Raw model (for completeness)
{
"meta": {
"id": "0bb48fdb-c49a-486d-a58a-05c9f7cffa02",
"sha1": "7d84fefe263ba9818f299083e74be78ba9f209d8",
"sha256": "6202425fedb960d6d32b58580ef1a5c992af89573dde0128730965ee6f854f64",
"filenames": [
"hideandseekv1c.pk3",
"HideAndSeekV1C.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [
"DOOM2"
],
"filename": null,
"added": "2013-04-19 01:53:53",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": {
"HNS04": "HNS04.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2013-04-19 01:53:53",
"file": {
"type": "PK3",
"size": 3347277,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/7d84fefe263ba9818f299083e74be78ba9f209d8/7d84fefe263ba9818f299083e74be78ba9f209d8.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"HNS04"
],
"counts": {
"endoom": 0,
"graphics": 3,
"lumps": 981,
"maps": 1,
"palettes": 15
},
"engines_guess": [
"ZDOOM"
],
"iwads_guess": [
"DOOM2"
]
},
"text_files": [
{
"source": "pk3",
"name": "Chatfiles/blazer.txt",
"contents": "[IntroStrings]\n\"Hah, you'll never catch me!\"\n\"Going for the checkered flag!\"\n\"Let the race begin!\"\n\"Hey there. You ready to lose?\"\n\"You can't stop me!\"\n\"I welcome you to try and stop me.\"\n\n[RareRoamingStrings]\n\"I shouldn't have taken those 'roids...\"\n\"Delicious gibs.\"\n\"I need my doctor. These drugs aren't makin' me go fast enough!\"\n\"Vanisher is a pussy.\"\n\n[FragStrings]\n\"Holy damn! I killed someone without even trying!\"\n\"Haha, loser!\"\n\n[KilledStrings]\n\"You caught me...? No one ever catches The Blazer!!!!!\"\n\"Oh god damnit.\"\n\"Guess that wasn't a good spot to hide.\"\n\"I should run instead of hide, next time.\"\n\n[RoamingStrings]\n\"I want to be like The Flash someday.\"\n\"Zoom!\"\n\"Go speed racer go!\"\n\"Should I slow down?\"\n\"I've got a need for speed!\"\n\n[EnragedStrings]\n\"STOP FUCKING FOLLOWING ME!\"\n\n[DemoralizedStrings]\n\"Can't you just leave an old racer alone?\"\n\"I'll win next time!\"\n\"I blame all of this on Teleporter...\"\n\n[WinStrings]\n\"We ran circles around 'em, boys!\"\n\"#1\"\n\"Haha, need a pitstop to catch your breath?\"\n\n[LoseStrings]\n\"Guess I'll have to open up my Turbosphere...\"\n\"Damn.\"\n\"I had a good run.\""
},
{
"source": "pk3",
"name": "Chatfiles/vanisher.txt",
"contents": "[IntroStrings]\n\"...\"\n\"Well then, let's begin.\"\n\"Heh.\"\n\n[RareRoamingStrings]\n\"Do I hear footsteps...?\"\n\"I shouldn't stay here...\"\n\"Ever tried using Scouter's radar?\"\n\n[FragStrings]\n\"Heh.\"\n\"You aren't very bright, hrm?\"\n\"Keep your eyes open, next time.\"\n\n[KilledStrings]\n\"Oh.\"\n\"...\"\n\"That's disappointing...\"\n\"You saw me?\"\n\"Must have been a fluke.\"\n\n[RoamingStrings]\n\"...\"\n\"Where's a good hiding spot...\"\n\"Here?\"\n\"Damn Scouter...\"\n\n[EnragedStrings]\n\"Hmm...\"\n\"Ah, fuck off.\"\n\n[DemoralizedStrings]\n\"*Sigh*\"\n\"I'm losing to a blind fellow.\"\n\n[WinStrings]\n\"Keep your eyes peeled, or this will happen again.\"\n\"Oh, you didn't see me?\"\n\"Heh.\"\n\n[LoseStrings]\n\"Blazer should stop giving away my position.\"\n\"I don't like it when people see me.\"\n\"Well, I guess I wasn't transparent enough.\""
},
{
"source": "pk3",
"name": "Chatfiles/teleporter.txt",
"contents": "[IntroStrings]\n\"Good luck!\"\n\"Let's see if you can keep up!\"\n\n[RareRoamingStrings]\n\"Beam me up, Scotty.\"\n\"You know, when you teleport, it gets really cold for a split second.\"\n\"Terminator scares me shitless. Something about robots, man...\"\n\n[FragStrings]\n\"Wow.\"\n\n[KilledStrings]\n\"I wish this gun didn't have a delay.\"\n\"Fuck 3 shots...I need more.\"\n\"Now why didn't that teleport charge deploy?\"\n\n[RoamingStrings]\n\"I see you.\"\n\"I wonder if I can make it to the top of those cliffs...\"\n\"Rocketeer has it easy, you know.\"\n\n[EnragedStrings]\n\"Oof! Leave me alone!\"\n\n[DemoralizedStrings]\n\"Aww. Come on.\"\n\n[WinStrings]\n\"Try to anticipate where I'm going to teleport next.\"\n\"I'm the best.\"\n\"Woo!\"\n\":)\"\n\n[LoseStrings]\n\"Oh, that wasn't good.\"\n\"Jesus, guys. You suck.\"\n\"I blame my team.\""
},
{
"source": "pk3",
"name": "Chatfiles/rocketeer.txt",
"contents": "[IntroStrings]\n\"Can you keep up?\"\n\"Let's do this!\"\n\"Bring it on.\"\n\n[RareRoamingStrings]\n\"Teleporter is a cocky dick.\"\n\"Too bad these rockets can't do damage...\"\n\"So, where's a good spot where I can rocketjump to?\"\n\"I hate guns. Explosives are the way to go.\"\n\n[FragStrings]\n\"Hahahaha!\"\n\"You suck, boy.\"\n\n[KilledStrings]\n\"Shit.\"\n\"I need more armor next time.\"\n\"Why didn't anyone tell me they were going to attack me?\"\n\"Fucking jerk.\"\n\n[RoamingStrings]\n\"Don't find me!\"\n\"Hey if you hear a rocket launcher go off, ignore it, please.\"\n\"Maybe I can push you away if you find me.\"\n\"Terminator is probably a girl.\"\n\n[EnragedStrings]\n\"ARGH!!!!\"\n\"FUCK OFF!!!!\"\n\n[DemoralizedStrings]\n\"Stop it!\"\n\"Okay, so you're good. What of it?\"\n\n[WinStrings]\n\"Can't catch me, son!\"\n\"Maybe next time, you should try giving up to save yourself the trouble.\"\n\"Hahaha, loser.\"\n\"Take that!\"\n\n[LoseStrings]\n\"That's not fair.\"\n\"Shut the \\cgFUCK \\c-up, Blazer!\"\n\"Fucking idiots, you got us all killed!"
},
{
"source": "pk3",
"name": "Chatfiles/scouter.txt",
"contents": "[IntroStrings]\n\"I'll find em, boss!\"\n\"Rocketeer, I'll catch you this time.\"\n\"You can't hide from me, faggots!\"\n\n[RareRoamingStrings]\n\"Now, now, where are you?\"\n\"Could I get a map of the place, please?\"\n\"Do you think I'll miss with my railpistol when I find you?\"\n\"God damn you wussy faggots.\"\n\n[FragStrings]\n\"Eat that.\"\n\"Thought you could hide from me, didn't you?\"\n\"Yeah. Right.\"\n\"You've got nothing on me, morons.\"\n\n[KilledStrings]\n\"Wait, what?\"\n\"Thanks for watching my back, dude...\"\n\"That's not right.\"\n\n[RoamingStrings]\n\"Ping? Pong!\"\n\"Pinga pinga pinga...\"\n\"Hmm...\"\n\"I need a compass.\"\n\n[EnragedStrings]\n\"Okay, I've had it.\"\n\n[DemoralizedStrings]\n\"...\"\n\"This just is not cool.\"\n\n[WinStrings]\n\"I'm taking all the credit for flushing you out.\"\n\"Did you enjoy that? I did!\"\n\"No. Just stop talking. You lost. End of story.\"\n\"Haha!\"\n\n[LoseStrings]\n\"I don't understand how I didn't find them...\"\n\"This hasn't happened before!\"\n\"It's a fluke, I swear.\""
},
{
"source": "pk3",
"name": "Chatfiles/hunter.txt",
"contents": "[IntroStrings]\n\"Let's go.\"\n\"Time to hunt!\"\n\"Ready?\"\n\"Let's get 'em!\"\n\n[RareRoamingStrings]\n\"I really need to take a piss.\"\n\"Damnit. I lost my medkit!\"\n\"Damn Terminator and his fancy grenades.\"\n\n[FragStrings]\n\"Thought you could escape?\"\n\"Your time is over!\"\n\"Would have been more of a challenge if you had a weapon...\"\n\"Pathetic.\"\n\n[KilledStrings]\n\"That was dumb of me.\"\n\"I'm dead?!\"\n\"Hmph.\"\n\n[RoamingStrings]\n\"Come out, come out, wherever you are.\"\n\"Beware my guns, cretins.\"\n\"I'll rip you to pieces when I find you, Vanisher.\"\n\"They've got to be here somewhere.\"\n\"Scouter, you got a fix?\"\n\n[EnragedStrings]\n\"#$*&(!#@&%^*$!&^#$^\"\n\n[DemoralizedStrings]\n\"Ugh.\"\n\n[WinStrings]\n\"You can run, but you can't hide.\"\n\"Try as you might, you'll never win.\"\n\"I am undefeatable!\"\n\n[LoseStrings]\n\"Why is it we explode when we lose?\"\n\"Terminator doesn't explode when he loses...\"\n\"I got some blood on my guns! My own blood!!\"\n\"Oh, damn.\""
},
{
"source": "pk3",
"name": "Chatfiles/terminator.txt",
"contents": "[IntroStrings]\n\"Loading processes...\"\n\"Initiating FindAndKill.exe...\"\n\"Your hiding is futile.\"\n\"Come quietly and you will not be harmed.\"\n\"Beginning mission.\"\n\n[RareRoamingStrings]\n\"ERROR: Hiders not found...\"\n\"Analyzing Internal Hard Drive Disk.\"\n\"Where is John Connor?\"\n\"Berserker Unit, you will alert Hiders of your presence. Cease Screaming.\"\n\n[FragStrings]\n\"Chances of your survival were calculated to be 0.013 percent.\"\n\"Target eliminated.\"\n\"Terminated.\"\n\"Initiating search protocols for remaining Hiders.\"\n\n[KilledStrings]\n\"Invalid.\"\n\"Error in pathing made. Adjusting systems.\"\n\"Organic components terminated. Analyzing data...\"\n\"Returning to base for repairs.\"\n\n[RoamingStrings]\n\"Come with me if you want to live.\"\n\"Resistance will be met with high-velocity plasma.\"\n\"My systems indicate that you cannot fight. Give up.\"\n\n[EnragedStrings]\n\"Unknown Emotion: RAGE...Attempting to terminate...\"\n\n[DemoralizedStrings]\n\"This is unforeseen.\"\n\"I require recharging.\"\n\n[WinStrings]\n\"Hiding team eradicated.\"\n\"Victory achieved.\"\n\"Mission completed.\"\n\"You must upgrade your systems to survive.\"\n\n[LoseStrings]\n\"Impossible.\"\n\"Error.\"\n\"My calculations were imperfect. Unacceptable.\"\n\"I am sorry. I will not let you win again.\""
},
{
"source": "pk3",
"name": "Chatfiles/berserker.txt",
"contents": "[IntroStrings]\n\"AAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHH\"\n\n[RareRoamingStrings]\n\"RRRRRRROOOOOOOOAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHH\"\n\n[FragStrings]\n\"AAAAAAAAAAAAAAHAHAHAHA AHAHAHAHAAAAAAAAAAAAAAAAAAAAA\"\n\n[KilledStrings]\n\"...\"\n\n[RoamingStrings]\n\"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA\"\n\n[EnragedStrings]\n\"\\cgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA\"\n\n[DemoralizedStrings]\n\"HRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA\"\n\n[WinStrings]\n\"HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA\"\n\n[LoseStrings]\n\"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA\""
},
{
"source": "pk3",
"name": "Classes/Blazer.TXT",
"contents": "ACTOR BlazerClass : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 200\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Blazer\"\n\tplayer.startitem \"MegaSphere\", 1\n\tplayer.startitem \"BlazeSphere\", 1\n\tPlayer.CrouchSprite \"PLYC\"\n\tPlayer.ForwardMove 1.00, 1.00\n\tPlayer.SideMove 0.90, 0.90\n\tPlayer.jumpz 11\n\tlimitedtoteam 0\n\tdamagefactor \"rocket\", 0\n\tStates\n\t{\n\tSpawn:\n\t\tPLA1 A 0\n\t\tPLA1 A 35\n//\t\tPLA1 A 0 A_JumpIf (momz!=0, \"Spawn\")\n\t\tPLA1 A 0 A_JumpIf (health>=50, \"Spawn\")\n\t\tPLA1 A 0 ACS_Execute(110,0)\n Loop\n\tSee:\n\t\tPLA1 ABCD 6\n\tLoop\n\tMissile:\n\t\tPLA1 E 12\n\tGoto Spawn\n\tMelee:\n\t\tPLA1 F 6 BRIGHT\n\tGoto Missile\n\tPain:\n\t\tPLA1 G 4\n\t\tPLA1 G 4 A_Pain\n\tGoto Spawn\n\tDeath:\n\t\tPLA1 H 10\n\t\tPLA1 I 10 A_PlayerScream\n\t\tPLA1 J 10 A_NoBlocking\n\t\tPLA1 KLM 10\n\t\tPLA1 N -1\n Stop\n\tXDeath:\n\t\tPLAY O 0 A_Stop\n\t\tPLA1 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\t\tPLA1 O 0 A_SkullPop(\"HeadGib\")\n\t\tPLA1 P 5 A_XScream\n\t\tPLA1 Q 5 A_NoBlocking\n\t\tPLA1 RSTUV 5\n\t\tPLA1 W -1\n Stop\n\t}\n}\n\nACTOR BlazeSphere : PowerupGiver\n{\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Powerup.Type \"Speed\"\n Speed 1.0\n Powerup.Duration 99999999999999999999\n Inventory.PickupMessage \"EatShitAndDie\"\n States\n {\n Spawn:\n TURB A 6 Bright\n TURB B 6\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "Classes/Vanisher.TXT",
"contents": "ACTOR VanisherClass : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 200\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Vanisher\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tplayer.startitem \"megasphere\", 1\n\tplayer.startitem \"vanisherfist\", 1\n\tPlayer.jumpz 11\n\tbloodcolor \"blue\"\n\tRenderStyle Add\n\tAlpha 0.15\n \tPlayer.ForwardMove 0.90, 0.90\n \tPlayer.SideMove 0.90, 0.90\n\tdamagefactor \"rocket\", 0\n\tlimitedtoteam 0\n\tStates\n\t{\n\tSpawn:\n\t\t1337 A 0\n\t\t1337 A 1 A_JumpIf (alpha<=0.20, 3)\n\t\t1337 A 1 A_FadeOut(0.05)\n\t\t1337 A 1 A_JumpIf (alpha<=0.20, \"SeeFadeMin\")\n\t\t1337 A 1\n//\t\t1337 A 0 A_JumpIf (momz!=0, \"Spawn\")\n\t\t1337 A 0 A_JumpIf (health>=50, \"Spawn\")\n\t\t1337 A 31\n\t\t1337 A 0 ACS_Execute(110,0)\n\tLoop\n\tSee:\n\t\t1337 A 0 A_JumpIf (alpha>=0.45, \"SeeFadeMax\")\n\t\t1337 A 6 A_FadeIn(0.05)\n\t\t1337 A 0 A_JumpIf (alpha>=0.45, \"SeeFadeMax\")\n\t\t1337 B 6 A_FadeIn(0.05)\n\t\t1337 A 0 A_JumpIf (alpha>=0.45, \"SeeFadeMax\")\n\t\t1337 C 6 A_FadeIn(0.05)\n\t\t1337 A 0 A_JumpIf (alpha>=0.45, \"SeeFadeMax\")\n\t\t1337 D 6 A_FadeIn(0.05)\n\t\t1337 A 0 A_JumpIf (alpha>=0.45, \"SeeFadeMax\")\n\tLoop\n\tSeeFadeMax:\n\t\t1337 BCDA 6 A_SetTranslucent(0.5, 1)\n\tGoto Spawn\n\tSeeFadeMin:\n\t\t1337 A 1 A_SetTranslucent(0.15, 1)\n\tGoto Spawn\n\tMissile:\n\t\t1337 E 12 A_SetTranslucent(0.5, 1)\n\tGoto Spawn\n\tMelee:\n\t\t1337 F 6 A_SetTranslucent(0.5, 1)\n\tGoto Missile\n\tPain:\n\t\t1337 G 4\n\t\t1337 G 4 A_Pain\n\tGoto Spawn\n\tDeath:\n\t\t1337 H 10 A_SetTranslucent(1, 0)\n\t\t1337 I 10 A_PlayerScream\n\t\t1337 J 10 A_NoBlocking\n\t\t1337 KLM 10\n\t\t1337 N -1\n\tStop\n\tXDeath:\n\t\tPLAY O 0 A_Stop\n\t\t1337 O 5 A_SpawnItemEx(\"BlueHumanGibs\",0,0,0,0,0,0,0,128)\n\t\t1337 O 0 A_SkullPop(\"BlueHeadGib\")\n\t\t1337 O 0 A_SetTranslucent(1, 0)\n\t\t1337 P 5 A_XScream\n\t\t1337 Q 5 A_NoBlocking\n\t\t1337 RSTUV 5\n\t\t1337 W -1\n Stop\n\t}\n}\n\nActor VanisherFist : Weapon\n{\n\t+WEAPON.NOALERT\n\tStates\n\t{\n\tReady:\n\t\tFIST A 1 A_WeaponReady\n\tLoop\n\tDeselect:\n\t\tFIST A 1 A_Lower\n\tLoop\n\tSelect:\n\t\tFIST A 1 A_Raise\n\tLoop\n\tFire:\n\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "Classes/Rocketeer.TXT",
"contents": "ACTOR RocketeerClass : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 75\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Rocketeer\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tplayer.startitem \"NoDamageRocketLauncher\", 1\n\tplayer.startitem \"RocketAmmo\", 50\n\tplayer.startitem \"megasphere\", 1\n\tPlayer.jumpz 11\n\tdamagefactor \"rocket\", 0\n\tlimitedtoteam 0\n\tStates\n\t{\n\tSpawn:\n\t\tPLA5 A 0\n\t\tPLA5 A 35\n//\t\tPLA5 A 0 A_JumpIf (momz!=0, \"Spawn\")\n\t\tPLA5 A 0 A_JumpIf (health>=50, 2)\n\t\tPLA5 A 0 ACS_Execute(110,0)\n\t\tPLA5 A 0 A_JumpIfInventory(\"RocketAmmo\", 0, \"Spawn\")\n\t\tPLA5 A 0 ACS_Execute(115,0)\n\tLoop\n\tSee:\n\t\tPLA5 ABCD 6\n\tLoop\n\tMissile:\n\t\tPLA5 E 12\n\tGoto Spawn\n\tMelee:\n\t\tPLA5 F 6 BRIGHT\n\tGoto Missile\n\tPain:\n\t\tPLA5 G 4\n\t\tPLA5 G 4 A_Pain\n\tGoto Spawn\n\tDeath:\n\t\tPLA5 H 10\n\t\tPLA5 I 10 A_PlayerScream\n\t\tPLA5 J 10 A_NoBlocking\n\t\tPLA5 KLM 10\n\t\tPLA5 N -1\n\tStop\n\tXDeath:\n\t\tPLAY O 0 A_Stop\n\t\tPLA5 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\t\tPLA5 O 0 A_SkullPop(\"HeadGib\")\n\t\tPLA5 P 5 A_XScream\n\t\tPLA5 Q 5 A_NoBlocking\n\t\tPLA5 RSTUV 5\n\t\tPLA5 W -1\n Stop\n\t}\n}\n\nActor NoDamageRocketLauncher : RocketLauncher\n{\n\tWeapon.AmmoUse 1\n\tStates\n\t{\n\tReady:\n\t\tMISG A 1 A_WeaponReady\n\tLoop\n\tDeselect:\n\t\tMISG A 1 A_Lower\n\tLoop\n\tSelect:\n\t\tMISG A 1 A_Raise\n\tLoop\n\tFire:\n\t\tMISG A 2\n\t\tMISG A 4 A_GunFlash\n\t\tMISG B 2\n\t\tMISG D 3 A_FireCustomMissile(\"NoDamageRocket\",0,1,0,0)\n\t\tMISG C 3\n\t\tMISG BE 2\n\t\tMISG FG 1\n\t\tMISG A 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tMISF A 3 Bright A_Light1\n\t\tMISF B 2 Bright\n\t\tMISF C 2 Bright A_Light2\n\t\tMISF DE 3 Bright\n\t\tGoto LightDone\n\tSpawn:\n\t\tLAUN A -1\n Stop\n\t}\n}\n\nACTOR NoDamageRocket : Rocket replaces Rocket\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 0\n\tProjectile\n\t+ROCKETTRAIL\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n +EXPLODEONWATER\n +SKYEXPLODE\n\tProjectile\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/dmisexpl\"\n\tDamageType Rocket\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 bright\n\tloop\n\tDeath:\n\t\tMISL B 0 bright A_RadiusThrust (4098, 256, 0)\n\t\tMISL B 8 bright A_Explode\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "Classes/Teleporter.TXT",
"contents": "ACTOR TeleporterClass : PlayerPawn\n{\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 200\n PainChance 255\n Player.ColorRange 112, 127\n Player.DisplayName \"Teleporter\"\n Player.CrouchSprite \"PLYC\"\n player.startitem \"TeleporterGun\", 1\n player.startitem \"TeleporterAmmo\", 5\n player.startitem \"MegaSphere\", 1\n player.startitem \"TeleporterSuit\", 1\n Player.jumpz 11\n damagefactor \"rocket\", 0\n limitedtoteam 0\n States\n {\n Spawn:\n PLA8 A 0\n\tPLA8 A 35\n//\tPLA8 A 0 A_JumpIf (momz!=0, \"Spawn\")\n\tPLA8 A 0 A_JumpIf (health>=50, 2)\n\tPLA8 A 0 ACS_Execute(110,0)\n\tPLA8 A 0 A_JumpIfInventory(\"TeleporterAmmo\", 5, \"Spawn\")\n\tPLA8 A 35\n\tPLA8 A 0 ACS_Execute(116,0)\n Loop\n See:\n PLA8 ABCD 6\n Loop\n Missile:\n PLA8 E 12\n Goto Spawn\n Melee:\n PLA8 F 6 BRIGHT\n Goto Missile\n Pain:\n PLA8 G 4\n PLA8 G 4 A_Pain\n Goto Spawn\n Death:\n PLA8 H 10\n PLA8 I 10 A_PlayerScream\n PLA8 J 10 A_NoBlocking\n PLA8 KLM 10\n PLA8 N -1\n Stop\n XDeath:\n\tPLAY O 0 A_Stop\n PLA8 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tPLA8 O 0 A_SkullPop(\"HeadGib\")\n PLA8 P 5 A_XScream\n PLA8 Q 5 A_NoBlocking\n PLA8 RSTUV 5\n PLA8 W -1\n Stop\n }\n}\n\nACTOR TeleporterGun : Weapon\n{\n Weapon.SelectionOrder 350\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the Teleporter!\"\n Weapon.AmmoType \"TeleporterAmmo\"\n Weapon.AmmoGive 5\n Weapon.AmmoUse 1\n Weapon.Kickback 0\n Weapon.YAdjust 0\n +WEAPON.NOAUTOAIM\n +WEAPON.AMMO_OPTIONAL\n States\n {\n Spawn:\n TLPP A -1\n Loop\n Ready:\n TLPG A 1 A_WeaponReady\n Loop\n Deselect:\n TLPG A 1 A_Lower\n Loop\n Select:\n TLPG A 1 A_Raise\n Goto Select\n Fire:\n\t TLPG A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t TLPG A 0 bright A_PlaySound(\"TeleporterFire\")\n\t TLPG BBCC 7 bright\n TLPG A 0 A_PlayWeaponSound(\"TeleporterShot\")\n\t TLPG A 0 bright ACS_ExecuteAlways(105,0)\n\t TLPG D 1 bright A_FireCustomMissile(\"TeleporterProjectile\",0,0,0,0,0)\n TLPG DDEE 7 bright\n\t TLPG A 0 A_Refire\n goto Ready\n NoAmmo:\n TLPG F 30 A_PlayWeaponSound(\"TeleporterNo\")\n goto Ready\n }\n}\n\nACTOR TeleporterAmmo : Ammo\n{\n\tInventory.PickupMessage \"Teleporter Ammo!\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 5\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 5\n\tInventory.Icon \"CELLA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tstop\n\t}\n}\n\nACTOR TeleporterProjectile\n{\n\tSpeed 200\n\tRadius 16\n\tHeight 8\n\tDamage 0\n\t+RIPPER\n\t+SKYEXPLODE\n\t+NOBLOCKMAP\n\tPROJECTILE\n\tTranslation \"80:127=192:207\", \"224:231=192:199\", \"160:167=192:199\"\n\tStates\n\t{\n\tSpawn:\n\t\tAPLS A 0\n\t\tAPLS A 0 Thing_ChangeTID(0, 1999)\n\t\tAPLS A 0 ACS_ExecuteAlways(106, 0)\n\t\t//TNT1 A 10 bright\n\t\tAPLS AB 1 bright\n\t\tgoto spawn+3\n\tDeath:\n\t\tAPBX A 0\n\t\tAPBX A 0 A_PlaySound(\"TeleporterHit\")\n\t\tAPBX A 0 ACS_ExecuteAlways(107, 0)\n\t\t//TNT1 A 25 bright\n\t\tAPBX ABCDE 5 bright\n\t\tstop\n\t}\n}\n\nACTOR TeleporterDestination\n{\n\tRadius 16\n\tHeight 56\n\tSpeed 0\n\t+SOLID\n\t+NOBLOCKMAP\n\t+NOLIFTDROP\n\t+NOGRAVITY\n\t+TELESTOMP\n\tTranslation \"80:127=192:207\", \"224:231=192:199\", \"160:167=192:199\"\n\tStates\n\t{\n\tSpawn:\n\t\tTFOG A 0 ACS_ExecuteAlways(108, 0)\n\t\tTFOG ABCDCB 3 bright\n\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Classes/Hunter.TXT",
"contents": "ACTOR HunterClass : PlayerPawn\n{\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 75\n PainChance 255\n Player.ColorRange 112, 127\n Player.DisplayName \"Hunter\"\n Player.CrouchSprite \"PLYC\"\n player.startitem \"HunterShotgun\", 1\n player.startitem \"HunterChaingun\", 1\n player.startitem \"Shell\", 50\n player.startitem \"Clip\", 200\n player.startitem \"greenarmor\", 1\n damagefactor \"rocket\", 0\n limitedtoteam 1\n States\n {\n Spawn:\n\tPLA4 A 0\n\tPLA4 A 35\n\tPLA4 A 0 A_JumpIf (health>=50, 2)\n\tPLA4 A 0 ACS_Execute(110,0)\n\tPLA4 A 0 A_JumpIfInventory(\"Shell\", 0, 2)\n\tPLA4 A 0 ACS_Execute(111,0)\n\tPLA4 A 0 A_JumpIfInventory(\"Clip\", 0, \"Spawn\")\n\tPLA4 A 0 ACS_Execute(112,0)\n Loop\n See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Step\",1,4)\n\tPLA4 A 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tPLA4 B 6\n\tTNT1 A 0 A_GiveInventory(\"Step\",1)\n\tPLA4 C 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tPLA4 D 6\n\tTNT1 A 0 A_TakeInventory(\"Step\",1)\n\tGoto Spawn\n Missile:\n PLA4 E 12\n Goto Spawn\n Melee:\n PLA4 F 6 BRIGHT\n Goto Missile\n Pain:\n PLA4 G 4\n PLA4 G 4 A_Pain\n Goto Spawn\n Death:\n PLA4 H 10\n PLA4 I 10 A_PlayerScream\n PLA4 J 10 A_NoBlocking\n PLA4 KLM 10\n PLA4 N -1\n Stop\n XDeath:\n\tPLAY O 0 A_Stop\n PLA4 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tPLA4 O 0 A_SkullPop(\"HeadGib\")\n PLA4 P 5 A_XScream\n PLA4 Q 5 A_NoBlocking\n PLA4 RSTUV 5\n PLA4 W -1\n Stop\n }\n}\n\nACTOR HunterShotgun : Weapon\n{\n Game Doom\n Weapon.SelectionOrder 700\n Weapon.AmmoUse 1\n Weapon.AmmoGive 8\n Weapon.AmmoType \"Shell\"\n Inventory.PickupMessage \"Picked up a Hunter's Shotgun\"\n Obituary \"%o was hunted down by %k's shotgun.\"\n States\n {\n Ready:\n SHTG A 1 A_WeaponReady\n Loop\n Deselect:\n SHTG A 1 A_Lower\n Loop\n Select:\n SHTG A 1 A_Raise\n Loop\n Fire:\n\tSHTG A 3\n SHTG A 0 A_FireBullets(7, 1, 10, 5, \"BulletPuff\")\n SHTG A 0 A_PlaySoundEx(\"ShotgunFire\", \"Weapon\")\n SHTG A 5 A_GunFlash\n\tSHTG A 0 A_PlaySoundEx(\"ShotgunCock\", \"SoundSlot5\")\n\tSHTG B 1\n\tSHTG C 1\n\tSHTG D 1\n\tSHTG E 1\n\tSHTG F 1\n\tSHTG G 1\n\tSHTG H 1\n\tSHTG GFEDCB 2\n\tSHTG A 1\n\tSHTG A 7 A_ReFire\n\tGoto Ready\n Flash:\n SHTF B 3 Bright A_Light1\n SHTF A 2 Bright A_Light0\n Goto LightDone\n Spawn:\n SHOT A -1\n Stop\n }\n}\n\nACTOR HunterChaingun : Weapon\n{\n obituary \"%o was gunned down by %k's chaingun.\"\n attacksound \"ChaingunFire\"\n inventory.pickupmessage \"You got the hunter's chaingun!\"\n weapon.selectionorder 1300\n weapon.ammotype \"Clip\"\n weapon.ammouse 1\n weapon.ammogive 20\n states\n {\n Ready:\n CHGG A 1 A_WeaponReady\n loop\n Deselect:\n CHGG A 1 A_Lower\n loop\n Select:\n CHGG A 1 A_Raise\n loop\n Fire:\n\tCHGG A 0 A_FireBullets(1, 1, 1, 5, \"BulletPuff\")\n\tCHGG A 1 A_GunFlash\n\tCHGG BCD 1\n\tCHGG A 1 A_Refire\n\tCHGG B 2 A_Weaponready\n\tCHGG C 3 A_Weaponready\n\tCHGG D 3 A_Weaponready\n\tGoto Ready\n Flash:\n\tCHGF A 2 Bright A_Light1\n\tCHGF B 1 Bright A_Light1\n\tTNT1 A 2 A_Light1\n\tGoto LightDone\n Spawn:\n MGUN A -1\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Classes/Scouter.TXT",
"contents": "ACTOR ScouterClass : PlayerPawn\n{\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 75\n PainChance 255\n Player.ColorRange 112, 127\n Player.DisplayName \"Scouter\"\n Player.CrouchSprite \"PLYC\"\n player.startitem \"ScoutPistol\", 1\n player.startitem \"ScoutKnife\", 1\n player.startitem \"RailClip\", 25\n player.startitem \"GreenArmor\", 1\n// player.startitem \"AllMap\", 1\n// player.startitem \"ScoutVision\", 1\n Player.ForwardMove 0.85, 0.85\n Player.SideMove 0.85, 0.85\n damagefactor \"rocket\", 0\n limitedtoteam 1\n States\n {\n Spawn:\n PLA2 A 0\n\tPLA2 A 35\n//\tPLA2 A 0 A_JumpIf (momz!=0, \"Spawn\")\n\tPLA2 A 0 A_JumpIf (health>=50, 2)\n\tPLA2 A 0 ACS_Execute(110,0)\n\tPLA2 A 0 A_JumpIfInventory(\"RailClip\", 25, \"Spawn\")\n\tPLA2 A 0 ACS_Execute(113,0)\n Loop\n See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Step\",1,4)\n\tPLA2 A 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tPLA2 B 6\n\tTNT1 A 0 A_GiveInventory(\"Step\",1)\n\tPLA2 C 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tPLA2 D 6\n\tTNT1 A 0 A_TakeInventory(\"Step\",1)\n\tGoto Spawn\n Missile:\n PLA2 E 12\n Goto Spawn\n Melee:\n PLA2 F 6 BRIGHT\n Goto Missile\n Pain:\n PLA2 G 4\n PLA2 G 4 A_Pain\n Goto Spawn\n Death:\n\tPLA2 O 0 A_SpawnItemEx(\"Boom\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\tPLA2 O 0 A_Stop\n PLA2 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tPLA2 O 0 A_SkullPop(\"HeadGib\")\n PLA2 P 5 A_XScream\n PLA2 Q 5 A_NoBlocking\n PLA2 RSTUV 5\n PLA2 W -1\n Stop\n XDeath:\n\tPLA2 O 0 A_SpawnItemEx(\"Boom\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\tPLA2 O 0 A_Stop\n PLA2 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tPLA2 O 0 A_SkullPop(\"HeadGib\")\n PLA2 P 5 A_XScream\n PLA2 Q 5 A_NoBlocking\n PLA2 RSTUV 5\n PLA2 W -1\n Stop\n JetpackHasFired:\n\tPLA2 A 0 A_SpawnItemEx(\"JetpackFire\", -24, 8, 24, -2, 0, -1, 0, 128, 0)\n\tPLA2 A 0 A_SpawnItemEx(\"JetpackSmoke\", -24, 8, 24, -2, 0, 1, 0, 128, 0)\n\tPLA2 A 0 A_SpawnItemEx(\"JetpackFire\", -24, -3, 24, -2, 0, -1, 0, 128, 0)\n\tPLA2 A 0 A_SpawnItemEx(\"JetpackSmoke\", -24, -3, 24, -2, 0, 1, 0, 128, 0)\n\tPLA2 DD 1 A_CStaffMissileSlither\n Loop\n Jetpack:\n\tPLA2 A 0 SetPlayerProperty(0, 1, 3)\n\tPLA2 A 0 ACS_ExecuteAlways(119,0)\n PLA2 A 0 A_PlaySoundEx(\"JetpackGo\", \"Item\")\n\tPLA2 A 0 A_SpawnItemEx(\"JetpackFire\", -24, 8, 24, -2, 0, -1, 0, 128, 0)\n\tPLA2 A 0 A_SpawnItemEx(\"JetpackSmoke\", -24, 8, 24, -2, 0, 1, 0, 128, 0)\n\tPLA2 A 0 A_SpawnItemEx(\"JetpackFire\", -24, -3, 24, -2, 0, -1, 0, 128, 0)\n\tPLA2 A 0 A_SpawnItemEx(\"JetpackSmoke\", -24, -3, 24, -2, 0, 1, 0, 128, 0)\n\tPLA2 DD 1 A_CStaffMissileSlither\n Goto Jetpack+3\n NoJetpack:\n\tPLA2 A 0 SetPlayerProperty(0, 0, 3)\n\tPLA2 A 0 ACS_ExecuteAlways(120,0)\n PLA2 A 1 A_PlaySoundEx(\"JetpackDie\", \"SoundSlot7\")\n\tPLA2 A 0 A_SpawnItemEx(\"JetpackSmoke\", -24, 8, 24, -2, 0, 1, 0, 128, 0)\n\tPLA2 A 0 A_SpawnItemEx(\"JetpackSmoke\", -24, -3, 24, -2, 0, 1, 0, 128, 0)\n Goto Spawn\n }\n}\n\nACTOR JetpackSmoke : BulletPuff\n{\n\t+CLIENTSIDEONLY\n\tHealth 1\n\tRenderStyle Translucent\n\tAlpha 0\n\tScale 0.20\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\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 JetpackFire : BulletPuff\n{\n\t+CLIENTSIDEONLY\n\tHealth 1\n\tRenderStyle Add\n\tAlpha 0\n\tScale 0.10\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\tBFIR B 5 Bright\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(.12)\n\t\tWait\n\t\tBFIR B 5 Bright\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(.16)\n\t\tWait\n\t\tBFIR B 5 Bright\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(.20)\n\t\tWait\n\t}\n}\n\nACTOR RailClip : Ammo\n{\n Game Doom\n Inventory.PickupMessage \"Yes.\"\n Inventory.Amount 1\n Inventory.MaxAmount 25\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 25\n Inventory.Icon \"CLIPA0\"\n States\n {\n Spawn:\n CLIP A -1\n Stop\n }\n}\n\nactor ScoutPistol : Weapon\n{\n Weapon.SelectionOrder 500\n Weapon.AmmoUse 1\n Weapon.AmmoGive 25\n Weapon.AmmoType \"RailClip\"\n Obituary \"%o was railed by %k's pistol.\"\n Inventory.Pickupmessage \"Picked up a Scout's rail-pistol.\"\n States\n {\n Ready:\n PISG A 1 A_WeaponReady\n Loop\n Deselect:\n PISG A 1 A_Lower\n Loop\n Select:\n PISG A 1 A_Raise\n Loop\n Fire:\n PISG A 4\n\tPISG B 0 A_PlayWeaponSound(\"PistolFire\")\n\tTNT1 A 0 A_GunFlash\n\tPISG B 2 A_RailAttack (random(25,40), 0, 1, none, \"ff ff a0\", 2)\n PISG CEDB 2\n\tPISG A 20\n PISG A 5 A_ReFire\n Goto Ready\n Flash:\n PISF A 3 Bright A_Light1\n TNT1 A 2 Bright A_Light0\n\tStop\n Spawn:\n PIST A -1\n Stop\n }\n}\n\nactor ScoutKnife : Weapon\n{\n Weapon.SelectionOrder 600\n Weapon.Kickback 100\n +WEAPON.MELEEWEAPON\n +WEAPON.NOALERT\n Obituary \"%o was cut up by %k's knife.\"\n Attacksound \"KnifeHitThing\"\n States\n {\n Ready:\n KNFG A 1 A_WeaponReady\n loop\n Deselect:\n KNFG A 1 A_Lower\n loop\n Select:\n KNFG A 1 A_Raise\n loop\n Fire:\n\tKNFG B 2\n\tKNFG C 2\n\tKNFG D 2\n\tKNFG D 0 A_Playsound (\"KnifeMiss\")\n\tKNFG E 1 A_Custompunch(random(25,35),5,5,\"KnifePuff\",40)\n\tKNFG F 1\n\tKNFG G 1 A_Custompunch(random(25,35),5,5,\"KnifePuff\",40)\n\tKNFG H 1\n\tTNT1 A 2\n\tTNT1 A 2\n\tKNFG I 0 A_Playsound (\"KnifeMiss\")\n\tKNFG I 1 A_Custompunch(random(25,35),5,2,\"KnifePuff\",40)\n\tKNFG J 1\n\tKNFG K 1 A_Custompunch(random(25,35),5,1,\"KnifePuff\",40)\n\tKNFG L 1\n\tKNFG M 1 A_Custompunch(random(25,35),5,1,\"KnifePuff\",40)\n\tKNFG N 1\n\tTNT1 A 1\n\tTNT1 A 0 A_Refire\n\tGoto Ready\n Spawn:\n KNFE A -1\n stop\n }\n}\n\nACTOR KnifePuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +EXTREMEDEATH\n RenderStyle Translucent\n Alpha 0.6\n AttackSound \"KnifeHitWall\"\n VSpeed 1\n States\n {\n Spawn:\n PUFF ABCD 4\n Stop\n }\n}\n\nACTOR KnifePuffSilent\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.6\n VSpeed 1\n States\n {\n Spawn:\n PUFF ABCD 4\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Classes/Terminator.TXT",
"contents": "ACTOR TerminatorClass : PlayerPawn\n{\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 75\n PainChance 255\n Player.ColorRange 112, 127\n Player.DisplayName \"Terminator\"\n Player.CrouchSprite \"PLYC\"\n player.startitem \"TerminatorPlasmaRifle\", 1\n player.startitem \"TerminatorGrenade\", 1\n player.startitem \"HandGrenadeAmmo\", 30\n player.startitem \"Cell\", 300\n player.startitem \"greenarmor\", 1\n Player.ForwardMove 0.90, 0.90\n Player.SideMove 0.90, 0.90\n damagefactor \"rocket\", 0\n limitedtoteam 1\n States\n {\n Spawn:\n PLAC A 0\n\tPLAC A 35\n//\tPLAC A 0 A_JumpIf (momz!=0, \"Spawn\")\n\tPLAC A 0 A_JumpIf (health>=50, 2)\n\tPLAC A 0 ACS_Execute(110,0)\n\tPLAC A 0 A_JumpIfInventory(\"Cell\", 0, \"Spawn\")\n\tPLAC A 0 ACS_Execute(114,0)\n Loop\n See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Step\",1,4)\n\tPLAC A 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tPLAC B 6\n\tTNT1 A 0 A_GiveInventory(\"Step\",1)\n\tPLAC C 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tPLAC D 6\n\tTNT1 A 0 A_TakeInventory(\"Step\",1)\n\tGoto Spawn\n Missile:\n PLAC E 12\n Goto Spawn\n Melee:\n PLAC F 6 BRIGHT\n Goto Missile\n Pain:\n PLAC G 4\n PLAC G 4 A_Pain\n Goto Spawn\n Death:\n PLAC H 10 A_SpawnItemEx (\"TerminatorGibs\",0,0,0,0,0,0,0,128)\n PLAC I 10 A_PlayerScream\n PLAC J 10 A_NoBlocking\n PLAC KLM 10\n PLAC N -1\n Stop\n XDeath:\n PLAC H 10 A_SpawnItemEx (\"TerminatorGibs\",0,0,0,0,0,0,0,128)\n PLAC I 10 A_PlayerScream\n PLAC J 10 A_NoBlocking\n PLAC KLM 10\n PLAC N -1\n Stop\n//\tPLAY O 0 A_Stop\n// PLAC O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n//\tPLAC O 0 A_SkullPop(\"HeadGib\")\n// PLAC P 5 A_XScream\n// PLAC Q 5 A_NoBlocking\n// PLAC RSTUV 5\n// PLAC W -1\n// Stop\n }\n}\n\nACTOR TerminatorPlasmaRifle : Weapon\n{\n Game Doom\n Weapon.SelectionOrder 100\n Weapon.AmmoUse 3\n Weapon.AmmoGive 40\n Weapon.AmmoType \"Cell\"\n Inventory.PickupMessage \"Picked up a Terminator's plasma rifle!\"\n States\n {\n Ready:\n PLSG A 1 A_WeaponReady\n Loop\n Deselect:\n PLSG A 1 A_Lower\n Loop\n Select:\n PLSG A 1 A_Raise\n Loop\n Fire:\n PLSG A 3\n\tPLSG A 0 A_PlaySound(\"PlasmaFire\")\n\tPLSG A 0 A_GunFlash\n PLSG A 3 A_FireCustomMissile(\"TerminatorPlasmaBall\",0,1,0,0,0)\n\tPLSG A 0 A_FireCustomMissile(\"TerminatorPlasmaBall\",-4,0,0,0,0)\n\tPLSG A 0 A_FireCustomMissile(\"TerminatorPlasmaBall\",4,0,0,0,0)\n\tPLSG B 1 A_ReFire\n\tPLSG DEF 1\n\tPLSG GF 3\n\tPLSG EDCBA 2\n\tGoto Ready\n Flash:\n PLSF B 2 Bright A_Light0\n PLSF A 1 Bright A_Light2\n Goto LightDone\n Spawn:\n PLAS A -1\n Stop\n }\n}\n\nactor TerminatorPlasmaBall\n{\n Game Doom\n Radius 13\n Height 8\n Speed 40\n Damage 5\n Projectile\n +RANDOMIZE\n RenderStyle Add\n Alpha 0.75\n DeathSound \"weapons/plasmax\"\n Obituary \"%o was cooked up by %k's plasma rifle.\"\n States\n {\n Spawn:\n PLSS AB 6 bright\n loop\n Death:\n PLSE ABCDE 4 bright\n stop\n }\n}\n\nactor TerminatorPlasmaBallRed : TerminatorPlasmaBall\n{\n Translation \"192:207=176:191\"\n}\n\nactor TerminatorPlasmaBallArmy : TerminatorPlasmaBall\n{\n Translation \"192:207=152:159\"\n}\n\nactor TerminatorPlasmaBallGreen : TerminatorPlasmaBall\n{\n Translation \"192:207=112:127\"\n}\n\nACTOR TerminatorGrenade : Weapon\n{\n Inventory.PickupMessage \"You got a hand grenade!\"\n Weapon.AmmoType \"HandGrenadeAmmo\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Weapon.AmmoType2 \"ThrowPower\"\n Weapon.AmmoGive2 0\n Weapon.AmmoUse2 0\n +NOALERT\n +WEAPON.NOAUTOAIM\n +SKYEXPLODE\n States\n {\n Spawn:\n PGRN D -1\n Loop\n Ready:\n HNDG A 1 A_WeaponReady\n Loop\n Deselect:\n HNDG A 1 A_Lower\n Loop\n Select:\n HNDG A 0 A_TakeInventory(\"ThrowPower\",999)\n HNDG A 1 A_Raise\n Loop\n Fire:\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",1,9)\n HNDG BCD 2\n HNDG E 2 A_PlaySound(\"weapons/grnpullpin\")\n HNDG FGHH 2\n NULL A 2 A_GiveInventory(\"ThrowPower\",1)\n NULL A 0 A_Refire\n HNDG I 2 A_PlaySound(\"weapons/grntoss\")\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",30,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",29,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",28,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",27,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",26,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",25,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",24,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",23,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",22,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",21,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",20,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",19,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",18,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",17,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",16,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",15,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",14,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",13,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",12,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",11,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",10,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",9,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",8,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",7,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",6,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",5,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",4,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",3,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",2,30)\n HNDG A 0 A_JumpIfInventory(\"ThrowPower\",1,30)\n\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade30\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade29\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade28\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade27\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade26\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade25\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade24\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade23\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade22\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade21\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade20\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade19\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade18\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade17\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade16\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade15\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade14\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade13\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade12\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade11\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade10\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade9\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade8\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade7\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade6\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade5\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade4\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade3\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade2\",0,1,0,0)\n Goto Fire +72\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade1\",0,1,0,0)\n Goto Fire +72\n\n HNDG J 0 A_PlaySound(\"weapons/grntoss\")\n HNDG JKLMNOPQ 2\n HNDG A 0 A_TakeInventory(\"ThrowPower\",999)\n NULL A 12 A_CheckReload\n HNDG XWVUTS 1\n\n Goto Ready\n\n }\n}\n\nACTOR HandGrenadeAmmo : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 30\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 30\n Inventory.PickupMessage \"You should not see this message, the weapon is the ammo\"\n Inventory.Icon PGRND0\n Scale 0.5\n States\n {\n Spawn:\n NULL D -1\n Loop\n }\n}\n\nACTOR ThrowPower : Ammo\n{\n Inventory.MaxAmount 30\n Ammo.BackpackMaxAmount 30\n Inventory.Icon THROW\n}\n\nACTOR ThrownGrenade1\n{\n Radius 5\n Height 5\n Speed 2\n ExplosionDamage 150\n ExplosionRadius 172\n Scale 0.6\n ReactionTime 25\n BounceCount 4\n SeeSound \"weapons/grnbounce\"\n Obituary \"%o played hot potato with %k's grenade.\"\n PROJECTILE\n -NOGRAVITY\n +HEXENBOUNCE\n +EXTREMEDEATH\n +CANBOUNCEWATER\n +SKYEXPLODE\n DamageType Grenade\n States\n {\n Spawn:\n HGRN A 0 A_Countdown\n HGRN ABCDEF 4 A_AlertMonsters\n Loop\n Death:\n\t NKXP A 0 A_PlaySound(\"weapons/explode\")\n NKXP A 0 A_Explode\n\t NKXP A 0 A_NoGravity\n NKXP BCDEFGHIJKLMNOPQRSTUV 1 BRIGHT\n Stop\n }\n}\n\nACTOR ThrownGrenade2 : ThrownGrenade1\n{\n Speed 4\n}\n\nACTOR ThrownGrenade3 : ThrownGrenade1\n{\n Speed 6\n}\n\nACTOR ThrownGrenade4 : ThrownGrenade1\n{\n Speed 8\n}\n\nACTOR ThrownGrenade5 : ThrownGrenade1\n{\n Speed 10\n}\n\nACTOR ThrownGrenade6 : ThrownGrenade1\n{\n Speed 12\n}\n\nACTOR ThrownGrenade7 : ThrownGrenade1\n{\n Speed 14\n}\n\nACTOR ThrownGrenade8 : ThrownGrenade1\n{\n Speed 16\n}\n\nACTOR ThrownGrenade9 : ThrownGrenade1\n{\n Speed 18\n}\n\nACTOR ThrownGrenade10 : ThrownGrenade1\n{\n Speed 20\n}\n\nACTOR ThrownGrenade11 : ThrownGrenade1\n{\n Speed 22\n}\n\nACTOR ThrownGrenade12 : ThrownGrenade1\n{\n Speed 24\n}\n\nACTOR ThrownGrenade13 : ThrownGrenade1\n{\n Speed 26\n}\n\nACTOR ThrownGrenade14 : ThrownGrenade1\n{\n Speed 28\n}\n\nACTOR ThrownGrenade15 : ThrownGrenade1\n{\n Speed 30\n}\n\nACTOR ThrownGrenade16 : ThrownGrenade1\n{\n Speed 32\n}\n\nACTOR ThrownGrenade17 : ThrownGrenade1\n{\n Speed 34\n}\n\nACTOR ThrownGrenade18 : ThrownGrenade1\n{\n Speed 36\n}\n\nACTOR ThrownGrenade19 : ThrownGrenade1\n{\n Speed 38\n}\n\nACTOR ThrownGrenade20 : ThrownGrenade1\n{\n Speed 40\n}\n\nACTOR ThrownGrenade21 : ThrownGrenade1\n{\n Speed 42\n}\n\nACTOR ThrownGrenade22 : ThrownGrenade1\n{\n Speed 44\n}\n\nACTOR ThrownGrenade23 : ThrownGrenade1\n{\n Speed 46\n}\n\nACTOR ThrownGrenade24 : ThrownGrenade1\n{\n Speed 48\n}\n\nACTOR ThrownGrenade25 : ThrownGrenade1\n{\n Speed 50\n}\n\nACTOR ThrownGrenade26 : ThrownGrenade1\n{\n Speed 52\n}\n\nACTOR ThrownGrenade27 : ThrownGrenade1\n{\n Speed 54\n}\n\nACTOR ThrownGrenade28 : ThrownGrenade1\n{\n Speed 56\n}\n\nACTOR ThrownGrenade29 : ThrownGrenade1\n{\n Speed 58\n}\n\nACTOR ThrownGrenade30 : ThrownGrenade1\n{\n Speed 60\n}"
},
{
"source": "pk3",
"name": "Classes/Berserker.TXT",
"contents": "ACTOR BerserkerClass : PlayerPawn\n{\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 75\n PainChance 255\n Player.ColorRange 112, 127\n Player.DisplayName \"Berserker\"\n Player.CrouchSprite \"PLYC\"\n player.startitem \"BerserkerFists\", 1\n player.startitem \"ScreamYourLungsOut\", 1\n player.startitem \"greenarmor\", 1\n Player.ForwardMove 1.25, 1.25\n Player.SideMove 1.25, 1.25\n Player.jumpz 11\n limitedtoteam 1\n damagefactor \"rocket\", 0\n States\n {\n Spawn:\n PLA1 A 0\n\tPLA1 A 0 A_PlaysoundEx(\"Scream\",\"SoundSlot6\",1,0)\n\tPLA1 A 0\n\tPLA1 A 35\n\tPLA1 A 0 A_JumpIf (health>=50, 2)\n\tPLA1 A 0 ACS_Execute(110,0)\n\tPLA1 A 0\n Goto Spawn+3\n See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Step\",1,4)\n\tPLA1 A 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tPLA1 B 6\n\tTNT1 A 0 A_GiveInventory(\"Step\",1)\n\tPLA1 C 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tPLA1 D 6\n\tTNT1 A 0 A_TakeInventory(\"Step\",1)\n\tGoto Spawn\n Missile:\n PLA1 E 12\n Goto Spawn+3\n Melee:\n PLA1 F 6 BRIGHT\n Goto Missile\n Pain:\n PLA1 G 4\n PLA1 G 4 //A_Pain? WHAT IS THIS A_PAIN?! BERSERKERS DO NOT NEED A_PAIN!!!!\n Goto Spawn+3\n Death:\n\tPLA1 H 0 A_StopSoundEx(\"SoundSlot6\")\n PLA1 H 10\n PLA1 I 10 A_PlayerScream\n PLA1 J 10 A_NoBlocking\n PLA1 KLM 10\n PLA1 N -1\n Stop\n XDeath:\n\tPLAY O 0 A_Stop\n\tPLA1 O 0 A_StopSoundEx(\"SoundSlot6\")\n PLA1 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tPLA1 O 0 A_SkullPop(\"HeadGib\")\n PLA1 P 5 A_XScream\n PLA1 Q 5 A_NoBlocking\n PLA1 RSTUV 5\n PLA1 W -1\n Stop\n }\n}\n\n//b-h, i-o\nactor BerserkerFists : Weapon\n{\n +WEAPON.WIMPY_WEAPON\n +WEAPON.MELEEWEAPON\n +WEAPON.NOALERT\n Obituary \"%o felt %k's berserker rage!!!!!!!!!!!!!!!!!!!!!\"\n States\n {\n Ready:\n PUNG A 1 A_WeaponReady\n loop\n Deselect:\n PUNG A 1 A_Lower\n loop\n Select:\n PUNG A 1 A_Raise\n loop\n Fire:\n\tPUNG A 0 A_JumpIfInventory(\"FalconPunch\",1,9)\n\tPUNG BCD 1\n\tPUNG E 1 A_CustomPunch(255)\n\tPUNG FGH 2\n\tPUNG A 2 A_GiveInventory(\"FalconPunch\",1)\n\tGoto Ready\n\tPUNG IJK 1\n\tPUNG L 1 A_CustomPunch(255)\n\tPUNG MNO 2\n\tPUNG A 2 A_TakeInventory(\"FalconPunch\",1)\n\tGoto Ready\n }\n}\n\nACTOR FalconPunch : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 1\nStates\n{\nSpawn:\nTNT1 A -1\nLoop\n}\n}\n\nACTOR ScreamYourLungsOut : CustomInventory\n{\n Game Doom\n +INVENTORY.ALWAYSPICKUP\n Inventory.PickupMessage \"YOU ARE A MAD RAD INSANE BERSERKER GUY NOW GO PUNCH THE SHIT OUT OF THEM WITH YOUR FISTS!\"\n Inventory.PickupSound \"misc/p_pkup\"\n States\n {\n Spawn:\n TNT1 A 6 BRIGHT\n Loop\n Pickup:\n TNT1 A 0\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Classes/FunStuff.TXT",
"contents": "ACTOR ScoutVision : PowerupGiver\n{\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Powerup.Type \"LightAmp\"\n Powerup.Duration 99999999999999999999\n Inventory.PickupMessage \"Light Amplification Visor\"\n States\n {\n Spawn:\n PVIS A 6 Bright\n PVIS B 6\n Loop\n }\n}\n\nACTOR TeleporterSuit : PowerupGiver\n{\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Powerup.Type \"PowerMask\"\n Powerup.Duration 99999999999999999999\n Powerup.Color 0, 0, 0, 0\n Inventory.PickupMessage \"Radiation Shielding Suit\"\n States\n {\n Spawn:\n SUIT A -1 Bright\n Stop\n }\n}\n\nACTOR HSRegen : Health\n{\n Inventory.Amount 2\n Inventory.MaxAmount 50\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nActor HealthCheck : Inventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 4\n}\n\nActor ArmorCheck : Inventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 4\n}\n\nActor AmmoCheck : Inventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 4\n}\n\nActor AltAmmoCheck : Inventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 4\n}\n\nActor Step : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor FootStep\n{\n\tPROJECTILE\n\t+NOBLOOD\n\tdamage 0\n\tradius 10\n\tSpeed 20\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor Boom\n{\n Radius 11\n Height 8\n Speed 0\n Damage 0\n Projectile\n renderstyle Add\n States\n {\n Spawn:\n\t\tTNT1 A 1\n\t\tGoto Death\n Death:\n\t\tMISL B 8 bright A_PlaySound(\"weapons/explode\")\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\t\tstop\n }\n}\n\nACTOR NewBlood : Blood replaces Blood\n{\nGame Doom\nStates\n{\nSpawn:\nBLUD C 0\nBLUD C 8\nBLUD B 8 A_SpawnItemEx(\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\nBLUD A 8\nStop\n}\n}\n\nACTOR NewFlyingBlood\n{\nGame Doom\nScale 0.75\nHealth 1\nRadius 8\nHeight 1\nMass 1\n+CORPSE\n+NOTELEPORT\n+NOBLOCKMAP\ndecal BloodSplat\nStates\n{\nSpawn:\n TNT1 A 0\n FBLD A 1 A_SpawnItemEx(\"NewFlyingBloodTrail\",0,0,0,0,0,0,0,129)\n FBLD A 1\n FBLD A 1 A_SpawnItemEx(\"NewFlyingBloodTrail\",0,0,0,0,0,0,0,129)\n FBLD A 1\n FBLD B 1 A_SpawnItemEx(\"NewFlyingBloodTrail\",0,0,0,0,0,0,0,129)\n FBLD B 1\n FBLD B 1 A_SpawnItemEx(\"NewFlyingBloodTrail\",0,0,0,0,0,0,0,129)\n FBLD B 1\n FBLD C 1 A_SpawnItemEx(\"NewFlyingBloodTrail\",0,0,0,0,0,0,0,129)\n FBLD C 1\n FBLD C 1 A_SpawnItemEx(\"NewFlyingBloodTrail\",0,0,0,0,0,0,0,129)\n FBLD C 1\n FBLD D 1 A_SpawnItemEx(\"NewFlyingBloodTrail\",0,0,0,0,0,0,0,129)\n FBLD D 1\n FBLD D 1 A_SpawnItemEx(\"NewFlyingBloodTrail\",0,0,0,0,0,0,0,129)\n FBLD D 1\n Loop\nCrash:\n TNT1 A 1 A_SpawnItemEx(\"NewBloodSpot\",0,0,0,0,0,0,0,129)\n Stop\n }\n}\n\nACTOR NewBloodSpot\n{\nGame Doom\nRadius 12\nHeight 2\nMass 1\n+NOTELEPORT\n-NOBLOCKMAP\ndecal BloodSplat\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 A_Jump(64,4)\n TNT1 A 0 A_Jump(128,5)\n TNT1 A 0 A_Jump(192,6)\n TNT1 A 0 A_Jump(255,7)\n BSPT A 250\n BSPT A 1 A_FadeOut (0.02)\n goto Spawn+7\n BSPT B 250\n BSPT B 1 A_FadeOut (0.02)\n goto Spawn+9\n BSPT C 250\n BSPT C 1 A_FadeOut (0.02)\n goto Spawn+11\n BSPT D 250\n BSPT D 1 A_FadeOut (0.02)\n goto Spawn+13\n }\n}\n\nACTOR NewFlyingBloodTrail\n{\nGame Doom\nScale 0.70\nMass 1\n+LOWGRAVITY\n+NOTELEPORT\n+NOBLOCKMAP\ndecal BloodSplat\nStates\n{\nSpawn:\n BTRL A 4\n BTRL B 4\n BTRL C 4\n BTRL D 4\n Stop\n }\n}\n\nactor TerminatorGibs\n{\n radius 1\n height 1\n +NOBLOCKMONST\n +CLIENTSIDEONLY\n +NOGRAVITY\n +CORPSE\n -SOLID\n states\n {\n Spawn:\n TNT1 A 0\n goto Death\n Death:\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk1\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk2\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk1\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk2\",0,0,random(3,56),0,0,0,0,129)\n stop\n }\n}\n\nactor HumanGibs\n{\n radius 1\n height 1\n +NOBLOCKMONST\n +CLIENTSIDEONLY\n +NOGRAVITY\n +CORPSE\n -SOLID\n states\n {\n Spawn:\n TNT1 A 0\n goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"SGibChunk1\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"SGibChunk2\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"SGibChunk1\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"SGibChunk2\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"SGibChunk1\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"SGibChunk2\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"SGibChunk1\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"SGibChunk2\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"MGibChunk1\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"MGibChunk2\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"MGibChunk3\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"MGibChunk4\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"MGibChunk5\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"MGibChunk6\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"MGibChunk7\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"MGibChunk8\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"MGibChunk9\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"MGibChunkA\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"MGibChunkB\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"MGibChunkC\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk1\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk2\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk1\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk2\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk1\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk2\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk1\",0,0,random(3,56),0,0,0,0,129)\n TNT1 A 1 A_SpawnItemEx (\"SGibChunk2\",0,0,random(3,56),0,0,0,0,129)\n stop\n }\n}\n\nactor HeadGib : PlayerChunk\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +NOBLOCKMONST\n +CLIENTSIDEONLY\n +SLIDESONWALLS\n +NOSKIN\n +THRUGHOST\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n HDGB A 0\n HDGB A 0 A_NoBlocking\n HDGB A 5 ThrustThing (random(0,255),random(1,10))\n HDGB A 5 ThrustThingZ (0,random(15,50),0,0)\n HDGB A 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n HDGB B 0 A_PlaySoundEx (\"splash/gibs\",0)\n\t HDGB B 0 A_SpawnItemEx (\"HeadGibRemnant\",0,0,0,0,0,0,0,129)\n TNT1 Z -1\n stop\n }\n}\n\nactor BlueHumanGibs : HumanGibs\n{\nTranslation \"16:47=192:207\", \"168:191=192:207\", \"160:167=200:207\", \"232:239=200:207\", \"208:223=192:207\"\n}\n\nactor BlueHeadGib : HeadGib\n{\nTranslation \"16:47=192:207\", \"168:191=192:207\", \"160:167=200:207\", \"232:239=200:207\", \"208:223=192:207\"\n}\n\nactor HeadGibRemnant\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +NOBLOCKMONST\n +CLIENTSIDEONLY\n +SLIDESONWALLS\n +NOSKIN\n +THRUGHOST\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n\t HDGB A 0\n\t HDGB B 30 A_Stop\n\t goto Death\n\tDeath:\n\t HDGB B 220\n\t HDGB B 1 A_FadeOut (0.02)\n\t goto Death+1\n }\n}\n\nactor MGibChunk1\n{\n radius 7\n scale 0.75\n height 7\n speed 0\n +FLOORCLIP\n +NOBLOCKMONST\n +CLIENTSIDEONLY\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIB1 B 0\n GIB1 B 0 A_NoBlocking\n GIB1 B 5 ThrustThing (random(0,255),random(1,10))\n GIB1 B 5 ThrustThingZ (0,random(15,50),0,0)\n GIB1 B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIB1 A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIB1 A 250 A_Stop\n GIB1 A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor MGibChunk2\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +NOBLOCKMONST\n +CLIENTSIDEONLY\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIB2 B 0\n GIB2 B 0 A_NoBlocking\n GIB2 B 5 ThrustThing (random(0,255),random(1,10))\n GIB2 B 5 ThrustThingZ (0,random(15,50),0,0)\n GIB2 B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIB2 A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIB2 A 250 A_Stop\n GIB2 A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor MGibChunk3\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIB3 B 0\n GIB3 B 0 A_NoBlocking\n GIB3 B 5 ThrustThing (random(0,255),random(1,10))\n GIB3 B 5 ThrustThingZ (0,random(15,50),0,0)\n GIB3 B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIB3 A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIB3 A 250 A_Stop\n GIB3 A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor MGibChunk4\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIB4 B 0\n GIB4 B 0 A_NoBlocking\n GIB4 B 5 ThrustThing (random(0,255),random(1,10))\n GIB4 B 5 ThrustThingZ (0,random(15,50),0,0)\n GIB4 B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIB4 A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIB4 A 250 A_Stop\n GIB4 A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor MGibChunk5\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIB5 B 0\n GIB5 B 0 A_NoBlocking\n GIB5 B 5 ThrustThing (random(0,255),random(1,10))\n GIB5 B 5 ThrustThingZ (0,random(15,50),0,0)\n GIB5 B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIB5 A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIB5 A 250 A_Stop\n GIB5 A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor MGibChunk6\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIB6 B 0\n GIB6 B 0 A_NoBlocking\n GIB6 B 5 ThrustThing (random(0,255),random(1,10))\n GIB6 B 5 ThrustThingZ (0,random(15,50),0,0)\n GIB6 B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIB6 A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIB6 A 250 A_Stop\n GIB6 A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor MGibChunk7\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIB7 B 0\n GIB7 B 0 A_NoBlocking\n GIB7 B 5 ThrustThing (random(0,255),random(1,10))\n GIB7 B 5 ThrustThingZ (0,random(15,50),0,0)\n GIB7 B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIB7 A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIB7 A 250 A_Stop\n GIB7 A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor MGibChunk8\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIB8 B 0\n GIB8 B 0 A_NoBlocking\n GIB8 B 5 ThrustThing (random(0,255),random(1,10))\n GIB8 B 5 ThrustThingZ (0,random(15,50),0,0)\n GIB8 B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIB8 A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIB8 A 250 A_Stop\n GIB8 A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor MGibChunk9\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIB9 B 0\n GIB9 B 0 A_NoBlocking\n GIB9 B 5 ThrustThing (random(0,255),random(1,10))\n GIB9 B 5 ThrustThingZ (0,random(15,50),0,0)\n GIB9 B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIB9 A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIB9 A 250 A_Stop\n GIB9 A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor MGibChunkA\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIBA B 0\n GIBA B 0 A_NoBlocking\n GIBA B 5 ThrustThing (random(0,255),random(1,10))\n GIBA B 5 ThrustThingZ (0,random(15,50),0,0)\n GIBA B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIBA A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIBA A 250 A_Stop\n GIBA A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor MGibChunkB\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIBB B 0\n GIBB B 0 A_NoBlocking\n GIBB B 5 ThrustThing (random(0,255),random(1,10))\n GIBB B 5 ThrustThingZ (0,random(15,50),0,0)\n GIBB B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIBB A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIBB A 250 A_Stop\n GIBB A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor MGibChunkC\n{\n radius 7\n height 7\n scale 0.75\n speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n GIBC B 0\n GIBC B 0 A_NoBlocking\n GIBC B 5 ThrustThing (random(0,255),random(1,10))\n GIBC B 5 ThrustThingZ (0,random(15,50),0,0)\n GIBC B 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n GIBC A 0 A_PlaySoundEx (\"splash/gibs\",0)\n GIBC A 250 A_Stop\n GIBC A 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor SGibChunk1\n{\n radius 5\n height 5\n scale 0.75\n speed 0\n +FLOORCLIP\n +NOBLOCKMONST\n +CLIENTSIDEONLY\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n SGIB A 0\n SGIB A 0 A_NoBlocking\n SGIB A 5 ThrustThing (random(0,255),random(1,10))\n SGIB A 5 ThrustThingZ (0,random(15,60),0,0)\n SGIB A 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n SGIB B 0 A_PlaySoundEx (\"splash/gibs\",0)\n SGIB B 250 A_Stop\n SGIB B 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor SGibChunk2\n{\n radius 5\n height 5\n speed 0\n scale 0.75\n +FLOORCLIP\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CLIENTSIDEONLY\n +CORPSE\n -SOLID\n decal BloodSplat\n states\n {\n Spawn:\n SGIB C 0\n SGIB C 0 A_NoBlocking\n SGIB C 5 ThrustThing (random(0,255),random(1,10))\n SGIB C 5 ThrustThingZ (0,random(15,60),0,0)\n SGIB C 5 A_SpawnItemEx (\"NewFlyingBlood\",0,0,0,0,0,0,0,129)\n goto Spawn+4\n Crash:\n SGIB D 0 A_PlaySoundEx (\"splash/gibs\",0)\n SGIB D 250 A_Stop\n SGIB D 1 A_FadeOut (0.02)\n goto Crash+2\n }\n}\n\nactor WaterSplashBaseSmall\n{\n Radius 1\n Height 1\n Mass 1\n alpha .6\n Scale 0.5\n +DONTSPLASH\n +NOGRAVITY\n +NOCLIP\n States\n {\n Spawn:\n SPSH E 3\n SPSH F 3 A_SpawnDebris(\"WaterSplashDrop\")\n SPSH G 3\n SPSH H 3\n SPSH I 3\n SPSH J 3\n SPSH K 3\n Stop\n }\n}\n\nACTOR WaterSplashDrop\n{\n\trenderstyle add\n\tRadius 1\n Height 1\n\talpha .5\n\tHealth 5\n\tMass 9\n\tScale\t.3\n\tprojectile\n\t- nogravity\n\t+DONTSPLASH\n\t+CORPSE\n +EXPLODEONWATER\n\tStates\n\t{\n\t\tSPSH A 6\n\t\tSPSH B 7\n\t\tSPSH C 7\n\t\tSPSH D 6\n\t\tSPSH A 7\n\t\tStop\n\t}\n}\n\nactor BloodSplashBaseSmall\n{\n Radius 1\n Height 1\n Mass 1\n alpha .6\n Scale 0.5\n +NOCLIP\n +DONTSPLASH\n +NOGRAVITY\n States\n {\n Spawn:\n BSPH E 3\n BSPH F 3 A_SpawnDebris(\"BloodSplashDrop\")\n BSPH G 3\n BSPH H 3\n BSPH I 3\n BSPH J 3\n BSPH K 3\n Stop\n }\n}\n\nACTOR BloodSplashDrop\n{\n\trenderstyle add\n\tRadius 1\n\tHeight 1\n\talpha .5\n\tHealth 5\n\tMass 9\n\tScale\t.3\n\tprojectile\n\t- nogravity\n\t+DONTSPLASH\n\t+CORPSE\n +EXPLODEONWATER\n\tStates\n\t{\n\t\tBSPH A 7\n\t\tBSPH B 7\n\t\tBSPH C 7\n\t\tBSPH D 7\n\t\tBSPH A 7\n\t\tStop\n\t}\n}\n\nactor GrayWaterSplash : WaterSplash\n{\n alpha .4\n States\n {\n Spawn:\n GSPH A 8\n GSPH B 8\n GSPH C 8\n GSPH D 8\n Stop\n Death:\n GSPH D 1\n Stop\n }\n}\n\nactor GrayWaterSplashBase\n{\n Radius 1\n Height 1\n Mass 1\n alpha .6\n +NOCLIP\n States\n {\n Spawn:\n GSPH E 3\n GSPH F 3\n GSPH G 3\n GSPH H 3\n GSPH I 3\n GSPH J 3\n GSPH K 3\n Stop\n }\n}\n\nactor GrayWaterSplashBaseSmall\n{\n Radius 1\n Height 1\n Mass 1\n alpha .6\n Scale 0.5\n +NOCLIP\n +DONTSPLASH\n +NOGRAVITY\n States\n {\n Spawn:\n GSPH E 3\n GSPH F 3 A_SpawnDebris(\"GrayWaterSplashDrop\")\n GSPH G 3\n GSPH H 3\n GSPH I 3\n GSPH J 3\n GSPH K 3\n Stop\n }\n}\n\nACTOR GrayWaterSplashDrop\n{\n\trenderstyle add\n\tRadius 1\n Height 1\n\talpha .5\n\tHealth 5\n\tMass 9\n\tScale\t.3\n\tprojectile\n\t- nogravity\n\t+DONTSPLASH\n\t+CORPSE\n +EXPLODEONWATER\n\tStates\n\t{\n\t\tGSPH A 7\n\t\tGSPH B 7\n\t\tGSPH C 7\n\t\tGSPH D 7\n\t\tGSPH A 7\n\t\tStop\n\t}\n}\n\nActor Ricochet: BulletPuff replaces BulletPuff\n{\nstates\n\t{\n\tSpawn:\n\t\tPUFF A 4 bright\n \tPUFF B 0 A_Jump(15, 4)\n \tPUFF B 4 bright\n \tPUFF CD 4\n stop\n \tPUFF B 0 A_CustomMissile(\"RicochetBullet\",5,0,Random(-360,360), 2, random(-360, 360))\n goto Spawn+3\n\tMelee:\n \tPUFF CD 4\n stop\n\t}\n}\n\nActor RicochetBullet\n{\nPROJECTILE\n-ACTIVATEPCROSS\n+CLIENTSIDEONLY\n+HEXENBOUNCE\nspeed 12\nradius 3\nheight 3\nmass 1\nseesound \"weapons/ricochet\"\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 AAAAAAAAAAAA 1 bright A_spawnitem(\"BulletTrail\")\n\t\tstop\n\t}\n}\n\nActor BulletTrail\n{\n+NOGRAVITY\n+NOINTERACTION\nrenderstyle translucent\nalpha 0.8\ntranslation \"0:255=160:163\"\nscale .25\nstates\n\t{\n\tSpawn:\n\t\tPUFF A 1 bright A_FadeOut(0.05)\n\t\tloop\n\t}\n}"
}
]
},
"maps": []
}