ns_codepack_r35.pk3

PK3 148 KiB 0 map(s)

Counts

endoom0
graphics0
lumps34
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0baaeed7-e6c0-447a-a378-26f65f0e50b5",
    "sha1": "9611fafe963ba4b61f104909a8e492a886bd73e7",
    "sha256": "2d3a94fa92dcf3fd95b13e57df424606b58976e3ae928e94ce3b238cf0c526e1",
    "filenames": [
      "ns_codepack_r35.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2013-04-19 03:03:39",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2013-04-19 03:03:39",
    "file": {
      "type": "PK3",
      "size": 151800,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/9611fafe963ba4b61f104909a8e492a886bd73e7/9611fafe963ba4b61f104909a8e492a886bd73e7.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 34,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Animdefs.txt",
        "contents": "// GVHNS03\ntexture WTR_4_1 range WTR_4_8 tics 5\nwarp2 texture SWTX0949\n\n// GVHNS05\nwarp2 texture BLUD0498\ntexture SLUDGE_1 range SLUDGE_7 tics 8\n\n// GVHNS07\ntexture LTE_1_1 range LTE_1_4 tics 5\ntexture LTE_2_1 range LTE_2_4 tics 5\ntexture LTE_3_1 range LTE_3_4 tics 5\ntexture LTE_4_1 range LTE_4_4 tics 5\ntexture LTE_5_1 range LTE_5_4 tics 5\ntexture LTE_7_1 range LTE_7_6 tics 5\ntexture FACE_1 range FACE_4 tics 8\ntexture PISTON_1 range PISTON_6 tics 8\ntexture FPLACE_1 range FPLACE_4 rand 5 10\n\n// GVH12\ntexture DTXD0242 range DTXD0244 tics 4"
      },
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "// Global Actors\n#include \"Actors/GlobalConstants.txt\"\n#include \"Actors/Global.txt\"\n#include \"Actors/Achievements.txt\"\n#include \"Actors/Gibs.txt\"\n#include \"Actors/DeathSequences.txt\"\n\n// External Actors\n#include \"Actors/NoItems.txt\"\n\n// Main Actors\n#include \"Actors/Marine.txt\"\n#include \"Actors/Hunter.txt\"\n#include \"Actors/Cyborg.txt\"\n#include \"Actors/Ghostbuster.txt\"\n#include \"Actors/Engineer.txt\"\n#include \"Actors/Sjas.txt\"\n#include \"Actors/Jitterskull.txt\"\n#include \"Actors/Creeper.txt\"\n#include \"Actors/Choke.txt\"\n#include \"Actors/Frostbite.txt\"\n#include \"Actors/Santa.txt\"\n#include \"Actors/Barbarian.txt\"\n#include \"Actors/Warlock.txt\"\n#include \"Actors/Defiler.txt\"\n#include \"Actors/Icefiend.txt\"\n\n// Map specific Actors\n#include \"Actors/MapDecorations.txt\"\n#include \"Actors/GravityData.txt\""
      },
      {
        "source": "pk3",
        "name": "GLDefs.txt",
        "contents": "Skybox REDSKY\n{\n\tREDSKY_N\n\tREDSKY_E\n\tREDSKY_S\n\tREDSKY_W\n\tREDSKY_T\n\tREDSKY_B\n}\n\nSkybox LASKY\n{\n\tLASKY_N\n\tLASKY_E\n\tLASKY_S\n\tLASKY_W\n\tLASKY_T\n\tLASKY_B\n}\n\nSkybox CLOUD\n{\n\tCLOUD_N\n\tCLOUD_E\n\tCLOUD_S\n\tCLOUD_W\n\tCLOUD_T\n\tCLOUD_B\n}\n\nSkybox STARS\n{\n\tSTARS_N\n\tSTARS_E\n\tSTARS_S\n\tSTARS_W\n\tSTARS_T\n\tSTARS_B\n}"
      },
      {
        "source": "pk3",
        "name": "Keyconf.txt",
        "contents": "AddMenuKey \"Manual\" gvhnsmanual\n\tAlias gvhnsmanual \"Puke -753\"\n\tdefaultbind K gvhnsmanual\n\n\tAddMenuKey \"Manual Up\" gvhnsmanualup\n\tAlias gvhnsmanualup \"Puke -755 1\"\n\n\tAddMenuKey \"Manual Down\" gvhnsmanualdown\n\tAlias gvhnsmanualdown \"Puke -755 2\"\n\n\tAddMenuKey \"Manual Left\" gvhnsmanualleft\n\tAlias gvhnsmanualleft \"Puke -755 3\"\n\n\tAddMenuKey \"Manual Right\" gvhnsmanualright\n\tAlias gvhnsmanualright \"Puke -755 4\"\n\n\tAddMenuKey \"Manual Input\" gvhnsmanualinput\n\tAlias gvhnsmanualinput \"Puke -755 5\"\n\n\tAddMenuKey \"Manual Internal Move\" gvhnsmanualinput\n\tAlias gvhnsmanualinput \"Puke -755 6\"\n\nAddKeySection \"Minor Ghouls vs Humans Keys\" GVHKeysMinor\n\tAddMenuKey \"Destroy current Dispenser\" dispenserkiller\n\tAlias dispenserkiller \"Puke -768 1\"\n\n\tAddMenuKey \"Destroy current Sentry\" sentrykiller\n\tAlias sentrykiller \"Puke -768 2\""
      },
      {
        "source": "pk3",
        "name": "LoadACS.txt",
        "contents": "NS"
      },
      {
        "source": "pk3",
        "name": "Mapinfo.txt",
        "contents": "map GVHNS05 \"The Way of All Flesh\" // Created by IvanDobrovski\n{\n\tsky1 = \"BSKY_4\", 0\n\tmusic = \"NS_MUS05\"\n}\n\nmap GVHNS07 \"TRIAD OF WAR\" // Created by IvanDobrovski\n{\n\tsky1 = \"REDSKY\", 0\n\tmusic = \"NS_MUS07\"\n}\n\nmap GVH11 \"Hollywood Holocaust\" // Fixed by IvanDobrovski\n{\n\tsky1 = \"LASKY\", 0\n\tmusic = \"NSMUS_11\"\n}\n\nmap GVH12 \"DUKIN' IT OUT\" // By IvanDobrovski\n{\n\tsky1 = \"CLOUD\", 0\n\tmusic = \"NSMUS_12\"\n}\n\nmap GVH21 \"The Other Side II\" // By IvanDobrovski\n{\n\tsky1 = \"STARS\", 1\n\tmusic = \"NSMUS_21\"\n}\n\nmap GVH44 \"The Other Side\" // Created by Gamer_Major\n{\n\tsky1 = \"RSKY1\", 0\n\tmusic = \"NSMUS_21\"\n}"
      },
      {
        "source": "pk3",
        "name": "SBarinfo.txt",
        "contents": "Height 32;\n//monospacefonts true, \"0\";\nstatusbar fullscreen, fullscreenoffsets\n{\n\t// Health\n\tdrawimage \"MEDIA0\", 20, -2, centerbottom;\n\tdrawnumber 2147483647, HUDFONT_DOOM, Red, health, drawshadow, 82, -20;\n\n\t// Ammo\n\tdrawimage ammoicon1, -14, -4, centerbottom;\n\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo1, drawshadow, -25, -20;\n\n\t// Ammo box\n\tDrawImage \"STBOX\", -110, -2, centerbottom;\n    DrawImage weaponicon, -110, -2, centerbottom;\n\n\tusesammo {\n\t\tusessecondaryammo {\n\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\tinventorybarnotvisible {\n\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue;\n\t\t\t}\n\t\t}\n\t\tusessecondaryammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue;\n\t\t\t}\n\t\t}\n\t}\n\n\t// Inventory stuff\n\tusesammo not {\n\t\tinventorybarnotvisible {\n\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t}\n\t}\n\n\t// Marine pistol ammo hud\n\tPlayerClass Marine {\n\t\tInInventory PistolReload, 1 {\n\t\t\tDrawString BigFont, Yellow, \"/ 24 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Yellow, Ammo PistolReload, -225, -95;\n\t\t}\n\t\tInInventory not PistolReload, 1 {\n\t\t\tDrawString BigFont, Green, \" / 24 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Green, Ammo PistolReload, -225, -95;\n\t\t}\n\t}\n\n\t// Engineer nailgun ammo hud\n\tPlayerClass Engineer {\n\t\tInInventory NailReload, 1 {\n\t\t\tDrawString BigFont, Yellow, \"/ 20 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Yellow, Ammo NailReload, -225, -95;\n\t\t}\n\t\tInInventory not NailReload, 1 {\n\t\t\tDrawString BigFont, Green, \" / 20 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Green, Ammo NailReload, -225, -95;\n\t\t}\n\t}\n\n\t// Santa snow ammo hud\n\tPlayerClass Santa {\n\t\tInInventory SnowReload, 1 {\n\t\t\tDrawString BigFont, Yellow, \"/ 20 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Yellow, Ammo SnowReload, -225, -95;\n\t\t}\n\t\tInInventory not SnowReload, 1 {\n\t\t\tDrawString BigFont, Green, \" / 20 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Green, Ammo SnowReload, -225, -95;\n\t\t}\n\t}\n\n\t// Creeper heal ball fired\n\tPlayerClass Creeper {\n\t\tInInventory CreeperHealBallCooldown, 1 {\n\t\t\tDrawString BigFont, Red, \"Heal ball cooldown active\", -45, -80;\n\t\t}\n\t}\n\n\t// Cyborg pulse energy\n\tPlayerClass Cyborg {\n\t\tInInventory CyborgShieldCharge, 100 {\n\t\t\tDrawString BigFont, Green, \"Pulse Energy:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Cyan, Ammo CyborgShieldCharge, DrawShadow, -5, -95;\n\t\t}\n\t\tInInventory not CyborgShieldCharge, 100 {\n\t\t\tDrawString BigFont, White, \"Pulse Energy:\", -45, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Cyan, Ammo CyborgShieldCharge, DrawShadow, -5, -95;\n\t\t}\n\t}\n\n\t// Icefiend\n\tPlayerClass Icefiend {\n\t\tInInventory IcefiendCloakCooldown, 1 {\n\t\t\tDrawString BigFont, Yellow, \"Cloak cooldown active\", -45, -80;\n\t\t}\n\t\tDrawImage ArmorIcon, 20, -24, CenterBottom;\n\t\tDrawNumber 2147483647, HUDFONT_DOOM, Untranslated, Armor, DrawShadow, WhenNotZero, 82, -39;\n\t}\n\n\t// Choke points\n\tPlayerClass Choke {\n\t\tInInventory VomitPoints, 0 {\n\t\t\tDrawString BigFont, Red, \"Vomit points:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo VomitPoints, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not VomitPoints, 0 {\n\t\t\tDrawString BigFont, Red, \"Vomit points:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo VomitPoints, DrawShadow, -15, -95;\n\t\t}\n\t}\n\t// Jitter points\n\tPlayerClass Jitterskull {\n\t\tInInventory JitterskullPoints, 0 {\n\t\t\tDrawString BigFont, Yellow, \"Heal points:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo JitterskullPoints, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not JitterskullPoints, 0 {\n\t\t\tDrawString BigFont, Yellow, \"Heal points:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo JitterskullPoints, DrawShadow, -15, -95;\n\t\t}\n\t}\n\n\t// Frostbite armor\n\tPlayerClass FrostBite {\n\t\tDrawImage ArmorIcon, 20, -24, CenterBottom;\n\t\tDrawNumber 2147483647, HUDFONT_DOOM, Untranslated, Armor, DrawShadow, WhenNotZero, 82, -39;\n\t\tInInventory ShardPoints, 0 {\n\t\t\tDrawString BigFont, Cyan, \"Shard points:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo ShardPoints, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not ShardPoints, 0 {\n\t\t\tDrawString BigFont, Cyan, \"Shard points:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo ShardPoints, DrawShadow, -15, -95;\n\t\t}\n\t}\n\n\t// Misc stuff\n\tgamemode deathmatch {\n\t\tdrawnumber 2147483647, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;\n\t}\n\n\tgamemode singleplayer, cooperative, teamgame {\n\t\tdrawkeybar 100, vertical, reverserows, auto, -10, 2, 0, 3, auto;\n\t}\n}\n\nstatusbar normal // Standard Doom Status bar\n{\n\tdrawimage \"STBAR2\", 0, 168;\n\tdrawimage \"STTPRCNT\", 42, 171;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, health, 42, 171;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 183, 171;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo2, 229, 171;\n\n\tPlayerClass Frostbite {\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, armor, 229, 171;\n\t}\n\n\tDrawImage playericon, 106, 170;\n\tDrawImage  weaponicon, 236, 170;\n\n\tgamemode deathmatch, teamgame {\n\t\tdrawnumber 2, HUDFONT_DOOM, untranslated, frags, 92, 171;\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Sndinfo.txt",
        "contents": "////////////////////////////////////////////////////////////////////////////////\n//                                Map sounds                                  //\n////////////////////////////////////////////////////////////////////////////////\n\n/////////////////\n// GVH NS Maps //\n/////////////////\n// GVHNS02\n// -----------------------------------------------------------------------------\nowlhoot1\t\tDS1OWL\nowlhoot2\t\tDS2OWL\nthundersound1\tDSTHUND\nthundersound2\tDSTHUND2\n\n$random owlhoot { owlhoot1 owlhoot2 }\n$random thundersound { thundersound1 thundersound2 }\n\n$ambient 20 owlhoot point 0.5 random 10.0 25.0 127\n\n// GVHNS03\n// -----------------------------------------------------------------------------\nTrafficAmbience1\tTRAFFIC1\nTrafficAmbience2\tTRAFFIC2\nTrafficAmbience3\tTRAFFIC3\nTrafficAmbience4\tTRAFFIC4\nTrafficAmbience5\tTRAFFIC5\nTrafficAmbience6\tTRAFFIC6\nTrafficAmbience7\tMOTO1\nTrafficAmbience8\tMOTO2\nTrafficAmbience9\tASIREN1B\n\n$Random TrafficAmbience { TrafficAmbience1 TrafficAmbience2 TrafficAmbience3 TrafficAmbience4 TrafficAmbience5 TrafficAmbience6 TrafficAmbience7 TrafficAmbience8 TrafficAmbience9 }\n\n// GVHNS04\n// -----------------------------------------------------------------------------\ngvhns04/kh1\t\tKHRNE1\ngvhns04/kh2\t\tKHRNE2\ngvhns04/kh3\t\tKHRNE3\ngvhns04/kh4\t\tKHRNE4\n\n$random gvhns04kh { gvhns04/kh1 gvhns04/kh2 gvhns04/kh3 gvhns04/kh4 }\n\n// GVHNS05\n// -----------------------------------------------------------------------------\nEerieChant \tDS_CHNT\nHeartSound\tPICKHEAL\nEarthHeart\tNSFIVEEQ\n\n$ambient 50 EerieChant point 0.5 periodic 13.2 127\n\n//////////////////\n// GVH Old Maps //\n//////////////////\n// GVH 05\n// -----------------------------------------------------------------------------\nGVH/zippymap/windin\t\tDSWINDIN\nGVH/zippymap/windout\tDSWINDOT\n\n// GVH 07\n// -----------------------------------------------------------------------------\n$random world/thunder {THNDR1 THNDR2 THNDR3}\n\nTHNDR1 THNDR1\nTHNDR2 THNDR2\nTHNDR3 THNDR3\n\n// GVH 08\n// -----------------------------------------------------------------------------\nwater1 water1\n$AMBIENT 11 wterfal POINT CONTINUOUS 0.2\n$AMBIENT 12 WATER1 POINT CONTINUOUS 0.2\nwterfal wterfal\n\n// GVH 11\n// -----------------------------------------------------------------------------\ndukeship\t\t\t\tdukeship\n\n// GVH 12 [new]\n// -----------------------------------------------------------------------------\nSTRL1\t\tMFMLG3\nSTRL2\t\tMFMLG4\nSTRL3\t\tMFMLG5\nSTRL4\t\tMFMLG6\n\n$Random KinkyLaugh { STRL1 STRL2 STRL3 STRL4 }\n\n// GVH 13\n// -----------------------------------------------------------------------------\nEngineHum\t\tVOID2\nEngineHumSmall  VOID21\nEngineSound1\tENGROOM1\nEnginesound2\tENGROOM2\nEnginesound3\tENGROOM3\nSpookyAmbience1 SPKYAMB1\n\n$ambient 101 EngineHum point 0.8 continuous 127\n$ambient 102 EngineSound1 point 1.0 continuous 127\n$ambient 103 EngineSound2 point 1.0 continuous 127\n$ambient 104 EngineSound3 point 1.0 continuous 127\n$ambient 105 EngineHumSmall point 1.0 continuous 127\n$ambient 106 SpookyAmbience1 point 0.95 continuous 127\n\n// GVH 20\n// -----------------------------------------------------------------------------\nTVSTATIC   \t\t\t\tTVSTATIC\nRAIN4  \t\t\t\t \tRAIN4\nFAN   \t\t\t\t\tFAN\nPOWER   \t\t\t\tPOWER\nTHUNDER   \t\t\t\tTHUNDER\n\n$AMBIENT 1 TVSTATIC POINT 4.0 CONTINUOUS 0.7\n$AMBIENT 2 FAN POINT 3.0 CONTINUOUS 1.5\n$AMBIENT 3 POWER POINT 4.0 CONTINUOUS 0.4\n$AMBIENT 4 THUNDER WORLD RANDOM 20.0 55.0 1.0\n$AMBIENT 10 RAIN4 WORLD CONTINUOUS 0.2\n\n// GVH 21\n// -----------------------------------------------------------------------------\nEnigmaticAmbience EAMB3\nHumming\tQAMB4\n\n$ambient 99 EnigmaticAmbience point 0.4 continuous 127\n$ambient 100 Humming point 1.0 continuous 127\n\n// GVH 23\n// -----------------------------------------------------------------------------\nSteam/Loop\tSTEMLOOP\nSteam/Fire\tSTEMFIRE\n\n// GVH 26\n// -----------------------------------------------------------------------------\nSounds/Waterfall \t\tWTFALL\n\n// GVH 27\n// -----------------------------------------------------------------------------\nworld/thunder    none\nFOGHRN    \t\t\t\tFOGHRN\nCREAK     \t\t\t\tCREAK\nWAVES     \t\t\t\tWAVES\nMOTOR     \t\t\t\tMOTOR\n\n$ambient 1 WAVES POINT 0.3 CONTINUOUS 4.0\n$ambient 2 MOTOR POINT 2.0 CONTINUOUS 4.0\n\n// GVH 29\n// -----------------------------------------------------------------------------\n$alias world/wind\t\tWind\n\n$ambient 1 Wind world random 3 10 20\n\n// GVH 39\n// -----------------------------------------------------------------------------\nAMB5   \t\t\t\t\tamb5\nAMB14   \t\t\t\tamb14\nAMB24   \t\t\t\tamb24\n\n$AMBIENT 5 amb5 POINT CONTINUOUS 1.0\n$AMBIENT 14 amb14 POINT RANDOM 20.0 35.0 1.0\n$AMBIENT 24 amb24 POINT CONTINUOUS 1.0\n\n////////////////////////////////////////////////////////////////////////////////\n//                               Achievements                                 //\n////////////////////////////////////////////////////////////////////////////////\n\nachievement\\unlock\t\t\t\t\t\t\t\t\t\t\tAUNLOCK\nachievement\\sound000\t\t\t\t\t\t\t\t\t\tACH_000\nachievement\\sound001\t\t\t\t\t\t\t\t\t\tACH_001\nachievement\\sound002\t\t\t\t\t\t\t\t\t\tACH_002\nachievement\\sound003\t\t\t\t\t\t\t\t\t\tACH_003\nachievement\\sound004\t\t\t\t\t\t\t\t\t\tACH_004\nachievement\\sound005\t\t\t\t\t\t\t\t\t\tACH_005\nachievement\\sound006\t\t\t\t\t\t\t\t\t\tACH_006\nachievement\\sound007\t\t\t\t\t\t\t\t\t\tACH_007\nachievement\\sound008\t\t\t\t\t\t\t\t\t\tACH_008\nachievement\\sound009\t\t\t\t\t\t\t\t\t\tACH_009\nachievement\\sound010\t\t\t\t\t\t\t\t\t\tACH_010\nachievement\\sound011\t\t\t\t\t\t\t\t\t\tACH_011\nachievement\\sound012\t\t\t\t\t\t\t\t\t\tACH_012\nachievement\\sound013\t\t\t\t\t\t\t\t\t\tACH_013\nachievement\\sound014\t\t\t\t\t\t\t\t\t\tACH_014\nachievement\\sound015\t\t\t\t\t\t\t\t\t\tACH_015\nachievement\\sound016\t\t\t\t\t\t\t\t\t\tACH_016\nachievement\\sound017\t\t\t\t\t\t\t\t\t\tACH_017\nachievement\\sound018\t\t\t\t\t\t\t\t\t\tACH_018\nachievement\\sound019\t\t\t\t\t\t\t\t\t\tACH_019\nachievement\\sound020\t\t\t\t\t\t\t\t\t\tACH_020\nachievement\\sound021\t\t\t\t\t\t\t\t\t\tACH_021\nachievement\\sound022\t\t\t\t\t\t\t\t\t\tACH_022\nachievement\\sound023\t\t\t\t\t\t\t\t\t\tACH_023\nachievement\\sound024\t\t\t\t\t\t\t\t\t\tACH_024\nachievement\\sound025\t\t\t\t\t\t\t\t\t\tACH_025\nachievement\\sound026\t\t\t\t\t\t\t\t\t\tACH_026\nachievement\\sound027\t\t\t\t\t\t\t\t\t\tACH_027\nachievement\\sound028\t\t\t\t\t\t\t\t\t\tACH_028\nachievement\\sound029\t\t\t\t\t\t\t\t\t\tACH_029\nachievement\\sound030\t\t\t\t\t\t\t\t\t\tACH_030\nachievement\\sound031\t\t\t\t\t\t\t\t\t\tACH_031\nachievement\\sound032\t\t\t\t\t\t\t\t\t\tACH_032\nachievement\\sound033\t\t\t\t\t\t\t\t\t\tACH_033\nachievement\\sound034\t\t\t\t\t\t\t\t\t\tACH_034\nachievement\\sound035\t\t\t\t\t\t\t\t\t\tACH_035\nachievement\\sound036\t\t\t\t\t\t\t\t\t\tACH_036\nachievement\\sound037\t\t\t\t\t\t\t\t\t\tACH_037\nachievement\\sound038\t\t\t\t\t\t\t\t\t\tACH_038\nachievement\\sound039\t\t\t\t\t\t\t\t\t\tACH_039\nachievement\\sound040\t\t\t\t\t\t\t\t\t\tACH_040\nachievement\\sound041\t\t\t\t\t\t\t\t\t\tACH_041\nachievement\\sound042\t\t\t\t\t\t\t\t\t\tACH_042\nachievement\\sound043\t\t\t\t\t\t\t\t\t\tACH_043\nachievement\\sound044\t\t\t\t\t\t\t\t\t\tACH_044\nachievement\\sound045\t\t\t\t\t\t\t\t\t\tACH_045\nachievement\\sound046\t\t\t\t\t\t\t\t\t\tACH_046\nachievement\\sound047\t\t\t\t\t\t\t\t\t\tACH_047\nachievement\\sound048\t\t\t\t\t\t\t\t\t\tACH_048\nachievement\\sound049\t\t\t\t\t\t\t\t\t\tACH_049\nachievement\\sound050\t\t\t\t\t\t\t\t\t\tACH_050\nachievement\\sound051\t\t\t\t\t\t\t\t\t\tACH_051\nachievement\\sound052\t\t\t\t\t\t\t\t\t\tACH_052\nachievement\\sound053\t\t\t\t\t\t\t\t\t\tACH_053\nachievement\\sound054\t\t\t\t\t\t\t\t\t\tACH_054\nachievement\\sound055\t\t\t\t\t\t\t\t\t\tACH_055\nachievement\\sound056\t\t\t\t\t\t\t\t\t\tACH_056\nachievement\\sound057\t\t\t\t\t\t\t\t\t\tACH_057\nachievement\\sound058\t\t\t\t\t\t\t\t\t\tACH_058\nachievement\\sound059\t\t\t\t\t\t\t\t\t\tACH_059\nachievement\\sound060\t\t\t\t\t\t\t\t\t\tACH_060\nachievement\\sound061\t\t\t\t\t\t\t\t\t\tACH_061\nachievement\\sound062\t\t\t\t\t\t\t\t\t\tACH_062\nachievement\\sound063\t\t\t\t\t\t\t\t\t\tACH_063\nachievement\\sound064\t\t\t\t\t\t\t\t\t\tACH_064\nachievement\\sound065\t\t\t\t\t\t\t\t\t\tACH_065\nachievement\\sound066\t\t\t\t\t\t\t\t\t\tACH_066\nachievement\\sound067\t\t\t\t\t\t\t\t\t\tACH_067\nachievement\\sound068\t\t\t\t\t\t\t\t\t\tACH_068\nachievement\\sound069\t\t\t\t\t\t\t\t\t\tACH_069\nachievement\\sound070\t\t\t\t\t\t\t\t\t\tACH_070\nachievement\\sound071\t\t\t\t\t\t\t\t\t\tACH_071\nachievement\\sound072\t\t\t\t\t\t\t\t\t\tACH_072\nachievement\\sound073\t\t\t\t\t\t\t\t\t\tACH_073\nachievement\\sound074\t\t\t\t\t\t\t\t\t\tACH_074\nachievement\\sound075\t\t\t\t\t\t\t\t\t\tACH_075\nachievement\\sound076\t\t\t\t\t\t\t\t\t\tACH_076\nachievement\\sound077\t\t\t\t\t\t\t\t\t\tACH_077\nachievement\\sound078\t\t\t\t\t\t\t\t\t\tACH_078\nachievement\\sound079\t\t\t\t\t\t\t\t\t\tACH_079\nachievement\\sound080\t\t\t\t\t\t\t\t\t\tACH_080\nachievement\\sound081\t\t\t\t\t\t\t\t\t\tACH_081\nachievement\\sound082\t\t\t\t\t\t\t\t\t\tACH_082\nachievement\\sound083\t\t\t\t\t\t\t\t\t\tACH_083\nachievement\\sound084\t\t\t\t\t\t\t\t\t\tACH_084\nachievement\\sound085\t\t\t\t\t\t\t\t\t\tACH_085\nachievement\\sound086\t\t\t\t\t\t\t\t\t\tACH_086\nachievement\\sound087\t\t\t\t\t\t\t\t\t\tACH_087\nachievement\\sound088\t\t\t\t\t\t\t\t\t\tACH_088\nachievement\\sound089\t\t\t\t\t\t\t\t\t\tACH_089\nachievement\\sound090\t\t\t\t\t\t\t\t\t\tACH_090\n\n////////////////////////////////////////////////////////////////////////////////\n//                               Class Sounds                                 //\n////////////////////////////////////////////////////////////////////////////////\n\n// Marine\n// -----------------------------------------------------------------------------\nweapons/minigunhold\t\t\t\t\t\t\t\t\t\tMGSHOT3\nweapons/minigunup\t\t\t\t\t\t\t\t\t\tdsmgup\nweapons/minigundown\t\t\t\t\t\t\t\t\t\tdsmgdown\nweapons/minigun\t\t\t\t\t\t\t\t\t\t\tDSMINIGN\nweapons/shotgunNew\t\t\t\t\t\t\t\t\t\tSGUNIVN\npistol/newfire\t\t\t\t\t\t\t\t\t\t\tBERNFIRE\npistol/reload\t\t\t\t\t\t\t\t\t\t\tBERNUP\nMaleMarinePain1\t\t\tMMRP1\nMaleMarinePain2\t\t\tMMRP2\nMaleMarinePain3\t\t\tMMRP3\nMaleMarinePain4\t\t\tMMRP4\nMaleMarinePain5\t\t\tMMRP5\nMaleMarinePain6\t\t\tMMRP6\nMaleMarinePainH1\t\tMMRPH1\nMaleMarinePainH2\t\tMMRPH2\nMaleMarinePainH3\t\tMMRPH3\nMaleMarinePainH4\t\tMMRPH4\nMaleMarinePainH5\t\tMMRPH5\nMaleMarinePainH6\t\tMMRPH6\nMaleMarineTaunt1\t\tMMRT1\nMaleMarineTaunt2\t\tMMRT2\nMaleMarineTaunt3\t\tMMRT3\nMaleMarineTaunt4\t\tMMRT4\nMaleMarineTaunt5\t\tMMRT5\nMaleMarineTaunt6\t\tMMRT6\nMaleMarineDeath1\t\tMMRD1\nMaleMarineDeath2\t\tMMRD2\nMaleMarineDeath3\t\tMMRD3\nMaleMarineDeath4\t\tMMRD4\nXFMarineDeath1\tMFMLD1\nXFMarineDeath2\tMFMLD2\nXFMarineDeath3\tMFMLD3\nXFMarineDeath4\tMFMLD4\nXFMarinePain1\tMFMLP1\nXFMarinePain2\tMFMLP2\nXFMarineTaunt1 \tMFMLT1\nXFMarineTaunt2 \tMFMLT2\nXFMarineTaunt3 \tMFMLT3\nXFMarineTaunt4 \tMFMLT4\nXFMarineTaunt5 \tMFMLT5\nXFMarineTaunt6 \tMFEMLG2\nXFMarineTaunt7 \tMFMLO1\nXFMarineTaunt8 \tMFMLO2\nXFMarineTaunt9 \tMFMLO3\nXFMarineOrder1\tMFMLO1\nXFMarineOrder2\tMFMLO2\nXFMarineOrder3\tMFMLO3\nXFMarineGrunt1\tMFMLG1\nXFMarineGrunt2\tMFMLG2\nXFMarineGrunt3\tMFMLG3\nXFMarineGrunt4\tMFMLG4\nXFMarineGrunt5\tMFMLG5\nXFMarineGrunt6\tMFMLG6\nOtherMarineDeath1\t\tSMRD1\nOtherMarineDeath2\t\tSMRD2\nOtherMarineDeath3\t\tSMRD3\nOtherMarineDeath4\t\tSMRD4\nOtherMarineDeath5\t\tSMRD5\nOtherMarineDeath6\t\tSMRD6\nOtherMarinePain1\t\tSMRH1\nOtherMarinePain2\t\tSMRH2\nOtherMarinePain3\t\tSMRH3\nOtherMarinePain4\t\tSMRH4\nOtherMarinePainH1\t\tSMRHX1\nOtherMarinePainH2\t\tSMRHX2\nOtherMarinePainH3\t\tSMRHX3\nOtherMarinePainH4\t\tSMRHX4\nOtherMarinePainH5\t\tSMRHX5\nOtherMarineTaunt1\t\tSMRT1\nOtherMarineTaunt2\t\tSMRT2\nOtherMarineTaunt3\t\tSMRT3\nOtherMarineTaunt4\t\tSMRT4\nOtherMarineTaunt5\t\tSMRT5\n// Old sounds\nweapons/chngun2fire1\t\t\tdscgn2f1\nweapons/combogun_click\t\t\tdszip\nweapons/combogun_open\t\t\tdszopen\nweapons/combogun_close\t\t\tdszclose\nweapons/combogun_light\t\t\ttorch2\nweapons/grenadeexplode\t\t\tDSGRBOOM\nweapons/grenadethrow\t\t\tDSGRTOSS\nweapons/grenadebounce\t\t\tDSGRDROP\nweapons/grenadepin\t\t\t\tDSGRPIN\nweapons/grenadeno\t\t\t\tDSFUMBLE\nweapons/grenademax\t\t\t\tGRENMAX\npuff/ric1        \t\t \t\tdsric1\npuff/ric2         \t\t\t\tdsric2\npuff/ric3         \t\t\t\tdsric3\nplayertaunt \t\t\t\t\tdstaunt\nplayertaunt2 \t\t\t\t\tdscrtant\n\n$random puff/ric { puff/ric1  puff/ric2  puff/ric3 }\n\n$Random XFMarineDeath { XFMarineDeath1 XFMarineDeath2 XFMarineDeath3 XFMarineDeath4 }\n\n$Random XFMarinePain { XFMarinePain1 XFMarinePain2 }\n\n$Random XFMarineTaunt { XFMarineTaunt1 XFMarineTaunt2 XFMarineTaunt3 XFMarineTaunt4 XFMarineTaunt5 XFMarineTaunt6 XFMarineTaunt7 XFMarineTaunt8 XFMarineTaunt9 }\n\n$Random MaleMarinePainLow { MaleMarinePain1 MaleMarinePain2 MaleMarinePain3 MaleMarinePain4 MaleMarinePain5 MaleMarinePain6 }\n\n$Random MaleMarinePainHigh { MaleMarinePainH1 MaleMarinePainH2 MaleMarinePainH3 MaleMarinePainH4 MaleMarinePainH5 MaleMarinePainH6 }\n\n$Random MaleMarineTaunt { MaleMarineTaunt1 MaleMarineTaunt2 MaleMarineTaunt3 MaleMarineTaunt4 MaleMarineTaunt5 MaleMarineTaunt6 }\n\n$Random MaleMarineDeath { MaleMarineDeath1 MaleMarineDeath2 MaleMarineDeath3 MaleMarineDeath4 }\n\n$Random OtherMarinePainLow { OtherMarinePain1 OtherMarinePain2 OtherMarinePain3 OtherMarinePain4 }\n\n$Random OtherMarineDeath { OtherMarineDeath1 OtherMarineDeath2 OtherMarineDeath3 OtherMarineDeath4 OtherMarineDeath5 OtherMarineDeath6 }\n\n$Random OtherMarinePainHigh { OtherMarinePainH1 OtherMarinePainH2 OtherMarinePainH3 OtherMarinePainH4 OtherMarinePainH5 }\n\n$Random OtherMarineTaunt { OtherMarineTaunt1 OtherMarineTaunt2 OtherMarineTaunt3 OtherMarineTaunt4 OtherMarineTaunt5 }\n\n$playersound\tMarine\tmale\t*grunt\t\tMMRL\n$playersound\tMarine\tmale\t*land\t\tMMRL\n$playersound\tMarine\tmale\t*fist\t\tdsnone\n$playersound\tMarine\tmale\t*usefail\tMMRU\n$playeralias\tMarine\tmale\t*death\t\tMaleMarineDeath\n$playeralias\tMarine\tmale\t*xdeath\t\tMaleMarineDeath\n$playeralias\tMarine\tmale\t*gibbed\t\tMaleMarineDeath\n$playeralias\tMarine\tmale\t*pain100\tMaleMarinePainLow\n$playeralias\tMarine\tmale\t*pain75\t\tMaleMarinePainLow\n$playeralias\tMarine\tmale\t*pain50\t\tMaleMarinePainHigh\n$playeralias\tMarine\tmale\t*pain25\t\tMaleMarinePainHigh\n$playeralias\tMarine\tmale\t*taunt\t\tMaleMarineTaunt\n\n$playersound\tmarine\tfemale\t*gibbed\t\tdscrdeth\n$playersound\tmarine\tfemale\t*fist\t\tdsnone\n$playersound\tmarine\tfemale\t*taunt\t\tdscrtant\n$PlayerSound\tMarine\tFemale\t*Land\t\tMFMLL\n$PlayerSound\tMarine\tFemale\t*Grunt\t\tMFMLL\n$Playersound\tMarine\tFemale\t*UseFail\tMFMLU\n$PlayerAlias\tMarine\tFemale\t*Taunt\t\tXFMarineTaunt\n$PlayerAlias\tMarine\tFemale\t*Death\t\tXFMarineDeath\n$PlayerAlias\tMarine\tFemale\t*XDeath\t\tXFMarineDeath\n$PlayerAlias\tMarine\tFemale\t*Pain100\tXFMarinePain\n$PlayerAlias\tMarine\tFemale\t*Pain75\t\tXFMarinePain\n$PlayerAlias\tMarine\tFemale\t*Pain50\t\tXFMarinePain\n$PlayerAlias\tMarine\tFemale\t*Pain25\t\tXFMarinePain\n\n$playersound\tMarine\tOther\t*death\t\tOtherMarineDeath\n$playersound\tMarine\tOther\t*xdeath\t\tOtherMarineDeath\n$playersound\tMarine\tOther\t*gibbed\t\tOtherMarineDeath\n$playersound\tMarine\tOther\t*pain100\tOtherMarinePainLow\n$playersound\tMarine\tOther\t*pain75\t\tOtherMarinePainLow\n$playersound\tMarine\tOther\t*pain50\t\tOtherMarinePainHigh\n$playersound\tMarine\tOther\t*pain25\t\tOtherMarinePainHigh\n$playersound\tMarine\tOther\t*taunt\t\tOtherMarineTaunt\n$PlayerSound\tMarine\tOther\t*Grunt\t\tMARG1\n$PlayerSound\tMarine\tOther\t*Land\t\tMARG4\n$PlayerSound\tMarine\tOther\t*UseFail\tMARP3\n$playersound\tMarine\tOther\t*grunt\t\tSMRL\n$playersound\tMarine\tOther\t*land\t\tSMRL\n$playersound\tMarine\tOther\t*fist\t\tdsnone\n$playersound\tMarine\tOther\t*usefail\tSMRU\n$playeralias\tMarine\tOther\t*death\t\tOtherMarineDeath\n$playeralias\tMarine\tOther\t*xdeath\t\tOtherMarineDeath\n$playeralias\tMarine\tOther\t*gibbed\t\tOtherMarineDeath\n$playeralias\tMarine\tOther\t*pain100\tOtherMarinePainLow\n$playeralias\tMarine\tOther\t*pain75\t\tOtherMarinePainLow\n$playeralias\tMarine\tOther\t*pain50\t\tOtherMarinePainHigh\n$playeralias\tMarine\tOther\t*pain25\t\tOtherMarinePainHigh\n$playeralias\tMarine\tOther\t*taunt\t\tOtherMarineTaunt\n\n$limit XMarineTaunt 1\n$limit XFMarineTaunt 1\n$limit playertaunt 1\n$limit playertaunt2 1\n$Limit weapons/minigunhold 0\n$limit MaleMarineTaunt 1\n$limit OtherMarineTaunt 1\n\n// Hunter\n// -----------------------------------------------------------------------------\nsuperlightningarrow/thunder\tSPRLGHT\nhunterupgrade \t\t\t\tHUPGRD\nhuntersupericefreeze \t\tHICE_FRZ\nXHunterTaunt1\tHUNT2T1\nXHunterTaunt2\tHUNT2T2\nXHunterTaunt3\tHUNT2T3\nXHunterPain1\tHUNT2P1\nXHunterPain2\tHUNT2P2\nXHunterPain3\tHUNT2P3\nXHunterPain4\tHUNT2P4\nXHunterDeath1\tHUNT2D1\nXHunterDeath2 \tHUNT2D2\nXHunterDeath3\tHUNT2D3\nXHunterDeath4\tHUNT2D4\nXHunterSpecial1\tHUNT2S1\nXHunterSpecial2\tHUNT2S2\nXFHunterTaunt1\tHFMLT1\nXFHunterTaunt2\tHFMLT2\nXFHunterTaunt3\tHFMLT3\nXFHunterTaunt4\tHFMLT4\nXFHunterPain1\tHFMLP1\nXFHunterPain2\tHFMLP2\nXFHunterPain3\tHFMLP3\nXFHunterPain4\tHFMLP4\nXFHunterDeath1\tHFMLD1\nXFHunterDeath2\tHFMLD2\nXFHunterDeath3\tHFMLD3\nXFHunterDeath4\tHFMLD4\nFHunterSpecial1\tHFMLS1\nFHunterSpecial2\tHFMLS2\nFHunterSpecial3\tHFMLS3\nFHunterBow\t\tHFMLBP\n// Old sounds\nweapons/arrowhit1 \t\t\t\tDSBOWHI1\nweapons/arrowhit2 \t\t\t\tDSBOWHI2\nweapons/arrowhit3 \t\t\t\tDSBOWHI3\nweapons/bowup\t\t\t\t\tdsbowup\nweapons/bowdraw\t\t\t\t\tdsbowdra\nweapons/bowabort \t\t\t\tdsbowab\nweapons/bowfire\t\t\t\t\tdsbowfi\nweapons/bowpowerup\t\t\t\tdspowhun\nweapons/bowfswitch\t\t\t\tdsflamer\nweapons/bowiswitch\t\t\t\tdscrystr\nweapons/bowlswitch\t\t\t\tdslitchr\nweapons/arrowexplode\t\t\tdsfirard\nweapons/flamearrow\t\t\t\tdsleechb\nweapons/icearrow\t\t\t\tdsicebol\nweapons/arrowshatter\t\t\tdscrysbk\nweapons/lightningarrow\t\t\tdscelfir\nweapons/arrowno\t\t\t\t\tdsbowno\nweapons/firespin\t\t\t\tfirpower\nweapons/icespike\t\t\t\ticepower\nweapons/lightfall\t\t\t\tlitpower\nweapons/lighthit\t\t\t\tlitfloor\nhunttaunt \t\t\t\t\t\thunttaun\nhunttaunt2 \t\t\t\t\t\tdsfhtaun\n\n$random weapons/arrowhit { weapons/arrowhit1 weapons/arrowhit2 weapons/arrowhit3 }\n\n$Random XHunterTaunt { XHunterTaunt1 XHunterTaunt2 XHunterTaunt3 }\n\n$Random XHunterPain { XHunterPain1 XHunterPain2 XHunterPain3 XHunterPain4 }\n\n$Random XHunterDeath { XHunterDeath1 XHunterDeath2 XHunterDeath3 XHunterDeath4 }\n\n$Random XHunterSpecial { XHunterSpecial1 XHunterSpecial2 }\n\n$Random XFHunterTaunt { XFHunterTaunt1 XFHunterTaunt2 XFHunterTaunt3 XFHunterTaunt4 }\n\n$Random XFHunterPain { XFHunterPain1 XFHunterPain2 XFHunterPain3 XFHunterPain4 }\n\n$Random XFHunterDeath { XFHunterDeath1 XFHunterDeath2 XFHunterDeath3 XFHunterDeath4 }\n\n$Random FHunterSpecial { FHunterSpecial1 FHunterSpecial2 FHunterSpecial3 }\n\n$playersound\thunter\tmale\t*death\t\thuntdth\n$playersound\thunter\tmale\t*xdeath\t\thuntdth\n$playersound\thunter\tmale\t*gibbed\t\thuntdth\n$playersound\thunter\tmale\t*pain100\thuntpain\n$playersound\thunter\tmale\t*pain75\t\thuntpain\n$playersound\thunter\tmale\t*pain50\t\thuntpain\n$playersound\thunter\tmale\t*pain25\t\thuntpain\n$playersound\thunter\tmale\t*jump\t\tdsnone\n$playersound\thunter\tmale\t*fist\t\tdsnone\n$playersound\thunter\tmale\t*taunt\t\thunttaun\n$PlayerSound\tHunter\tMale\t*Land\t\tHUNT2L\n$PlayerSound\tHunter\tMale\t*Grunt\t\tHUNT2L\n$PlayerSound\tHunter\tMale\t*UseFail\tHUNT2P1\n$PlayerAlias\tHunter\tMale\t*Taunt\t\tXHunterTaunt\n$PlayerAlias\tHunter\tMale\t*Death\t\tXHunterDeath\n$PlayerAlias\tHunter\tMale\t*XDeath\t\tXHunterDeath\n$PlayerAlias\tHunter \tMale\t*Pain100\tXHunterPain\n$PlayerAlias\tHunter \tMale\t*Pain75\t\tXHunterPain\n$PlayerAlias\tHunter \tMale\t*Pain50\t\tXHunterPain\n$PlayerAlias\tHunter \tMale\t*Pain25\t\tXHunterPain\n\n$playersound\thunter\tfemale\t*death\t\tdsfhdeth\n$playersound\thunter\tfemale\t*xdeath\t\tdsfhdeth\n$playersound\thunter\tfemale\t*gibbed\t\tdsfhdeth\n$playersound\thunter\tfemale\t*pain100\tdsfhpain\n$playersound\thunter\tfemale\t*pain75\t\tdsfhpain\n$playersound\thunter\tfemale\t*pain50\t\tdsfhpain\n$playersound\thunter\tfemale\t*pain25\t\tdsfhpain\n$playersound\thunter\tfemale\t*jump\t\tdsnone\n$playersound\thunter\tfemale\t*fist\t\tdsnone\n$playersound\thunter\tfemale\t*taunt\t\tdsfhtaun\n$PlayerSound\tHunter\tFemale\t*Land\t\tHFMLL\n$PlayerSound\tHunter\tFemale\t*Grunt\t\tHFMLL\n$PlayerSound\tHunter\tFemale\t*UseFail\tHFMLU\n$PlayerAlias\tHunter\tFemale\t*Taunt\t\tXFHunterTaunt\n$PlayerAlias\tHunter\tFemale\t*Death\t\tXFHunterDeath\n$PlayerAlias\tHunter\tFemale\t*XDeath\t\tXFHunterDeath\n$PlayerAlias\tHunter\tFemale\t*Pain100\tXFHunterPain\n$PlayerAlias\tHunter\tFemale\t*Pain75\t\tXFHunterPain\n$PlayerAlias\tHunter\tFemale\t*Pain50\t\tXFHunterPain\n$PlayerAlias\tHunter\tFemale\t*Pain25\t\tXFHunterPain\n\n$playersound\thunter\tother\t*death\t\thuntdth\n$playersound\thunter\tother\t*xdeath\t\thuntdth\n$playersound\thunter\tother\t*gibbed\t\thuntdth\n$playersound\thunter\tother\t*pain100\thuntpain\n$playersound\thunter\tother\t*pain75\t\thuntpain\n$playersound\thunter\tother\t*pain50\t\thuntpain\n$playersound\thunter\tother\t*pain25\t\thuntpain\n$playersound\thunter\tother\t*jump\t\tdsnone\n$playersound\thunter\tother\t*fist\t\tdsnone\n$playersound\thunter\tother\t*taunt\t\thunttaun\n$PlayerSound\tHunter\tOther\t*Land\t\tHUNT2L\n$PlayerSound\tHunter\tOther\t*Grunt\t\tHUNT2L\n$PlayerSound\tHunter\tOther\t*UseFail\tHUNT2P1\n$PlayerAlias\tHunter\tOther\t*Taunt\t\tXHunterTaunt\n$PlayerAlias\tHunter\tOther\t*Death\t\tXHunterDeath\n$PlayerAlias\tHunter\tOther\t*XDeath\t\tXHunterDeath\n$PlayerAlias\tHunter \tOther\t*Pain100\tXHunterPain\n$PlayerAlias\tHunter \tOther\t*Pain75\t\tXHunterPain\n$PlayerAlias\tHunter \tOther\t*Pain50\t\tXHunterPain\n$PlayerAlias\tHunter \tOther\t*Pain25\t\tXHunterPain\n\n$limit hunttaunt 1\n$limit hunttaunt2 1\n$limit XHunterTaunt 1\n$limit XFHunterTaunt 1\n\n// Cyborg\n// -----------------------------------------------------------------------------\nPrePulseFire1\t\t\t\t\t\t\t\t\t\t\tNPLSACT1\nPrePulseFire2\t\t\t\t\t\t\t\t\t\t\tNPLSACT2\nPulseFire1\t\t\t\t\t\t\t\t\t\t\t\tNPLSFIR1\nPulseFire2\t\t\t\t\t\t\t\t\t\t\t\tNPLSFIR2\nPulseFire3\t\t\t\t\t\t\t\t\t\t\t\tNPLSFIR3\ncyborg/PulsePrepared\t\t\t\t\t\t\t\t\tPLS_PREP\ncyborg/PulseReady\t\t\t\t\t\t\t\t\t\tPLS_REDY\ncyborg/NoEnergy\t\t\t\t\t\t\t\t\t\t\tCBNOENRG\ncyborg/newPain1\t\t\t\t\t\t\t\t\t\t\tMCYP1\ncyborg/newPain2\t\t\t\t\t\t\t\t\t\t\tMCYP2\ncyborg/newPain3\t\t\t\t\t\t\t\t\t\t\tMCYP3\ncyborg/newPain4\t\t\t\t\t\t\t\t\t\t\tMCYP4\nMaleCyborgDeath1\t\t\t\t\t\t\t\t\t\tMCYD1\nMaleCyborgDeath2\t\t\t\t\t\t\t\t\t\tMCYD2\nMaleCyborgDeath3\t\t\t\t\t\t\t\t\t\tMCYD3\nMaleCyborgDeath4\t\t\t\t\t\t\t\t\t\tMCYD4\nMaleCyborgTaunt1\t\t\t\t\t\t\t\t\t\tMCYT1\nMaleCyborgTaunt2\t\t\t\t\t\t\t\t\t\tMCYT2\nMaleCyborgTaunt3\t\t\t\t\t\t\t\t\t\tMCYT3\nMaleCyborgTaunt4\t\t\t\t\t\t\t\t\t\tMCYT4\nMaleCyborgTaunt5\t\t\t\t\t\t\t\t\t\tMCYT5\nXFCyborgTaunt1\t  \t\t\t\t\t\t\t\t\t\tCFMLT1\nXFCyborgTaunt2  \t\t\t\t\t\t\t\t\t\tCFMLT2\nXFCyborgTaunt3\t \t\t\t\t\t\t\t\t\t\tCFMLT3\n// Old sounds\nweapons/cyborgplasmafire\t\tDSBLSHT3\nweapons/cyborgplasmahit\t\t\tDSSONHIT\nweapons/cyborgcharge\t\t\tDSRAICRG\nweapons/cyborgfail\t\t\t\tBLSHELL\nweapons/cyborgjetpack\t\t\tDSFLBURN\nweapons/cyborgsuperjet\t\t\tSUPERJ\nweapons/cyborgno\t\t\t\tNOSUPER\nweapons/cyborgdash\t\t\t\tCYBDASH\nCyborgStomp \t\t\t\t\tDSRB2PN\nfloor/hardx01\t\t\t\t\tdshard1\nfloor/hardx02\t\t\t\t\tdshard2\nfloor/hardx03\t\t\t\t\tdshard3\nfloor/hardx04\t\t\t\t\tdshard4\nfloor/hardx05\t\t\t\t\tdshard5\nfloor/hardx06\t\t\t\t\tdshard6\ncybtaunt \t\t\t\t\t\tcybtaunt\ncybtaunt2 \t\t\t\t\t\tdsfctaun\n\n$Random XFCyborgTaunt { XFCyborgTaunt1 XFCyborgTaunt2 XFCyborgTaunt3 }\n\n$random floor/hardx\t{ floor/hardx01  floor/hardx02 floor/hardx03 floor/hardx04  floor/hardx05 floor/hardx06 }\n\n$Random PrePulseFire { PrePulseFire1 PrePulseFire2 }\n\n$Random PulseFire { PulseFire1 PulseFire2 PulseFire3 }\n\n$Random CyborgNewPain { cyborg/newPain1 cyborg/newPain2 cyborg/newPain3 cyborg/newPain4 }\n\n$Random MaleCyborgDeath { MaleCyborgDeath1 MaleCyborgDeath2 MaleCyborgDeath3 MaleCyborgDeath4 }\n\n$Random MaleCyborgTaunt { MaleCyborgTaunt1 MaleCyborgTaunt2 MaleCyborgTaunt3 MaleCyborgTaunt4 MaleCyborgTaunt5 }\n\n$playersound\tcyborg\tmale\t*death\t\tMaleCyborgDeath\n$playersound\tcyborg\tmale\t*xdeath\t\tMaleCyborgDeath\n$playersound\tcyborg\tmale\t*gibbed\t\tMaleCyborgDeath\n$playersound\tcyborg\tmale\t*pain100\tCyborgNewPain\n$playersound\tcyborg\tmale\t*pain75\t\tCyborgNewPain\n$playersound\tcyborg\tmale\t*pain50\t\tCyborgNewPain\n$playersound\tcyborg\tmale\t*pain25\t\tCyborgNewPain\n$playersound\tcyborg\tmale\t*grunt\t\tcyboof\n$playersound\tcyborg\tmale\t*land\t\tcyboof\n$playersound\tcyborg\tmale\t*jump\t\tcybjump\n$playersound\tcyborg\tmale\t*fist\t\tdsnone\n$playersound\tcyborg\tmale\t*usefail\tcybnoway\n$playersound\tcyborg\tmale\t*taunt\t\tMaleCyborgTaunt\n$playeralias\tcyborg\tmale\t*taunt\t\tMaleCyborgTaunt\n$playeralias\tcyborg\tmale\t*pain100\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*pain75\t\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*pain50\t\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*pain25\t\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*death\t\tMaleCyborgDeath\n$playeralias\tcyborg\tmale\t*xdeath\t\tMaleCyborgDeath\n$playeralias\tcyborg\tmale\t*gibbed\t\tMaleCyborgDeath\n\n$PlayerSound\tCyborg\tFeMale\t*Death      CFMLD\n$PlayerSound\tCyborg\tFeMale\t*XDeath     CFMLD\n$playersound\tcyborg\tfemale\t*gibbed\t\tdsfcdeth\n$playersound\tcyborg\tfemale\t*pain100\tdsfcpain\n$playersound\tcyborg\tfemale\t*pain75\t\tdsfcpain\n$playersound\tcyborg\tfemale\t*pain50\t\tdsfcpain\n$playersound\tcyborg\tfemale\t*pain25\t\tdsfcpain\n$playersound\tcyborg\tfemale\t*grunt\t\tdsfcland\n$playersound\tcyborg\tfemale\t*land\t\tdsfcland\n$playersound\tcyborg\tfemale\t*jump\t\tdsfcjump\n$playersound\tcyborg\tfemale\t*fist\t\tdsnone\n$playersound\tcyborg\tfemale\t*usefail\tdsfcnowa\n$PlayerSound\tCyborg\tFeMale\t*Taunt\t\tXFCyborgTaunt\n$PlayerAlias\tCyborg\tFeMale\t*Taunt\t\tXFCyborgTaunt\n\n$playersound\tcyborg\tother\t*death\t\tcybdeth\n$playersound\tcyborg\tother\t*xdeath\t\tcybdeth\n$playersound\tcyborg\tother\t*gibbed\t\tcybdeth\n$playersound\tcyborg\tother\t*pain100\tcybpain\n$playersound\tcyborg\tother\t*pain75\t\tcybpain\n$playersound\tcyborg\tother\t*pain50\t\tcybpain\n$playersound\tcyborg\tother\t*pain25\t\tcybpain\n$playersound\tcyborg\tother\t*grunt\t\tcyboof\n$playersound\tcyborg\tother\t*land\t\tcyboof\n$playersound\tcyborg\tother\t*jump\t\tcybjump\n$playersound\tcyborg\tother\t*fist\t\tdsnone\n$playersound\tcyborg\tother\t*usefail\tcybnoway\n$playersound\tcyborg\tother\t*taunt\t\tcybtaunt\n$playeralias \tcyborg \tother \t*taunt \t\tcybtaunt\n\n$limit cyborg/NoEnergy 1\n$limit cyborg/PulseEnergy 1\n$limit cyborg/PulsePrepared 1\n$limit cyborg/PulseReady 1\n$limit cybtaunt 1\n$limit cybtaunt2 1\n$limit XFCyborgTaunt 1\n\n// Ghostbuster\n// -----------------------------------------------------------------------------\nghostbuster/IF_IceFire\t\tGB_IFICE\nghostbuster/Worm_Fire1\t\tGB_WORM1\nghostbuster/Worm_Fire2\t\tGB_WORM2\n// Old sounds\nweapons/protonpackfire\t\tDSBEAMS\nweapons/trapcharge\t\t\tDSGBCRG\nweapons/trap\t\t\t\tDSBFFF1\nweapons/trapdetonate\t\tDSTRAPD\nweapons/traphit\t\t\t\tDSTRAPH\nweapons/trapzip\t\t\t\tZAP2\npack/heatup\t\t\t\t\tdspack2\npack/change1\t\t\t\tdspack3\npack/change2\t\t\t\tdspack4\nslime1\t\t\t\t\t\tdsslime1\nechoshot\t\t\t\t\tdsgenpls\nechobounce\t\t\t\t\tdsphtxp2\nboneshot \t\t\t\t\tDSFGFIRE\nicerain\t\t\t\t\t\tdsfrostd\ngbsoul\t\t\t\t\t\tdsgbso\ngbupgrade\t\t\t\t\tdsgbup\ngbupgradefail\t\t\t\tdsgberr\npetertaunt \t\t\t\t\tpetertau\n// New Other sounds\nOtherGBDeath1\t\tOGBD1\nOtherGBDeath2\t\tOGBD2\nOtherGBDeath3\t\tOGBD3\nOtherGBDeath4\t\tOGBD4\nOtherGBPainX1\t\tOGBPX1\nOtherGBPainX2\t\tOGBPX2\nOtherGBPainX3\t\tOGBPX3\nOtherGBPainX4\t\tOGBPX4\nOtherGBPain1\t\tOGBP1\nOtherGBPain2\t\tOGBP2\nOtherGBPain3\t\tOGBP3\nOtherGBPain4\t\tOGBP4\nOtherGBTaunt1\t\tOGBT1\nOtherGBTaunt2\t\tOGBT2\nOtherGBTaunt3\t\tOGBT3\nOtherGBTaunt4\t\tOGBT4\nOtherGBTaunt5\t\tOGBT5\n\n$Random OtherGBDeath { OtherGBDeath1 OtherGBDeath2 OtherGBDeath3 OtherGBDeath4 }\n\n$Random OtherGBPainX { OtherGBPainX1 OtherGBPainX2 OtherGBPainX3 OtherGBPainX4 }\n\n$Random OtherGBPain { OtherGBPain1 OtherGBPain2 OtherGBPain3 OtherGBPain4 }\n\n$Random OtherGBTaunt { OtherGBTaunt1 OtherGBTaunt2 OtherGBTaunt3 OtherGBTaunt4 OtherGBTaunt5 }\n\n$playersound\tpeter\tmale\t*death\t\tpeterdth\n$playersound\tpeter\tmale\t*xdeath\t\tpeterdth\n$playersound\tpeter\tmale\t*gibbed\t\tpeterdth\n$playersound\tpeter\tmale\t*pain100\tpeterpai\n$playersound\tpeter\tmale\t*pain75\t\tpeterpai\n$playersound\tpeter\tmale\t*pain50\t\tpeterpai\n$playersound\tpeter\tmale\t*pain25\t\tpeterpai\n$playersound\tpeter\tmale\t*grunt\t\thuntland\n$playersound\tpeter\tmale\t*land\t\thuntland\n$playersound\tpeter\tmale\t*jump\t\tdsnone\n$playersound\tpeter\tmale\t*fist\t\tdsnone\n$playersound\tpeter\tmale\t*usefail\tdsnoway\n$playersound\tpeter\tmale\t*taunt\t\tpetertau\n\n$playersound\tpeter\tfemale\t*dea4th\t\tpeterdth\n$playersound\tpeter\tfemale\t*xdeath\t\tpeterdth\n$playersound\tpeter\tfemale\t*gibbed\t\tpeterdth\n$playersound\tpeter\tfemale\t*pain100\tpeterpai\n$playersound\tpeter\tfemale\t*pain75\t\tpeterpai\n$playersound\tpeter\tfemale\t*pain50\t\tpeterpai\n$playersound\tpeter\tfemale\t*pain25\t\tpeterpai\n$playersound\tpeter\tfemale\t*grunt\t\thuntland\n$playersound\tpeter\tfemale\t*land\t\thuntland\n$playersound\tpeter\tfemale\t*jump\t\tdsnone\n$playersound\tpeter\tfemale\t*fist\t\tdsnone\n$playersound\tpeter\tfemale\t*usefail\tdsfnoway\n$playersound\tpeter\tfemale\t*taunt\t\tpetertau\n\n$playersound\tpeter\tother\t*grunt\t\thuntland\n$playersound\tpeter\tother\t*land\t\thuntland\n$playersound\tpeter\tother\t*jump\t\tdsnone\n$playersound\tpeter\tother\t*fist\t\tdsnone\n$playersound\tpeter\tother\t*usefail\tOGBP3\n$playersound\tpeter\tother\t*taunt\t\tOtherGBTaunt\n$PlayerAlias \tpeter\tother\t*death \t\tOtherGBDeath\n$PlayerAlias \tpeter\tother\t*xdeath \tOtherGBDeath\n$PlayerAlias \tpeter\tother\t*gibbed \tOtherGBDeath\n$PlayerAlias\tpeter\tother\t*pain100\tOtherGBPain\n$PlayerAlias\tpeter\tother\t*pain75\t\tOtherGBPain\n$PlayerAlias\tpeter\tother\t*pain50\t\tOtherGBPainX\n$PlayerAlias\tpeter\tother\t*pain25\t\tOtherGBPainX\n\n$playeralias \tpeter \tmale \t*taunt \t\tpetertaunt\n$playeralias \tpeter \tfemale \t*taunt \t\tpetertaunt\n$playeralias \tpeter \tother \t*taunt \t\tOtherGBTaunt\n\n$limit OtherGBTaunt 1\n$limit petertaunt 1\n\n// Engineer\n// -----------------------------------------------------------------------------\nEngyXPain1\t\tENDPX1\nEngyXPain2\t\tENDPX2\nEngyXPain3\t\tENDPX3\nEngyXPain4\t\tENDPX4\nEngyXPain5\t\tENDPX5\nEngyXPain6\t\tENDPX6\nEngyXPain7\t\tENDPX7\nEngyPain1\t\tENDP1\nEngyPain2\t\tENDP2\nEngyPain3\t\tENDP3\nEngyPain4\t\tENDP4\nEngyPain5\t\tENDP5\nEngyPain6\t\tENDP6\nEngyDeath1\t\tENDD1\nEngyDeath2\t\tENDD2\nEngyDeath3\t\tENDD3\nEngyDeath4\t\tENDD4\nEngyDeath5\t\tENDD5\nEngyDeath6\t\tENDD6\nEngyTaunt1\t\tENDT1\nEngyTaunt2\t\tENDT2\nEngyTaunt3\t\tENDT3\nEngyTaunt4\t\tENDT4\nEngyTaunt5\t\tENDT5\nEngyTaunt6\t\tENDT6\nVengyXPain1\t\tENWPX1\nVengyXPain2\t\tENWPX2\nVengyXPain3\t\tENWPX3\nVengyXPain4\t\tENWPX4\nVengyXPain5\t\tENWPX5\nVengyXPain6\t\tENWPX6\nVengyXPain7\t\tENWPX7\nVengyPain1\t\tENWP1\nVengyPain2\t\tENWP2\nVengyPain3\t\tENWP3\nVengyPain4\t\tENWP4\nVengyPain5\t\tENWP5\nVengyPain6\t\tENWP6\nVengyDeath1\t\tENWD1\nVengyDeath2\t\tENWD2\nVengyDeath3\t\tENWD3\nVengyDeath4\t\tENWD4\nVengyDeath5\t\tENWD5\nVengyDeath6\t\tENWD6\nVengyTaunt1\t\tENWT1\nVengyTaunt2\t\tENWT2\nVengyTaunt3\t\tENWT3\nVengyTaunt4\t\tENWT4\nVengyTaunt5\t\tENWT5\nVengyTaunt6\t\tENWT6\nVengyTaunt7\t\tENWT7\nVengyTaunt8\t\tENWT8\nPipeMiss1 \t\tPIPMISS1\nPipeMiss2\t\tPIPMISS2\n// Building stuff\nDispenserUp1\t\tENDDBU1\nDispenserUp2\t\tENDDBU2\nDispenserUp3\t\tENDDBU3\nSentryUp1\t\t\tENDSBU1\nSentryUp2\t\t\tENDSBU2\nSentryDown\t\t\tENDSD\nDispenserDown\t\tENDDI\nVDispenserUp1\t\tENWDBU1\nVDispenserUp2\t\tENWDBU2\nVDispenserUp3\t\tENWDBU3\nVSentryUp1\t\t\tENWSBU1\nVSentryUp2\t\t\tENWSBU2\nVSentryDown\t\t\tENWSD\nVDispenserDown\t\tENWDI\nDispenserBlowup\t\tDISPDETH\nDispenserGive\t\tDISPGIVE\nDispenserIdle\t\tDISPIDLE\nSentryAct\t\t\tDSSENACT\nSentryBlowup\t\tDSSENDTH\nSentryPain\t\t\tDSSENPN\nSentryShoot\t\t\tDSSENSHT\nSentrySit\t\t\tDSSENSIT\nGravityGun/Pickup\tGGPICKUP\nGravityGun/Fire1\tGRVFIRE1\nGravityGun/Fire2\tGRVFIRE2\nGravityGun/Fire3\tGRVFIRE3\nGravityGun/FireObj\tGGOBJFRE\nGravityGun/Pull\t\tGRAVPULL\nGravityGun/Rail\t\tGRAVRAIL\nGravityItem/Explode\tGGITMDTH\nGravityGun/MineFire\tGGMINEFR\n// Mines\nMineLand\t\t\tMINELAND\n// Old sounds\nEngineerNail\t\t\tNAILFI\nSawThrow\t\t\t\tBLADELAU\nSawHit\t\t\t\t\tBLADEDTH\nSawAir\t\t\t\t\tBLADEAIR\nSawClick\t\t\t\tDSCLICK\nSteamLaunch\t\t\t\tSTEAMFIR\nSteamWhistle\t\t\tTRAINW\nSteamFire\t\t\t\tSTEAMFLY\nSteam\t\t\t\t\tSTEAM\nSteamHit\t\t\t\tSTEAMDIE\nengitaunt \t\t\t\tengitaun\n\n$Random EngyDeath { EngyDeath1 EngyDeath2 EngyDeath3 EngyDeath4 EngyDeath5 EngyDeath6 }\n\n$Random EngyPain { EngyPain1 EngyPain2 EngyPain3 EngyPain4 EngyPain5 EngyPain6 }\n\n$Random EngyXPain { EngyXPain1 EngyXPain2 EngyXPain3 EngyXPain4 EngyXPain5 EngyXPain6 EngyXPain7 }\n\n$Random EngyTaunt { EngyTaunt1 EngyTaunt1 EngyTaunt1 EngyTaunt1 EngyTaunt1\n\t\t\t\t\tEngyTaunt2 EngyTaunt3 EngyTaunt4 EngyTaunt5 EngyTaunt6 }\n\n$Random VengyTaunt { VengyTaunt1 VengyTaunt1 VengyTaunt1 VengyTaunt1 VengyTaunt1 VengyTaunt1 VengyTaunt1\n\t\t\t\t\tVengyTaunt2 VengyTaunt3 VengyTaunt4 VengyTaunt5 VengyTaunt6 VengyTaunt7 VengyTaunt8 }\n\n$Random VengyXPain { VengyXPain1 VengyXPain2 VengyXPain3 VengyXPain4 VengyXPain5 VengyXPain6 VengyXPain7 }\n\n$Random VengyPain { VengyPain1 VengyPain2 VengyPain3 VengyPain4 VengyPain5 VengyPain6 }\n\n$Random VengyDeath { VengyDeath1 VengyDeath2 VengyDeath3 VengyDeath4 VengyDeath5 VengyDeath6 }\n\n$Random DispenserUp { DispenserUp1 DispenserUp2 DispenserUp3 }\n\n$Random SentryUp { SentryUp1 SentryUp2 }\n\n$Random VDispenserUp { VDispenserUp1 VDispenserUp2 VDispenserUp3 }\n\n$Random VSentryUp { VSentryUp1 VSentryUp2 }\n\n$Random PipeMiss { PipeMiss1 PipeMiss2 }\n\n$Random GravityGun/Fire { GravityGun/Fire1 GravityGun/Fire2 GravityGun/Fire3 }\n\n$playersound\tengin\tmale\t*death\t\tEngyDeath\n$playersound\tengin\tmale\t*xdeath\t\tEngyDeath\n$playersound\tengin\tmale\t*gibbed\t\tEngyDeath\n$playersound\tengin\tmale\t*pain100\tEngyPain\n$playersound\tengin\tmale\t*pain75\t\tEngyPain\n$playersound\tengin\tmale\t*pain50\t\tEngyXPain\n$playersound\tengin\tmale\t*pain25\t\tEngyXPain\n$playersound\tengin\tmale\t*taunt\t\tEngyTaunt\n$playersound\tengin\tmale\t*grunt\t\tENDL\n$playersound\tengin\tmale\t*land\t\tENDL\n$playersound\tengin\tmale\t*jump\t\tdsnone\n$playersound\tengin\tmale\t*fist\t\tdsnone\n$playersound\tengin\tmale\t*usefail\tENDU\n$playeralias\tengin\tmale\t*death\t\tEngyDeath\n$playeralias\tengin\tmale\t*xdeath\t\tEngyDeath\n$playeralias\tengin\tmale\t*gibbed\t\tEngyDeath\n$playeralias\tengin\tmale\t*pain100\tEngyPain\n$playeralias\tengin\tmale\t*pain75\t\tEngyPain\n$playeralias\tengin\tmale\t*pain50\t\tEngyXPain\n$playeralias\tengin\tmale\t*pain25\t\tEngyXPain\n$playeralias \tengin \tmale \t*taunt\t \tEngyTaunt\n\n$playersound\tengin\tfemale\t*death\t\tVengyDeath\n$playersound\tengin\tfemale\t*xdeath\t\tVengyDeath\n$playersound\tengin\tfemale\t*gibbed\t\tVengyDeath\n$playersound\tengin\tfemale\t*pain100\tVengyPain\n$playersound\tengin\tfemale\t*pain75\t\tVengyPain\n$playersound\tengin\tfemale\t*pain50\t\tVengyXPain\n$playersound\tengin\tfemale\t*pain25\t\tVengyXPain\n$playersound\tengin\tfemale\t*grunt\t\tengiland\n$playersound\tengin\tfemale\t*grunt\t\tENWL\n$playersound\tengin\tfemale\t*land\t\tENWL\n$playersound\tengin\tfemale\t*jump\t\tdsnone\n$playersound\tengin\tfemale\t*fist\t\tdsnone\n$playersound\tengin\tfemale\t*usefail\tENWU\n$playersound\tengin\tfemale\t*taunt\t\tVengyTaunt\n$playeralias\tengin\tfemale\t*death\t\tVengyDeath\n$playeralias\tengin\tfemale\t*xdeath\t\tVengyDeath\n$playeralias\tengin\tfemale\t*gibbed\t\tVengyDeath\n$playeralias\tengin\tfemale\t*pain100\tVengyPain\n$playeralias\tengin\tfemale\t*pain75\t\tVengyPain\n$playeralias\tengin\tfemale\t*pain50\t\tVengyXPain\n$playeralias\tengin\tfemale\t*pain25\t\tVengyXPain\n$playeralias \tengin \tfemale \t*taunt\t \tVengyTaunt\n\n$playersound\tengin\tother\t*death\t\tengideat\n$playersound\tengin\tother\t*xdeath\t\tengideat\n$playersound\tengin\tother\t*gibbed\t\tengideat\n$playersound\tengin\tother\t*pain100\tengipain\n$playersound\tengin\tother\t*pain75\t\tengipain\n$playersound\tengin\tother\t*pain50\t\tengipain\n$playersound\tengin\tother\t*pain25\t\tengipain\n$playersound\tengin\tother\t*grunt\t\tengiland\n$playersound\tengin\tother\t*land\t\tengiland\n$playersound\tengin\tother\t*jump\t\tdsnone\n$playersound\tengin\tother\t*fist\t\tdsnone\n$playersound\tengin\tother\t*usefail\tdsnone\n$playersound\tengin\tother\t*taunt\t\tengitaun\n$playeralias \tengin \tother \t*taunt \t\tengitaunt\n\n$limit engitaunt 1\n$limit VengyTaunt 1\n\n// Sjas\n// -----------------------------------------------------------------------------\nsjasattack\t\t\t\t\tsjasatta\nsjasdeath\t\t\t\t\tsjasdeat\nsjaspain\t\t\t\t\tsjaspain\nsjasact\t\t\t\t\t\tsjasact\nsjasreflect\t\t\t\t\tsjassee\nsjastaunt \t\t\t\t\tsjastau\nSjasItem\t\t\t\t\tSJASCHRG\n\n$playersound\tsjas\tmale\t*death\t\tdsnone\n$playersound\tsjas\tmale\t*xdeath\t\tdsnone\n$playersound\tsjas\tmale\t*gibbed\t\tdsnone\n$playersound\tsjas\tmale\t*pain100\tdsnone\n$playersound\tsjas\tmale\t*pain75\t\tdsnone\n$playersound\tsjas\tmale\t*pain50\t\tdsnone\n$playersound\tsjas\tmale\t*pain25\t\tdsnone\n$playersound\tsjas\tmale\t*grunt\t\tdsnone\n$playersound\tsjas\tmale\t*land\t\tdsnone\n$playersound\tsjas\tmale\t*jump\t\tdsnone\n$playersound\tsjas\tmale\t*fist\t\tdsnone\n$playersound\tsjas\tmale\t*usefail\tdsnone\n$playersound\tsjas\tmale\t*taunt\t\tsjastau\n\n$playersound\tsjas\tfemale\t*death\t\tdsnone\n$playersound\tsjas\tfemale\t*xdeath\t\tdsnone\n$playersound\tsjas\tfemale\t*gibbed\t\tdsnone\n$playersound\tsjas\tfemale\t*pain100\tdsnone\n$playersound\tsjas\tfemale\t*pain75\t\tdsnone\n$playersound\tsjas\tfemale\t*pain50\t\tdsnone\n$playersound\tsjas\tfemale\t*pain25\t\tdsnone\n$playersound\tsjas\tfemale\t*grunt\t\tdsnone\n$playersound\tsjas\tfemale\t*land\t\tdsnone\n$playersound\tsjas\tfemale\t*jump\t\tdsnone\n$playersound\tsjas\tfemale\t*fist\t\tdsnone\n$playersound\tsjas\tfemale\t*usefail\tdsnone\n$playersound\tsjas\tfemale\t*taunt\t\tsjastau\n\n$playersound\tsjas\tother\t*death\t\tdsnone\n$playersound\tsjas\tother\t*xdeath\t\tdsnone\n$playersound\tsjas\tother\t*gibbed\t\tdsnone\n$playersound\tsjas\tother\t*pain100\tdsnone\n$playersound\tsjas\tother\t*pain75\t\tdsnone\n$playersound\tsjas\tother\t*pain50\t\tdsnone\n$playersound\tsjas\tother\t*pain25\t\tdsnone\n$playersound\tsjas\tother\t*pain75\t\tdsnone\n$playersound\tsjas\tother\t*grunt\t\tdsnone\n$playersound\tsjas\tother\t*land\t\tdsnone\n$playersound\tsjas\tother\t*jump\t\tdsnone\n$playersound\tsjas\tother\t*fist\t\tdsnone\n$playersound\tsjas\tother\t*usefail\tdsnone\n$playersound\tsjas\tother\t*taunt\t\tsjastau\n\n$playeralias \tsjas \tmale \t*taunt \t\tsjastaunt\n$playeralias \tsjas \tfemale  *taunt \t\tsjastaunt\n$playeralias \tsjas \tother   *taunt \t\tsjastaunt\n\n$limit sjastaunt 1\n\n// Jitterskull\n// -----------------------------------------------------------------------------\nskull1 \t\t\t\t\t\tskull1\nskull2 \t\t\t\t\t\tskull2\nskull3 \t\t\t\t\t\tskull3\nskull4 \t\t\t\t\t\tskull4\nskullattack \t\t\t\tskull5\nskulldie \t\t\t\t\tskull6\nskullchips\t\t\t\t\tdsrocks\nskulleating \t\t\t\tCRUNCHIN\njitpain1 \t\t\t\t\tjitpain1\njitpain2 \t\t\t\t\tjitpain2\njitpain3 \t\t\t\t\tjitpain3\njitpain4 \t\t\t\t\tjitpain4\nskultaunt \t\t\t\t\tskultau\n\n$random skullact {skull1 skull2 skull3 skull4}\n\n$random jitpain {jitpain1 jitpain2 jitpain3 jitpain4}\n\n$playersound\tjskull\tmale\t*death\t\tdsnone\n$playersound\tjskull\tmale\t*xdeath\t\tdsnone\n$playersound\tjskull\tmale\t*gibbed\t\tdsnone\n$playersound\tjskull\tmale\t*pain100\tdsnone\n$playersound\tjskull\tmale\t*pain75\t\tdsnone\n$playersound\tjskull\tmale\t*pain50\t\tdsnone\n$playersound\tjskull\tmale\t*pain25\t\tdsnone\n$playersound\tjskull\tmale\t*grunt\t\tdsnone\n$playersound\tjskull\tmale\t*land\t\tdsnone\n$playersound\tjskull\tmale\t*jump\t\tskullact\n$playersound\tjskull\tmale\t*fist\t\tdsnone\n$playersound\tjskull\tmale\t*usefail\tdsnone\n$playersound\tjskull\tmale\t*taunt\t\tskultau\n\n$playersound\tjskull\tfemale\t*death\t\tdsnone\n$playersound\tjskull\tfemale\t*xdeath\t\tdsnone\n$playersound\tjskull\tfemale\t*gibbed\t\tdsnone\n$playersound\tjskull\tfemale\t*pain100\tdsnone\n$playersound\tjskull\tfemale\t*pain75\t\tdsnone\n$playersound\tjskull\tfemale\t*pain50\t\tdsnone\n$playersound\tjskull\tfemale\t*pain25\t\tdsnone\n$playersound\tjskull\tfemale\t*grunt\t\tdsnone\n$playersound\tjskull\tfemale\t*land\t\tdsnone\n$playersound\tjskull\tfemale\t*jump\t\tskullact\n$playersound\tjskull\tfemale\t*fist\t\tdsnone\n$playersound\tjskull\tfemale\t*usefail\tdsnone\n$playersound\tjskull\tfemale\t*taunt\t\tskultau\n\n$playersound\tjskull\tother\t*death\t\tdsnone\n$playersound\tjskull\tother\t*xdeath\t\tdsnone\n$playersound\tjskull\tother\t*gibbed\t\tdsnone\n$playersound\tjskull\tother\t*pain100\tdsnone\n$playersound\tjskull\tother\t*pain75\t\tdsnone\n$playersound\tjskull\tother\t*pain50\t\tdsnone\n$playersound\tjskull\tother\t*pain25\t\tdsnone\n$playersound\tjskull\tother\t*pain75\t\tdsnone\n$playersound\tjskull\tother\t*grunt\t\tdsnone\n$playersound\tjskull\tother\t*land\t\tdsnone\n$playersound\tjskull\tother\t*jump\t\tskullact\n$playersound\tjskull\tother\t*fist\t\tdsnone\n$playersound\tjskull\tother\t*usefail\tdsnone\n$playersound\tjskull\tother\t*taunt\t\tskultau\n\n$playeralias \tjskull \tmale \t*taunt \t\tskultaunt\n$playeralias \tjskull \tfemale \t*taunt \t\tskultaunt\n$playeralias \tjskull \tother \t*taunt \t\tskultaunt\n\n$limit skultaunt 1\n\n// Creeper\n// -----------------------------------------------------------------------------\nCreeperHealBallFire\t\t\t\t\t\t\t\t\t\tCRPHBALL\ncreeperact \t\t\t\t\tcreep1\ncreeperattack \t\t\t\tcreep2\ncreeperpain \t\t\t\tcreep3\ncreeperdie \t\t\t\t\tcreep4\nCreeperBall \t\t\t\tdscurse\nCreeperBallD \t\t\t\tdscursed\n// Old sounds\nweapons/creepercharge\t\t\tdsblur\ncreeptaunt creeptau\n\n$playersound\tcreeper\tmale\t*death\t\tdsnone\n$playersound\tcreeper\tmale\t*xdeath\t\tdsnone\n$playersound\tcreeper\tmale\t*gibbed\t\tdsnone\n$playersound\tcreeper\tmale\t*pain100\tdsnone\n$playersound\tcreeper\tmale\t*pain75\t\tdsnone\n$playersound\tcreeper\tmale\t*pain50\t\tdsnone\n$playersound\tcreeper\tmale\t*pain25\t\tdsnone\n$playersound\tcreeper\tmale\t*grunt\t\tcreep1\n$playersound\tcreeper\tmale\t*land\t\tcreep1\n$playersound\tcreeper\tmale\t*jump\t\tcreep1\n$playersound\tcreeper\tmale\t*fist\t\tdsnone\n$playersound\tcreeper\tmale\t*usefail\tcreep1\n$playersound\tcreeper\tmale\t*taunt\t\tcreeptau\n\n$playersound\tcreeper\tfemale\t*death\t\tdsnone\n$playersound\tcreeper\tfemale\t*xdeath\t\tdsnone\n$playersound\tcreeper\tfemale\t*gibbed\t\tdsnone\n$playersound\tcreeper\tfemale\t*pain100\tdsnone\n$playersound\tcreeper\tfemale\t*pain75\t\tdsnone\n$playersound\tcreeper\tfemale\t*pain50\t\tdsnone\n$playersound\tcreeper\tfemale\t*pain25\t\tdsnone\n$playersound\tcreeper\tfemale\t*grunt\t\tcreep1\n$playersound\tcreeper\tfemale\t*land\t\tcreep1\n$playersound\tcreeper\tfemale\t*jump\t\tcreep1\n$playersound\tcreeper\tfemale\t*fist\t\tdsnone\n$playersound\tcreeper\tfemale\t*usefail\tdsnone\n$playersound\tcreeper\tfemale\t*taunt\t\tcreeptau\n\n$playersound\tcreeper\tother\t*death\t\tdsnone\n$playersound\tcreeper\tother\t*xdeath\t\tdsnone\n$playersound\tcreeper\tother\t*gibbed\t\tdsnone\n$playersound\tcreeper\tother\t*pain100\tdsnone\n$playersound\tcreeper\tother\t*pain75\t\tdsnone\n$playersound\tcreeper\tother\t*pain50\t\tdsnone\n$playersound\tcreeper\tother\t*pain25\t\tdsnone\n$playersound\tcreeper\tother\t*pain75\t\tdsnone\n$playersound\tcreeper\tother\t*grunt\t\tcreep1\n$playersound\tcreeper\tother\t*land\t\tcreep1\n$playersound\tcreeper\tother\t*jump\t\tcreep1\n$playersound\tcreeper\tother\t*fist\t\tdsnone\n$playersound\tcreeper\tother\t*usefail\tdsnone\n$playersound\tcreeper\tother\t*taunt\t\tcreeptau\n\n$playeralias \tcreeper male \t*taunt \t\tcreeptaunt\n$playeralias \tcreeper female \t*taunt \t\tcreeptaunt\n$playeralias \tcreeper other \t*taunt \t\tcreeptaunt\n\n$limit creeptaunt 1\n\n// Choke\n// -----------------------------------------------------------------------------\nchokedeath\t\t\t\t\tdschodth\nchokeattack\t\t\t\t\tdschoatk\nchokeswallow\t\t\t\tdschoswa\nchokespit\t\t\t\t\tdschospi\nchokevomit\t\t\t\t\tchokesik\nchoketaunt\t\t\t\t\tdschotau\n// New OTHER taunts\nChokeTaunt1\t\tCHKT1\nChokeTaunt2\t\tCHKT2\nChokeTaunt3\t\tCHKT3\nChokeTaunt4\t\tCHKT4\nChokeTaunt5\t\tCHKT5\nChokeTaunt6\t\tCHKT6\nChokeTaunt7\t\tCHKT7\n\n$Random OtherChokeTaunt { ChokeTaunt1 ChokeTaunt2 ChokeTaunt3 ChokeTaunt4 ChokeTaunt5 ChokeTaunt6 ChokeTaunt7 }\n\n$playersound\tchoke\tmale\t*death\t\tdsnone\n$playersound\tchoke\tmale\t*xdeath\t\tdsnone\n$playersound\tchoke\tmale\t*gibbed\t\tdsnone\n$playersound\tchoke\tmale\t*pain100\tdschopai\n$playersound\tchoke\tmale\t*pain75\t\tdschopai\n$playersound\tchoke\tmale\t*pain50\t\tdschopai\n$playersound\tchoke\tmale\t*pain25\t\tdschopai\n$playersound\tchoke\tmale\t*grunt\t\tdschoact\n$playersound\tchoke\tmale\t*land\t\tdschoact\n$playersound\tchoke\tmale\t*jump\t\tdsnone\n$playersound\tchoke\tmale\t*fist\t\tdsnone\n$playersound\tchoke\tmale\t*usefail\tdsnone\n$playersound\tchoke\tmale\t*taunt\t\tdschotau\n\n$playersound\tchoke\tfemale\t*death\t\tdsnone\n$playersound\tchoke\tfemale\t*xdeath\t\tdsnone\n$playersound\tchoke\tfemale\t*gibbed\t\tdsnone\n$playersound\tchoke\tfemale\t*pain100\tdschopai\n$playersound\tchoke\tfemale\t*pain75\t\tdschopai\n$playersound\tchoke\tfemale\t*pain50\t\tdschopai\n$playersound\tchoke\tfemale\t*pain25\t\tdschopai\n$playersound\tchoke\tfemale\t*grunt\t\tdschoact\n$playersound\tchoke\tfemale\t*land\t\tdschoact\n$playersound\tchoke\tfemale\t*jump\t\tdsnone\n$playersound\tchoke\tfemale\t*fist\t\tdsnone\n$playersound\tchoke\tfemale\t*usefail\tdsnone\n$playersound\tchoke\tfemale\t*taunt\t\tdschotau\n\n$playersound\tchoke\tother\t*death\t\tdsnone\n$playersound\tchoke\tother\t*xdeath\t\tdsnone\n$playersound\tchoke\tother\t*gibbed\t\tdsnone\n$playersound\tchoke\tother\t*pain100\tdschopai\n$playersound\tchoke\tother\t*pain75\t\tdschopai\n$playersound\tchoke\tother\t*pain50\t\tdschopai\n$playersound\tchoke\tother\t*pain25\t\tdschopai\n$playersound\tchoke\tother\t*grunt\t\tdschoact\n$playersound\tchoke\tother\t*land\t\tdschoact\n$playersound\tchoke\tother\t*jump\t\tdsnone\n$playersound\tchoke\tother\t*fist\t\tdsnone\n$playersound\tchoke\tother\t*usefail\tdsnone\n$playersound\tchoke\tother\t*taunt\t\tdschotau\n\n$playeralias \tchoke \tmale \t*taunt \t\tchoketaunt\n$playeralias \tchoke \tfemale \t*taunt \t\tchoketaunt\n$playeralias    Choke   other   *taunt      OtherChokeTaunt\n\n$limit OtherChokeTaunt 1\n$limit choketaunt 1\n\n// Frostbite\n// -----------------------------------------------------------------------------\nKilledByFrost\t\t\tFRZD_DTH\n// Old sounds\nFrostBreathStart\t\tFROSTSTA\nFrostBreathMid\t\t\tFROSTMID\nFrostBreathEnd\t\t\tFROSTEND\nFrostBreathFail\t\t\tFROSTBFA\nFrostPain\t\t\t\tFROSTPAI\nFrostChomp\t\t\t\tFROSTCHO\nFrostTeeth\t\t\t\tSHARDS1B\nFrostDeath\t\t\t\tFROSTDIE\nFrostBurst\t\t\t\tDSRXPLOD\nFrostTwinkle1\t\t\tFROSTIN1\nFrostTwinkle2\t\t\tFROSTIN2\nFrostTwinkle3\t\t\tFROSTIN3\nFrostTwinkle4\t\t\tFROSTIN4\nFrostTwinkle5\t\t\tFROSTIN5\nFrostTwinkle6\t\t\tFROSTIN6\nfrosttaunt \t\t\t\tfrosttau\n\n$random FrostTwinkle {FrostTwinkle1 FrostTwinkle2 FrostTwinkle3 FrostTwinkle4 FrostTwinkle5 FrostTwinkle6}\n\n$playersound\tfrost\tmale\t*death\t\tfrostdie\n$playersound\tfrost\tmale\t*xdeath\t\tdsnone\n$playersound\tfrost\tmale\t*gibbed\t\tdsnone\n$playersound\tfrost\tmale\t*pain100\tdsnone\n$playersound\tfrost\tmale\t*pain75\t\tdsnone\n$playersound\tfrost\tmale\t*pain50\t\tdsnone\n$playersound\tfrost\tmale\t*pain25\t\tdsnone\n$playersound\tfrost\tmale\t*grunt\t\tdsnone\n$playersound\tfrost\tmale\t*land\t\tdsnone\n$playersound\tfrost\tmale\t*jump\t\tdsnone\n$playersound\tfrost\tmale\t*fist\t\tdsnone\n$playersound\tfrost\tmale\t*usefail\tdsnone\n$playersound\tfrost\tmale\t*taunt\t\tfrosttaunt\n\n$playersound\tfrost\tfemale\t*death\t\tfrostdie\n$playersound\tfrost\tfemale\t*xdeath\t\tdsnone\n$playersound\tfrost\tfemale\t*gibbed\t\tdsnone\n$playersound\tfrost\tfemale\t*pain100\tdsnone\n$playersound\tfrost\tfemale\t*pain75\t\tdsnone\n$playersound\tfrost\tfemale\t*pain50\t\tdsnone\n$playersound\tfrost\tfemale\t*pain25\t\tdsnone\n$playersound\tfrost\tfemale\t*grunt\t\tdsnone\n$playersound\tfrost\tfemale\t*land\t\tdsnone\n$playersound\tfrost\tfemale\t*jump\t\tdsnone\n$playersound\tfrost\tfemale\t*fist\t\tdsnone\n$playersound\tfrost\tfemale\t*usefail\tdsnone\n$playersound\tfrost\tfemale\t*taunt\t\tfrosttaunt\n\n$playersound\tfrost\tother\t*death\t\tfrostdie\n$playersound\tfrost\tother\t*xdeath\t\tdsnone\n$playersound\tfrost\tother\t*gibbed\t\tdsnone\n$playersound\tfrost\tother\t*pain100\tdsnone\n$playersound\tfrost\tother\t*pain75\t\tdsnone\n$playersound\tfrost\tother\t*pain50\t\tdsnone\n$playersound\tfrost\tother\t*pain25\t\tdsnone\n$playersound\tfrost\tother\t*grunt\t\tdsnone\n$playersound\tfrost\tother\t*land\t\tdsnone\n$playersound\tfrost\tother\t*jump\t\tdsnone\n$playersound\tfrost\tother\t*fist\t\tdsnone\n$playersound\tfrost\tother\t*usefail\tdsnone\n$playersound\tfrost\tother\t*taunt\t\tfrosttaunt\n\n$playeralias \tfrost \tmale \t*taunt \t\tfrosttaunt\n$playeralias \tfrost \tfemale \t*taunt \t\tfrosttaunt\n$playeralias \tfrost \tother \t*taunt \t\tfrosttaunt\n\n$limit frosttaunt 1\n\n// Santa\n// -----------------------------------------------------------------------------\nSantaSnowBall\t\t\tSNOWBALL\nHollyThrow\t\t\t\tHOLLYTRW\nHollyLand\t\t\t\tHOLLYLAN\nHollySpike\t\t\t\tHOLLYOUT\nHollyHit\t\t\t\tHOLLYHIT\nStarLaunch\t\t\t\tTWINK4\nStarTwinkle1\t\t\tTWINK1\nStarTwinkle2\t\t\tTWINK2\nStarTwinkle3\t\t\tTWINK3\nStarHit\t\t\t\t\tSTARDIE\nsantaho \t\t\t\tsanttaun\n\n$random StarTwinkle {StarTwinkle1 StarTwinkle2 StarTwinkle3}\n\n$playersound\tsanta\tmale\t*death\t\tsantdie\n$playersound\tsanta\tmale\t*xdeath\t\tsantdie\n$playersound\tsanta\tmale\t*gibbed\t\tsantdie\n$playersound\tsanta\tmale\t*pain100\tsantpain\n$playersound\tsanta\tmale\t*pain75\t\tsantpain\n$playersound\tsanta\tmale\t*pain50\t\tsantpain\n$playersound\tsanta\tmale\t*pain25\t\tsantpain\n$playersound\tsanta\tmale\t*grunt\t\tsantgrun\n$playersound\tsanta\tmale\t*land\t\thuntland\n$playersound\tsanta\tmale\t*jump\t\tsantjump\n$playersound\tsanta\tmale\t*fist\t\tdsnone\n$playersound\tsanta\tmale\t*usefail\tsantopen\n$playersound\tsanta\tmale\t*taunt\t\tsantaho\n\n$playersound\tsanta\tfemale\t*death\t\tsantdie\n$playersound\tsanta\tfemale\t*xdeath\t\tsantdie\n$playersound\tsanta\tfemale\t*gibbed\t\tsantdie\n$playersound\tsanta\tfemale\t*pain100\tsantpain\n$playersound\tsanta\tfemale\t*pain75\t\tsantpain\n$playersound\tsanta\tfemale\t*pain50\t\tsantpain\n$playersound\tsanta\tfemale\t*pain25\t\tsantpain\n$playersound\tsanta\tfemale\t*grunt\t\tsantgrun\n$playersound\tsanta\tfemale\t*land\t\thuntland\n$playersound\tsanta\tfemale\t*jump\t\tsantjump\n$playersound\tsanta\tfemale\t*fist\t\tdsnone\n$playersound\tsanta\tfemale\t*usefail\tsantopen\n$playersound\tsanta\tfemale\t*taunt\t\tsantaho\n\n$playersound\tsanta\tother\t*death\t\tsantdie\n$playersound\tsanta\tother\t*xdeath\t\tsantdie\n$playersound\tsanta\tother\t*gibbed\t\tsantdie\n$playersound\tsanta\tother\t*pain100\tsantpain\n$playersound\tsanta\tother\t*pain75\t\tsantpain\n$playersound\tsanta\tother\t*pain50\t\tsantpain\n$playersound\tsanta\tother\t*pain25\t\tsantpain\n$playersound\tsanta\tother\t*grunt\t\tsantgrun\n$playersound\tsanta\tother\t*land\t\thuntland\n$playersound\tsanta\tother\t*jump\t\tsantjump\n$playersound\tsanta\tother\t*fist\t\tdsnone\n$playersound\tsanta\tother\t*usefail\tsantopen\n$playersound\tsanta\tother\t*taunt\t\tsantaho\n\n$playeralias \tsanta \tmale \t*taunt \t\tsantaho\n$playeralias \tsanta \tfemale \t*taunt \t\tsantaho\n$playeralias \tsanta \tother \t*taunt \t\tsantaho\n\n$limit santaho 1\n\n// Barbarian\n// -----------------------------------------------------------------------------\nSwordSwing\t\t\t\t\t\t\t\t\t\t\t\tSWDSWING\nSwordFireS\t\t\t\t\t\t\t\t\t\t\t\tSWDFIREF\nSwordFireX\t\t\t\t\t\t\t\t\t\t\t\tSWDFIREX\nAxeSwing\t\t\t\t\t\t\t\t\t\t\t\tAXESWING\nBarbSwordDeath\t\t\t\t\t\t\t\t\t\t\tR_EXP3\nHammerHit\t\t\t\t\t\t\t\t\t\t\t\tHAMMEHIT\nHammerThunder\t\t\t\t\t\t\t\t\t\t\tHMMRFIRE\nHammerLightning\t\t\t\t\t\t\t\t\t\t\tHMMRALT\nBarbarianWarCry\t\t\t\t\t\t\t\t\t\t\tBARWC1\nBarbarianWarCry2\t\t\t\t\t\t\t\t\t\tBARWC2\nBarbarianWarCry3\t\t\t\t\t\t\t\t\t\tBARWC3\nBarbarianWarCry4                                        BARWC4\nBarbarianTaunt1\t\t\t\t\t\t\t\t\t\t\tBRBTNT\nBarbarianTaunt2\t\t\t\t\t\t\t\t\t\t\tBRBTNT2\nBarbarianTaunt3\t\t\t\t\t\t\t\t\t\t\tBRBTNT3\nBarbarianTaunt4\t\t\t\t\t\t\t\t\t\t\tBRBTNT4\nBarbarianDeath1\t\t\t\t\t\t\t\t\t\t\tBARDT1\nBarbarianDeath2\t\t\t\t\t\t\t\t\t\t\tBARDT2\nBarbarianDeath3\t\t\t\t\t\t\t\t\t\t\tBARDT3\nBarbarianDeath4\t\t\t\t\t\t\t\t\t\t\tBARDT4\nBarbWalk1\t\t\t\t\t\t\t\t\t\t\t\tBFTSTP1\nBarbWalk2\t\t\t\t\t\t\t\t\t\t\t\tBFTSTP2\nBarbWalk3\t\t\t\t\t\t\t\t\t\t\t\tBFTSTP3\nBarbWalk4\t\t\t\t\t\t\t\t\t\t\t\tBFTSTP4\nBarbarianPain1\t\t\t\t\t\t\t\t\t\t\tBRBPN1\nBarbarianPain2\t\t\t\t\t\t\t\t\t\t\tBRBPN2\nBarbarianPain3\t\t\t\t\t\t\t\t\t\t\tBRBPN3\nBarbarianPain4\t\t\t\t\t\t\t\t\t\t\tBRBPN4\nBarbBerserkEnd\t\t\t\t\t\t\t\t\t\t\tBRSKEND\nOtherBarbarianDeath1\t\tOBARD1\nOtherBarbarianDeath2\t\tOBARD2\nOtherBarbarianDeath3\t\tOBARD3\nOtherBarbarianPain1\t\t\tOBARP1\nOtherBarbarianPain2\t\t\tOBARP2\nOtherBarbarianPain3\t\t\tOBARP3\nOtherBarbarianPain4\t\t\tOBARP4\nOtherBarbarianTaunt1\t\tOBART1\nOtherBarbarianTaunt2\t\tOBART2\nOtherBarbarianTaunt3\t\tOBART3\nOtherBarbarianTaunt4\t\tOBART4\nOtherBarbarianTaunt5\t\tOBART5\nOtherBarbarianTaunt6\t\tOBART6\nOtherBarbarianRoar\t\t\tOBARR\n\n$Random BarbarianWarCryR { BarbarianWarCry BarbarianWarCry2 BarbarianWarCry3 BarbarianWarCry4 }\n\n$Random BarbarianTaunt { BarbarianTaunt1 BarbarianTaunt2 BarbarianTaunt3 BarbarianTaunt4 }\n\n$Random BarbarianDeath { BarbarianDeath1 BarbarianDeath2 BarbarianDeath3 BarbarianDeath4 }\n\n$Random BarbarianPain { BarbarianPain1 BarbarianPain2 BarbarianPain3 BarbarianPain4 }\n\n$Random BarbarianWalk { BarbWalk1 BarbWalk2 BarbWalk3 BarbWalk4 }\n\n$Random OtherBarbarianDeath { OtherBarbarianDeath1 OtherBarbarianDeath2 OtherBarbarianDeath3 }\n\n$Random OtherBarbarianPain { OtherBarbarianPain1 OtherBarbarianPain2 OtherBarbarianPain3 OtherBarbarianPain4 }\n\n$Random OtherBarbarianTaunt { OtherBarbarianTaunt1 OtherBarbarianTaunt2 OtherBarbarianTaunt3 OtherBarbarianTaunt4 OtherBarbarianTaunt5 OtherBarbarianTaunt6 }\n\n$PlayerAlias\t\t\tBarbarian\tMale\t*Pain100\t\tBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tMale\t*Pain75\t\t\tBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tMale\t*Pain50\t\t\tBarbarianPain\n$PlayerAlias\t\t    Barbarian\tMale\t*Pain25\t\t\tBarbarianPain\n$PlayerSound\t\t\tBarbarian\tMale\t*Grunt\t\t\tBARGRN\n$PlayerSound\t\t\tBarbarian\tMale\t*Land\t\t\tBARLND\n$PlayerSound\t\t\tBarbarian\tMale\t*UseFail\t\tBRBO\n$PlayerAlias\t\t\tBarbarian \tMale \t*Taunt\t\t\tBarbarianTaunt\n$PlayerAlias            Barbarian   Male    *Death          BarbarianDeath\n$PlayerAlias            Barbarian   Male    *XDeath         BarbarianDeath\n\n$PlayerAlias\t\t\tBarbarian\tFeMale\t*Pain100\t\tBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tFeMale\t*Pain75\t\t\tBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tFeMale\t*Pain50\t\t\tBarbarianPain\n$PlayerAlias\t\t    Barbarian\tFeMale\t*Pain25\t\t\tBarbarianPain\n$PlayerSound\t\t\tBarbarian\tFeMale\t*Grunt\t\t\tBARGRN\n$PlayerSound\t\t\tBarbarian\tFeMale\t*Land\t\t\tBARLND\n$PlayerSound\t\t\tBarbarian\tFeMale\t*UseFail\t\tBRBO\n$PlayerAlias\t\t\tBarbarian \tFeMale \t*Taunt\t\t\tBarbarianTaunt\n$PlayerAlias            Barbarian   FeMale  *Death          BarbarianDeath\n\n$PlayerAlias\t\t\tBarbarian\tOther\t*Pain100\t\tOtherBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tOther\t*Pain75\t\t\tOtherBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tOther\t*Pain50\t\t\tOtherBarbarianPain\n$PlayerAlias\t\t    Barbarian\tOther\t*Pain25\t\t\tOtherBarbarianPain\n$PlayerSound\t\t\tBarbarian\tOther\t*Grunt\t\t\tOBARP4\n$PlayerSound\t\t\tBarbarian\tOther\t*Land\t\t\tOBARP4\n$PlayerSound\t\t\tBarbarian\tOther\t*UseFail\t\tOBARP2\n$PlayerAlias\t\t\tBarbarian \tOther \t*Taunt\t\t\tOtherBarbarianTaunt\n$PlayerAlias            Barbarian   Other   *Death          OtherBarbarianDeath\n$PlayerAlias            Barbarian   Other   *XDeath          OtherBarbarianDeath\n\n$limit OtherBarbarianTaunt 1\n$limit BarbarianTaunt 1\n$limit BarbSwordDeath 0\n\n// Warlock\n// -----------------------------------------------------------------------------\nFireStaffF\t\t\t\t\t\t\t\t\t\t\t\tSTRIKE3\nFireStaffH\t\t\t\t\t\t\t\t\t\t\t\tIMPACT3\nMageShotF\t\t\t\t\t\t\t\t\t\t\t\tMAGSHOTF\nMageShotX\t\t\t\t\t\t\t\t\t\t\t\tMAGSHOTX\nMageSeed\t\t\t\t\t\t\t\t\t\t\t\tMAGESEED\nMageMissileF\t\t\t\t\t\t\t\t\t\t\tMAGMISLF\nMageMissileX\t\t\t\t\t\t\t\t\t\t\tMAGMISLX\nMageIceRaise\t\t\t\t\t\t\t\t\t\t\tICERAISE\nLightningHandsFire\t\t\t\t\t\t\t\t\t\tLITE2\nElectricStorm1\t\t\t\t\t\t\t\t\t\t\tGNTPOW\nElectricStorm2\t\t\t\t\t\t\t\t\t\t\tGNTACT1\nNovaEnergy\t\t\t\t\t\t\t\t\t\t\t\tNOVAENRG\nNovaExplosion\t\t\t\t\t\t\t\t\t\t\tNOVAEXPL\nNovaCharge\t\t\t\t\t\t\t\t\t\t\t\tNOVACHRG\nNovaFire\t\t\t\t\t\t\t\t\t\t\t\tNOVAFIRE\nNovaHit\t\t\t\t\t\t\t\t\t\t\t\t\tNOVAHIT\nNovaPowerUp\t\t\t\t\t\t\t\t\t\t\t\tNOVAPWRU\nElecHands1 \t\t\t\t\t\t\t\t\t\t\t\tWEPELE2\nElecHands2\t\t\t\t\t\t\t\t\t\t\t\tBLANK\nLightningFall\t\t\t\t\t\t\t\t\t\t\tFIRELIGH\n\nFemaleMageTaunt1\t\t\t\t\t\t\t\t\t\tFWT1\nFemaleMageTaunt2\t\t\t\t\t\t\t\t\t\tFWT2\nFemaleMageTaunt3\t\t\t\t\t\t\t\t\t\tFWT3\nFemaleMagePain1\t\t\t\t\t\t\t\t\t\t\tFWP1\nFemaleMagePain2\t\t\t\t\t\t\t\t\t\t\tFWP2\nFemaleMagePain3\t\t\t\t\t\t\t\t\t\t\tFWP3\nFemaleMagePain4\t\t\t\t\t\t\t\t\t\t\tFWP4\nFemaleMagePain5\t\t\t\t\t\t\t\t\t\t\tFWP5\nFemaleMageDeath1\t\t\t\t\t\t\t\t\t\tFWD1\nFemaleMageDeath2\t\t\t\t\t\t\t\t\t\tFWD2\nFemaleMageDeath3\t\t\t\t\t\t\t\t\t\tFWD3\nFemaleMageDeath4\t\t\t\t\t\t\t\t\t\tFWD4\nFemaleMageLand1\t\t\t\t\t\t\t\t\t\t\tFWL1\nFemaleMageLand2\t\t\t\t\t\t\t\t\t\t\tFWL2\nMaleMageTaunt1\t\t\t\t\t\t\t\t\t\t\tRTAUNT1\nMaleMageTaunt2\t\t\t\t\t\t\t\t\t\t\tRTAUNT2\nMaleMageTaunt3\t\t\t\t\t\t\t\t\t\t\tRTAUNT3\nMaleMageTaunt4\t\t\t\t\t\t\t\t\t\t\tRTAUNT4\nMaleMageTaunt5\t\t\t\t\t\t\t\t\t\t\tRTAUNT5\nMaleMageD1\t\t\t\t\t\t\t\t\t\t\t\tWRLD1\nMaleMageD2\t\t\t\t\t\t\t\t\t\t\t\tWRLD2\nMaleMageD3\t\t\t\t\t\t\t\t\t\t\t\tWRLD3\nMaleMageP1\t\t\t\t\t\t\t\t\t\t\t\tWRLP1\nMaleMageP2\t\t\t\t\t\t\t\t\t\t\t\tWRLP2\nMaleMageP3\t\t\t\t\t\t\t\t\t\t\t\tWRLP3\nMaleMageP4\t\t\t\t\t\t\t\t\t\t\t\tWRLP4\nMaleMageLand                                            WRLL\nMaleMageOpen                                            WRLO\n\n$Random MageElectricalStorm\t{ ElectricStorm1 ElectricStorm2 }\n\n$Random ElectricHands { ElecHands1 ElecHands2 }\n\n$Random FemaleMageTaunt { FemaleMageTaunt1 FemaleMageTaunt2 FemaleMageTaunt3 }\n\n$Random FemaleMagePainNormal { FemaleMagePain1 FemaleMagePain2 }\n\n$Random FemaleMagePainHard { FemaleMagePain3 FemaleMagePain4 FemaleMagePain5 }\n\n$Random FemaleMageDeath { FemaleMageDeath1 FemaleMageDeath2 FemaleMageDeath3 FemaleMageDeath4 }\n\n$Random FemaleMageLand { FemaleMageLand1 FemaleMageLand2 }\n\n$Random MaleMageTaunt { MaleMageTaunt1 MaleMageTaunt2 MaleMageTaunt3 MaleMageTaunt4 MaleMageTaunt5 }\n\n$Random MaleMageDeath { MaleMageD1 MaleMageD2 MaleMageD3 }\n\n$Random MaleMagePain { MaleMageP1 MaleMageP2 MaleMageP3 MaleMageP4 }\n\n$PlayerSound\t\t\tMage\tMale\t*Grunt\t\t\tWRLL\n$PlayerSound\t\t\tMage\tMale\t*Land\t\t\tWRLL\n$PlayerSound\t\t\tMage\tMale\t*UseFail\t\tWRLO\n$PlayerAlias\t\t\tMage \tMale \t*Taunt\t\t\tMaleMageTaunt\n$PlayerAlias            Mage    Male    *Death          MaleMageDeath\n$PlayerAlias            Mage    Male    *XDeath         MaleMageDeath\n$PlayerAlias            Mage    Male    *Pain100        MaleMagePain\n$PlayerAlias            Mage    Male    *Pain75         MaleMagePain\n$PlayerAlias            Mage    Male    *Pain50         MaleMagePain\n$PlayerAlias            Mage    Male    *Pain25         MaleMagePain\n\n$PlayerAlias\t\t\tMage \tOther \t*Taunt\t\t\tMageTaunt\n$PlayerAlias\t\t\tMage \tOther \t*Taunt\t\t\tMaleMageTaunt\n$PlayerAlias            Mage    Other   *Death          MaleMageDeath\n$PlayerAlias            Mage    Other   *XDeath         MaleMageDeath\n$PlayerAlias            Mage    Other   *Pain100        MaleMagePain\n$PlayerAlias            Mage    Other   *Pain75         MaleMagePain\n$PlayerAlias            Mage    Other   *Pain50         MaleMagePain\n$PlayerAlias            Mage    Other   *Pain25         MaleMagePain\n$PlayerSound\t\t\tMage\tOther\t*Grunt\t\t\tWRLL\n$PlayerSound\t\t\tMage\tOther\t*Land\t\t\tWRLL\n$PlayerSound\t\t\tMage\tOther\t*UseFail\t\tWRLO\n\n$PlayerSound\t\t\tMage\tFemale\t*UseFail \t\tFWL1\n$PlayerAlias\t\t\tMage\tFemale  *Taunt\t\t\tFemaleMageTaunt\n$PlayerAlias            Mage    Female  *Death          FemaleMageDeath\n$PlayerAlias            Mage    Female  *XDeath         FemaleMageDeath\n$PlayerAlias            Mage    Female  *Pain100        FemaleMagePainNormal\n$PlayerAlias            Mage    Female  *Pain75         FemaleMagePainNormal\n$PlayerAlias            Mage    Female  *Pain50         FemaleMagePainHard\n$PlayerAlias            Mage    Female  *Pain25         FemaleMagePainHard\n$PlayerAlias            Mage    Female  *Land           FemaleMageLand\n$PlayerAlias            Mage    Female  *Grunt          FemaleMageLand\n\n$limit MaleMageTaunt 1\n$limit FemaleMageTaunt 1\n\n// Defiler\n// -----------------------------------------------------------------------------\nDefilerCloud\t\t\t\t\t\t\t\t\t\t\tDFLRCLD\nDefilerAcidHit\t\t\t\t\t\t\t\t\t\t\tDFLRHT2\nDefilerCloudHit\t\t\t\t\t\t\t\t\t\t\tDFLRHT1\nDefilerCharge\t\t\t\t\t\t\t\t\t\t\tDFLRCHRG\nDefilerSpit\t\t\t\t\t\t\t\t\t\t\t\tWORM_SP\nDefilerDeath\t\t\t\t\t\t\t\t\t\t\tWORM_EX\nDefilerTaunt\t\t\t\t\t\t\t\t\t\t\tDSWORMSE\nWormPain1\t\t\tWPN1\nWormPain2\t\t\tWPN2\nWormPain3\t\t\tWPN3\nWormPain4\t\t\tWPN4\nWormDeath1\t\t\tWDT1\nWormDeath2\t\t\tWDT2\nWormDeath3\t\t\tWDT3\nWormDeath4\t\t\tWDT4\nWormShoot1\t\t\tWSH1\nWormShoot2\t\t\tWSH2\nWormShoot3\t\t\tWSH3\nWormShoot4\t\t\tWSH4\nWormShoot5\t\t\tWSH5\nWormShoot6\t\t\tWSH6\nWormShoot7\t\t\tWSH7\nWormShoot8\t\t\tWSH8\nWormShoot9\t\t\tWSH9\nWormShoot10\t\t\tWSH10\nWormBigShot1\t\tWBSH1\nWormBigShot2\t\tWBSH2\nWormBigShot3\t\tWBSH3\nWormTaunt1\t\t\tWTN1\nWormTaunt2\t\t\tWTN2\nWormTaunt3\t\t\tWTN3\nWormTaunt4\t\t\tWTN4\n\n$Random WormPain { WormPain1 WormPain2 WormPain3 WormPain4 }\n\n$Random WormDeath { WormDeath1 WormDeath2 WormDeath3 WormDeath4 }\n\n$Random WormShoot { WormShoot1 WormShoot2 WormShoot3 WormShoot4 WormShoot5 WormShoot6 WormShoot7 WormShoot8 WormShoot9 WormShoot10 }\n\n$Random WormBigShot { WormBigShot1 WormBigShot2 WormBigShot3 }\n\n$Random WormTaunt { WormTaunt1 WormTaunt2 WormTaunt3 WormTaunt4 }\n\n$PlayerSound\t\t\tDefiler\tMale\t*Death\t\t\tDefilerDeath\n$PlayerSound\t\t\tDefiler\tMale\t*XDeath\t\t\tDefilerDeath\n$PlayerSound\t\t\tDefiler\tMale\t*Pain100\t\tDSWORMP1\n$PlayerSoundDup\t\t\tDefiler\tMale\t*Pain75\t\t\t*Pain100\n$PlayerSoundDup\t\t\tDefiler\tMale\t*Pain50\t\t\t*Pain100\n$PlayerSoundDup\t\t\tDefiler\tMale\t*Pain25\t\t\t*Pain100\n$PlayerSound\t\t\tDefiler\tMale\t*Grunt\t\t\tDSWORMID\n$PlayerSound\t\t\tDefiler\tMale\t*UseFail\t\tDSWORMAT\n$PlayerSound\t\t\tDefiler\tMale\t*Taunt\t\t\tDefilerTaunt\n$PlayerSoundDup\t\t\tDefiler\tMale\t*Land\t\t\t*Grunt\n\n$PlayerSound\t\t\tDefiler\tFemale\t*Death\t\t\tDefilerDeath\n$PlayerSound\t\t\tDefiler\tFemale\t*XDeath\t\t\tDefilerDeath\n$PlayerSound\t\t\tDefiler\tFemale\t*Pain100\t\tDSWORMP1\n$PlayerSoundDup\t\t\tDefiler\tFemale\t*Pain75\t\t\t*Pain100\n$PlayerSoundDup\t\t\tDefiler\tFemale\t*Pain50\t\t\t*Pain100\n$PlayerSoundDup\t\t\tDefiler\tFemale\t*Pain25\t\t\t*Pain100\n$PlayerSound\t\t\tDefiler\tFemale\t*Grunt\t\t\tDSWORMID\n$PlayerSound\t\t\tDefiler\tFemale\t*UseFail\t\tDSWORMAT\n$PlayerSound\t\t\tDefiler\tFemale\t*Taunt\t\t\tDefilerTaunt\n$PlayerSoundDup\t\t\tDefiler\tFemale\t*Land\t\t\t*Grunt\n\n$PlayerAlias\t\t\tDefiler\tOther\t*Death\t\t\tWormDeath\n$PlayerAlias\t\t\tDefiler\tOther\t*XDeath\t\t\tWormDeath\n$PlayerAlias\t\t\tDefiler\tOther\t*Pain100\t\tWormPain\n$PlayerAlias\t\t\tDefiler\tOther\t*Pain75\t\t\tWormPain\n$PlayerAlias\t\t\tDefiler\tOther\t*Pain50\t\t\tWormPain\n$PlayerAlias\t\t\tDefiler\tOther\t*Pain25\t\t\tWormPain\n$PlayerSound\t\t\tDefiler\tOther\t*Grunt\t\t\tWSH2\n$PlayerSound\t\t\tDefiler\tOther\t*UseFail\t\tWSH6\n$Playeralias\t\t\tDefiler\tOther\t*Taunt\t\t\tWormTaunt\n$PlayerSound\t\t\tDefiler\tOther\t*Land\t\t\tWSH2\n\n$PlayerAlias\t\t\tDefiler Male \t*Taunt\t\t\tDefilerTaunt\n$PlayerAlias\t\t\tDefiler Female \t*Taunt\t\t\tDefilerTaunt\n\n$limit DefilerTaunt 1\n$limit WormTaunt 1\n\n// Icefiend\n// -----------------------------------------------------------------------------\nIceFiendSpikeAttack\t\t\t\t\t\t\t\t\t\t \tNEEDLEA\nIceFiendSpikeHit\t\t\t\t\t\t\t\t\t\t\tNEEDLEP\nIceFiendMelee \t\t\t\t\t\t\t\t\t\t\t\tDSNMRATK\nIceFiendCloak\t\t\t\t\t\t\t\t\t\t\t\tCLOAK\nIceFiendUncloak\t\t\t\t\t\t\t\t\t\t\t\tUNCLOAK\nIceFiendTaunt1\t\t\t\t\t\t\t\t\t\t\t\tICEFT1\nIceFiendTaunt2\t\t\t\t\t\t\t\t\t\t\t\tICEFT2\nIceFiendTaunt3\t\t\t\t\t\t\t\t\t\t\t\tICEFT3\nIceFiendTaunt4\t\t\t\t\t\t\t\t\t\t\t\tICEFT4\nIceFiendPain1                                               ICEFP1\nIceFiendPain2\t\t\t\t\t\t\t\t\t\t\t\tICEFP2\nIceFiendPain3\t\t\t\t\t\t\t\t\t\t\t\tICEFP3\nIceFiendPain4                                               ICEFP4\nIceFiendPain5\t\t\t\t\t\t\t\t\t\t\t\tICEFP5\nIceFiendPain6\t\t\t\t\t\t\t\t\t\t\t\tICEFP6\nIceFiendPain7                                               ICEFP7\nIceFiendDeath1                                              ICEFD1\nIceFiendDeath2                                              ICEFD2\nIceFiendDeath3                                              ICEFD3\nIceFiendDeath4                                              ICEFD4\nicefiendbackstab1\t\t\t\t\t\t\t\t\t\t\tICEFL1\nicefiendbackstab2\t\t\t\t\t\t\t\t\t\t\tICEFL2\nicefiendbackstab3\t\t\t\t\t\t\t\t\t\t\tICEFL3\nicefiendbackstab4\t\t\t\t\t\t\t\t\t\t\tICEFL4\nGlacialSkin\t\t\t\t\t\t\t\t\t\t\t\t\tGLSKN\n\n$Random IcefiendBackstab { icefiendbackstab1 icefiendbackstab2 icefiendbackstab3 icefiendbackstab4 }\n\n$Random IceFiendTaunt { IceFiendTaunt1 IceFiendTaunt2 IceFiendTaunt3 IceFiendTaunt4 }\n\n$Random IceFiendP1 { IceFiendPain1 IceFiendPain2 IceFiendPain3 }\n\n$Random IceFiendP2 { IceFiendPain4 IceFiendPain5 IceFiendPain6 IceFiendPain7 }\n\n$Random IceFiendDeath { IceFiendDeath1 IceFiendDeath2 IceFiendDeath3 IceFiendDeath4 }\n\n$PlayerSound\t\t\tIceFiend\tMale\t*Grunt\t\t\tICEFP1\n$PlayerSound\t\t\tIceFiend\tMale\t*UseFail\t\tICEFP2\n$PlayerSoundDup\t\t\tIceFiend\tMale\t*Land\t\t\t*Grunt\n$PlayerAlias \t\t\tIceFiend    Male    *Taunt\t\t\tIceFiendTaunt\n$PlayerAlias            IceFiend    Male    *Pain100        IceFiendP1\n$PlayerAlias            IceFiend    Male    *Pain75         IceFiendP1\n$PlayerAlias            IceFiend    Male    *Pain50         IceFiendP2\n$PlayerAlias            IceFiend    Male    *Pain25         IceFiendP2\n$PlayerAlias            IceFiend    Male    *Death          IceFiendDeath\n$PlayerAlias            IceFiend    Male    *XDeath         IceFiendDeath\n\n$PlayerSound\t\t\tIceFiend\tFemale\t*Grunt\t\t\tICEFP1\n$PlayerSound\t\t\tIceFiend\tFemale\t*UseFail\t\tICEFP2\n$PlayerSoundDup\t\t\tIceFiend\tFemale\t*Land\t\t\t*Grunt\n$PlayerAlias \t\t\tIceFiend    Female    *Taunt\t\t\tIceFiendTaunt\n$PlayerAlias            IceFiend    Female    *Pain100        IceFiendP1\n$PlayerAlias            IceFiend    Female    *Pain75         IceFiendP1\n$PlayerAlias            IceFiend    Female    *Pain50         IceFiendP2\n$PlayerAlias            IceFiend    Female    *Pain25         IceFiendP2\n$PlayerAlias            IceFiend    Female    *Death          IceFiendDeath\n$PlayerAlias            IceFiend    Female    *XDeath         IceFiendDeath\n\n$PlayerSound\t\t\tIceFiend\tOther\t*Grunt\t\t\tICEFP1\n$PlayerSound\t\t\tIceFiend\tOther\t*UseFail\t\tICEFP2\n$PlayerSoundDup\t\t\tIceFiend\tOther\t*Land\t\t\t*Grunt\n$PlayerAlias \t\t\tIceFiend    Other    *Taunt\t\t\tIceFiendTaunt\n$PlayerAlias            IceFiend    Other    *Pain100        IceFiendP1\n$PlayerAlias            IceFiend    Other    *Pain75         IceFiendP1\n$PlayerAlias            IceFiend    Other    *Pain50         IceFiendP2\n$PlayerAlias            IceFiend    Other    *Pain25         IceFiendP2\n$PlayerAlias            IceFiend    Other    *Death          IceFiendDeath\n$PlayerAlias            IceFiend    Other    *XDeath         IceFiendDeath\n\n$limit IceFiendTaunt 1\n$Limit IceFiendSpikeHit 0\n$Limit IceFiendSpikeAttack 0\n\n////////////////////////////////////////////////////////////////////////////////\n//                               Misc. Sounds                                 //\n////////////////////////////////////////////////////////////////////////////////\n\n// Funny ones\n// -----------------------------------------------------------------------------\nsillysausage\t\t\t\t\t\t\t\t\t\t\t\tTN_SILLY\nMadMadMario\t\t\t\t\t\t\t\t\t\t\t\t\tMADMARIO\n\n// Fails\n// -----------------------------------------------------------------------------\nHumanMajorFail\t\t\t\t\t\t\t\t\t\t\t\tHOWCUD\nGhoulMajorFail\t\t\t\t\t\t\t\t\t\t\t\tYESYES\n\n// Misc\n// -----------------------------------------------------------------------------\nnewteleportfog\t\t\t\t\t\t\t\t\t\t\t\tDSNEWFOG\n\n// GravityGun Sounds\n// -----------------------------------------------------------------------------\nGravityObject/Dirt1\t\t\t\t\t\t\t\t\t\t\tG_DIRT1\nGravityObject/Dirt2 \t\t\t\t\t\t\t\t\t\tG_DIRT2\nGravityObject/Metal1 \t\t\t\t\t\t\t\t\t\tG_METAL1\nGravityObject/Metal2 \t\t\t\t\t\t\t\t\t\tG_METAL2\nGravityObject/Wood1 \t\t\t\t\t\t\t\t\t\tG_WOOD1\nGravityObject/Wood2 \t\t\t\t\t\t\t\t\t\tG_WOOD2\nGravityObject/Wood3 \t\t\t\t\t\t\t\t\t\tG_WOOD3\n\n$random GravityObject/Dirt { GravityObject/Dirt1 GravityObject/Dirt2 }\n\n$random GravityObject/Metal { GravityObject/Metal1 GravityObject/Metal2 }\n\n$random GravityObject/Wood { GravityObject/Wood1 GravityObject/Wood2 GravityObject/Wood3 }\n\n// Gibs\n// -----------------------------------------------------------------------------\ngibbage/splat1\t\t\t\tsplat1\ngibbage/splat2\t\t\t\tsplat2\ngibbage/splat3\t\t\t\tsplat3\ngibbage/splat4\t\t\t\tsplat4\ngibbage/blood1\t\t\t\tblood1\ngibbage/blood2\t\t\t\tblood2\ngibbage/blood3\t\t\t\tblood3\ngibbage/blood4\t\t\t\tblood4\ngibbage/null\t\t\t\tdsnull\n$random gibbage/xsplat\t\t\t{gibbage/splat1 gibbage/splat2 gibbage/splat3 gibbage/splat4}\n$random gibbage/blood\t\t{gibbage/blood1 gibbage/blood2 gibbage/blood3 gibbage/blood4}\n\n// Gib goes Splat\ngibbage/gib1\t\t\t\tgib1\ngibbage/gib2\t\t\t\tgib2\ngibbage/gib3\t\t\t\tgib3\ngibbage/git1\t\t\t\tgit1\ngibbage/git2\t\t\t\tgit2\ngibbage/git3\t\t\t\tgit3\n$random gibbage/xgib\t\t\t{gibbage/gib1 gibbage/gib2 gibbage/gib3}\n$random gibbage/xgibst\t\t\t{gibbage/git1 gibbage/git2 gibbage/git3}\n\n// Body Part goes Splat\ngibbage/part1\t\t\t\tpart1\ngibbage/part2\t\t\t\tpart2\ngibbage/part3\t\t\t\tpart3\n$random gibbage/xpart\t\t\t{gibbage/part1 gibbage/part2 gibbage/part3}\n\n// Cyborg Gibs\ngibbage/junk1\t\t\t\tjnk1\ngibbage/junk2\t\t\t\tjnk2\ngibbage/junk3\t\t\t\tjnk3\ngibbage/junk4\t\t\t\tjnk4\n$random gibbage/cyborg\t\t\t{gibbage/junk1 gibbage/junk2 gibbage/junk3 gibbage/junk4}\n\n// Menu\n// -----------------------------------------------------------------------------\n$random menu/quit1 { creeperattack sjasreflect skulldie skullattack creeperpain weapons/icearrow weapons/lightningarrow }\n\n$random menu/quit2 { sjasact sjaspain sjasdeath skull4 CreeperBallD creeperdie weapons/bowfire }"
      },
      {
        "source": "pk3",
        "name": "TextColors.txt",
        "contents": "////////////////////////////////////////////////////////////////////////////////\n//                          Nordic Saga TEXT COLORS                           //\n////////////////////////////////////////////////////////////////////////////////\n\n// Carp/jet black\nnscarp jb {\n\t\t#000000 #000000\n\tConsole:\n\t\t#000000 #000000 0 256\n}\n\n// Charizard\n//<!> Can be used only by klofkac or Charizard, otherwise, they will be removed <!> || As per request of the color author\nRB {\n\t\t#E00000  #FF0000    0 63\n\t\t#000000  #404040   64 256\n\tConsole:\n\t\t#440000  #7F0000    0 127\n\t\t#FF0000  #FFFEFE  128 256\n}\n\nGB {\n\t\t#00E000  #00FF00    0 63\n\t\t#000000  #404040   64 256\n\tConsole:\n\t\t#004400  #007F00    0 127\n\t\t#00FF00  #FEFFFE  128 256\n}\n\nOB {\n\t\t#E07000  #FF8000    0 63\n\t\t#000000  #404040   64 256\n\tConsole:\n\t\t#200000  #904000    0 127\n\t\t#FF7F00  #FFFEFE  128 256\n}\n\nrainbow2 {\n\t\t#000000 #FF0000   0 63\n\t\t#FF0000 #00FF00  64 127\n\t\t#00FF00 #0000FF 128 191\n\t\t#0000FF #FF0000 192 256\n\tConsole:\n\t\t#000000 #FF0000   0 63\n\t\t#FF0000 #00FF00  64 127\n\t\t#00FF00 #0000FF 128 191\n\t\t#0000FF #FF0000 192 256\n}\n\nrbw {\n\t\t#000000 #FF0000   0 63\n\t\t#FF0000 #00FF00  64 127\n\t\t#00FF00 #0000FF 128 191\n\t\t#0000FF #FF0000 192 256\n\tConsole:\n\t\t#000000 #FF0000   0 63\n\t\t#FF0000 #00FF00  64 127\n\t\t#00FF00 #0000FF 128 191\n\t\t#0000FF #FF0000 192 256\n}\n\n// Dinosaur\ndino {\n\t\t#7cfc00 #6b8e23\n\tConsole:\n\t\t#7cfc00 #6b8e23 0 256\n}\n\n// Elizas\n// 70:30:100 - 20:10:25\nf1 {\n\t\t#140a19 #461e64\n\tConsole:\n\t\t#140a19 #461e64 0 256\n}\n//255:150:255 - 170:100:17\nf2 {\n\t\t#aa6411 #ff96ff\n\tConsole:\n\t\t#aa6411 #ff96ff 0 256\n}\n\n// Prowerz\npr {\n\t\t#0A0A0A #808080\n\tConsole:\n\t\t#0A0A0A #808080 0 256\n}\n\n// Hellstorm\nzc {\n\t\t#0C4BC0 #FA7716\n\tConsole:\n\t\t#0C4BC0 #FA7716 0 256\n}\n\n//Dr Faggot\ndrfag {\n\t\t#000000 #000000\n\tConsole:\n\t\t#000000 #000000 0 256\n}\n\n// Tornado\nlich {\n\t\t#000000 #000975 0 127\n\t\t#000976 #000977 128 256\n\tConsole:\n\t\t#000000 #000976 0 256\n}\n\nfmx {\n\t\t#000000 #AAFF00 0 127\n\t\t#AAFF00\t#AA2200 128 256\n\tConsole:\n\t\t#000000 #AA2200 0 256\n}"
      },
      {
        "source": "pk3",
        "name": "ToDo.txt",
        "contents": "// To do\n- less red on GVHNS05 powerup\n// Other stuff\no New GG objects\no Rework sentries so that they give the player the kills they want\no Fix mage lightning to not be OP\no Choke 100 vomit\no HUD Display for grenade hold time\no Make blood decals spawn on the guy when Choke, Frosty and Jitter successfully damage someone.\no Add Kickback for shotgun (vertical pitch)\no Get 5 kills with choke ball OR get 3 kills with one ball. Name it after Deimos. \"Bloody side of Deimos\"\n\nEPIC VERSION\n=============\no <New Achieve for Hunter> = The Night Beckons : Upgrade each of your arrows in one map and get at least 1 kill with all of them.\no Barbarian Hammer Rework: Each slam causes an earthquake, lightning sparks and\n\t\t\t\t\t\t   rock pieces spawn from the floor (lots of them),\n\t\t\t\t\t\t   you and anyone near you have their screen shaked\n\no Defiler special ability : Burrow : He can dig tunnels, temporarily gaining\n\t\t\t\t\t\t\tinvisibility and he cant be hit by DIRECT target\n\t\t\t\t\t\t\tthings like projectiles, bullets HOWEVER he can get\n\t\t\t\t\t\t\thit by barbarian hammer, lightning storm etc. radius\n\t\t\t\t\t\t\tdamage effects. While using this ability, defiler\n\t\t\t\t\t\t\theals by 2 hp/sec and he can cause the soil near him\n\t\t\t\t\t\t\tto become acid. This lasts for a short time and can\n\t\t\t\t\t\t\tuse an ammo system like Icefiend."
      },
      {
        "source": "pk3",
        "name": "Actors/Achievements.txt",
        "contents": "Actor TotalKillCount : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1023\n}\n\nActor SpecificKillCount : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}\n\nActor CheckAchievements : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(714, 0)\n\t\tStop\n\t}\n}\n\n// GLOBAL\nActor GhoulKillCount : TotalKillCount { }\nActor HumanKillCount : TotalKillCount { }\nActor KilledMarine : TotalKillCount { }\nActor KilledHunter : TotalKillCount { }\nActor KilledCyborg : TotalKillCount { }\nActor KilledGhostbuster : TotalKillCount { }\nActor KilledEngineer : TotalKillCount { }\nActor KilledSanta : TotalKillCount { }\nActor KilledBarbarian : TotalKillCount { }\nActor KilledWarlock : TotalKillCount { }\nActor KilledSjas : TotalKillCount { }\nActor KilledJitterskull : TotalKillCount { }\nActor KilledCreeper : TotalKillCount { }\nActor KilledChoke : TotalKillCount { }\nActor KilledFrostbite : TotalKillCount { }\nActor KilledDefiler : TotalKillCount { }\nActor KilledIcefiend : TotalKillCount { }\n\n// SPECIFIC ACTORS\n// Human counters\nActor MarineShotgunKill : TotalKillCount { }\nActor MarinePistolKill : TotalKillCount { }\nActor MarineMachineGunKill : TotalKillCount { }\nActor MarineGrenadeKill : TotalKillCount { }\nActor MarineSuicideGrenadeKill : TotalKillCount { }\nActor HunterFireArrowKill : TotalKillCount { }\nActor HunterIceArrowKill : TotalKillCount { }\nActor HunterRegularArrowKill : TotalKillCount { }\nActor HunterLightningRailKill : TotalKillCount { }\nActor HunterSuperFireArrowKill : TotalKillCount { }\nActor HunterSuperIceArrowKill : TotalKillCount { }\nActor HunterSuperRegularArrowKill : TotalKillCount { }\nActor HunterSuperLightningRailKill : TotalKillCount { }\nActor HunterFireMagicKill : TotalKillCount { }\nActor HunterRegularMagicKill : TotalKillCount { }\nActor HunterIceSpikeKill : TotalKillCount { }\nActor HunterLightningMagicKill : TotalKillCount { }\nActor CyborgPlasmaKill : TotalKillCount { }\nActor CyborgCrapPlasmaKill : TotalKillCount { }\nActor CyborgPulseKill : TotalKillCount { }\nActor GhostbusterProtonKill : TotalKillCount { }\nActor GhostbusterTrapKill : TotalKillCount { }\nActor GhostbusterBloodKill : TotalKillCount { }\nActor GhostbusterEchoKill : TotalKillCount { }\nActor GhostbusterSoulKill : TotalKillCount { }\nActor GhostbusterBoneKill : TotalKillCount { }\nActor GhostbusterIceFallKill : TotalKillCount { }\nActor GhostbusterIceBallKill : TotalKillCount { }\nActor GhostbusterDefilerBallKill : TotalKillCount { }\nActor EngineerNailKill : TotalKillCount { }\nActor EngineerGravityGunRailKills : TotalKillCount { }\nActor EngineerBuzzSawAirKill : TotalKillCount { } // Deprecated\nActor EngineerBuzzSawGroundKill : TotalKillCount { } // Deprecated\nActor EngineerSteamRainKill : TotalKillCount { } // Deprecated\nActor SentryBulletKills : TotalKillCount { }\nActor GravityObjectKills : TotalKillCount { }\nActor SantaHollyAirKill : TotalKillCount { }\nActor SantaHollyGroundKill : TotalKillCount { }\nActor SantaStarProjectileKill : TotalKillCount { }\nActor SantaFallingStarKill : TotalKillCount { }\nActor SantaSnowballKill : TotalKillCount { }\nActor BarbarianSwordKill : TotalKillCount { }\nActor BarbarianBerserkSwordKill : TotalKillCount { }\nActor BarbarianSwordWeakKill : TotalKillCount { }\nActor BarbarianHammerMeleeKill : TotalKillCount { }\nActor BarbarianBerserkHammerKill : TotalKillCount { }\nActor BarbarianHammerKill : TotalKillCount { }\nActor WarlockFireballKill : TotalKillCount { }\nActor WarlockBigFireballKill : TotalKillCount { }\nActor WarlockIceShardsKill : TotalKillCount { }\nActor WarlockLightningKill : TotalKillCount { }\nActor WarlockMagmaSmallKill : TotalKillCount { }\nActor WarlockNovaKill : TotalKillCount { }\nActor SjasScreamKill : TotalKillCount { }\nActor JitterMeleeKill : TotalKillCount { }\nActor CreepStunKill : TotalKillCount { }\nActor CreeperMeleeKill : TotalKillCount { }\nActor ChokeVomitKill : TotalKillCount { }\nActor ChokeAttackKill : TotalKillCount { }\nActor ChokeBloodBallKill : TotalKillCount { }\nActor FrostbiteMeleeKill : TotalKillCount { }\nActor FrostbiteIceBreathKill : TotalKillCount { }\nActor DefilerAcidBallKill : TotalKillCount { }\nActor DefilerCloudBallKill : TotalKillCount { }\nActor DefilerPoisonGasKill : TotalKillCount { }\nActor DefilerPoisonDropletKill : TotalKillCount { }\nActor IcefiendIcePathKill : TotalKillCount { }\nActor IceFiendMeleeKill : TotalKillCount { }\n\n// MULTIKILL COUNTERS\n// Human\nActor MarineGrenadeMulti : SpecificKillCount { }\nActor HunterLightningMulti : SpecificKillCount { }\nActor HunterFireMulti : SpecificKillCount { }\nActor BarbarianHammerMulti : SpecificKillCount { }\nActor BarbarianBerserkHammerMulti : SpecificKillCount { }\n// Ghoul\nActor JitterMeleeMulti : SpecificKillCount { }\nActor SjasMeleeMulti : SpecificKillCount { }\nActor IcefiendKillCounter : SpecificKillCount { }\n\n// MISC ACTORS\nActor CyborgCreeperLowHPKill : SpecificKillCount { }\nActor WarlockIceKillFrostbite : SpecificKillCount { }\nActor BarbarianNoBerserkUse : SpecificKillCount { }\nActor GhostbusterUpgraded : SpecificKillCount { }\nActor SantaKillFrostbiteSnow : SpecificKillCount { }\nActor DefilerAirSniper : SpecificKillCount { }\nActor CreeperKillBerserkBarb : SpecificKillCount { }"
      },
      {
        "source": "pk3",
        "name": "Actors/DeathSequences.txt",
        "contents": "// Actor that comes out as a soul of the body\nActor SoulSprite\n{\n\tRadius 1\n\tHeight 1\n\tMass 1\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tSPIR EFGHIJ 5\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                             Marine deaths                                  //\n////////////////////////////////////////////////////////////////////////////////\nActor MarineDefilerAcidDeath\n{\n\tRadius 1\n\tHeight 1\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tDFMR A 0\n\t\tDFMR A 10\n\t\tDFMR BCD 10\n\t\tDFMR E -1\n\t\tStop\n\t}\n}\n\nActor MarineIceDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tIAMA A 0\n\t\tIAMA A 1 A_PlaySound(\"KilledByFrost\")\n\t\tIAMA A 69\n\t\tIAMA A 1 A_IceGuyDie\n\t\tIAMA A -1\n\t\tStop\n\t}\n}\n\nActor MarineIcefiendImpaleDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tP_IC A 0\n\t\tP_IC A 70\n\t\tP_IC A 1 A_IceGuyDie\n\t\tNULL A 1\n\t\tNULL A -1\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                             Hunter deaths                                  //\n////////////////////////////////////////////////////////////////////////////////\nActor HunterDefilerAcidDeath\n{\n\tRadius 1\n\tHeight 1\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tDFHU A 0\n\t\tDFHU A 7\n\t\tDFHU BCDEF 7\n\t\tDFHU G -1\n\t\tStop\n\t}\n}\n\nActor HunterIceDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tIAHU A 0\n\t\tIAHU A 1 A_PlaySound (\"KilledByFrost\")\n\t\tIAHU A 69\n\t\tIAHU A 1 A_IceGuyDie\n\t\tIAHU A 1\n\t\tStop\n\t}\n}\n\nActor HunterIcefiendImpaleDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tH_IC A 0\n\t\tH_IC A 70\n\t\tH_IC A 1 A_IceGuyDie\n\t\tNULL A 1\n\t\tNULL A -1\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                             Cyborg deaths                                  //\n////////////////////////////////////////////////////////////////////////////////\nActor CyborgDefilerAcidDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tDFCY A 0\n\t\tDFCY A 10\n\t\tDFCY BCDEFG 10\n\t\tDFCY H -1\n\t\tStop\n\t}\n}\n\nActor CyborgIceDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tIACY A 0\n\t\tIACY A 1 A_PlaySound (\"KilledByFrost\")\n\t\tIACY A 69\n\t\tIACY A 1 A_IceGuyDie\n\t\tIACY A 1\n\t\tStop\n\t}\n}\n\nActor CyborgIcefiendImpaleDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tC_IC A 0\n\t\tC_IC A 70\n\t\tC_IC A 1 A_IceGuyDie\n\t\tC_IC A 1\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                           Ghostbuster deaths                               //\n////////////////////////////////////////////////////////////////////////////////\nActor GhostbusterDefilerAcidDeath\n{\n\tRadius 1\n\tHeight 1\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tDFGB A 0\n\t\tDFGB A 10\n\t\tDFGB BCDE 7\n\t\tDFGB F -1\n\t\tStop\n\t}\n}\n\nActor GhostbusterIceDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tIAGH A 0\n\t\tIAGH A 1 A_PlaySound (\"KilledByFrost\")\n\t\tIAGH A 69\n\t\tIAGH A 1 A_IceGuyDie\n\t\tIAGH A 1\n\t\tStop\n\t}\n}\n\nActor GhostbusterIcefiendImpaleDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tG_IC A 0\n\t\tG_IC A 70\n\t\tG_IC A 1 A_IceGuyDie\n\t\tG_IC A 1\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                             Engineer deaths                                //\n////////////////////////////////////////////////////////////////////////////////\nActor EngineerDefilerAcidDeath\n{\n\tRadius 1\n\tHeight 1\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tDFEG A 0\n\t\tDFEG A 10\n\t\tDFEG BCDE 7\n\t\tDFEG F -1\n\t\tStop\n\t}\n}\n\nActor EngineerIceDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tIAEN A 0\n\t\tIAEN A 1 A_PlaySound (\"KilledByFrost\")\n\t\tIAEN A 69\n\t\tIAEN A 1 A_IceGuyDie\n\t\tIAEN A 1\n\t\tStop\n\t}\n}\n\nActor EngineerIcefiendImpaleDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tE_IC A 0\n\t\tE_IC A 70\n\t\tE_IC A 1 A_IceGuyDie\n\t\tE_IC A 1\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                              Santa deaths                                  //\n////////////////////////////////////////////////////////////////////////////////\nActor SantaDefilerAcidDeath\n{\n\tRadius 1\n\tHeight 1\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tDFSA A 0\n\t\tDFSA A 10\n\t\tDFSA BCDEF 7\n\t\tDFSA G -1\n\t\tStop\n\t}\n}\n\nActor SantaIceDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tIASA A 0\n\t\tIASA A 1 A_PlaySound (\"KilledByFrost\")\n\t\tIASA A 69\n\t\tIASA A 1 A_IceGuyDie\n\t\tIASA A 1\n\t\tStop\n\t}\n}\n\nActor SantaIcefiendImpaleDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tS_IC A 0\n\t\tS_IC A 70\n\t\tS_IC A 1 A_IceGuyDie\n\t\tS_IC A 1\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                             Barbarian deaths                               //\n////////////////////////////////////////////////////////////////////////////////\nActor BarbarianDefilerAcidDeath\n{\n\tRadius 1\n\tHeight 1\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tBFBR A 0\n\t\tBFBR A 10\n\t\tBFBR BCDEFG 7\n\t\tBFBR H -1\n\t\tStop\n\t}\n}\n\nActor BarbarianIceDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tIABA A 0\n\t\tIABA A 1 A_PlaySound (\"KilledByFrost\")\n\t\tIABA A 69\n\t\tIABA A 1 A_IceGuyDie\n\t\tIABA A 1\n\t\tStop\n\t}\n}\n\nActor BarbarianIcefiendImpaleDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tB_IC A 0\n\t\tB_IC A 70\n\t\tB_IC A 1 A_IceGuyDie\n\t\tB_IC A 1\n\t\tStop\n\t}\n}\n\nActor BarbarianSlicedOffTop\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tB_TP AB 10\n\t\tB_TP C -1\n\t\tStop\n\t}\n}\n\nActor BarbarianSlicedOffBottom\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 2 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 3 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 5 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 8 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT EEEE 10 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,16), 160, 0)\n\t\tB_BT F 0 A_NoBlocking\n\t\tB_BT F 1 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tB_BT F -1\n\t\tStop\n\t}\n}\n////////////////////////////////////////////////////////////////////////////////\n//                              Warlock deaths                                //\n////////////////////////////////////////////////////////////////////////////////\nActor WarlockDefilerAcidDeath\n{\n\tRadius 1\n\tHeight 1\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tDFMG A 0\n\t\tDFMG A 10\n\t\tDFMG BCDEFG 7\n\t\tDFMG H -1\n\t\tStop\n\t}\n}\n\nActor WarlockIceDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tIAWA A 0\n\t\tIAWA A 1 A_PlaySound (\"KilledByFrost\")\n\t\tIAWA A 69\n\t\tIAWA A 1 A_IceGuyDie\n\t\tIAWA A 1\n\t\tStop\n\t}\n}\n\nActor WarlockIcefiendImpaleDeath\n{\n\tRadius 20\n\tHeight 50\n\t+NOBLOCKMAP\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tW_IC A 0\n\t\tW_IC A 70\n\t\tW_IC A 1 A_IceGuyDie\n\t\tW_IC A 1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Gibs.txt",
        "contents": "// Nash blood, thanks to guess who: Nash!\n\nactor NashGore_Blood : Blood replaces Blood\n{\n -TELESTOMP\n states\n {\n  Spawn:\n  BLUD C 0\n  BLUD C 8 A_SpawnItemEx(\"NashGore_FlyingBlood\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n  BLUD B 8\n  BLUD A 300\n  stop\n }\n}\n\nactor NashGore_FlyingBlood\n{\n game Doom\n scale 0.75\n health 1\n radius 8\n height 1\n mass 1\n renderstyle translucent\n alpha 1.0\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n -TELESTOMP\n states\n {\n Spawn:\n  TNT1 A 0 A_CheckSight(\"Cheap\")\n  FBLD A 1 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n//  FBLD A 0 A_Fadeout(0.1)\n  loop\n Cheap:\n  FBLD A 8 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n//  FBLD A 0 A_Fadeout(0.1)\n  loop\n Crash:\n  TNT1 A 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor NashGore_BloodSpot\n{\n game Doom\n radius 12\n height 2\n mass 1\n\n  renderstyle translucent\n alpha 1.0\n +NOTELEPORT\n -NOBLOCKMAP\n -TELESTOMP\n states\n {\n Spawn:\n  TNT1 A 0\n  TNT1 A 0 A_PlaySound(\"gibbage/blood\")\n  TNT1 A 0 A_Jump(64,4)\n  TNT1 A 0 A_Jump(128,4)\n  TNT1 A 0 A_Jump(192,4)\n  TNT1 A 0 A_Jump(255,4)\n  // make the blood spots stay on the ground. 1500 is the default duration.\n  BSPT A 200 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n  BSPT B 200 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n  BSPT C 200 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n  BSPT D 200 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nactor NashGore_FlyingBloodTrail\n{\n game Doom\n scale 0.70\n mass 1\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n -TELESTOMP\n states\n {\n  Spawn:\n  BTRL A 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  BTRL B 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  BTRL C 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  BTRL D 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor GIBBER\n{\n\tHeight 1\n\tRadius 1\n\t+NOGRAVITY\n\t+NOCLIP\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n        NULL A 0\n        NULL A 0 A_PlaySound(\"gibbage/xsplat\")\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        Stop\n    }\n}\n\n// Individual Bits and Pieces\nactor GIB1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n\trenderstyle translucent\n\talpha 1.0\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB1SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB1 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB1 B 5 //A_Fadeout(0.1)\n        GIB1 AB 5\n        loop\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB1 A 0 A_Jump (64,2)\n        GIB1 A 0 A_Jump (128,2)\n        GIB1 A 200\n        Stop\n        GIB1 B 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor GIB2\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB2 A 0\n        GIB2 A 0 A_Jump(64,\"Alt\")\n        GIB2 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB2 A 0 A_SpawnItemEx (\"GIB2SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\t    NULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB2 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB2 B 5 ThrustThingZ(0,6,1,1)\n        GIB2 C 5\n        GIB2 ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB2 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB2 A 0 A_Jump (32,3)\n        GIB2 A 0 A_Jump (64,3)\n        GIB2 A 0 A_Jump (128,3)\n        GIB2 A 200\n        Stop\n        GIB2 B 200\n        Stop\n        GIB2 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor GIB3\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB3SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\t    NULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB3 B 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB3 C 5 ThrustThingZ(0,6,1,1)\n        GIB3 BC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB3 B 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB3 B 0 A_Jump (64,2)\n        GIB3 B 0 A_Jump (128,2)\n        GIB3 B 200\n        Stop\n        GIB3 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor GIB4\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB4SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB4 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB4 B 5 ThrustThingZ(0,6,1,1)\n        GIB4 C 5\n        GIB4 ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB4 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB4 A 0 A_Jump (32,3)\n        GIB4 A 0 A_Jump (64,3)\n        GIB4 A 0 A_Jump (128,3)\n        GIB4 A 200\n        Stop\n        GIB4 B 200\n        Stop\n        GIB4 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor GIB5\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB5SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB5 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB5 B 5 ThrustThingZ(0,6,1,1)\n        GIB5 C 5\n        GIB5 ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB5 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB5 A 0 A_Jump (32,3)\n        GIB5 A 0 A_Jump (64,3)\n        GIB5 A 0 A_Jump (128,3)\n        GIB5 A 200\n        Stop\n        GIB5 B 200\n        Stop\n        GIB5 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\n//Actor-specific Carnage\n\nactor ZOMBIEMANLEG\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLEG A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLEG B 5 ThrustThingZ(0,6,1,1)\n        PLEG C 5\n        PLEG ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLEG C 0 A_Jump (32,3)\n        PLEG C 0 A_Jump (64,3)\n        PLEG C 0 A_Jump (128,3)\n        PLEG A -1\n        Stop\n        PLEG B -1\n        Stop\n        PLEG C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor SHOTGUYARM\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        SARM A 0\n        SARM A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        SARM A 5 A_Custommissile(\"Blood\", -5,0,0)\n        SARM B 5 ThrustThingZ(0,6,1,1)\n        SARM C 5\n        SARM ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM A -1\n        Stop\n        SARM B -1\n        Stop\n        SARM C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor MARINEHEAD\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.6\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLHD A 0\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLHD A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLHD B 5 ThrustThingZ(0,6,1,1)\n        PLHD CD 5\n        PLHD ABCD 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1\n        Stop\n        PLHD B -1\n        Stop\n        PLHD C -1\n        Stop\n        PLHD D -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor PLAYERBOOT\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLG1 A 0\n        PLG1 A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLG1 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLG1 B 5 ThrustThingZ(0,6,1,1)\n        PLG1 C 5\n        PLG1 ABC 5 A_Fadeout(0.1)\n        loop\n    Death:\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 A -1\n        Stop\n        PLG1 B -1\n        Stop\n        PLG1 C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\n// Gibs that go SPLAT instead of bounce.\n\nactor GIB1SPLAT : GIB1\n{\n\t-DOOMBOUNCE\n\t-TELESTOMP\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 2000\n        Stop\n    }\n}\n\nactor GIB2SPLAT : GIB2\n{\n\t-DOOMBOUNCE\n\t-TELESTOMP\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 2000\n        Stop\n    }\n}\n\nactor GIB3SPLAT : GIB3\n{\n\t-DOOMBOUNCE\n\t-TELESTOMP\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 2000\n        Stop\n    }\n}\n\nactor GIB4SPLAT : GIB4\n{\n\t-DOOMBOUNCE\n\t-TELESTOMP\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 2000\n        Stop\n    }\n}\n\nactor GIB5SPLAT : GIB5\n{\n\t-DOOMBOUNCE\n\t-TELESTOMP\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 2000\n        Stop\n    }\n}\n\nACTOR Custom_BloodySkull : PlayerChunk\n{\n\tRadius 4\n\tHeight 4\n\t+DOOMBOUNCE\n\t+NOBLOCKMAP\n\t+DROPOFF\n\tPROJECTILE\n\t+CANNOTPUSH\n\t+SKYEXPLODE\n\t-TELESTOMP\n\t+NOBLOCKMONST\n\t+NOSKIN\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -EXPLODEONWATER\n    +CANBOUNCEWATER\n    +DONTTRANSLATE // Enough flags?\n    SeeSound \"gibbage/xpart\"\n\tStates\n\t{\n    Spawn:\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        PLHD A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLHD BCD 5\n        PLHD ABCD 5\n        loop\n       Death:\n\tPLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1 A_CheckPlayerDone\n        Wait\n        PLHD B -1 A_CheckPlayerDone\n        Wait\n        PLHD C -1 A_CheckPlayerDone\n        Wait\n        PLHD D -1 A_CheckPlayerDone\n\t}\n}\n\nACTOR Custom_BloodySkull2 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        HUNT Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        HUNT Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        HUNT ZZZ 5\n        HUNT ZZZZ 5\n        loop\n       Death:\n\tHUNT Z 0 A_Jump (16,4)\n        HUNT Z 0 A_Jump (32,4)\n        HUNT Z 0 A_Jump (64,4)\n        HUNT Z 0 A_Jump (128,4)\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor CYBJUNK1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -TELESTOMP\n    -NOTELEPORT\n    -SOLID\n    Radius 2\n    Damage 0\n    Decal None\n    bouncefactor 0.4\n    SeeSound \"gibbage/cyborg\"\n    Speed 5\n\trenderstyle translucent\n\talpha 1.0\n    States\n    {\n    Spawn:\n        JUNK A 0\n        JUNK A 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK A 5\n        JUNK A 5 ThrustThingZ(0,6,1,1)\n        JUNK A 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK A 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK2 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK B 0\n        JUNK B 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK B 5\n        JUNK B 5 ThrustThingZ(0,6,1,1)\n        JUNK B 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK B 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK B 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK3 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK C 0\n        JUNK C 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK C 5\n        JUNK C 5 ThrustThingZ(0,6,1,1)\n        JUNK C 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK C 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK C 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK4 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK D 0\n        JUNK D 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK D 5\n        JUNK D 5 ThrustThingZ(0,6,1,1)\n        JUNK D 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK D 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK D 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK5 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK E 0\n        JUNK E 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK E 5\n        JUNK E 5 ThrustThingZ(0,6,1,1)\n        JUNK E 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK E 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK E 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor CYBGIBBER\n{\n  radius 20\n  height 56\n  +NOCLIP\n  -TELESTOMP\n  States\n  {\n  Spawn:\n        NULL A 0\n        NULL A 0 A_PlaySound(\"gibbage/cyborg\")\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        Stop\n    }\n}\n\nACTOR Custom_BloodySkull3 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        ROB1 Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        ROB1 Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        ROB1 ZZZ 5\n        ROB1 ZZZZ 5\n        loop\n       Death:\n\t\tROB1 Z 0 A_Jump (16,4)\n        ROB1 Z 0 A_Jump (32,4)\n        ROB1 Z 0 A_Jump (64,4)\n        ROB1 Z 0 A_Jump (128,4)\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n\t}\n}\n\nactor jitterchip\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  -TELESTOMP\n  +CLIENTSIDEONLY\n  RenderStyle Translucent\n  Alpha 0.5\n  renderstyle none\n  VSpeed 1\n  Mass 5\n  States\n  {\n  Spawn:\n  PUFF A 0\n  PUFF A 0 A_PlaySoundEx(\"jitpain\", \"Body\")\n  PUFF A 0 A_SpawnItemEx(\"jitterchip2\",0,0,0,0,0,0,0,1,0)\n    PUFF A 4 bright\n    PUFF B 4\n    // Intentional fall-through\n  Melee:\n    PUFF CD 4\n    stop\n  }\n}\n\nactor jitterchip2\n{\n\t renderstyle translucent\n\talpha 1.0\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n\t+RIPPER\n\tscale 0.4\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t+BLOODLESSIMPACT\n\tbouncefactor 0.1\n    -SOLID\n\t-TELESTOMP\n\treactiontime 35\n\t+CLIENTSIDEONLY\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    SeeSound \"skullchips\"\n    States\n    {\n    Spawn:\n        JCHP A 0\n        JCHP A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 ThrustThing(random(0,255), 4, 0, 0)\n\tNULL A 0 A_Jump(128, 6)\n\tNULL A 0 A_Jump(128, 4)\n\tNULL A 0 A_Jump(128, 5)\n        JCHP A 4 A_JumpIf(waterlevel > 1, \"Remove\")\n        JCHP B 4 ThrustThingZ(0,random(1,6),1,1)\n\t\tJCHP CDE 4 A_Countdown\n\t\tGoto See+2\n    Death:\n        JCHP C 0 A_Jump (128,4)\n        JCHP C 0 A_Jump (128,6)\n        JCHP A 20\n\t\tJCHP A 3 A_FadeOut(0.01)\n        Goto Death+3\n        JCHP B 20\n\t\tJCHP B 3 A_FadeOut(0.01)\n        Goto Death+5\n        JCHP C 20\n\t\tJCHP C 3 A_FadeOut(0.01)\n        Goto Death+7\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor RandomCyborgChunk\n{\n\tRadius 1\n\tHeight 1\n    Radius 2\n    Damage 0\n    Decal None\n    BounceFactor 0.4\n    SeeSound \"gibbage/cyborg\"\n    Speed 5\n\tRenderstyle Translucent\n\tAlpha 1.0\n\t+DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -TELESTOMP\n    -NOTELEPORT\n    -SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 1 A_Jump(256, 1, 2, 3, 4, 5)\n\t\tNULL A 0 A_SpawnItemEx(\"CYBJUNK1\", 0, 0, 0, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Death\n\t\tNULL A 0 A_SpawnItemEx(\"CYBJUNK2\", 0, 0, 0, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Death\n\t\tNULL A 0 A_SpawnItemEx(\"CYBJUNK3\", 0, 0, 0, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Death\n\t\tNULL A 0 A_SpawnItemEx(\"CYBJUNK4\", 0, 0, 0, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Death\n\t\tNULL A 0 A_SpawnItemEx(\"CYBJUNK5\", 0, 0, 0, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Death\n\tDeath:\n\t\tNULL A 0\n\t\tStop\n\t}\n}\n\nActor CyborgExplosion\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.8\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        MISL B 2\n        MISL B 2 Bright A_PlaySound(\"weapons/rocklx\")\n        MISL B 4 Bright\n        MISL C 6\n        MISL D 4\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Global.txt",
        "contents": "////////////////////////////////////////////////////////////////////////////////\n//                             NEW GLOBAL DEFS                                //\n////////////////////////////////////////////////////////////////////////////////\nActor PlayerNum : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 32\n}\n\nActor ClassID : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}\n\nActor HumanTeam : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor GhoulTeam : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor Timer : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tPowerup.Duration 35\n}\n\nActor IsSjas : GhoulTeam { }\nActor IsJitterskull : GhoulTeam { }\nActor IsCreeper : GhoulTeam { }\nActor IsChoke : GhoulTeam { }\nActor IsFrostbite : GhoulTeam { }\nActor IsDefiler : GhoulTeam { }\nActor IsIcefiend : GhoulTeam { }\n\nActor MenuCloserEraser : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(760, 0, tid)\n\t\tStop\n\t}\n}\n\nActor GBUpgrader : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GBSjasUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBSjasUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 1)\n\t\tStop\n\t}\n}\n\nActor GBJitterskullUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBJitterskullUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 2)\n\t\tStop\n\t}\n}\n\nActor GBCreeperUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBCreeperUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 3)\n\t\tStop\n\t}\n}\n\nActor GBChokeUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBChokeUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 4)\n\t\tStop\n\t}\n}\n\nActor GBFrostbiteUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBFrostbiteUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 5)\n\t\tStop\n\t}\n}\n\nActor GBDefilerUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBDefilerUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 6)\n\t\tStop\n\t}\n}\n\nActor GBIcefiendUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBIcefiendUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 7)\n\t\tStop\n\t}\n}\n\nActor GBUpgradeToken : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor GBSjasUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBJitterskullUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBCreeperUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBChokeUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBFrostbiteUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBDefilerUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBIcefiendUpgradeToken : GBUpgradeToken\n{\n}\n\nActor ChokeHealPause : PowerDamage\n{\n\tPowerup.Duration 5\n\tDamageFactor \"Nothing\", 1.0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ChokePainHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(726, 0, 3, 0)\n\t\tStop\n\t}\n}\n\nActor ChokeDeathHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(726, 0, 18, 1)\n\t\tStop\n\t}\n}\n\nActor CreeperHealBallHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(737, 0)\n\t\tStop\n\t}\n}\n\nActor LightningIntenseFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 1)\n\t\tStop\n\t}\n}\n\nActor LightningModerateFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 2)\n\t\tStop\n\t}\n}\n\nActor LightningWeakFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 3)\n\t\tStop\n\t}\n}\n\nActor ReflectionKill : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(738, 0)\n\t\tStop\n\t}\n}\n\nActor SuperIceStunnedFullPowerup : PowerSpeed\n{\n\tPowerup.Duration 100\n\tSpeed 0.0\n}\n\nActor SuperIceStunnedFull : PowerupGiver\n{\n\tPowerup.Duration 100\n\tPowerup.Type \"SuperIceStunnedFullPowerup\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nActor SuperIceStunnedPartialPowerup : PowerSpeed\n{\n\tPowerup.Duration 75\n\tSpeed 0.3\n}\n\nActor SuperIceStunnedPartial : PowerupGiver\n{\n\tPowerup.Duration 75\n\tPowerup.Type \"SuperIceStunnedPartialPowerup\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nActor SuperIceDontStun : Timer\n{\n\tPowerup.Duration -7\n}\n\nActor DispenserUseCooldown : Timer\n{\n\tPowerup.Duration 35\n}\n\nActor JitterskullPoints : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 5\n}\n\nActor ForceReload : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor ForceReloadItem : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"RLCLA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(745, 0)\n\t\tFail\n\t}\n}\n\nActor CyborgPulseGainCooldown : Timer\n{\n\tPowerup.Duration 2\n}\n\nActor DispenserMedKit : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 2\n\tInventory.Icon \"RHO1A0\"\n\t+INVBAR\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tRHO1 A 1\n\t\tLoop\n\tUse:\n\t\tTNT1 A 1 HealThing(10)\n\t\tStop\n\t}\n}\n\n// NS 02 actors\nActor NS02MinimapDecoration 12001\n{\n\tRadius 1\n\tHeight 2\n\tScale 0.8\n\t-SOLID\n\t-CANBLAST\n\t+NOCLIP\n\t+NOINTERACTION\n\t+FLOATBOB\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tCRBL A 1 Bright\n\t\tLoop\n\t}\n}\n\nActor NS02PowerScannerGiver : PowerupGiver\n{\n\tInventory.MaxAmount 1\n\tPowerup.Duration 1225\n\tPowerup.Color GoldMap 0.1\n\tPowerup.Type \"Scanner\" // Doesn't use NS02Scanner right now\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor PowerNS02Scanner : PowerScanner\n{\n\tPowerup.Duration 1225\n}\n\nActor NS02MapRevealer : MapRevealer\n{\n\tStates\n\t{\n\tSpawn:\n\t\tMMAP A 1 bright\n\t\tStop\n\t}\n}\n\n// GVHNS05\nActor PowerNS05HumanDamage : PowerDamage\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 1.5\n}\n\nActor PowerNS05HumanVampire : PowerDrain\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor PowerNS05GhoulProtection : PowerProtection\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 0.5\n}\n\nActor PowerNS05GhoulRegeneration : PowerRegeneration\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor NS05Human1 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05HumanDamage\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Human2 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05HumanVampire\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Ghoul1 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05GhoulProtection\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Ghoul2 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05GhoulRegeneration\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\n// Sjas Rage effects [Thanks to R667]\n// UNUSED I THINK\nActor SjasRageOrb\n{\n\t+MISSILE\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOSECTOR\n\t+NOINTERACTION\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t-SOLID\n\tRadius 1\n\tHeight 1\n\tRenderStyle Add\n\tAlpha 0.5\n\tYScale 0.1\n\tXScale 1.1\n\tTranslation \"112:127=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tLRFX AAAAAA 1 Bright A_FadeOut(0.25)\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                             OLD GLOBAL DEFS                                //\n////////////////////////////////////////////////////////////////////////////////\nActor ChokeDist : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 99999\n}\n\nActor Crunched : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 999\n}\n\nactor DontAlterBot : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\t}\n}\n\nactor GhoulAmmo : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 3\n  inventory.maxamount 3\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 3\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor ChokeHealer : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+INVENTORY.AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A -1\n\tstop\n\tPickup:\n\tUse:\n\tTNT1 A 0 ACS_ExecuteAlways(613,0)//3\n\tstop\n\t}\n}\n\nactor HealDelay : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 17\n}\n\nactor CreepGotya : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\tPickup:\n\tANT1 A 0 A_PlaySoundEx(\"creepgotya\", \"SoundSlot5\")\n\tstop\n\t}\n}\n\nactor CreeperStunCheck : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\t}\n}\n\nactor Reflectdummy : ScriptedMarine\n{\n\t+REFLECTIVE\n\t+INVULNERABLE\n}\n\nactor Railtester : ChaingunGuy\n{\n\tdamage 1\n\tstates\n\t{\n\tMissile:\n\tCPOS E 10 A_FaceTarget\n\tCPOS FE 4 bright A_MonsterRail\n\tCPOS F 1 A_CPosRefire\n\tgoto Missile+1\n\t}\n}\n\nactor Cheapcheck : Inventory // Used to prevent R_Drawtrans false and any other BS settings to cheat.\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tLoop\n\t}\n}\n\nactor Creeperheal : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A -1\n\tstop\n\tPickup:\n\tTNT1 A 0 ACS_ExecuteAlways(979,0,3)\n\tstop\n\t}\n}\n\nactor Creeperhealth : Health\n{\n  inventory.amount 70\n  inventory.maxamount 70\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nActor ChokeHealth : Health\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 150\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor gibmeplz // Test the gibs\n{\n\tdamagetype \"Jitter\"\n\tPROJECTILE\n\tSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_Explode(255,255,1)\n\tStop\n\t}\n}\n\nactor bob : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 6 A_CustomMissile(\"CreeperBall\",0,0,0)\n    loop\n}\n}\n\nactor bill\n{\n\tstates\n\t{\n\tSpawn:\n\tTROO EF 5\n\tTROO E 0 A_CustomMissile(\"CreeperBall\",0,0,0,2,0)\n\tTROO EF 5\n\tTROO E 0 A_CustomMissile(\"SjasAttack\",0,0,0,2,0)\n\tTROO EF 5\n\tTROO E 0 A_CustomMissile(\"JitterskullAttack\",0,0,0,2,0)\n\tloop\n}\n}\n\nactor Cyborgstomp\n{\nPROJECTILE\n+NOBLOOD\ndamage 0\nradius 10\nSpeed 20\n+CLIENTSIDEONLY\ndeathsound \"CyborgStomp\"\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nTNT1 A 1 //A_PlaySound(\"CyborgStomp\")\nStop\n}\n}\n\nACTOR ArchvileFirex : ArchvileFire\n{\n\tSpeed 5\n\t+NOINTERACTION\n        +NOBLOCKMAP\n        +NOCLIP\n\t\t+CLIENTSIDEONLY\n}\n\nACTOR ArchvileFirex2 : ArchvileFirex\n{\n\tSpeed 2\n}\n\nACTOR ArchvileFirex3 : ArchvileFirex\n{\n\ttranslation \"160:167=96:111\"\n}\n\nACTOR ArchvileFirex4 : SpawnFire replaces TeleportFog\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle none // No more giving away spawn spots\ntranslation \"160:167=192:207\"\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR TelFire : ArchvileFirex4\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle translucent\ntranslation \"160:167=192:207\"\nalpha 0.7\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR Cuthead replaces Hissy\n{\n- SOLID\n+NOBLOCKMAP\nScale 0.1\nStates\n{\nSpawn:\nDECR A -1\nLoop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/GlobalConstants.txt",
        "contents": "// Operator constants\nconst int VAL_FALSE = 0;\nconst int VAL_TRUE = 1;\n\n// Gender\nconst int GENDER_MALE = 0;\nconst int GENDER_FEMALE = 1;\nconst int GENDER_OTHER = 2;\n\n// Weapon text display constants\nconst int WM_ICEFIEND_SPIKES = 0;\nconst int WM_ICEFIEND_MELEE = 1;\nconst int WM_DEFILER_ACIDSHOT = 2;\nconst int WM_ICEFIEND_INVISIBLEMSG = 3;\nconst int WM_BARBARIAN_HAMMER = 4;\nconst int WM_MAGE_ICEHANDS = 5;\nconst int WM_MAGE_FIRESTAFF = 6;\nconst int WM_BARBARIAN_BERSERK = 7;\nconst int WM_BARBARIAN_SWORD = 8;\nconst int WM_MAGE_LIGHTNING = 9;\nconst int WM_MAGE_NOVAFIRE = 10;\n\n// Sound channel constants\nconst int CHAN_FEET = 5;\nconst int CHAN_SJAS = 6;"
      },
      {
        "source": "pk3",
        "name": "Actors/MapDecorations.txt",
        "contents": "// GVHNS02\n// DECORATIONS \\\\\n\nACTOR winter1 31000\n{\n\tGame Doom\n\tRadius 20\n\tHeight 90\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  TRWN B -1\n\t  Stop\n\t}\n}\n\nACTOR winter2 31001\n{\n\tGame Doom\n\tRadius 20\n\tHeight 90\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  TRWN A -1\n\t  Stop\n\t}\n}\n\nACTOR winterF 31007\n{\n  Game Doom\n  Radius 10\n  Height 110\n  +SOLID\n  States\n  {\n  Spawn:\n    WINT F -1\n    Stop\n  }\n}\n\nACTOR winterG 31008\n{\n  Game Doom\n  Radius 25\n  Height 130\n  +SOLID\n  States\n  {\n  Spawn:\n    WINT G -1\n    Stop\n  }\n}\n\nACTOR FlowerPot1 31009\n{\n\tGame Doom\n\tRadius 18\n\tHeight 35\n\tScale 0.75\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  POT1 A -1\n\t  Stop\n\t}\n}\n\nACTOR FlowerPot2 31010\n{\n\tGame Doom\n\tRadius 18\n\tHeight 35\n\tScale 0.75\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  POT2 A -1\n\t  Stop\n\t}\n}\n\nACTOR Guts1 31011\n{\n\tGame Doom\n\tRadius 20\n\tHeight 20\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t  GUT1 A -1\n\t  Stop\n\t}\n}\n\nACTOR Guts2 31012\n{\n\tGame Doom\n\tRadius 20\n\tHeight 20\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t  GUT2 A -1\n\t  Stop\n\t}\n}\n\nACTOR Guts3 31013\n{\n\tGame Doom\n\tRadius 20\n\tHeight 20\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t  GUT3 A -1\n\t  Stop\n\t}\n}\n\nACTOR Guts4 31014\n{\n\tGame Doom\n\tRadius 20\n\tHeight 20\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t  GUT4 A -1\n\t  Stop\n\t}\n}\n\nACTOR Statue1 31015\n{\n\tGame Doom\n\tRadius 20\n\tHeight 90\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  STT1 A -1\n\t  Stop\n\t}\n}\n\nACTOR Statue2 31016\n{\n\tGame Doom\n\tRadius 20\n\tHeight 90\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  STT2 A -1\n\t  Stop\n\t}\n}\n\nACTOR Lamp1 31017\n{\n\tGame Doom\n\tRadius 20\n\tHeight 50\n\tStates\n\t{\n\tSpawn:\n\t  LAMP A -1\n\t  Stop\n\t}\n}\n\nACTOR Lamp2 31018\n{\n\tGame Doom\n\tRadius 20\n\tHeight 90\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  LMP2 A -1\n\t  Stop\n\t}\n}\n\nACTOR Cup 31019\n{\n\tGame Doom\n\tRadius 10\n\tHeight 20\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t  CUP1 A -1\n\t  Stop\n\t}\n}\n\nACTOR Candelabra1 31020\n{\n\tGame Doom\n\tRadius 10\n\tHeight 40\n\tScale 0.75\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  CND1 ABCD 4\n\t  Loop\n\t}\n}\n\nACTOR Candles1 31021\n{\n\tGame Doom\n\tRadius 10\n\tHeight 40\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t  CND2 ABCD 4\n\t  Loop\n\t}\n}\n\nACTOR CeilingCandle 31022\n{\n\tGame Doom\n\tRadius 10\n\tHeight 40\n\tScale 1.0\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t  CND3 ABC 4\n\t  Loop\n\t}\n}\n\nACTOR SkullCandle 31023\n{\n\tGame Doom\n\tRadius 10\n\tHeight 40\n\tScale 0.55\n\tStates\n\t{\n\tSpawn:\n\t  SKLC ABC 4\n\t  Loop\n\t}\n}\n\n//////////////\n// GVHNS 03 //\n//////////////\nACTOR OfficeLamp 31024\n{\n\tGame Doom\n\tRadius 20\n\tHeight 40\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t  DECL A -1\n\t  Stop\n\t}\n}\n\nACTOR SamuraiDecor 31025\n{\n\tGame Doom\n\tRadius 20\n\tHeight 40\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t  DECM A -1\n\t  Stop\n\t}\n}\n\nACTOR BuddhaStatue 31026\n{\n\tGame Doom\n\tRadius 35\n\tHeight 60\n\tScale 0.65\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  BUDD A -1\n\t  Stop\n\t}\n}\n\nACTOR WoodenDecor 31027\n{\n\tGame Doom\n\tRadius 10\n\tHeight 40\n\tScale 0.75\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t  DECW ABCB 6\n\t  Loop\n\t}\n}\n\nACTOR BrickLamp 31028\n{\n\tGame Doom\n\tRadius 25\n\tHeight 40\n\tScale 0.75\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  BLMM ABCD 5\n\t  Loop\n\t}\n}\n\nACTOR CeilingBowlFire 31029\n{\n\tGame Doom\n\tRadius 25\n\tHeight 40\n\tScale 0.75\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t  FFDD ABCD 5\n\t  Loop\n\t}\n}\n\n/////////////\n// GVHNS05 //\n/////////////\nActor ZCorpseUpsideDown2 31035\n{\n\tRadius 20\n\tHeight 60\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tUPSC B 140 A_SpawnItemEx(\"CorpseBloodDrip\", 0, 0, 24, 0, 0, 0, 0, SXF_CLIENTSIDE, 192)\n\t\tLoop\n\t}\n}\n\nActor ZCorpseUpsideDown4 31036\n{\n\tRadius 20\n\tHeight 60\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tUPSC D -1\n\t\tStop\n\t}\n}\n\nactor HangedBloodySkeleton 31030\n{\n    Radius 20\n    Height 60\n    +SPAWNCEILING\n    +NOGRAVITY\n    +SOLID\n    States\n    {\n    Spawn:\n       HSKL A 0 A_Jump(60,\"DropBlood\")\n       HSKL A 50\n       Loop\n    DropBlood:\n       HSKL A 1 A_SpawnItem(\"SkeletonBloodDrip\")\n       Goto Spawn\n    }\n}\n\nactor SkeletonBloodDrip\n{\n    Radius 1\n    Height 1\n    Scale 0.75\n    -NOGRAVITY\n    States\n    {\n    Spawn:\n       BDRP A 1 A_CheckFloor(\"Disappear\")\n       Loop\n    Disappear:\n       TNT1 A 1\n       Stop\n    }\n}\n\nActor ZCorpseImpaled2 31031\n{\n\t+SOLID\n\tRadius 8\n\tHeight 100\n\n\tStates\n\t{\n\tSpawn:\n\t\tCPSI B -1\n\t\tStop\n\t}\n}\n\nActor ZCorpseImpaled4 31032\n{\n\t+SOLID\n\tRadius 8\n\tHeight 100\n\n\tStates\n\t{\n\tSpawn:\n\t\tCPSI D -1\n\t\tStop\n\t}\n}\n\nActor ZCorpseImpaled5 31033\n{\n\t+SOLID\n\tRadius 8\n\tHeight 100\n\n\tStates\n\t{\n\tSpawn:\n\t\tCPSI E -1\n\t\tStop\n\t}\n}\n\nACTOR BonePile 31034\n{\n  Radius 24\n  Height 24\n  +SOLID\n  States\n  {\n  Spawn:\n    SBON A -1\n    Stop\n  }\n}\n\n/////////////\n// GVHNS07 //\n/////////////\nACTOR RoTTBrazier 31070\n{\n\tGame Doom\n\tRadius 15\n\tHeight 64\n\tScale 0.75\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  ABRA ABCDEFGHIJKLMNO 4\n\t  Loop\n\t}\n}\n\nACTOR RoTTBasin 31071\n{\n\tGame Doom\n\tRadius 32\n\tHeight 42\n\tScale 0.75\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  BASI ABC 4\n\t  Loop\n\t}\n}\n\nACTOR RoTTPlant 31072\n{\n\tGame Doom\n\tRadius 24\n\tHeight 32\n\tScale 0.75\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  PLAN A -1\n\t  Stop\n\t}\n}\n\nACTOR RoTTTree 31073\n{\n\tGame Doom\n\tRadius 28\n\tHeight 48\n\tScale 0.75\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  RTRE A -1\n\t  Stop\n\t}\n}\n\nACTOR RoTTUrn 31074\n{\n\tGame Doom\n\tRadius 28\n\tHeight 36\n\tScale 0.75\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  RURN A -1\n\t  Stop\n\t}\n}\n\n///////////\n// GVH21 //\n///////////\nActor FloatingSkullAir : FloatingSkull 16500\n{\n\t+NOGRAVITY\n}\n\n// GVH 01\nACTOR Logfire 9900\n{\n\t//$Category GVH:NS Map Decoration\n\tDecal\t\tBarrelScorch\n\tRadius\t\t4\n\tHeight\t\t6\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tGoto Active\n\tActive:\n\t\tTNT1 A 2 A_SpawnItemEx(\"SmokeLarge2\",0,0,18,0,0,2,0,160,0)\n\t\tTNT1 AAAAAAA 1 A_SpawnItemEx(\"Firey2\",0,0,8,0,0,1,0,160,0)\n\t\tLOOP\n\t}\n}\n\nACTOR SmokeLarge2 : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.5\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\t//-----------------------\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR Firey2 : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.3\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}\n\n// GVH 05\n// A snow flake\nACTOR SnowFlake 24600\n{\n\t//$Category GVH:NS Map Decoration\n\tRadius 8\n\tHeight 1\n\tMass 5\n\tRenderStyle TRANSLUCENT\n\tAlpha 0.8\n\tScale 0.3\n\t+NOGRAVITY // Greater fall speed control\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+INVULNERABLE\n\t+NONSHOOTABLE\n\t+DONTSPLASH\n\t+CORPSE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSNOW A 1\n\t\tWaggleChance:\n\t\t\tSNOW A 8 A_Jump(164,\"Waggle\")\n\t\t\tLoop\n\t\tWaggle:\n\t\t\tSNOW A 8 A_CStaffMissileSlither\n\t\t\tGoto WaggleChance\n\t\tCrash:\n\t\t\tSNOW A 16\n\t\t\tStop\n\t}\n}\n\n// Snow dropper 128x128\nACTOR SquareSnow 24602\n{\n\t//$Category GVH:NS Map Decoration\n\tRadius 16\n\tHeight 6\n\tRenderStyle NONE\n\t+ALLOWCLIENTSPAWN\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOLIFTDROP\n\t+NOTELEPORT\n\t+SPAWNCEILING\n\t+NOCLIP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 10 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t               random(0,128),\n\t\t\t\t               0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t       128) // client-side spawning flag\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowBig : SquareSnow 24603\n{\n\t//$Category GVH:NS Map Decoration\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,256),\n\t\t\t\t\t\t0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowVeryBig : SquareSnow 24604\n{\n\t//$Category GVH:NS Map Decoration\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 6 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\t0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\n// Snow dropper extremely big for skybox\nACTOR SquareSnowGigantic : SquareSnow 24605\n{\n\t//$Category GVH:NS Map Decoration\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 16 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(256,512),\n\t\t\t\t\t\trandom(128,256),\n\t\t\t\t\t\t0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\n// GVH 08\nactor VolumetricFogSprite 28641\n{\n\t//$Category GVH:NS Map Decoration\n\tyscale 0.15\n\trenderstyle Add\n\talpha 1.0\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+ALLOWCLIENTSPAWN\n\t+NOINTERACTION\n\tstates\n\t{\n\tSpawn:\n\tFOG2 A -1\n\tstop\n\t}\n}\n\n// GVH 11\nactor TREE 10242\n{\n\t//$Category GVH:NS Map Decoration\n  height 210\n  radius 10\n  +SOLID\n  states\n  {\n  Spawn:\n    PALM A -1\n    Stop\n  }\n}\n\nACTOR FireHydrant 10243\n{\n\t//$Category GVH:NS Map Decoration\n  Height 40\n  Radius 16\n  +SOLID\n  States\n  {\n  Spawn:\n    FRHD A -1\n    Stop\n  }\n}\n\nACTOR TrashCan 10244\n{\n\t//$Category GVH:NS Map Decoration\n  Height 40\n  Radius 16\n  +SOLID\n  States\n  {\n  Spawn:\n    TRCN A -1\n    Stop\n  }\n}\n\nactor DukeShip\n{\nHeight 5\nPROJECTILE\nspawnid 181\nradius 5\n+RIPPER\ndamage 200\nSpeed 50\nscale 3.0\nrenderstyle translucent\nalpha 1.0\nStates\n{\nSpawn:\nDSHI A 4 A_SpawnItemEx(\"GrenadeExplosion\",0,0,0,0,0,0,0,128,0)\nloop\nDeath:\nNKXP BCDEFGHIJKLMNOPQRSTUV 3 bright A_FadeOut(0.04)\nStop\n}\n}\n\nactor DukeExplode\n{\n-SOLID\nrenderstyle translucent\nalpha 1.0\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nobituary \"%o is going to make those alien bastards pay for shooting up duke's ride.\"\nradius 1\nheight 1\nStates\n{\nSpawn:\nNKXP A 0\nNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\nNKXP A 0 A_Explode(8000, 128,0)\nNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\nStop\n}\n}\n\n// GVH 12 [New by Ivan]\nACTOR BarTable 31075\n{\n\tGame Doom\n\tRadius 8\n\tHeight 32\n\tXScale 0.75\n\tYScale 0.45\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  BTBL A -1\n\t  Stop\n\t}\n}\n\nActor ShowBoobs : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor Stripper1 31076\n{\n\tRadius 16\n\tHeight 56\n\tScale 0.75\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tSTRP AAAABBBBCCCCDDDDEEEEDDDDCCCCBBBB 1 A_JumpIfInventory(\"Showboobs\", 1, \"ShowEm\")\n\t\tLoop\n\tShowEm:\n\t\tSTRP A 1 A_PlaySound(\"KinkyLaugh\", CHAN_VOICE)\n\t\tSTRP FGHGHGHF 3 // Animation here\n\t\tSTRP A 0 A_TakeInventory(\"ShowBoobs\", 1)\n\t\tGoto Spawn\n\t}\n}\n\nACTOR Stripper2 31077\n{\n\tGame Doom\n\tRadius 16\n\tHeight 56\n\tScale 0.75\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t  STR2 ABCDCB 4\n\t  Loop\n\t}\n}\n\n// GVH 13\n//Blood Rain effects for Map01, borrowed NashGore base.\n\nactor BloodRainSpawner 15050 \t//Rain Object\n{\n\t//$Category GVH:NS Map Decoration\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOGRAVITY\n   +CLIENTSIDEONLY\n   +NOCLIP\n   States\n   {\n\tSpawn:\n      TNT1 A 8 A_Jump(128, 1)\n      TNT1 A 8 A_SpawnItemEx(\"BloodRain\",random(32, -32),random(32, -32),0,8,0,0,0,0,0)\n      Loop\n   }\n}\n\nactor BloodRain 15051\n{\n\t//$Category GVH:NS Map Decoration\n scale 0.55\n health 1\n radius 8\n height 1\n mass 1\n renderstyle translucent\n alpha 1.0\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n  loop\n Crash:\n  TNT1 A 1 A_SpawnItem(\"BloodRainSpot\",0,0,0,1)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpawner2 15052 \t//Rain Object 2\n{\n\t//$Category GVH:NS Map Decoration\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOGRAVITY\n   +NOCLIP\n   +CLIENTSIDEONLY\n   States\n   {\n\tSpawn:\n      TNT1 A 16 A_Jump(128, 1)\n\t  TNT1 A 16 A_Jump(64, 1)\n      TNT1 A 32 A_SpawnItemEx(\"BloodRain2\",random(32, -32),random(32, -32),0,0,0,0,0,0,0)\n      Loop\n   }\n}\n\nactor BloodRain2 15053\n{\n\t//$Category GVH:NS Map Decoration\n scale 0.55\n health 1\n radius 8\n height 1\n mass 1\n renderstyle translucent\n alpha 1.0\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n  loop\n Crash:\n  TNT1 A 1 A_SpawnItem(\"BloodRainSpot2\",0,0,0,1)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpot\n{\n radius 12\n height 2\n mass 1\n  renderstyle translucent\n alpha 1.0\n +NOTELEPORT\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  BSPT A 50 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpot2\n{\n radius 12\n height 2\n mass 1\n  renderstyle translucent\n alpha 1.0\n +NOTELEPORT\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  BSPT AAAAAAAA 50 A_JumpIf(waterlevel > 1, \"Remove\")\n  BSPT AAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\n// GVH 16\nACTOR secondtree 28643\n{\n\t//$Category GVH:NS Map Decoration\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN A -1\n    loop\n  }\n}\n\nACTOR thirdtree 28644\n{\n\t//$Category GVH:NS Map Decoration\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN B -1\n    loop\n  }\n}\n\nACTOR Shtbagstree4 28642\n{\n\t//$Category GVH:NS Map Decoration\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN C -1\n    loop\n  }\n}\n\n// GVH 19\n//Aztec Map Lights and Fog\nactor EerieRedLight 21000 //Special Glow for Aztec Eyes\n{\n\t//$Category GVH:NS Map Decoration\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOCLIP\n   +NOBLOCKMAP\n   +CLIENTSIDEONLY\n   States\n   {\n\tSpawn:\n      TNT1 A 1\n      loop\n   }\n}\n\nactor EerieRedLight2 21001 //Special Glow for Aztec Eyes\n{\n\t//$Category GVH:NS Map Decoration\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOCLIP\n   +NOBLOCKMAP\n   +CLIENTSIDEONLY\n   States\n   {\n\tSpawn:\n      TNT1 A 1\n      loop\n   }\n}\n\n// GVH 20\nactor TallTree 10250\n{\n\t//$Category GVH:NS Map Decoration\n  height 144\n  radius 32\n  +SOLID\n  states\n  {\n  Spawn:\n    TREK A 5\n    loop\n  }\n}\n\nACTOR RainSpawner 10251\n{\n\t//$Category GVH:NS Map Decoration\n\t+Missile\n\t+NoClip\n\t+NoGravity\n\t+NoBlockMap\n        +SPAWNCEILING\n\t+CLIENTSIDEONLY\n\t+NONETID\n \tstates\n \t{\n \tSpawn:\n\t\tTNT1 A 3 A_JumpIf(z >= ceilingz,1)\n\t\tTNT1 A 3 A_SpawnItemEx (\"RainDrop\", random(0,-128), random(0,-128), 0, random(0,1), random(0,1), -random(1,5), random(0,255), 0)\n \t\tgoto Spawn\n\t}\n\n}\n\nACTOR HRainSpawner 10253\n{\n\t//$Category GVH:NS Map Decoration\n\t+Missile\n\t+NoClip\n\t+NoGravity\n\t+NoBlockMap\n        +SPAWNCEILING\n \tstates\n \t{\n \tSpawn:\n\t\tTNT1 A 3 A_JumpIf(z >= ceilingz,1)\n\t\tTNT1 A 3 A_SpawnItemEx (\"RainDrop\", random(0,-32), random(0,-32), 0, random(0,1), random(0,1), -random(1,5), random(0,255), 0)\n \t\tgoto Spawn\n\t}\n\n}\n\n//Simple rain drop\nACTOR RainDrop 10252\n{\n\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n        +SPAWNCEILING\n\t+DontSplash\n\txscale 0.25\n\tstates\n\t{\n\tSpawn:\n\t\tRAIN A 1 A_JumpIf(waterlevel >= 1, \"Death\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n\n}\n\n//Simple rain drop with sound\nACTOR RainDropS 10254\n{\n\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n        +SPAWNCEILING\n\t+DontSplash\n\txscale 0.25\n\tstates\n\t{\n\tSpawn:\n\t\tRAIN A 1 A_JumpIf(waterlevel >= 1, \"Death\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n\n}\n\n// GVH 22\nactor DeadTree 10249\n{\n\t//$Category GVH:NS Map Decoration\n  height 45\n  radius 15\n  +SOLID\n  states\n  {\n  Spawn:\n    DTR3 A 5\n    loop\n  }\n}\n\nactor FATASSTree 10245\n{\n\t//$Category GVH:NS Map Decoration\n  height 80\n  radius 20\n  +SOLID\n  states\n  {\n  Spawn:\n    BTR2 A 5\n    loop\n  }\n}\n\n// GVH 34\n//====Spawners\n\nActor WhiteSparkSpawner : SwitchableDecoration\n{\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_W1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_W2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_W3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_W4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_W5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_W6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"Spark_W1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"Spark_W1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"Spark_W1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_W16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\n/*\nActor RedSparkSpawner : SwitchableDecoration\n{\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_R1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_R2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_R3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_R4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_R5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_R6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"Spark_R1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"Spark_R1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"Spark_R1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_R16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n*/\nActor OrangeSparkSpawner 6666\n{\n\t//$Category GVH:NS Map Decoration\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_O6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"Spark_O1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"Spark_O1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"Spark_O1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_O16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\nActor YellowSparkSpawner : SwitchableDecoration\n{\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_Y1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_Y2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_Y3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_Y4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_Y5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_Y6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_Y16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\nActor GreenSparkSpawner : SwitchableDecoration\n{\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_G1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_G2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_G3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_G4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_G5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_G6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"Spark_G1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"Spark_G1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"Spark_G1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_G16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\nActor BlueSparkSpawner : SwitchableDecoration\n{\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_B1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_B2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_B3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_B4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_B5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_B6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"Spark_B1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"Spark_B1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"Spark_B1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_B16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\nActor PurpleSparkSpawner : SwitchableDecoration\n{\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_P1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_P2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_P3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_P4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_P5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_P6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"Spark_P1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"Spark_P1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"Spark_P1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"Spark_P16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\n//Flares\n\nActor SparkFlare_W1\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +NoClip\n  +NoGravity\n  +NoInteraction\n  +CLIENTSIDEONLY\n  RenderStyle Add\n  Scale 0.25\n  States\n  {\n  Spawn:\n    SPKW A 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor SparkFlare_W2 : SparkFlare_W1 { States { Spawn: SPKW B 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_W3 : SparkFlare_W1 { States { Spawn: SPKW C 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_W4 : SparkFlare_W1 { States { Spawn: SPKW D 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_W5 : SparkFlare_W1 { States { Spawn: SPKW E 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_W6 : SparkFlare_W1 { States { Spawn: SPKW F 1 Bright A_FadeOut(0.1) Loop } }\n\nActor SparkFlare_R1 : SparkFlare_W1 { States { Spawn: SPKR A 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_R2 : SparkFlare_W1 { States { Spawn: SPKR B 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_R3 : SparkFlare_W1 { States { Spawn: SPKR C 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_R4 : SparkFlare_W1 { States { Spawn: SPKR D 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_R5 : SparkFlare_W1 { States { Spawn: SPKR E 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_R6 : SparkFlare_W1 { States { Spawn: SPKR F 1 Bright A_FadeOut (0.1) Loop } }\n\nActor SparkFlare_O1 : SparkFlare_W1 { States { Spawn: SPKO A 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O2 : SparkFlare_W1 { States { Spawn: SPKO B 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O3 : SparkFlare_W1 { States { Spawn: SPKO C 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O4 : SparkFlare_W1 { States { Spawn: SPKO D 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O5 : SparkFlare_W1 { States { Spawn: SPKO E 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_O6 : SparkFlare_W1 { States { Spawn: SPKO F 1 Bright A_FadeOut (0.1) Loop } }\n\nActor SparkFlare_Y1 : SparkFlare_W1 { States { Spawn: SPKY A 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_Y2 : SparkFlare_W1 { States { Spawn: SPKY B 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_Y3 : SparkFlare_W1 { States { Spawn: SPKY C 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_Y4 : SparkFlare_W1 { States { Spawn: SPKY D 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_Y5 : SparkFlare_W1 { States { Spawn: SPKY E 1 Bright A_FadeOut (0.1) Loop } }\nActor SparkFlare_Y6 : SparkFlare_W1 { States { Spawn: SPKY F 1 Bright A_FadeOut (0.1) Loop } }\n\nActor SparkFlare_G1 : SparkFlare_W1 { States { Spawn: SPKG A 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_G2 : SparkFlare_W1 { States { Spawn: SPKG B 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_G3 : SparkFlare_W1 { States { Spawn: SPKG C 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_G4 : SparkFlare_W1 { States { Spawn: SPKG D 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_G5 : SparkFlare_W1 { States { Spawn: SPKG E 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_G6 : SparkFlare_W1 { States { Spawn: SPKG F 1 Bright A_FadeOut(0.1) Loop } }\n\nActor SparkFlare_B1 : SparkFlare_W1 { States { Spawn: SPKB A 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_B2 : SparkFlare_W1 { States { Spawn: SPKB B 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_B3 : SparkFlare_W1 { States { Spawn: SPKB C 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_B4 : SparkFlare_W1 { States { Spawn: SPKB D 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_B5 : SparkFlare_W1 { States { Spawn: SPKB E 1 Bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_B6 : SparkFlare_W1 { States { Spawn: SPKB F 1 Bright A_FadeOut(0.1) Loop } }\n\nActor SparkFlare_P1 : SparkFlare_W1 { States { Spawn: SPKP A 1 bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_P2 : SparkFlare_W1 { States { Spawn: SPKP B 1 bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_P3 : SparkFlare_W1 { States { Spawn: SPKP C 1 bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_P4 : SparkFlare_W1 { States { Spawn: SPKP D 1 bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_P5 : SparkFlare_W1 { States { Spawn: SPKP E 1 bright A_FadeOut(0.1) Loop } }\nActor SparkFlare_P6 : SparkFlare_W1 { States { Spawn: SPKP F 1 bright A_FadeOut(0.1) Loop } }\n\n//Sparks\n\nActor Spark_W1\n{\n  Height 1\n  Radius 2\n  Mass 0\n  Speed 0.25\n  +Missile\n  +NoBlockMap\n  +LowGravity\n  +CLIENTSIDEONLY\n  RenderStyle Add\n  Scale 0.025\n  States\n  {\n  Spawn:\n    SPKW E 1 Bright\n    Loop\n  Death:\n    SPKW E 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor Spark_W2 : Spark_W1  { Speed 0.5  }\nActor Spark_W3 : Spark_W1  { Speed 0.75 }\nActor Spark_W4 : Spark_W1  { Speed 1.0  }\nActor Spark_W5 : Spark_W1  { Speed 1.25 }\nActor Spark_W6 : Spark_W1  { Speed 1.5  }\nActor Spark_W7 : Spark_W1  { Speed 1.75 }\nActor Spark_W8 : Spark_W1  { Speed 2.0  }\nActor Spark_W9 : Spark_W1  { Speed 2.25 }\nActor Spark_W10 : Spark_W1 { Speed 2.5  }\nActor Spark_W11 : Spark_W1 { Speed 2.75 }\nActor Spark_W12 : Spark_W1 { Speed 3.0  }\nActor Spark_W13 : Spark_W1 { Speed 3.25 }\nActor Spark_W14 : Spark_W1 { Speed 3.5  }\nActor Spark_W15 : Spark_W1 { Speed 3.75 }\nActor Spark_W16 : Spark_W1 { Speed 4.0  }\n\nActor Spark_R1 : Spark_W1\n{\n  States\n  {\n  Spawn:\n    SPKR E 1 bright\n    Loop\n  Death:\n    SPKR E 1 bright A_FadeOut (0.1)\n    Loop\n  }\n}\n\nActor Spark_R2 : Spark_R1  { Speed 0.5  }\nActor Spark_R3 : Spark_R1  { Speed 0.75 }\nActor Spark_R4 : Spark_R1  { Speed 1.0  }\nActor Spark_R5 : Spark_R1  { Speed 1.25 }\nActor Spark_R6 : Spark_R1  { Speed 1.5  }\nActor Spark_R7 : Spark_R1  { Speed 1.75 }\nActor Spark_R8 : Spark_R1  { Speed 2.0  }\nActor Spark_R9 : Spark_R1  { Speed 2.25 }\nActor Spark_R10 : Spark_R1 { Speed 2.5  }\nActor Spark_R11 : Spark_R1 { Speed 2.75 }\nActor Spark_R12 : Spark_R1 { Speed 3.0  }\nActor Spark_R13 : Spark_R1 { Speed 3.25 }\nActor Spark_R14 : Spark_R1 { Speed 3.5  }\nActor Spark_R15 : Spark_R1 { Speed 3.75 }\nActor Spark_R16 : Spark_R1 { Speed 4.0  }\n\nActor Spark_O1 : Spark_W1\n{\n  States\n  {\n  Spawn:\n    SPKO E 1 bright\n    Loop\n  Death:\n    SPKO E 1 bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor Spark_O2 : Spark_O1  { Speed 0.5  }\nActor Spark_O3 : Spark_O1  { Speed 0.75 }\nActor Spark_O4 : Spark_O1  { Speed 1.0  }\nActor Spark_O5 : Spark_O1  { Speed 1.25 }\nActor Spark_O6 : Spark_O1  { Speed 1.5  }\nActor Spark_O7 : Spark_O1  { Speed 1.75 }\nActor Spark_O8 : Spark_O1  { Speed 2.0  }\nActor Spark_O9 : Spark_O1  { Speed 2.25 }\nActor Spark_O10 : Spark_O1 { Speed 2.5  }\nActor Spark_O11 : Spark_O1 { Speed 2.75 }\nActor Spark_O12 : Spark_O1 { Speed 3.0  }\nActor Spark_O13 : Spark_O1 { Speed 3.25 }\nActor Spark_O14 : Spark_O1 { Speed 3.5  }\nActor Spark_O15 : Spark_O1 { Speed 3.75 }\nActor Spark_O16 : Spark_O1 { Speed 4.0  }\n\nActor Spark_Y1 : Spark_W1\n{\n  States\n  {\n  Spawn:\n    SPKY E 1 bright\n    Loop\n  Death:\n    SPKY E 1 bright A_FadeOut (0.1)\n    Loop\n  }\n}\n\nActor Spark_Y2 : Spark_Y1  { Speed 0.5  }\nActor Spark_Y3 : Spark_Y1  { Speed 0.75 }\nActor Spark_Y4 : Spark_Y1  { Speed 1.0  }\nActor Spark_Y5 : Spark_Y1  { Speed 1.25 }\nActor Spark_Y6 : Spark_Y1  { Speed 1.5  }\nActor Spark_Y7 : Spark_Y1  { Speed 1.75 }\nActor Spark_Y8 : Spark_Y1  { Speed 2.0  }\nActor Spark_Y9 : Spark_Y1  { Speed 2.25 }\nActor Spark_Y10 : Spark_Y1 { Speed 2.5  }\nActor Spark_Y11 : Spark_Y1 { Speed 2.75 }\nActor Spark_Y12 : Spark_Y1 { Speed 3.0  }\nActor Spark_Y13 : Spark_Y1 { Speed 3.25 }\nActor Spark_Y14 : Spark_Y1 { Speed 3.5  }\nActor Spark_Y15 : Spark_Y1 { Speed 3.75 }\nActor Spark_Y16 : Spark_Y1 { Speed 4.0  }\n\nActor Spark_G1 : Spark_W1\n{\n  States\n  {\n  Spawn:\n    SPKG E 1 Bright\n    Loop\n  Death:\n    SPKG E 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor Spark_G2 : Spark_G1  { Speed 0.5  }\nActor Spark_G3 : Spark_G1  { Speed 0.75 }\nActor Spark_G4 : Spark_G1  { Speed 1.0  }\nActor Spark_G5 : Spark_G1  { Speed 1.25 }\nActor Spark_G6 : Spark_G1  { Speed 1.5  }\nActor Spark_G7 : Spark_G1  { Speed 1.75 }\nActor Spark_G8 : Spark_G1  { Speed 2.0  }\nActor Spark_G9 : Spark_G1  { Speed 2.25 }\nActor Spark_G10 : Spark_G1 { Speed 2.5  }\nActor Spark_G11 : Spark_G1 { Speed 2.75 }\nActor Spark_G12 : Spark_G1 { Speed 3.0  }\nActor Spark_G13 : Spark_G1 { Speed 3.25 }\nActor Spark_G14 : Spark_G1 { Speed 3.5  }\nActor Spark_G15 : Spark_G1 { Speed 3.75 }\nActor Spark_G16 : Spark_G1 { Speed 4.0  }\n\nActor Spark_B1 : Spark_W1\n{\n  States\n  {\n  Spawn:\n    SPKB E 1 Bright\n    Loop\n  Death:\n    SPKB E 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor Spark_B2 : Spark_B1  { Speed 0.5  }\nActor Spark_B3 : Spark_B1  { Speed 0.75 }\nActor Spark_B4 : Spark_B1  { Speed 1.0  }\nActor Spark_B5 : Spark_B1  { Speed 1.25 }\nActor Spark_B6 : Spark_B1  { Speed 1.5  }\nActor Spark_B7 : Spark_B1  { Speed 1.75 }\nActor Spark_B8 : Spark_B1  { Speed 2.0  }\nActor Spark_B9 : Spark_B1  { Speed 2.25 }\nActor Spark_B10 : Spark_B1 { Speed 2.5  }\nActor Spark_B11 : Spark_B1 { Speed 2.75 }\nActor Spark_B12 : Spark_B1 { Speed 3.0  }\nActor Spark_B13 : Spark_B1 { Speed 3.25 }\nActor Spark_B14 : Spark_B1 { Speed 3.5  }\nActor Spark_B15 : Spark_B1 { Speed 3.75 }\nActor Spark_B16 : Spark_B1 { Speed 4.0  }\n\nActor Spark_P1 : Spark_W1\n{\n  states\n  {\n  Spawn:\n    SPKP E 1 Bright\n    Loop\n  Death:\n    SPKP E 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor Spark_P2 : Spark_P1  { Speed 0.5  }\nActor Spark_P3 : Spark_P1  { Speed 0.75 }\nActor Spark_P4 : Spark_P1  { Speed 1.0  }\nActor Spark_P5 : Spark_P1  { Speed 1.25 }\nActor Spark_P6 : Spark_P1  { Speed 1.5  }\nActor Spark_P7 : Spark_P1  { Speed 1.75 }\nActor Spark_P8 : Spark_P1  { Speed 2.0  }\nActor Spark_P9 : Spark_P1  { Speed 2.25 }\nActor Spark_P10 : Spark_P1 { Speed 2.5  }\nActor Spark_P11 : Spark_P1 { Speed 2.75 }\nActor Spark_P12 : Spark_P1 { Speed 3.0  }\nActor Spark_P13 : Spark_P1 { Speed 3.25 }\nActor Spark_P14 : Spark_P1 { Speed 3.5  }\nActor Spark_P15 : Spark_P1 { Speed 3.75 }\nActor Spark_P16 : Spark_P1 { Speed 4.0  }\n\nActor GvH23SteamSpawner 666\n{\n\t//$Category GVH:NS Map Decoration\n  Height 2\n  Radius 1\n  Mass 0\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  States\n  {\n  Spawn:\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"Down\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"Forward\")\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"UpBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", 7, 0.5, 1, ATTN_NORM)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Down:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"DownBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", 7, 0.5, 1, ATTN_NORM)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Forward:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"ForwardBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", 7, 0.5, 1, ATTN_NORM)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  UpBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  DownBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  ForwardBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  Inactive:\n    TNT1 A 1 A_StopSoundEx(\"SoundSlot7\")\n    TNT1 A 1\n    Goto Inactive+1\n  }\n}\n\nActor SteamParticle\n{\n  Height 1\n  Radius 1\n  +Missile\n  +NoGravity\n  +NoBlockMap\n  RenderStyle Add\n  Scale 0.4\n  Alpha 0.65\n  States\n  {\n  Spawn:\n    STEM A 2 A_SetTranslucent(0.6, 1)\n    STEM B 2 A_SetTranslucent(0.55, 1)\n    STEM C 2 A_SetTranslucent(0.5, 1)\n    STEM D 2 A_SetTranslucent(0.45, 1)\n    STEM E 2 A_SetTranslucent(0.4, 1)\n    STEM F 2 A_SetTranslucent(0.35, 1)\n    STEM G 2 A_SetTranslucent(0.3, 1)\n    STEM H 2 A_SetTranslucent(0.25, 1)\n    STEM I 2 A_SetTranslucent(0.2, 1)\n    STEM J 2 A_SetTranslucent(0.15, 1)\n    STEM K 2 A_SetTranslucent(0.1, 1)\n    STEM L 2 A_SetTranslucent(0.05, 1)\n    Stop\n  }\n}\n\n// GVH 26\nACTOR SoundWater 256\n{\n\t//$Category GVH:NS Map Decoration\n  +NOBLOCKMAP\n  +NOSECTOR\n  +DONTSPLASH\n  States\n  {\n  Spawn:\n    TNT1 A 35 A_PlaySoundEx(\"Sounds/Waterfall\", \"SoundSlot6\")\n    Loop\n  }\n}\n\n// GVH 28\nActor SteamSpawner : SwitchableDecoration 10000 //DoomEdNum Here\n{\n  Height 2\n  Radius 1\n  Mass 0\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  States\n  {\n  Spawn:\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"Down\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"Forward\")\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"UpBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", 7, 0.5, 1, ATTN_NORM)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Down:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"DownBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", 7, 0.5, 1, ATTN_NORM)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Forward:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"ForwardBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", 7, 0.5, 1, ATTN_NORM)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  UpBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  DownBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  ForwardBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  Inactive:\n    TNT1 A 1 A_StopSoundEx(\"SoundSlot7\")\n    TNT1 A 1\n    Goto Inactive+1\n  }\n}\n\n/*\nActor SteamParticle\n{\n  Height 1\n  Radius 1\n  +Missile\n  +NoGravity\n  +NoBlockMap\n  RenderStyle Add\n  Scale 0.4\n  Alpha 0.65\n  States\n  {\n  Spawn:\n    STEM A 2 A_SetTranslucent(0.6, 1)\n    STEM B 2 A_SetTranslucent(0.55, 1)\n    STEM C 2 A_SetTranslucent(0.5, 1)\n    STEM D 2 A_SetTranslucent(0.45, 1)\n    STEM E 2 A_SetTranslucent(0.4, 1)\n    STEM F 2 A_SetTranslucent(0.35, 1)\n    STEM G 2 A_SetTranslucent(0.3, 1)\n    STEM H 2 A_SetTranslucent(0.25, 1)\n    STEM I 2 A_SetTranslucent(0.2, 1)\n    STEM J 2 A_SetTranslucent(0.15, 1)\n    STEM K 2 A_SetTranslucent(0.1, 1)\n    STEM L 2 A_SetTranslucent(0.05, 1)\n    Stop\n  }\n}\n*/\n\nACTOR IceyStub 20001\n{\n\t//$Category GVH:NS Map Decoration\n\t+SOLID\n\tRadius 20\n\tHeight 26\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tICS1 A -1\n\t\tStop\n\t}\n}\n\nACTOR IceyTree 20002\n{\n\t//$Category GVH:NS Map Decoration\n\tRadius 32\n\tHeight 96\n\t+SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tICT1 A -1\n\t\tStop\n\t}\n}\n\n// GVH 30\nActor ThanatosReaperStatueSmall 3202\n{\n\t//$Category GVH:NS Map Decoration\n\t+SOLID\n\tScale 0.6\n\tAlpha 0.74\n\tstates\n\t{\n\tSpawn:\n\t\tTHAN A -1\n\t\tStop\n\t}\n}\n\nActor HeresiarchStatue 3203\n{\n\t//$Category GVH:NS Map Decoration\n\t+SOLID\n\tscale 0.9\n\tTranslation \"250:254=203:207\", \"160:167=176:183\", \"176:191=112:127\", \"13:15=253:254\", \"32:47=120:127\", \"224:231=176:183\"\n\tstates\n\t{\n\tSpawn:\n\t\tSORC F -1\n\t\tStop\n\t}\n}\n\nActor KoraxStatue 3204\n{\n\t//$Category GVH:NS Map Decoration\n\t+SOLID\n\tscale 0.8\n\tTranslation \"0:12=242:247\", \"95:111=240:241\", \"32:47=162:167\", \"176:191=160:165\"\n\tstates\n\t{\n\tSpawn:\n\t\tKORX G -1\n\t\tStop\n\t}\n}\n\nActor Bushez 3205\n{\n\t//$Category GVH:NS Map Decoration\n\t+NOINTERACTION\n\t-SOLID\n\t+CLIENTSIDEONLY\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tLEAF A -1\n\t\tStop\n\t}\n}\n\nActor Bushez2 3206\n{\n\t//$Category GVH:NS Map Decoration\n\t+NOINTERACTION\n\t-SOLID\n\t+CLIENTSIDEONLY\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tLEAF B -1\n\t\tStop\n\t}\n}\n\n// GVH 31\n//Edit: Lots of steam ranting removed. :P\n\n//Edit: found a workaround for this problem in TLMS!\n\n//Modified - silent steam!\n//Its named differently from the one used in GVHGB.\n//Actors have been given slightly different names to not bug other things so much possibily.\n\nActor NonloudSteamSpawner : SwitchableDecoration 10030 //DoomEdNum Here\n{\n  Height 2\n  Radius 1\n  Mass 0\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  States\n  {\n  Spawn:\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"Down\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"Forward\")\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"UpBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Down:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"DownBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Forward:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"ForwardBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  UpBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  DownBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  ForwardBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  Inactive:\n    //TNT1 A 1 A_StopSoundEx(\"SoundSlot7\")\n\tTNT1 A 1 A_StopSound (CHAN_AUTO)\n    TNT1 A 1\n    Goto Inactive+1\n  }\n}\n\nActor 31SteamParticle\n{\n  Height 1\n  Radius 1\n  +Missile\n  +NoGravity\n  +NoBlockMap\n  RenderStyle Add\n  Scale 0.4\n  Alpha 0.65\n  States\n  {\n  Spawn:\n    STEM A 2 A_SetTranslucent(0.6, 1)\n    STEM B 2 A_SetTranslucent(0.55, 1)\n    STEM C 2 A_SetTranslucent(0.5, 1)\n    STEM D 2 A_SetTranslucent(0.45, 1)\n    STEM E 2 A_SetTranslucent(0.4, 1)\n    STEM F 2 A_SetTranslucent(0.35, 1)\n    STEM G 2 A_SetTranslucent(0.3, 1)\n    STEM H 2 A_SetTranslucent(0.25, 1)\n    STEM I 2 A_SetTranslucent(0.2, 1)\n    STEM J 2 A_SetTranslucent(0.15, 1)\n    STEM K 2 A_SetTranslucent(0.1, 1)\n    STEM L 2 A_SetTranslucent(0.05, 1)\n    Stop\n  }\n}\n\n//Original steam.\nActor 31SteamSpawner : SwitchableDecoration 13532 //DoomEdNum Here\n{\n\t//$Category GVH:NS Map Decoration\n  Height 2\n  Radius 1\n  Mass 0\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  States\n  {\n  Spawn:\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"Down\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"Forward\")\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"UpBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", CHAN_AUTO, 0.6, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Down:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"DownBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", CHAN_AUTO, 0.6, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Forward:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"ForwardBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", CHAN_AUTO, 0.6, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  UpBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"Steam/Fire\", CHAN_AUTO, 0.6, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  DownBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"Steam/Fire\", CHAN_AUTO, 0.6, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  ForwardBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"Steam/Fire\", CHAN_AUTO, 0.6, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"31SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  Inactive:\n    //TNT1 A 1 A_StopSoundEx(\"SoundSlot7\")\n\tTNT1 A 1 A_StopSound (CHAN_AUTO)\n    TNT1 A 1\n    Goto Inactive+1\n  }\n}\n\n//====Spawners\n\nActor LMWhiteSparkSpawner : SwitchableDecoration 10021\n{\n\t//$Category GVH:NS Map Decoration\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_W1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_W2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_W3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_W4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_W5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_W6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_W16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\nActor RedSparkSpawner : SwitchableDecoration 10022\n{\n\t//$Category GVH:NS Map Decoration\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"SparkFlare_R1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_R2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_R3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_R4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_R5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_R6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_R16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\nActor LMOrangeSparkSpawner : SwitchableDecoration 10023\n{\n\t//$Category GVH:NS Map Decoration\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_O1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_O2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_O3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_O4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_O5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_O6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_O16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\nActor LMYellowSparkSpawner : SwitchableDecoration 10024\n{\n\t//$Category GVH:NS Map Decoration\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_Y1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_Y2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_Y3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_Y4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_Y5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_Y6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_Y16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\nActor LMGreenSparkSpawner : SwitchableDecoration 10025\n{\n\t//$Category GVH:NS Map Decoration\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_G1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_G2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_G3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_G4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_G5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_G6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_G16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\nActor LMBlueSparkSpawner : SwitchableDecoration 10026\n{\n\t//$Category GVH:NS Map Decoration\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_B1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_B2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_B3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_B4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_B5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_B6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_B16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\nActor LMPurpleSparkSpawner : SwitchableDecoration 10027\n{\n\t//$Category GVH:NS Map Decoration\n  Height 8\n  Radius 4\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"Inactive\")\n    TNT1 A 10 A_Jump(Args[1]/16, \"Active\")\n    Loop\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySound(\"World/Spark\")\n    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5, 6)\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_P1\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_P2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_P3\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_P4\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_P5\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n    TNT1 A 1 A_SpawnItemEx(\"LMSparkFlare_P6\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Goto SpawnSparks\n  SpawnSparks:\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"SpawnDown\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"SpawnSide\")\n    Goto SpawnUp\n  SpawnUp:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P1\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P2\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P3\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P4\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P5\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P6\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P7\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P8\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P9\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P10\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P11\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P12\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P13\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P14\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P15\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P16\", 0, 0, Random(0, 360), 2, Random(67, 113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnDown:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P1\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P2\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P3\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P4\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P5\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P6\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P7\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P8\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P9\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P10\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P11\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P12\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P13\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P14\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P15\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P16\", 0, 0, Random(0, 360), 2, Random (-67, -113))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  SpawnSide:\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P1\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P2\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P3\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P4\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P5\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P6\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P7\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P8\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P9\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P10\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P11\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P12\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P13\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P14\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P15\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 AA 0 A_CustomMissile(\"LMSpark_P16\", 0, 0, Random(-23, 23), 2, Random(157, 203))\n    TNT1 A 1 A_JumpIf(Args[2] > 0, 1)\n    Goto Spawn\n    TNT1 A 1\n    Goto Inactive\n  Inactive:\n    TNT1 A -1\n    Loop\n  }\n}\n\n//Flares\n\nActor LMSparkFlare_W1\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +NoClip\n  +NoGravity\n  +NoInteraction\n  RenderStyle Add\n  Scale 0.25\n  States\n  {\n  Spawn:\n    SPKW A 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor LMSparkFlare_W2 : LMSparkFlare_W1 { States { Spawn: SPKW B 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_W3 : LMSparkFlare_W1 { States { Spawn: SPKW C 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_W4 : LMSparkFlare_W1 { States { Spawn: SPKW D 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_W5 : LMSparkFlare_W1 { States { Spawn: SPKW E 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_W6 : LMSparkFlare_W1 { States { Spawn: SPKW F 1 Bright A_FadeOut(0.1) Loop } }\n\nActor LMSparkFlare_R1 : LMSparkFlare_W1 { States { Spawn: SPKR A 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_R2 : LMSparkFlare_W1 { States { Spawn: SPKR B 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_R3 : LMSparkFlare_W1 { States { Spawn: SPKR C 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_R4 : LMSparkFlare_W1 { States { Spawn: SPKR D 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_R5 : LMSparkFlare_W1 { States { Spawn: SPKR E 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_R6 : LMSparkFlare_W1 { States { Spawn: SPKR F 1 Bright A_FadeOut (0.1) Loop } }\n\nActor LMSparkFlare_O1 : LMSparkFlare_W1 { States { Spawn: SPKO A 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_O2 : LMSparkFlare_W1 { States { Spawn: SPKO B 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_O3 : LMSparkFlare_W1 { States { Spawn: SPKO C 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_O4 : LMSparkFlare_W1 { States { Spawn: SPKO D 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_O5 : LMSparkFlare_W1 { States { Spawn: SPKO E 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_O6 : LMSparkFlare_W1 { States { Spawn: SPKO F 1 Bright A_FadeOut (0.1) Loop } }\n\nActor LMSparkFlare_Y1 : LMSparkFlare_W1 { States { Spawn: SPKY A 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_Y2 : LMSparkFlare_W1 { States { Spawn: SPKY B 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_Y3 : LMSparkFlare_W1 { States { Spawn: SPKY C 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_Y4 : LMSparkFlare_W1 { States { Spawn: SPKY D 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_Y5 : LMSparkFlare_W1 { States { Spawn: SPKY E 1 Bright A_FadeOut (0.1) Loop } }\nActor LMSparkFlare_Y6 : LMSparkFlare_W1 { States { Spawn: SPKY F 1 Bright A_FadeOut (0.1) Loop } }\n\nActor LMSparkFlare_G1 : LMSparkFlare_W1 { States { Spawn: SPKG A 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_G2 : LMSparkFlare_W1 { States { Spawn: SPKG B 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_G3 : LMSparkFlare_W1 { States { Spawn: SPKG C 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_G4 : LMSparkFlare_W1 { States { Spawn: SPKG D 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_G5 : LMSparkFlare_W1 { States { Spawn: SPKG E 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_G6 : LMSparkFlare_W1 { States { Spawn: SPKG F 1 Bright A_FadeOut(0.1) Loop } }\n\nActor LMSparkFlare_B1 : LMSparkFlare_W1 { States { Spawn: SPKB A 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_B2 : LMSparkFlare_W1 { States { Spawn: SPKB B 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_B3 : LMSparkFlare_W1 { States { Spawn: SPKB C 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_B4 : LMSparkFlare_W1 { States { Spawn: SPKB D 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_B5 : LMSparkFlare_W1 { States { Spawn: SPKB E 1 Bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_B6 : LMSparkFlare_W1 { States { Spawn: SPKB F 1 Bright A_FadeOut(0.1) Loop } }\n\nActor LMSparkFlare_P1 : LMSparkFlare_W1 { States { Spawn: SPKP A 1 bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_P2 : LMSparkFlare_W1 { States { Spawn: SPKP B 1 bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_P3 : LMSparkFlare_W1 { States { Spawn: SPKP C 1 bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_P4 : LMSparkFlare_W1 { States { Spawn: SPKP D 1 bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_P5 : LMSparkFlare_W1 { States { Spawn: SPKP E 1 bright A_FadeOut(0.1) Loop } }\nActor LMSparkFlare_P6 : LMSparkFlare_W1 { States { Spawn: SPKP F 1 bright A_FadeOut(0.1) Loop } }\n\n//Sparks\n\nActor LMSpark_W1\n{\n  Height 1\n  Radius 2\n  Mass 0\n  Speed 0.25\n  +Missile\n  +NoBlockMap\n  +LowGravity\n  RenderStyle Add\n  Scale 0.025\n  States\n  {\n  Spawn:\n    SPKW E 1 Bright\n    Loop\n  Death:\n    SPKW E 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor LMSpark_W2 : LMSpark_W1  { Speed 0.5  }\nActor LMSpark_W3 : LMSpark_W1  { Speed 0.75 }\nActor LMSpark_W4 : LMSpark_W1  { Speed 1.0  }\nActor LMSpark_W5 : LMSpark_W1  { Speed 1.25 }\nActor LMSpark_W6 : LMSpark_W1  { Speed 1.5  }\nActor LMSpark_W7 : LMSpark_W1  { Speed 1.75 }\nActor LMSpark_W8 : LMSpark_W1  { Speed 2.0  }\nActor LMSpark_W9 : LMSpark_W1  { Speed 2.25 }\nActor LMSpark_W10 : LMSpark_W1 { Speed 2.5  }\nActor LMSpark_W11 : LMSpark_W1 { Speed 2.75 }\nActor LMSpark_W12 : LMSpark_W1 { Speed 3.0  }\nActor LMSpark_W13 : LMSpark_W1 { Speed 3.25 }\nActor LMSpark_W14 : LMSpark_W1 { Speed 3.5  }\nActor LMSpark_W15 : LMSpark_W1 { Speed 3.75 }\nActor LMSpark_W16 : LMSpark_W1 { Speed 4.0  }\n\nActor LMSpark_R1 : LMSpark_W1\n{\n  States\n  {\n  Spawn:\n    SPKR E 1 bright\n    Loop\n  Death:\n    SPKR E 1 bright A_FadeOut (0.1)\n    Loop\n  }\n}\n\nActor LMSpark_R2 : LMSpark_R1  { Speed 0.5  }\nActor LMSpark_R3 : LMSpark_R1  { Speed 0.75 }\nActor LMSpark_R4 : LMSpark_R1  { Speed 1.0  }\nActor LMSpark_R5 : LMSpark_R1  { Speed 1.25 }\nActor LMSpark_R6 : LMSpark_R1  { Speed 1.5  }\nActor LMSpark_R7 : LMSpark_R1  { Speed 1.75 }\nActor LMSpark_R8 : LMSpark_R1  { Speed 2.0  }\nActor LMSpark_R9 : LMSpark_R1  { Speed 2.25 }\nActor LMSpark_R10 : LMSpark_R1 { Speed 2.5  }\nActor LMSpark_R11 : LMSpark_R1 { Speed 2.75 }\nActor LMSpark_R12 : LMSpark_R1 { Speed 3.0  }\nActor LMSpark_R13 : LMSpark_R1 { Speed 3.25 }\nActor LMSpark_R14 : LMSpark_R1 { Speed 3.5  }\nActor LMSpark_R15 : LMSpark_R1 { Speed 3.75 }\nActor LMSpark_R16 : LMSpark_R1 { Speed 4.0  }\n\nActor LMSpark_O1 : LMSpark_W1\n{\n  States\n  {\n  Spawn:\n    SPKO E 1 bright\n    Loop\n  Death:\n    SPKO E 1 bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor LMSpark_O2 : LMSpark_O1  { Speed 0.5  }\nActor LMSpark_O3 : LMSpark_O1  { Speed 0.75 }\nActor LMSpark_O4 : LMSpark_O1  { Speed 1.0  }\nActor LMSpark_O5 : LMSpark_O1  { Speed 1.25 }\nActor LMSpark_O6 : LMSpark_O1  { Speed 1.5  }\nActor LMSpark_O7 : LMSpark_O1  { Speed 1.75 }\nActor LMSpark_O8 : LMSpark_O1  { Speed 2.0  }\nActor LMSpark_O9 : LMSpark_O1  { Speed 2.25 }\nActor LMSpark_O10 : LMSpark_O1 { Speed 2.5  }\nActor LMSpark_O11 : LMSpark_O1 { Speed 2.75 }\nActor LMSpark_O12 : LMSpark_O1 { Speed 3.0  }\nActor LMSpark_O13 : LMSpark_O1 { Speed 3.25 }\nActor LMSpark_O14 : LMSpark_O1 { Speed 3.5  }\nActor LMSpark_O15 : LMSpark_O1 { Speed 3.75 }\nActor LMSpark_O16 : LMSpark_O1 { Speed 4.0  }\n\nActor LMSpark_Y1 : LMSpark_W1\n{\n  States\n  {\n  Spawn:\n    SPKY E 1 bright\n    Loop\n  Death:\n    SPKY E 1 bright A_FadeOut (0.1)\n    Loop\n  }\n}\n\nActor LMSpark_Y2 : LMSpark_Y1  { Speed 0.5  }\nActor LMSpark_Y3 : LMSpark_Y1  { Speed 0.75 }\nActor LMSpark_Y4 : LMSpark_Y1  { Speed 1.0  }\nActor LMSpark_Y5 : LMSpark_Y1  { Speed 1.25 }\nActor LMSpark_Y6 : LMSpark_Y1  { Speed 1.5  }\nActor LMSpark_Y7 : LMSpark_Y1  { Speed 1.75 }\nActor LMSpark_Y8 : LMSpark_Y1  { Speed 2.0  }\nActor LMSpark_Y9 : LMSpark_Y1  { Speed 2.25 }\nActor LMSpark_Y10 : LMSpark_Y1 { Speed 2.5  }\nActor LMSpark_Y11 : LMSpark_Y1 { Speed 2.75 }\nActor LMSpark_Y12 : LMSpark_Y1 { Speed 3.0  }\nActor LMSpark_Y13 : LMSpark_Y1 { Speed 3.25 }\nActor LMSpark_Y14 : LMSpark_Y1 { Speed 3.5  }\nActor LMSpark_Y15 : LMSpark_Y1 { Speed 3.75 }\nActor LMSpark_Y16 : LMSpark_Y1 { Speed 4.0  }\n\nActor LMSpark_G1 : LMSpark_W1\n{\n  States\n  {\n  Spawn:\n    SPKG E 1 Bright\n    Loop\n  Death:\n    SPKG E 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor LMSpark_G2 : LMSpark_G1  { Speed 0.5  }\nActor LMSpark_G3 : LMSpark_G1  { Speed 0.75 }\nActor LMSpark_G4 : LMSpark_G1  { Speed 1.0  }\nActor LMSpark_G5 : LMSpark_G1  { Speed 1.25 }\nActor LMSpark_G6 : LMSpark_G1  { Speed 1.5  }\nActor LMSpark_G7 : LMSpark_G1  { Speed 1.75 }\nActor LMSpark_G8 : LMSpark_G1  { Speed 2.0  }\nActor LMSpark_G9 : LMSpark_G1  { Speed 2.25 }\nActor LMSpark_G10 : LMSpark_G1 { Speed 2.5  }\nActor LMSpark_G11 : LMSpark_G1 { Speed 2.75 }\nActor LMSpark_G12 : LMSpark_G1 { Speed 3.0  }\nActor LMSpark_G13 : LMSpark_G1 { Speed 3.25 }\nActor LMSpark_G14 : LMSpark_G1 { Speed 3.5  }\nActor LMSpark_G15 : LMSpark_G1 { Speed 3.75 }\nActor LMSpark_G16 : LMSpark_G1 { Speed 4.0  }\n\nActor LMSpark_B1 : LMSpark_W1\n{\n  States\n  {\n  Spawn:\n    SPKB E 1 Bright\n    Loop\n  Death:\n    SPKB E 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor LMSpark_B2 : LMSpark_B1  { Speed 0.5  }\nActor LMSpark_B3 : LMSpark_B1  { Speed 0.75 }\nActor LMSpark_B4 : LMSpark_B1  { Speed 1.0  }\nActor LMSpark_B5 : LMSpark_B1  { Speed 1.25 }\nActor LMSpark_B6 : LMSpark_B1  { Speed 1.5  }\nActor LMSpark_B7 : LMSpark_B1  { Speed 1.75 }\nActor LMSpark_B8 : LMSpark_B1  { Speed 2.0  }\nActor LMSpark_B9 : LMSpark_B1  { Speed 2.25 }\nActor LMSpark_B10 : LMSpark_B1 { Speed 2.5  }\nActor LMSpark_B11 : LMSpark_B1 { Speed 2.75 }\nActor LMSpark_B12 : LMSpark_B1 { Speed 3.0  }\nActor LMSpark_B13 : LMSpark_B1 { Speed 3.25 }\nActor LMSpark_B14 : LMSpark_B1 { Speed 3.5  }\nActor LMSpark_B15 : LMSpark_B1 { Speed 3.75 }\nActor LMSpark_B16 : LMSpark_B1 { Speed 4.0  }\n\nActor LMSpark_P1 : LMSpark_W1\n{\n  states\n  {\n  Spawn:\n    SPKP E 1 Bright\n    Loop\n  Death:\n    SPKP E 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor LMSpark_P2 : LMSpark_P1  { Speed 0.5  }\nActor LMSpark_P3 : LMSpark_P1  { Speed 0.75 }\nActor LMSpark_P4 : LMSpark_P1  { Speed 1.0  }\nActor LMSpark_P5 : LMSpark_P1  { Speed 1.25 }\nActor LMSpark_P6 : LMSpark_P1  { Speed 1.5  }\nActor LMSpark_P7 : LMSpark_P1  { Speed 1.75 }\nActor LMSpark_P8 : LMSpark_P1  { Speed 2.0  }\nActor LMSpark_P9 : LMSpark_P1  { Speed 2.25 }\nActor LMSpark_P10 : LMSpark_P1 { Speed 2.5  }\nActor LMSpark_P11 : LMSpark_P1 { Speed 2.75 }\nActor LMSpark_P12 : LMSpark_P1 { Speed 3.0  }\nActor LMSpark_P13 : LMSpark_P1 { Speed 3.25 }\nActor LMSpark_P14 : LMSpark_P1 { Speed 3.5  }\nActor LMSpark_P15 : LMSpark_P1 { Speed 3.75 }\nActor LMSpark_P16 : LMSpark_P1 { Speed 4.0  }\n\n// GVH 36\nActor YellowLamp 13241\n{\n\t//$Category GVH:NS Map Decoration\n  +Solid\n  Radius 8\n  Height 52\n  States\n  {\n  Spawn:\n    YLMP A -1 Bright\n    Loop\n  }\n}\n\nActor GreyLamp 13214\n{\n\t//$Category GVH:NS Map Decoration\n  +Solid\n  Radius 8\n  Height 52\n  States\n  {\n  Spawn:\n    GLMP A -1 Bright\n    Loop\n  }\n}\n\nActor Chair 14354\n{\n\t//$Category GVH:NS Map Decoration\n  +FloorClip\n  +Solid\n  Height 30\n  Radius 15\n  States\n  {\n  Spawn:\n    CHAI A -1\n    Stop\n  }\n}\n\n// GVH 38\n//The trap from GVH, well, as decoration this time.\nactor TrapAmmoDecoration/* : Ammo*/ 19102\n{\n\t//$Category GVH:NS Map Decoration\n  Mass 99999999\n  +TELESTOMP\n  states\n  {\n  Spawn:\n    GBTD A -1\n    stop\n  }\n}\n\n//Following actor's sprites were taken from GVH (With permission).\n//And perhaps some decorate code, too. (Meh, text probaly isnt copyrighted or anything. :P)\nactor SjasDecoration 19990\n{\n//$Category GVH:NS Map Decoration\n\tMass 99999999\n\tscale 0.8\n\tgravity 0.0\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+FLOAT\n\t+SOLID\n\tstates\n\t{\n\tSpawn:\n\tSJSD A 1 A_SetTranslucent (0.5, 0)\n\tloop\n\t}\n}\n\nactor CreeperDecoration 19991\n{\n\t//$Category GVH:NS Map Decoration\n\tMass 99999999\n\theight 18\n\tradius 13\n\tscale 0.4\n\t+SHADOW\n\t+NOINTERACTION\n\t+SOLID\n\t+FORCEXYBILLBOARD\n\tstates\n\t{\n\tSpawn:\n\tCRED A 1\n\tloop\n\t}\n}\n\nactor CreeperunderwaterDecoration 19103\n{\n\t//$Category GVH:NS Map Decoration\n\tMass 99999999\n\theight 18\n\tradius 13\n\tscale 0.4\n\t+NOGRAVITY\n\t+FLOAT\n\tfloatspeed 25\n\t+FLOATBOB\n\t+SHADOW\n\t//+NOINTERACTION\n\t//+SOLID\n\t+FORCEXYBILLBOARD\n\tstates\n\t{\n\tSpawn:\n\tCRED A 25\n\tloop\n\t}\n}\n\nactor JitterskullDecoration 19992\n{\n\t//$Category GVH:NS Map Decoration\n\tMass 99999999\n\tscale 0.24\n\t+NOINTERACTION\n\t+FLOORHUGGER\n\t+SOLID\n\tstates\n\t{\n\tSpawn:\n\tJSKD A 1\n\tloop\n\t}\n}\n\nactor ChokeDecoration 19993\n{\n\t//$Category GVH:NS Map Decoration\n\tMass 99999999\n\tscale 0.8\n\t+NOINTERACTION\n\t+SOLID\n\tstates\n\t{\n\tSpawn:\n\tCHOD A 1\n\tLoop\n\t}\n}\n\nactor ChokeDecoration2 19995\n{\n\t//$Category GVH:NS Map Decoration\n\tMass 99999999\n\tscale 0.8\n\t+NOINTERACTION\n\t+SOLID\n\tstates\n\t{\n\tSpawn:\n\tCHDB A 1\n\tLoop\n\t}\n}\n\nactor FrostbiteDecoration 19994\n{\n\t//$Category GVH:NS Map Decoration\n\tMass 99999999\n\tscale 0.19//Originally 0.24\n\t+NOINTERACTION\n\t+SOLID\n\tstates\n\t{\n\tSpawn:\n\tFROD A 1\n\tLoop\n\t}\n}\n//////////////////////////////////////\n\n//And some decorative actors that look like Doom's items (they dont work though).\nactor SuitDecoration 19996\n{\n\t//$Category GVH:NS Map Decoration\n\tMass 99999999\n\tHeight 46\n\t+SOLID\n\tstates\n\t{\n\tSpawn:\n\tSUIT A -1\n\tstop\n\t}\n}\n\nactor MedikitDecoration 19998\n{\n\t//$Category GVH:NS Map Decoration\n\tMass 99999999\n\t+SOLID\n\tstates\n\t{\n\tSpawn:\n\tMEDI A -1\n\tstop\n\t}\n}\n\nactor BerserkthingyDecoration 19999\n{\n\t//$Category GVH:NS Map Decoration\n\tMass 99999999\n\t+SOLID\n\tstates\n\t{\n\tSpawn:\n\tPSTR A -1\n\tstop\n\t}\n}\n\nactor AllmapDecoration 19100\n{\n\t//$Category GVH:NS Map Decoration\n\tMass 99999999\n\t+SOLID\n\tstates\n\t{\n\tSpawn:\n\tPMAP ABCDCB 6\n\tLoop\n\t}\n}\n\nactor InfraredDecoration 19101\n{\n\t//$Category GVH:NS Map Decoration\n\tMass 99999999\n\t+SOLID\n\tstates\n\t{\n\tSpawn:\n\tPVIS A 6\n\tPVIS B 6\n\tLoop\n\t}\n}\n\n//Steam and sparks (see credits in readme if you're curious here its from).\n//Minor recent change: As was in GVHLM, it might be noisy in TLMS in here.\n//Changed rather as an precaution, really.\n//EDIT: IT DOESNT WORK. DECORATE SEEMS TO BE AS PERSISTENT AS AN DONKEY IN FAILING.\n//It keeps resetting in TLMS. Blame skulltag while watching out for creepers if it does make noise.\n//I cant fix it, if you can, go ahead!\n//final edit: i've made a non-noisy version of the steam.\n\n//It also has been slightly modified at the steam part and has been given Doombuilder numbers.\n/*\nActor SilentSteamSpawner : SwitchableDecoration 10030 //DoomEdNum Here\n{\n  Height 2\n  Radius 1\n  Mass 0\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  States\n  {\n  Spawn:\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"Down\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"Forward\")\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"UpBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Down:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"DownBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Forward:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"ForwardBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  UpBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  DownBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  ForwardBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  Inactive:\n    //TNT1 A 1 A_StopSoundEx(\"SoundSlot7\")\n\tTNT1 A 1 A_StopSound (CHAN_AUTO)\n    TNT1 A 1\n    Goto Inactive+1\n  }\n}\n*/\n/*\nActor SteamParticletwo\n{\n  Height 1\n  Radius 1\n  +Missile\n  +NoGravity\n  +NoBlockMap\n  RenderStyle Add\n  Scale 0.4\n  Alpha 0.65\n  States\n  {\n  Spawn:\n    STEM A 2 A_SetTranslucent(0.6, 1)\n    STEM B 2 A_SetTranslucent(0.55, 1)\n    STEM C 2 A_SetTranslucent(0.5, 1)\n    STEM D 2 A_SetTranslucent(0.45, 1)\n    STEM E 2 A_SetTranslucent(0.4, 1)\n    STEM F 2 A_SetTranslucent(0.35, 1)\n    STEM G 2 A_SetTranslucent(0.3, 1)\n    STEM H 2 A_SetTranslucent(0.25, 1)\n    STEM I 2 A_SetTranslucent(0.2, 1)\n    STEM J 2 A_SetTranslucent(0.15, 1)\n    STEM K 2 A_SetTranslucent(0.1, 1)\n    STEM L 2 A_SetTranslucent(0.05, 1)\n    Stop\n  }\n}\n*/\n////////////////Original steam////////////////////\n\nActor GvH38SteamSpawner : SwitchableDecoration 10031 //DoomEdNum Here\n{\n\t//$Category GVH:NS Map Decoration\n  Height 2\n  Radius 1\n  Mass 0\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  States\n  {\n  Spawn:\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"Down\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"Forward\")\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"UpBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Down:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"DownBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Forward:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"ForwardBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n\tTNT1 A 0 A_PlaySound (\"Steam/Loop\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  UpBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"Steam/Fire\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  DownBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"Steam/Fire\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  ForwardBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    //TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n\tTNT1 A 0 A_PlaySound (\"Steam/Fire\", CHAN_AUTO, 0.5, 1, 1)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  Inactive:\n    //TNT1 A 1 A_StopSoundEx(\"SoundSlot7\")\n\tTNT1 A 1 A_StopSound (CHAN_AUTO)\n    TNT1 A 1\n    Goto Inactive+1\n  }\n}\n\nActor SteamParticletwo\n{\n  Height 1\n  Radius 1\n  +Missile\n  +NoGravity\n  +NoBlockMap\n  RenderStyle Add\n  Scale 0.4\n  Alpha 0.65\n  States\n  {\n  Spawn:\n    STEM A 2 A_SetTranslucent(0.6, 1)\n    STEM B 2 A_SetTranslucent(0.55, 1)\n    STEM C 2 A_SetTranslucent(0.5, 1)\n    STEM D 2 A_SetTranslucent(0.45, 1)\n    STEM E 2 A_SetTranslucent(0.4, 1)\n    STEM F 2 A_SetTranslucent(0.35, 1)\n    STEM G 2 A_SetTranslucent(0.3, 1)\n    STEM H 2 A_SetTranslucent(0.25, 1)\n    STEM I 2 A_SetTranslucent(0.2, 1)\n    STEM J 2 A_SetTranslucent(0.15, 1)\n    STEM K 2 A_SetTranslucent(0.1, 1)\n    STEM L 2 A_SetTranslucent(0.05, 1)\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/GravityData.txt",
        "contents": "////////////////////////////////////////////////////////////////////////////////\n//                              Global GG Def                                 //\n////////////////////////////////////////////////////////////////////////////////\nActor GravityGunObjectID : Inventory\n{\n\t+IGNORESKILL\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}\n\nActor GravityObjectHud\n{\n\tRadius 1\n\tHeight 1\n\tRenderStyle Translucent\n\tAlpha 0.6\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GravityObjectFired\n{\n\tRadius 16\n\tHeight 16\n\tSpeed 50\n\tDamage (80)\n\tMass 0x7FFFFFFF\n\tDamageType \"GravityObject\"\n\tObituary \"%o learned gravity the hard way from %k.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GGInventoryItem : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                              Gib Spawners                                  //\n////////////////////////////////////////////////////////////////////////////////\nActor GravityImpactPiece\n{\n\tRadius 2\n\tHeight 4\n\t+RANDOMIZE\n\t-TELESTOMP\n\t-NOTELEPORT\n\t-NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GreenRubble : GravityImpactPiece\n{\n\tScale 1.3\n\tStates\n\t{\n\tSpawn:\n\t\tRUBL A 200\n\t\tStop\n\t}\n}\n\nActor BrownRubble : GravityImpactPiece\n{\n\tScale 1.3\n\tStates\n\t{\n\tSpawn:\n\t\tRUBL B 200\n\t\tStop\n\t}\n}\n\nActor BlackRubble : GravityImpactPiece\n{\n\tScale 1.3\n\tStates\n\t{\n\tSpawn:\n\t\tRUBL C 200\n\t\tStop\n\t}\n}\n\nActor GravityGibSpawner : GravityImpactPiece\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Gib1\", random(-10,10), random(-10,10), random(-10,10), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Gib2\", random(-10,10), random(-10,10), random(-10,10), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Gib3\", random(-10,10), random(-10,10), random(-10,10), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Gib4\", random(-10,10), random(-10,10), random(-10,10), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Gib5\", random(-10,10), random(-10,10), random(-10,10), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 A 1 A_PlaySound(\"gibbage/xsplat\")\n\t\tStop\n\t}\n}\n\nActor GreenRubbleSpawner : GravityImpactPiece\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"GreenRubble\", random(-10,10), random(-10,10), random(-10,10), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 A 1 A_PlaySound(\"GravityItem/Explode\", CHAN_WEAPON)\n\t\tStop\n\t}\n}\n\nActor BrownRubbleSpawner : GravityImpactPiece\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BrownRubble\", random(-10,10), random(-10,10), random(-10,10), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 A 1 A_PlaySound(\"GravityItem/Explode\", CHAN_WEAPON)\n\t\tStop\n\t}\n}\n\nActor BlackRubbleSpawner : GravityImpactPiece\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BlackRubble\", random(-10,10), random(-10,10), random(-10,10), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 A 1 A_PlaySound(\"GravityItem/Explode\", CHAN_WEAPON)\n\t\tStop\n\t}\n}\n\nActor BlackRubbleSpawnerMini : GravityImpactPiece\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BlackRubble\", random(-10,10), random(-10,10), random(-10,10), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 A 1 A_PlaySound(\"GravityItem/Explode\", CHAN_WEAPON)\n\t\tStop\n\t}\n}\n\nActor WoodchipLargeSpawner : GravityImpactPiece\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BrownRubble\", random(-15,15), random(-15,15), random(-15,15), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomWoodChip\", random(-15,15), random(-15,15), random(-15,15), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 A 1 A_PlaySound(\"GravityObject/Wood\", CHAN_WEAPON)\n\t\tStop\n\t}\n}\n\nActor WoodchipMediumSpawner : GravityImpactPiece\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BrownRubble\", random(-15,15), random(-15,15), random(-15,15), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomWoodChip\", random(-15,15), random(-15,15), random(-15,15), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 A 1 A_PlaySound(\"GravityObject/Wood\", CHAN_WEAPON)\n\t\tStop\n\t}\n}\n\nActor WoodchipSmallSpawner : GravityImpactPiece\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BrownRubble\", random(-15,15), random(-15,15), random(-15,15), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomWoodChip\", random(-15,15), random(-15,15), random(-15,15), random(-20,20), random(-20,20), random(-10,20))\n\t\tTNT1 A 1 A_PlaySound(\"GravityObject/Wood\", CHAN_WEAPON)\n\t\tStop\n\t}\n}\n\nActor RandomWoodchip\n{\n\tRadius 2\n\tHeight 4\n\tYScale 0.7\n\t+CLIENTSIDEONLY\n\t+DOOMBOUNCE\n\t-TELESTOMP\n\t-NOTELEPORT\n\t-NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tWCHP A 0\n\t\tWCHP A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)\n\t\tWCHP A 231\n\t\tStop\n\t\tWCHP B 255\n\t\tStop\n\t\tWCHP C 195\n\t\tStop\n\t\tWCHP D 301\n\t\tStop\n\t\tWCHP E 270\n\t\tStop\n\t\tWCHP F 290\n\t\tStop\n\t\tWCHP G 202\n\t\tStop\n\t\tWCHP H 157\n\t\tStop\n\t\tWCHP I 276\n\t\tStop\n\t\tWCHP J 233\n\t\tStop\n\t\tWCHP K 222\n\t\tStop\n\t\tWCHP L 212\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                                 Actors                                     //\n////////////////////////////////////////////////////////////////////////////////\nActor GExplosiveBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tBAR1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tBAR1 A 1 A_GiveToTarget(\"GGExplosiveBarrelInventory\", 1)\n\t\tBAR1 A 1 ACS_ExecuteAlways(762, 0, 1)\n\t\tStop\n\t}\n}\n\nActor GBigTree : BigTree replaces BigTree\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTRE2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTRE2 A 1 A_GiveToTarget(\"GGBigTreeInventory\", 1)\n\t\tTRE2 A 1 ACS_ExecuteAlways(762, 0, 2)\n\t\tStop\n\t}\n}\n\nActor GTechLamp2 : TechLamp2 replaces TechLamp2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTLP2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTLP2 A 1 A_GiveToTarget(\"GGTechLamp2Inventory\", 1)\n\t\tTLP2 A 1 ACS_ExecuteAlways(762, 0, 3)\n\t\tStop\n\t}\n}\n\nActor GTechLamp : TechLamp replaces TechLamp\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTLMP A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTLMP A 1 A_GiveToTarget(\"GGTechLampInventory\", 1)\n\t\tTLMP A 1 ACS_ExecuteAlways(762, 0, 4)\n\t\tStop\n\t}\n}\n\nActor GBurningBarrel : BurningBarrel replaces BurningBarrel\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tFCAN A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tFCAN A 1 A_GiveToTarget(\"GGBurningBarrelInventory\", 1)\n\t\tFCAN A 1 ACS_ExecuteAlways(762, 0, 5)\n\t\tStop\n\t}\n}\n\nActor GTorchTree : TorchTree replaces TorchTree\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTRE1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTRE1 A 1 A_GiveToTarget(\"GGTorchTreeInventory\", 1)\n\t\tTRE1 A 1 ACS_ExecuteAlways(762, 0, 6)\n\t\tStop\n\t}\n}\n\nActor GTallRedColumn : TallRedColumn replaces TallRedColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCOL3 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCOL3 A 1 A_GiveToTarget(\"GGTallRedColumnInventory\", 1)\n\t\tCOL3 A 1 ACS_ExecuteAlways(762, 0, 7)\n\t\tStop\n\t}\n}\n\nActor GTallGreenColumn : TallGreenColumn replaces TallGreenColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCOL1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCOL1 A 1 A_GiveToTarget(\"GGTallGreenColumnInventory\", 1)\n\t\tCOL1 A 1 ACS_ExecuteAlways(762, 0, 8)\n\t\tStop\n\t}\n}\n\nActor GStalagtite : Stalagtite replaces Stalagtite\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tSMIT A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tSMIT A 1 A_GiveToTarget(\"GGStalagtiteInventory\", 1)\n\t\tSMIT A 1 ACS_ExecuteAlways(762, 0, 9)\n\t\tStop\n\t}\n}\n\nActor GShortRedTorch : ShortRedTorch replaces ShortRedTorch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tSMRT A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tSMRT A 1 A_GiveToTarget(\"GGShortRedTorchInventory\", 1)\n\t\tSMRT A 1 ACS_ExecuteAlways(762, 0, 10)\n\t\tStop\n\t}\n}\n\nActor GShortRedColumn : ShortRedColumn replaces ShortRedColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCOL4 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCOL4 A 1 A_GiveToTarget(\"GGShortRedColumnInventory\", 1)\n\t\tCOL4 A 1 ACS_ExecuteAlways(762, 0, 11)\n\t\tStop\n\t}\n}\n\nActor GShortGreenTorch : ShortGreenTorch replaces ShortGreenTorch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tSMGT A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tSMGT A 1 A_GiveToTarget(\"GGShortGreenTorchInventory\", 1)\n\t\tSMGT A 1 ACS_ExecuteAlways(762, 0, 12)\n\t\tStop\n\t}\n}\n\nActor GShortGreenColumn : ShortGreenColumn replaces ShortGreenColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCOL2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCOL2 A 1 A_GiveToTarget(\"GGShortGreenColumnInventory\", 1)\n\t\tCOL2 A 1 ACS_ExecuteAlways(762, 0, 13)\n\t\tStop\n\t}\n}\n\nActor GShortBlueTorch : ShortBlueTorch replaces ShortBlueTorch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tSMBT A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tSMBT A 1 A_GiveToTarget(\"GGShortBlueTorchInventory\", 1)\n\t\tSMBT A 1 ACS_ExecuteAlways(762, 0, 14)\n\t\tStop\n\t}\n}\n\nActor GRedTorch : RedTorch replaces RedTorch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTRED A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTRED A 1 A_GiveToTarget(\"GGRedTorchInventory\", 1)\n\t\tTRED A 1 ACS_ExecuteAlways(762, 0, 15)\n\t\tStop\n\t}\n}\n\nActor GHeadsOnAStick : HeadsOnAStick replaces HeadsOnAStick\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOL2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOL2 A 1 A_GiveToTarget(\"GGHeadsOnAStickInventory\", 1)\n\t\tPOL2 A 1 ACS_ExecuteAlways(762, 0, 16)\n\t\tStop\n\t}\n}\n\nActor GHeadOnAStick : HeadOnAStick replaces HeadOnAStick\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOL4 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOL4 A 1 A_GiveToTarget(\"GGHeadOnAStickInventory\", 1)\n\t\tPOL4 A 1 ACS_ExecuteAlways(762, 0, 17)\n\t\tStop\n\t}\n}\n\nActor GHeadCandles : HeadCandles replaces HeadCandles\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOL3 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOL3 A 1 A_GiveToTarget(\"GGHeadCandlesInventory\", 1)\n\t\tPOL3 A 1 ACS_ExecuteAlways(762, 0, 18)\n\t\tStop\n\t}\n}\n\nActor GGreenTorch : GreenTorch replaces GreenTorch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTGRN A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTGRN A 1 A_GiveToTarget(\"GGGreenTorchInventory\", 1)\n\t\tTGRN A 1 ACS_ExecuteAlways(762, 0, 19)\n\t\tStop\n\t}\n}\n\nActor GFloatingSkull : FloatingSkull replaces FloatingSkull\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tFSKU A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tFSKU A 1 A_GiveToTarget(\"GGFloatingSkullInventory\", 1)\n\t\tFSKU A 1 ACS_ExecuteAlways(762, 0, 20)\n\t\tStop\n\t}\n}\n\nActor GCandelabra : Candelabra replaces Candelabra\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCBRA A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCBRA A 1 A_GiveToTarget(\"GGCandelabraInventory\", 1)\n\t\tCBRA A 1 ACS_ExecuteAlways(762, 0, 21)\n\t\tStop\n\t}\n}\n\nActor GBlueTorch : BlueTorch replaces BlueTorch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTBLU A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTBLU A 1 A_GiveToTarget(\"GGBlueTorchInventory\", 1)\n\t\tTBLU A 1 ACS_ExecuteAlways(762, 0, 22)\n\t\tStop\n\t}\n}\n\nActor GHeartColumn : HeartColumn replaces HeartColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCOL5 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCOL5 A 1 A_GiveToTarget(\"GGHeartColumnInventory\", 1)\n\t\tCOL5 A 1 ACS_ExecuteAlways(762, 0, 23)\n\t\tStop\n\t}\n}\n\nActor GSkullColumn : SkullColumn replaces SkullColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCOL6 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCOL6 A 1 A_GiveToTarget(\"GGSkullColumnInventory\", 1)\n\t\tCOL6 A 1 ACS_ExecuteAlways(762, 0, 24)\n\t\tStop\n\t}\n}\n\nActor GBloodyTwitch : BloodyTwitch replaces BloodyTwitch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGOR1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGOR1 A 1 A_GiveToTarget(\"GGBloodyTwitchInventory\", 1)\n\t\tGOR1 A 1 ACS_ExecuteAlways(762, 0, 25)\n\t\tStop\n\t}\n}\n\nActor GHangBNoBrain : HangBNoBrain replaces HangBNoBrain\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tHDB2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tHDB2 A 1 A_GiveToTarget(\"GGHangBNoBrainInventory\", 1)\n\t\tHDB2 A 1 ACS_ExecuteAlways(762, 0, 26)\n\t\tStop\n\t}\n}\n\nActor GHangNoGuts : HangNoGuts replaces HangNoGuts\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tHDB1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tHDB1 A 1 A_GiveToTarget(\"GGHangNoGutsInventory\", 1)\n\t\tHDB1 A 1 ACS_ExecuteAlways(762, 0, 27)\n\t\tStop\n\t}\n}\n\nActor GHangTLookingDown : HangTLookingDown replaces HangTLookingDown\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tHDB3 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tHDB3 A 1 A_GiveToTarget(\"GGHangTLookingDownInventory\", 1)\n\t\tHDB3 A 1 ACS_ExecuteAlways(762, 0, 28)\n\t\tStop\n\t}\n}\n\nActor GHangTLookingUp : HangTLookingUp replaces HangTLookingUp\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tHDB5 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tHDB5 A 1 A_GiveToTarget(\"GGHangTLookingUpInventory\", 1)\n\t\tHDB5 A 1 ACS_ExecuteAlways(762, 0, 29)\n\t\tStop\n\t}\n}\n\nActor GHangTNoBrain : HangTNoBrain replaces HangTNoBrain\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tHDB6 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tHDB6 A 1 A_GiveToTarget(\"GGHangTNoBrainInventory\", 1)\n\t\tHDB6 A 1 ACS_ExecuteAlways(762, 0, 30)\n\t\tStop\n\t}\n}\n\nActor GHangTSkull : HangTSkull replaces HangTSkull\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tHDB4 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tHDB4 A 1 A_GiveToTarget(\"GGHangTSkullInventory\", 1)\n\t\tHDB4 A 1 ACS_ExecuteAlways(762, 0, 31)\n\t\tStop\n\t}\n}\n\nActor GLiveStick : LiveStick replaces LiveStick\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOL6 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOL6 A 1 A_GiveToTarget(\"GGLiveStickInventory\", 1)\n\t\tPOL6 A 1 ACS_ExecuteAlways(762, 0, 32)\n\t\tStop\n\t}\n}\n\nActor GDeadstick : Deadstick replaces Deadstick\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOL1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOL1 A 1 A_GiveToTarget(\"GGDeadstickInventory\", 1)\n\t\tPOL1 A 1 ACS_ExecuteAlways(762, 0, 33)\n\t\tStop\n\t}\n}\n\nActor GEvilEye : EvilEye replaces EvilEye\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCEYE A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCEYE A 1 A_GiveToTarget(\"GGEvilEyeInventory\", 1)\n\t\tCEYE A 1 ACS_ExecuteAlways(762, 0, 34)\n\t\tStop\n\t}\n}\n\nActor GTechPillar : TechPillar replaces TechPillar\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tELEC A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tELEC A 1 A_GiveToTarget(\"GGTechPillarInventory\", 1)\n\t\tELEC A 1 ACS_ExecuteAlways(762, 0, 35)\n\t\tStop\n\t}\n}\n\nActor GNonSolidMeat2 : NonSolidMeat2 replaces NonSolidMeat2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGOR2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGOR2 A 1 A_GiveToTarget(\"GGNonSolidMeat2Inventory\", 1)\n\t\tGOR2 A 1 ACS_ExecuteAlways(762, 0, 36)\n\t\tStop\n\t}\n}\n\nActor GNonSolidMeat3 : NonSolidMeat3 replaces NonSolidMeat3\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGOR2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGOR2 A 1 A_GiveToTarget(\"GGNonSolidMeat3Inventory\", 1)\n\t\tGOR2 A 1 ACS_ExecuteAlways(762, 0, 37)\n\t\tStop\n\t}\n}\n\nActor GNonSolidMeat4 : NonSolidMeat4 replaces NonSolidMeat4\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGOR2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGOR2 A 1 A_GiveToTarget(\"GGNonSolidMeat4Inventory\", 1)\n\t\tGOR2 A 1 ACS_ExecuteAlways(762, 0, 38)\n\t\tStop\n\t}\n}\n\nActor GNonSolidMeat5 : NonSolidMeat5 replaces NonSolidMeat5\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGOR2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGOR2 A 1 A_GiveToTarget(\"GGNonSolidMeat5Inventory\", 1)\n\t\tGOR2 A 1 ACS_ExecuteAlways(762, 0, 39)\n\t\tStop\n\t}\n}\n\nActor GNonsolidTwitch : NonsolidTwitch replaces NonsolidTwitch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGOR1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGOR1 A 1 A_GiveToTarget(\"GGNonsolidTwitchInventory\", 1)\n\t\tGOR1 A 1 ACS_ExecuteAlways(762, 0, 40)\n\t\tStop\n\t}\n}\n\nActor GColumn : Column replaces Column\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCOLU A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCOLU A 1 A_GiveToTarget(\"GGColumnInventory\", 1)\n\t\tCOLU A 1 ACS_ExecuteAlways(762, 0, 41)\n\t\tStop\n\t}\n}\n\nActor GMeat3 : Meat3 replaces Meat3\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGOR3 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGOR3 A 1 A_GiveToTarget(\"GGMeat3Inventory\", 1)\n\t\tGOR3 A 1 ACS_ExecuteAlways(762, 0, 42)\n\t\tStop\n\t}\n}\n\nActor GMeat4 : Meat4 replaces Meat4\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGOR4 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGOR4 A 1 A_GiveToTarget(\"GGMeat4Inventory\", 1)\n\t\tGOR4 A 1 ACS_ExecuteAlways(762, 0, 43)\n\t\tStop\n\t}\n}\n\nActor GMeat5 : Meat5 replaces Meat5\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGOR5 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGOR5 A 1 A_GiveToTarget(\"GGMeat5Inventory\", 1)\n\t\tGOR5 A 1 ACS_ExecuteAlways(762, 0, 44)\n\t\tStop\n\t}\n}\n\nActor GGreyColumn : GreyColumn replaces GreyColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCOL8 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCOL8 A 1 A_GiveToTarget(\"GGGreyColumnInventory\", 1)\n\t\tCOL8 A 1 ACS_ExecuteAlways(762, 0, 45)\n\t\tStop\n\t}\n}\n\nActor GTallGreyColumn : TallGreyColumn replaces TallGreyColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCOL7 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCOL7 A 1 A_GiveToTarget(\"GGTallGreyColumnInventory\", 1)\n\t\tCOL7 A 1 ACS_ExecuteAlways(762, 0, 46)\n\t\tStop\n\t}\n}\n\nActor GGreyHeartColumn : GreyHeartColumn replaces GreyHeartColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCOL9 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCOL9 A 1 A_GiveToTarget(\"GGGreyHeartColumnInventory\", 1)\n\t\tCOL9 A 1 ACS_ExecuteAlways(762, 0, 47)\n\t\tStop\n\t}\n}\n\nActor GTallGothicColumn : TallGothicColumn replaces TallGothicColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGCOL A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGCOL A 1 A_GiveToTarget(\"GGTallGothicColumnInventory\", 1)\n\t\tGCOL A 1 ACS_ExecuteAlways(762, 0, 48)\n\t\tStop\n\t}\n}\n\nActor GRevenantHand : RevenantHand replaces RevenantHand\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tSGRB A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tSGRB A 1 A_GiveToTarget(\"GGRevenantHandInventory\", 1)\n\t\tSGRB A 1 ACS_ExecuteAlways(762, 0, 49)\n\t\tStop\n\t}\n}\n\nActor GImpHead : ImpHead replaces ImpHead\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tIHED A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tIHED A 1 A_GiveToTarget(\"GGImpHeadInventory\", 1)\n\t\tIHED A 1 ACS_ExecuteAlways(762, 0, 50)\n\t\tStop\n\t}\n}\n\nActor GImpse : Impse replaces Impse\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tIMPS A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tIMPS A 1 A_GiveToTarget(\"GGImpseInventory\", 1)\n\t\tIMPS A 1 ACS_ExecuteAlways(762, 0, 51)\n\t\tStop\n\t}\n}\n\nActor GFloatingBobbingSkull : FloatingBobbingSkull replaces FloatingBobbingSkull\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tFSKU A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tFSKU A 1 A_GiveToTarget(\"GGFloatingBobbingSkullInventory\", 1)\n\t\tFSKU A 1 ACS_ExecuteAlways(762, 0, 52)\n\t\tStop\n\t}\n}\n\nActor GImpalingSpike : ImpalingSpike replaces ImpalingSpike\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOL7 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOL7 A 1 A_GiveToTarget(\"GGImpalingSpikeInventory\", 1)\n\t\tPOL7 A 1 ACS_ExecuteAlways(762, 0, 53)\n\t\tStop\n\t}\n}\n\nActor GImpalingSpike2 : ImpalingSpike2 replaces ImpalingSpike2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOL8 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOL8 A 1 A_GiveToTarget(\"GGImpalingSpike2Inventory\", 1)\n\t\tPOL8 A 1 ACS_ExecuteAlways(762, 0, 54)\n\t\tStop\n\t}\n}\n\nActor GImpalingSpike3 : ImpalingSpike3 replaces ImpalingSpike3\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOL9 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOL9 A 1 A_GiveToTarget(\"GGImpalingSpike3Inventory\", 1)\n\t\tPOL9 A 1 ACS_ExecuteAlways(762, 0, 55)\n\t\tStop\n\t}\n}\n\nActor GWhiteTorch : WhiteTorch replaces WhiteTorch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTWHI A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTWHI A 1 A_GiveToTarget(\"GGWhiteTorchInventory\", 1)\n\t\tTWHI A 1 ACS_ExecuteAlways(762, 0, 56)\n\t\tStop\n\t}\n}\n\nActor GShortWhiteTorch : ShortWhiteTorch replaces ShortWhiteTorch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tSMWT A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tSMWT A 1 A_GiveToTarget(\"GGShortWhiteTorchInventory\", 1)\n\t\tSMWT A 1 ACS_ExecuteAlways(762, 0, 57)\n\t\tStop\n\t}\n}\n\nActor GYellowTorch : YellowTorch replaces YellowTorch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTYEL A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTYEL A 1 A_GiveToTarget(\"GGYellowTorchInventory\", 1)\n\t\tTYEL A 1 ACS_ExecuteAlways(762, 0, 58)\n\t\tStop\n\t}\n}\n\nActor GShortYellowTorch : ShortYellowTorch replaces ShortYellowTorch\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tSMYT A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tSMYT A 1 A_GiveToTarget(\"GGShortYellowTorchInventory\", 1)\n\t\tSMYT A 1 ACS_ExecuteAlways(762, 0, 59)\n\t\tStop\n\t}\n}\n\nActor GRedEvilEye : RedEvilEye replaces RedEvilEye\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCEYR A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCEYR A 1 A_GiveToTarget(\"GGRedEvilEyeInventory\", 1)\n\t\tCEYR A 1 ACS_ExecuteAlways(762, 0, 60)\n\t\tStop\n\t}\n}\n\nActor GBlueEvilEye : BlueEvilEye replaces BlueEvilEye\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCEYB A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCEYB A 1 A_GiveToTarget(\"GGBlueEvilEyeInventory\", 1)\n\t\tCEYB A 1 ACS_ExecuteAlways(762, 0, 61)\n\t\tStop\n\t}\n}\n\nActor GRedTechLamp : RedTechLamp replaces RedTechLamp\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTLP3 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTLP3 A 1 A_GiveToTarget(\"GGRedTechLampInventory\", 1)\n\t\tTLP3 A 1 ACS_ExecuteAlways(762, 0, 62)\n\t\tStop\n\t}\n}\n\nActor GRedTechLamp2 : RedTechLamp2 replaces RedTechLamp2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTLP4 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTLP4 A 1 A_GiveToTarget(\"GGRedTechLamp2Inventory\", 1)\n\t\tTLP4 A 1 ACS_ExecuteAlways(762, 0, 63)\n\t\tStop\n\t}\n}\n\nActor GRedColumn : RedColumn replaces RedColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tRCOL A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tRCOL A 1 A_GiveToTarget(\"GGRedColumnInventory\", 1)\n\t\tRCOL A 1 ACS_ExecuteAlways(762, 0, 64)\n\t\tStop\n\t}\n}\n\nActor GBlueColumn : BlueColumn replaces BlueColumn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tBCOL A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tBCOL A 1 A_GiveToTarget(\"GGBlueColumnInventory\", 1)\n\t\tBCOL A 1 ACS_ExecuteAlways(762, 0, 65)\n\t\tStop\n\t}\n}\n\nActor GImpalingSpike4 : ImpalingSpike4 replaces ImpalingSpike4\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOLA A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOLA A 1 A_GiveToTarget(\"GGImpalingSpike4Inventory\", 1)\n\t\tPOLA A 1 ACS_ExecuteAlways(762, 0, 66)\n\t\tStop\n\t}\n}\n\nActor GImpalingSpike5 : ImpalingSpike5 replaces ImpalingSpike5\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOLB A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOLB A 1 A_GiveToTarget(\"GGImpalingSpike5Inventory\", 1)\n\t\tPOLB A 1 ACS_ExecuteAlways(762, 0, 67)\n\t\tStop\n\t}\n}\n\nActor GImpalingSpike6 : ImpalingSpike6 replaces ImpalingSpike6\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOLC A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOLC A 1 A_GiveToTarget(\"GGImpalingSpike6Inventory\", 1)\n\t\tPOLC A 1 ACS_ExecuteAlways(762, 0, 68)\n\t\tStop\n\t}\n}\n\nActor GImpalingSpike7 : ImpalingSpike7 replaces ImpalingSpike7\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOLD A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOLD A 1 A_GiveToTarget(\"GGImpalingSpike7Inventory\", 1)\n\t\tPOLD A 1 ACS_ExecuteAlways(762, 0, 69)\n\t\tStop\n\t}\n}\n\nActor GImpalingSpike8 : ImpalingSpike8 replaces ImpalingSpike8\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOLE A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOLE A 1 A_GiveToTarget(\"GGImpalingSpike8Inventory\", 1)\n\t\tPOLE A 1 ACS_ExecuteAlways(762, 0, 70)\n\t\tStop\n\t}\n}\n\nActor GImpalingSpike9 : ImpalingSpike9 replaces ImpalingSpike9\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOLF A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOLF A 1 A_GiveToTarget(\"GGImpalingSpike9Inventory\", 1)\n\t\tPOLF A 1 ACS_ExecuteAlways(762, 0, 71)\n\t\tStop\n\t}\n}\n\nActor GImpalingSpike10 : ImpalingSpike10 replaces ImpalingSpike10\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOLG A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOLG A 1 A_GiveToTarget(\"GGImpalingSpike10Inventory\", 1)\n\t\tPOLG A 1 ACS_ExecuteAlways(762, 0, 72)\n\t\tStop\n\t}\n}\n\nActor GImpalingSpike11 : ImpalingSpike11 replaces ImpalingSpike11\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOLH A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOLH A 1 A_GiveToTarget(\"GGImpalingSpike11Inventory\", 1)\n\t\tPOLH A 1 ACS_ExecuteAlways(762, 0, 73)\n\t\tStop\n\t}\n}\n\nActor GMarineHelmetGibs : MarineHelmetGibs replaces MarineHelmetGibs\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGIB1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGIB1 A 1 A_GiveToTarget(\"GGMarineHelmetGibsInventory\", 1)\n\t\tGIB1 A 1 ACS_ExecuteAlways(762, 0, 74)\n\t\tStop\n\t}\n}\n\nActor GDeadTree : DeadTree replaces DeadTree\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tDTR3 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tDTR3 A 1 A_GiveToTarget(\"GGDeadTreeInventory\", 1)\n\t\tDTR3 A 1 ACS_ExecuteAlways(762, 0, 75)\n\t\tStop\n\t}\n}\n\nActor GChair : Chair replaces Chair\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCHAI A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCHAI A 1 A_GiveToTarget(\"GGChairInventory\", 1)\n\t\tCHAI A 1 ACS_ExecuteAlways(762, 0, 76)\n\t\tStop\n\t}\n}\n\nActor GTrashCan : TrashCan replaces TrashCan\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTRCN A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTRCN A 1 A_GiveToTarget(\"GGTrashCanInventory\", 1)\n\t\tTRCN A 1 ACS_ExecuteAlways(762, 0, 77)\n\t\tStop\n\t}\n}\n\nActor GFireHydrant : FireHydrant replaces FireHydrant\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tFRHD A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tFRHD A 1 A_GiveToTarget(\"GGFireHydrantInventory\", 1)\n\t\tFRHD A 1 ACS_ExecuteAlways(762, 0, 78)\n\t\tStop\n\t}\n}\n\nActor GGreyLamp : GreyLamp replaces GreyLamp\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGLMP A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGLMP A 1 A_GiveToTarget(\"GGGreyLampInventory\", 1)\n\t\tGLMP A 1 ACS_ExecuteAlways(762, 0, 79)\n\t\tStop\n\t}\n}\n\nActor GMeat2 : Meat2 replaces Meat2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGOR2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGOR2 A 1 A_GiveToTarget(\"GGMeat2Inventory\", 1)\n\t\tGOR2 A 1 ACS_ExecuteAlways(762, 0, 80)\n\t\tStop\n\t}\n}\n\nActor GWinter1 : Winter1 replaces Winter1\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTRWN A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTRWN A 1 A_GiveToTarget(\"GGWinter1Inventory\", 1)\n\t\tTRWN A 1 ACS_ExecuteAlways(762, 0, 81)\n\t\tStop\n\t}\n}\n\nActor GWinter2 : Winter2 replaces Winter2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tTRWN A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tTRWN A 1 A_GiveToTarget(\"GGWinter2Inventory\", 1)\n\t\tTRWN A 1 ACS_ExecuteAlways(762, 0, 82)\n\t\tStop\n\t}\n}\n\nActor GWinterF : WinterF replaces WinterF\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tWINT A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tWINT A 1 A_GiveToTarget(\"GGWinterFInventory\", 1)\n\t\tWINT A 1 ACS_ExecuteAlways(762, 0, 83)\n\t\tStop\n\t}\n}\n\nActor GWinterG : WinterG replaces WinterG\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tWING A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tWING A 1 A_GiveToTarget(\"GGWinterGInventory\", 1)\n\t\tWING A 1 ACS_ExecuteAlways(762, 0, 84)\n\t\tStop\n\t}\n}\n\nActor GFlowerPot1 : FlowerPot1 replaces FlowerPot1\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOT1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOT1 A 1 A_GiveToTarget(\"GGFlowerPot1Inventory\", 1)\n\t\tPOT1 A 1 ACS_ExecuteAlways(762, 0, 85)\n\t\tStop\n\t}\n}\n\nActor GFlowerPot2 : FlowerPot2 replaces FlowerPot2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPOT2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPOT2 A 1 A_GiveToTarget(\"GGFlowerPot2Inventory\", 1)\n\t\tPOT2 A 1 ACS_ExecuteAlways(762, 0, 86)\n\t\tStop\n\t}\n}\n\nActor GGuts1 : Guts1 replaces Guts1\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGUT1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGUT1 A 1 A_GiveToTarget(\"GGGuts1Inventory\", 1)\n\t\tGUT1 A 1 ACS_ExecuteAlways(762, 0, 87)\n\t\tStop\n\t}\n}\n\nActor GGuts2 : Guts2 replaces Guts2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGUT2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGUT2 A 1 A_GiveToTarget(\"GGGuts2Inventory\", 1)\n\t\tGUT2 A 1 ACS_ExecuteAlways(762, 0, 88)\n\t\tStop\n\t}\n}\n\nActor GGuts3 : Guts3 replaces Guts3\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGUT3 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGUT3 A 1 A_GiveToTarget(\"GGGuts3Inventory\", 1)\n\t\tGUT3 A 1 ACS_ExecuteAlways(762, 0, 89)\n\t\tStop\n\t}\n}\n\nActor GGuts4 : Guts4 replaces Guts4\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tGUT4 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tGUT4 A 1 A_GiveToTarget(\"GGGuts4Inventory\", 1)\n\t\tGUT4 A 1 ACS_ExecuteAlways(762, 0, 90)\n\t\tStop\n\t}\n}\n\nActor GStatue1 : Statue1 replaces Statue1\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tSTT1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tSTT1 A 1 A_GiveToTarget(\"GGStatue1Inventory\", 1)\n\t\tSTT1 A 1 ACS_ExecuteAlways(762, 0, 91)\n\t\tStop\n\t}\n}\n\nActor GStatue2 : Statue2 replaces Statue2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tSTT2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tSTT2 A 1 A_GiveToTarget(\"GGStatue2Inventory\", 1)\n\t\tSTT2 A 1 ACS_ExecuteAlways(762, 0, 92)\n\t\tStop\n\t}\n}\n\nActor GLamp1 : Lamp1 replaces Lamp1\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tLAMP A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tLAMP A 1 A_GiveToTarget(\"GGLamp1Inventory\", 1)\n\t\tLAMP A 1 ACS_ExecuteAlways(762, 0, 93)\n\t\tStop\n\t}\n}\n\nActor GLamp2 : Lamp2 replaces Lamp2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tLMP2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tLMP2 A 1 A_GiveToTarget(\"GGLamp2Inventory\", 1)\n\t\tLMP2 A 1 ACS_ExecuteAlways(762, 0, 94)\n\t\tStop\n\t}\n}\n\nActor GCup : Cup replaces Cup\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCUP1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCUP1 A 1 A_GiveToTarget(\"GGCupInventory\", 1)\n\t\tCUP1 A 1 ACS_ExecuteAlways(762, 0, 95)\n\t\tStop\n\t}\n}\n\nActor GCandelabra1 : Candelabra1 replaces Candelabra1\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCND1 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCND1 A 1 A_GiveToTarget(\"GGCandelabra1Inventory\", 1)\n\t\tCND1 A 1 ACS_ExecuteAlways(762, 0, 96)\n\t\tStop\n\t}\n}\n\nActor GCandles1 : Candles1 replaces Candles1\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCND2 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCND2 A 1 A_GiveToTarget(\"GGCandles1Inventory\", 1)\n\t\tCND2 A 1 ACS_ExecuteAlways(762, 0, 97)\n\t\tStop\n\t}\n}\n\nActor GCeilingCandle : CeilingCandle replaces CeilingCandle\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCND3 A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCND3 A 1 A_GiveToTarget(\"GGCeilingCandleInventory\", 1)\n\t\tCND3 A 1 ACS_ExecuteAlways(762, 0, 98)\n\t\tStop\n\t}\n}\n\nActor GSkullCandle : SkullCandle replaces SkullCandle\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tSKLC A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tSKLC A 1 A_GiveToTarget(\"GGSkullCandleInventory\", 1)\n\t\tSKLC A 1 ACS_ExecuteAlways(762, 0, 99)\n\t\tStop\n\t}\n}\n\nActor GOfficeLamp : OfficeLamp replaces OfficeLamp\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tDECL A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tDECL A 1 A_GiveToTarget(\"GGOfficeLampInventory\", 1)\n\t\tDECL A 1 ACS_ExecuteAlways(762, 0, 100)\n\t\tStop\n\t}\n}\n\nActor GSamuraiDecor : SamuraiDecor replaces SamuraiDecor\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tDECM A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tDECM A 1 A_GiveToTarget(\"GGSamuraiDecorInventory\", 1)\n\t\tDECM A 1 ACS_ExecuteAlways(762, 0, 101)\n\t\tStop\n\t}\n}\n\nActor GBuddhaStatue : BuddhaStatue replaces BuddhaStatue\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tBUDD A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tBUDD A 1 A_GiveToTarget(\"GGBuddhaStatueInventory\", 1)\n\t\tBUDD A 1 ACS_ExecuteAlways(762, 0, 102)\n\t\tStop\n\t}\n}\n\nActor GWoodenDecor : WoodenDecor replaces WoodenDecor\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tDECW A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tDECW A 1 A_GiveToTarget(\"GGWoodenDecorInventory\", 1)\n\t\tDECW A 1 ACS_ExecuteAlways(762, 0, 103)\n\t\tStop\n\t}\n}\n\nActor GBrickLamp : BrickLamp replaces BrickLamp\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tBLMM A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tBLMM A 1 A_GiveToTarget(\"GGBrickLampInventory\", 1)\n\t\tBLMM A 1 ACS_ExecuteAlways(762, 0, 104)\n\t\tStop\n\t}\n}\n\nActor GCeilingBowlFire : CeilingBowlFire replaces CeilingBowlFire\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tFFDD A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tFFDD A 1 A_GiveToTarget(\"GGCeilingBowlFireInventory\", 1)\n\t\tFFDD A 1 ACS_ExecuteAlways(762, 0, 105)\n\t\tStop\n\t}\n}\n\nActor GZCorpseUpsideDown2 : ZCorpseUpsideDown2 replaces ZCorpseUpsideDown2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tUPSC A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tUPSC A 1 A_GiveToTarget(\"GGZCorpseUpsideDown2Inventory\", 1)\n\t\tUPSC A 1 ACS_ExecuteAlways(762, 0, 106)\n\t\tStop\n\t}\n}\n\nActor GZCorpseUpsideDown4 : ZCorpseUpsideDown4 replaces ZCorpseUpsideDown4\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tUPSC A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tUPSC A 1 A_GiveToTarget(\"GGZCorpseUpsideDown4Inventory\", 1)\n\t\tUPSC A 1 ACS_ExecuteAlways(762, 0, 107)\n\t\tStop\n\t}\n}\n\nActor GHangedBloodySkeleton : HangedBloodySkeleton replaces HangedBloodySkeleton\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tHSKL A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tHSKL A 1 A_GiveToTarget(\"GGHangedBloodySkeletonInventory\", 1)\n\t\tHSKL A 1 ACS_ExecuteAlways(762, 0, 108)\n\t\tStop\n\t}\n}\n\nActor GZCorpseImpaled2 : ZCorpseImpaled2 replaces ZCorpseImpaled2\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCPSI A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCPSI A 1 A_GiveToTarget(\"GGZCorpseImpaled2Inventory\", 1)\n\t\tCPSI A 1 ACS_ExecuteAlways(762, 0, 109)\n\t\tStop\n\t}\n}\n\nActor GZCorpseImpaled4 : ZCorpseImpaled4 replaces ZCorpseImpaled4\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCPSI A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCPSI A 1 A_GiveToTarget(\"GGZCorpseImpaled4Inventory\", 1)\n\t\tCPSI A 1 ACS_ExecuteAlways(762, 0, 110)\n\t\tStop\n\t}\n}\n\nActor GZCorpseImpaled5 : ZCorpseImpaled5 replaces ZCorpseImpaled5\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tCPSI A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tCPSI A 1 A_GiveToTarget(\"GGZCorpseImpaled5Inventory\", 1)\n\t\tCPSI A 1 ACS_ExecuteAlways(762, 0, 111)\n\t\tStop\n\t}\n}\n\nActor GBonePile : BonePile replaces BonePile\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tSBON A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tSBON A 1 A_GiveToTarget(\"GGBonePileInventory\", 1)\n\t\tSBON A 1 ACS_ExecuteAlways(762, 0, 112)\n\t\tStop\n\t}\n}\n\nActor GRoTTBrazier : RoTTBrazier replaces RoTTBrazier\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tABRA A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tABRA A 1 A_GiveToTarget(\"GGRoTTBrazierInventory\", 1)\n\t\tABRA A 1 ACS_ExecuteAlways(762, 0, 113)\n\t\tStop\n\t}\n}\n\nActor GRoTTBasin : RoTTBasin replaces RoTTBasin\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tBASI A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tBASI A 1 A_GiveToTarget(\"GGRoTTBasinInventory\", 1)\n\t\tBASI A 1 ACS_ExecuteAlways(762, 0, 114)\n\t\tStop\n\t}\n}\n\nActor GRoTTPlant : RoTTPlant replaces RoTTPlant\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tPLAN A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tPLAN A 1 A_GiveToTarget(\"GGRoTTPlantInventory\", 1)\n\t\tPLAN A 1 ACS_ExecuteAlways(762, 0, 115)\n\t\tStop\n\t}\n}\n\nActor GRoTTTree : RoTTTree replaces RoTTTree\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tRTRE A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tRTRE A 1 A_GiveToTarget(\"GGRoTTTreeInventory\", 1)\n\t\tRTRE A 1 ACS_ExecuteAlways(762, 0, 116)\n\t\tStop\n\t}\n}\n\nActor GRoTTUrn : RoTTUrn replaces RoTTUrn\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tRURN A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tRURN A 1 A_GiveToTarget(\"GGRoTTUrnInventory\", 1)\n\t\tRURN A 1 ACS_ExecuteAlways(762, 0, 117)\n\t\tStop\n\t}\n}\n\nActor GBarTable : BarTable replaces BarTable\n{\n\tHealth 20\n\tMass 0x7FFFFFFF\n\tDamageFactor \"GravityGunPickupProjectile\", 10000.0\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOICEDEATH\n\tStates\n\t{\n\tPain:\n\t\tBTBL A 1 HealThing(20)\n\t\tGoto Spawn\n\tDeath.GravityGunPickupProjectile:\n\t\tBTBL A 1 A_GiveToTarget(\"GGBarTableInventory\", 1)\n\t\tBTBL A 1 ACS_ExecuteAlways(762, 0, 118)\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                               Hud Actors                                   //\n////////////////////////////////////////////////////////////////////////////////\nActor HudExplosiveBarrel : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBAR1 A 2\n\t\tStop\n\t}\n}\n\nActor HudBigTree : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTRE2 A 2\n\t\tStop\n\t}\n}\n\nActor HudTechLamp2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTLP2 A 2\n\t\tStop\n\t}\n}\n\nActor HudTechLamp : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTLMP A 2\n\t\tStop\n\t}\n}\n\nActor HudBurningBarrel : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFCAN A 2\n\t\tStop\n\t}\n}\n\nActor HudTorchTree : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTRE1 A 2\n\t\tStop\n\t}\n}\n\nActor HudTallRedColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOL3 A 2\n\t\tStop\n\t}\n}\n\nActor HudTallGreenColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOL1 A 2\n\t\tStop\n\t}\n}\n\nActor HudStalagtite : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSMIT A 2\n\t\tStop\n\t}\n}\n\nActor HudShortRedTorch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSMRT A 2\n\t\tStop\n\t}\n}\n\nActor HudShortRedColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOL4 A 2\n\t\tStop\n\t}\n}\n\nActor HudShortGreenTorch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSMGT A 2\n\t\tStop\n\t}\n}\n\nActor HudShortGreenColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOL2 A 2\n\t\tStop\n\t}\n}\n\nActor HudShortBlueTorch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSMBT A 2\n\t\tStop\n\t}\n}\n\nActor HudRedTorch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTRED A 2\n\t\tStop\n\t}\n}\n\nActor HudHeadsOnAStick : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOL2 A 2\n\t\tStop\n\t}\n}\n\nActor HudHeadOnAStick : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOL4 A 2\n\t\tStop\n\t}\n}\n\nActor HudHeadCandles : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOL3 A 2\n\t\tStop\n\t}\n}\n\nActor HudGreenTorch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTGRN A 2\n\t\tStop\n\t}\n}\n\nActor HudFloatingSkull : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFSKU A 2\n\t\tStop\n\t}\n}\n\nActor HudCandelabra : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCBRA A 2\n\t\tStop\n\t}\n}\n\nActor HudBlueTorch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTBLU A 2\n\t\tStop\n\t}\n}\n\nActor HudHeartColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOL5 A 2\n\t\tStop\n\t}\n}\n\nActor HudSkullColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOL6 A 2\n\t\tStop\n\t}\n}\n\nActor HudBloodyTwitch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGOR1 A 2\n\t\tStop\n\t}\n}\n\nActor HudHangBNoBrain : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tHDB2 A 2\n\t\tStop\n\t}\n}\n\nActor HudHangNoGuts : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tHDB1 A 2\n\t\tStop\n\t}\n}\n\nActor HudHangTLookingDown : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tHDB3 A 2\n\t\tStop\n\t}\n}\n\nActor HudHangTLookingUp : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tHDB5 A 2\n\t\tStop\n\t}\n}\n\nActor HudHangTNoBrain : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tHDB6 A 2\n\t\tStop\n\t}\n}\n\nActor HudHangTSkull : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tHDB4 A 2\n\t\tStop\n\t}\n}\n\nActor HudLiveStick : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOL6 A 2\n\t\tStop\n\t}\n}\n\nActor HudDeadstick : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOL1 A 2\n\t\tStop\n\t}\n}\n\nActor HudEvilEye : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCEYE A 2\n\t\tStop\n\t}\n}\n\nActor HudTechPillar : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tELEC A 2\n\t\tStop\n\t}\n}\n\nActor HudNonSolidMeat2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGOR2 A 2\n\t\tStop\n\t}\n}\n\nActor HudNonSolidMeat3 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGOR2 A 2\n\t\tStop\n\t}\n}\n\nActor HudNonSolidMeat4 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGOR2 A 2\n\t\tStop\n\t}\n}\n\nActor HudNonSolidMeat5 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGOR2 A 2\n\t\tStop\n\t}\n}\n\nActor HudNonsolidTwitch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGOR1 A 2\n\t\tStop\n\t}\n}\n\nActor HudColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOLU A 2\n\t\tStop\n\t}\n}\n\nActor HudMeat3 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGOR3 A 2\n\t\tStop\n\t}\n}\n\nActor HudMeat4 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGOR4 A 2\n\t\tStop\n\t}\n}\n\nActor HudMeat5 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGOR5 A 2\n\t\tStop\n\t}\n}\n\nActor HudGreyColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOL8 A 2\n\t\tStop\n\t}\n}\n\nActor HudTallGreyColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOL7 A 2\n\t\tStop\n\t}\n}\n\nActor HudGreyHeartColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOL9 A 2\n\t\tStop\n\t}\n}\n\nActor HudTallGothicColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGCOL A 2\n\t\tStop\n\t}\n}\n\nActor HudRevenantHand : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSGRB A 2\n\t\tStop\n\t}\n}\n\nActor HudImpHead : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tIHED A 2\n\t\tStop\n\t}\n}\n\nActor HudImpse : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tIMPS A 2\n\t\tStop\n\t}\n}\n\nActor HudFloatingBobbingSkull : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFSKU A 2\n\t\tStop\n\t}\n}\n\nActor HudImpalingSpike : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOL7 A 2\n\t\tStop\n\t}\n}\n\nActor HudImpalingSpike2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOL8 A 2\n\t\tStop\n\t}\n}\n\nActor HudImpalingSpike3 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOL9 A 2\n\t\tStop\n\t}\n}\n\nActor HudWhiteTorch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTWHI A 2\n\t\tStop\n\t}\n}\n\nActor HudShortWhiteTorch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSMWT A 2\n\t\tStop\n\t}\n}\n\nActor HudYellowTorch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTYEL A 2\n\t\tStop\n\t}\n}\n\nActor HudShortYellowTorch : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSMYT A 2\n\t\tStop\n\t}\n}\n\nActor HudRedEvilEye : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCEYR A 2\n\t\tStop\n\t}\n}\n\nActor HudBlueEvilEye : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCEYB A 2\n\t\tStop\n\t}\n}\n\nActor HudRedTechLamp : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTLP3 A 2\n\t\tStop\n\t}\n}\n\nActor HudRedTechLamp2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTLP4 A 2\n\t\tStop\n\t}\n}\n\nActor HudRedColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tRCOL A 2\n\t\tStop\n\t}\n}\n\nActor HudBlueColumn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBCOL A 2\n\t\tStop\n\t}\n}\n\nActor HudImpalingSpike4 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOLA A 2\n\t\tStop\n\t}\n}\n\nActor HudImpalingSpike5 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOLB A 2\n\t\tStop\n\t}\n}\n\nActor HudImpalingSpike6 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOLC A 2\n\t\tStop\n\t}\n}\n\nActor HudImpalingSpike7 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOLD A 2\n\t\tStop\n\t}\n}\n\nActor HudImpalingSpike8 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOLE A 2\n\t\tStop\n\t}\n}\n\nActor HudImpalingSpike9 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOLF A 2\n\t\tStop\n\t}\n}\n\nActor HudImpalingSpike10 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOLG A 2\n\t\tStop\n\t}\n}\n\nActor HudImpalingSpike11 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOLH A 2\n\t\tStop\n\t}\n}\n\nActor HudMarineHelmetGibs : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGIB1 A 2\n\t\tStop\n\t}\n}\n\nActor HudDeadTree : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDTR3 A 2\n\t\tStop\n\t}\n}\n\nActor HudChair : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCHAI A 2\n\t\tStop\n\t}\n}\n\nActor HudTrashCan : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTRCN A 2\n\t\tStop\n\t}\n}\n\nActor HudFireHydrant : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFRHD A 2\n\t\tStop\n\t}\n}\n\nActor HudGreyLamp : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGLMP A 2\n\t\tStop\n\t}\n}\n\nActor HudMeat2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGOR2 A 2\n\t\tStop\n\t}\n}\n\nActor HudWinter1 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTRWN A 2\n\t\tStop\n\t}\n}\n\nActor HudWinter2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTRWN A 2\n\t\tStop\n\t}\n}\n\nActor HudWinterF : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tWINT A 2\n\t\tStop\n\t}\n}\n\nActor HudWinterG : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tWING A 2\n\t\tStop\n\t}\n}\n\nActor HudFlowerPot1 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOT1 A 2\n\t\tStop\n\t}\n}\n\nActor HudFlowerPot2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPOT2 A 2\n\t\tStop\n\t}\n}\n\nActor HudGuts1 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGUT1 A 2\n\t\tStop\n\t}\n}\n\nActor HudGuts2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGUT2 A 2\n\t\tStop\n\t}\n}\n\nActor HudGuts3 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGUT3 A 2\n\t\tStop\n\t}\n}\n\nActor HudGuts4 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGUT4 A 2\n\t\tStop\n\t}\n}\n\nActor HudStatue1 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTT1 A 2\n\t\tStop\n\t}\n}\n\nActor HudStatue2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTT2 A 2\n\t\tStop\n\t}\n}\n\nActor HudLamp1 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tLAMP A 2\n\t\tStop\n\t}\n}\n\nActor HudLamp2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tLMP2 A 2\n\t\tStop\n\t}\n}\n\nActor HudCup : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCUP1 A 2\n\t\tStop\n\t}\n}\n\nActor HudCandelabra1 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCND1 A 2\n\t\tStop\n\t}\n}\n\nActor HudCandles1 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCND2 A 2\n\t\tStop\n\t}\n}\n\nActor HudCeilingCandle : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCND3 A 2\n\t\tStop\n\t}\n}\n\nActor HudSkullCandle : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSKLC A 2\n\t\tStop\n\t}\n}\n\nActor HudOfficeLamp : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDECL A 2\n\t\tStop\n\t}\n}\n\nActor HudSamuraiDecor : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDECM A 2\n\t\tStop\n\t}\n}\n\nActor HudBuddhaStatue : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBUDD A 2\n\t\tStop\n\t}\n}\n\nActor HudWoodenDecor : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDECW A 2\n\t\tStop\n\t}\n}\n\nActor HudBrickLamp : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBLMM A 2\n\t\tStop\n\t}\n}\n\nActor HudCeilingBowlFire : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFFDD A 2\n\t\tStop\n\t}\n}\n\nActor HudZCorpseUpsideDown2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tUPSC A 2\n\t\tStop\n\t}\n}\n\nActor HudZCorpseUpsideDown4 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tUPSC A 2\n\t\tStop\n\t}\n}\n\nActor HudHangedBloodySkeleton : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tHSKL A 2\n\t\tStop\n\t}\n}\n\nActor HudZCorpseImpaled2 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCPSI A 2\n\t\tStop\n\t}\n}\n\nActor HudZCorpseImpaled4 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCPSI A 2\n\t\tStop\n\t}\n}\n\nActor HudZCorpseImpaled5 : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCPSI A 2\n\t\tStop\n\t}\n}\n\nActor HudBonePile : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSBON A 2\n\t\tStop\n\t}\n}\n\nActor HudRoTTBrazier : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tABRA A 2\n\t\tStop\n\t}\n}\n\nActor HudRoTTBasin : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBASI A 2\n\t\tStop\n\t}\n}\n\nActor HudRoTTPlant : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPLAN A 2\n\t\tStop\n\t}\n}\n\nActor HudRoTTTree : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tRTRE A 2\n\t\tStop\n\t}\n}\n\nActor HudRoTTUrn : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tRURN A 2\n\t\tStop\n\t}\n}\n\nActor HudBarTable : GravityObjectHud\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBTBL A 2\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                             Fired Projectile                               //\n////////////////////////////////////////////////////////////////////////////////\nActor ExplosiveBarrelFired : GravityObjectFired\n{\n\tRadius 10\n\tHeight 34\n\tStates\n\t{\n\tSpawn:\n\t\tBAR1 AB 6\n\t\tLoop\n\tDeath:\n\t\tBEXP C 6 Bright\n\t\tBEXP D 6 Bright A_Explode(70)\n\t\tBEXP D 0 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tBEXP E 10 Bright\n\t\tStop\n\t}\n}\n\nActor BigTreeFired : GravityObjectFired\n{\n\tRadius 32\n\tHeight 108\n\tStates\n\t{\n\tSpawn:\n\t\tTRE2 A 1\n\t\tLoop\n\tDeath:\n\t\tTRE2 A 0 A_Explode(77)\n\t\tTRE2 A 1 A_SpawnItemEx(\"WoodchipLargeSpawner\")\n\t\tStop\n\t}\n}\n\nActor TechLamp2Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 60\n\tStates\n\t{\n\tSpawn:\n\t\tTLP2 ABCD 4\n\t\tLoop\n\tDeath:\n\t\tTLP2 A 0 A_Explode(49)\n\t\tTLP2 A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor TechLampFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 80\n\tStates\n\t{\n\tSpawn:\n\t\tTLMP ABCD 4\n\t\tLoop\n\tDeath:\n\t\tTLMP A 0 A_Explode(51)\n\t\tTLMP A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor BurningBarrelFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 32\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tFCAN ABC 4\n\t\tLoop\n\tDeath:\n\t\tFCAN A 0 A_Explode(42)\n\t\tFCAN A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor TorchTreeFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tTRE1 A 1\n\t\tLoop\n\tDeath:\n\t\tTRE1 A 0 A_Explode(48)\n\t\tTRE1 A 1 A_SpawnItemEx(\"WoodchipMediumSpawner\")\n\t\tStop\n\t}\n}\n\nActor TallRedColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 52\n\tStates\n\t{\n\tSpawn:\n\t\tCOL3 A 1\n\t\tLoop\n\tDeath:\n\t\tCOL3 A 0 A_Explode(47)\n\t\tCOL3 A 1 A_SpawnItemEx(\"GreenRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor TallGreenColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 52\n\tStates\n\t{\n\tSpawn:\n\t\tCOL1 A 1\n\t\tLoop\n\tDeath:\n\t\tCOL1 A 0 A_Explode(47)\n\t\tCOL1 A 1 A_SpawnItemEx(\"GreenRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor StalagtiteFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tSMIT A 1\n\t\tLoop\n\tDeath:\n\t\tSMIT A 0 A_Explode(45)\n\t\tSMIT A 1 A_SpawnItemEx(\"WoodchipSmallSpawner\")\n\t\tStop\n\t}\n}\n\nActor ShortRedTorchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 37\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tSMRT ABCD 4\n\t\tLoop\n\tDeath:\n\t\tSMRT A 0 A_Explode(44)\n\t\tSMRT A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor ShortRedColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tCOL4 A 1\n\t\tLoop\n\tDeath:\n\t\tCOL4 A 0 A_Explode(45)\n\t\tCOL4 A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor ShortGreenTorchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 37\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tSMGT ABCD 4\n\t\tLoop\n\tDeath:\n\t\tSMGT A 0 A_Explode(44)\n\t\tSMGT A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor ShortGreenColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tCOL2 A 1\n\t\tLoop\n\tDeath:\n\t\tCOL2 A 0 A_Explode(45)\n\t\tCOL2 A 1 A_SpawnItemEx(\"GreenRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor ShortBlueTorchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 37\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tSMBT ABCD 4\n\t\tLoop\n\tDeath:\n\t\tSMBT A 0 A_Explode(44)\n\t\tSMBT A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor RedTorchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 68\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tTRED ABCD 4\n\t\tLoop\n\tDeath:\n\t\tTRED A 0 A_Explode(50)\n\t\tTRED A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor HeadsOnAStickFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tPOL2 A 1\n\t\tLoop\n\tDeath:\n\t\tPOL2 A 0 A_Explode(49)\n\t\tPOL2 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor HeadOnAStickFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tPOL4 A 1\n\t\tLoop\n\tDeath:\n\t\tPOL4 A 0 A_Explode(48)\n\t\tPOL4 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor HeadCandlesFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 42\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tPOL3 AB 6\n\t\tLoop\n\tDeath:\n\t\tPOL3 A 0 A_Explode(45)\n\t\tPOL3 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor GreenTorchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 68\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tTGRN ABCD 4\n\t\tLoop\n\tDeath:\n\t\tTGRN A 0 A_Explode(50)\n\t\tTGRN A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor FloatingSkullFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 26\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tFSKU ABC 6\n\t\tLoop\n\tDeath:\n\t\tFSKU A 0 A_Explode(39)\n\t\tFSKU A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor CandelabraFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 60\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tCBRA A 1\n\t\tLoop\n\tDeath:\n\t\tCBRA A 0 A_Explode(49)\n\t\tCBRA A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor BlueTorchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 68\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tTBLU ABCD 4\n\t\tLoop\n\tDeath:\n\t\tTBLU A 0 A_Explode(50)\n\t\tTBLU A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor HeartColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tCOL5 AB 14\n\t\tLoop\n\tDeath:\n\t\tCOL5 A 0 A_Explode(45)\n\t\tCOL5 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor SkullColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tCOL6 A 1\n\t\tLoop\n\tDeath:\n\t\tCOL6 A 0 A_Explode(45)\n\t\tCOL6 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor BloodyTwitchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 68\n\tStates\n\t{\n\tSpawn:\n\t\tGOR1 ABC 10\n\t\tLoop\n\tDeath:\n\t\tGOR1 A 0 A_Explode(50)\n\t\tGOR1 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor HangBNoBrainFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 88\n\tStates\n\t{\n\tSpawn:\n\t\tHDB2 A 1\n\t\tLoop\n\tDeath:\n\t\tHDB2 A 0 A_Explode(52)\n\t\tHDB2 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor HangNoGutsFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 88\n\tStates\n\t{\n\tSpawn:\n\t\tHDB1 A 1\n\t\tLoop\n\tDeath:\n\t\tHDB1 A 0 A_Explode(52)\n\t\tHDB1 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor HangTLookingDownFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tHDB3 A 1\n\t\tLoop\n\tDeath:\n\t\tHDB3 A 0 A_Explode(49)\n\t\tHDB3 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor HangTLookingUpFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tHDB5 A 1\n\t\tLoop\n\tDeath:\n\t\tHDB5 A 0 A_Explode(49)\n\t\tHDB5 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor HangTNoBrainFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tHDB6 A 1\n\t\tLoop\n\tDeath:\n\t\tHDB6 A 0 A_Explode(49)\n\t\tHDB6 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor HangTSkullFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tHDB4 A 1\n\t\tLoop\n\tDeath:\n\t\tHDB4 A 0 A_Explode(49)\n\t\tHDB4 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor LiveStickFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tPOL6 AB 7\n\t\tLoop\n\tDeath:\n\t\tPOL6 A 0 A_Explode(49)\n\t\tPOL6 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor DeadstickFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tPOL1 A 1\n\t\tLoop\n\tDeath:\n\t\tPOL1 A 0 A_Explode(49)\n\t\tPOL1 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor EvilEyeFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 54\n\tStates\n\t{\n\tSpawn:\n\t\tCEYE ABCB 6\n\t\tLoop\n\tDeath:\n\t\tCEYE A 0 A_Explode(48)\n\t\tCEYE A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor TechPillarFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 128\n\tStates\n\t{\n\tSpawn:\n\t\tELEC A 1\n\t\tLoop\n\tDeath:\n\t\tELEC A 0 A_Explode(54)\n\t\tELEC A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor NonSolidMeat2Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 20\n\tStates\n\t{\n\tSpawn:\n\t\tGOR2 A 1\n\t\tLoop\n\tDeath:\n\t\tGOR2 A 0 A_Explode(36)\n\t\tGOR2 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor NonSolidMeat3Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 20\n\tStates\n\t{\n\tSpawn:\n\t\tGOR2 A 1\n\t\tLoop\n\tDeath:\n\t\tGOR2 A 0 A_Explode(36)\n\t\tGOR2 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor NonSolidMeat4Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 20\n\tStates\n\t{\n\tSpawn:\n\t\tGOR2 A 1\n\t\tLoop\n\tDeath:\n\t\tGOR2 A 0 A_Explode(36)\n\t\tGOR2 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor NonSolidMeat5Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 20\n\tStates\n\t{\n\tSpawn:\n\t\tGOR2 A 1\n\t\tLoop\n\tDeath:\n\t\tGOR2 A 0 A_Explode(36)\n\t\tGOR2 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor NonsolidTwitchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 20\n\tStates\n\t{\n\tSpawn:\n\t\tGOR1 ABC 10\n\t\tLoop\n\tDeath:\n\t\tGOR1 A 0 A_Explode(36)\n\t\tGOR1 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 48\n\tStates\n\t{\n\tSpawn:\n\t\tCOLU A 1\n\t\tLoop\n\tDeath:\n\t\tCOLU A 0 A_Explode(47)\n\t\tCOLU A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor Meat3Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 84\n\tStates\n\t{\n\tSpawn:\n\t\tGOR3 A 1\n\t\tLoop\n\tDeath:\n\t\tGOR3 A 0 A_Explode(52)\n\t\tGOR3 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor Meat4Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 68\n\tStates\n\t{\n\tSpawn:\n\t\tGOR4 A 1\n\t\tLoop\n\tDeath:\n\t\tGOR4 A 0 A_Explode(50)\n\t\tGOR4 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor Meat5Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 52\n\tStates\n\t{\n\tSpawn:\n\t\tGOR5 A 1\n\t\tLoop\n\tDeath:\n\t\tGOR5 A 0 A_Explode(47)\n\t\tGOR5 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor GreyColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tCOL8 A 1\n\t\tLoop\n\tDeath:\n\t\tCOL8 A 0 A_Explode(45)\n\t\tCOL8 A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor TallGreyColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 52\n\tStates\n\t{\n\tSpawn:\n\t\tCOL7 A 1\n\t\tLoop\n\tDeath:\n\t\tCOL7 A 0 A_Explode(47)\n\t\tCOL7 A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor GreyHeartColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tCOL9 AB 14\n\t\tLoop\n\tDeath:\n\t\tCOL9 A 0 A_Explode(45)\n\t\tCOL9 A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor TallGothicColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 52\n\tStates\n\t{\n\tSpawn:\n\t\tGCOL A 1\n\t\tLoop\n\tDeath:\n\t\tGCOL A 0 A_Explode(47)\n\t\tGCOL A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor RevenantHandFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 16\n\tStates\n\t{\n\tSpawn:\n\t\tSGRB AB 14\n\t\tLoop\n\tDeath:\n\t\tSGRB A 0 A_Explode(33)\n\t\tSGRB A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpHeadFired : GravityObjectFired\n{\n\tRadius 8\n\tHeight 32\n\tStates\n\t{\n\tSpawn:\n\t\tIHED A 1\n\t\tLoop\n\tDeath:\n\t\tIHED A 0 A_Explode(27)\n\t\tIHED A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpseFired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 48\n\tStates\n\t{\n\tSpawn:\n\t\tIMPS ABC 4\n\t\tLoop\n\tDeath:\n\t\tIMPS A 0 A_Explode(54)\n\t\tIMPS A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor FloatingBobbingSkullFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 26\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tFSKU ABC 6\n\t\tLoop\n\tDeath:\n\t\tFSKU A 0 A_Explode(39)\n\t\tFSKU A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpalingSpikeFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tPOL7 A 1\n\t\tLoop\n\tDeath:\n\t\tPOL7 A 0 A_Explode(49)\n\t\tPOL7 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpalingSpike2Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tPOL8 A 1\n\t\tLoop\n\tDeath:\n\t\tPOL8 A 0 A_Explode(48)\n\t\tPOL8 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpalingSpike3Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tPOL9 A 1\n\t\tLoop\n\tDeath:\n\t\tPOL9 A 0 A_Explode(48)\n\t\tPOL9 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor WhiteTorchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 68\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tTWHI ABCD 4\n\t\tLoop\n\tDeath:\n\t\tTWHI A 0 A_Explode(50)\n\t\tTWHI A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor ShortWhiteTorchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 37\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tSMWT ABCD 4\n\t\tLoop\n\tDeath:\n\t\tSMWT A 0 A_Explode(44)\n\t\tSMWT A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor YellowTorchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 68\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tTYEL ABCD 4\n\t\tLoop\n\tDeath:\n\t\tTYEL A 0 A_Explode(50)\n\t\tTYEL A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor ShortYellowTorchFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 37\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tSMYT ABCD 4\n\t\tLoop\n\tDeath:\n\t\tSMYT A 0 A_Explode(44)\n\t\tSMYT A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor RedEvilEyeFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 54\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tCEYR ABCB 6\n\t\tLoop\n\tDeath:\n\t\tCEYR A 0 A_Explode(48)\n\t\tCEYR A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor BlueEvilEyeFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 54\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tCEYB ABCB 6\n\t\tLoop\n\tDeath:\n\t\tCEYB A 0 A_Explode(48)\n\t\tCEYB A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor RedTechLampFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 80\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tTLP3 ABCD 4\n\t\tLoop\n\tDeath:\n\t\tTLP3 A 0 A_Explode(51)\n\t\tTLP3 A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor RedTechLamp2Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 80\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tTLP4 ABCD 4\n\t\tLoop\n\tDeath:\n\t\tTLP4 A 0 A_Explode(51)\n\t\tTLP4 A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor RedColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 48\n\tStates\n\t{\n\tSpawn:\n\t\tRCOL A 1\n\t\tLoop\n\tDeath:\n\t\tRCOL A 0 A_Explode(47)\n\t\tRCOL A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor BlueColumnFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 48\n\tStates\n\t{\n\tSpawn:\n\t\tBCOL A 1\n\t\tLoop\n\tDeath:\n\t\tBCOL A 0 A_Explode(47)\n\t\tBCOL A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpalingSpike4Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tPOLA A 1\n\t\tLoop\n\tDeath:\n\t\tPOLA A 0 A_Explode(48)\n\t\tPOLA A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpalingSpike5Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tPOLB A 1\n\t\tLoop\n\tDeath:\n\t\tPOLB A 0 A_Explode(48)\n\t\tPOLB A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpalingSpike6Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tPOLC A 1\n\t\tLoop\n\tDeath:\n\t\tPOLC A 0 A_Explode(48)\n\t\tPOLC A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpalingSpike7Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tPOLD A 1\n\t\tLoop\n\tDeath:\n\t\tPOLD A 0 A_Explode(48)\n\t\tPOLD A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpalingSpike8Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tPOLE A 1\n\t\tLoop\n\tDeath:\n\t\tPOLE A 0 A_Explode(48)\n\t\tPOLE A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpalingSpike9Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tPOLF AB 6\n\t\tLoop\n\tDeath:\n\t\tPOLF A 0 A_Explode(48)\n\t\tPOLF A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpalingSpike10Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tPOLG A 1\n\t\tLoop\n\tDeath:\n\t\tPOLG A 0 A_Explode(49)\n\t\tPOLG A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ImpalingSpike11Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tPOLH A 1\n\t\tLoop\n\tDeath:\n\t\tPOLH A 0 A_Explode(49)\n\t\tPOLH A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor MarineHelmetGibsFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tGIB1 A 1\n\t\tLoop\n\tDeath:\n\t\tGIB1 A 0 A_Explode(49)\n\t\tGIB1 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor DeadTreeFired : GravityObjectFired\n{\n\tRadius 15\n\tHeight 45\n\tStates\n\t{\n\tSpawn:\n\t\tDTR3 A 5\n\t\tLoop\n\tDeath:\n\t\tDTR3 A 0 A_Explode(44)\n\t\tDTR3 A 1 A_SpawnItemEx(\"WoodchipMediumSpawner\")\n\t\tStop\n\t}\n}\n\nActor ChairFired : GravityObjectFired\n{\n\tRadius 15\n\tHeight 30\n\tStates\n\t{\n\tSpawn:\n\t\tCHAI A 1\n\t\tLoop\n\tDeath:\n\t\tCHAI A 0 A_Explode(40)\n\t\tCHAI A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor TrashCanFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tTRCN A 1\n\t\tLoop\n\tDeath:\n\t\tTRCN A 0 A_Explode(45)\n\t\tTRCN A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor FireHydrantFired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tFRHD A 1\n\t\tLoop\n\tDeath:\n\t\tFRHD A 0 A_Explode(45)\n\t\tFRHD A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor GreyLampFired : GravityObjectFired\n{\n\tRadius 8\n\tHeight 52\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tGLMP A 1\n\t\tLoop\n\tDeath:\n\t\tGLMP A 0 A_Explode(29)\n\t\tGLMP A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor Meat2Fired : GravityObjectFired\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tGOR2 A 1\n\t\tLoop\n\tDeath:\n\t\tGOR2 A 0 A_Explode(48)\n\t\tGOR2 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor Winter1Fired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 90\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tTRWN B 1\n\t\tLoop\n\tDeath:\n\t\tTRWN A 0 A_Explode(62)\n\t\tTRWN A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor Winter2Fired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 90\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tTRWN A 1\n\t\tLoop\n\tDeath:\n\t\tTRWN A 0 A_Explode(62)\n\t\tTRWN A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor WinterFFired : GravityObjectFired\n{\n\tRadius 10\n\tHeight 110\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tWINT F 1\n\t\tLoop\n\tDeath:\n\t\tWINT A 0 A_Explode(37)\n\t\tWINT A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor WinterGFired : GravityObjectFired\n{\n\tRadius 25\n\tHeight 130\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tWING G 1\n\t\tLoop\n\tDeath:\n\t\tWING A 0 A_Explode(77)\n\t\tWING A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor FlowerPot1Fired : GravityObjectFired\n{\n\tRadius 18\n\tHeight 35\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tPOT1 A 1\n\t\tLoop\n\tDeath:\n\t\tPOT1 A 0 A_Explode(46)\n\t\tPOT1 A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor FlowerPot2Fired : GravityObjectFired\n{\n\tRadius 18\n\tHeight 35\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tPOT2 A 1\n\t\tLoop\n\tDeath:\n\t\tPOT2 A 0 A_Explode(46)\n\t\tPOT2 A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor Guts1Fired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 40\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tGUT1 A 1\n\t\tLoop\n\tDeath:\n\t\tGUT1 A 0 A_Explode(51)\n\t\tGUT1 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor Guts2Fired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 40\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tGUT2 A 1\n\t\tLoop\n\tDeath:\n\t\tGUT2 A 0 A_Explode(51)\n\t\tGUT2 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor Guts3Fired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 40\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tGUT3 A 1\n\t\tLoop\n\tDeath:\n\t\tGUT3 A 0 A_Explode(51)\n\t\tGUT3 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor Guts4Fired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 40\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tGUT4 A 1\n\t\tLoop\n\tDeath:\n\t\tGUT4 A 0 A_Explode(51)\n\t\tGUT4 A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor Statue1Fired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 90\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tSTT1 A 1\n\t\tLoop\n\tDeath:\n\t\tSTT1 A 0 A_Explode(62)\n\t\tSTT1 A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor Statue2Fired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 90\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tSTT2 A 1\n\t\tLoop\n\tDeath:\n\t\tSTT2 A 0 A_Explode(62)\n\t\tSTT2 A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor Lamp1Fired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 50\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tLAMP A 1\n\t\tLoop\n\tDeath:\n\t\tLAMP A 0 A_Explode(55)\n\t\tLAMP A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor Lamp2Fired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 50\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tLMP2 A 1\n\t\tLoop\n\tDeath:\n\t\tLMP2 A 0 A_Explode(55)\n\t\tLMP2 A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor CupFired : GravityObjectFired\n{\n\tRadius 10\n\tHeight 20\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tCUP1 A 1\n\t\tLoop\n\tDeath:\n\t\tCUP1 A 0 A_Explode(28)\n\t\tCUP1 A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor Candelabra1Fired : GravityObjectFired\n{\n\tRadius 10\n\tHeight 40\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tCND1 ABCD 4\n\t\tLoop\n\tDeath:\n\t\tCND1 A 0 A_Explode(33)\n\t\tCND1 A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor Candles1Fired : GravityObjectFired\n{\n\tRadius 10\n\tHeight 40\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tCND2 ABCD 4\n\t\tLoop\n\tDeath:\n\t\tCND2 A 0 A_Explode(33)\n\t\tCND2 A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor CeilingCandleFired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 60\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tCND3 ABC 4\n\t\tLoop\n\tDeath:\n\t\tCND3 A 0 A_Explode(57)\n\t\tCND3 A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor SkullCandleFired : GravityObjectFired\n{\n\tRadius 10\n\tHeight 40\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tSKLC ABC 4\n\t\tLoop\n\tDeath:\n\t\tSKLC A 0 A_Explode(33)\n\t\tSKLC A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor OfficeLampFired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tDECL A 1\n\t\tLoop\n\tDeath:\n\t\tDECL A 0 A_Explode(51)\n\t\tDECL A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor SamuraiDecorFired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tDECM A 1\n\t\tLoop\n\tDeath:\n\t\tDECM A 0 A_Explode(51)\n\t\tDECM A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor BuddhaStatueFired : GravityObjectFired\n{\n\tRadius 35\n\tHeight 70\n\tStates\n\t{\n\tSpawn:\n\t\tBUDD A 1\n\t\tLoop\n\tDeath:\n\t\tBUDD A 0 A_Explode(77)\n\t\tBUDD A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor WoodenDecorFired : GravityObjectFired\n{\n\tRadius 10\n\tHeight 40\n\tStates\n\t{\n\tSpawn:\n\t\tDECW A 1\n\t\tLoop\n\tDeath:\n\t\tDECW A 0 A_Explode(33)\n\t\tDECW A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor BrickLampFired : GravityObjectFired\n{\n\tRadius 25\n\tHeight 45\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tBLMM A 1\n\t\tLoop\n\tDeath:\n\t\tBLMM A 0 A_Explode(61)\n\t\tBLMM A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor CeilingBowlFireFired : GravityObjectFired\n{\n\tRadius 25\n\tHeight 45\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tFFDD ABCD 5\n\t\tLoop\n\tDeath:\n\t\tFFDD A 0 A_Explode(61)\n\t\tFFDD A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor ZCorpseUpsideDown2Fired : GravityObjectFired\n{\n\tRadius 25\n\tHeight 60\n\tStates\n\t{\n\tSpawn:\n\t\tUPSC A 1\n\t\tLoop\n\tDeath:\n\t\tUPSC A 0 A_Explode(66)\n\t\tUPSC A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ZCorpseUpsideDown4Fired : GravityObjectFired\n{\n\tRadius 25\n\tHeight 60\n\tStates\n\t{\n\tSpawn:\n\t\tUPSC D 1\n\t\tLoop\n\tDeath:\n\t\tUPSC A 0 A_Explode(66)\n\t\tUPSC A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor HangedBloodySkeletonFired : GravityObjectFired\n{\n\tRadius 20\n\tHeight 60\n\tStates\n\t{\n\tSpawn:\n\t\tHSKL A 1\n\t\tLoop\n\tDeath:\n\t\tHSKL A 0 A_Explode(57)\n\t\tHSKL A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor ZCorpseImpaled2Fired : GravityObjectFired\n{\n\tRadius 8\n\tHeight 100\n\tStates\n\t{\n\tSpawn:\n\t\tCPSI B 1\n\t\tLoop\n\tDeath:\n\t\tCPSI A 0 A_Explode(30)\n\t\tCPSI A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ZCorpseImpaled4Fired : GravityObjectFired\n{\n\tRadius 8\n\tHeight 100\n\tStates\n\t{\n\tSpawn:\n\t\tCPSI D 1\n\t\tLoop\n\tDeath:\n\t\tCPSI A 0 A_Explode(30)\n\t\tCPSI A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor ZCorpseImpaled5Fired : GravityObjectFired\n{\n\tRadius 8\n\tHeight 100\n\tStates\n\t{\n\tSpawn:\n\t\tCPSI E 1\n\t\tLoop\n\tDeath:\n\t\tCPSI A 0 A_Explode(30)\n\t\tCPSI A 1 A_SpawnItemEx(\"GravityGibSpawner\")\n\t\tStop\n\t}\n}\n\nActor BonePileFired : GravityObjectFired\n{\n\tRadius 24\n\tHeight 24\n\tStates\n\t{\n\tSpawn:\n\t\tSBON A 1\n\t\tLoop\n\tDeath:\n\t\tSBON A 0 A_Explode(47)\n\t\tSBON A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor RoTTBrazierFired : GravityObjectFired\n{\n\tRadius 15\n\tHeight 64\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tABRA ABCDEFGHIJKLMNO 4\n\t\tLoop\n\tDeath:\n\t\tABRA A 0 A_Explode(47)\n\t\tABRA A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor RoTTBasinFired : GravityObjectFired\n{\n\tRadius 32\n\tHeight 42\n\tStates\n\t{\n\tSpawn:\n\t\tBASI ABC 4\n\t\tLoop\n\tDeath:\n\t\tBASI A 0 A_Explode(68)\n\t\tBASI A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor RoTTPlantFired : GravityObjectFired\n{\n\tRadius 24\n\tHeight 32\n\tStates\n\t{\n\tSpawn:\n\t\tPLAN A 1\n\t\tLoop\n\tDeath:\n\t\tPLAN A 0 A_Explode(53)\n\t\tPLAN A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor RoTTTreeFired : GravityObjectFired\n{\n\tRadius 28\n\tHeight 48\n\tStates\n\t{\n\tSpawn:\n\t\tRTRE A 1\n\t\tLoop\n\tDeath:\n\t\tRTRE A 0 A_Explode(66)\n\t\tRTRE A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor RoTTUrnFired : GravityObjectFired\n{\n\tRadius 28\n\tHeight 36\n\tStates\n\t{\n\tSpawn:\n\t\tRURN A 1\n\t\tLoop\n\tDeath:\n\t\tRURN A 0 A_Explode(60)\n\t\tRURN A 1 A_SpawnItemEx(\"BlackRubbleSpawner\")\n\t\tStop\n\t}\n}\n\nActor BarTableFired : GravityObjectFired\n{\n\tRadius 8\n\tHeight 32\n\tStates\n\t{\n\tSpawn:\n\t\tBTBL A 1\n\t\tLoop\n\tDeath:\n\t\tBTBL A 0 A_Explode(27)\n\t\tBTBL A 1 A_SpawnItemEx(\"BrownRubbleSpawner\")\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                            ACS Hud Activators                              //\n////////////////////////////////////////////////////////////////////////////////\nActor GGExplosiveBarrelInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 1)\n\t\tStop\n\t}\n}\n\nActor GGBigTreeInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 2)\n\t\tStop\n\t}\n}\n\nActor GGTechLamp2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 3)\n\t\tStop\n\t}\n}\n\nActor GGTechLampInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 4)\n\t\tStop\n\t}\n}\n\nActor GGBurningBarrelInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 5)\n\t\tStop\n\t}\n}\n\nActor GGTorchTreeInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 6)\n\t\tStop\n\t}\n}\n\nActor GGTallRedColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 7)\n\t\tStop\n\t}\n}\n\nActor GGTallGreenColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 8)\n\t\tStop\n\t}\n}\n\nActor GGStalagtiteInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 9)\n\t\tStop\n\t}\n}\n\nActor GGShortRedTorchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 10)\n\t\tStop\n\t}\n}\n\nActor GGShortRedColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 11)\n\t\tStop\n\t}\n}\n\nActor GGShortGreenTorchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 12)\n\t\tStop\n\t}\n}\n\nActor GGShortGreenColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 13)\n\t\tStop\n\t}\n}\n\nActor GGShortBlueTorchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 14)\n\t\tStop\n\t}\n}\n\nActor GGRedTorchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 15)\n\t\tStop\n\t}\n}\n\nActor GGHeadsOnAStickInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 16)\n\t\tStop\n\t}\n}\n\nActor GGHeadOnAStickInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 17)\n\t\tStop\n\t}\n}\n\nActor GGHeadCandlesInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 18)\n\t\tStop\n\t}\n}\n\nActor GGGreenTorchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 19)\n\t\tStop\n\t}\n}\n\nActor GGFloatingSkullInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 20)\n\t\tStop\n\t}\n}\n\nActor GGCandelabraInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 21)\n\t\tStop\n\t}\n}\n\nActor GGBlueTorchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 22)\n\t\tStop\n\t}\n}\n\nActor GGHeartColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 23)\n\t\tStop\n\t}\n}\n\nActor GGSkullColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 24)\n\t\tStop\n\t}\n}\n\nActor GGBloodyTwitchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 25)\n\t\tStop\n\t}\n}\n\nActor GGHangBNoBrainInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 26)\n\t\tStop\n\t}\n}\n\nActor GGHangNoGutsInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 27)\n\t\tStop\n\t}\n}\n\nActor GGHangTLookingDownInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 28)\n\t\tStop\n\t}\n}\n\nActor GGHangTLookingUpInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 29)\n\t\tStop\n\t}\n}\n\nActor GGHangTNoBrainInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 30)\n\t\tStop\n\t}\n}\n\nActor GGHangTSkullInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 31)\n\t\tStop\n\t}\n}\n\nActor GGLiveStickInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 32)\n\t\tStop\n\t}\n}\n\nActor GGDeadstickInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 33)\n\t\tStop\n\t}\n}\n\nActor GGEvilEyeInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 34)\n\t\tStop\n\t}\n}\n\nActor GGTechPillarInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 35)\n\t\tStop\n\t}\n}\n\nActor GGNonSolidMeat2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 36)\n\t\tStop\n\t}\n}\n\nActor GGNonSolidMeat3Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 37)\n\t\tStop\n\t}\n}\n\nActor GGNonSolidMeat4Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 38)\n\t\tStop\n\t}\n}\n\nActor GGNonSolidMeat5Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 39)\n\t\tStop\n\t}\n}\n\nActor GGNonsolidTwitchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 40)\n\t\tStop\n\t}\n}\n\nActor GGColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 41)\n\t\tStop\n\t}\n}\n\nActor GGMeat3Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 42)\n\t\tStop\n\t}\n}\n\nActor GGMeat4Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 43)\n\t\tStop\n\t}\n}\n\nActor GGMeat5Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 44)\n\t\tStop\n\t}\n}\n\nActor GGGreyColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 45)\n\t\tStop\n\t}\n}\n\nActor GGTallGreyColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 46)\n\t\tStop\n\t}\n}\n\nActor GGGreyHeartColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 47)\n\t\tStop\n\t}\n}\n\nActor GGTallGothicColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 48)\n\t\tStop\n\t}\n}\n\nActor GGRevenantHandInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 49)\n\t\tStop\n\t}\n}\n\nActor GGImpHeadInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 50)\n\t\tStop\n\t}\n}\n\nActor GGImpseInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 51)\n\t\tStop\n\t}\n}\n\nActor GGFloatingBobbingSkullInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 52)\n\t\tStop\n\t}\n}\n\nActor GGImpalingSpikeInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 53)\n\t\tStop\n\t}\n}\n\nActor GGImpalingSpike2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 54)\n\t\tStop\n\t}\n}\n\nActor GGImpalingSpike3Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 55)\n\t\tStop\n\t}\n}\n\nActor GGWhiteTorchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 56)\n\t\tStop\n\t}\n}\n\nActor GGShortWhiteTorchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 57)\n\t\tStop\n\t}\n}\n\nActor GGYellowTorchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 58)\n\t\tStop\n\t}\n}\n\nActor GGShortYellowTorchInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 59)\n\t\tStop\n\t}\n}\n\nActor GGRedEvilEyeInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 60)\n\t\tStop\n\t}\n}\n\nActor GGBlueEvilEyeInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 61)\n\t\tStop\n\t}\n}\n\nActor GGRedTechLampInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 62)\n\t\tStop\n\t}\n}\n\nActor GGRedTechLamp2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 63)\n\t\tStop\n\t}\n}\n\nActor GGRedColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 64)\n\t\tStop\n\t}\n}\n\nActor GGBlueColumnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 65)\n\t\tStop\n\t}\n}\n\nActor GGImpalingSpike4Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 66)\n\t\tStop\n\t}\n}\n\nActor GGImpalingSpike5Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 67)\n\t\tStop\n\t}\n}\n\nActor GGImpalingSpike6Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 68)\n\t\tStop\n\t}\n}\n\nActor GGImpalingSpike7Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 69)\n\t\tStop\n\t}\n}\n\nActor GGImpalingSpike8Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 70)\n\t\tStop\n\t}\n}\n\nActor GGImpalingSpike9Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 71)\n\t\tStop\n\t}\n}\n\nActor GGImpalingSpike10Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 72)\n\t\tStop\n\t}\n}\n\nActor GGImpalingSpike11Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 73)\n\t\tStop\n\t}\n}\n\nActor GGMarineHelmetGibsInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 74)\n\t\tStop\n\t}\n}\n\nActor GGDeadTreeInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 75)\n\t\tStop\n\t}\n}\n\nActor GGChairInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 76)\n\t\tStop\n\t}\n}\n\nActor GGTrashCanInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 77)\n\t\tStop\n\t}\n}\n\nActor GGFireHydrantInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 78)\n\t\tStop\n\t}\n}\n\nActor GGGreyLampInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 79)\n\t\tStop\n\t}\n}\n\nActor GGMeat2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 80)\n\t\tStop\n\t}\n}\n\nActor GGWinter1Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 81)\n\t\tStop\n\t}\n}\n\nActor GGWinter2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 82)\n\t\tStop\n\t}\n}\n\nActor GGWinterFInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 83)\n\t\tStop\n\t}\n}\n\nActor GGWinterGInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 84)\n\t\tStop\n\t}\n}\n\nActor GGFlowerPot1Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 85)\n\t\tStop\n\t}\n}\n\nActor GGFlowerPot2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 86)\n\t\tStop\n\t}\n}\n\nActor GGGuts1Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 87)\n\t\tStop\n\t}\n}\n\nActor GGGuts2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 88)\n\t\tStop\n\t}\n}\n\nActor GGGuts3Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 89)\n\t\tStop\n\t}\n}\n\nActor GGGuts4Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 90)\n\t\tStop\n\t}\n}\n\nActor GGStatue1Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 91)\n\t\tStop\n\t}\n}\n\nActor GGStatue2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 92)\n\t\tStop\n\t}\n}\n\nActor GGLamp1Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 93)\n\t\tStop\n\t}\n}\n\nActor GGLamp2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 94)\n\t\tStop\n\t}\n}\n\nActor GGCupInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 95)\n\t\tStop\n\t}\n}\n\nActor GGCandelabra1Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 96)\n\t\tStop\n\t}\n}\n\nActor GGCandles1Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 97)\n\t\tStop\n\t}\n}\n\nActor GGCeilingCandleInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 98)\n\t\tStop\n\t}\n}\n\nActor GGSkullCandleInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 99)\n\t\tStop\n\t}\n}\n\nActor GGOfficeLampInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 100)\n\t\tStop\n\t}\n}\n\nActor GGSamuraiDecorInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 101)\n\t\tStop\n\t}\n}\n\nActor GGBuddhaStatueInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 102)\n\t\tStop\n\t}\n}\n\nActor GGWoodenDecorInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 103)\n\t\tStop\n\t}\n}\n\nActor GGBrickLampInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 104)\n\t\tStop\n\t}\n}\n\nActor GGCeilingBowlFireInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 105)\n\t\tStop\n\t}\n}\n\nActor GGZCorpseUpsideDown2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 106)\n\t\tStop\n\t}\n}\n\nActor GGZCorpseUpsideDown4Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 107)\n\t\tStop\n\t}\n}\n\nActor GGHangedBloodySkeletonInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 108)\n\t\tStop\n\t}\n}\n\nActor GGZCorpseImpaled2Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 109)\n\t\tStop\n\t}\n}\n\nActor GGZCorpseImpaled4Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 110)\n\t\tStop\n\t}\n}\n\nActor GGZCorpseImpaled5Inventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 111)\n\t\tStop\n\t}\n}\n\nActor GGBonePileInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 112)\n\t\tStop\n\t}\n}\n\nActor GGRoTTBrazierInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 113)\n\t\tStop\n\t}\n}\n\nActor GGRoTTBasinInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 114)\n\t\tStop\n\t}\n}\n\nActor GGRoTTPlantInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 115)\n\t\tStop\n\t}\n}\n\nActor GGRoTTTreeInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 116)\n\t\tStop\n\t}\n}\n\nActor GGRoTTUrnInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 117)\n\t\tStop\n\t}\n}\n\nActor GGBarTableInventory : GGInventoryItem\n{\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(761, 0, 118)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NoItems.txt",
        "contents": "actor Nothing1 replaces Cell\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing2 replaces CellPack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing3 replaces Clip\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing4 replaces ClipBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing5 replaces Shell\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing6 replaces ShellBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing7 replaces RocketAmmo\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing8 replaces RocketBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing9 replaces BackPack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing10 replaces Shotgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing11 replaces SuperShotgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing12 replaces Chaingun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing13 replaces RocketLauncher\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing14 replaces PlasmaRifle\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing15 replaces BFG9000\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing16 replaces Chainsaw\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing17 replaces Stimpack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing18 replaces Medikit\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing19 replaces GreenArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing20 replaces BlueArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing21 replaces ArmorBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing22 replaces HealthBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing23 replaces Megasphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing24 replaces Soulsphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing25 replaces Berserk\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing26 replaces RadSuit\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing27 replaces Allmap\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing28 replaces Infrared\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing29 replaces MaxArmorBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing30 replaces MaxHealthBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing31 replaces RedArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing32 replaces RandomPowerup\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing33 replaces GrenadeLauncher\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing34 replaces Railgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing35 replaces Minigun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing36 replaces BFG10K\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing37 replaces BlurSphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing38 replaces DoomSphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing39 replaces GuardSphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing40 replaces InvisibilitySphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing41 replaces TimeFreezeSphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing42 replaces TurboSphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing43 replaces HasteRune\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing44 replaces HighJumpRune\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing45 replaces ReflectionRune\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing46 replaces ProsperityRune\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing47 replaces RegenerationRune\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing48 replaces ResistanceRune\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing49 replaces SpreadRune\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing50 replaces DrainRune\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing51 replaces RageRune\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing52 replaces StrengthRune\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing53 replaces InvulnerabilitySphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Barbarian.txt",
        "contents": "Actor Warrior : PlayerPawn\n{\n\tSpeed 1\n\tHealth 120\n\tMass 400\n\tPainChance 256\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Barbarian\"\n\tPlayer.SoundClass \"Barbarian\"\n\tPlayer.ForwardMove 0.85\n\tPlayer.SideMove 0.85\n\tPlayer.StartItem \"Sword\"\n\tPlayer.StartItem \"SwordAmmo\", 10\n\tPlayer.Startitem \"HammerAmmo\", 5\n\tPlayer.StartItem \"Hammer\"\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"BerserkBarb\", 1\n\tPlayer.StartItem \"ArrowSingle\", 35\n\tPlayer.StartItem \"IsBarbarian\", 1\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.StartItem \"ClassID\", 12\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"CreeperMelee\", 60.0\n\tDamageFactor \"IceFiendMeleeBackstab\", 60.0\n\tDamageFactor \"DefilerPoisonGas\", 0.5\n\tDamageFactor \"SentryShoot\", 0.0\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\t+NOTARGET\n\tStates\n\t{\n\tSpawn:\n\t\tKNIG A 1\n\t\tKNIG A 28\n\t\tKNIG A 0 A_JumpIf(momz > 0, \"Spawn\")\n\t\tKNIG A 0 A_JumpIfInventory (\"SwordAmmo\", 10, \"Spawn\")\n\t\tKNIG A 0 ACS_ExecuteAlways (706, 0) // Green flash\n\t\tKNIG A 0 A_GiveInventory (\"SwordAmmo\", 2)\n\t\tLoop\n\tSee:\n\t\tKNIG AB 5\n\t\tKNIG A 0 A_JumpIf(z - floorz > 0, 2)\n\t\tKNIG A 0 A_PlaySound(\"BarbarianWalk\", CHAN_FEET)\n\t\tKNIG CD 5\n\t\tKNIG D 0 A_JumpIf(z - floorz > 0, \"See\")\n\t\tKNIG D 0 A_PlaySound(\"BarbarianWalk\", CHAN_FEET)\n\t\tLoop\n\tPain:\n\t\tKNIG G 4 A_Pain\n\t\tGoto See\n\tPain.ChokeAttack:\n\t\tKNIG G 1\n\t\tKNIG G 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tKNIG G 0 A_GiveToTarget(\"VomitPoints\", 4)\n\t\tKNIG G 8 A_Pain\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tKNIG G 0 HealThing(1)\n\t\tKNIG G 0 A_JumpIfInventory(\"NoCreeperFreeze\", 1, 3)\n\t\tKNIG G 0 A_Pain\n\t\tKNIG G 18 ACS_ExecuteAlways(986,0)\n\t\tKNIG G 0\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tKNIG G 1\n\t\tKNIG G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tKNIG G 8 A_Pain\n\t\tGoto Spawn\n\tPain.DefilerPoisonGas:\n\t\tKNIG G 1 ACS_ExecuteAlways(701, 0)\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail:\n\t\tKNIG A 0 ACS_ExecuteAlways(731, 0)\n\t\tKNIG A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tKNIG A 0 ACS_ExecuteAlways(730, 0)\n\t\tKNIG A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tMissile:\n\t\tKNIG F 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tKNIG FE 8\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tKNIG A 0 A_GiveToTarget(\"KilledBarbarian\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tKNIG I 6 A_PlaySound(\"BarbarianDeath\")\n\t\tKNIG JK 6\n\t\tKNIG L 6 A_NoBlocking\n\t\tKNIG M 6\n\t\tKNIG N -1\n\t\tStop\n\tGibDeath:\n\t\tKNIG A 0 A_GiveToTarget(\"JitterskullPoints\", 2)\n\t\tKNIG G 0 A_GiveToTarget(\"VomitPoints\", 20)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledBarbarian\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tKNIG A 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tKNIG A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tKNIG A 0 A_NoBlocking\n\t\tKNIG A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tKNIG A 0\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tNoBerserkUse:\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n\t\tGoto DeathAnim\n\tNoBerserkUseGib:\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n\t\tGoto GibDeath\n\tDeath.CreeperHealBall:\n\t\tKNIG G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n        Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tKNIG A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tKNIG A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tKNIG A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tKNIG A 0 ACS_ExecuteAlways(997,0,1)\n\t\tKNIG A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 2)\n\t\tKNIG A 0 A_Jump(256, 2)\n\t\tKNIG A 0 A_GiveToTarget(\"CreeperKillBerserkBarb\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n\t\tGoto DeathAnim\n    Death.SjasScream:\n        KNIG A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n        KNIG A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n        Goto DeathAnim\n    Death.JitterMelee:\n        KNIG A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n        KNIG A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUseGib\")\n        Goto GibDeath\n    Death.CreepStun:\n        KNIG A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n        Goto DeathAnim\n    Death.ChokeVomit:\n        KNIG A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n        Goto DeathAnim\n    Death.ChokeAttack:\n        KNIG A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUseGib\")\n        Goto GibDeath\n    Death.ChokeBloodBall:\n        KNIG A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n        Goto DeathAnim\n    Death.FrostbiteMelee:\n        KNIG A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUseGib\")\n        Goto GibDeath\n    Death.FrostbiteIceBreath:\n\t\tKNIG A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tKNIG H 0 A_PlayerScream\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, 2)\n\t\tKNIG A 0 A_Jump(256, 2)\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n\t\tKNIG H 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledBarbarian\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tKNIG H 0 A_SpawnItemEx(\"BarbarianIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tKNIG H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n    Death.DefilerAcidBall:\n\t\tKNIG H 1 A_NoBlocking\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, 2)\n\t\tKNIG A 0 A_Jump(256, 2)\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n        KNIG A 0 A_GiveToTarget(\"DefilerAcidBallKill\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledBarbarian\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tKNIG A 0 A_SpawnItemEx(\"BarbarianDefilerAcidDeath\", 0, 0, 0, 0, 0, 0)\n\t\tKNIG H 1 A_PlayerScream\n\t\tKNIG H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n        Goto DeathAnim\n    Death.DefilerCloudBall:\n        KNIG A 0 A_GiveToTarget(\"DefilerCloudBallKill\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n        Goto DeathAnim\n    Death.DefilerPoisonGas:\n        KNIG A 0 A_GiveToTarget(\"DefilerPoisonGasKill\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n        Goto DeathAnim\n    Death.DefilerPoisonDroplet:\n        KNIG A 0 A_GiveToTarget(\"DefilerPoisonDropletKill\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n        Goto DeathAnim\n    Death.IcefiendIcePath:\n\t\tPLAY A 0 A_NoBlocking\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, 2)\n\t\tKNIG A 0 A_Jump(256, 2)\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n\t\tPLAY A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        PLAY A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tPLAY A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tPLAY A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledBarbarian\", 1)\n\t\tPLAY A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPLAY A 0 A_SpawnItemEx(\"BarbarianIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tPLAY A 0 A_PlayerScream\n\t\tPLAY H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n    Death.IceFiendMeleeBackstab:\n\t\tKNIG A 0 A_PlaySound(\"IcefiendBackstab\", CHAN_VOICE)\n\t\tKNIG A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tKNIG A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tKNIG A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tGoto Death.IceFiendMelee\n    Death.IceFiendMelee:\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, 2)\n\t\tKNIG A 0 A_Jump(256, 2)\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        KNIG A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tKNIG A 0 A_SpawnItemEx(\"BarbarianSlicedOffTop\", 0, 0, 32, random(-2,2), random(-2,2), random(0,3))\n\t\tKNIG A 0 A_SpawnItemEx(\"BarbarianSlicedOffBottom\", 0, 0, 0, 0, 0, 0)\n\t\tKNIG H 1 A_NoBlocking\n\t\tNULL A 1\n\t\tNULL A -1\n\t\tStop\n    // Human reflection deaths\n    Death.MarineGrenade:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterProton:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerNail:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerBuzzSawAir:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerBuzzSawGround:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerSteamRain:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyAir:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSword:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSwordWeak:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor Sword : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoType \"SwordAmmo\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+WEAPON.MELEEWEAPON\n\t+INVENTORY.UNDROPPABLE\n\t+DONTBOB\n\tDecal \"BulletChip\"\n\tInventory.Icon \"BARBS\"\n\tStates\n\t{\n\tSelect:\n\t\tKNSD A 0 ACS_ExecuteAlways(700, 0, WM_BARBARIAN_SWORD)\n\t\tKNSD ABC 1 bright A_Raise\n\t\tGoto Select+1\n\tReady:\n\t\tKNSD ABC 3 bright A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tKNSD ABC 1 bright A_Lower\n\t\tLoop\n\tFire:\n\t\tKNSD D 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkNormalShot\")\n\t\tKNSD D 1 A_JumpIfInventory(\"SwordAmmo\", 1, \"NormalShot\")\n\t\tGoto Weakshot\n\tAltFire:\n\t\tGoto WeakShot\n\tNormalShot:\n\t\tKNSD D 0 A_TakeInventory(\"SwordAmmo\", 1)\n\t\tKNSD D 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSD DEF 3 bright\n\t\tKNSD GH 3 bright A_FireCustomMissile(\"SwordShot\")\n\t\tKNSD I 3 bright A_FireCustomMissile(\"SwordShot\")\n\t\tTNT1 A 20\n\t\tGoto Ready\n\tBerserkNormalShot:\n\t\tKNSD D 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSD DEF 2 bright\n\t\tKNSD GH 2 bright A_FireCustomMissile(\"BerserkSwordShot\")\n\t\tKNSD I 2 bright A_FireCustomMissile(\"BerserkSwordShot\")\n\t\tTNT1 A 17\n\t\tGoto Ready\n\tWeakShot:\n\t\tKNSD D 0\n\t\tKNSD D 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSD DEF 3 bright\n\t\tKNSD G 3 bright A_FireCustomMissile(\"SwordShotWeak\")\n\t\tKNSD HI 3 bright\n\t\tTNT1 A 15\n\t\tGoto Ready\n\t}\n}\n\nActor SwordAmmo : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tAmmo.BackpackAmount 10\n\tAmmo.BackpackMaxAmount 10\n\tInventory.Icon \"ARROWUP\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n\n}\n\nActor SwordShot\n{\n\tSpeed 60\n\tRadius 5\n\tHeight 5\n\tAlpha 0.95\n\tDamage (random(22,30))\n\tDamageType \"BarbarianSword\"\n\tSeeSound \"SwordFireS\"\n\tDecal \"Scorch\"\n\tObituary \"%o was blown away by %k's sword magic.\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tSWDF ABC 3 bright\n\t\tLoop\n\tDeath:\n\t\tSWDF D 1 A_PlaySound(\"BarbSwordDeath\")\n\t\tSWDF D 2 bright\n\t\tSWDF EFGHIJKLM 3 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor BerserkSwordShot : SwordShot\n{\n\tDamageType \"BarbarianBerserkSword\"\n}\n\nActor SwordShotWeak : SwordShot\n{\n\tSpeed 60\n\tRadius 5\n\tHeight 5\n\tAlpha 0.95\n\tDamage (random(15,22))\n\tScale 0.75\n\tDamageType \"BarbarianSwordWeak\"\n\tSeeSound \"SwordFireS\"\n\tDecal \"Scorch\"\n\tObituary \"%o was sliced by %k's sword in weeny mode.\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tSWDF ABC 3 bright\n\t\tLoop\n\tDeath:\n\t\tSWDF D 1 A_PlaySound(\"BarbSwordDeath\")\n\t\tSWDF D 2 bright\n\t\tSWDF EFGHIJKLM 3 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor Hammer : Weapon\n{\n\tWeapon.SlotNumber 2\n\tWeapon.SelectionOrder 2\n\tWeapon.AmmoType \"HammerAmmo\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+DONTBOB\n\tDecal \"BulletChip\"\n\tInventory.Icon \"BARBH\"\n\tStates\n\t{\n\tSelect:\n\t\tKNHM A 0 ACS_ExecuteAlways(700, 0, WM_BARBARIAN_HAMMER)\n\t\tKNHM A 1 A_Raise\n\t\tGoto Select+1\n\tReady:\n\t\tKNHM A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tKNHM A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tKNSD D 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkHammer\")\n\t\tKNSD D 1 A_JumpIfInventory (\"HammerAmmo\", 1, 1)\n\t\tGoto AltFire\n\t\tKNHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSM B 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 2)\n\t\tKNHM B 0 A_TakeInventory (\"HammerAmmo\", 1)\n\t\tKNHM BCD 4\n\t\tKNHM E 0 A_FireCustomMissile(\"HammerShot\",0,0,0,-20)\n\t\tKNHM E 0 A_PlaySound(\"HammerThunder\")\n\t\tKNHM E 15 A_PlayWeaponSound(\"HammerHit\")\n\t\tKNHM A 15\n\t\tGoto Ready\n\tBerserkHammer:\n\t\tKNHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNHM BCD 4\n\t\tKNHM E 0 A_FireCustomMissile(\"BerserkHammerShot\",0,0,0,-20)\n\t\tKNHM E 0 A_PlaySound(\"HammerThunder\")\n\t\tKNHM E 15 A_PlayWeaponSound(\"HammerHit\")\n\t\tKNHM A 15\n\t\tGoto Ready\n\tAltFire:\n\t\tKNHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNHM BCD 4\n\t\tKNHM E 0 A_PlayWeaponSound(\"HammerHit\")\n\t\tKNHM E 0 A_PlaySound(\"HammerLightning\")\n\t\tKNHM E 10 A_FireCustomMissile(\"HammerAttack\")\n\t\tKNHM A 20\n\t\tGoto Ready\n\t}\n}\n\nActor HammerAmmo : Ammo\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n\tAmmo.BackpackAmount 5\n\tAmmo.BackpackMaxAmount 5\n\tInventory.Icon \"HAMMER1\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor HammerAttack\n{\n\tSpeed 40\n\tHeight 4\n\tRadius 2\n\tdamage (5000)\n\tDamageType \"BarbarianHammerMelee\"\n\tObituary \"%o felt the wrath of %k's hammer.\"\n\tDecal \"BulletChip\"\n\t+NOEXTREMEDEATH\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_PlaySoundEx(\"Puff/Ric\",\"Body\")\n\t\tTNT1 A 0 A_SpawnItem(\"BulletPuff\")\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor HammerShot\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tRenderStyle Add\n\tObituary \"%o Was pummeled by %k's hammer.\"\n\tDamageType \"BarbarianHammer\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_Explode(160, 160, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, -135, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, -90, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, -45, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0 ,0, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 45, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 90, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 135, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\n// Fix me later\nActor BerserkHammerShot : HammerShot\n{\n\tDamageType \"BarbarianBerserkHammer\"\n}\n\nActor HammerSpawn : SwordShot\n{\n\tSpeed 18\n\tTranslation \"ice\"\n\tDecal \"Scorch\"\n\tDamage (0)\n\tRenderStyle Add\n\tPROJECTILE\n\t+FORCERADIUSDMG\n\t+FLOORHUGGER\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tSWDF ABC 3 bright A_SpawnItemEx(\"HShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tGoto Death\n\tDeath:\n\t\tSWDF D 0 A_Stop\n\t\tSWDF DEFGHIJKLM 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor BerserkHammerSpawn : HammerSpawn\n{\n\tDamageType \"BarbarianBerserkHammer\"\n}\n\nActor HShotTrail\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tRenderStyle Translucent\n\tAlpha 0.7\n\tScale 0.8\n\tSpeed 0\n\tTranslation \"168:191=192:207\"\n\tDamage (0)\n\tDamageType \"BarbarianHammer\"\n\tObituary \"%o was blown away by %k's hammer.\"\n\tStates\n\t{\n\tSpawn:\n\t\tAXPF A 0\n\t\tAXPF ABCDCD 2 bright\n\t\tStop\n\t}\n}\n\nActor BerserkHShotTrail : HShotTrail\n{\n\tDamageType \"BarbarianBerserkHammer\"\n}\n\nActor BerserkBarb : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"B_BSK_IC\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(705, 0) // This activates the Berserk\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_BARBARIAN_BERSERK)\n\t\tTNT1 A 1 A_PlaySoundEx (\"BarbarianWarCryR\", \"Voice\")\n\t\tStop\n\t}\n}\n\nActor NoCreeperFreeze : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n}\n\nActor BerserkArmor : BasicArmorPickup\n{\n\tArmor.SavePercent 100.0\n\tArmor.SaveAmount 16000\n}\n\nActor BerserkSparkle\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 1.0\n\tScale 0.4\n\tTranslation \"112:127=32:47\"\n\tStates\n\t{\n\tSpawn:\n\t\tSKFX A 0 Bright\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor BarbOnSword : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n}\n\nActor BarbOnHammer : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n}\n\nActor BarbLightningSpawner\n{\n\tPROJECTILE\n\t+SKYEXPLODE\n\t+NOGRAVITY\n\t+CEILINGHUGGER\n\t+RIPPER\n\t-SOLID\n\tRadius 1\n\tHeight 1\n\tSpeed 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 AAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BarbLightningFall\", 0, 0, 0, 0, 0, -50)\n\t\tStop\n\t}\n}\n\nActor BarbLightningFall\n{\n\tdamage (0)\n\tradius 8\n\theight 8\n\trenderstyle add\n\ttranslation \"192:207=229:231\"\n\talpha 0.8\n\tPROJECTILE\n\t+RANDOMIZE\n\tStates\n\t{\n\tSpawn:\n\t\tZAP6 MNO 2 Bright\n\t\tLoop\n\tDeath:\n\t\tFX16 A 0 A_PlaySound(\"weapons/lighthit\")\n\t\tFX16 GHIJK 2\n\t\tStop\n\t}\n}\n\nActor BarbBerserkEnd\n{\n\tHeight 1\n\tRadius 1\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_PlaySound(\"BarbBerserkEnd\")\n\t\tStop\n\t}\n}\n\nActor IsBarbarian : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor BerserkModeOn : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Choke.txt",
        "contents": "Actor Choke : PlayerPawn\n{\n\tHealth 150\n\tMass 500\n\tScale 0.8\n\tlimitedtoteam 1\n\tplayer.forwardmove 1.38\n\tplayer.sidemove 1.0\n\tPlayer.Maxhealth 150\n\tPlayer.DisplayName \"Choke\"\n\tplayer.startitem \"Choketeeth\"\n\tPlayer.StartItem \"ChokeVomitSwitcher\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 9\n\tPlayer.StartItem \"GhoulTeam\", 1\n\tplayer.crouchsprite \"CHOK\"\n\tplayer.scoreicon \"CHOKEST\"\n\tplayer.soundclass \"choke\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"CyborgPlasma\", 0.75\n\tDamageFactor \"DefilerPoisonGas\", 0.0\n\tDamageFactor \"CyborgPulse\", 0.8\n\tDamageFactor \"GhostbusterIceFall\", 0.5\n\tDamageFactor \"BarbarianHammer\", 0.9\n\tDamageFactor \"GhostbusterIceFall\", 0.5\n\t+NOSKIN\n\t+NOICEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tCHOK A 1\n\t\tLoop\n\tSee:\n\t\tCHOK ABAC 1\n\t\tLoop\n\tMissile:\n\t\tCHOK E 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tCHOK E 0 A_SetTranslucent(1.0, 0)\n\t\tCHOK E 0 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK E 0 A_JumpIfInventory(\"Clip\",1,\"Spit\")\n\t\tCHOK EF 4 A_JumpIfInventory(\"Clip\",1,\"Spit\")\n\t\tCHOK A 8\n\t\tGoto Spawn+1\n\tPain:\n\t\tCHOK A 0\n\t\tGoto Spawn\n\tPain.HunterSuperIceArrowTrail:\n\t\tCHOK A 0 ACS_ExecuteAlways(731, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tCHOK A 0 ACS_ExecuteAlways(730, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tSpit:\n\t\tCHOK E 0 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK E 5 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK F 32 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK G 33 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK E 10 A_TakeInventory(\"Clip\",99)\n\t\tGoto Spawn+1\n\tVomit:\n\t\tCHOK F 10 A_TakeInventory(\"Clip\",99)\n\t\tCHOK E 23 A_TakeInventory(\"Clip\",99)\n\t\tCHOK E 10 A_TakeInventory(\"Clip\",99)\n\t\tGoto Spawn+1\n\tDeath:\n\tDeathAnim:\n\t\tCHOK A 0 A_GiveToTarget(\"KilledChoke\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tCHOK A 0 ACS_ExecuteAlways(724, 0)\n\t\tCHOK A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tCHOK E 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tCHOK E 0 A_PlaySoundEx(\"chokedeath\", \"Body\")\n\t\tCHOK HI 11\n\t\tCHOK E 0\n\t\tCHOK JK 11\n\t\tCHOK E 0\n\t\tCHOK Z -1\n\t\tStop\n    Death.MarineShotgun:\n        CHOK A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n        Goto DeathAnim\n    Death.MarinePistol:\n        CHOK A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n        Goto DeathAnim\n    Death.MarineMachineGun:\n        CHOK A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n        Goto DeathAnim\n    Death.MarineGrenade:\n        CHOK A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n        CHOK A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n        Goto DeathAnim\n    Death.MarineSuicideGrenade:\n        CHOK A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n        CHOK A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningRail:\n        CHOK A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n        CHOK A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.HunterFireMagic:\n        CHOK A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularMagic:\n        CHOK A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterIceSpike:\n        CHOK A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningMagic:\n        CHOK A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperLightningRail:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        CHOK A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        CHOK A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgPulse:\n        CHOK A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n        Goto DeathAnim\n    Death.GhostbusterProton:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterTrap:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tCHOK A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.EngineerNail:\n        CHOK A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n        Goto DeathAnim\n\tDeath.EngineerGravityGunRail:\n\t\tCHOK A 0 A_GiveToTarget(\"EngineerGravityGunRailKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.SentryBullet:\n\t\tCHOK A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.GravityObject:\n\t\tCHOK A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tGoto DeathAnim\n    Death.EngineerBuzzSawAir:\n        CHOK A 0 A_GiveToTarget(\"EngineerBuzzSawAirKill\", 1)\n        Goto DeathAnim\n    Death.EngineerBuzzSawGround:\n        CHOK A 0 A_GiveToTarget(\"EngineerBuzzSawGroundKill\", 1)\n        Goto DeathAnim\n    Death.EngineerSteamRain:\n        CHOK A 0 A_GiveToTarget(\"EngineerSteamRainKill\", 1)\n        Goto DeathAnim\n    Death.SantaHollyAir:\n        CHOK A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        CHOK A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        CHOK A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        CHOK A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        CHOK A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n        Goto DeathAnim\n    Death.BarbarianSword:\n        CHOK A 0 A_GiveToTarget(\"BarbarianSwordKill\", 1)\n        Goto DeathAnim\n    Death.BarbarianSwordWeak:\n        CHOK A 0 A_GiveToTarget(\"BarbarianSwordWeakKill\", 1)\n        Goto DeathAnim\n    Death.BarbarianHammerMelee:\n        CHOK A 0 A_GiveToTarget(\"BarbarianHammerMeleeKill\", 1)\n        Goto DeathAnim\n    Death.BarbarianHammer:\n        CHOK A 0 A_GiveToTarget(\"BarbarianHammerKill\", 1)\n        CHOK A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n        Goto DeathAnim\n\tDeath.BarbarianBerserkSword:\n\t\tCHOK A 0 A_GiveToTarget(\"BarbarianBerserkSwordKill\", 1)\n        Goto DeathAnim\n\tDeath.BarbarianBerserkHammer:\n\t\tCHOK A 0 A_GiveToTarget(\"BarbarianBerserkHammerMulti\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n\t\tGoto DeathAnim\n    Death.WarlockFireball:\n        CHOK A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        CHOK A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        CHOK A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        CHOK A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        CHOK A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor Choketeeth : Weapon\n{\n\tWeapon.SlotNumber 1\n\tinventory.icon \"CHOKEATT\"\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n   Obituary \"%o was munched by %k\"\n   +WEAPON.MELEEWEAPON\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +INVENTORY.UNDROPPABLE\n   States\n   {\n   Spawn:\n      BPAK A 400\n      Stop\n   Ready:\n      CHOK L 1 A_WeaponReady\n      Loop\n   Deselect:\n\t  CHOK L 1 A_Lower\n      Loop\n   Select:\n      CHOK L 1 A_Raise\n      Goto Select\n   Fire:\n     CHOK L 0 A_JumpIfInventory(\"ChokeCancelCheck\",1,\"Cancel\")\n\t CHOK L 0 A_Playweaponsound(\"chokeattack\")\n\t CHOK L 1 A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-10, 55) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-20, 75) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-30, 95) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-40, 115) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-50, 135) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-40, 115) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-30, 95) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-20, 75) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-10, 55) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 5 offset (0, 32)\n\t goto Ready\n  Altfire:\n\t CHOK L 0 A_JumpIfInventory(\"VomitModeOn\", 1, \"VomitMode\")\n     CHOK L 0 A_JumpIfInventory(\"ChokeBallCooldown\", 1, \"Ready\")\n     CHOK L 0 A_JumpIfInventory(\"ChokeCancelCheck\", 1, \"Cancel\")\n\t CHOK L 0 A_GiveInventory(\"DoingChokeBall\", 1)\n     CHOK L 0 A_GiveInventory(\"Clip\",1)\n\t CHOK L 0 ACS_ExecuteAlways(983,0)//SetPlayerProperty(0, 1, 0)\n\t CHOK L 0 A_PlayWeaponSound(\"chokeswallow\")\n\t CHOK L 2 offset (0, 35)\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 2 offset (0, 25)\n\t CHOK L 2 offset (0, 20)\n\t CHOK L 2 offset (0, 15)\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 25 offset (0, 5) A_GiveInventory(\"ChokeCancelCheck\",1)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 5)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 0 A_GiveInventory(\"ChokeBallCooldown\", 1)\n\t CHOK L 0 offset (0, 5) A_FireCustomMissile(\"Chokeball\", 0, 0 ,0)\n\t CHOK L 1 offset (0, 55) A_PlayWeaponSound(\"chokespit\")\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 95)\n\t CHOK L 1 offset (0, 115)\n\t CHOK L 1 offset (0, 135)\n\t CHOK L 1 offset (0, 115)\n\t CHOK L 1 offset (0, 95)\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 55)\n\t CHOK L 10 offset (0, 32) A_TakeInventory(\"ChokeCancelCheck\",999)\n\t CHOK L 15 offset (0, 32) ACS_ExecuteAlways(982,0)//SetPlayerProperty(0, 0, 0)\n\t CHOK L 0 A_TakeInventory(\"DoingChokeBall\", 1)\n\t Goto Ready\n  Cancel:\n\t CHOK L 0 A_GiveInventory(\"Clip\",1)\n\t CHOK L 0 A_TakeInventory(\"ChokeCancelCheck\",999)\n\t CHOK L 0 A_PlayWeaponSound(\"chokevomit\")\n\t CHOK L 0 offset (0, 55) A_FireCustomMissile(\"VomitFake\",0,0,0,0)\n\t CHOK L 1 offset (0, 55)\n\t CHOK L 1 offset (0, 60)\n\t CHOK L 1 offset (0, 65)\n\t CHOK L 0 ACS_ExecuteAlways(982,0)\n\t CHOK L 1 offset (0, 70)\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 80)\n\t CHOK L 1 offset (0, 85)\n\t CHOK L 1 offset (0, 90)\n\t CHOK LLLLLLLLLLLLLLLLLLLLLLLLL 1 offset (0, 95) A_FireCustomMissile(\"ChokeVomit\",random(-20,20),0,0,3)\n\t CHOK L 10 offset (0, 95)\n\t CHOK L 2 offset (0, 90)\n\t CHOK L 2 offset (0, 85)\n\t CHOK L 2 offset (0, 80)\n\t CHOK L 2 offset (0, 75)\n\t CHOK L 2 offset (0, 70)\n\t CHOK L 2 offset (0, 65)\n\t CHOK L 2 offset (0, 60)\n\t CHOK L 2 offset (0, 55)\n\t CHOK L 2 offset (0, 32)\n\t CHOK L 0 A_TakeInventory(\"DoingChokeBall\", 1)\n\t Goto Ready\n  VomitMode:\n\t CHOK L 1 A_JumpIfInventory(\"VomitPoints\", 100, 2)\n\t CHOK L 1 A_JumpIfInventory(\"VomitPoints\", 1, 4)\n\t CHOK L 1 A_Jump(256, 2)\n\t CHOK L 1 HealThing(25)\n\t CHOK L 1 A_JumpIfInventory(\"VomitPoints\", 1, 1)\n\t Goto NoPoints\n\t CHOK L 0 A_PlaySound(\"chokevomit\", 1)\n\t CHOK LLL 1 offset (0, 95) A_FireCustomMissile(\"ChokeVomitNew\", random(-30,30), 0, 0, 3)\n\t CHOK L 0 A_TakeInventory(\"VomitPoints\", 1)\n\t CHOK L 0 A_JumpIfInventory(\"VomitPoints\", 1, 1)\n\t Goto Ready\n\t CHOK L 0 A_JumpIf(ACS_ExecuteWithResult(757) == 1, 1)\n\t Goto VomitMode+6\n\t CHOK L 0 A_PlaySound(\"chokevomit\", 1)\n\t Goto VomitMode+6\n  NoPoints:\n\t CHOK L 5 A_Print(\"You can't vomit anything with no vomit points\")\n\t Goto Ready\n   }\n}\n\nActor ChokeVomit\n{\n\tSpeed 1\n\theight 2\n\tdamage (3)\n\tradius 2\n\tscale 0.2\n\trenderstyle translucent\n\talpha 0.8\n\tDamageType \"ChokeVomit\"\n\tObituary \"%o was vomited on by %k.\"\n\tPROJECTILE\n\t+RIPPER\n\t-NOGRAVITY\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\tVFX6 A 0\n\tVFX6 A 5 A_Recoil(random(-12,-22))\n\tVFX6 ABCDE 5\n\tstop\n\t}\n}\n\nActor ChokeVomitNew : ChokeVomit\n{\n\tSpeed 12\n}\n\nActor VomitFake\n{\n\tPROJECTILE\n\t-SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ChokeCancelCheck : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n}\n\nActor ChokeAttack\n{\n\t+NOGRAVITY\n\t+THRUGHOST\n\t+FORCERADIUSDMG\n\t+NOTELEPORT\n\tSpeed 25\n\tRadius 2\n\tHeight 2\n\tObituary \"%o was munched by %k\"\n\tdamagetype \"ChokeAttack\"\n\tdamage 0\n\t+RIPPER\n\t+DONTREFLECT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Recoil(-25)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_Explode(9, 52, 0)\n\t\tStop\n\t}\n}\n\nActor ChokeBallCooldown : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tpowerup.duration 100\n}\n\nactor Chokeball\n{\n\tPROJECTILE\n\tSpeed 50\n\t-NOGRAVITY\n\tScale 0.8\n\t+LOWGRAVITY\n\t+NOTELEPORT\n\tdecal \"BloodSplat\"\n\tdamagetype \"ChokeBloodBall\"\n\tObituary \"%o was stained by %k's blood ball.\"\n\tDamage 3\n\tHeight 5\n\tRadius 6\n\treactiontime 8\n\tStates\n\t{\n\tSpawn:\n\t\tBLBA AAAA 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA BBBB 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA CCCC 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA DDDD 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tVFX6 A 0 A_JumpIfInventory(\"ChokeDist\",11,\"Far\")\n\t\tVFX6 A 0 A_Stop\n\t\tVFX6 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tVFX6 A 0 A_Explode(125, 88, 0)\n\t\tNULL A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tNULL A 0 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tVFX6 A 3 A_FadeOut(0.08)\n\t\tVFX6 A 0 A_TakeFromTarget(\"ChokeDist\",999)\n\t\tVFX6 BCDE 3 A_FadeOut(0.08)\n\t\tStop\n\tFar:\n\t\tVFX6 A 0 A_GiveToTarget(\"ChokeDist\",1)\n\t\tGoto Death+1\n\t}\n}\n\nActor VomitPoints : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 100\n}\n\nActor VomitModeOn : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor DoingChokeBall : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor ChokeVomitSwitcher : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"CRESA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(742, 0)\n\t\tFail\n\t}\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.