETID\n}\n\nACTOR T3BaseSmoke : T3BaseEffect\n{\n    Scale 0.5\n    Alpha 0.55\n    RenderStyle Add\n    States\n    {\n    Spawn:\n      SMOK ABCDEFGHIJKLMNOPQ 1 BRIGHT\n      Stop\n    }\n}\n\nACTOR T3BaseTrailSmoke : T3BaseSmoke\n{\n    VSpeed 10\n    Mass 5\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n    +DONTSPLASH\n\t+THRUACTORS\n\n    Scale 0.125\n    Alpha 0.35\n    States\n    {\n    Spawn:\n\t  TNT1 A 0\n\t  TNT1 A 2\n      SMOK ABCDEFGHIJKLMNOPQ 1 BRIGHT\n      Stop\n    }\n}\n\n// Tracers\nACTOR Tracer : FastProjectile\n{\nRadius 1\nHeight 1\nSpeed 150\nScale 0.1\nRenderStyle Add\nAlpha 0.85\n+RANDOMIZE\n+FORCEXYBILLBOARD\nStates\n{\nSpawn:\n    TRAC A 1 Bright\n\tLoop\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR SGTracer : Tracer\n{\nSpeed 100\nScale 0.075\nStates\n{\nSpawn:\n    TRAC A 10 Bright\n\tStop\n\t}\n}\n\nACTOR LightningBolt : T3BaseEffect\n{\nRenderStyle Add\nScale 0.15\nAlpha 0.5\n+MISSILE\n+DONTSPLASH\n-SOLID\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n    B3L1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n    B3L2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n    B3L3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n    B3L4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\nDeath:\n    \"----\" A 1 Bright\n    Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons.txt",
        "contents": "// Hitscan projectile\nACTOR ProjectileBullet : FastProjectile\n{\n   Height 1\n   Radius 1\n   Speed 350\n   Damage (Random(1,3)*5)\n   +NOEXTREMEDEATH\n   +NOTIMEFREEZE\n   +BLOODSPLATTER\n   Decal BulletChip\n   States\n   {\n   Spawn:\n      TNT1 A 1\n      Loop\n   Death:\n      TNT1 A 0\n      TNT1 A 1 A_SpawnItem(\"T3BulletPuff\")\n      Stop\n   XDeath:\n      TNT1 A 1\n      Stop\n\t  }\n}\n\nACTOR T3Rocket : Rocket Replaces Rocket\n{\n  // Radius 11\n  // Height 8\n  // Speed 20\n  // Damage 20\n  // DamageType Fire\n  // Projectile\n  // +RANDOMIZE\n  // +DEHEXPLOSION\n  // +ROCKETTRAIL\n  // +EXPLODEONDEATH\n  // SeeSound \"weapons/rocklf\"\n  // DeathSound \"weapons/rocklx\"\n  // Obituary \"$OB_MPROCKET\"\n  // States\n  // {\n  // Spawn:\n  //   MISL A 1 Bright\n  //   Loop\n  // Death:\n  //   MISL B 8 Bright A_Explode\n  //   MISL C 6 Bright\n  //   MISL D 4 Bright\n  //   Stop\n  // }\n  //-ROCKETTRAIL\n  Decal \"Scorch\" // Oops, forgot these the first time!\n\n  States {\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_Explode\n    TNT1 A 0 A_SpawnItemEx(\"T3MissileExp\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 BC 3\n    TNT1 D 2\n    Stop\n  }\n}\n\nActor T3RocketHoming : T3Rocket\n{\n   //+SCREENSEEKER\n   +SEEKERMISSILE\n   MaxTargetRange 2\n\n   States\n   {\n   Spawn:\n     HMSL AA 4 Bright A_SeekerMissile(8,16,SMF_LOOK|SMF_PRECISE,256,1)\n     TNT1 A 0 A_PlaySound(\"Weapons/homingbeep\")\n\t Loop\n   }\n}\n\nACTOR PlayerRocket : T3Rocket {\n  Speed 23\n  Species \"Player\"\n  DamageType \"PlayerRocket\"\n  //Decal \"Scorch\"\n  //SeeSound \"rocket/fire\"\n  DeathSound \"\"\n  +THRUSPECIES\n  //-ROCKETTRAIL\n}\n\nACTOR PlayerRocketHoming : T3RocketHoming {\n  Speed 22\n  Species \"Player\"\n  DamageType \"PlayerRocket\"\n  DeathSound \"\"\n  +THRUSPECIES\n}\n\nACTOR 40mmNade : T3Rocket\n{\n//Radius 8\n//Height 8\n//Damage 20\nSpeed 25\nScale 0.5\nSeeSound \"40mm/grenbounce\"\nDeathSound \"40mm/grenexplode\"\nDamageType \"40mm\"\nBounceFactor 0.6\nBounceCount 6\nReactionTime 139\n-NOGRAVITY\n+FORCERADIUSDMG\n+HEXENBOUNCE\n+EXTREMEDEATH\n+CANBOUNCEWATER\n\nStates\n{\nSpawn:\n  SHRP O 3 bright A_SpawnItemEX(\"GrenadeSmoke\",0,0,0,0,0,0,0,2)\n  SHRP O 0 A_CountDown\n  Loop\nDeath:\n  TNT1 A 0 A_Explode(192, 192)\n  TNT1 A 0 A_Quake(2, 8, 0, 256, none)\n  TNT1 A 0 A_SpawnItemEx(\"T3RPGMissileExp\", 0, 0, 0, 0, 0, 0, 0, 128)\n  TNT1 BC 3\n  TNT1 D 2\n  Stop\n}\n}\n\nACTOR Player40mmNade : 40mmNade\n{\n  Speed 35\n  Species \"Player\"\n  DamageType \"Player40mm\"\n  +THRUSPECIES\n}\n\nActor ChannelerBeam : FastProjectile\n{\n  Speed 100\n  Radius 13\n  Height 8\n  Damage 3\n  DamageType \"Channeler\"\n  Decal DoomImpScorch\n  Renderstyle Add\n  SeeSound \"\"\n  Scale 1.0\n  -CANNOTPUSH\n  -NODAMAGETHRUST\n  +NOEXTREMEDEATH\n  +RIPPER\n  MissileType \"ChannelerTrailSpawner\"\n  States\n  {\n  Death:\n    PLSE A 0 A_CustomMissile(\"ChannelerBeam2\",0,0,random(0,360),4,random(0,360))\n    PLSE ABCDE 2 bright\n    Stop\n  }\n}\nACTOR ChannelerBeam2 : ChannelerBeam\n{\n  States\n  {\n  Death:\n    PLSE A 0 A_CustomMissile(\"ChannelerBeam3\",0,0,random(0,360),4,random(0,360))\n    PLSE ABCDE 2 bright\n    Stop\n  }\n}\nACTOR ChannelerBeam3 : ChannelerBeam\n{\n  States\n  {\n  Death:\n    PLSE A 0 A_CustomMissile(\"ChannelerBeam4\",0,0,random(0,360),4,random(0,360))\n    PLSE ABCDE 2 bright\n    Stop\n  }\n}\nACTOR ChannelerBeam4 : ChannelerBeam\n{\n  States\n  {\n  Death:\n    PLSE A 0\n    PLSE ABCDE 2 bright\n    Stop\n  }\n}\n\nActor PlayerChannelerBeam : ChannelerBeam\n{\n  DamageType \"PlayerChanneler\"\n  Species \"Player\"\n  +THRUSPECIES\n  States\n  {\n  Death:\n    PLSE A 0 A_CustomMissile(\"PlayerChannelerBeam2\",0,0,random(0,360),4,random(0,360))\n    PLSE ABCDE 2 bright\n    Stop\n  }\n}\n\nACTOR PlayerChannelerBeam2 : PlayerChannelerBeam\n{\n  States\n  {\n  Death:\n    PLSE A 0 A_CustomMissile(\"PlayerChannelerBeam3\",0,0,random(0,360),4,random(0,360))\n    PLSE ABCDE 2 bright\n    Stop\n  }\n}\n\nACTOR PlayerChannelerBeam3 : PlayerChannelerBeam\n{\n  States\n  {\n  Death:\n    PLSE A 0 A_CustomMissile(\"PlayerChannelerBeam4\",0,0,random(0,360),4,random(0,360))\n    PLSE ABCDE 2 bright\n    Stop\n  }\n}\n\nACTOR PlayerChannelerBeam4 : PlayerChannelerBeam\n{\n  States\n  {\n  Death:\n    PLSE A 0\n    PLSE ABCDE 2 bright\n    Stop\n  }\n}\n\nACTOR ChannelerTrail\n{\n  Radius 2\n  Height 2\n  RenderStyle Add\n  Scale 0.25\n  Alpha 0.9\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n\tCNPS ABACBACABA 1 A_FadeOut\n    Stop\n  }\n}\n\nACTOR ChannelerTrailSpawner\n{\n  +NoGravity\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 2 A_SpawnItemEx(\"ChannelerTrail\", random (-3, 3), 0, random (-3, 3), 0, 0, 0, 0, 160)\n    stop\n  }\n}\n\nACTOR ChannelerSeductor\n{\n   Radius 0\n   Height 0\n   Scale 1\n   +ISMONSTER\n   +FRIENDLY\n   +LOOKALLAROUND\n   +NOBLOCKMONST\n   +NOGRAVITY\n   +NOINTERACTION\n   +MTHRUSPECIES\n   DamageType \"Channeler\"\n   Obituary \"%o was burned by %k's channeler.\"\n   RenderStyle None\n   States\n   {\n   Spawn:\n     TNT1 A 0 A_Look\n   See:\n      TNT1 A 0 A_Chase\n   Missile:\n      TNT1 A 0 A_FaceTarget\n      TNT1 A 1 A_CustomMissile(\"ChannelerBeam4\",0,0,0)\n      Stop\n   }\n}\nACTOR PlayerChannelerSeductor : ChannelerSeductor\n{\n  Species \"Player\"\n  DamageType \"PlayerChanneler\"\n  +THRUSPECIES\n  States\n  {\n  Missile:\n      TNT1 A 0 A_FaceTarget\n      TNT1 A 1 A_CustomMissile(\"PlayerChannelerBeam4\",0,0,0)\n      Stop\n  }\n}\n\nACTOR ChannelerSeducer : ChannelerBeam\n{\n  States\n  {\n  Death:\n    PLSE A 0 //A_CustomMissile(\"ChannelerSeductor\",0,0,0,4,0)\n    PLSE ABCDE 2 bright\n    Stop\n  }\n}\nACTOR PlayerChannelerSeducer : PlayerChannelerBeam\n{\n  States\n  {\n  Death:\n    PLSE A 0 //A_CustomMissile(\"PlayerChannelerSeductor\",0,0,0,4,0)\n    PLSE ABCDE 2 bright\n    Stop\n  }\n}\n\nACTOR DumbRocket : T3Rocket\n{\n Speed 30\n -RANDOMIZE\n -ROCKETTRAIL\n\n Damage 3\n Scale 0.5\n +NOTIMEFREEZE\n //+SEEKERMISSILE\n +FORCERADIUSDMG\n\n SeeSound \"\"\n States\n {\n Spawn:\n   TNT1 A 0 A_SeekerMissile(2,2,SMF_LOOK,128,10)\n   TNT1 A 0 A_ChangeVelocity (1, frandom(-2, 2), frandom(-1, 1), 1)\n   DEVM A 1 Bright A_SpawnItemEx(\"DumbTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n   Loop\n Death:\n   TNT1 A 0 A_Explode(32, 64, 1)\n   TNT1 A 0 A_SpawnItemEx(\"T3DevMissileExp\", 0, 0, 0, 0, 0, 0, 0, 128)\n   TNT1 A 0 A_SpawnItemEx(\"T3BaseSmoke\", 0, 0, 0, random(2,-2), random(2,-2), 1+random(1,-3), 0, 128, 0)\n   TNT1 A 0 A_SpawnItemEx(\"BoomPuff\", 0, random(2,-2), random(2,-2), 0, 0, 1, 0, 128, 0)\n   TNT1 A 0 A_Quake(20, 10, 0, 32, none)\n   TNT1 A 1\n   Stop\n }\n}\n\nACTOR PlayerDumbRocket : DumbRocket\n{\n DamageType \"PlayerDrunken\"\n +MTHRUSPECIES\n\n}\n\nACTOR PlayerPlasmaBall : PlasmaBall Replaces PlasmaBall {\n  DamageType \"PlayerPlasma\"\n  Decal \"PlasmaScorch\"\n  +MTHRUSPECIES\n}\n\nACTOR PlayerPlasmaPulse : T3PlasmaPulse {\n  DamageType \"PlayerPlasma\"\n  Decal \"PPulseScorch\"\n  +MTHRUSPECIES\n}\n\nACTOR \"RocketLauncher \" : RocketLauncher Replaces RocketLauncher {\n  States {\n    Fire:\n      MISG B 8 A_GunFlash\n      MISG B 12 A_FireCustomMissile(\"PlayerRocket\")\n      MISG B 0 A_ReFire\n      Goto Ready\n  }\n}\n\nACTOR PlayerGoldenPulse : T3PlasmaPulse\n{\n   // Scale 0.25\n   // Alpha 0.95\n   Speed 30\n   Damage 15\n   DamageType Plasma\n   Decal \"GRPulseScorch\"\n   +MTHRUSPECIES\n\n   States\n   {\n   Spawn:\n\t  GRFL A 1 Bright A_SpawnItemEx(\"GoldenPulseTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      GRFL A 1 Bright A_SpawnItemEx(\"GoldenPulseTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t  GRFL B 1 Bright A_SpawnItemEx(\"GoldenPulseTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      GRFL B 1 Bright A_SpawnItemEx(\"GoldenPulseTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t  GRFL C 1 Bright A_SpawnItemEx(\"GoldenPulseTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      GRFL C 1 Bright A_SpawnItemEx(\"GoldenPulseTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t  Loop\n   Death:\n      TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"GoldenPlasmaPulseExp\")\n\t  TNT1 A 10\n      Stop\n   }\n}\n\nACTOR GoldenPulseTrail : T3BaseEffect\n{\n    Scale 0.15\n    Alpha 0.75\n\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n        GRFL ABC 2 Bright A_FadeOut(0.10)\n        GRFL DEF 2 Bright A_FadeOut(0.10)\n        TNT1 AAAA 2 Bright A_FadeOut(0.10)\n\t\tStop\n\t}\n}\n\nACTOR GoldenPlasmaPulseExp : T3BaseEffect\n{\n  Scale 1.00\n  //Alpha 0.95\n  RenderStyle Add\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"weapons/plasmax\")\n\n\tNPSS ABCDEFGHIJKLMNOP 2 Bright A_FadeOut(0.05)\n    Stop\n  }\n}\n\nACTOR BFGBallParticleFloater : T3BaseEffect\n{\n  Height 0\n  Radius 0\n  Mass 0\n  Damage 0\n  +THRUACTORS\n  +DONTSPLASH\n  +DOOMBOUNCE\n  +MISSILE\n  +FORCEXYBILLBOARD\n  -NOGRAVITY\n  RenderStyle Add\n  BounceFactor 0.6\n  Gravity 0.2\n  Scale 0.06\n  States\n  {\n    Spawn:\n      TNT1 A 0\n      SPKG A 2 Bright A_FadeOut(0.015)\n      Loop\n  }\n}\n\nACTOR DBFGBallParticleFloater : BFGBallParticleFloater\n{\n  States\n  {\n    Spawn:\n      TNT1 A 0\n      SPKB ABC 2 Bright A_FadeOut(0.015)\n      Loop\n  }\n}\n\nACTOR PlayerBFGBall : BFGBall Replaces BFGBall\n{\n   +MTHRUSPECIES\n   DeathSound \"Weapons/bfg27ex\"\n   Decal \"BFGLightning\"\n   Alpha 0.75\n   Scale 1.0\n   Speed 26\n\n   States\n   {\n   Spawn:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_PlaySound(\"Weapons/bfg27bl\", CHAN_WEAPON)\n\n\t  BGFL A 1 Bright A_SpawnItemEx(\"T3BFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      BGFL A 1 Bright A_SpawnItemEx(\"T3BFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\n\t  BGFL B 1 Bright A_SpawnItemEx(\"T3BFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      BGFL B 1 Bright A_SpawnItemEx(\"T3BFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\n\t  BGFL C 1 Bright A_SpawnItemEx(\"T3BFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      BGFL C 1 Bright A_SpawnItemEx(\"T3BFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"BFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t  Loop\n   Death:\n      TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"T3BFGBoltExp\")\n\t  TNT1 AA 8 Bright\n\t  TNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t  TNT1 A 8 Bright A_BFGSpray\n\t  TNT1 AAA 8 Bright\n      Stop\n   }\n}\n\nACTOR PlayerDBFGBall : PlayerBFGBall\n{\n   DeathSound \"\"\n   +MTHRUSPECIES\n   +FORCERADIUSDMG\n   Decal \"DBFGLightning\"\n   Alpha 0.80\n   Scale 1.50\n   Radius 20\n   Height 40\n   Damage 1000\n   Speed 15 // 26\n   SeeSound \"\"\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_Jump(128,\"SpawnSFX\")\n      TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgball\", CHAN_VOICE, 1.0, True)\n\n\t  TNT1 A 0 A_Jump(128, 2)\n      TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltSmlExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t  TNT1 A 0 A_Jump(256, 1)\n      TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltSmlExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t  D3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n      D3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t  D3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n      D3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t  D3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n      D3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\n\t  Loop\n   \"SpawnSFX\":\n      TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgball\", CHAN_VOICE, 1.0, True)\n\n\t  TNT1 A 0 A_Jump(128, 2)\n      TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltSmlExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t  TNT1 A 0 A_Jump(256, 1)\n      TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltSmlExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t  D3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n      D3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t  D3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n      D3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t  D3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx(\"PlayerDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n      D3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n      TNT1 A 0 A_SpawnItemEx(\"DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n\t  Loop\n   Death:\n      TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltExp\")\n\t  //TNT1 A 0 A_Explode(1024, 1024, 0, false, 256)\n      TNT1 A 0 A_Explode(256, 256, 0, false, 128)\n      TNT1 A 0 Bright A_Quake(4, 35*2, 0, 4096, none)\n\n\t  TNT1 A 8 Bright\n      TNT1 A 0 A_Explode(256, 384, 0, false, 128)\n\n\t  TNT1 A 8 Bright\n      TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n\n\t  TNT1 A 8 Bright A_BFGSpray(\"DBFGExtra\", 40, 30)\n      TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n\n\t  TNT1 A 8 Bright\n      TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n\n      TNT1 A 8 Bright\n      TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n\n      TNT1 A 8 Bright\n      TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n      Stop\n   }\n}\n\nACTOR DBFGExtra\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  RenderStyle Add\n  Alpha 0.75\n  DamageType \"BFGSplash\"\n  States\n  {\n  Spawn:\n    BG3E ABCD 8 Bright\n    Stop\n  }\n}\n\nACTOR PlayerDBFGShockAttack\n{\n  Projectile\n  +LOOKALLAROUND\n  +ISMONSTER\n  +QUICKTORETALIATE\n  +NOTARGET\n  +FRIENDLY\n  +NOCLIP\n  Obituary \"%o got shocked by %k's D-BFG.\"\n  MissileType \"PlayerDBFGRailgunSlug\"\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 AAAAA 1 A_Look\n\tStop\n  See:\n    TNT1 A 0\n\tTNT1 A 1 A_JumpIfCloser(1250,\"Attack\")\n\tStop\n  Attack:\n    TNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_MissileAttack\n\tTNT1 A 1 A_CustomRailgun(-1,0,NONE,\"White\",1,1,2)\n\tGoto Death\n  Death:\n\tTNT1 A 1\n\tStop\n  }\n}\n\nACTOR T3BFGBallTrail : T3BaseEffect\n{\n\tScale 0.65\n\tAlpha 0.70\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n        BGFL ABC 2 Bright A_FadeOut(0.10)\n        BGFL DEF 2 Bright A_FadeOut(0.10)\n        TNT1 AAAA 2 Bright A_FadeOut(0.10)\n\t\tStop\n\t}\n}\n\nACTOR T3DBFGBallTrail : T3BFGBallTrail\n{\n    Scale 1.0\n\tStates\n\t{\n\tSpawn:\n        B3FL ABC 2 Bright A_FadeOut(0.10)\n        B3FL DEF 2 Bright A_FadeOut(0.10)\n        TNT1 AAAA 2 Bright A_FadeOut(0.10)\n\t\tStop\n\t}\n}\n\nACTOR BFGBallParticle : T3BaseEffect\n{\n\tScale 0.25\n\tAlpha 0.75\n\tRenderstyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n   \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(1.6, -1.6), frandom(1.6, -1.6), frandom(1.6, -1.6), 0)\n\t\t\tD3BP A 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tD3BP B 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tD3BP C 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tD3BP D 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tD3BP E 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tD3BP F 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tD3BP G 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BFGBallParticleTrail\", 0, 0, 0, 0)\n\t\t\tLoop\n\t}\n}\n\nACTOR DBFGBallParticle : BFGBallParticle\n{\n    Scale 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n   \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(1.6, -1.6), frandom(1.6, -1.6), frandom(1.6, -1.6), 0)\n\t\t\tSPKB A 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSPKB B 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSPKB C 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSPKB B 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSPKB A 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSPKB B 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSPKB C 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticleTrail\", 0, 0, 0, 0)\n\t\t\tLoop\n\t}\n}\n\nACTOR BFGBallParticleTrail : BFGBallParticle\n{\n\tScale 0.15\n\tAlpha 0.75\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n   \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(0.2, -0.2), frandom(0.2, -0.2), frandom(0.2, -0.2), 0)\n\t\t\t//BGFL ABC 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075))\n            BGFL ABC 2 Bright A_FadeOut(0.10)\n   \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(0.2, -0.2), frandom(0.2, -0.2), frandom(0.2, -0.2), 0)\n\n            BGFL DEF 2 Bright A_FadeOut(0.10)\n   \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(0.2, -0.2), frandom(0.2, -0.2), frandom(0.2, -0.2), 0)\n\n            TNT1 AAAA 2 Bright A_FadeOut(0.10)\n\t\t\tStop\n\t}\n}\n\nACTOR DBFGBallParticleTrail : BFGBallParticleTrail\n{\n    Scale 0.25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n   \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(0.2, -0.2), frandom(0.2, -0.2), frandom(0.2, -0.2), 0)\n\t\t\t//BGFL ABC 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075))\n            B3FL ABC 2 Bright A_FadeOut(0.10)\n   \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(0.2, -0.2), frandom(0.2, -0.2), frandom(0.2, -0.2), 0)\n\n            B3FL DEF 2 Bright A_FadeOut(0.10)\n   \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(0.2, -0.2), frandom(0.2, -0.2), frandom(0.2, -0.2), 0)\n\n            TNT1 AAAA 2 Bright A_FadeOut(0.10)\n\t\t\tStop\n\t}\n}\n\nACTOR DBFGBallLightningBolt : LightningBolt\n{\nScale 0.35\n}\n\nACTOR DTBFGLightningSpawner : T3BaseEffect\n{\n+NOGRAVITY\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n    Stop\n    }\n}\n\nACTOR BFGBallShockwave : T3BaseEffect\n{\n  Alpha 0.9\n  Renderstyle Add\n  +DONTSPLASH\n  +FORCEXYBILLBOARD\n\n  States\n  {\n    Spawn:\n      BG2W ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)\n      Stop\n  }\n}\n\nACTOR BFGBallShockwaveLrg : BFGBallShockwave\n{\n  Scale 2.0\n  Alpha 0.85\n  States\n  {\n    Spawn:\n      BG2W ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\n      Stop\n  }\n}\n\nACTOR BFGShotShockwave : BFGBallShockwave\n{\n  Scale 0.75\n}\n\nACTOR DBFGBallShockwave : BFGBallShockwave\n{\n  States\n  {\n    Spawn:\n      BG3W ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)\n      Stop\n  }\n}\n\nACTOR DBFGBallShockwaveLrg : DBFGBallShockwave\n{\n  Scale 2.5\n  Alpha 0.85\n  States\n  {\n    Spawn:\n      BG3W ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\n      Stop\n  }\n}\n\nACTOR DBFGShotShockwave : DBFGBallShockwave\n{\n  Scale 0.75\n}\n\nACTOR T3BFGBoltExp : T3TPExplode\n{\n    // T3TPExplode:\n\t// +NODAMAGETHRUST\n\t// +MTHRUSPECIES\n\t// +THRUSPECIES\n\t// +NOBLOCKMAP\n\t// +NOTELEPORT\n\t// +FORCERADIUSDMG\n\t// +BLOODLESSIMPACT\n\t// +NOBLOCKMAP\n\t// +DONTHARMSPECIES\n\t// Species \"Player\"\n\t// DamageType RespawnTear\n\n    Alpha 0.95\n\tSpecies \"Player\"\n    DamageType RespawnTear\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGBallShockwave\")\n        D3BX AAAA 1 Bright A_SpawnItemEx(\"D3BLExpSml\", random(2,-2), frandom(2,-2), frandom(2,-2), frandom(12,12), frandom(12,12), frandom(12,-12), random(0,359))\n\t\tTNT1 A 0 A_FadeOut(0.045)\n\n        D3BX BBBB 1 Bright A_SpawnItemEx(\"D3BLExpSml\", random(2,-2), frandom(2,-2), frandom(2,-2), frandom(6,6), frandom(6,6), frandom(6,-6), random(0,359))\n\t\tTNT1 A 0 A_FadeOut(0.035)\n\n        TNT1 A 0 A_SpawnItemEx(\"BFGBallShockwaveLrg\")\n\n\t\tD3BX D 4 Bright A_FadeOut(0.035)\n\n\t\t//TNT1 A 0 Bright A_BFGSpray\n\t\tD3BX E 4 Bright A_FadeOut(0.025)\n\t\tD3BX F 4 Bright A_FadeOut(0.015)\n\n\t\tD3BX G 4 Bright A_FadeOut(0.065)\n\n\tContinuous:\n\n\t\tD3BX G 1 Bright A_FadeOut(0.065)\n\t\tLoop\n    }\n}\n\nACTOR T3SpiderBFGBoltExp : T3BFGBoltExp\n{\n  Species \"Spider\"\n  DamageType \"SpiderBFGSplash\"\n}\n\nACTOR DBFGBallExploding : T3BaseEffect\n{\n  Damage 0\n  Speed 6\n  Scale 1.15\n  Alpha 0.75\n  Renderstyle Add\n  PROJECTILE\n  +DONTSPLASH\n  +MISSILE\n  +FORCEXYBILLBOARD\n  States\n  {\n    Spawn:\n      TNT1 A 0\n      FXPB AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05)\n      Stop\n  }\n}\n\nACTOR PlayerDBFGBallExp : T3BaseEffect\n{\n  RenderStyle Add\n  Alpha 0.85\n  +CLIENTSIDEONLY\n  +NOGRAVITY\n  States\n  {\n    Spawn:\n      B3E1 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile(\"DBFGBallExploding\", 0, 0, random(0,360), 2, random(0,360))\n      B3E1 EF 6 Bright\n      Stop\n  }\n}\n\nACTOR T3DBFGBoltExp : T3BFGBoltExp\n{\n\tStates {\n\tSpawn:\n        TNT1 A 0 Radius_Quake(5,60,0,10,0)\n        TNT1 A 0 A_SpawnItemEx(\"DTBFGLightningSpawner\", 0, 0, 15, 0, 0, 0, 0, 128)\n\n        TNT1 A 0 Bright A_SpawnItemEx(\"DBFGBallShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n        TNT1 A 0 Bright A_SpawnItemEx(\"DBFGBallShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\t\tD3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n        TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n        TNT1 A 0 Bright A_SpawnItemEx(\"DBFGBallShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\t\tD3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n        TNT1 A 0 Bright A_SpawnItemEx(\"DBFGBallShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tD3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n        TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n        TNT1 A 0 A_StopSound(CHAN_VOICE)\n        TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgexplode\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n        //TNT1 A 0 A_SpawnItemEx(\"DBFGBallShockwaveLrg\", 0, 0, 15, 0, 0, 0, 0, 128)\n        TNT1 A 20 Bright A_SpawnItem(\"PlayerDBFGBallExp\",0,-10)\n\n        TNT1 A 0 A_SpawnItemEx(\"DBFGBallShockwaveLrg\", 0, 0, 15, 0, 0, 0, 0, 128)\n\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 A_PlaySound(\"Weapons/dbfgexplode\", CHAN_BODY, 1.0, False, ATTN_NONE)\n\n        //TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n        //TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t\tD3PX A 3 Bright A_FadeOut(0.05)\n\t\tD3PX B 3 Bright A_FadeOut(0.05)\n\n        //TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltLrgExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n        TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltLrgExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t\tD3PX C 3 Bright A_FadeOut(0.045)\n\t\tD3PX D 3 Bright A_FadeOut(0.035)\n\n\t\tTNT1 A 0 Bright A_BFGSpray\n\n        TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltExtLrgExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n        //TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t\tD3PX A 3 Bright A_FadeOut(0.05)\n\t\tD3PX B 3 Bright A_FadeOut(0.05)\n\n        //TNT1 AA 0 A_SpawnItemEx(\"T3DBFGBoltLrgExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n        //TNT1 AAA 0 A_SpawnItemEx(\"T3DBFGBoltLrgExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t\tD3PX C 3 Bright A_FadeOut(0.045)\n\t\tD3PX D 3 Bright A_FadeOut(0.035)\n\n        //TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n        //TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltExtLrgExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t\tD3PX E 3 Bright A_FadeOut(0.025)\n\t\tD3PX F 3 Bright A_FadeOut(0.015)\n\n\t\tD3PX G 4 Bright A_FadeOut(0.065)\n\n\tContinuous:\n\t\tD3PX G 1 Bright A_FadeOut(0.065)\n\t\tLoop\n    }\n}\n\nACTOR T3DBFGBoltExpB : T3DBFGBoltExp\n{\n\n  States\n  {\n    Spawn:\n    D3P1 A 4 Bright A_FadeOut(0.05)\n\tD3P1 B 4 Bright A_FadeOut(0.05)\n\tD3P1 C 4 Bright A_FadeOut(0.045)\n\tD3P1 D 4 Bright A_FadeOut(0.035)\n\tD3P1 E 4 Bright A_FadeOut(0.025)\n\tD3P1 F 4 Bright A_FadeOut(0.015)\n\tD3P1 G 4 Bright A_FadeOut(0.065)\nContinuous:\n\tD3P1 G 1 Bright A_FadeOut(0.065)\n\tLoop\n  }\n}\n\nACTOR T3DBFGBoltSmlExpB : T3DBFGBoltExpB\n{\n  Scale 0.5\n  States\n  {\n    Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgwave\", CHAN_AUTO)\n    D3P1 A 3 Bright A_FadeOut(0.05)\n\tD3P1 B 3 Bright A_FadeOut(0.05)\n\tD3P1 C 3 Bright A_FadeOut(0.045)\n\tD3P1 D 3 Bright A_FadeOut(0.035)\n\tD3P1 E 3 Bright A_FadeOut(0.025)\n\tD3P1 F 3 Bright A_FadeOut(0.015)\n\tD3P1 G 3 Bright A_FadeOut(0.065)\nContinuous:\n\tD3P1 G 1 Bright A_FadeOut(0.065)\n\tLoop\n  }\n}\n\nACTOR T3DBFGBoltLrgExpB : T3DBFGBoltExpB\n{\n  Scale 2.0\n}\n\nACTOR T3DBFGBoltExtLrgExpB : T3DBFGBoltExpB\n{\n  Scale 4.0\n}\n\nACTOR T3DBFGBoltExpC : T3DBFGBoltExp\n{\n\n  States\n  {\n    Spawn:\n    D3P2 A 4 Bright A_FadeOut(0.05)\n\tD3P2 B 4 Bright A_FadeOut(0.05)\n\tD3P2 C 4 Bright A_FadeOut(0.045)\n\tD3P2 D 4 Bright A_FadeOut(0.035)\n\tD3P2 E 4 Bright A_FadeOut(0.025)\n\tD3P2 F 4 Bright A_FadeOut(0.015)\n\tD3P2 G 4 Bright A_FadeOut(0.065)\nContinuous:\n\tD3P2 G 1 Bright A_FadeOut(0.065)\n\tLoop\n  }\n}\n\nACTOR T3DBFGBoltSmlExpC : T3DBFGBoltExpB\n{\n  Scale 0.5\n\n  States\n  {\n    Spawn:\n    D3P2 A 3 Bright A_FadeOut(0.05)\n\tD3P2 B 3 Bright A_FadeOut(0.05)\n\tD3P2 C 3 Bright A_FadeOut(0.045)\n\tD3P2 D 3 Bright A_FadeOut(0.035)\n\tD3P2 E 3 Bright A_FadeOut(0.025)\n\tD3P2 F 3 Bright A_FadeOut(0.015)\n\tD3P2 G 3 Bright A_FadeOut(0.065)\nContinuous:\n\tD3P2 G 1 Bright A_FadeOut(0.065)\n\tLoop\n  }\n}\n\nACTOR T3DBFGBoltLrgExpC : T3DBFGBoltExpC\n{\n  Scale 2.0\n}\n\nACTOR T3DBFGBoltExtLrgExpC : T3DBFGBoltExpC\n{\n  Scale 4.0\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters.txt",
        "contents": "ACTOR T3ZombieMan : ZombieMan 10000\n{\n//$Category Monsters\n//$Sprite POSSA1\n//$Title \"ArkDoom - Zombie Man\"\n  DropItem \"Clip\" 255 8\n\n  States\n  {\n  Missile:\n\tPOSS E 10 A_FaceTarget\n\n\t//POSS F 8 A_PosAttack\n\tTNT1 A 0 bright A_PlaySound(\"grunt/attack\", CHAN_WEAPON)\n\tPOSS F 8 bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, \"T3BulletPuff\", 0, CBAF_NORANDOM)\n\n\tPOSS E 8\n\tGoto See\n  Pain:\n    P1P1 A 3\n    P1P1 B 3 A_Pain\n    Goto See\n  Death:\n    POSS H 5\n    TNT1 A 0 A_Jump(250, 2)\n    TNT1 A 0 A_PlaySound(\"enemy/scream\")\n    POSS I 5 A_Scream\n    POSS J 5 A_NoBlocking\n    POSS K 5\n    POSS L -1\n    Stop\n  XDeath:\n    POSS M 5\n    POSS N 5 A_XScream\n    POSS O 5 A_NoBlocking\n    POSS PQRST 5\n    POSS U -1\n    Stop\n  }\n}\nACTOR T3ShotgunGuy : ShotgunGuy 10001\n{\n//$Category Monsters\n//$Sprite SPOSA1\n//$Title \"ArkDoom - Shotgun Guy\"\n  DropItem \"Shell\" 255 4\n  DropItem \"TSG\" 256\n  States\n  {\n  Missile:\n\tSPOS E 10 A_FaceTarget\n\n\t//SPOS F 10 BRIGHT A_SposAttackUseAtkSound\n\n\tTNT1 A 0 bright A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\tSPOS F 10 bright A_CustomBulletAttack(22.5, 0, 3, random(1,5)*3, \"T3BulletPuff\", 0, CBAF_NORANDOM)\n\n\tSPOS E 10\n\tGoto See\n  Pain:\n    P2P1 A 3\n    P2P1 B 3 A_Pain\n    Goto See\n  Death:\n    SPOS H 5\n    TNT1 A 0 A_Jump(250, 2)\n    TNT1 A 0 A_PlaySound(\"enemy/scream\")\n    SPOS I 5 A_Scream\n    SPOS J 5 A_NoBlocking\n    SPOS K 5\n    SPOS L -1\n    Stop\n  XDeath:\n    SPOS M 5\n    SPOS N 5 A_XScream\n    SPOS O 5 A_NoBlocking\n    SPOS PQRST 5\n    SPOS U -1\n    Stop\n  }\n}\n\nACTOR T3ChaingunGuy : ChaingunGuy 10002\n{\n//$Category Monsters\n//$Sprite CPOSA1\n//$Title \"ArkDoom - Chaingun Guy\"\n  DropItem \"Chaingun\" 40\n  States\n  {\n  Missile:\n\tCPOS E 10 A_FaceTarget\n\n\t//CPOS FE 4 BRIGHT A_CPosAttack\n\n\tTNT1 A 0 bright A_PlaySound(\"chainguy/attack\", CHAN_WEAPON)\n\tCPOS F 4 bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, \"T3BulletPuff\", 0, CBAF_NORANDOM)\n\tTNT1 A 0 bright A_PlaySound(\"chainguy/attack\", CHAN_WEAPON)\n\tCPOS E 4 bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, \"T3BulletPuff\", 0, CBAF_NORANDOM)\n\n\tCPOS F 1 A_CPosRefire\n\tGoto Missile+1\n  Pain:\n    P3P1 A 3\n    P3P1 B 3 A_Pain\n    Goto See\n  Death:\n    CPOS H 5\n    CPOS I 5 A_Scream\n    CPOS J 5 A_NoBlocking\n    CPOS KLM 5\n    CPOS N -1\n    Stop\n  XDeath:\n    CPOS O 5\n    CPOS P 5 A_XScream\n    CPOS Q 5 A_NoBlocking\n    CPOS RS 5\n    CPOS T -1\n    Stop\n  }\n}\n\nACTOR T3DoomImp : DoomImp 10003\n{\n//$Category Monsters\n//$Sprite TROOA1\n//$Title \"ArkDoom - Doom Imp\"\n  DropItem \"T3HealthBonus\" 40 23\n  States\n  {\n  Death:\n    TROO I 8\n    TROO J 8 A_Scream\n    TROO K 6\n    TROO L 6 A_NoBlocking\n    TROO M -1\n    Stop\n  XDeath:\n    TROO N 5\n    TROO O 5 A_XScream\n    TROO P 5\n    TROO Q 5 A_NoBlocking\n    TROO RST 5\n    TROO U -1\n    Stop\n  }\n}\nACTOR T3Demon : Demon 10004\n{\n//$Category Monsters\n//$Sprite SARGA1\n//$Title \"ArkDoom - Demon\"\n  DropItem \"T3HealthBonus\" 40 23\n  States\n  {\n  Death:\n    SARG I 8\n    SARG J 8 A_Scream\n    SARG K 4\n    SARG L 4 A_NoBlocking\n    SARG M 4\n    SARG N -1\n    Stop\n  XDeath:\n    SARG I 5\n    SARG O 5 A_XScream\n    SARG P 5 A_NoBlocking\n    SARG QRSTUV 5\n    SARG V -1\n    Stop\n  }\n}\nACTOR T3BaronOfHell : BaronOfHell 10005\n{\n//$Category Monsters\n//$Sprite BOSSA1\n//$Title \"ArkDoom - Baron of Hell\"\n  Species \"Baron\"\n  DropItem \"T3HealthBonus\" 80 23\n  States\n  {\n  Death:\n    BOSS I  8\n    BOSS J  8 A_Scream\n    BOSS K  8\n    BOSS L  8 A_NoBlocking\n    BOSS MN 8\n    BOSS O -1 A_BossDeath\n    Stop\n  XDeath:\n    BOSS P 5\n    BOSS Q 5 A_XScream\n    BOSS R 5 A_NoBlocking\n    BOSS STUVWX 5\n    BOSS X -1\n    Stop\n  }\n}\nACTOR T3HellKnight : HellKnight 10006\n{\n//$Category Monsters\n//$Sprite BOS2A1C1\n//$Title \"ArkDoom - Hell Knight\"\n  Species \"Baron\"\n  DropItem \"T3HealthBonus\" 60 22\n  States\n  {\n  Death:\n    BOS2 I  8\n    BOS2 J  8 A_Scream\n    BOS2 K  8\n    BOS2 L  8 A_NoBlocking\n    BOS2 MN 8\n    BOS2 O -1\n    Stop\n  XDeath:\n    BOS2 P 5\n    BOS2 Q 5 A_XScream\n    BOS2 R 5 A_NoBlocking\n    BOS2 STUVWX 5\n    BOS2 X -1\n    Stop\n  }\n}\n\nACTOR T3BaronBall : BaronBall\n{\n    Radius 6\n    Height 16\n    Speed 20\n    FastSpeed 25\n    Damage 15\n}\n\nACTOR T3Cacodemon : Cacodemon 10007\n{\n//$Category Monsters\n//$Sprite HEADA1\n//$Title \"ArkDoom - Cacodemon\"\n  DropItem \"T3HealthBonus\" 60 24\n  States\n  {\n  Death:\n    // [BB] In ST A_NoBlocking is called in the beginning of the death state.\n    HEAD G 8 A_NoBlocking\n    HEAD H 8 A_Scream\n    HEAD I 8\n    HEAD J 8\n    HEAD K 8\n    HEAD L -1 A_SetFloorClip\n    Stop\n  }\n}\nACTOR T3LostSoul : LostSoul 10008 {\n//$Category Monsters\n//$Sprite SKULA1\n//$Title \"ArkDoom - Lost Soul\"\n}\n\nACTOR T3PainElemental : PainElemental 10009 {\n//$Category Monsters\n//$Sprite PAINA1\n//$Title \"ArkDoom - Pain Elemental\"\n  DropItem \"T3HealthBonus\" 60 25\n}\n\nACTOR T3Revenant : Revenant 10010\n{\n//$Category Monsters\n//$Sprite SKELA1D1\n//$Title \"ArkDoom - Revenant\"\n  Species \"Revenant\"\n\n  DropItem \"RocketAmmo\" 40 3\n  States\n  {\n  Missile:\n    SKEL J 1 BRIGHT A_FaceTarget\n    SKEL J 6 BRIGHT A_FaceTarget\n    SKEL K 6 A_CustomMissile(\"T3RevenantTracer\", 48.0) //A_SkelMissile\n    SKEL K 6 A_FaceTarget\n    Goto See\n  Death:\n    SKEL LM 7\n    SKEL N 7 A_Scream\n    SKEL O 7 A_NoBlocking\n    SKEL P 7\n    SKEL Q -1\n    Stop\n  XDeath:\n    SKEL L 5\n    SKEL R 5 A_XScream\n    SKEL S 5 A_NoBlocking\n    SKEL TUVWY 5\n    SKEL Y -1\n    Stop\n  }\n}\n\nACTOR T3RevenantTracer : RevenantTracer\n{\n  Radius 11\n  Height 8\n  Speed 10\n  Damage 10\n  Projectile\n  +SEEKERMISSILE\n  +RANDOMIZE\n  SeeSound \"skeleton/attack\"\n  DeathSound \"skeleton/tracex\"\n  RenderStyle Add\n  States\n  {\n  Spawn:\n    FATB AB 2 Bright A_Tracer\n    Loop\n  Death:\n    FBXP A 8 Bright\n    FBXP B 6 Bright\n    FBXP C 4 Bright\n    Stop\n  }\n}\n\nACTOR T3Fatso : Fatso 10011\n{\n//$Category Monsters\n//$Sprite FATTA1\n//$Title \"ArkDoom - Mancubus\"\n  Species \"Mancubus\"\n  DropItem \"RocketAmmo\" 160 3\n  DamageFactor \"MancFire\", 0.0 // 0.05\n  States\n  {\n  Death:\n    FATT K 6\n    FATT L 6 A_Scream\n    FATT M 6 A_NoBlocking\n    FATT NOPQRS 6\n    FATT T -1 A_BossDeath\n    Stop\n  }\n}\nACTOR T3FatShot : FatShot {\n    Speed 22\n    Damage 35\n}\nACTOR T3Archvile : Archvile 10012\n{\n//$Category Monsters\n//$Sprite VILEA1D1\n//$Title \"ArkDoom - Archvile\"\n  Species \"Vile\"\n  DropItem \"T3HealthBonus\" 160 22\n  States\n  {\n  Death:\n    VILE Q 7\n    VILE R 7 A_Scream\n    VILE S 7 A_NoBlocking\n    VILE TUVWXY 7\n    VILE Z -1\n    Stop\n  XDeath:\n    VILE Q 5\n    VILD R 5 A_XScream\n    VILD S 5 A_NoBlocking\n    VILD TUVWXY 5\n    VILD Z -1\n    Stop\n  }\n}\nACTOR T3Cyberdemon : Cyberdemon 10013\n{\n//$Category Monsters\n//$Sprite CYBRA1\n//$Title \"ArkDoom - Cyberdemon\"\n  DropItem \"RocketLauncher\" 256\n  DropItem \"RocketBox\" 256 9\n  DropItem \"T3HealthBonus\" 160 23\n  States\n  {\n  Death:\n    CYBR H 10\n    CYBR I 10 A_Scream\n    CYBR JKL 10\n    CYBR M 10 A_NoBlocking\n    CYBR NO 10\n    CYBR P 30\n    CYBR P -1 A_BossDeath\n    Stop\n  }\n}\nACTOR T3Arachnotron : Arachnotron 10014\n{\n//$Category Monsters\n//$Sprite BSPIA1D1\n//$Title \"ArkDoom - Arachnotron\"\n  Species \"Spider\"\n  DropItem \"Cell\" 255 18\n  DropItem \"T3ArmorBonus\" 160 23\n  States\n  {\n  Death:\n    BSPI J 20 A_Scream\n    BSPI K 7 A_NoBlocking\n    BSPI LMNO 7\n    BSPI P -1 A_BossDeath\n    Stop\n  }\n}\nACTOR T3SpiderMastermind : SpiderMastermind 10015\n{\n//$Category Monsters\n//$Sprite SPIDA1D1\n//$Title \"ArkDoom - Spider Mastermind\"\n  Species \"Spider\"\n  DropItem \"CellPack\" 255 86\n  DropItem \"T3ArmorBonus\" 160 23\n  States\n  {\n  Missile:\n\tSPID A 20 BRIGHT A_FaceTarget\n\n\t//SPID G 4 BRIGHT A_SPosAttackUseAtkSound\n\t//SPID H 4 BRIGHT A_SposAttackUseAtkSound\n\n\tTNT1 A 0 bright A_PlaySound(\"spider/attack\", CHAN_WEAPON)\n\tSPID G 4 bright A_CustomBulletAttack(22.5, 0, 3, random(1,5)*3, \"T3BulletPuff\", 0, CBAF_NORANDOM)\n\tTNT1 A 0 bright A_PlaySound(\"spider/attack\", CHAN_WEAPON)\n\tSPID H 4 bright A_CustomBulletAttack(22.5, 0, 3, random(1,5)*3, \"T3BulletPuff\", 0, CBAF_NORANDOM)\n\n\tSPID H 1 BRIGHT A_SpidRefire\n\tGoto Missile+1\n  Death:\n    SPID J 20 A_Scream\n    SPID K 10 A_NoBlocking\n    SPID LMNOPQR 10\n    SPID S 30\n    SPID S -1 A_BossDeath\n    Stop\n  }\n}\n\nACTOR T3WolfensteinSS : WolfensteinSS 10016\n{\n//$Category Monsters\n//$Sprite SSWVA1\n//$Title \"ArkDoom - Wolfenstein SS\"\n  States\n  {\n  Death:\n    SSWV I 5\n    SSWV J 5 A_Scream\n    SSWV K 5 A_NoBlocking\n    SSWV L 5\n    SSWV M -1\n    Stop\n  XDeath:\n    SSWV N 5\n    SSWV O 5 A_XScream\n    SSWV P 5 A_NoBlocking\n    SSWV QRSTU 5\n    SSWV V -1\n    Stop\n  }\n}\n\nACTOR T3BossBrain : BossBrain 10017\n{\n//$Category Monsters\n//$Sprite BBRNA0\n//$Title \"ArkDoom - Boss Brain\"\n  Health 500\n  States\n  {\n  Spawn:\n    CEYE ABC 4\n\tLoop\n  Pain:\n\tCEYE D 36 A_BrainPain\n\tGoto Spawn\n  Death:\n    CEYE B 100 A_BrainScream\n    CEYE BB 10\n    CEYE B -1 A_BrainDie\n    Stop\n  }\n}\n\nACTOR SpiderBFGBall : PlayerBFGBall\n{\n  Species \"Spider\"\n  DamageType \"SpiderBFG\"\n  -MTHRUSPECIES\n\n  States\n  {\n  Death:\n      TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"T3SpiderBFGBoltExp\")\n\t  TNT1 AA 8 Bright\n      TNT1 A 8 Bright A_BFGSpray(\"SpiderBFGExtra\", 40, 30)\n\t  TNT1 AAA 8 Bright\n      Stop\n  }\n}\n\nACTOR SpiderBFGExtra\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  RenderStyle Add\n  Alpha 0.75\n  Species \"Spider\"\n  DamageType \"SpiderBFGSplash\"\n  States\n  {\n  Spawn:\n    BFE2 ABCD 8 Bright\n    Stop\n  }\n}\n\nACTOR Elitespawn\n{\n    Scale 1.5\n    //Alpha 0.55\n    //RenderStyle Add\n    +NOCLIP\n    +NOGRAVITY\n    States\n    {\n    Spawn:\n      TFOG GHI 3 BRIGHT\n      TFOG JIHGFED 3 BRIGHT\n      TFOG CDEDCDEDCED 3 BRIGHT\n      TFOG CB 3 BRIGHT\n      TFOG CDEDCDED 3 BRIGHT\n      TFOG CB 3 BRIGHT\n      TFOG ABCDEFGHIJ 3 BRIGHT\n      Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/spawners.txt",
        "contents": "///////////////////////////////////////////////////////////////////////////////\n// Power-ups\n///////////////////////////////////////////////////////////////////////////////\n\nACTOR MegasphereSpawner : RandomSpawner Replaces Megasphere\n{\n  DropItem \"T3MegaSphere\", 256, 10\n  DropItem \"T3SuperSphere\", 256, 90\n}\n\n///////////////////////////////////////////////////////////////////////////////\n// Health and Armor\n///////////////////////////////////////////////////////////////////////////////\n\nACTOR ArmorBonusSpawner : RandomSpawner Replaces ArmorBonus\n{\n  DropItem \"T3ArmorBonus\", 256, 100\n}\n\nACTOR GreenArmorSpawner : RandomSpawner Replaces GreenArmor\n{\n  DropItem \"T3GreenArmor\", 256, 100\n}\n\nACTOR BlueArmorSpawner : RandomSpawner Replaces BlueArmor\n{\n  DropItem \"T3BlueArmor\", 256, 100\n}\n\nACTOR HealthBonusSpawner : RandomSpawner Replaces HealthBonus\n{\n  DropItem \"T3HealthBonus\", 256, 100\n}\n\nACTOR StimpackSpawner : RandomSpawner Replaces Stimpack\n{\n  DropItem \"T3Stimpack\", 256, 100\n}\n\nACTOR MedikitSpawner : RandomSpawner Replaces Medikit\n{\n  DropItem \"T3Medikit\", 256, 100\n}\n\n///////////////////////////////////////////////////////////////////////////////\n// Ammo\n///////////////////////////////////////////////////////////////////////////////\n\nACTOR BackpackSpawner : RandomSpawner Replaces Backpack\n{\n  DropItem \"T3Backpack\", 256, 100\n}\n\nACTOR ClipBoxSpawner : RandomSpawner Replaces ClipBox\n{\n  DropItem \"T3ClipBox\", 256, 90\n  DropItem \"MGBullets\", 256, 10\n}\n\nACTOR RocketBoxSpawner : RandomSpawner Replaces RocketBox\n{\n  DropItem \"T3RocketBox\", 256, 50\n  DropItem \"HomingRocketBox\", 256, 10\n  DropItem \"40MMBox\", 256, 10\n  DropItem \"RPGRocketBox\", 256, 10\n  DropItem \"DevMissileBox\", 256, 10\n  DropItem \"BigGas\", 256, 10\n}\n\nACTOR CellPackSpawner : RandomSpawner Replaces CellPack\n{\n  DropItem \"T3CellPack\", 256, 60\n  DropItem \"GCellPack\", 256, 10\n  DropItem \"RCellPack\", 256, 10\n  DropItem \"BCellPack\", 256, 10\n  DropItem \"DCellPack\", 256, 1\n  DropItem \"BigGas\", 256, 9\n}\n\nACTOR ShellBoxSpawner : RandomSpawner Replaces ShellBox\n{\n  DropItem \"T3ShellBox\", 256, 100\n}\n\n///////////////////////////////////////////////////////////////////////////////\n// Ammo types\n///////////////////////////////////////////////////////////////////////////////\nACTOR CellSpawner : RandomSpawner Replaces Cell\n{\n  DropItem \"T3Cell\", 256, 60\n  DropItem \"GCell\", 256, 10\n  DropItem \"RCell\", 256, 10\n  DropItem \"BCell\", 256, 10\n  DropItem \"DCell\", 256, 1\n  DropItem \"Gas\", 256, 9\n}\n\nACTOR RocketAmmoSpawner : RandomSpawner Replaces RocketAmmo\n{\n  DropItem \"T3RocketAmmo\", 256, 50\n  DropItem \"HomingRocketAmmo\", 256, 10\n  DropItem \"40MMGLAmmo\", 256, 10\n  DropItem \"RPGAmmo\", 256, 10\n  DropItem \"DevMissile\", 256, 10\n  DropItem \"Gas\", 256, 10\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/sounds.txt",
        "contents": "ACTOR SWarLoop\n{\n   States\n   {\n     Spawn:\n       TNT1 A 0\n       TNT1 A 1 A_PlaySound(\"ambient/war\", CHAN_AUTO, 0.01, TRUE, ATTN_NONE)\n\t   TNT1 A -1\n       Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/bfg10k.txt",
        "contents": "Actor BFG10K : Weapon 30913\n{\n//$Category Weapons\n//$Title \"ArkDoom - BFG10K\"\n//$Sprite BFG2A0\n  Radius 20\n  Height 20\n  Weapon.Selectionorder 2800\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"BCell\"\n  Weapon.Kickback 100\n  Inventory.PickupSound \"misc/w_pkup2\"\n  Inventory.Pickupmessage \"You found a \\ccBFG10K\\c-!\"\n  Obituary \"%o was blasted by %k's BFG10K\"\n  Tag \"BFG 10K\"\n  +Weapon.NoAutoFire\n  Decal BFGLightning\n  AttackSound \"\"\n  Weapon.UpSound \"Weapons/bfg10kup\"\n  Weapon.SlotNumber 7\n  Weapon.SlotPriority 1\n  States\n  {\n  Spawn:\n    BFG2 A -1\n    Stop\n  Ready:\n    BG2G A 0 A_PlaySound (\"Weapons/BFG10KIdle\", CHAN_AUTO)\n    BG2G A 1 A_WeaponReady\n    BG2G A 1 A_WeaponReady\n    BG2G A 1 A_WeaponReady\n    BG2G B 1 A_WeaponReady\n    BG2G B 1 A_WeaponReady\n    BG2G B 1 A_WeaponReady\n    BG2G C 1 A_WeaponReady\n    BG2G C 1 A_WeaponReady\n    BG2G C 1 A_WeaponReady\n    BG2G D 1 A_WeaponReady\n    BG2G D 1 A_WeaponReady\n    BG2G D 1 A_WeaponReady\n    Loop\n  Select:\n    BG2G E 1 A_Raise\n    BG2G E 0 A_Raise\n    Loop\n  Deselect:\n    BG2G E 1 A_Lower\n    BG2G E 0 A_Lower\n    Loop\n  Fire:\n    BG2G E 20 A_PlaySound(\"Weapons/BFG10KF\", CHAN_WEAPON)\n    BG2G F 4\n    BG2G G 1\n    BG2G H 1\n    BG2G I 1\n    BG2G J 1\n    Goto Hold\n  Hold:\n    BG2G FHJ 1 Bright\n    BG2G K 1 Bright A_GunFlash\n    TNT1 A 0 A_SetBlend(\"Green\", 0.02, 3)\n    BG2G L 1 Bright A_FireCustomMissile(\"PlayerT3BFG10kShot\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n    TNT1 A 0 A_PlaySound(\"Weapons/bfg10kfp\", CHAN_BODY)\n    BG2G M 2 Bright A_Recoil(1)\n    BG2G N 2 A_ReFire\n    BG2G O 30 A_PlaySound(\"Weapons/BFG10KCool\", CHAN_WEAPON)\n    Goto Ready\n  Flash:\n    TNT1 A 2 Bright A_Light1\n    TNT1 A 3 bright\n    Goto LightDone\n  }\n}\n\nActor T3BFG10kShot : FastProjectile\n{\n  Height 1 // 8\n  Radius 1 // 11\n  Speed 200\n  Projectile\n  Renderstyle Add\n  Alpha 0.75\n  DeathSound \"Weapons/bfg10kx\"\n\n  Damage 50\n  DamageType \"BFG10K\"\n  +THRUSPECIES\n  //+MTHRUSPECIES\n  +NOEXTREMEDEATH\n  +ActivatePCross\n  +FORCEXYBILLBOARD\n  +ForceRadiusDmg\n  States\n  {\n  Spawn:\n    TRA2 A 1 Bright\n    Loop\n  Death:\n  XDeath:\n    BFE1 A 0 Bright\n    BFE1 A 0 Bright A_SpawnItemEx(\"10kDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BFGShotShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t//TNT1 A 0 A_PlaySound(\"Weapons/bfg10kx\")\n    BFE1 A 3 Bright A_Detonate\n    BFE1 BCDEF 3 Bright\n    Stop\n  }\n}\n\nACTOR PlayerT3BFG10kShot : T3BFG10kShot\n{\n  Species \"Player\"\n  DamageType \"PlayerBFG10K\"\n}\n\nActor 10kDeathParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor 10kDeathParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  +LowGravity\n  +DontSplash\n  +DoomBounce\n  BounceFactor 0.7\n  RenderStyle Add\n  Scale 0.04\n  States\n  {\n  Spawn:\n  Death:\n    SPKG A 2 Bright A_FadeOut(0.05)\n    Loop\n  }\n}\n\nACTOR BCell : Ammo 30713\n{\n//$Category Ammunition\n//$Title \"ArkDoom - B-Cell\"\n//$Sprite BGCLA0\n   Inventory.Amount 10\n   Inventory.MaxAmount 50\n   Ammo.BackpackAmount 25\n   Ammo.BackpackMaxAmount 100\n   Inventory.PickupMessage \"Picked up an B-Cell.\"\n   Inventory.PickupSound \"weapons/ammo06\"\n   Inventory.Icon \"BGCLA0\"\n   States\n   {\n   Spawn:\n     BGCL AB 3\n     Loop\n   }\n}\n\nACTOR BCellPack : BCell 30714\n{\n//$Category Ammunition\n//$Title \"ArkDoom - B-Cell Pack\"\n//$Sprite BGCPA0\n\tInventory.PickupMessage \"Picked up an B-Cellpack.\"\n\tInventory.Amount 50\n\tStates\n\t{\n\tSpawn:\n\t\tBGCP A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/minigun.txt",
        "contents": "Actor HitScanPuff: BulletPuff\n{\n  AttackSound \"BulletHit\"\n}\n\nActor Minigun : Weapon 30908\n{\n//$Category Weapons\n//$Title \"ArkDoom - Minigun\"\n//$Sprite MNGNA0\n  Weapon.AmmoType \"MGBullets\"\n  Weapon.AmmoGive 20\n  Weapon.AmmoUse 1\n  Weapon.KickBack 65\n  Inventory.PickupSound \"misc/w_pkup2\"\n  Inventory.PickupMessage \"You got a \\ccMinigun\\c-!\"\n  Obituary \"%o was ripped by %k's minigun.\"\n  Tag \"Minigun\"\n  AttackSound \"\"\n  Weapon.UpSound \"Weapons/minigunu\"\n  Decal BulletChip\n  Weapon.SlotNumber 4\n  Weapon.SlotPriority 1\n  States\n  {\n  Spawn:\n    MNGN A -1\n    Loop\n  Ready:\n    MNGG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    MNGG A 1 A_Lower\n    TNT1 A 0 A_Lower\n    Loop\n  Select:\n    MNGG A 1 A_Raise\n    TNT1 A 0 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"Weapons/minigun\", CHAN_WEAPON)\n    MNGF A 2 Bright A_FireBullets(5.0, 5.0, 2, Random(2,5)*5, \"MGBulletPuff\")\n\tTNT1 A 0 A_Recoil(1)\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.02, 1)\n    TNT1 A 0 A_Quake(1, 2, 0, 8, none)\n\n\tTNT1 A 0 A_PlaySound(\"Weapons/minigun\", CHAN_WEAPON)\n    MNGF B 2 Bright A_FireBullets(0, 0, 0, 0) // Use more ammo. //A_FireBullets(5.0, 0, 1, Random(2,3)*3, \"MGBulletPuff\")\n\n    //TNT1 A 0 A_ChangeVelocity (Cos(Pitch)*(-1), 0, Sin(Pitch)*(1), CVF_RELATIVE)\n\t//TNT1 A 0 A_Recoil(1)\n\n\tTNT1 A 0 A_PlaySound(\"Weapons/minigun\", CHAN_WEAPON)\n    MNGF C 2 Bright A_FireBullets(5.0, 5.0, 2, Random(2,5)*5, \"MGBulletPuff\")\n\t//TNT1 A 0 A_Recoil(1)\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.02, 1)\n    TNT1 A 0 A_Quake(1, 2, 0, 8, none)\n\n\tTNT1 A 0 A_PlaySound(\"Weapons/minigun\", CHAN_WEAPON)\n    MNGF D 2 Bright A_FireBullets(0, 0, 0, 0) // Use more ammo. //A_FireBullets(3.0, 0, 1, Random(2,3)*3, \"MGBulletPuff\")\n    //TNT1 A 0 A_ChangeVelocity (Cos(Pitch)*(-1), 0, Sin(Pitch)*(1), CVF_RELATIVE)\n\t//TNT1 A 0 A_Recoil(1)\n\n    MNGF A 0 A_ReFire\n\n    MNGG A 1\n    MNGG B 1\n    MNGG C 1\n    MNGG D 1\n    MNGG A 2\n    MNGG B 2\n    MNGG C 2\n    MNGG D 2\n    MNGG A 4\n    MNGG B 4\n    MNGG C 4\n    MNGG D 4\n    Goto Ready\n  Flash:\n    TNT1 A 2 BRIGHT A_Light1\n    TNT1 B 2 BRIGHT A_Light2\n    TNT1 C 2 BRIGHT A_Light1\n    TNT1 D 2 BRIGHT A_Light2\n    Stop\n  }\n}\n\nACTOR MGBulletPuff : BlastPuff\n{\n  DamageType T3Hitscan\n}\n\nACTOR MGBullets : Ammo 30701\n{\n//$Category Ammunition\n//$Title \"ArkDoom - Box of MG Bullets\"\n//$Sprite MGAMA0\n\tInventory.PickupMessage \"You got MGBullets\"\n\tInventory.Amount 100\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 100\n\tAmmo.BackpackMaxAmount 400\n\tInventory.Icon \"MGAMA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tMGAM A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/schaingun.txt",
        "contents": "Actor SChaingun : Weapon Replaces Chaingun 30904\n{\n//$Category Weapons\n//$Title \"ArkDoom - S-Chaingun\"\n//$Sprite SCGNA0\n  Weapon.AmmoType \"Clip\"\n  Weapon.AmmoGive 20\n  Weapon.AmmoUse 1\n  Weapon.KickBack 50\n  Inventory.PickupSound \"misc/w_pkup2\"\n  Inventory.PickupMessage \"Picked up an \\ccS-chaingun\\c-!\"\n  Obituary \"%o was shredded by %k's Super chaingun.\"\n  Tag \"Super Chaingun\"\n  Weapon.UpSound \"Weapons/SchaingunUp\"\n  AttackSound \"\"\n  Decal BulletChip\n  DamageType T3Fire\n  Weapon.SlotNumber 4\n  Weapon.SlotPriority 2\n  States\n  {\n  Spawn:\n    SCGN A -1\n    Loop\n  Ready:\n    SCGG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    SCGG A 1 A_Lower\n    SCGG A 0 A_Lower\n    Loop\n  Select:\n    SCGG A 1 A_Raise\n    SCGG A 0 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 A_Light1\n    TNT1 A 0 A_PlaySound(\"Weapons/SchaingunFire\", CHAN_WEAPON)\n    SCGF A 1 Bright A_FireBullets(5.0, 0, 2, Random(2,5)*3, \"SCBulletPuff\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.01, 1)\n    TNT1 A 0 A_Quake(1, 2, 0, 8, none)\n\n    //TNT1 A 0 A_PlaySound(\"Weapons/SchaingunFire\", CHAN_WEAPON)\n    SCGF B 1 Bright //A_FireBullets(1.5, 0, 1, Random(2,3)*2, \"SCBulletPuff\")\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.01, 1)\n    TNT1 A 0 A_Quake(1, 2, 0, 8, none)\n\n    TNT1 A 0 A_PlaySound(\"Weapons/SchaingunFire\", CHAN_WEAPON)\n    SCGF C 1 Bright A_FireBullets(0, 0, 0, 0) // Use more ammo.\n    //TNT1 A 0 Bright A_TakeInventory(\"Clip\", 1, TIF_NOTAKEINFINITE)\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.01, 1)\n    TNT1 A 0 A_Quake(1, 2, 0, 8, none)\n\n    //TNT1 A 0 A_PlaySound(\"Weapons/SchaingunFire\", CHAN_WEAPON)\n    SCGF D 1 Bright //A_FireBullets(1.5, 0, 1, Random(2,3)*2, \"SCBulletPuff\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.01, 1)\n    TNT1 A 0 A_Quake(1, 2, 0, 8, none)\n\n    SCGF A 1 A_ReFire\n\n    SCGG D 2 //A_FireBullets(1.5, 0, 1, Random(1,2)*3, \"SCBulletPuff\")\n    TNT1 A 0 //A_Quake(1, 2, 0, 8, none)\n\n    SCGG BCDA 1\n    SCGG BCDA 2\n    SCGG BCDA 4\n    Goto Ready\n  }\n}\n\nACTOR SCBulletPuff : T3BulletPuff\n{\n  DamageType T3Hitscan\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/quadsg.txt",
        "contents": "ACTOR QuadShotgun : Weapon 30909\n{\n//$Category Weapons\n//$Title \"ArkDoom - Quad Shotgun\"\n//$Sprite SSG4X0\n  Weapon.SelectionOrder 400\n  Weapon.AmmoUse 4\n  Weapon.AmmoGive 24\n  Weapon.AmmoType \"Shell\"\n  Weapon.AmmoUse2 4\n  Weapon.AmmoGive2 24\n  Weapon.AmmoType2 \"IncendiaryShell\"\n  +Weapon.NoAlert\n  Inventory.PickupSound \"misc/w_pkup2\"\n  Inventory.PickupMessage \"You found a \\ccQuad Shotgun\\c-!\"\n  Obituary \"%o was blasted away by %k's quad shotgun.\"\n  Tag \"Quad Shotgun\"\n  //Scale 0.5\n  //Decal \"Bullet\"\n  Decal BulletChip\n  DamageType T3Fire\n  Weapon.SlotNumber 3\n  Weapon.SlotPriority 1\n  Weapon.UpSound \"Weapons/qshotu\"\n  Weapon.Kickback 160\n\n   States\n   {\n   Ready:\n      SSG4 A 1 A_WeaponReady\n      Loop\n   Select:\n      SSG4 A 1 A_Raise\n      SSG4 A 0 A_Raise\n      Loop\n   Deselect:\n      SSG4 A 1 A_Lower\n      SSG4 A 0 A_Lower\n      Loop\n   Fire:\n      TNT1 A 0\n      TNT1 A 0 A_SetBlend(\"Yellow\", 0.05, 5)\n      TNT1 A 0 A_GunFlash\n      TNT1 A 0 A_PlaySound(\"Weapons/qshotf\", CHAN_AUTO)\n      TNT1 A 0 Bright A_Quake(2, 4, 0, 8, none)\n      TNT1 A 0 Bright A_Recoil(1) // A_ChangeVelocity (Cos(Pitch)*(-20), 0, Sin(Pitch)*(20), CVF_RELATIVE) // 32\n\t  SSG4 K 3 Bright\n\t  SSG4 L 3 Bright A_FireBullets(16.2, 8.1, 60, Random(5,6), \"QSBulletPuff\") // 16.0, 8.0, 100, 65\n      SSG4 M 3 Bright\n      SSG4 A 6 A_CheckReload\n      SSG4 B 6\n      SSG4 C 6 //A_OpenShotgun2\n\t  TNT1 A 0 A_PlaySoundEx (\"weapons/qshotop\", \"Weapon\")\n      SSG4 D 6\n\t  TNT1 A 0 A_PlaySound(\"Weapons/qshotl\", CHAN_AUTO) //A_PlaySoundEx (\"weapons/d3ssgld\", \"Weapon\")\n      SSG4 EFG 2\n      SSG4 H 7 //A_LoadShotgun2\n      SSG4 I 7 //A_CloseShotgun2\n      SSG4 J 7 //A_CloseShotgun2\n      SSG4 B 5 A_PlaySoundEx (\"weapons/qshotcl\", \"Weapon\")\n      SSG4 A 10 A_ReFire\n      Goto Ready\n   AltFire:\n      TNT1 A 0\n      TNT1 A 0 A_SetBlend(\"Yellow\", 0.05, 5)\n      TNT1 A 0 A_GunFlash\n      TNT1 A 0 A_PlaySound(\"Weapons/qshotf\", CHAN_AUTO)\n      TNT1 A 0 Bright A_Quake(2, 4, 0, 8, none)\n      TNT1 A 0 Bright A_Recoil(1) // A_ChangeVelocity (Cos(Pitch)*(-20), 0, Sin(Pitch)*(20), CVF_RELATIVE) // 32\n\t  SSG4 K 3 Bright\n\t  SSG4 L 3 Bright A_FireBullets(16.2, 8.1, 60, Random(10,15), \"IQSBulletPuff\") // 16.0, 8.0, 100, 65\n      SSG4 M 3 Bright\n      SSG4 A 6 A_CheckReload\n      SSG4 B 6\n      SSG4 C 6 //A_OpenShotgun2\n\t  TNT1 A 0 A_PlaySoundEx (\"weapons/qshotop\", \"Weapon\")\n      SSG4 D 6\n\t  TNT1 A 0 A_PlaySound(\"Weapons/qshotl\", CHAN_AUTO) //A_PlaySoundEx (\"weapons/d3ssgld\", \"Weapon\")\n      SG4I EFG 2\n      SSG4 H 7 //A_LoadShotgun2\n      SSG4 I 7 //A_CloseShotgun2\n      SSG4 J 7 //A_CloseShotgun2\n      SSG4 B 5 A_PlaySoundEx (\"weapons/qshotcl\", \"Weapon\")\n      SSG4 A 10 A_ReFire\n      Goto Ready\n   Flash:\n      NULL A 1 A_Light1\n      NULL A 1 A_Light2\n      NULL A 1 A_Light0\n      Stop\n   Spawn:\n\t  SSG4 X -1\n\t  Stop\n   }\n}\n\nACTOR QSBulletPuff : BlastPuff\n{\n  DamageType T3Hitscan\n}\n\n// IncendiaryShell ---------------------------------------------------------------\n\nACTOR IncendiaryShell : Ammo 30722\n{\n//$Category Ammunition\n//$Title \"ArkDoom - Incendiary Shells\"\n//$Sprite ISHLA0\n\tInventory.PickupMessage \"You got Incendiary shells.\"\n\tInventory.Amount 4\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 4\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"ISHLA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tISHL A -1\n\t\tStop\n\t}\n}\n\n// IncendiaryShell box ---------------------------------------------------------------\n\nACTOR IncendiaryShellBox : IncendiaryShell 30723\n{\n//$Category Ammunition\n//$Title \"ArkDoom - Box of Incendiary Shells\"\n//$Sprite ISBXA0\n\tInventory.PickupMessage \"You got a box of Incendiary shells.\"\n\tInventory.Amount 20\n\tStates\n\t{\n\tSpawn:\n\t\tISBX A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/pistol.txt",
        "contents": "ACTOR T3Pistol : Weapon Replaces Pistol 30902\n{\n//$Category Weapons\n//$Title \"ArkDoom - T3Pistol\"\n//$Sprite 2PISX0\n   //Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"Picked up a \\ccT3-Pistol\\c-.\"\n   Obituary \"%o was smoked by %k's pistol\"\n   Tag \"Pistol\"\n   Weapon.AmmoType \"Clip\"\n   Weapon.AmmoGive 10\n   Weapon.AmmoUse 1\n   Weapon.SlotNumber 2\n   Weapon.SlotPriority 1\n   Weapon.Kickback 75\n   Decal BulletChip\n   DamageType T3Fire\n   Weapon.UpSound \"Weapons/switch\"\n   AttackSound \"Weapons/PistolFire\"\n   -RANDOMIZE\n   States\n   {\n   Spawn:\n      2PIS X -1\n      Loop\n   Ready:\n      2PIS A 2 A_WeaponReady\n      Loop\n   Deselect:\n      2PIS D 1 A_Lower\n      2PIS D 0 A_Lower\n      Loop\n   Select:\n      2PIS E 1 A_Raise\n      2PIS E 0 A_Raise\n      Loop\n   Fire:\n      TNT1 A 0 A_SetBlend(\"Yellow\", 0.02, 12)\n      2PIS A 2 A_GunFlash\n      //TNT1 A 0 A_PlaySound(\"Weapons/PistolFire\")\n\t  TNT1 A 0 A_AlertMonsters\n      TNT1 A 0 Bright A_Quake(1, 2, 0, 8, none)\n      2PIS B 2 Bright\n      2PIS C 2 Bright A_FireBullets(1.0, 1.0, 1, Random(3,5)*3, \"PistolBulletPuff\")\n      2PIS DEF 2\n\t  2PIS E 2 A_ReFire\n\t  2PIS D 1\n      2PIS A 1\n      Goto Ready\n   Flash:\n       TNT1 A 3 A_Light2\n       TNT1 A 2 A_Light1\n       TNT1 A 0 A_Light0\n       Stop\n   }\n}\n\nACTOR PistolBulletPuff : T3BulletPuff\n{\n  DamageType T3Hitscan\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/enforcer.txt",
        "contents": "ACTOR Enforcer : Weapon 30802\n{\n//$Category Weapons\n//$Title \"ArkDoom - Enforcer\"\n//$Sprite LIBGX0\n   //Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"Picked up an \\ccEnforcer\\c-.\"\n   Obituary \"%o was smoked by %k's enforcer.\"\n   Tag \"Enforcer\"\n   Weapon.AmmoType \"Clip\"\n   Weapon.AmmoGive 10\n   Weapon.AmmoUse 3\n   Weapon.SlotNumber 2\n   Weapon.SlotPriority 1\n   Weapon.Kickback 75\n   Decal \"Scorch\"\n   DamageType T3Fire\n   Weapon.UpSound \"Weapons/EnforcerUp\"\n   AttackSound \"Weapons/EnforcerFire\"\n   Scale 0.4\n   -RANDOMIZE\n   States\n   {\n   Spawn:\n      LIBG X -1\n      Loop\n   Ready:\n      LIBG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      LIBG A 1 A_Lower\n      LIBG A 0 A_Lower\n      Loop\n   Select:\n      LIBG A 1 A_Raise\n      LIBG A 0 A_Raise\n      Loop\n   Fire:\n      NULL A 0 A_SetBlend(\"Yellow\", 0.05, 12)\n      LIBG A 3 A_GunFlash\n      //NULL A 0 A_PlaySound(\"Weapons/EnforcerFire\", CHAN_AUTO)\n\t  NULL A 0 A_AlertMonsters\n      NULL A 0 Bright A_Quake(1, 2, 0, 8, none)\n      NULL A 0 Bright A_FireBullets(3.0, 3.0, 5, Random(3,5)*3, \"EnforcerBulletPuff\")\n      LIBF AB 1 Bright\n      LIBG CEDCBA 1\n      LIBG A 4\n      NULL A 0 A_ReFire\n      Goto Ready\n   Flash:\n       TNT1 A 2 A_Light2\n       TNT1 A 1 A_Light1\n       TNT1 A 0 A_Light0\n       Stop\n   }\n}\n\nACTOR EnforcerBulletPuff : BlastPuff\n{\n  DamageType T3Hitscan\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/bfg2704.txt",
        "contents": "Actor BFG2704 : Weapon Replaces BFG9000 30914\n{\n//$Category Weapons\n//$Title \"ArkDoom - BFG2704\"\n//$Sprite WBF2A0\nHeight 20\nWeapon.SelectionOrder 2800\nWeapon.AmmoUse 40\nWeapon.AmmoGive 40\nWeapon.AmmoType \"Cell\"\nWeapon.AmmoType2 \"Cell\"\nWeapon.AmmoUse2 4\n\nWeapon.KickBack 5\n\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nInventory.PickupSound \"misc/w_pkup2\"\nInventory.PickupMessage \"You found a \\ccBFG2704\\c-!\"\nObituary \"%o was disintegrated by %k's BFG2704.\"\nTag \"BFG 2704\"\n\nWeapon.UpSound \"Weapons/bfg27up\"\n\nWeapon.SlotNumber 7\nWeapon.SlotPriority 1\n\nStates\n{\n  Ready:\n\tBF27 A 1 A_WeaponReady\n\tLoop\n  Deselect:\n\tTNT1 A 0 A_Light0\n\tBF27 A 1 A_Lower\n\tLoop\n  Select:\n\tBF27 A 1 A_Raise\n\tLoop\n  Fire:\n    TNT1 A 0\n\tBF27 A 20 A_PlaySound(\"Weapons/bfg27ch\")\n\tBF27 B 5\n\tBF27 C 5 Bright\n\tBF27 D 5 Bright\n\tBF27 E 5 Bright A_FireBFG\n\tBF27 B 20 A_ReFire\n\tGoto Ready\n  AltFire:\n    TNT1 A 0\n\tBF27 A 15 A_PlaySound(\"Weapons/bfg2704c\", CHAN_WEAPON)\n\tBF27 B 15\n    TNT1 A 0 A_PlaySound(\"Weapons/bfg27fire2ex\")\n\tBF27 A 0 A_PlaySound(\"Weapons/bfg27echo\", CHAN_AUTO)\n\tBF27 C 4 Bright A_GunFlash\n    Goto AltHold\n  AltHold:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg27fire2\", CHAN_WEAPON)\n    TNT1 A 0 A_PlaySound(\"Weapons/bfg27fire2ex\")\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n    //TNT1 A 0 A_ChangeVelocity (Cos(Pitch)*(-1), 0, Sin(Pitch)*(1), CVF_RELATIVE)\n\tTNT1 A 0 A_Recoil(1)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\t//TNT1 A 0 A_Recoil(1)\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.02, 1)\n    TNT1 A 0 A_Quake(1, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n    TNT1 A 0 A_PlaySound(\"Weapons/bfg27fire2ex\")\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\t//TNT1 A 0 A_Recoil(1)\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\t//TNT1 A 0 A_Recoil(1)\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\t//TNT1 A 0 A_Recoil(1)\n\n    BF27 E 0 A_ReFire\n\tBF27 A 0 A_PlaySound(\"Weapons/bfg27echo\", CHAN_AUTO)\n\n\tBF27 E 1 Bright\n\tBF27 C 2 Bright A_PlaySound(\"Weapons/bfg2704o\", CHAN_WEAPON)\n\tBF27 B 25\n\tGoto Ready\n  AltFlash:\n\tTNT1 A 40 A_Light2\n\tTNT1 A 3 A_Light1\n\tGoto LightDone\nSpawn:\n\tWBF2 A -1\n\tStop\n}\n}\n\nActor 2704Ball : PlasmaBall\n{\nDamage 10\nDamageType 2704Ball\nObituary \"%o was burned by %k's BFG.\"\nSeesound \"Weapons/bfg2704f\"\n\nRadius 20\nHeight 16\nScale 1.5\n\nDecal GreenPlasmaScorch\n+RIPPER\n+MTHRUSPECIES\n\nStates\n{\nSpawn:\n\tBBGB AB 6 Bright\n\tLoop\nDeath:\n\tBBGB C 6 Bright\n\tBBGB DE 4 Bright\n\tStop\n}\n}\n\nActor 2704Ball2 : 2704Ball\n{\nDamage 5\nDamageType 2704Ball\nDecal GreenPlasmaScorch // RedPlasmaScorch\nStates\n{\nSpawn:\n\tBBG2 AB 6 Bright\n\tLoop\nDeath:\n\tBBG2 CDEF 3 Bright\n\tBBG2 GHI 3 Bright thrustthingz(0,5,0,0)\n\tStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/dbfg.txt",
        "contents": "Actor DBFG : Weapon 30922\n{\n//$Category Weapons\n//$Title \"ArkDoom - D-BFG\"\n//$Sprite BFG3A0\n  Radius 20\n  Height 20\n  Weapon.Selectionorder 2820\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 25\n  Weapon.AmmoType \"DCell\"\n  Weapon.AmmoUse2 25\n  Weapon.AmmoType2 \"DCell\"\n  Weapon.Kickback 100\n  Inventory.PickupSound \"misc/w_pkup2\"\n  Inventory.Pickupmessage \"You found a \\ccD-BFG\\c-!\"\n  Obituary \"%o was blasted by %k's D-BFG\"\n  Tag \"D-BFG\"\n  +Weapon.NoAutoFire\n  Decal DBFGLightning\n  AttackSound \"\"\n  Weapon.UpSound \"Weapons/dbfgup\"\n  Weapon.SlotNumber 7\n  Weapon.SlotPriority 1\n  States\n  {\n  Spawn:\n    BFG3 A -1\n    Stop\n  Ready:\n    TNT1 A 0\n    // TNT1 A 0 A_PlaySound (\"Weapons/BFG10KIdle\", CHAN_BODY, 0.5)\n    TNT1 A 0 A_PlaySound(\"Weapons/dbfgready\", CHAN_AUTO, 0.5)\n    BG3G A 1 A_WeaponReady\n    BG3G A 1 A_WeaponReady\n    BG3G A 1 A_WeaponReady\n    BG3G B 1 A_WeaponReady\n    BG3G B 1 A_WeaponReady\n    BG3G B 1 A_WeaponReady\n    BG3G C 1 A_WeaponReady\n    BG3G C 1 A_WeaponReady\n    BG3G C 1 A_WeaponReady\n    BG3G D 1 A_WeaponReady\n    BG3G D 1 A_WeaponReady\n    BG3G D 1 A_WeaponReady\n    Loop\n  Select:\n    BG3G I 1 A_Raise\n    BG3G I 0 A_Raise\n    Loop\n  Deselect:\n    BG3G I 1 A_Lower\n    BG3G I 0 A_Lower\n    Loop\n  Fire:\n    TNT1 A 0 A_PlaySound(\"Weapons/dbfgcharge2\", CHAN_WEAPON) // 196 tics.\n\n    BG3G JKL 4 Bright\n\tBG3G JKL 3 Bright\n\tBG3G JKL 2 Bright\n    BG3G MNM 2 Bright\n\n    Goto Hold\n  Hold:\n    BG3G JKL 1 Bright A_GunFlash\n    BG3G E 1 Bright A_GunFlash\n    TNT1 A 0 A_SetBlend(\"Blue\", 0.02, 3)\n    BG3G F 1 Bright A_FireCustomMissile(\"PlayerT3DBFG10kShot\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\n    TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\", CHAN_BODY)\n    BG3G G 2 Bright A_Recoil(1)\n    BG3G H 2 Bright A_ReFire\n    BG3G I 30 A_PlaySound(\"Weapons/dbfgcooldown2\", CHAN_WEAPON)\n    Goto Ready\n\n  AltFire:\n    TNT1 A 0 A_PlaySound(\"Weapons/dbfgcharge\", CHAN_WEAPON) // 196 tics.\n\n    //BG3G JKLJKL 4 Bright\n    //BG3G M 3 Bright\n    //BG3G JKLJKLJKL 4 Bright\n    //BG3G M 3 Bright\n    BG3G JKLJKL 3 Bright\n    BG3G MNM 2 Bright\n    BG3G JKLJKLJKLJKL 2 Bright\n\n    BG3G MNM 2 Bright\n    BG3G JKLJKLJKL 2 Bright\n    BG3G MNM 2 Bright\n    BG3G JKLJKL 2 Bright\n    BG3G MNM 2 Bright\n    BG3G JKL 2 Bright\n\n    Goto AltHold\n  AltHold:\n    BG3G MNM 2 Bright\n    BG3G JKL 2 Bright\n    BG3G MNM 2 Bright\n    BG3G JKL 1 Bright\n    BG3G MNM 1 Bright\n    BG3G JKL 1 Bright\n    BG3G MNM 1 Bright\n\n    BG3G E 1 Bright\n    TNT1 A 0 A_SetBlend(\"Blue\", 0.02, 3)\n    //BG3G F 1 Bright A_FireBullets(0, 0, 1, 0, \"T3DBFGShot\")\n    TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tBG3G F 2 A_FireCustomMissile(\"PlayerDBFGBall\", 0, True)\n    BG3G G 2 Bright A_Recoil(1)\n    BG3G H 2 Bright A_ReFire\n    BG3G I 50 A_PlaySound(\"Weapons/dbfgcooldown\")\n    Goto Ready\n  }\n\n}\n\nActor T3DBFG10kShot : FastProjectile\n{\n  Height 1 // 8\n  Radius 1 // 11\n  Speed 200\n  Projectile\n  Renderstyle Add\n  Alpha 0.75\n  DeathSound \"Weapons/dbfgexplode2\"\n  Damage 100 // 100\n  DamageType \"DBFG10K\"\n  +THRUSPECIES\n  //+MTHRUSPECIES\n  +NOEXTREMEDEATH\n  +ActivatePCross\n  +FORCEXYBILLBOARD\n  +ForceRadiusDmg\n  States\n  {\n  Spawn:\n    TRA4 A 1 Bright\n    Loop\n  Death:\n  XDeath:\n    BG3X A 0 Bright\n    BG3X A 0 Bright A_SpawnItemEx(\"DBFG10kDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 Bright A_SpawnItemEx(\"DBFGShotShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t//TNT1 A 0 A_PlaySound(\"Weapons/dbfgexplode2\")\n    BG3X A 3 Bright A_Detonate // A_Explode(256, 128)\n    BG3X BCDEF 3 Bright\n    Stop\n  }\n}\n\nACTOR PlayerT3DBFG10kShot : T3DBFG10kShot\n{\n  Species \"Player\"\n  DamageType \"PlayerDBFG10K\"\n}\n\nActor DBFG10kDeathParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DBFG10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DBFG10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DBFG10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DBFG10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor DBFG10kDeathParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  +LowGravity\n  +DontSplash\n  +DoomBounce\n  BounceFactor 0.7\n  RenderStyle Add\n  Scale 0.04\n  States\n  {\n  Spawn:\n  Death:\n    SPKB A 2 Bright A_FadeOut(0.05)\n    Loop\n  }\n}\n\nACTOR PlayerDBFGRailgunSlug : ProjectileBullet\n{\n   Damage 8\n   DamageType \"PlayerDBFG\"\n   Species \"Player\"\n   Decal None\n   +RIPPER\n   +NOBOSSRIP\n   +BLOODLESSIMPACT\n   +NODAMAGETHRUST\n   +THRUSPECIES\n   -NOEXTREMEDEATH\n   States\n   {\n   Death:\n      TNT1 A 1\n      Stop\n\t  }\n}\n\nACTOR DCell : Ammo 30720\n{\n//$Category Ammunition\n//$Title \"ArkDoom - D-Cell\"\n//$Sprite BG3CA0\n   Inventory.Amount 10\n   Inventory.MaxAmount 50\n   Ammo.BackpackAmount 25\n   Ammo.BackpackMaxAmount 100\n   Inventory.PickupMessage \"Picked up an D-Cell.\"\n   Inventory.PickupSound \"weapons/ammo06\"\n   Inventory.Icon \"BG3CA0\"\n   States\n   {\n   Spawn:\n     BG3C AB 3\n     Loop\n   }\n}\n\nACTOR DCellPack : DCell 30721\n{\n//$Category Ammunition\n//$Title \"ArkDoom - D-Cell Pack\"\n//$Sprite BG3BA0\n\tInventory.PickupMessage \"Picked up an D-Cellpack.\"\n\tInventory.Amount 50\n\tStates\n\t{\n\tSpawn:\n        BG3B AB 3\n        Loop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/rpg.txt",
        "contents": "ACTOR RPG : Weapon 30912\n{\n//$Category Weapons\n//$Title \"ArkDoom - RPG\"\n//$Sprite RPGAZ0\n  Radius 20\n  Height 16\n  Inventory.PickupMessage \"Picked up an \\ccRPG\\c-!\"\n  Obituary \"%o exploded by %k's RPG\"\n  Tag \"RPG\"\n  Weapon.SelectionOrder 2500\n  Weapon.Kickback 100\n  Weapon.AmmoType \"RPGAmmo\"\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 24\n  Weapon.SlotNumber 5\n  Weapon.SlotPriority 2\n  Weapon.UpSound \"Weapons/RPGUp\"\n  Inventory.PickupSound \"misc/w_pkup2\"\n  +WEAPON.EXPLOSIVE\n  +BFG\n\n  States\n  {\n  Ready:\n    RPGA A 1 A_WeaponReady\n    loop\n  Deselect:\n    RPGA A 1 A_Lower\n\tTNT1 AA 0 A_LOWER\n    loop\n  Select:\n    RPGA A 1 A_Raise\n\tTNT1 AA 0 A_RAISE\n    loop\n  Fire:\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_SetBlend(\"Yellow\", 0.03, 12)\n\tTNT1 A 0 A_PlaySound(\"Weapons/RPGFire\", CHAN_WEAPON)\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_Quake(1, 2, 0, 8, none)\n\tRPGA B 2 Bright\n\t// TNT1 A 0 A_ChangeVelocity (Cos(Pitch)*(-1), 0, Sin(Pitch)*(1), CVF_RELATIVE) // 32\n\tTNT1 A 0 A_Recoil(1)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerRPGRocket\", 0, 1, 0, 0)\n    RPGA C 3 Bright\n\tRPGA DEF 3\n\tRPGA A 6\n    RPGA A 0 A_ReFire\n\tGoto Ready\n  Flash:\n    TNT1 A 2 A_Light1\n    TNT1 A 3 A_Light2\n    TNT1 A 0 A_Light0\n    Stop\n  Spawn:\n    RPGA Z -1\n\tStop\n  }\n}\n\nACTOR RPGRocket : T3Rocket\n{\n    Speed 25\n\tDamage 25\n    DamageType \"RPG\"\n\tDecal \"MegaScorch\"\n    +EXTREMEDEATH\n\t-ROCKETTRAIL\n\t+FORCERADIUSDMG\n\n\tStates\n\t{\n\tSpawn:\n\t\tRPGM A 1 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"RPGRocketTrail\", 5, 0, 0, 0)\n\t\tLoop\n\tDeath:\n        TNT1 A 0\n\t\tTNT1 A 0 A_Explode(192, 192)\n        TNT1 A 0 A_Quake(2, 8, 0, 256, none)\n        TNT1 A 0 A_SpawnItemEx(\"T3RPGMissileExp\", 0, 0, 0, 0, 0, 0, 0, 128)\n        TNT1 BC 3\n        TNT1 D 2\n\t\tStop\n\t}\n}\n\nACTOR PlayerRPGRocket : RPGRocket {\n  Species \"Player\"\n  DamageType \"PlayerRPG\"\n  +THRUSPECIES\n}\n\nACTOR RPGRocketTrail : T3BaseTrailSmoke { }\n\nACTOR RPGAmmo : Ammo 30704\n{\n//$Category Ammunition\n//$Title \"ArkDoom - RPG Rocket\"\n//$Sprite RPGBA0\n   Inventory.Amount 1\n   Inventory.MaxAmount 50\n   Ammo.BackpackAmount 20\n   Ammo.BackpackMaxAmount 100\n   Inventory.PickupMessage \"Picked up RPG ammo.\"\n   Inventory.Icon \"RPGBA0\"\n   States\n   {\n   Spawn:\n      RPGB A -1\n      Stop\n   }\n}\n\nACTOR RPGRocketBox : RPGAmmo 30705\n{\n//$Category Ammunition\n//$Title \"ArkDoom - Box of RPG Rockets\"\n//$Sprite RPGCA0\n\tInventory.PickupMessage \"Picked up a box of RPG ammo.\"\n\tInventory.Amount 5\n\tStates\n\t{\n\tSpawn:\n\t\tRPGC A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/d3ssg.txt",
        "contents": "ACTOR D3SSG : Weapon Replaces SuperShotgun 30907\n{\n//$Category Weapons\n//$Title \"ArkDoom - D3SSG\"\n//$Sprite SSG3X0\n  Weapon.SelectionOrder 450\n  Weapon.AmmoUse 2\n  Weapon.AmmoGive 16\n  Weapon.AmmoType \"shell\"\n  Weapon.SlotNumber 3\n  Weapon.SlotPriority 2\n  Weapon.Kickback 100\n  Attacksound \"\"\n  Weapon.UpSound \"weapons/d3ssgup\"\n  DamageType T3Fire\n  Inventory.PickupSound \"misc/w_pkup2\"\n  Inventory.PickupMessage \"You got the \\ccD3-SuperShotgun\\c-!\"\n  Obituary \"%o was blown away by %k's D3SSG.\"\n  Tag \"Super Shotgun\"\n  Decal BulletChip\n\n  Radius 20\n  Height 20\n\n   States\n   {\n   Ready:\n      SSG3 A 1 A_WeaponReady\n      Loop\n   Select:\n      SSG3 A 1 A_Raise\n      SSG3 A 0 A_Raise\n      Loop\n   Deselect:\n      SSG3 A 1 A_Lower\n      SSG3 A 0 A_Lower\n      Loop\n   Fire:\n      TNT1 A 0\n      TNT1 A 0 A_SetBlend(\"Yellow\", 0.03, 12)\n      TNT1 A 0 A_GunFlash\n      TNT1 A 0 A_PlaySound(\"weapons/d3ssgfr\", CHAN_AUTO)\n      TNT1 A 0 A_AlertMonsters\n      TNT1 A 0 A_Quake(1, 4, 0, 8, none)\n      //TNT1 A 0 A_ChangeVelocity (Cos(Pitch)*(-10), 0, Sin(Pitch)*(10), CVF_RELATIVE)\n      TNT1 A 0 Bright A_FireBullets(11.2, 7.1, 30, Random(3,5), \"D3SSGBulletPuff\") // 16.0, 8.0, 100, 65\n      SSG3 K 4 Bright\n      SSG3 L 4\n      SSG3 A 4 A_CheckReload\n      SSG3 B 4\n      SSG3 C 4 //A_OpenShotgun2\n\t  SSG3 C 0 A_PlaySound(\"weapons/d3ssgop\", CHAN_WEAPON)\n      SSG3 D 6\n      SSG3 EFG 2\n\t  SSG3 H 0 A_PlaySound(\"Weapons/d3ssgld\", CHAN_AUTO) //A_PlaySoundEx (\"weapons/d3ssgld\", \"Weapon\")\n      SSG3 H 4 //A_LoadShotgun2\n      SSG3 I 5\n      SSG3 J 4 //A_CloseShotgun2\n\t  SSG3 B 4 A_PlaySound(\"weapons/d3ssgcl\", CHAN_WEAPON)\n      SSG3 A 10 A_ReFire\n      Goto Ready\n   Flash:\n      TNT1 A 2 A_Light1\n      TNT1 A 2 A_Light2\n      TNT1 A 2 A_Light0\n      Stop\n   Spawn:\n\t  SSG3 X -1\n\t  Stop\n   }\n}\n\nACTOR D3SSGBulletPuff : T3BulletPuff\n{\n  DamageType T3Hitscan\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/shotgun.txt",
        "contents": "ACTOR T2Shotgun : Weapon Replaces Shotgun 30903\n{\n//$Category Weapons\n//$Title \"ArkDoom - Shotgun\"\n//$Sprite SG1PA0\n  Weapon.SelectionOrder 1300\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 8\n  Weapon.AmmoType \"shell\"\n  Weapon.SlotNumber 3\n  Weapon.SlotPriority 3\n  Weapon.KickBack 80\n  AttackSound \"\"\n  Weapon.UpSound \"Weapons/switch\"\n  DamageType T3Fire\n  Inventory.PickupSound \"misc/w_pkup\"\n  Inventory.PickupMessage \"You found a \\ccT2-Shotgun\\c-!\"\n  Obituary \"%o was blown away by %k's T2-Shotgun.\"\n  Tag \"Shotgun\"\n  Decal BulletChip\n  States\n  {\n  Ready:\n    SG1I A 1 A_WeaponReady\n    Loop\n  Deselect:\n    SG1I A 1 A_Lower\n    TNT1 A 0 A_Lower\n    Loop\n  Select:\n    SG1I A 1 A_Raise\n    TNT1 A 0 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.02, 5) // Flash\n    TNT1 A 0 A_GunFlash\n    TNT1 A 0 A_PlaySound(\"Weapons/1887sgf\", CHAN_AUTO)\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_Quake(1, 4, 0, 8, none)\n    //TNT1 A 0 A_ChangeVelocity (Cos(Pitch)*(-10), 0, Sin(Pitch)*(10), CVF_RELATIVE)\n    TNT1 A 0 Bright A_FireBullets(4.0, 4.0, 15, Random(4,5), \"SGBulletPuff\")\n    SG1F A 3 Bright A_Light1\n    SG1F B 3 Bright A_Light2\n    SG1F C 3\n    SG1F D 3\n    SG1I A 4\n    SG1R A 3\n    SG1R B 3 A_PlayWeaponSound(\"Weapons/1887sgl\")\n\tSG1R C 4\n    SG1R D 4\n    SG1R E 3\n    SG1I A 3\n    SG1I A 0 A_ReFire\n    Goto Ready\n  Flash:\n    NULL A 3 A_Light1\n    NULL A 3 A_Light2\n    NULL A 1 A_Light0\n    Stop\n  Spawn:\n    SG1P A -1\n    Stop\n  }\n}\n\nACTOR SGBulletPuff : T3BulletPuff\n{\n  DamageType T3Hitscan\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/40mmgl.txt",
        "contents": "ACTOR 40MMGL : Weapon 30911\n{\n//$Category Weapons\n//$Title \"ArkDoom - 40MMGL\"\n//$Sprite GLMMA0\n  Weapon.AmmoType \"40MMGLAmmo\"\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 10\n  Weapon.KickBack 100\n  Weapon.SlotNumber 5\n  Weapon.SlotPriority 3\n  Weapon.UpSound \"Weapons/switch\"\n  Weapon.SelectionOrder 400\n  Inventory.PickupSound \"misc/w_pkup2\"\n  Inventory.PickupMessage \"You found a \\cc40mm-GrenadeLauncher\\c-!\"\n  +WEAPON.EXPLOSIVE\n  Obituary \"%o was blown up by %k's Grenade launcher.\"\n  Tag \"Grenade Launcher\"\n  States\n  {\n  Ready:\n    RGLG A 1 A_WeaponReady\n  Select:\n    RGLG A 1 A_Raise\n    RGLG A 0 A_Raise\n    Loop\n  Deselect:\n    RGLG A 1 A_Lower\n    RGLG A 0 A_Lower\n    Loop\n  Fire:\n    TNT1 A 0\n    TNT1 A 0 A_PlayWeaponSound (\"40mm/grenfire\")\n    RGLF A 3 Bright A_GunFlash\n\tTNT1 A 0 A_FireCustomMissile(\"Player40mmNade\", 0, 1, 0, 0, 1, 5)\n    RGLF B 3 Bright\n    RGLG BCD 4\n    RGLG A 2\n    RGLG A 5 A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 3 A_Light1\n    TNT1 A 3 A_Light2\n    TNT1 A 0 A_Light0\n    Stop\n  Spawn:\n    GLMM A -1\n    Stop\n  }\n}\n\nACTOR GrenadeSmoke\n{\n   Radius 0\n   Height 1\n   Speed 0\n   PROJECTILE\n   Scale 0.85\n   RENDERSTYLE Translucent\n   ALPHA 0.50\n   States\n   {\n   Spawn:\n      NULL A 3 bright\n      SMK2 ABCDE 1 Bright\n      Stop\n   }\n}\n\nACTOR 40MMGLAmmo : Ammo 30702\n{\n//$Category Ammunition\n//$Title \"ArkDoom - 40MM Ammo\"\n//$Sprite 40MMA0\n   Inventory.Amount 5\n   Inventory.MaxAmount 25\n   Ammo.BackpackAmount 10\n   Ammo.BackpackMaxAmount 50\n   Inventory.PickupMessage \"Picked up 40MMGL ammo.\"\n   Inventory.Icon \"40MMA0\"\n   States\n   {\n   Spawn:\n      40MM A -1\n      Stop\n   }\n}\n\nACTOR 40MMBox : 40MMGLAmmo 30703\n{\n//$Category Ammunition\n//$Title \"ArkDoom - Box of 40MM\"\n//$Sprite 40BXA0\n\tInventory.PickupMessage \"Picked up a box of 40mm grenades.\"\n\tInventory.Amount 15\n    Inventory.Icon \"40BXA0\"\n\tStates\n\t{\n\tSpawn:\n\t\t40BX A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/hellstorm.txt",
        "contents": "Actor HellstormCannon : Weapon 30923\n{\n//$Category Weapons\n//$Title \"ArkDoom - Hellstorm Cannon\"\n//$Sprite HSTMA0\n  Weapon.SelectionOrder 2500\n  Weapon.SlotNumber 5\n  Weapon.SlotPriority 4\n  Weapon.UpSound \"Weapons/HellstormUp\"\n  Weapon.AmmoType \"RocketAmmo\"\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 15\n  Weapon.KickBack 100\n  +WEAPON.EXPLOSIVE\n  Inventory.PickupSound \"misc/w_pkup2\"\n  Inventory.PickupMessage \"Picked up a \\ccHellstorm Cannon\\c-.\"\n  Obituary \"%o was blown away by %k's Hellstorm Cannon!\"\n  Tag \"Hellstorm Cannon\"\n  States\n  {\n  Ready:\n    HSTM B 1 A_WeaponReady\n    Loop\n  Deselect:\n    HSTM B 1 A_Lower\n    HSTM B 0 A_Lower\n    Loop\n  Select:\n    HSTM B 1 A_Raise\n    HSTM B 0 A_Raise\n    Loop\n  Fire:\n    HSTM C 4 Bright A_GunFlash\n\tTNT1 A 0 A_SetBlend(\"Yellow\", 0.02, 5)\n\tTNT1 A 0 A_PlaySound(\"Weapons/HellstormFire\", CHAN_AUTO)\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_Quake(1, 2, 0, 8, none)\n\tTNT1 A 0 A_FireCustomMissile(\"HellstormRocket\", 0, 1)\n\tHSTM D 4 Bright\n    HSTM E 4 Bright A_PlaySound(\"Weapons/HellstormReload\", CHAN_WEAPON, 0.5, 0, ATTN_STATIC)\n\tHSTM F 4 Bright\n    HSTM B 4\n    HSTM A 0 A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 1\n    Stop\n  Spawn:\n    HSTM A -1\n    Stop\n  }\n}\n\nActor HellStormRocket : PlayerRocket\n{\n  Speed 22\n  //Damage 15\n  -ROCKETTRAIL\n  DeathSound \"Weapons/HellstormHit\"\n  States\n  {\n  Spawn:\n\tMISL A 1 Bright A_SpawnItemEx(\"HellstormRocketPuff\", 0, 0, 8)\n\tLoop\n  Death:\n\tMISL B 8 Bright A_Explode\n\tMISL C 6 Bright\n\tMISL D 4 Bright\n\tStop\n  }\n}\n\nACTOR HellstormRocketPuff : T3BaseEffect\n{\n  Alpha 0.75\n  States\n  {\n    Spawn:\n\t  TNT1 A 3\n\t  PUFF CD 1 Bright A_FadeOut(0.25)\n\t  PUFF DCCCC 2 Bright A_FadeOut(0.20)\n\t  Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/64rl.txt",
        "contents": "Actor T2RocketLauncher : Weapon Replaces RocketLauncher 30905\n{\n//$Category Weapons\n//$Title \"ArkDoom - Rocket Launcher\"\n//$Sprite D6RLX0\n  Weapon.SelectionOrder 2500\n  Weapon.SlotNumber 5\n  Weapon.SlotPriority 4\n  Weapon.UpSound \"Weapons/D64RLUP\"\n  Weapon.AmmoType \"RocketAmmo\"\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 15\n\n  Weapon.AmmoType2 \"HomingRocketAmmo\"\n  Weapon.AmmoUse2 1\n  Weapon.AmmoGive2 5\n\n  Weapon.KickBack 100\n  +WEAPON.EXPLOSIVE\n  +WEAPON.AMMO_CHECKBOTH\n  Inventory.PickupSound \"misc/w_pkup2\"\n  Inventory.PickupMessage \"Picked up a \\ccT2-RocketLauncher\\c-.\"\n  Obituary \"%o was blown away by %k's T2-RocketLauncher!\"\n  Tag \"Rocket Launcher\"\n  States\n  {\n  Ready:\n    D6RL A 1 A_WeaponReady\n    Loop\n  Deselect:\n    D6RL A 1 A_Lower\n    D6RL A 0 A_Lower\n    Loop\n  Select:\n    D6RL A 1 A_Raise\n    D6RL A 0 A_Raise\n    Loop\n  Fire:\n    D6RL B 4\n\n    TNT1 A 0 A_JumpIfInventory(\"RocketAmmo\", 1, 1)\n\tGoto \"Reload\"\n\n\tTNT1 A 0 A_PlaySound(\"Weapons/D64RLFire\", CHAN_AUTO)\n\tTNT1 A 0 A_SetBlend(\"Yellow\", 0.02, 5)\n    TNT1 A 0 A_Quake(1, 2, 0, 8, none)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerRocket\", 0, 1)\n    D6RL C 4 Bright\n\tD6RL D 4 Bright\n    D6RL E 4 Bright A_PlaySound(\"Weapons/D64RLReload\", CHAN_WEAPON, 0.5, 0, ATTN_STATIC)\n\tD6RL F 4 Bright\n    D6RL A 0 A_ReFire\n    Goto Ready\n  \"Reload\":\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/firecock\", CHAN_WEAPON)\n\tD6RL B 30\n    Goto Ready\n  AltFire:\n    D6RL B 4\n    //TNT1 A 0 A_JumpIfNoAmmo(\"AltReload\")\n    TNT1 A 0 A_JumpIfInventory(\"HomingRocketAmmo\", 1, 1)\n\tGoto \"AltReload\"\n    D6RL C 4 Bright\n\tTNT1 A 0 A_SetBlend(\"Yellow\", 0.02, 5)\n\tTNT1 A 0 A_PlaySound(\"Weapons/D64RLFire\", CHAN_AUTO)\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_Quake(1, 2, 0, 8, none)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerRocketHoming\", 0, 1)\n\tD6RL D 4 Bright\n    D6RL E 4 Bright A_PlaySound(\"Weapons/D64RLReload\", CHAN_WEAPON, 0.5, 0, ATTN_STATIC)\n\tD6RL F 4 Bright\n    D6RL A 0 A_ReFire\n    Goto Ready\n  \"AltReload\":\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/firecock\", CHAN_WEAPON)\n\tD6RL B 30\n    Goto Ready\n  Spawn:\n    D6RL X -1\n    Stop\n  }\n}\n\nACTOR HomingRocketAmmo : Ammo 30718\n{\n//$Category Ammunition\n//$Title \"ArkDoom - Homing Rocket\"\n//$Sprite HRCKA0\n   Inventory.Amount 1\n   Inventory.MaxAmount 25\n   Ammo.BackpackAmount 10\n   Ammo.BackpackMaxAmount 50\n   Inventory.PickupMessage \"Picked up a Homing rocket.\"\n   Inventory.Icon \"HRCKA0\"\n   States\n   {\n   Spawn:\n      HRCK A -1\n      Stop\n   }\n}\n\nACTOR HomingRocketBox : HomingRocketAmmo 30719\n{\n//$Category Ammunition\n//$Title \"ArkDoom - Box of Homing Rockets\"\n//$Sprite BHRKA0\n\tInventory.PickupMessage \"Picked up a box of Homing rockets.\"\n\tInventory.Amount 10\n\tStates\n\t{\n\tSpawn:\n\t\tBHRK A -1\n\t\tStop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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