Raw model (for completeness)
{
"meta": {
"id": "0bb87a0b-65be-4668-8ba6-2cb81e8db4c8",
"sha1": "32f36f2b70c63d705950aaa6674caae94131131b",
"sha256": "26ab760da636962f94496d1b3ab3397d5e4a6fad62b0ad71721c3e63edef7653",
"filenames": [
"justiderp-v4a.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2014-06-21 11:21:12",
"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": "2014-06-21 11:21:12",
"file": {
"type": "PK3",
"size": 8615356,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/32f36f2b70c63d705950aaa6674caae94131131b/32f36f2b70c63d705950aaa6674caae94131131b.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 4658,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"analysis": {
"title": "justiderp-v4a",
"description": "This WAD is a large PK3 mod designed for ZDoom-compatible engines, containing no traditional Doom maps but extensive custom content including weapons and actors. It features a complex arsenal with unique mechanics such as jetpack-like flight and custom ammo types, emphasizing advanced gameplay elements rather than classic map progression. The resource balance and monster profiles are not applicable due to the absence of maps. The theme is heavily tech-oriented with a focus on new gameplay features and weaponry, relying on ZDoom's extended scripting capabilities. No IWAD dependency is indicated, and the WAD is not vanilla compatible. The structure is modular and content-rich, aimed at enhancing gameplay rather than providing a linear or key-based map experience.",
"tags": [
"boom_compatible",
"challenge_wad",
"large_megawad",
"nonlinear",
"techbase"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "Wep/JetAdaptor.txt",
"contents": "actor JetAdaptor : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 28\nObituary \"%o was bombed by %k's \\cgJet Adaptor Buster.\"\nweapon.ammotype \"JetAdaptorFuel\"\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nJETB A 0 ACS_ExecuteAlways(998,0,77)\nJETB A 0 A_GunFlash\ngoto Ready2\nReady2:\nJETB A 1 A_WeaponReady\nTNT1 A 0 A_JumpIf(z-floorz==0,\"Refuel\")\ngoto Ready2\nRefuel:\nJETB A 3\nJETB A 0 A_GiveInventory(\"JetAdaptorFuel\",1)\nGoto Ready2\nDeselect:\nTNT1 A 0 SetPlayerProperty(0,0,3)\nJETB A 0 A_TakeInventory(\"JetTrigger\",1)\nJETB A 0 //ACS_ExecuteAlways(672, 0, 0)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nJETB A 1 A_Lower\nLoop\nSelect:\nJETB A 0 A_TakeInventory(\"JetTrigger\",1)\nJETB A 0 //ACS_ExecuteAlways(672, 0, 5)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nJETB A 1 A_Raise\nLoop\nFire:\nJETB A 0 A_JumpIfInventory(\"JetTrigger\",1,\"No\")\nJETB A 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nJETB AAA 0 A_FireCustomMissile(\"MegaShot2J\",random(-8,8),0,8,0)\nJETB BC 2\nJETB B 1\nJETB B 0 A_Refire\ngoto Ready2+1\nAltfire:\nJETB A 0 A_GiveInventory(\"JetTrigger\",1)\nJETB A 1 A_JumpIfInventory(\"JetAdaptorFuel\", 1, \"FlyBefore\")\nJETB A 0 ACS_ExecuteAlways(999,0)\nJETB A 0 A_TakeInventory(\"JetTrigger\",1)\ngoto Ready2\nFlyBefore:\nJETB A 0 A_CheckFloor(\"Bouncy\")\ngoto Fly\nBouncy:\nJETB A 0 A_PlaySoundEx(\"weapon/Jetfly\",\"Auto\")\nJETB A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\nJETB A 14 ThrustThingZ(0,88,0,0)\nJETB A 0 A_Stop\nJETB A 0 A_RECOIL(-18)\n\nAltHold:\nFly:\nJETB A 0 A_JumpIfInventory(\"JetAdaptorFuel\", 1, 1)\ngoto WellOkay\nJETB A 0 //SetPlayerProperty(0,1,4)\nJETB A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\nJETB A 0 A_TakeInventory(\"JetAdaptorFuel\",1)\nJETB A 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -12, 20, 0, -25, 0)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -12, 20, 0, -25, 120)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -12, 20, 0, -25, 240)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -6, 20, 0, -25, 0)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -6, 20, 0, -25, 120)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -6, 20, 0, -25, 240)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, 0, 20, 0, -25, 0)\nJETB A 0 A_PlaySoundEx(\"weapon/Jetfly\",\"Auto\")\nJETB A 0 //A_ChangeVelocity(2,0,0,CVF_RELATIVE)\nJETB AAA 1// ThrustThingZ(0,3,0,1)\nJETB A 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -12, 20, 0, -25, 60)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -12, 20, 0, -25, 180)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -12, 20, 0, -25, 300)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -6, 20, 0, -25, 60)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -6, 20, 0, -25, 180)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, -6, 20, 0, -25, 300)\nJETB A 0 A_SpawnItemEx(\"MegaShot2JX\", 0, 0, 0, 20, 0, -25, 0)\nJETB A 0 A_PlaySoundEx(\"weapon/Jetfly\",\"Auto\")\nJETB A 0 //A_ChangeVelocity(2,0,0,CVF_RELATIVE)\nJETB AAA 1 //ThrustThingZ(0,3,0,1)\nJETB A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\nJETB A 0 //SetPlayerProperty(0,0,4)\nJETB A 0 A_ReFire\nWellOkay:\nJETB A 1 A_WeaponReady\nJETB A 0 A_TakeInventory(\"JetTrigger\",1)\nGoto Fall\nFall:\nJETB A 1 A_JumpIf(momz==0, \"Ready2\")\nJETB A 1 A_WeaponReady\nloop\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",999,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"JetTrigger\",1,\"FlyFlash\")\nTNT1 A 1 A_SpawnItemEx(\"JetWings1\",-8,0,12,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nloop\nFlyFlash:\nTNT1 A 1 A_SpawnItemEx(\"JetWings2\",-8,0,12,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nTNT1 A 1 A_SpawnItemEx(\"JetWings1\",-8,0,12,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\ngoto Flash\nNoFlash:\nTNT1 A 0\nstop\nNo:\nJETB A 0 SetPlayerProperty(0,0,3)\nJETB A 1 A_TakeInventory(\"JetTrigger\",1)\ngoto Ready2+1\n}\n}\n\nactor JetAdaptorFuel : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor JetTrigger : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor JetWings1 : BaseDecorativeActor\n{\nStates\n{\nSpawn:\nMMJT B 2\nstop\n}\n}\n\nactor JetWings2 : JetWings1\n{\nStates\n{\nSpawn:\nMMJT C 2\nstop\n}\n}\n\nactor MegaShot2J\n{\nPROJECTILE\n+LOOKALLAROUND\n-NOGRAVITY\n+SKYEXPLODE\n+DONTBLAST\nObituary \"%o was \\cnair\\c-bombed by %k's \\cnMuch Charged \\caJet \\cnBuster.\"\ndamagetype \"Buster\"\n//seesound \"weapon/mbuster\"\nSpeed 79\nDamage (7)\ngravity 1.2\nradius 12\nheight 12\nscale 2.1\nStates\n{\nSpawn:\nMBUS AB 1\nloop\n}\n}\n\nactor MegaShot2JX : MegaShot2J\n{\nscale 1.5\nradius 8\nheight 8\nDamage (3)\nObituary \"%o was jew'd by %k's ancient World War II japanese aerial bombing technique.\"\nStates\n{\nSpawn:\nMBUS AB 1\nloop\nDeath:\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(7,70,0)\nASEX ABCDEF 2\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/PowerAdaptor.txt",
"contents": "actor PowerAdaptor : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nObituary \"%o was sent away in someone's ass by %k's \\cgPawerful Pawnch Boom.\"\nweapon.ammotype \"PowerAdaptorMeter\"\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nPOWA A 0 ACS_ExecuteAlways(998,0,77)\nPOWA A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 A 0 A_TakeInventory(\"PowerActivate\",1)\nPOWA A 0 ACS_ExecuteAlways(512,0,3,0)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPOWA A 1 A_Lower\nLoop\nSelect:\nTNT1 A 0 A_GiveInventory(\"PowerActivate\",1)\nPOWA A 0 ACS_ExecuteAlways(512,0,2,0)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPOWA A 1 A_Raise\nLoop\nFire:\nPOWA A 0 A_GiveInventory(\"PowerAdaptorMeter\",1)\nPOWA A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPOWA FI 3\nPOWA AAAAAAAAAA 0 A_FireCustomMissile(\"PowerShot\",random(-12,12),0,1,8,0,random(-6,6))\nPOWA A 2\nPOWA A 0 A_TakeInventory(\"PowerAdaptorMeter\",32)\nPOWA A 0 A_Refire\ngoto Ready+1\nHold:\nPOWA A 0 A_JumpIfInventory(\"PowerAdaptorMeter\",32,\"Charge2\")\nPOWA A 0 A_JumpIfInventory(\"PowerAdaptorMeter\",18,\"Charge\")\nPOWA B 1 A_GiveInventory(\"PowerAdaptorMeter\",1)\nPOWA A 0 A_Refire\nGoto Ready+1\nCharge:\nPOWA A 0 A_JumpIfInventory(\"PowerAdaptorMeter\",32,\"Charge2\")\nPOWA A 0 A_JumpIfInventory(\"PowerAdaptorMeter\",19,\"Charge1\")\nPOWA B 1\nPOWA A 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nGoto Charge1\nCharge1:\nPOWA A 0 A_JumpIfInventory(\"PowerAdaptorMeter\",32,\"Charge2\")\nPOWA A 0\nPOWA A 0 ACS_ExecuteAlways(991,0,77)\nPOWA B 1 A_GiveInventory(\"PowerAdaptorMeter\",1)\nPOWA A 0 ACS_ExecuteAlways(991,0,78)\nPOWA C 1\nPOWA A 0 A_Refire\nGoto Fire2\nCharge2:\nPOWA A 0 A_PlaySoundEx(\"weapon/coilcharge\",\"Weapon\")\nPOWA A 0 ACS_ExecuteAlways(991,0,79)\nPOWA D 1\nPOWA A 0 ACS_ExecuteAlways(991,0,80)\nPOWA E 2\nPOWA A 0 A_Refire\nGoto Fire3\nFire2:\nPOWA A 0 ACS_ExecuteAlways(991,0,77)\nPOWA A 0 A_TakeInventory(\"PowerAdaptorMeter\",32)\nPOWA A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPOWA FI 2\nPOWA AAAAAAAAAA 0 A_FireCustomMissile(\"PowerShot2\",random(-12,12),0,1,8,0,random(-6,6))\nPOWA A 1\nPOWA A 0 A_Refire\ngoto Ready+1\nFire3:\nPOWA A 0 ACS_ExecuteAlways(991,0,77)\nPOWA A 0 A_TakeInventory(\"PowerAdaptorMeter\",32)\nPOWA A 0 A_PlaySoundEx(\"weapon/napalm\",\"Weapon\")\nPOWA AAAAAAA 0 A_FireCustomMissile(\"PowerShot3\",random(-12,12),0,1,8,0,random(-6,6))\nPOWA FI 2\nPOWA A 1\nPOWA A 0 A_Refire\ngoto Ready+1\n}\n}\n\nactor PowerActivate : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor PowerAdaptorMeter : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor PowerShot\n{\nPROJECTILE\n+DONTBLAST\ndamagetype \"PowerAdaptor\"\nSpeed 32\nDamage (10)\nradius 8\nheight 8\nscale 2.5\nreactiontime 8\nStates\n{\nSpawn:\nPOWW AB 2\nPOWW A 0 A_CountDown\nloop\nDeath:\nPOWW A 0 A_Stop\nPOWW CDEFG 2\nstop\n}\n}\n\nactor PowerShot2 : PowerShot\n{\nDamage (20)\nradius 16\nheight 16\nStates\n{\nSpawn:\nPOWW IH 2\nPOWW A 0 A_CountDown\nloop\n}\n}\n\nactor PowerShot3 : PowerShot\n{\ndamagetype \"PowerAdaptorMax\"\nSpeed 10\nDamage (30)\n+THRUGHOST\nradius 32\nheight 32\nscale 2.5\nStates\n{\nSpawn:\nPOWW CDEFG 3\nDeath:\nBOMB A 0 A_Stop\nBOMB A 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nBOMB A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBALA A 0 A_PlaySoundEx(\"weapon/spyboom\", \"Weapon\")\nBOMB A 0 A_Explode(50, 180, 0)\nBOMB BCDEFGHIJKLMNOPQR 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/ProtoBusterBoss.txt",
"contents": "actor ProtoBusterBoss : BaseClassWeapon\n{\nObituary \"%o was bombed by %k's \\cgPwoto Bustew.\"\nweapon.ammotype \"BaseInfiniteAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nReady:\nPROC J 0 ACS_ExecuteAlways(998,0,36)\nPROC J 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC LK 1\nPROC J 0 A_SpawnItemEx(\"ProtoShieldX2\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC J 0 A_SpawnItemEx(\"ProtoShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC J 1 A_WeaponReady\nPROC B 0 A_GiveInventory(\"BaseAltfireAmmo\",4)\nGoto Ready+4\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPROC J 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPROC J 1 A_Raise\nLoop\nFire:\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"ProtoShitop4big\",0,0,8,0)\nPROC KLD 1 A_TakeInventory(\"WeaponCharge\",999)\nPROC EF 3\nPROC D 3 A_Refire\nPROC KL 1\ngoto Ready+4\nFire2:\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC F 3 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 3 A_FireCustomMissile(\"ProtoShitop2\",0,0,8,0)\nPROC EFD 3\nPROC D 0 A_Refire\nPROC KL 1\ngoto Ready+4\nFire3:\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC D 1 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 0 A_FireCustomMissile(\"ProtoShitop4\",random(-5,5),0,8,0,0,random(-5,5))\nPROC ED 3\nPROC D 9\nPROC D 0 A_Refire\nPROC KL 1\ngoto Ready+4\nHold:\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",32,\"Charge2\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",30,\"Charge2Pre\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",18,\"Charge\")\nPROC D 1 A_GiveInventory(\"WeaponCharge\",1)\nPROC D 0 A_Refire\nGoto Ready+4\nCharge:\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",19,\"Charge1\")\nPROC D 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nPROC D 2\nGoto Charge1\nCharge1:\nPROC H 0 ACS_ExecuteAlways(991,0,63)\nPROC D 2 A_GiveInventory(\"WeaponCharge\",2)\nPROC M 2 ACS_ExecuteAlways(991,0,36)\nPROC H 0 A_Refire\nGoto Fire2\nCharge2Pre:\nPROC LK 1 A_GiveInventory(\"WeaponCharge\",1)\nPROC H 0 A_Refire\nGoto Fire2\nCharge2:\nPROC H 0 ACS_ExecuteAlways(991,0,64)\nPROC J 0 A_SpawnItemEx(\"ProtoShieldX2\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC J 0 A_SpawnItemEx(\"ProtoShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC I 1\nPROC H 0 ACS_ExecuteAlways(991,0,36)\nPROC J 0 A_SpawnItemEx(\"ProtoShieldX2\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC J 0 A_SpawnItemEx(\"ProtoShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC H 1\nPROC J 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nPROC H 0 A_Refire\nGoto Fire3\nBotFire:\nPROC J 0 A_Jump(16, \"Fire3\")\nPROC H 0 A_Refire\nGoto Fire3\nAltfire:\nPROC J 0 A_JumpIf(momz==0,1)\nGoto Ready+4\nPROC K 1\nPROC L 0 ACS_ExecuteAlways(512,0,2,0)\nPROC A 0 A_TakeInventory(\"BaseAltfireAmmo\",112)\nPROC L 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nPROC L 0 SetPlayerProperty(0,1,0)\nPROC K 1 A_ChangeVelocity(42,0,momz,CVF_RELATIVE|CVF_REPLACE)\nPROC LL 1\nPSLI A 2\nPSLI B 8 SetPlayerProperty(0,0,0)\nPSLI A 3\nPROC LK 5\nGoto Ready+4\n}\n}\n\nactor ProtoBusterBoss2 : BaseClassWeapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nObituary \"%o was bombed by %k's \\cgPwoto Bustew.\"\nweapon.ammotype \"ProtoAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nReady:\nPROC J 0 ACS_ExecuteAlways(998,0,36)\nPROC J 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC D 0 A_GunFlash\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"StartReady2\")\nPROC D 1 A_WeaponReady\n//PROC B 0 A_GiveInventory(\"BaseAltfireAmmo\",4)\nGoto Ready+3\nStartReady2:\nPROC LK 3\nReady2:\nPROC J 1 A_WeaponReady\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"Ready2\")\nPROC KL 3\ngoto Ready+3\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPROC J 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPROC J 1 A_Raise\nLoop\nFire:\nGoto Hold\nFire1:\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"Fire1Shield\")\n//PROC D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"NewProtoShot\",0,0,8,0)\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\n//PROC D 0 A_TakeInventory(\"ProtoAmmo\",1)\nPROC EF 3\nPROC D 4\nPROC D 0 A_Refire\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"StartReady2\")\ngoto Ready+3\nFire1Shield:\nPROC D 0 A_JumpIfNoAmmo(\"NoAmmo2\")\nPROC D 0 A_GiveInventory(\"ProtoShootingFlag\",1)\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"NewProtoShot\",0,0,8,0)\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC EF 3\nPROC D 4\nPROC D 0 A_TakeInventory(\"ProtoShootingFlag\",1)\nPROC D 0 A_Refire\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"StartReady2\")\ngoto Ready+3\nFire2:\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"Fire2Shield\")\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC F 3 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 3 A_FireCustomMissile(\"ProtoShot2\",0,0,8,0)\nPROC EFD 3\nPROC D 0 A_TakeInventory(\"ProtoShootingFlag\",1)\nPROC D 0 A_Refire\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"StartReady2\")\ngoto Ready+3\nFire2Shield:\nPROC D 0 A_GiveInventory(\"ProtoShootingFlag\",1)\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC F 3 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 3 A_FireCustomMissile(\"ProtoShot2\",0,0,8,0)\nPROC EFD 3\nPROC D 0 A_TakeInventory(\"ProtoShootingFlag\",1)\nPROC D 0 A_Refire\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"StartReady2\")\ngoto Ready+3\nFire3:\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"Fire3Shield\")\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC D 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 3 A_FireCustomMissile(\"NewProtoShot3\",0,0,8,0)\nPROC ED 3\n//PROC D 0 A_TakeInventory(\"ProtoShootingFlag\",1)\nPROC D 0 A_Refire\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"StartReady2\")\ngoto Ready+3\nFire3Shield:\nPROC D 0 A_GiveInventory(\"ProtoShootingFlag\",1)\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC D 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 3 A_FireCustomMissile(\"NewProtoShot3\",0,0,8,0)\nPROC ED 3\nPROC D 0 A_TakeInventory(\"ProtoShootingFlag\",1)\nPROC D 9\nPROC D 0 A_Refire\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"StartReady2\")\ngoto Ready+3\nHold:\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"HoldShield\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",32,\"Charge2\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",30,\"Charge2Pre\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",18,\"Charge\")\nPROC D 1 A_GiveInventory(\"WeaponCharge\",1)\nPROC D 0 A_Refire\nGoto Fire1\n/*StartHoldShield:\nPROC D 3*/\nHoldShield:\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",32,\"Charge2Shield\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",30,\"Charge2PreShield\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",18,\"ChargeShield\")\nPROC J 1 A_GiveInventory(\"WeaponCharge\",1)\nPROC D 0 A_Refire\ngoto Fire1Shield\nCharge:\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"ChargeShield\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",19,\"Charge1\")\nPROC D 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nPROC D 1\nGoto Charge1\n/*StartChargeShield:\nPROC D 3*/\nChargeShield:\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",19,\"Charge1Shield\")\nPROC D 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nPROC J 1\nGoto Charge1Shield\nCharge1:\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"Charge1Shield\")\nPROC H 0 ACS_ExecuteAlways(991,0,63)\nPROC D 2 A_GiveInventory(\"WeaponCharge\",2)\nPROC M 2 ACS_ExecuteAlways(991,0,36)\nPROC H 0 A_Refire\nGoto Fire2\n/*StartCharge1Shield:\nPROC H 0 ACS_ExecuteAlways(991,0,63)\nPROC D 2\nPROC M 2 ACS_ExecuteAlways(991,0,36)*/\nCharge1Shield:\nPROC H 0 ACS_ExecuteAlways(991,0,63)\nPROC J 2 A_GiveInventory(\"WeaponCharge\",2)\nPROC H 2 ACS_ExecuteAlways(991,0,36)\nPROC H 0 A_Refire\nGoto Fire2Shield\nCharge2Pre:\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"Charge2PreShield\")\nPROC TU 1 A_GiveInventory(\"WeaponCharge\",1)\nPROC H 0 A_Refire\nGoto Fire2\n/*StartCharge2PreShield:\nPROC TU 1\nPROC TU 1\nPROC TU 1*/\nCharge2PreShield:\nPROC IH 1 A_GiveInventory(\"WeaponCharge\",1)\nPROC H 0 A_Refire\nGoto Fire2Shield\nCharge2:\nPROC D 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"Charge2Shield\")\nPROC H 0 ACS_ExecuteAlways(991,0,64)\nPROC T 1\nPROC H 0 ACS_ExecuteAlways(991,0,36)\nPROC U 1\nPROC H 0 A_Refire\nGoto Fire3\n/*StartCharge2Shield:\nPROC TU 2\nPROC T 1*/\nCharge2Shield:\nPROC H 0 ACS_ExecuteAlways(991,0,64)\nPROC I 1\nPROC H 0 ACS_ExecuteAlways(991,0,36)\nPROC H 1\nPROC H 0 A_Refire\nGoto Fire3Shield\nAltfire:\nPROC J 0 A_CheckFloor(\"Slide\")\nPROC J 0 A_JumpIfInventory(\"ProtoShieldFlag\",1,\"Ready2\")\nGoto Ready+3\n//PROC J 0 A_JumpIfInventory(\"BaseAltfireAmmo\",112,1)\n//goto Ready+4\n//PROC K 1\nSlide:\nPROC D 0 A_GiveInventory(\"ProtoShootingFlag\",1)\nPROC D 1\nPROC L 0 ACS_ExecuteAlways(512,0,2,0)\n//PROC A 0 A_TakeInventory(\"BaseAltfireAmmo\",112)\nPROC L 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nPROC L 0 SetPlayerProperty(0,1,0)\nPROC D 1 A_ChangeVelocity(32,0,momz,CVF_RELATIVE|CVF_REPLACE)\n//PROC LL 1\nPSLI A 3\nPSLI B 8 SetPlayerProperty(0,0,0)\nPSLI A 3\n//PROC LK 5\nPROC D 6\nPROC D 0 A_TakeInventory(\"ProtoShootingFlag\",1)\nGoto Ready+3\nWaitFlash:\nTNT1 A 8\nTNT1 A 0 A_TakeInventory(\"ProtoShootingFlag\",1)\nFlash:\nTNT1 A 0 A_TakeInventory(\"ProtoShieldFlag\",1)\nTNT1 A 0 A_JumpIf(z-floorz>0, \"Flash2\")\nTNT1 A 1\ngoto Flash+1\nFlash2:\nTNT1 A 0 A_GiveInventory(\"ProtoShieldFlag\",1)\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"ProtoShieldX2\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_SpawnItemEx(\"ProtoShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_CheckFloor(\"Flash\")\nTNT1 A 0 A_JumpIfInventory(\"ProtoShootingFlag\",1,\"WaitFlash\")\ngoto Flash2+1\nNoAmmo:\nPROC D 0 A_GiveInventory(\"ProtoAmmo\",3)\nPROC D 10\nGoto Ready+3\nNoAmmo2:\nPROC J 0 A_GiveInventory(\"ProtoAmmo\",3)\nPROC J 10\nGoto StartReady2\n}\n}\n\nactor ProtoShieldX2\n{\n+MISSILE\nSpeed 0\n+DONTSPLASH\nDamage 0\nHeight 20\nRadius 10\nhealth 9999\nscale 2.5\ndamagefactor \"ProtoBuster\", 0.0\n+SHOOTABLE\n+NOBLOOD\n-SOLID\npainchance 256\nbloodtype \"\"\n+DONTRIP\n+GHOST\n+NORADIUSDMG\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2\nstop\nDeath:\nTNT1 A 0 //A_PlaySound(\"item/protoreflect\")\nTNT1 A 1\nstop\nPain:\nTNT1 A 0\nTNT1 A 2 A_PlaySound(\"item/protoreflect\")\nstop\n}\n}\n\nactor ProtoAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 3\n}\n\nactor NewProtoShot : ProtoShot\n{\nDamage (12)\n}\n\nactor NewProtoShot3 : Protoshot3\n{\nRadius 10\nHeight 10\nDamage (35)\n}\n\nactor ProtoShitop3\n{\nPROJECTILE\n+RIPPER\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+THRUGHOST\n//seesound \"weapon/mbuster\"\nSpeed 60\nDamage (10)\nradius 20\nheight 20\nscale 2.5\ndamagetype \"ProtoBuster\"\nStates\n{\nSpawn:\nPROC A 2\nPROC B 2 A_ChangeFlag(\"THRUGHOST\", 0)\nPROC C 2\nPROC ABC 2\nGoto Spawn+3\n}\n}\n\nactor ProtoShitop2\n{\nPROJECTILE\n+LOOKALLAROUND\n+RIPPER\n+SKYEXPLODE\n+DONTBLAST\n+THRUGHOST\ndamagetype \"ProtoBuster\"\n//seesound \"weapon/mbuster\"\nSpeed 16\nDamage (10)\nObituary \"%o was pushed into depression by %k's \\cgFat Pwoto Bustew Shot.\"\nradius 60\nheight 60\nscale 7.5\nStates\n{\nSpawn:\nTNT1 A 2\nMMFX D 2\nMMFX D 0 A_ChangeFlag(\"THRUGHOST\", 0)\nMMFX D 4\ngoto spawn+3\n}\n}\n\nactor ProtoShitop4\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+THRUGHOST\n//seesound \"weapon/mbuster\"\nSpeed 96\nDamage (0)\nObituary \"%o was raped by %k's \\cgPwoto Bustew Bawwage.\"\nradius 10\nheight 10\nscale 1.25\ndamagetype \"Bass\"\nStates\n{\nSpawn:\nPROC A 2\nPROC B 2 A_ChangeFlag(\"THRUGHOST\", 0)\nPROC C 2\nPROC ABC 2\nGoto Spawn+3\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(12, 96, 0)\nASEX ABCDEF 2\nstop\n}\n}\n\nactor ProtoShitop4big\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nObituary \"%o was bombed by %k's \\cgPwoto Bustew.\"\n+THRUGHOST\n//seesound \"weapon/mbuster\"\nSpeed 72\nDamage (0)\nradius 20\nheight 20\nscale 2.5\ndamagetype \"ProtoBuster\"\nStates\n{\nSpawn:\nPROC A 2\nPROC B 2 A_ChangeFlag(\"THRUGHOST\", 0)\nPROC C 2\nPROC ABC 2\nGoto Spawn+3\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(38, 144, 0)\nASEX ABCDEF 2\nstop\n}\n}\n\nactor ProtoShitop4bigB : ProtoShitop4big\n{\nObituary \"%o was destwoyed by %k's \\cgSo godamn cheap Bweak Bustew.\"\nStates\n{\nSpawn:\nPROC A 2\nPROC B 2 A_ChangeFlag(\"THRUGHOST\", 0)\nPROC C 2\nPROC ABC 2\nGoto Spawn+3\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(20, 144, 0)\nASEX ABCDEF 2\nstop\n}\n}\n\nactor ProtoShieldFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ProtoShootingFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ProtoBusterBot : ProtoBusterBoss\n{\nObituary \"%o was bombed by %k's \\cgProto Buster.\"\nStates\n{\nReady:\nPROC J 0 ACS_ExecuteAlways(998,0,36)\nPROC J 5 A_WeaponReady(2)\nPROC J 0 A_Jump(32,\"Altfire\")\ngoto Ready+1\nAltfire:\nPROC J 0 A_JumpIf(momz==0, \"SlideSlide\")\nGoto Ready+4\nSlideSlide:\nPROC L 0 ACS_ExecuteAlways(512,0,2,0)\nPROC L 0 A_GiveInventory(\"NoJoeShield\",1)\nPROC L 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nPROC L 0 SetPlayerProperty(0,1,0)\nPROC K 1 A_ChangeVelocity(50,0,momz,CVF_RELATIVE|CVF_REPLACE)\nPROC LL 1\nPSLI A 2\nPSLI B 8 SetPlayerProperty(0,0,0)\nPROC LK 5\nPROC L 0 A_TakeInventory(\"NoJoeShield\",1)\nPROC L 0 A_Refire\nGoto Ready+2\nFlash:\nPROC J 0 A_SpawnItemEx(\"ProtoShieldX2\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC J 0 A_SpawnItemEx(\"ProtoShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_JumpIfInventory(\"NoJoeShield\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",999,\"NoFlash\")\nloop\nNoFlash:\nTNT1 A 0\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/BreakBusterBoss.txt",
"contents": "actor BreakBusterBoss : BaseClassWeapon\n{\nObituary \"%o was bombed by %k's \\cgBreak Buster.\"\nweapon.ammotype \"BaseInfiniteAmmo\"\nStates\n{\nReady:\nPROC J 0 ACS_ExecuteAlways(998,0,36)\nPROC J 0 //A_TakeInventory(\"BreakCharge\",999)\nPROC D 0 A_GunFlash\nPROC D 0 A_JumpIfInventory(\"BreakShieldFlag\",1,\"StartReady2\")\nPROC D 1 A_WeaponReady\n//PROC B 0 A_GiveInventory(\"BaseAltfireAmmo\",4)\nGoto Ready+3\nStartReady2:\nPROC LK 3\nReady2:\nPROC J 1 A_WeaponReady\nPROC D 0 A_JumpIfInventory(\"BreakShieldFlag\",1,\"Ready2\")\nPROC KL 3\ngoto Ready+3\nFire:\nPROC D 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"Fire2\")\nPROC D 0 A_GiveInventory(\"BaseCustomFlag1\")\nPROC D 0 A_JumpIfInventory(\"BreakShieldFlag\",1,\"Fire1Shield\")\n//PROC D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"ProtoShitop4BigB\",0,0,8,0)\nPROC D 0 //A_TakeInventory(\"BreakCharge\",999)\n//PROC D 0 A_TakeInventory(\"ProtoAmmo\",1)\nPROC EF 1\nPROC D 1\nPROC D 0 A_Refire\nPROC D 0 A_JumpIfInventory(\"BreakShieldFlag\",1,\"StartReady2\")\ngoto Ready+3\nFire2:\nPROC D 0 A_TakeInventory(\"BaseCustomFlag1\")\nPROC D 0 A_JumpIfInventory(\"BreakShieldFlag\",1,\"Fire2Shield\")\n//PROC D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"ProtoShitop4BigB\",0,0,8,0)\nPROC D 0 //A_TakeInventory(\"BreakCharge\",999)\n//PROC D 0 A_TakeInventory(\"ProtoAmmo\",1)\nPROC EF 2\nPROC D 1\nPROC D 0 A_Refire\nPROC D 0 A_JumpIfInventory(\"BreakShieldFlag\",1,\"StartReady2\")\ngoto Ready+3\nFire1Shield:\nPROC D 0 A_JumpIfNoAmmo(\"NoAmmo2\")\nPROC D 0 A_GiveInventory(\"BreakShootingFlag\",1)\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"ProtoShitop4BigB\",0,0,8,0)\nPROC D 0 //A_TakeInventory(\"BreakCharge\",999)\nPROC EF 1\nPROC D 1\nPROC D 0 A_TakeInventory(\"BreakShootingFlag\",1)\nPROC D 0 A_Refire\nPROC D 0 A_JumpIfInventory(\"BreakShieldFlag\",1,\"StartReady2\")\nGoto Ready+3\nFire2Shield:\nPROC D 0 A_JumpIfNoAmmo(\"NoAmmo2\")\nPROC D 0 A_GiveInventory(\"BreakShootingFlag\",1)\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"ProtoShitop4BigB\",0,0,8,0)\nPROC D 0 //A_TakeInventory(\"BreakCharge\",999)\nPROC EF 2\nPROC D 1\nPROC D 0 A_TakeInventory(\"BreakShootingFlag\",1)\nPROC D 0 A_Refire\nPROC D 0 A_JumpIfInventory(\"BreakShieldFlag\",1,\"StartReady2\")\nGoto Ready+3\nWaitFlash:\nTNT1 A 8\nTNT1 A 0 A_TakeInventory(\"BreakShootingFlag\",1)\ngoto Flash+1\nFlash:\nTNT1 A 0 A_TakeInventory(\"BreakShieldFlag\",1)\nTNT1 A 1\nTNT1 A 0 A_JumpIf(z-floorz>0, \"Flash2\")\ngoto Flash+1\nFlash2:\nTNT1 A 0 A_GiveInventory(\"BreakShieldFlag\",1)\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"ProtoShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_SpawnItemEx(\"ProtoShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_CheckFloor(\"Flash\")\nTNT1 A 0 A_JumpIfInventory(\"BreakShootingFlag\",1,\"WaitFlash\")\ngoto Flash2+1\nNoAmmo:\nPROC D 0 A_GiveInventory(\"ProtoAmmo\",3)\nPROC D 10\nGoto Ready+3\nNoAmmo2:\nPROC J 0 A_GiveInventory(\"ProtoAmmo\",3)\nPROC J 10\nGoto StartReady2\n}\n}\n\nactor BreakFiring : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BreakShootingFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BreakShieldFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BreakShot\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+THRUGHOST\ndamagetype \"Breakman\"\nSpeed 50\nDamage (15)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nBASB A 1\nwait\n}\n}\n\nactor BreakBusterBot : BreakBusterBoss\n{\nStates\n{\nReady:\nPROC J 0 ACS_ExecuteAlways(998,0,36,1)\nPROC J 1 A_WeaponReady(2)\ngoto Ready+1\nFire:\nPROC J 0 A_GunFlash\nPROC J 0 A_JumpIf(z-floorz!=0,2)\nPROC J 5 ThrustThingZ(0,42,0,0)\ngoto Ready\nPROC D 0 A_GiveInventory(\"BreakFiring\",1)\nPROC KLD 1\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"BreakShot\",0,0,8,0)\nPROC EF 2\nPROC DL 1\nPROC K 1 A_TakeInventory(\"BreakFiring\",1)\ngoto Ready+1\nFlash:\nPROC J 0 A_SpawnItemEx(\"ProtoShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC J 0 A_SpawnItemEx(\"ProtoShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_JumpIfInventory(\"BreakFiring\",1,\"NoDefence\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",999,\"NoFlash\")\nloop\nNoDefence:\nTNT1 A 11 A_JumpIfInventory(\"CutterFlag\",999,\"NoFlash\")\ngoto Flash\nNoFlash:\nTNT1 A 0\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/Treblebooster.txt",
"contents": "actor TrebleBoostAdaptor : BaseClassWeapon\n{\nWeapon.AmmoUse 4\nObituary \"%o was blasted away by %k's \\cuEagle transformation flying system swag.\"\nweapon.ammotype \"Base56Ammo\"\nStates\n{\nReady:\nTREB B 0 ACS_ExecuteAlways(998,0,701,1)\nTREB B 7 A_WeaponReady(2)\nTREB B 0 A_TakeInventory(\"Base56Ammo\",1)\nTREB B 0 A_JumpIfInventory(\"Base56Ammo\",1,\"Ready\")\nGoto End\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTREB B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTREB B 1 A_Raise\nLoop\nFire:\nTREB B 0 A_JumpIfNoAmmo(\"End\")\nTREB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nTREB D 0 A_FireCustomMissile(\"BassShitLV2\",-15,0,8,0)\nTREB D 0 A_FireCustomMissile(\"BassShitLV2\",15,0,8,0)\nTREB D 0 A_FireCustomMissile(\"BassShitLV2\",0,0,8,0)\nTREB B 0 A_TakeInventory(\"Base56Ammo\",1)\nTREB CCD 1\nTREB B 1\nTREB B 0 A_Refire\ngoto Ready+1\nEnd:\nTREB A 0 A_GiveInventory(\"TrebleBoosterEnd\",1)\nGoto Ready+1\n}\n}\n\nactor BoostShot : FastProjectile\n{\nPROJECTILE\n+DONTBLAST\ndamagetype \"TrebleBooster\"\nSpeed 64\nDamage (10)\nRadius 5\nHeight 5\nscale 2.5\nStates\n{\nSpawn:\nBASB A 1\nloop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/MirrorBusterBoss.txt",
"contents": "actor MirrorBusterBoss : BaseClassWeapon\n{\nWeapon.AmmoUse 7\nObituary \"%o was reflected by %k's \\cjMirror Buster.\"\nweapon.ammotype \"Base28Ammo\"\nStates\n{\nReady:\nENKA A 0 A_GunFlash\n//ENKA A 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Absorb\")\nENKA A 3 A_WeaponReady(2)\nGoto Ready+1\nSelect:\nENKA A 35 A_WeaponReady(14)\ngoto Ready\nDeselect:\nENKA AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nENKA A 1 A_Lower\nloop\nFire:\nENKA A 1\nENKA A 0 A_JumpIfInventory(\"Base28Ammo\",7,\"StrongMirror\")\nTNT1 A 0 A_PlaySound(\"weapon/mirrordeflect\")\nENKA BD 1\nENKA A 0 A_FireCustomMissile(\"MirrorShotStrongLul\",0,0,8,0)\nENKA EDE 1\nENKA A 0\ngoto Ready+1\nStrongMirror:\nENKA A 1\nTNT1 A 0 A_PlaySound(\"weapon/mirrordeflect2\")\nENKA B 1\nENKA A 0 A_FireCustomMissile(\"MirrorShotStrongerLul\",0,1,8,0)\nENKA FDE 1\nENKA A 2\ngoto Ready+1\n/*AltFire:\nENKA ED 2\nENKA A 0 A_FireCustomMissile(\"EnkerMeleeCust\",0,0,8,0)\nENKA F 2\nENKA A 2\ngoto Ready+1*/\nAltfire:\nENKA A 2\nENKA A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nENKA A 0 A_GiveInventory(\"HalfDamageProtection\",1)\nENKA A 0 ACS_ExecuteAlways(512,0,1,-10)\nENKA A 0 SetPlayerProperty(0,1,4)\nTNT1 A 0 A_PlaySoundEx(\"weapon/mirrordeflect\", \"Item\")\nENKA A 0 A_FireCustomMissile(\"MirrorShotMediumLul\",45,0,8,0)\nENKA A 0 A_FireCustomMissile(\"MirrorShotMediumLul\",-45,0,8,0)\nENKA A 0 A_FireCustomMissile(\"MirrorShotMediumLul\",135,0,8,0)\nENKA A 0 A_FireCustomMissile(\"MirrorShotMediumLul\",-135,0,8,0)\nENKA AB 1\nENKA CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_Stop\nENKA A 0 A_CheckFloor(\"FrontGuy\")\ngoto AirGuy\nFrontGuy:\nTNT1 A 0 A_Recoil(-37)\ngoto AirGuy+1\nAirGuy:\nTNT1 A 0 A_Recoil(37)\nTNT1 A 0 ThrustThingZ(0,15,0,0)\nTNT1 A 0 A_PlaySoundEx(\"weapon/mirrordeflect\", \"Item\")\nENKA A 0 A_FireCustomMissile(\"MirrorShotMediumLul\",0,0,8,0)\nENKA A 0 A_FireCustomMissile(\"MirrorShotMediumLul\",90,0,8,0)\nENKA A 0 A_FireCustomMissile(\"MirrorShotMediumLul\",180,0,8,0)\nENKA A 0 A_FireCustomMissile(\"MirrorShotMediumLul\",-90,0,8,0)\nENKA CBA 1\nENKA A 0 SetPlayerProperty(0,0,4)\nENKA A 0 ACS_ExecuteAlways(512,0,2,0)\nENKA A 0 A_TakeInventory(\"HalfDamageProtection\",1)\nENKA A 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nENKA A 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nENKA A 5 //A_GiveInventory(\"MirrorBusterAbsorbTrigger\",1)\ngoto Ready+1\nFlash:\nTNT1 A 35\n//ENKA A 0 A_GiveInventory(\"Base56Ammo\",1)\nloop\n}\n}\n\nactor MirrorShotWeakCust : MirrorShotWeak\n{\ndamage (5)\n+RIPPER\ndamagetype \"Enker\"\n}\n\nactor MirrorShotStrongCust : MirrorShotStrong\n{\ndamage (13)\ndamagetype \"Enker\"\nspeed 60\n}\n\nactor MirrorShotStrongerCust : MirrorShotStrong\n{\ndamage (23)\nscale 3.5\ndamagetype \"Enker\"\nspeed 80\n}\n\nactor MirrorShotStrongLul\n{\nPROJECTILE\nObituary \"%o saw %hself in %k's Mirror Buster.\"\n+RIPPER\n+THRUGHOST\n+DOOMBOUNCE\n+HEXENBOUNCE\n+CANBOUNCEWATER\nWALLBOUNCEFACTOR 0.8\nBOUNCEFACTOR 0.8\nscale 2.5\ndamage (6)\ndamagetype \"Enker\"\nspeed 60\nreactiontime 70\nheight 13\nradius 9\nStates\n{\nSpawn:\nMIRR DE 2 A_countdown\nloop\nDeath:\nMMFX A 0\nstop\n}\n}\n\nactor MirrorShotMediumLul : MirrorShotStrongLul\n{\ndamage (5)\nspeed 30\nscale 1.6\nreactiontime 35\nheight 8\nradius 5\n}\n\nactor MirrorShotStrongerLul : MirrorShotStrongLul\n{\ndamage (16)\nspeed 80\nscale 6.5\nreactiontime 85\nheight 42\nradius 31\n}\n\nactor EnkerMeleeCust\n{\nPROJECTILE\nradius 5\nheight 5\ndamage (10)\nObituary \"%o got speared by %k's \\cjMirror Stab.\"\ndamagetype \"EnkerMelee\"\nspeed 60\nscale 2.5\nstates\n{\nSpawn:\nMIRR CCC 1\nstop\n}\n}\n\nactor MirrorBusterBot : MirrorBusterBoss\n{\nStates\n{\nReady:\nENKA A 0 A_GunFlash\nENKA A 1 A_WeaponReady(2)\nGoto Ready+1\nSelect:\nENKA A 3 A_WeaponReady(14)\ngoto Ready\nFire:\nENKA A 1 A_FaceTarget\nCUTA A 0 A_JumpIfCloser(256,\"Altfire\")\nENKA A 0 A_JumpIfNoAmmo(\"WeakMirror\")\nTNT1 A 0 A_PlaySound(\"weapon/mirrordeflect2\")\nENKA BCD 2\nENKA A 0 A_FireCustomMissile(\"MirrorShotStrongCust\",0,1,8,0)\nENKA FDE 2\nENKA A 12\ngoto Ready+1\nWeakMirror:\nENKA BCD 2\nENKA A 0 A_FireCustomMissile(\"MirrorShotWeakCust\",0,0,8,0)\nENKA EDE 2\nENKA A 12\ngoto Ready+1\n}\n}\n\n/*actor MirrorBusterAbsorbTrigger : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"ENKI\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nTNT1 A 0 A_GiveInventory(\"BaseCustomFlag2\")\nstop\n}\n}*/"
},
{
"source": "pk3",
"name": "Wep/SakugarneBoss.txt",
"contents": "actor SakugarneBoss : BaseClassWeapon\n{\nWeapon.AmmoUse 4\nObituary \"%k shove the \\cqSakugarne\\c- in %o's head.\"\nStates\n{\nReady:\nSAKH D 5 A_WeaponReady(8)\nSAKH D 0 A_GiveInventory(\"Base28Ammo\",1)\nGoto Ready\nDeselect:\nSAKH D 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"Deselect2\")\nTNT1 A 0 ACS_ExecuteAlways(529,0)\nSAKH D 0 A_SelectWeapon(\"SakugarneCopy\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSAKH D 1 A_Lower\nloop\nDeselect2:\nSAKH D 0 A_TakeInventory(\"Base28Ammo\",28)\nSAKH D 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nTNT1 A 0 ACS_ExecuteAlways(529,0)\nSAKH D 0 A_SelectWeapon(\"SakugarneCopy\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSAKH D 1 A_Lower\nloop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSAKH D 1 A_Raise\nLoop\nFire:\nSAKH D 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"NoAmmo\")\n//SAKH DEF 3\n//SAKH CBA 3\nSAKH A 0 A_SetGravity(0.8)\nSAKH A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nSAKH B 1 A_JumpIf(z-floorz==0,\"Jump\")\nwait\nAir:\nSAKH C 0 A_ChangeVelocity(2,0,0,CVF_RELATIVE)\nSAKH A 0 A_SetGravity(1.0)\nSAKH C 0 A_JumpIf(z-floorz==0, \"Land\")\nSAKH C 1 A_WeaponReady\nloop\nLand:\nSAKH A 0 A_SpawnItemEx(\"SakugarneDrillerQuint\",0,0,0)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,0)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,45)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,90)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,135)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,180)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,225)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,270)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,315)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,15)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,30)\nTNT1 A 0 A_SpawnItemEx(\"sakushockwavePart\",0,0,0,18,0,0,45)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,60)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,75)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,90)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,105)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,120)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,135)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,150)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,165)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,180)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,195)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,210)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,225)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,240)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,255)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,270)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,285)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,300)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,315)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,330)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,345)\nJump:\nSAKH A 0 A_Stop\nSAKH A 0 A_PlaySoundEx(\"weapon/sakugarne\",\"Weapon\")\nSAKH AAAABBBB 1 A_SpawnItemEx(\"Sakugarne1\",16,0,-23)\nSAKH A 0 A_JumpIfInventory(\"BeatCounter\",1,\"NoAmmo\")\n//SAKH A 0 A_JumpIf(z-floorz>0, \"NoAmmo\")\nSAKH A 0 A_TakeInventory(\"Base28Ammo\",2)\nSAKH A 0 ThrustThingZ(0,60,0,0)\nSAKH C 0 A_GunFlash\nSAKH CCCCCCCCCCCCCC 1\nGoto Air\nAltFire:\nSAKH C 1 A_JumpIf(z-floorz==0,1)\nwait\nAltHold:\nSAKH A 0 A_PlaySoundEx(\"weapon/sakugarne\",\"Weapon\")\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,35,0,5)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,35,0,5,25)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,35,0,5,-25)\nSAKH AABB 1 A_Stop\nSAKH B 0 A_SpawnItemEx(\"QuintRock\",0,0,0,25,0,10,10)\nSAKH B 0 A_SpawnItemEx(\"QuintRock\",0,0,0,25,0,10,30)\nSAKH B 0 A_SpawnItemEx(\"QuintRock\",0,0,0,25,0,10,-10)\nSAKH B 0 A_SpawnItemEx(\"QuintRock\",0,0,0,25,0,10,-30)\nSAKH AABB 1 A_Stop\nSAKH A 0 A_ReFire\nSAKH A 0 A_ClearRefire\ngoto Jump\nStartNoAmmo:\n//SAKH ABC 3\nSAKH FED 3\nNoAmmo:\nSAKH D 0 A_ClearRefire\nTNT1 A 0 ACS_ExecuteAlways(529,0)\nSAKH D 0 A_TakeInventory(\"Base28Ammo\",28)\nSAKH D 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nSAKH D 10 ACS_Execute(979,0)\ngoto Ready\nFlash:\nTNT1 A 1 A_SpawnItemEx(\"Sakugarne2\",16,0,-44)\nTNT1 A 0 A_SpawnItemEx(\"SakugarneCrushQuint\",0,0,-10,0,0,-32)\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",999,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"Flash\")\nstop\nNoFlash:\nTNT1 A 0\nstop\n}\n}\n\nactor QuintRock\n{\nPROJECTILE\n-NOGRAVITY\nDamage (0)\nHeight 4\nRadius 4\nScale 2.5\ndamagetype \"Quint\"\nObituary \"%o was pelted by %k's \\cqSakugarne Debris.\"\nStates\n{\nSpawn:\nQROC A 1\nloop\nDeath:\nTNT1 A 1\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(33, 96, 0)\nASEX ABCDEF 2\nstop\n}\n}\n\nactor SakugarneCopy : SakugarneBoss\n{\nstates\n{\nSelect:\nSAKH A 0 A_SelectWeapon(\"SakugarneBoss\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSAKH A 1 A_Raise\nloop\n}\n}\n\nactor SakugarneCrushQuint\n{\nPROJECTILE\ndamagetype \"Quint\"\ndamage (10)\nRadius 30\nHeight 2\nStates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}\n\nactor SakugarneDrillerQuint\n{\nPROJECTILE\ndamagetype \"Quint\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Explode(20,72,0)\nstop\n}\n}\n\nactor SakugarneBot : SakugarneBoss\n{\nstates\n{\nReady:\nSAKH A 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nSAKH A 5 A_WeaponReady(10)\nGoto Ready\nFire:\nSAKH A 1 A_JumpIf(z-floorz==0,1)\nwait\nSAKH A 0 A_Stop\nSAKH A 0 A_PlaySoundEx(\"weapon/sakugarne\",\"Weapon\")\nSAKH AAAABBBB 1 A_SpawnItemEx(\"Sakugarne1\",16,0,-23)\nSAKH A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nSAKH A 0 ThrustThingZ(0,60,0,0)\nSAKH C 0 A_GunFlash\nSAKH CCCCCCCCCCCCCC 1\nSAKH C 0 A_ChangeVelocity(1,0,0,CVF_RELATIVE)\nSAKH C 1 A_JumpIf(z-floorz==0,1)\nwait\nSAKH A 0 A_SpawnItemEx(\"SakugarneDrillerQuint\",0,0,0)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,0)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,45)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,90)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,135)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,180)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,225)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,270)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,20,0,10,315)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,15)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,30)\nTNT1 A 0 A_SpawnItemEx(\"sakushockwavePart\",0,0,0,18,0,0,45)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,60)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,75)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,90)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,105)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,120)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,135)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,150)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,165)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,180)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,195)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,210)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,225)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,240)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,255)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,270)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,285)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,300)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,315)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,330)\nTNT1 A 0 A_SpawnItemEx(\"sakuShockwavePart\",0,0,0,18,0,0,345)\nSAKH A 0 A_Jump(128,1)\ngoto Ready\nSAKH C 1 A_JumpIf(z-floorz==0,1)\nwait\nSAKH A 0 A_PlaySoundEx(\"weapon/sakugarne\",\"Weapon\")\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,35,0,5)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,35,0,5,25)\nSAKH A 0 A_SpawnItemEx(\"QuintRock\",0,0,0,35,0,5,-25)\nSAKH AABB 1 A_Stop\nSAKH B 0 A_SpawnItemEx(\"QuintRock\",0,0,0,25,0,10,10)\nSAKH B 0 A_SpawnItemEx(\"QuintRock\",0,0,0,25,0,10,30)\nSAKH B 0 A_SpawnItemEx(\"QuintRock\",0,0,0,25,0,10,-10)\nSAKH B 0 A_SpawnItemEx(\"QuintRock\",0,0,0,25,0,10,-30)\nSAKH AABB 1 A_Stop\ngoto Ready\n}\n}\n\nactor SakuShockwavePart\n{\nPROJECTILE\nScale 2.0\n+RIPPER\nTranslation \"192:192=128:128\"\nSpeed 30\nDamage (2)\nRadius 32\nHeight 32\nStates\n{\nSpawn:\nDUOR T 1 A_FadeOut(0.05)\nloop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/ScrewCrushBoss.txt",
"contents": "actor ScrewCrushBoss : BaseClassWeapon\n{\nObituary \"%o was crushed by %k's \\cgScrew Crusher.\"\nweapon.ammotype \"Base28Ammo\"\nweapon.ammotype2 \"BaseAltFireAmmo\"\nweapon.ammouse 1\nStates\n{\nReady:\nPNKA A 2 A_WeaponReady(2)\nPNKA A 0 A_GiveInventory(\"Base28Ammo\",1)\nPNKA A 0 A_GiveInventory(\"BaseAltFireAmmo\",5)\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPNKA A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPNKA A 1 A_Raise\nLoop\nFire:\nPNKA A 0 A_JumpIfNoAmmo(\"Ready\")\nPNKA ABC 2\nPNKA A 0 A_PlaySoundEx(\"weapon/screwcrusher\",\"Weapon\")\nPNKA A 0 A_FireCustomMissile(\"ScrewCrusherPunkCust\",0,1,8,8)\nPNKA DEFG 1\nPNKA A 1\nPNKA A 0 A_GiveInventory(\"BaseAltFireAmmo\",3)\nGoto Ready\nAltFire:\nPNKA A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"SpinAttack\")\nPNKA A 0 A_JumpIfInventory(\"BaseAltFireAmmo\",112,1)\ngoto Ready\nPNKA A 0 ACS_ExecuteAlways(512,0,1,-5)\nPNKA A 0 A_ChangeFlag(\"INVULNERABLE\",1)\nPNKA A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nPNKA KLM 1\nTNT1 A 1\nBounceWaiting:\nTNT1 A 2 A_WeaponReady(6)\nTNT1 A 0 A_TakeInventory(\"BaseAltfireAmmo\",3)\nTNT1 A 0 A_SpawnItemEx(\"PunkMeleeCust\")\nTNT1 A 0 A_JumpIfInventory(\"BaseAltFireAmmo\",1,1)\nGoto SpinAttack\nTNT1 A 0 A_JumpIf(z-floorz>0, \"BounceWaiting\")\nTNT1 A 0 A_JumpIfInventory(\"BaseAltFireAmmo\",1,1)\ngoto SpinAttack\n//TNT1 A 0 A_TakeInventory(\"BaseAltFireAmmo\",32)\nTNT1 A 0 A_ChangeVelocity(0,0,10)\ngoto BounceWaiting\nSpinAttack:\nPNKA A 0 A_TakeInventory(\"BaseAltFireAmmo\",112)\nPNKA A 0 ACS_ExecuteAlways(512,0,3,0)\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 AAAAAAA 1 A_Stop\nPNKA A 0 SetPlayerProperty(0,1,4)\nPNKA A 0 A_ChangeVelocity(256,0,0,CVF_RELATIVE)\nPNKA A 0 A_PlaySound(\"weapon/screwcrusher\")\nTNT1 AAAAAAAAAAAAA 1 A_SpawnItemEx(\"PunkMeleeCust2\")\nPNKA A 0 A_ChangeFlag(\"INVULNERABLE\",0)\nPNKA A 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nPNKA A 0 ACS_ExecuteAlways(512,0,2,0)\nPNKA MLK 1\nPNKA A 1\nPNKA A 0 A_ChangeFlag(\"NOGRAVITY\",0)\nPNKA A 0 SetPlayerProperty(0,0,0)\nPNKA A 0 SetPlayerProperty(0,0,4)\nGoto Ready\n}\n}\n\nactor PunkMeleeCust : PunkMelee\n{\nObituary \"%o got spiked by %k's \\cgPunk Cannonball.\"\ndamagetype \"PunkMelee\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(45, 80, 0)\nstop\n}\n}\n\nactor PunkMeleeCust2 : PunkMelee\n{\nObituary \"%o got spiked by %k's \\cgPunk Cannonball.\"\ndamagetype \"PunkMelee\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(45, 80, 0)\nstop\n}\n}\n\nactor ScrewCrusherPunkCust : ScrewCrusherPunk\n{\ndamage (23)\nradius 6\nheight 16\nspeed 70\ndamagetype \"Punk\"\nStates\n{\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"ScrewCrusherp\",0,0,8,random(-10,10),random(-10,10),random(0,12),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ScrewCrusherp\",0,0,8,random(-10,10),random(-10,10),random(0,12),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ScrewCrusherp\",0,0,8,random(-10,10),random(-10,10),random(0,12),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ScrewCrusherp\",0,0,8,random(-10,10),random(-10,10),random(0,12),0,0,0)\nstop\n}\n}\n\nactor ScrewCrusherP\n{\nPROJECTILE\ndamagetype \"Punk\"\nscale 2.5\n-NOGRAVITY\n+DONTBLAST\n+DOOMBOUNCE\n+CANBOUNCEWATER\nbouncecount 5\nbouncefactor 0.8\nSpeed 0\nRadius 15\nHeight 8\ngravity 1.8\nDamage (10)\nreactiontime 30\nStates\n{\nSpawn:\nSCRE A 0\nSCRE A 0 A_Recoil(-16)\nTNT1 A 1 ThrustThingZ(0, 65, 0, 1)\nSCRE AB 3 A_CountDown\nGoto Spawn+3\n}\n}\n\nactor ScrewCrushBot : ScrewCrushBoss\n{\nStates\n{\nReady:\nPNKA A 0 A_GiveInventory(\"BaseAltFireAmmo\",112)\nPNKA A 12 A_WeaponReady(2)\nPNKA A 0 A_GiveInventory(\"Base28Ammo\",1)\nGoto Ready\nFire:\nPNKA A 0 A_JumpIfInventory(\"Base28Ammo\",28,\"AltFire\")\nPNKA ABC 2\nPNKA A 0 A_PlaySoundEx(\"weapon/screwcrusher\",\"Weapon\")\nPNKA A 0 A_FireCustomMissile(\"ScrewCrusherPunkCust\",0,0,8,0)\nPNKA DEFG 2\nPNKA A 5\nPNKA A 0 A_GiveInventory(\"Base28Ammo\",4)\nGoto Ready\nAltFire:\nPNKA A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"SpinAttack\")\nPNKA A 0 A_JumpIfInventory(\"BaseAltFireAmmo\",112,1)\ngoto Ready\nPNKA A 0 ACS_ExecuteAlways(512,0,1,-5)\nPNKA A 0 A_ChangeFlag(\"INVULNERABLE\",1)\nPNKA A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nPNKA KLM 1\nTNT1 A 5\nBounceWaiting:\nTNT1 A 2 A_WeaponReady(6)\nTNT1 A 0 A_TakeInventory(\"BaseAltfireAmmo\",4)\nTNT1 A 0 A_SpawnItemEx(\"PunkMeleeCust\")\nTNT1 A 0 A_JumpIfInventory(\"BaseAltFireAmmo\",1,1)\nGoto SpinAttack\nTNT1 A 0 A_JumpIf(z-floorz>0, \"BounceWaiting\")\nTNT1 A 0 A_JumpIfInventory(\"BaseAltFireAmmo\",1,1)\ngoto SpinAttack\n//TNT1 A 0 A_TakeInventory(\"BaseAltFireAmmo\",32)\nTNT1 A 0 A_ChangeVelocity(0,0,10)\ngoto BounceWaiting\nSpinAttack:\nPNKA A 0 A_TakeInventory(\"Base28Ammo\",28)\nPNKA A 0 A_GiveInventory(\"BaseAltFireAmmo\",112)\nPNKA A 0 ACS_ExecuteAlways(512,0,3,0)\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPNKA A 0 SetPlayerProperty(0,1,4)\nPNKA A 0 A_ChangeVelocity(128,0,0,CVF_RELATIVE)\nPNKA A 0 A_PlaySound(\"weapon/screwcrusher\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"PunkMeleeCust2\")\nPNKA A 0 A_ChangeFlag(\"INVULNERABLE\",0)\nPNKA A 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nPNKA A 0 ACS_ExecuteAlways(512,0,2,0)\nPNKA MLK 1\nPNKA A 4\nPNKA A 0 A_ChangeFlag(\"NOGRAVITY\",0)\nPNKA A 0 SetPlayerProperty(0,0,0)\nPNKA A 0 SetPlayerProperty(0,0,4)\nGoto Ready\n}\n}"
},
{
"source": "pk3",
"name": "Wep/BalladeCrackerBoss.txt",
"contents": "actor BalladeCrackerBoss : BaseClassWeapon\n{\nWeapon.AmmoUse 2\nObituary \"%o was deaded by %k's \\ctTotally Original Split Bomb Attack (c) 2014, all rights reserved.\"\nweapon.ammotype \"Base28Ammo\"\nStates\n{\nReady:\nBLLD A 3 A_WeaponReady (2)\nBLLD A 0 A_GiveInventory(\"Base28Ammo\",1)\nGoto Ready\nSelect:\nBLLD A 35 A_WeaponReady(14)\ngoto Ready\nFire:\nBLLD A 0 A_JumpIfNoAmmo(\"Ready\")\nBLLD BCD 2\nBLLD A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nBLLD A 0 A_FireCustomMissile(\"BalladeCrackerCust\",0,1,8,16)\nBLLD EFGHI 2\nBLLD A 4\nBLLD A 0 A_Refire\nGoto Ready\nAltFire:\nBLLD A 1 A_JumpIf(z-floorz>0, \"Ready\")\nBLLD A 0 A_JumpIfInventory(\"Base28Ammo\",5,\"BalladeMine\")\ngoto Ready\nBalladeMine:\nBLLD A 0 A_TakeInventory(\"Base28Ammo\",5)\nBLLD A 0 A_SpawnItemEx(\"BalladeMineCust\")\nBLLD IHFG 2\nBLLD A 0 ACS_ExecuteAlways(512,0,1,0)\nBLLD A 0 A_ChangeVelocity(25,0,8,CVF_RELATIVE|CVF_REPLACE)\nBLLD FHI 2\nBLLD A 1 A_JumpIf(z-floorz<=0, \"Ready\")\nwait\n}\n}\n\nactor BalladeCrackerCust : BalladeCracker\n{\nspeed 42\ndamage (20)\ndamagetype \"Ballade\"\nStates\n{\nSpawn:\nBALA ABCD 3\nloop\nDeath:\nDEBO A 0 A_Stop\nDEBO A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nDEBO A 0 A_Explode(30, 128, 0)\nDEBO AAAAAAA 0 A_SpawnItemEx(\"BalladeCrackerCust2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor BalladeCrackerCust2 : BalladeCracker\n{\nspeed 42\n-NOGRAVITY\ndamage (12)\n+NOINTERACTION\ndamagetype \"Ballade\"\nStates\n{\nSpawn:\nBALA ABCD 3\nBALA A 0 A_Stop\nBALA A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBALA A 0 A_ChangeFlag(\"NOINTERACTION\",0)\nBALA ABCDABCDABCD 1\nGoto Death\nDeath:\nDEBO A 0 A_Stop\nDEBO A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nDEBO A 0 A_Explode(25, 128, 0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor BalladeMineCust : BalladeMine\n{\nObituary \"%o triggered %k's \\ctBallade Mine.\"\nreactiontime 10\ndamagetype \"Ballade\"\ndamage (20)\n+NOEXPLODEFLOOR\nStates\n{\nSpawn:\nBLLM A 0\nBLLM A 0 A_PlaySoundEx(\"weapon/crackermine\", \"Weapon\")\nBLLM ABCD 3\nBLLM A 0 A_CountDown\nGoto Spawn+3\nDeath:\nBLLM A 0 A_Stop\nBLLM A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nDEBO AAAAAAA 0 A_SpawnItemEx(\"BalladeCrackerCust2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBLLM A 0 A_Explode(20, 128, 0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor BalladeCrackerBot : BalladeCrackerBoss\n{\nStates\n{\nFire:\nBLLD A 0 A_Jump(128,\"Altfire\")\nBLLD A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nBLLD A 0 A_FireCustomMissile(\"BalladeCrackerCust\",0,1,8,0)\nBLLD BCDEFG 2\nBLLD HI 2\nBLLD A 13\nBLLD A 0 A_Refire\nGoto Ready\nAltFire:\nBLLD A 1 A_JumpIf(z-floorz>0, \"Ready\")\nBLLD A 0 A_TakeInventory(\"Base28Ammo\",2)\nBLLD IHFG 2\nBLLD A 0 A_SpawnItemEx(\"BalladeMineCust\",0,0,16)\nBLLD A 0 A_ChangeVelocity(25,0,8,CVF_RELATIVE|CVF_REPLACE)\nBLLD FHI 2\nBLLD A 1 A_JumpIf(z-floorz<=0, \"Ready\")\nwait\n}\n}\n\nactor BalladeCrackerV2 : BaseClassWeapon\n{\nWeapon.AmmoUse 4\nObituary \"%o was deaded by %k's \\ctTotally Original Split Bomb Attack (c) 2014, all rights reserved.\"\nweapon.ammotype \"Base28Ammo\"\nStates\n{\nReady:\nBLLD A 2 A_WeaponReady (2)\nBLLD A 0 A_GiveInventory(\"Base28Ammo\",1)\nGoto Ready\nSelect:\nBLLD A 35 A_WeaponReady(14)\ngoto Ready\nFire:\nBLLD A 0 A_JumpIfNoAmmo(\"Ready\")\nBLLD A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nBLLD A 0 A_FireCustomMissile(\"BalladeCrackerCust\",0,1,8,0)\nBLLD BCDEFGHI 1\nBLLD A 0\nBLLD A 0 A_Refire\nGoto Ready\nAltFire:\nBLLD A 1 A_JumpIf(z-floorz>0, \"Ready\")\nBLLD A 0 A_JumpIfInventory(\"Base28Ammo\",4,\"BalladeMine\")\ngoto Ready\nBalladeMine:\nBLLD A 0 A_TakeInventory(\"Base28Ammo\",4)\nBLLD A 0 A_SpawnItemEx(\"BalladeMineCust\")\nBLLD IHFG 1\nBLLD A 0 ACS_ExecuteAlways(512,0,3,2)\nBLLD A 0 A_ChangeVelocity(40,0,10,CVF_RELATIVE|CVF_REPLACE)\nBLLD FHI 1\nBLLD A 1 A_JumpIf(z-floorz<=0, \"Ready\")\nwait\n}\n}\n\nactor BalladeCrackerV2Bot : BalladeCrackerV2\n{\nStates\n{\nFire:\nBLLD A 0 A_Jump(128,\"Altfire\")\nBLLD A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nBLLD A 0 A_FireCustomMissile(\"BalladeCrackerCust\",0,0,8,0)\nBLLD BCDEFGHI 1\nBLLD A 0\nGoto Ready\nAltFire:\nBLLD A 1 A_JumpIf(z-floorz>0, \"Ready\")\nBLLD IHFG 1\nBLLD A 0 ACS_ExecuteAlways(512,0,3,2)\nBLLD A 0 A_SpawnItemEx(\"BalladeMineCust\")\nBLLD A 0 A_ChangeVelocity(40,0,10,CVF_RELATIVE|CVF_REPLACE)\nBLLD FHI 1\nBLLD A 1 A_JumpIf(z-floorz<=0, \"Ready\")\nwait\n}\n}"
},
{
"source": "pk3",
"name": "Wep/DamageReplacing.txt",
"contents": "actor FireWaveC : FireWave replaces FireWave\n{\ndamagetype \"FireTrap\"\n}\n\nactor PressDamagerC : PressDamager replaces PressDamager\n{\ndamagetype \"Press\"\n}\n\nactor DevilPartC : DevilPart replaces DevilPart\n{\ndamagetype \"Devil\"\n}\n\nactor SpineyC : Spiney replaces Spiney\n{\ndamagetype \"Spike\"\n}\n\nactor TurboRoaderC : TurboRoader replaces TurboRoader\n{\ndamagetype \"Roader\"\n}\n\nactor KyorownBulletC : KyorownBullet replaces KyorownBullet\n{\ndamagetype \"Kyorown\"\n}"
},
{
"source": "pk3",
"name": "Wep/ItemReplacing.txt",
"contents": "actor MegaArmUpgradePickup : CustomInventory replaces DuoFistUpgrade\n{\nInventory.RespawnTics 350\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Mega Arm!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nMGFI A 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Success\")\nfail\nSuccess:\nTNT1 A 0 A_GiveInventory(\"MegaArmUpgrade\")\nstop\n}\n}\n\nactor MegaArmUpgrade : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"MGFIS\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEA3 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 A_TakeInventory(\"PowerActivate\",1)\nPOWA A 0 ACS_ExecuteAlways(512,0,3,0)\nARRS I 0 A_TakeInventory(\"MegaBusterC\",1)\nARRS I 0 A_TakeInventory(\"PowerAdaptor\",1)\nARRS I 0 A_TakeInventory(\"JetAdaptor\",1)\nARRS I 0 A_TakeInventory(\"LaserBuster\",1)\nARRS I 0 A_TakeInventory(\"SuperAdaptorWep\",1)\nARRS I 0 A_TakeInventory(\"ArrowBuster\",1)\nDUOF A 0 A_TakeInventory(\"MegaArm\",1)\nWEA3 A 0 A_GiveInventory(\"MegaArm\",1)\nWEA3 A 0 A_SelectWeapon(\"MegaArm\")\nstop\n}\n}\n\nactor JetUpgradePickup : CustomInventory replaces BassUpgrade\n{\nInventory.RespawnTics 350\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Rush Jet Adaptor!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nJETB D 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Success\")\nfail\nSuccess:\nTNT1 A 0 A_GiveInventory(\"JetUpgrade\")\nstop\n}\n}\n\nactor JetUpgrade : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"JETUP\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEA3 A 0 SetPlayerProperty(0,0,0)\nARRS I 0 A_TakeInventory(\"MegaBusterC\",1)\nARRS I 0 A_TakeInventory(\"PowerAdaptor\",1)\nARRS I 0 A_TakeInventory(\"JetAdaptor\",1)\nTNT1 A 0 A_TakeInventory(\"PowerActivate\",1)\nPOWA A 0 ACS_ExecuteAlways(512,0,3,0)\nARRS I 0 A_TakeInventory(\"LaserBuster\",1)\nARRS I 0 A_TakeInventory(\"SuperAdaptorWep\",1)\nARRS I 0 A_TakeInventory(\"ArrowBuster\",1)\nDUOF A 0 A_TakeInventory(\"MegaArm\",1)\nWEA3 A 0 A_GiveInventory(\"JetAdaptor\",1)\nWEA3 A 0 A_SelectWeapon(\"JetAdaptor\")\nstop\n}\n}\n\nactor PowerUpgradePickup : CustomInventory replaces ProtoUpgrade\n{\nInventory.RespawnTics 350\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Rush Power Adaptor!\"\ninventory.icon \"POWUP\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nPOWA H 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Success\")\nfail\nSuccess:\nTNT1 A 0 A_GiveInventory(\"PowerUpgrade\")\nstop\n}\n}\n\nactor PowerUpgrade : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"POWUP\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEA3 A 0 SetPlayerProperty(0,0,0)\nARRS I 0 A_TakeInventory(\"MegaBusterC\",1)\nARRS I 0 A_TakeInventory(\"PowerAdaptor\",1)\nARRS I 0 A_TakeInventory(\"JetAdaptor\",1)\nARRS I 0 A_TakeInventory(\"LaserBuster\",1)\nARRS I 0 A_TakeInventory(\"SuperAdaptorWep\",1)\nARRS I 0 A_TakeInventory(\"ArrowBuster\",1)\nDUOF A 0 A_TakeInventory(\"MegaArm\",1)\nWEA3 A 0 A_GiveInventory(\"PowerAdaptor\",1)\nWEA3 A 0 A_SelectWeapon(\"PowerAdaptor\")\nstop\n}\n}\n\nactor TrebleItemSummon : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"TrebItem\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEAP Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEAP Q 0 A_SpawnItemEx(\"TrebleTeleport\", 40, 0, 256, 0, 0, -24, 0, SXF_NOCHECKPOSITION, 0)\nstop\n}\n}\n\nactor TrebleItem\n{\n- SOLID\n+NOGRAVITY\n+DONTBLAST\n+NOCLIP\n+SKYEXPLODE\n+MISSILE\nscale 2.5\nRadius 12\nHeight 32\nspeed 0\nmeleerange 80\nreactiontime 250\nstates\n{\nSpawn:\nTRBL F 0 A_Jump(256,\"Death\")\nTRBL F 1 A_ChangeFlag(\"MISSILE\",0)\nTRBL F 1\nTRBL F 1 //A_PlaySound(\"support/rushsummon\")\nTRBL GH 2 A_JumpIf(z-floorz<=0, \"Search\")\nGoto Spawn+4\nSearch:\nTRBL A 0 A_ChangeFlag(\"NOCLIP\",0)\nTRBL A 3\nTRBL BCBCBCBCBCBCBCBCBCBC 2 A_Chase\nTRBL A 0 A_CountDown\nGoto Search+3\nMelee:\nTRBL D 7 A_FaceTarget\nTRBL E 18 A_SpawnItemEx(\"RandomWeapon\",0,0,32,0,0,0)\nTRBL E 0 A_Die\nGoto Death\nDeath:\nTRBL F 0 ThrustThingZ(0, 34, 0, 1)\nTRBL F 1 A_JumpIf(z-ceilingz==0-32, \"Bye\")\nGoto Death+1\nBye:\nTRBL F 1\nstop\n}\n}\n\nactor SupportItem : CustomInventory replaces EddieSummon\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP Q 0\nWEAP Q 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEAP Q 1\nGoto Spawn+2\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Eddie\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Eddie\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Eddie\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Eddie\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Eddie\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Eddie\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Eddie\")\n//WEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Eddie\")\n//WEAP Q 0 A_JumpIfInventory(\"BassBusterBoss\",1,\"Treble\")\nfail\nEddie:\nWEAP Q 0 A_GiveInventory(\"EddieItemSummon\")\nstop\nTreble:\nWEAP Q 0 A_GiveInventory(\"TrebleItemSummon\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor AttackItem : CustomInventory replaces TangoSummon\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Attack Item!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP Q 0\nWEA3 B 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEA3 B 1\nGoto Spawn+2\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Tango\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Tango\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Tango\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Tango\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Tango\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Tango\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Tango\")\n//WEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Tango\")\n//WEAP Q 0 A_JumpIfInventory(\"BassBusterBoss\",1,\"Treble\")\nTNT1 A 0 A_JumpIfInventory(\"RollSwingBoss\",1,\"Tango\")\nfail\nRoll:\nTNT1 A 0 A_JumpIfInventory(\"BeatCounter\",1,\"Failure\")\nTNT1 A 0 A_JumpIfInventory(\"BeatCallCheck\",1,\"Failure\")\nTNT1 A 0 A_GiveInventory(\"BaseBeatAmmo\",100)\nTNT1 A 0 A_GiveInventory(\"RIPBeat\",1)\nTNT1 A 0 A_TakeInventory(\"BaseCustomFlag1\",1)\n//WEA3 I 0 A_GiveInventory(\"BeatCallCheck\",1)\nstop\nTango:\nWEAP Q 0 A_GiveInventory(\"TangoAttackSummon\")\nstop\nTreble:\nWEAP Q 0 A_GiveInventory(\"TrebleSentrySummon\")\nstop\nBeat:\nWEAP Q 0 A_GiveInventory(\"BeatSupportSummon\")\nstop\nDeath:\nTNT1 A 0\nstop\nFailure:\nTNT1 A 0\nfail\n}\n}\n\nactor AttackItem2 : AttackItem replaces TrebleSentry\n{\n}\n\nactor AttackItem3 : AttackItem replaces BeatSupport\n{\n}\n\nactor AttackItem4 : AttackItem replaces TrebleBoost\n{\n}\n\nactor TrebleSentrySummon : TrebleSentry\n{\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\ngoto Super::Use\n}\n}\n\nactor TangoAttackSummon : TangoSummon\n{\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\ngoto Super::Use\n}\n}\n\nactor BeatSupportSummon : BeatSupport\n{\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEAP B 0 A_JumpIfInventory(\"BeatSupportActivated\", 1, \"Failed\")\nTNT1 A 0 A_GiveInventory(\"BaseCustomFlag1\")\nTNT1 A 0 A_GiveInventory(\"RIPBeat\",1)\nTNT1 A 0 A_TakeInventory(\"BaseBeatAmmo\",100)\ngoto Super::Use\n}\n}\n\nactor BeatSupportChecker\n{\n+MISSILE\n+NOINTERACTION\n+DONTBLAST\nReactiontime 40\nstates\n{\nSpawn:\nTNT1 A 0 A_Countdown\nTNT1 A 0 A_GiveToTarget(\"BeatSupport1\")\nTNT1 A 3 A_JumpIfInTargetInventory(\"CutterFlag\", 999, \"Death\")\nTNT1 A 0 A_GiveToTarget(\"BeatSupport2\")\nTNT1 A 3 A_JumpIfInTargetInventory(\"CutterFlag\", 999, \"Death\")\nTNT1 A 0 A_GiveToTarget(\"BeatSupport3\")\nTNT1 A 3 A_JumpIfInTargetInventory(\"CutterFlag\", 999, \"Death\")\nTNT1 A 0 A_GiveToTarget(\"BeatSupport4\")\nTNT1 A 3 A_JumpIfInTargetInventory(\"CutterFlag\", 999, \"Death\")\nTNT1 A 0 A_GiveToTarget(\"BeatSupport5\")\nTNT1 A 3 A_JumpIfInTargetInventory(\"CutterFlag\", 999, \"Death\")\nTNT1 A 0 A_GiveToTarget(\"BeatSupport4\")\nTNT1 A 3 A_JumpIfInTargetInventory(\"CutterFlag\", 999, \"Death\")\nTNT1 A 0 A_GiveToTarget(\"BeatSupport3\")\nTNT1 A 3 A_JumpIfInTargetInventory(\"CutterFlag\", 999, \"Death\")\nTNT1 A 0 A_GiveToTarget(\"BeatSupport2\")\nTNT1 A 3 A_JumpIfInTargetInventory(\"CutterFlag\", 999, \"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BeatSupportFired\",1,\"Skip\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BeatSupportRefresh\",1,\"Skip\")\nTNT1 A 0 A_GiveToTarget(\"BeatSupportRefresher\",1)\nloop\nSkip:\nTNT1 A 0\ngoto Spawn\nDeath:\nTNT1 A 0 A_TakeFromTarget(\"BeatSupportActivated\")\nTNT1 A 0 A_TakeFromTarget(\"BeatSupportFired\")\nTNT1 A 0 A_TakeFromTarget(\"BeatSupportRefresh\")\nTNT1 A 0 A_GiveInventory(\"BaseBeatAmmo\",100)\nTNT1 A 0 A_TakeInventory(\"RIPBeat\",1)\nTNT1 A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nstop\n}\n}\n\nactor EddieItemSummon : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"EDDIEC\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEAP Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEAP Q 0 A_SpawnItemEx(\"Eddie\", 80, 0, 256, 0, 0, -24, 0, SXF_NOCHECKPOSITION, 0)\nstop\n}\n}\n\nactor NewWTank : CustomInventory replaces WTank\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"W-Tank!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nEBAL H 0\nEBAL H 0 Thing_ChangeTID(0,999)\nEBAL HE 6\nGoto Spawn+2\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Wtank\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Wtank\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Wtank\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Wtank\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Wtank\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Wtank\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Wtank\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Wtank\")\nWEAP Q 0 A_JumpIfInventory(\"BassBusterBoss\",1,\"Wtank\")\nfail\nWtank:\nWEAP Q 0 A_GiveInventory(\"WTank\")\nstop\n}\n}\n\nactor NewMTank : CustomInventory replaces MTank\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"M-Tank!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nEBAL G 0\nEBAL G 0 Thing_ChangeTID(0,999)\n//EBAL G 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nEBAL GE 6\nGoto Spawn+2\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Mtank\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Mtank\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Mtank\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Mtank\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Mtank\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Mtank\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Mtank\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Mtank\")\nWEAP Q 0 A_JumpIfInventory(\"BassBusterBoss\",1,\"Mtank\")\nfail\nMtank:\nWEAP Q 0 A_GiveInventory(\"MTankItem\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\n/*actor NewETank : CustomInventory replaces ETank\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"E-Tank!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nEBAL F 0\nEBAL F 0 Thing_ChangeTID(0,999)\nEBAL FE 6\nGoto Spawn+2\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Etank\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Etank\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Etank\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Etank\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Etank\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Etank\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Etank\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Etank\")\nWEAP Q 0 A_JumpIfInventory(\"BassBusterBoss\",1,\"Etank\")\nfail\nEtank:\nWEAP Q 0 A_GiveInventory(\"ETank\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}*/\n\nactor MTankItem : CustomInventory\n{\n//$Category MM8BDM-Assists\ninventory.amount 1\ninventory.maxamount 1\n//Inventory.RespawnTics 450\ninventory.pickupmessage \"Support Item! M-Tank!\"\ninventory.icon \"MTANK\"\nInventory.PickupSound \"item/1up\"\n+INVBAR\n+COUNTITEM\nscale 2.0\nStates\n{\nSpawn:\nEBAL G 0\nEBAL G 0 Thing_ChangeTID(0,999)\nEBAL GE 6\nGoto Spawn+2\nUse:\nEBAL E 0 A_PlaySound(\"item/energyup\")\nEBAL E 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nEBAL E 0 HealThing(100)\nEBAL E 0 A_GiveInventory(\"BubbleLeadAmmo\",255)\nEBAL E 0 A_GiveInventory(\"LeafShieldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"AtomicFireAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ShadowBladeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"NapalmBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"AirShooterAmmo\",255)\nEBAL E 0 A_GiveInventory(\"HyperBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MagnetMissileAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TopSpinAmmo\",255)\nEBAL E 0 A_GiveInventory(\"NeedleCannonAmmo\",255)\nEBAL E 0 A_GiveInventory(\"GeminiLaserAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SearchSnakeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TimeStopperAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SuperArmAmmo\",255)\nEBAL E 0 A_GiveInventory(\"IceSlasherAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ThunderBeamAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DiveMissileAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MetalBladeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"HardKnuckleAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DrillBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BlizzardAttackAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FireStormAmmo\",255)\nEBAL E 0 A_GiveInventory(\"QuickBoomerangAmmo\",255)\nEBAL E 0 A_GiveInventory(\"CrashBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ChargeKickAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RollingCutterAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RingBoomerangAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SparkShockAmmo\",255)\nEBAL E 0 A_GiveInventory(\"GyroAttackAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PowerStoneAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DustCrusherAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PharaohShotAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SkullBarrierAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WaterWaveAmmo\",255)\nEBAL E 0 A_GiveInventory(\"CrystalEyeAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlameBlastAmmo\",255)\nEBAL E 0 A_GiveInventory(\"YamatoSpearAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DiveMissileAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PlantBarrierAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SilverTomahawkAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WindStormAmmo\",255)\nEBAL E 0 A_GiveInventory(\"KnightCrushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"StarCrashAmmo\",255)\nEBAL E 0 A_GiveInventory(\"RainFlushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SakugarneAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BalladeCrackerAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ScrewCrusherAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlashStopperAmmo\",255)\nEBAL E 0 A_GiveInventory(\"GravityHoldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"CentaurFlashAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MirrorBusterAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FreezeCrackerAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DangerWrapAmmo\",255)\nEBAL E 0 A_GiveInventory(\"JunkShieldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ThunderBoltAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SlashClawAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ScorchWheelAmmo\",255)\nEBAL E 0 A_GiveInventory(\"NoiseCrushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WildCoilAmmo\",255)\nEBAL E 0 A_GiveInventory(\"AstroCrushAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlameSwordAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ThunderClawAmmo\",255)\nEBAL E 0 A_GiveInventory(\"HomingSniperAmmo\",255)\nEBAL E 0 A_GiveInventory(\"WaterBalloonAmmo\",255)\nEBAL E 0 A_GiveInventory(\"MegaBallAmmo\",255)\nEBAL E 0 A_GiveInventory(\"FlashBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"IceWaveAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TornadoHoldAmmo\",255)\nEBAL E 0 A_GiveInventory(\"TimeSlowAmmo\",255)\nEBAL E 0 A_GiveInventory(\"OilSliderAmmo\",255)\nGoto Additional\nAdditional: //Inherit and place additional items here IM SORRY\nEBAL E 0 A_GiveInventory(\"SparkChaserAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BubbleBombAmmo\",255)\nEBAL E 0 A_GiveInventory(\"PhotonMissileAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BreakDashAmmo\",255)\nEBAL E 0 A_GiveInventory(\"BlackHoleAmmo\",255)\nEBAL E 0 A_GiveInventory(\"ElectricShockAmmo\",255)\nEBAL E 0 A_GiveInventory(\"DeepDiggerAmmo\",255)\nEBAL E 0 A_GiveInventory(\"GrabBusterAmmo\",255)\nEBAL E 0 A_GiveInventory(\"SaltWaterAmmo\",255)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor RandomWeapon\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Jump(256,\n\"Wtank\",\n\"Etank\",\n\"Mtank\",\n\"AttackItem\",\n\"JetUpgradePickup\",\n\"RushCoilItem\",\n\"PowerUpgradePickup\",\n\"RushJetItem\",\n\"Item1Spawner\",\n\"AdaptorUpgradeSpawner\",\n\"Item2Spawner\",\n\"BeatActivate\",\n\"ArrowBusterPickup\",\n\"LaserBusterPickup\",\n\"ExitUnitSpawner\"\n)\nstop\nWtank:\nTNT1 A 1 A_SpawnItemEx(\"Wtank\",0,0,0,10,0,5)\nstop\nEtank:\nTNT1 A 1 A_SpawnItemEx(\"Etank\",0,0,0,10,0,5)\nstop\nMtank:\nTNT1 A 1 A_SpawnItemEx(\"Mtank\",0,0,0,10,0,5)\nstop\nAttackItem:\nTNT1 A 1 A_SpawnItemEx(\"AttackItem\",0,0,0,10,0,5)\nstop\nJetUpgradePickup:\nTNT1 A 1 A_SpawnItemEx(\"JetUpgradePickup\",0,0,0,10,0,5)\nstop\nRushCoilItem:\nTNT1 A 1 A_SpawnItemEx(\"RushCoilItem\",0,0,0,10,0,5)\nstop\nPowerUpgradePickup:\nTNT1 A 1 A_SpawnItemEx(\"PowerUpgradePickup\",0,0,0,10,0,5)\nstop\nRushJetItem:\nTNT1 A 1 A_SpawnItemEx(\"RushJetItem\",0,0,0,10,0,5)\nstop\nItem1Spawner:\nTNT1 A 1 A_SpawnItemEx(\"Item1Spawner\",0,0,0,10,0,5)\nstop\nItem2Spawner:\nTNT1 A 1 A_SpawnItemEx(\"Item2Spawner\",0,0,0,10,0,5)\nstop\nAdaptorUpgradeSpawner:\nTNT1 A 1 A_SpawnItemEx(\"AdaptorUpgradeSpawner\",0,0,0,10,0,5)\nstop\nBeatActivate:\nTNT1 A 1 A_SpawnItemEx(\"BeatActivate\",0,0,0,10,0,5)\nstop\nArrowBusterPickup:\nTNT1 A 1 A_SpawnItemEx(\"ArrowBusterPickup\",0,0,0,10,0,5)\nstop\nLaserBusterPickup:\nTNT1 A 1 A_SpawnItemEx(\"LaserBusterPickup\",0,0,0,10,0,5)\nstop\nExitUnitSpawner:\nTNT1 A 1 A_SpawnItemEx(\"ExitUnitSpawner\",0,0,0,10,0,5)\nstop\n}\n}\n\nactor RushCoilItem : CustomInventory replaces RushCoil\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Rush Coil!\"\ninventory.icon \"RCOIL\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEAP B 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Coil\")\nTNT1 A 0 A_JumpIfInventory(\"RollSwingBoss\",1,\"Coil\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Coil\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Coil\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Coil\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Coil\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Coil\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Coil\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Coil\")\nfail\nCoil:\nWEAP Q 0 A_GiveInventory(\"RushCoil\")\nstop\n}\n}\n\nactor RushJetItem : CustomInventory replaces RushJet\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Rush Jet!\"\ninventory.icon \"RUSHJ\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA2 B 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"RollSwingBoss\",1,\"Jet\")\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Jet\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Jet\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Jet\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Jet\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Jet\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Jet\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Jet\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Jet\")\nfail\nJet:\nWEAP Q 0 A_GiveInventory(\"RushJetSummon\")\nstop\n}\n}\n\nactor RushJetSummon : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"RUSHJ\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEA2 B 0 A_JumpIfInventory(\"RushJetCounter\",1,3)\nWEA2 B 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEA2 B 0 A_SpawnItemEx(\"Rush2\", 40, 0, 256, 0, 0, -32, 0, SXF_NOCHECKPOSITION, 0)\nstop\nWEA2 B 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEA2 B 0 A_GiveInventory(\"RushJetCounter\",20)\nstop\n}\n}\n\nactor Item1Spawner : CustomInventory replaces Item1\n{\nInventory.RespawnTics 210\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Item 1!\"\ninventory.icon \"ITEM1\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA2 A 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Item1\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Item1\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Item1\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Item1\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Item1\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Item1\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Item1\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Item1\")\nfail\nItem1:\nWEAP Q 0 A_GiveInventory(\"Item1\",3)\nstop\n}\n}\n\nactor AdaptorUpgradeSpawner : CustomInventory replaces AdaptorUpgrade\n{\nInventory.RespawnTics 350\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Super Adaptor Upgrade!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA3 P 0\nWEA3 P 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEA3 P 1\nGoto Spawn+2\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Super\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Super\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Super\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Super\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Super\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Super\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Super\")\nWEAP Q 0 A_JumpIfInventory(\"BassBusterBoss\",1,\"Treble\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Break\")\nWEAP Q 0 A_JumpIfInventory(\"BalladeCrackerBoss\",1,\"BalladeV2\")\nfail\nSuper:\nTNT1 A 0 A_GiveInventory(\"AdaptorUpgradeClasses\")\nstop\nTreble:\nTNT1 A 0 A_GiveInventory(\"TrebleBoostClasses\")\nstop\nBreak:\nTNT1 A 0 A_GiveInventory(\"BreakTransformation\")\nstop\nBalladeV2:\nTNT1 A 0 A_GiveInventory(\"BalladeRound2\")\nstop\nDeath:\nWEA3 P 1\nstop\n}\n}\n\nactor AdaptorUpgradeClasses : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"ADAPSI\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEA3 A 0 A_GiveInventory(\"SuperAdaptorWep\",1)\nWEA3 A 0 A_SelectWeapon(\"SuperAdaptorWep\")\nWEA3 A 0 SetPlayerProperty(0,0,0)\nARRS I 0 A_TakeInventory(\"MegaBusterC\",1)\nARRS I 0 A_TakeInventory(\"PowerAdaptor\",1)\nARRS I 0 A_TakeInventory(\"JetAdaptor\",1)\nARRS I 0 A_TakeInventory(\"LaserBuster\",1)\nARRS I 0 A_TakeInventory(\"ArrowBuster\",1)\nDUOF A 0 A_TakeInventory(\"MegaArm\",1)\nstop\n}\n}\n\nactor TrebleBoostClasses : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"TrebBoo\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEAP Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEA3 A 0 A_TakeInventory(\"BassBusterBoss\",1)\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 SetPlayerProperty(0,0,4)\nWEA3 A 0 SetPlayerProperty(0,1,3)\nWEA3 A 0 A_ChangeFlag(\"PICKUP\",0)\nWEA3 A 0 A_GiveInventory(\"Base56Ammo\",56)\nWEA3 A 0 A_GiveInventory(\"TrebleBoostAdaptor\",1)\nWEA3 A 0 A_GiveInventory(\"HalfDamageProtection\",1)\nWEA3 A 0 A_SelectWeapon(\"TrebleBoostAdaptor\")\nstop\n}\n}\n\nactor BreakTransformation : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"BREAKI\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEA3 A 0 A_JumpIf(z-floorz>0, \"Failure\")\nWEA3 A 0 A_TakeInventory(\"ProtoBusterBoss\",1)\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 SetPlayerProperty(0,0,4)\nWEA3 A 0 A_ChangeFlag(\"PICKUP\",0)\nWEA3 A 0 HealThing(20)\nWEA3 A 0 A_GiveInventory(\"BreakBusterBoss\",1)\nWEA3 A 0 A_GiveInventory(\"HalfDamageProtection\",1)\nWEA3 A 0 A_GiveInventory(\"UpgradeClassFlag\",1)\nWEA3 A 0 A_SelectWeapon(\"BreakBusterBoss\")\nWEA3 A 0 ACS_Executealways(512,0,1,2)\nstop\nFailure:\nWEA3 A 0\nfail\n}\n}\n\nactor TrebleBoosterEnd : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nUse:\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 SetPlayerProperty(0,0,3)\nWEA3 A 0 A_ChangeFlag(\"PICKUP\",1)\nWEA3 A 0 A_TakeInventory(\"TrebleBoostAdaptor\",1)\nWEA3 A 0 A_TakeInventory(\"HalfDamageProtection\",1)\nWEA3 A 0 A_GiveInventory(\"BassBusterBoss\",1)\nWEA3 A 0 A_SelectWeapon(\"BassBusterBoss\")\nstop\n}\n}\n\nactor BalladeRound2 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"BALI\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEA3 A 0 A_JumpIf(z-floorz>0, \"Failure\")\nWEA3 A 0 A_TakeInventory(\"BalladeCrackerBoss\",1)\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 SetPlayerProperty(0,0,4)\nWEA3 A 0 A_ChangeFlag(\"PICKUP\",0)\nWEA3 A 0 HealThing(20)\nWEA3 A 0 A_GiveInventory(\"UpgradeClassFlag\",1)\nWEA3 A 0 A_GiveInventory(\"BalladeCrackerV2\",1)\nWEA3 A 0 A_SelectWeapon(\"BalladeCrackerV2\")\nWEA3 A 0 ACS_Executealways(512,0,2,2)\nstop\nFailure:\nWEA3 A 0\nfail\n}\n}\n\nactor BeatCall : CustomInventory 10157\n{\n//$Category MM8BDM-Assists\n//Inventory.RespawnTics 210\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Beat Call!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\nstates\n{\nSpawn:\nWEA3 I 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"RollSwingBoss\",1,\"Roll\")\nWEA3 I 0 A_GiveInventory(\"BeatCallCheck\",1)\nstop\nRoll:\nTNT1 A 0\nGoto Failure\nTNT1 A 0 A_JumpIfInventory(\"BeatCounter\",1,\"Failure\")\nTNT1 A 0 A_JumpIfInventory(\"BeatCallCheck\",1,\"Failure\")\nTNT1 A 0 A_GiveInventory(\"BaseBeatAmmo\",100)\nTNT1 A 0 A_GiveInventory(\"RIPBeat\",1)\nTNT1 A 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nWEA3 I 0 A_GiveInventory(\"BeatCallCheck\",1)\nstop\nFailure:\nTNT1 A 0\nfail\n}\n}\n\nactor BeatActivate : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Light\")\nTNT1 A 0 A_JumpIfInventory(\"RollSwingBoss\",1,\"Roll\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Light\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Light\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Light\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Light\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Light\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Light\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Light\")\nTNT1 A 1 A_SpawnItemEx(\"MagFlySaver\")\nstop\nRoll:\nTNT1 A 0 A_GiveInventory(\"BaseCustomFlag1\")\nTNT1 A 0 A_GiveInventory(\"RIPBeat\",1)\nTNT1 A 0 A_TakeInventory(\"BaseBeatAmmo\",100)\nTNT1 A 1 A_SpawnItemEx(\"BeatGiver\")\nstop\nLight:\nTNT1 A 1 A_SpawnItemEx(\"BeatGiver\")\nstop\n}\n}\n\nactor BeatGiver\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 AAA 1 A_GiveToTarget(\"BeatFX1\",1)\nTNT1 AAA 1 A_GiveToTarget(\"BeatFX3\",1)\nTNT1 AAA 1 A_GiveToTarget(\"BeatFX2\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCounter\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"SpinTime\",1,\"Death2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BeatCounter\",5,\"Spawn\")\nTNT1 A 0 A_TakeFromTarget(\"BeatCallCheck\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"BeatCounter\",1,\"Spawn\")\nTNT1 A 0 A_GiveToTarget(\"FlyDeactivate\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCallCheck\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCounter\",100)\nstop\nDeath2:\nTNT1 A 0 A_GiveToTarget(\"FlyDeactivate\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCallCheck\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCounter\",100)\nTNT1 A 0 A_JumpIfInventory(\"RollSwingBoss\",1,\"Roll\")\nstop\nRoll:\nTNT1 A 0 A_GiveInventory(\"BaseBeatAmmo\",100)\nTNT1 A 0 A_GiveInventory(\"RIPBeat\",1)\nTNT1 A 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nstop\n}\n}\n\nactor MagflySaver\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 AA 1 A_GiveToTarget(\"MagFlyFX1\",1)\nTNT1 AA 1 A_GiveToTarget(\"MagFlyFX2\",1)\nTNT1 AA 1 A_GiveToTarget(\"MagFlyFX1\",1)\nTNT1 AA 1 A_GiveToTarget(\"MagFlyFX2\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCounter\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"SpinTime\",1,\"Death2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BeatCounter\",5,\"Spawn\")\nTNT1 A 0 A_TakeFromTarget(\"BeatCallCheck\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"BeatCounter\",1,\"Spawn\")\nTNT1 A 0 A_GiveToTarget(\"FlyDeactivate\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCallCheck\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCounter\",100)\nstop\nDeath2:\nTNT1 A 0 A_GiveToTarget(\"FlyDeactivate\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCallCheck\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCounter\",100)\nstop\n}\n}\n\nactor MagFlyFX1 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nUse:\nTNT1 A 1 SetPlayerProperty(0,1,3)\nTNT1 A 1 A_SpawnItemEx(\"MagFly1\",0,0,52,0,0,0,0,SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor MagFlyFX2 : MagFlyFX1\n{\nStates\n{\nUse:\nTNT1 A 1 SetPlayerProperty(0,1,3)\nTNT1 A 1 A_SpawnItemEx(\"MagFly2\",0,0,52,0,0,0,0,SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor MagFly1\n{\n-SOLID\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOINTERACTION\nScale 2.5\nStates\n{\nSpawn:\nMFLY A 2\nstop\n}\n}\n\nactor MagFly2 : MagFly1\n{\nStates\n{\nSpawn:\nMFLY B 2\nstop\n}\n}\n\nactor WeaponEnergyCustom : WeaponEnergy replaces WeaponEnergy\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Energy\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Energy\")\nWEAP Q 0 A_JumpIfInventory(\"BassBusterBoss\",1,\"Energy\")\nfail\nEnergy:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(537,0),\"Success\")\nfail\n}\n}\n\nactor BigWeaponEnergyCustom : BigWeaponEnergy replaces BigWeaponEnergy\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Energy\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Energy\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Energy\")\nWEAP Q 0 A_JumpIfInventory(\"BassBusterBoss\",1,\"Energy\")\nfail\nEnergy:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(537,0),\"Success\")\nfail\n}\n}\n\nactor ExitUnitSpawner : ExitUnit replaces ExitUnit\n{\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\ngoto Super::Use\n}\n}\n\nactor LaserBusterPickup : CustomInventory replaces LaserBusterUpgrade\n{\nInventory.RespawnTics 350\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Laser Buster Upgrade!\"\ninventory.icon \"LASERSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA4 K 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Success\")\nfail\nSuccess:\nTNT1 A 0 A_GiveInventory(\"LaserBusterUpgradeClasses\")\nstop\n}\n}\n\nactor LaserBusterUpgradeClasses : LaserBusterUpgrade\n{\ninventory.pickupmessage \"\"\ninventory.icon \"LASERSI\"\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nARRS I 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEA3 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 A_TakeInventory(\"PowerActivate\",1)\nPOWA A 0 ACS_ExecuteAlways(512,0,3,0)\nARRS I 0 A_TakeInventory(\"MegaBusterC\",1)\nARRS I 0 A_TakeInventory(\"PowerAdaptor\",1)\nARRS I 0 A_TakeInventory(\"JetAdaptor\",1)\nARRS I 0 A_TakeInventory(\"SuperAdaptorWep\",1)\nARRS I 0 A_TakeInventory(\"ArrowBuster\",1)\nDUOF A 0 A_TakeInventory(\"MegaArm\",1)\nARRS I 0 A_GiveInventory(\"LaserBuster\",1)\nARRS I 0 A_SelectWeapon(\"LaserBuster\")\nstop\n}\n}\n\nactor ArrowBusterPickup : CustomInventory replaces ArrowBusterUpgrade\n{\nInventory.RespawnTics 350\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Arrow Buster Upgrade!\"\ninventory.icon \"ARROWSH\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA4 L 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Success\")\nfail\nSuccess:\nTNT1 A 0 A_GiveInventory(\"ArrowBusterUpgradeClasses\")\nstop\n}\n}\n\nactor ArrowBusterUpgradeClasses : ArrowBusterUpgrade\n{\ninventory.pickupmessage \"\"\ninventory.icon \"ARROWSH\"\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nARRS I 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEA3 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 A_TakeInventory(\"PowerActivate\",1)\nPOWA A 0 ACS_ExecuteAlways(512,0,3,0)\nARRS I 0 A_TakeInventory(\"MegaBusterC\",1)\nARRS I 0 A_TakeInventory(\"PowerAdaptor\",1)\nARRS I 0 A_TakeInventory(\"JetAdaptor\",1)\nARRS I 0 A_TakeInventory(\"LaserBuster\",1)\nARRS I 0 A_TakeInventory(\"SuperAdaptorWep\",1)\nDUOF A 0 A_TakeInventory(\"MegaArm\",1)\nARRS I 0 A_GiveInventory(\"ArrowBuster\",1)\nARRS I 0 A_SelectWeapon(\"ArrowBuster\")\nstop\n}\n}\n\n/*actor MegaArmPickup : CustomInventory replaces MegaArmUpgrade\n{\nInventory.RespawnTics 350\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Duo Fist Upgrade!\"\ninventory.icon \"DUOHAND\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nDUOF A 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Success\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Success\")\nfail\nSuccess:\nTNT1 A 0 A_GiveInventory(\"MegaArmUpgradeClasses\")\nstop\n}\n}\n\nactor MegaArmUpgradeClasses : MegaArmUpgrade\n{\ninventory.pickupmessage \"\"\ninventory.icon \"DUOHAND\"\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nARRS I 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nWEA3 A 0 SetPlayerProperty(0,0,0)\nARRS I 0 A_TakeInventory(\"MegaBusterC\",1)\nARRS I 0 A_TakeInventory(\"PowerAdaptor\",1)\nARRS I 0 A_TakeInventory(\"JetAdaptor\",1)\nARRS I 0 A_TakeInventory(\"LaserBuster\",1)\nARRS I 0 A_TakeInventory(\"SuperAdaptorWep\",1)\nARRS I 0 A_TakeInventory(\"ArrowBuster\",1)\nARRS I 0 A_GiveInventory(\"MegaArm\",1)\nARRS I 0 A_SelectWeapon(\"MegaArm\")\nstop\n}\n}*/\n\nactor NewWireAdaptor : CustomInventory replaces WireAdaptor\n{\n//Inventory.RespawnTics 300\n//$Category MM8BDM-Assists\n//inventory.amount 2\n//inventory.maxamount 2\ninventory.pickupmessage \"Support Item! Wire Adaptor!\"\n//inventory.icon \"WIRE\"\nInventory.PickupSound \"item/1up\"\n+COUNTITEM\n+INVBAR\nscale 2.0\nstates\n{\nSpawn:\nWADP A 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Wire\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Wire\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Wire\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Wire\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Wire\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Wire\")\nTNT1 A 0 A_JumpIfInventory(\"MegaArm\",1,\"Wire\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Wire\")\nWEAP Q 0 A_JumpIfInventory(\"BassBusterBoss\",1,\"Wire\")\nfail\nWire:\nWADP A 1 A_GiveInventory(\"WireAdaptorClasses\",2)\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor WireAdaptorClasses : CustomInventory\n{\n//Inventory.RespawnTics 300\n//$Category MM8BDM-Assists\ninventory.amount 2\ninventory.maxamount 2\ninventory.pickupmessage \"Support Item! Wire Adaptor!\"\ninventory.icon \"WIRE\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWADP A 1\nloop\nProj:\nWADP A 0 A_FireCustomMissile(\"WireAdaptorGrapple\",0,0,8,0)\nstop\nTooSoon:\nWADP A 0\nfail\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWADP A 0 A_JumpIfInventory(\"WireFlag\", 1, \"TooSoon\")\nWADP A 0 A_GiveInventory(\"WireFlag\")\nWADP A 0 A_JumpIf(pitch < 305 && pitch >100, \"Proj\")\nWADP A 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Proto\")\nWADP A 0 A_SpawnItemEx(\"WireAdaptorGrapple\",8,8,16,20,0,30)\nstop\nProto:\nWADP A 0 A_SpawnItemEx(\"WireAdaptorGrapple\",48,8,48,20,0,30)\nstop\n}\n}\n\nactor OilCanister 10631\n{\n//$Category MM8BDM-Interactive Props\n+SOLID\n+SHOOTABLE\n+NODAMAGETHRUST\n+FORCEYBILLBOARD\n+NOBLOOD\n+DONTBLAST\n+QUICKTORETALIATE\ndamagefactor \"PlantmanDrain\", 0.0\ndamagefactor \"ShademanDrain\", 0.0\ndamagefactor \"MercuryDrain\", 0.0\nObituary \"$OB_BARREL\" // \"%o went boom.\"\nscale 2.5\nheight 80\nRadius 16\nHealth 100\nmass 99999\npainchance 256\nStates\n{\nSpawn:\nOILP ABCD 8\nloop\nPain.OilCanister:\nPain.FireStorm:\nPain.FireSpin:\npain.FlameSword:\npain.FlameSwordSpark:\nPain.AtomicFire1:\nPain.AtomicFire2:\nPain.AtomicFire3:\nPain.ScorchWheel:\nPain.FlameBlast:\nPain.PharaohShot1:\nPain.PharaohShot2:\nPain.PharaohShot3:\nOILP A 0\nOILP A 0 A_Die\nOILP A 1\nGoto Death\nPain:\nOILP A 0 A_Stop\nOILP A 1 A_SpawnItem(\"PainFX\",0,24)\nGoto Spawn\nDeath:\nOILP A 0\nOILP A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\nOILP A 0 A_ChangeFlag(\"SOLID\", 0)\nOILP A 1 A_Stop\nOILP A 0 A_SpawnItemEx(\"OilCanisterDamager\",0,0,32)\nTNT1 A 0\nTNT1 A 170\nRespawning:\nTNT1 A 5\nTNT1 AAAAAAAAAA 1 A_LookEx(LOF_NOSOUNDCHECK,0,192,0,360,\"Respawning\")\nGoto RespawnNow\nRespawnNow:\nTNT1 A 0 A_ClearTarget\nTNT1 A 0 A_TakeInventory(\"CutterFlag\", 999)\nTFOG A 3 A_PlaySoundEx(\"misc/SpawnIn\", body)\nTFOG BC 2\nTNT1 A 0 A_SpawnItemEx(\"OilCanister\", 0, 0, 0, 0, 0, 0, 0, SXF_TELEFRAG)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/WeaponDeleter.txt",
"contents": "actor BigWeaponEnergyPARTY : BigWeaponEnergyCustom replaces PartyBall\n{\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nactor BigWeaponEnergyEXIT : BigWeaponEnergyCustom replaces ExitUnit\n{\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\n//MM1\n\nactor BigWeaponEnergy1 : BigWeaponEnergyCustom replaces RollingCutterWep\n{\n}\n\nactor BigWeaponEnergy2 : BigWeaponEnergyCustom replaces SuperArmWep\n{\n}\n\nactor BigWeaponEnergy3 : BigWeaponEnergyCustom replaces IceSlasherWep\n{\n}\n\nactor BigWeaponEnergy4 : BigWeaponEnergyCustom replaces ThunderBeamWep\n{\n}\n\nactor BigWeaponEnergy5 : BigWeaponEnergyCustom replaces HyperBombWep\n{\n}\n\nactor BigWeaponEnergy6 : BigWeaponEnergyCustom replaces FireStormWep\n{\n}\n\n//MM2\n\nactor BigWeaponEnergy7 : BigWeaponEnergyCustom replaces BubbleLeadWep\n{\n}\n\nactor BigWeaponEnergy8 : BigWeaponEnergyCustom replaces AirShooterWep\n{\n}\n\nactor BigWeaponEnergy9 : BigWeaponEnergyCustom replaces QuickBoomerangWep\n{\n}\n\nactor BigWeaponEnergy10 : BigWeaponEnergyCustom replaces LeafShieldWep\n{\n}\n\nactor BigWeaponEnergy11 : BigWeaponEnergyCustom replaces CrashBombWep\n{\n}\n\nactor BigWeaponEnergy12 : BigWeaponEnergyCustom replaces TimeStopperWep\n{\n}\n\nactor BigWeaponEnergy666 : BigWeaponEnergyCustom replaces TimeStopperGiver\n{\n}\n\nactor BigWeaponEnergy13 : BigWeaponEnergyCustom replaces MetalBladeWep\n{\n}\n\nactor BigWeaponEnergy14 : BigWeaponEnergyCustom replaces AtomicFireWep\n{\n}\n\n//MM3\n\nactor BigWeaponEnergy15 : BigWeaponEnergyCustom replaces SparkShockWep\n{\n}\n\nactor BigWeaponEnergy16 : BigWeaponEnergyCustom replaces SearchSnakeWep\n{\n}\n\nactor BigWeaponEnergy17 : BigWeaponEnergyCustom replaces NeedleCannonWep\n{\n}\n\nactor BigWeaponEnergy18 : BigWeaponEnergyCustom replaces TopSpinWep\n{\n}\n\nactor BigWeaponEnergy19 : BigWeaponEnergyCustom replaces ShadowBladeWep\n{\n}\n\nactor BigWeaponEnergy20 : BigWeaponEnergyCustom replaces MagnetMissileWep\n{\n}\n\nactor BigWeaponEnergy21 : BigWeaponEnergyCustom replaces GeminiLaserWep\n{\n}\n\nactor BigWeaponEnergy22 : BigWeaponEnergyCustom replaces HardKnuckleWep\n{\n}\n\n//MM4\n\nactor BigWeaponEnergy23 : BigWeaponEnergyCustom replaces RingBoomerangWep\n{\n}\n\nactor BigWeaponEnergy24 : BigWeaponEnergyCustom replaces DiveMissileWep\n{\n}\n\nactor BigWeaponEnergy25 : BigWeaponEnergyCustom replaces SkullBarrierWep\n{\n}\n\nactor BigWeaponEnergy9001 : BigWeaponEnergyCustom replaces SkullBarrierGiver\n{\n}\n\nactor BigWeaponEnergy26 : BigWeaponEnergyCustom replaces FlashStopperWep\n{\n}\n\nactor BigWeaponEnergy300 : BigWeaponEnergyCustom replaces FlashStopperGiver\n{\n}\n\nactor BigWeaponEnergy27 : BigWeaponEnergyCustom replaces DustCrusherWep\n{\n}\n\nactor BigWeaponEnergy28 : BigWeaponEnergyCustom replaces DrillBombWep\n{\n}\n\nactor BigWeaponEnergy29 : BigWeaponEnergyCustom replaces RainFlushWep\n{\n}\n\nactor BigWeaponEnergy30 : BigWeaponEnergyCustom replaces PharaohShotWep\n{\n}\n\n//MM5\n\nactor BigWeaponEnergy31 : BigWeaponEnergyCustom replaces PowerStoneWep\n{\n}\n\nactor BigWeaponEnergy32 : BigWeaponEnergyCustom replaces GravityHoldWep\n{\n}\n\nactor BigWeaponEnergy33 : BigWeaponEnergyCustom replaces CrystalEyeWep\n{\n}\n\nactor BigWeaponEnergy34 : BigWeaponEnergyCustom replaces NapalmBombWep\n{\n}\n\nactor BigWeaponEnergy35 : BigWeaponEnergyCustom replaces GyroAttackWep\n{\n}\n\nactor BigWeaponEnergy36 : BigWeaponEnergyCustom replaces StarCrashWep\n{\n}\n\nactor BigWeaponEnergy37 : BigWeaponEnergyCustom replaces ChargeKickWep\n{\n}\n\nactor BigWeaponEnergy38 : BigWeaponEnergyCustom replaces WaterWaveWep\n{\n}\n\n//MM6\n\nactor BigWeaponEnergy39 : BigWeaponEnergyCustom replaces BlizzardAttackWep\n{\n}\n\nactor BigWeaponEnergy40 : BigWeaponEnergyCustom replaces WindStormWep\n{\n}\n\nactor BigWeaponEnergy41 : BigWeaponEnergyCustom replaces FlameBlastWep\n{\n}\n\nactor BigWeaponEnergy42 : BigWeaponEnergyCustom replaces YamatoSpearWep\n{\n}\n\nactor BigWeaponEnergy43 : BigWeaponEnergyCustom replaces CentaurFlashWep\n{\n}\n\nactor BigWeaponEnergy44 : BigWeaponEnergyCustom replaces KnightCrushWep\n{\n}\n\nactor BigWeaponEnergy45 : BigWeaponEnergyCustom replaces SilverTomahawkWep\n{\n}\n\nactor BigWeaponEnergy46 : BigWeaponEnergyCustom replaces PlantBarrierWep\n{\n}\n\n//MM7\n\nactor BigWeaponEnergy47 : BigWeaponEnergyCustom replaces FreezeCrackerWep\n{\n}\n\nactor BigWeaponEnergy48 : BigWeaponEnergyCustom replaces DangerWrapWep\n{\n}\n\nactor BigWeaponEnergy49 : BigWeaponEnergyCustom replaces JunkShieldWep\n{\n}\n\nactor BigWeaponEnergy50 : BigWeaponEnergyCustom replaces ThunderBoltWep\n{\n}\n\nactor BigWeaponEnergy51 : BigWeaponEnergyCustom replaces WildCoilWep\n{\n}\n\nactor BigWeaponEnergy52 : BigWeaponEnergyCustom replaces SlashClawWep\n{\n}\n\nactor BigWeaponEnergy53 : BigWeaponEnergyCustom replaces NoiseCrushWep\n{\n}\n\nactor BigWeaponEnergy54 : BigWeaponEnergyCustom replaces ScorchWheelWep\n{\n}\n\n//MM8\n\nactor BigWeaponEnergy55 : BigWeaponEnergyCustom replaces IceWaveWep\n{\n}\n\nactor BigWeaponEnergy56 : BigWeaponEnergyCustom replaces TornadoHoldWep\n{\n}\n\nactor BigWeaponEnergy57 : BigWeaponEnergyCustom replaces ThunderClawWep\n{\n}\n\nactor BigWeaponEnergy58 : BigWeaponEnergyCustom replaces FlashBombWep\n{\n}\n\nactor BigWeaponEnergy59 : BigWeaponEnergyCustom replaces AstroCrushWep\n{\n}\n\nactor BigWeaponEnergy60 : BigWeaponEnergyCustom replaces HomingSniperWep\n{\n}\n\nactor BigWeaponEnergy61 : BigWeaponEnergyCustom replaces FlameSwordWep\n{\n}\n\nactor BigWeaponEnergy62 : BigWeaponEnergyCustom replaces WaterBalloonWep\n{\n}\n\nactor BigWeaponEnergy63 : BigWeaponEnergyCustom replaces MegaBallWep\n{\n}\n\n//MMPU\n\nactor BigWeaponEnergy64 : BigWeaponEnergyCustom replaces OilSliderWep\n{\n}\n\nactor BigWeaponEnergy65 : BigWeaponEnergyCustom replaces TimeSlowWep\n{\n}\n\n//MMK\n\nactor BigWeaponEnergy66 : BigWeaponEnergyCustom replaces SakugarneGiver\n{\n}\n\nactor BigWeaponEnergy67 : BigWeaponEnergyCustom replaces ScrewCrusherWep\n{\n}\n\nactor BigWeaponEnergy68 : BigWeaponEnergyCustom replaces MirrorBusterWep\n{\n}\n\nactor BigWeaponEnergy69 : BigWeaponEnergyCustom replaces BalladeCrackerWep\n{\n}\n\nactor BigWeaponEnergy70 : BigWeaponEnergyCustom replaces RemoteMineWep\n{\n}\n\nactor BigWeaponEnergy71 : BigWeaponEnergyCustom replaces IceWallWep\n{\n}\n\nactor BigWeaponEnergy72 : BigWeaponEnergyCustom replaces WaveBurnerWep\n{\n}\n\nactor BigWeaponEnergy73 : BigWeaponEnergyCustom replaces SpreadDrillWep\n{\n}\n\nactor BigWeaponEnergy74 : BigWeaponEnergyCustom replaces MagicCardWep\n{\n}\n\nactor BigWeaponEnergy75 : BigWeaponEnergyCustom replaces LightningBoltWep\n{\n}\n\nactor BigWeaponEnergy76 : BigWeaponEnergyCustom replaces CopyVisionWep\n{\n}\n\nactor BigWeaponEnergy77 : BigWeaponEnergyCustom replaces TenguBladeWep\n{\n}"
},
{
"source": "pk3",
"name": "Wep/Item2.txt",
"contents": "actor Item2Spawner : CustomInventory replaces Etank\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Item-2!\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nWEA2 D 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"MegaBusterC\",1,\"Item\")\nTNT1 A 0 A_JumpIfInventory(\"JetAdaptor\",1,\"Item\")\nTNT1 A 0 A_JumpIfInventory(\"PowerAdaptor\",1,\"Item\")\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1,\"Item\")\nTNT1 A 0 A_JumpIfInventory(\"LaserBuster\",1,\"Item\")\nTNT1 A 0 A_JumpIfInventory(\"ArrowBuster\",1,\"Item\")\nTNT1 A 0 A_JumpIfInventory(\"DuoFist\",1,\"Item\")\nWEAP Q 0 A_JumpIfInventory(\"ProtoBusterBoss\",1,\"Item\")\nfail\nItem:\nWEAP Q 0 A_GiveInventory(\"Item2Use\",3)\nstop\n}\n}\n\nactor Item2Use : CustomInventory\n{\ninventory.amount 3\ninventory.maxamount 3\ninventory.icon \"ITEM2\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nFailure:\nTNT1 A 0\nfail\nUse:\nTNT1 A 0 A_JumpIfInventory(\"MorphedClass\",1,\"Failure\")\nWEA2 A 0 A_SpawnItemEx(\"Item2\", 56, 0, 38, 0, 0, 0, 0, 0, 0)\nstop\n}\n}\n\nactor Item2\n{\n-SOLID\n+NOGRAVITY\n+MISSILE\n+NOCLIP\n+DONTBLAST\n+SKYEXPLODE\n+NOTARGETSWITCH\nspeed 0\nscale 2.5\nRadius 32\nHeight 32\nreactiontime 125\nstates\n{\nSpawn:\nITEM C 0\nITEM CCC 1 A_JumpIfCloser(32,\"Glide\")\nITEM DDD 1 A_Countdown\ngoto Spawn+1\nGlide:\nTNT1 A 0 A_GiveToTarget(\"Item2Counter\",20)\nTNT1 A 1 A_GiveToTarget(\"GlideActivate\",1)\nGlideContinue:\nTNT1 AAA 1 A_GiveToTarget(\"Item2GFX1\",1)\nTNT1 AAA 1 A_GiveToTarget(\"Item2GFX2\",1)\nTNT1 AAA 1 A_GiveToTarget(\"Item2GFX1\",1)\nTNT1 AAA 1 A_GiveToTarget(\"Item2GFX2\",1)\nTNT1 A 0 A_TakeFromTarget(\"Item2Counter\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"Item2Jump\",1,\"DeathJump\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathJump\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"SpinTime\",1,\"Death2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"InBoat\",1,\"Death2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"Item2Counter\",1,\"GlideContinue\")\nTNT1 A 0 A_GiveToTarget(\"GlideDeactivate\",1)\nstop\nDeath:\nMMFX B 0 A_ChangeFlag(\"SOLID\",0)\nMMFX BCDE 2\nstop\nDeath2:\nTNT1 A 0 A_TakeFromTarget(\"Item2Counter\",20)\nTNT1 A 0 A_GiveToTarget(\"GlideDeactivate\",1)\nstop\nDeathJump:\nTNT1 A 0 A_TakeFromTarget(\"Item2Counter\",20)\nTNT1 A 0 A_TakeFromTarget(\"Item2Jump\",1)\nTNT1 A 0 A_GiveToTarget(\"GlideDeactivate\",1)\nTNT1 A 0 A_GiveToTarget(\"Item2Jumper\",1)\nstop\n}\n}\n\nactor Item2Counter : Inventory\n{\ninventory.amount 1\ninventory.maxamount 20\n}\n\nactor Item2GFX1 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nUse:\nTNT1 A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nTNT1 A 0 A_SpawnItemEx(\"Item2FX1\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor Item2GFX2 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nUse:\nTNT1 A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nTNT1 A 0 A_SpawnItemEx(\"Item2FX2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor Item2FX1\n{\n-SOLID\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOINTERACTION\nScale 2.5\nStates\n{\nSpawn:\nITEM C 2\nstop\n}\n}\n\nactor Item2FX2\n{\n-SOLID\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOINTERACTION\nScale 2.5\nStates\n{\nSpawn:\nITEM D 2\nstop\n}\n}\n\nactor GlideActivate : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nUse:\nTNT1 A 0 SetPlayerProperty(0,1,0)\nTNT1 A 1 A_ChangeFlag(\"NOGRAVITY\",1)\nstop\n}\n}\n\nactor GlideDeactivate : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nUse:\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 1 A_ChangeFlag(\"NOGRAVITY\",0)\nstop\n}\n}\n\nactor Item2Jumper : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nUse:\nTNT1 A 0 ThrustThingZ(0,42,0,0)\nTNT1 A 0 A_SpawnItemEx(\"Item2Projectile\",0,0,0,25,0,0,0,SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor Item2Jump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor Item2Projectile\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\nObituary \"%o took off with a stray Item-2 from %k\"\ndamagetype \"Item2\"\nDamage (10)\nradius 10\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nITEM CD 3\nloop\nDeath:\nTNT1 A 0 A_Stop\nMMFX BCDE 2\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/BotWeapons.txt",
"contents": "actor SniperJoeBuster : BaseClassWeapon\n{\nObituary \"%o was sniped by %k's \\cqSniper Joe Buster.\"\nStates\n{\nReady:\nPROC J 0 ACS_ExecuteAlways(998,0,51,1)\nPROC J 1 A_WeaponReady(2)\nPROC D 0 SetPlayerProperty(0,0,0)\ngoto Ready+1\nFire:\nPROC D 0 A_JumpIfInventory(\"Base28Ammo\",1,\"Shoot\")\nPROC D 0 A_TakeInventory(\"NoJoeShield\",1)\nPROC D 0 A_GiveInventory(\"Base28Ammo\",3)\nPROC J 0 A_GunFlash\nPROC D 10 A_Jump(128,\"Jump\",\"Grenade\")\ngoto Ready+1\nShoot:\nPROC D 0 SetPlayerProperty(0,1,0)\nPROC D 0 A_GiveInventory(\"NoJoeShield\",1)\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_TakeInventory(\"Base28Ammo\",1)\nPROC K 15 A_FireCustomMissile(\"JoeShot\",0,0,8,0)\ngoto Ready+1\nJump:\nTNT1 A 0 A_JumpIf(z-floorz!=0,\"Fire\")\nTNT1 A 0 A_FaceTarget\nPROC D 3 A_ChangeVelocity(40,0,12,CVF_REPLACE|CVF_RELATIVE)\nPROC D 1 A_JumpIf(z-floorz==0,1)\nwait\nPROC D 1\ngoto Ready+1\nGrenade:\nPROC K 3 A_TakeInventory(\"NoJoeShield\",1)\nPROC K 17 A_FireCustomMissile(\"JoeGrenade\",0,0,8,0)\ngoto Ready+1\nFlash:\nPROC J 0 A_SpawnItemEx(\"ProtoShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC J 0 A_SpawnItemEx(\"JoeShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_JumpIfInventory(\"NoJoeShield\",1,\"NoDefence\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",999,\"NoFlash\")\nloop\nNoDefence:\nTNT1 A 17 A_JumpIfInventory(\"CutterFlag\",999,\"NoFlash\")\ngoto Flash\nNoFlash:\nTNT1 A 0\nStop\n}\n}\n\nactor JoeShieldFX : ProtoShieldFX\n{\nstates\n{\nSpawn:\nJSH2 A 2\nstop\n}\n}\n\nactor NoJoeShield : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor JoeGrenade : NapalmBomb\n{\ndamagetype \"SniperJoe\"\nObituary \"%o was blasted by %k's \\cqJoe Grenade.\"\nstates\n{\nSpawn:\nJOEB A 0\nJOEB A 0 ThrustThingZ(0, 25, 0, 1)\nJOEB A 0 A_CountDown\nJOEB A 16\nGoto Spawn+2\nDeath:\nJOEB A 0 A_Stop\nJOEB A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nJOEB A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nJOEB A 0 A_Explode(60, 128, 0)\nNAPA EFGHIJKLMNOPQRS 2\nstop\n}\n}\n\nactor JoeShot : BreakShot\n{\ndamagetype \"SniperJoe\"\ndamage (10)\n}\n\nactor Darkman1Buster : BaseClassWeapon\n{\nObituary \"%o was bombed by %k's \\cuDark Buster.\"\nStates\n{\nReady:\nPROC J 0 ACS_ExecuteAlways(998,0,51,1)\nDRMB A 1 A_WeaponReady(2)\nGoto Ready+1\nFire:\nDRMB AB 2\nDRMB C 1\nDRMB A 0 A_JumpIfHealthLower(50,\"Boost\")\nDRMB A 0 A_PlaySoundEx(\"weapon/sparkshock\",\"Weapon\")\nDRMB A 0 A_FireCustomMissile(\"DarkProjectileCustom\",0,0,0,0)\nDRMB C 1\nDRMB BAAAA 2\nGoto Ready+1\nBoost:\nDRMB A 0 ACS_ExecuteAlways(191,0,1)\ngoto Fire+4\n}\n}\n\nactor DarkmanTwoBot : BaseClassWeapon//Darkman2Wall : BaseClassWeapon\n{\n+WEAPON.MELEEWEAPON\nObituary \"%o was repelled by %k's \\cuDark Wall.\"\nStates\n{\nReady:\nPROC J 1 ACS_ExecuteAlways(998,0,1,1)\nDRMB A 1 A_GunFlash\ngoto Waiting\nWaiting:\nDRMB A 35\nDRMB A 0 A_JumpIfHealthLower(50,\"Boost\")\nDRMB AAAAAAAAAA 1 A_ChangeVelocity(16,momy/2,momz,CVF_REPLACE|CVF_RELATIVE)\nloop\nBoost:\nDRMB AAAAAAAAAA 1 A_ChangeVelocity(24,momy/2,momz,CVF_REPLACE|CVF_RELATIVE)\ngoto Waiting\nFlash:\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,0,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,180,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,9,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,189,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,18,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,198,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,27,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,207,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,36,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,216,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,45,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,225,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,54,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,234,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,63,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,243,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,72,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,252,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,81,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,261,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,90,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,270,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,99,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,279,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,108,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,288,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,117,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,297,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,126,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,306,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,135,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,315,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,144,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,324,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,153,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield3C\",100,0,0,momx,momy-16,momz,333,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,162,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield1C\",100,0,0,momx,momy-16,momz,342,SXF_ABSOLUTEANGLE)\nTNT1 A 1 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,171,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_SpawnItemEx(\"Dark2Shield2C\",100,0,0,momx,momy-16,momz,351,SXF_ABSOLUTEANGLE)\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",1,\"FlashStop\")\nloop\nFlashStop:\nTNT1 A 0 A_SpawnItemEx(\"DarkShieldShot\",64,0,0,30,momy,momz,0)\nTNT1 A 0 A_SpawnItemEx(\"DarkShieldShot\",-64,0,0,-30,momy,momz,0)\nstop\n}\n}\n\nactor ShieldActive : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BoostActive : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor Darkman3Freeze : BaseClassWeapon\n{\nObituary \"%o was shot repeatedly by %k's \\cuDarkman 3 Machinebuster.\"\nStates\n{\nReady:\nPROC J 0 ACS_ExecuteAlways(998,0,47,1)\nPROC J 1 A_WeaponReady(2)\ngoto Ready+1\nFire:\nTNT1 A 0 A_Jump(128,\"Freeze\")\nTNT1 A 0 A_Jump(85,\"Jump\")\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"JoeShot\",0,0,8,0)\nPROC K 5\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"JoeShot\",0,0,8,0)\nPROC K 5\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"JoeShot\",0,0,8,0)\nPROC K 5\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"JoeShot\",0,0,8,0)\nPROC K 5\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"JoeShot\",0,0,8,0)\nPROC K 35\ngoto Ready+1\nJump:\nTNT1 A 0 A_JumpIf(momz==0,1)\ngoto Fire+3\nTNT1 A 0 ThrustThingZ(0,42,0,0)\ngoto Fire+3\nFreeze:\nPROC K 3\nTNT1 A 0 A_FireCustomMissile(\"Darkman3Stun\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"Darkman3Stun\",-25,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"Darkman3Stun\",25,0,8,0)\nPROC K 17\ngoto Fire+1\n}\n}\n\nactor Darkman3Stun : SparkShock\n{\nObituary \"%o was frozen forever by %k's \\cuDarkman 3 Freezing shot.\"\ndamagetype \"TimeStop\"\nstates\n{\nSpawn:\nDM3S AB 4\nloop\n}\n}\n\nactor RollBuster : BaseClassWeapon\n{\nObituary \"%o was bombed by %k's \\cgRoll Buster.\"\nStates\n{\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,77,1)\nBUST B 1 A_WeaponReady(2)\nGoto Ready+1\nFire:\nBUST B 0 A_Jump(256,\"Toast\")\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nBUST CD 3\nBUST B 2\nBUST B 0 A_Refire\ngoto Ready+1\nToast:\nBUST B 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"ToastShot\",0,0,8,0)\nBUST CD 3\nBUST B 2\nBUST B 0 A_Refire\ngoto Ready+1\n}\n}\n\nactor ToastShot\n{\nPROJECTILE\n+DONTBLAST\nObituary \"%o's kung fu wasn't enough to defeat %k's \\cgRoll Toast.\"\ndamagetype \"Toast\"\nSpeed 35\nDamage (25)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTOAS T 1\nloop\n}\n}\n\nactor AutoRocket : BaseClassWeapon\n{\nObituary \"%o watched the beautiful fireworks %k made with the \\cqAuto Rocket.\"\nStates\n{\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,515,1)\nBUST B 1 A_WeaponReady(2)\nGoto Ready+1\nFire:\nBUST B 0 A_PlaySoundEx(\"misc/wilyball\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"AutoShot\",0,0,-35,46,0,-5)\nBUST CD 3\nBUST B 27\nBUST B 0 A_Refire\ngoto Ready+1\n}\n}\n\nactor AutoShot\n{\nPROJECTILE\n+DONTBLAST\ndamagetype \"Auto\"\nSpeed 40\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nDIVC A 1\nloop\nDeath:\nDIVC A 0 A_SpawnItemEx(\"AutoFirework\",0,0,9,0,0,32)\nDIVC A 0 A_Explode(50, 128, 0)\nNAPA FGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor AutoFirework\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nscale 2.5\nStates\n{\nSpawn:\nDOMP G 5\nDOMP G 0 A_Stop\nDOMP H 4 A_SpawnItemEx(\"BrightFireworkExp\",random(-10,10),random(-10,10),10)\nDOMP H 4 A_SpawnItemEx(\"BrightFireworkExp\",random(-10,10),random(-10,10),0)\nDOMP H 4 A_SpawnItemEx(\"BrightFireworkExp\",random(-10,10),random(-10,10),-10)\nstop\n}\n}\n\nactor AlienShot : BaseClassWeapon\n{\nObituary \"%o was figure 8'd by %k's \\cqAlien Weapon.\"\nStates\n{\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,604,1)\nBUST B 1 A_WeaponReady(2)\nGoto Ready+1\nFire:\nBUST B 0 A_PlaySoundEx(\"misc/devilfire\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"AlienShoot\",0,0,8,0)\nBUST CD 3\nBUST B 20\nBUST B 0 A_Refire\ngoto Ready+1\n}\n}\n\nactor AlienShoot\n{\nPROJECTILE\n+DONTBLAST\ndamagetype \"Alien\"\nSpeed 60\nDamage (25)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nBASB A 1\nloop\nDeath:\nstop\n}\n}\n\nactor WilySuit : BaseClassWeapon\n{\nObituary \"%o couldn't stand %k's \\cuEvil Energy.\"\nStates\n{\nReady:\nWILB A 0 ACS_ExecuteAlways(998,0,601,1)\nWILB A 1 A_WeaponReady(2)\nGoto Ready+1\nFire:\nWILB A 0 A_Jump(126,\"Machinegun\")\nWILB B 1\nWILB C 0 A_PlaySoundEx(\"bot/wilybeam\",\"Weapon\")\nWILB CC 1 A_SpawnItemEx(\"WilyAltfireGFX1\",16,0,56,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nWILB CC 1 A_SpawnItemEx(\"WilyAltfireGFX2\",16,0,56,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nWILB CC 1 A_SpawnItemEx(\"WilyAltfireGFX3\",16,0,56,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nWILB CC 1 A_SpawnItemEx(\"WilyAltfireGFX4\",16,0,56,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nWILB C 0 A_PlaySoundEx(\"bot/wilybeam\",\"Weapon\")\nWILB CCC 1 A_SpawnItemEx(\"WilyAltfireGFX5\",16,0,56,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nWILB CCC 1 A_SpawnItemEx(\"WilyAltfireGFX6\",16,0,56,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nWILB CCC 1 A_SpawnItemEx(\"WilyAltfireGFX5\",16,0,56,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nWILB CCC 1 A_SpawnItemEx(\"WilyAltfireGFX6\",16,0,56,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nWILB C 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nWILB C 0 A_FireCustomMissile(\"WilyFireBomb\",0,0,8,0)\nWILB CB 3\nWILB A 30\nWILB A 0 A_Refire\ngoto Ready+1\nMachinegun:\nWILB A 0 A_PlaySoundEx(\"misc/wilylightning\",\"Weapon\")\nWILB A 1 A_FireCustomMissile(\"WilyMachinegun\",0,0,8,0)\nWILB A 0 A_PlaySoundEx(\"misc/wilylightning\",\"Weapon\")\nWILB A 1 A_FireCustomMissile(\"WilyMachinegun\",0,0,8,0)\nWILB A 0 A_PlaySoundEx(\"misc/wilylightning\",\"Weapon\")\nWILB A 1 A_FireCustomMissile(\"WilyMachinegun\",0,0,8,0)\nWILB A 0 A_PlaySoundEx(\"misc/wilylightning\",\"Weapon\")\nWILB A 1 A_FireCustomMissile(\"WilyMachinegun\",0,0,8,0)\nWILB A 0 A_PlaySoundEx(\"misc/wilylightning\",\"Weapon\")\nWILB A 1 A_FireCustomMissile(\"WilyMachinegun\",0,0,8,0)\nWILB A 0 A_PlaySoundEx(\"misc/wilylightning\",\"Weapon\")\nWILB A 1 A_FireCustomMissile(\"WilyMachinegun\",0,0,8,0)\nWILB A 0 A_PlaySoundEx(\"misc/wilylightning\",\"Weapon\")\nWILB A 1 A_FireCustomMissile(\"WilyMachinegun\",0,0,8,0)\nWILB A 0 A_PlaySoundEx(\"misc/wilylightning\",\"Weapon\")\nWILB A 1 A_FireCustomMissile(\"WilyMachinegun\",0,0,8,0)\nWILB A 0 A_PlaySoundEx(\"misc/wilylightning\",\"Weapon\")\nWILB A 1 A_FireCustomMissile(\"WilyMachinegun\",0,0,8,0)\nWILB A 0 A_PlaySoundEx(\"misc/wilylightning\",\"Weapon\")\nWILB A 1 A_FireCustomMissile(\"WilyMachinegun\",0,0,8,0)\nWILB BC 3\nWILB A 40\ngoto Ready+1\n}\n}\n\nactor WilyAltfireGFX1 : BaseDecorativeActor\n{\nstates\n{\nSpawn:\nGAMA H 2\nstop\n}\n}\n\nactor WilyAltfireGFX2 : WilyAltfireGFX1\n{\nstates\n{\nSpawn:\nGAMA I 2\nstop\n}\n}\n\nactor WilyAltfireGFX3 : WilyAltfireGFX1\n{\nstates\n{\nSpawn:\nGAMA J 2\nstop\n}\n}\n\nactor WilyAltfireGFX4 : WilyAltfireGFX1\n{\nstates\n{\nSpawn:\nGAMA K 2\nstop\n}\n}\n\nactor WilyAltfireGFX5 : WilyAltfireGFX1\n{\nstates\n{\nSpawn:\nGAMA L 2\nstop\n}\n}\n\nactor WilyAltfireGFX6 : WilyAltfireGFX1\n{\nstates\n{\nSpawn:\nGAMA M 2\nstop\n}\n}\n\nactor WilyFirebomb\n{\nPROJECTILE\n+DONTBLAST\nSpeed 60\ndamagetype \"WilyShock\"\nDamage (40)\nradius 16\nheight 16\nscale 2.5\nStates\n{\nSpawn:\nGAMA VUW 2\nloop\nXDeath:\nTNT1 A 0 A_Explode(40,256,0)\nCRAS TUVWTUVWTUVW 2 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nstop\nDeath:\nTNT1 AAAAAA 0 A_SpawnItemEx(\"WilyFirepillars\",0,0,0,random(10,50),0,random(5,10),random(0,360))\nstop\n}\n}\n\nactor WilyFirepillars\n{\nPROJECTILE\ndamagetype \"Wily\"\ndamage (0)\n+RIPPER\n-NOGRAVITY\n+DONTBLAST\n+DOOMBOUNCE\nbouncecount 2\nbouncefactor 0.1\nwallbouncefactor 0.1\nscale 2.5\nradius 16\nHeight 1\nStates\n{\nSpawn:\nGAMA UVW 2\nloop\nDeath:\nGAMF A 0 A_JumpIf(z-floorz>0,\"Remove\")\nGAMF A 0 A_PlaySoundEx(\"weapon/atomicfire\",\"voice\")\nGAMF ABC 2\nGAMF DEFDEFDEFDEFDEFDEFDEFDEFDEFDEF 2 A_Explode(5, 112, 0)\nGAMF CBA 2\nstop\nRemove:\nTNT1 A 0\nstop\n}\n}\n\nactor WilyMachinegun\n{\nPROJECTILE\n+DONTBLAST\nSpeed 60\nradius 5\nheight 5\nscale 2.5\ndamagetype \"Wily\"\nDamage (5)\nStates\n{\nSpawn:\nGAMA PQ 2\nWaiting:\nGAMA RST 2\nloop\nDeath:\nGAMA QP 2\nstop\nXDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BotSuperAdaptor : BaseClassWeapon\n{\nObituary \"%o was defeated by %k's Super Adaptor.\"\nStates\n{\nReady:\nSAPT A 0\nSAPT A 0 A_GiveInventory(\"AdapterFlag\",1)\nSAPT A 0 ACS_ExecuteAlways(998,0,77)\nSAPT A 1 A_WeaponReady(2)\nGoto Ready+2\nFire:\nSAPT I 0 A_JumpIfInventory(\"WeaponCharge\",1,\"FistFire\")\nSAPT A 0 A_GunFlash\nSAPT A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nSAPT A 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nSAPT BC 3\nSAPT D 0 A_PlaySoundEx(\"weapon/adaptercharge\",\"Weapon\")\nSAPT AD 1\nSAPT A 1 ACS_ExecuteAlways(991,0,77)\nSAPT D 1 ACS_ExecuteAlways(991,0,78)\nSAPT A 1 ACS_ExecuteAlways(991,0,77)\nSAPT D 1 ACS_ExecuteAlways(991,0,78)\nSAPT A 1 ACS_ExecuteAlways(991,0,77)\nSAPT D 1 ACS_ExecuteAlways(991,0,78)\nSAPT A 1 ACS_ExecuteAlways(991,0,77)\nSAPT D 1 ACS_ExecuteAlways(991,0,78)\nSAPT A 1 ACS_ExecuteAlways(991,0,77)\nSAPT D 1 ACS_ExecuteAlways(991,0,78)\nSAPT A 1 ACS_ExecuteAlways(991,0,77)\nSAPT D 1 ACS_ExecuteAlways(991,0,78)\nSAPT A 1 ACS_ExecuteAlways(991,0,77)\nSAPT D 1 ACS_ExecuteAlways(991,0,78)\nSAPT A 1 ACS_ExecuteAlways(991,0,77)\nSAPT D 1 ACS_ExecuteAlways(991,0,78)\nSAPT A 0 A_SpawnItemEx(\"BoostMan\")\nSAPT I 0 A_GiveInventory(\"WeaponCharge\",1)\nFullCharge:\nSAPT G 1 ACS_ExecuteAlways(991,0,79)\nSAPT H 1 ACS_ExecuteAlways(991,0,80)\nSAPT G 1 ACS_ExecuteAlways(991,0,79)\nSAPT H 1 ACS_ExecuteAlways(991,0,80)\nSAPT G 1 ACS_ExecuteAlways(991,0,79)\nSAPT H 1 ACS_ExecuteAlways(991,0,80)\nSAPT G 1 ACS_ExecuteAlways(991,0,79)\nSAPT H 1 ACS_ExecuteAlways(991,0,80)\nSAPT A 0 A_WeaponReady(2)\nGoto FullCharge\nFistFire:\nSAPT I 0 A_PlayWeaponSound(\"weapon/adapterfire\")\nSAPT A 0 ACS_ExecuteAlways(998,0,77,1)\nSAPT I 10 A_FireCustomMissile(\"AdaptorFist\",1,0,0,0)\nSAPT I 0 A_TakeInventory(\"WeaponCharge\",1)\nGoto FistWait\nFistWait:\nSAPT I 1\nSAPT I 0 A_GiveInventory(\"AdapterWaitCount\",1)\nSAPT I 0 A_JumpIfInventory(\"AdapterWaitCount\",30,\"FistFinish\")\nSAPT I 0 A_JumpIfInventory(\"FistFlag\",1,\"FistFinish\")\nloop\nFistFinish:\nSAPT I 0 A_TakeInventory(\"AdapterWaitCount\",999)\nSAPT I 0 A_PlayWeaponSound(\"weapon/adapterreturn\")\nSAPT I 0 A_TakeInventory(\"FistFlag\",1)\nSAPT A 0 ACS_ExecuteAlways(998,0,77,1)\nGoto Ready+2\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 1 A_SpawnItemEx(\"AdaptorWings\",-8,0,12,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nloop\nNoFlash:\nTNT1 A 0\nstop\n}\n}\n\nactor BotTrebleBooster : BaseClassWeapon\n{\nObituary \"%o was blasted away by %k's \\cuTreble Boost.\"\nStates\n{\nReady:\nTREB B 0 ACS_ExecuteAlways(998,0,704,1)\nTREB B 0 SetPlayerProperty(0,3,1)\nTREB B 5 A_WeaponReady(2)\ngoto Ready+2\nFire:\nTREB B 0 A_GunFlash\nTREB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nTREB D 0 A_FireCustomMissile(\"BoostShot\",-15,0,8,0)\nTREB D 0 A_FireCustomMissile(\"BoostShot\",15,0,8,0)\nTREB D 0 A_FireCustomMissile(\"BoostShot\",0,1,8,0)\nTREB CCD 1\nTREB B 15\nTREB B 0 A_Refire\ngoto Ready+2\nFlash:\nTNT1 A 1 A_ChangeVelocity(2,0,momz,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIf(z-floorz == 0,\"Flight\")\nTNT1 A 0 A_JumpIf(z-floorz > 0,\"SlowDescent\")\nloop\nFlight:\nTNT1 A 0 ThrustThingZ(0,60,0,0)\nTNT1 AAAAAAAAAAAAAAA 1 A_ChangeVelocity(1,0,0,CVF_RELATIVE)\ngoto Flash\nSlowDescent:\nTNT1 A 0 ThrustThingZ(0,-5,0,0)\ngoto Flash\nNoFlash:\nTNT1 A 0\nstop\n}\n}\n\nactor RaThorWeapon : BaseClassWeapon\n{\nObituary \"%o attempted to stop %k's \\cuEnergy Barrage.\"\nStates\n{\nReady:\nRTHH A 0 ACS_ExecuteAlways(998,0,602,1)\nRTHH A 1 A_WeaponReady(2)\nGoto Ready+1\nFire:\nRTHH A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,3)\ngoto FlashCheck\nRTHH A 0 A_FaceTarget\nRTHH A 0 A_JumpIfCloser(256,\"Grapple\")\nRTHH A 0 A_Jump(126,\"SparkShotgun\",\"Gigablast\")\nRTHH B 2\nRTHH C 0 A_PlaySoundEx(\"bot/wilybeam\",\"Weapon\")\nRTHH C 0 A_FireCustomMissile(\"RaThorBarrage\",0,0,8,0)\nRTHH CD 2\nRTHH A 20\nRTHH A 0 A_Refire\ngoto Ready+1\nSparkShotgun:\nRTHH B 3\nRTHH A 0 A_PlaySoundEx(\"misc/wilylightning\",\"Weapon\")\nRTHH C 1 A_FireCustomMissile(\"RaThorShock\",-20,0,8,0)\nRTHH C 1 A_FireCustomMissile(\"RaThorShock\",20,0,8,0)\nRTHH C 1 A_FireCustomMissile(\"RaThorShock\",0,0,8,0)\nRTHH D 3\nRTHH A 20\ngoto Ready+1\nGigaBlast:\nRTHH EFG 2\nRTHH A 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nRTHH A 0 A_FireCustomMissile(\"RaThorEnergyBlast\",0,0,8,0)\nRTHH HIKJ 2\nRTHH A 25\ngoto Ready+1\nGrapple:\nRTHH JKL 2\nRTHH A 0 A_FaceTarget\nRTHH A 0 A_ChangeVelocity(30,0,6,CVF_RELATIVE|CVF_REPLACE)\nRTHH MN 2\nRTHH OP 2 A_FireCustomMissile(\"RaThorGrapple\",0,0,0,0)\nRTHH A 0 ACS_ExecuteAlways(512,0,0,-10)\nRTHH MLKJ 2\nRTHH A 0 A_FaceTarget\nRTHH A 0 A_ChangeVelocity(-40,0,10,CVF_RELATIVE|CVF_REPLACE)\nRTHH A 20\nRTHH A 0 ACS_ExecuteAlways(512,0,0,0)\ngoto Ready+1\nFlashCheck:\nRTHH A 0 A_JumpIfHealthLower(50,1)\ngoto Fire+1\nRTHH A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nTNT1 A 0 A_GiveInventory(\"HalfDamageProtection\",1)\nRTHH A 0 A_TakeInventory(\"Base28Ammo\",28)\nRTHH A 1 A_GunFlash\ngoto Fire+1\nFlash:\nTNT1 A 1 A_SpawnItemEx(\"RaThorBarrier1\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nTNT1 A 1 A_SpawnItemEx(\"RaThorBarrier2\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nTNT1 A 1 A_SpawnItemEx(\"RaThorBarrier3\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nTNT1 A 1 A_SpawnItemEx(\"RaThorBarrier4\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nTNT1 A 1 A_SpawnItemEx(\"RaThorBarrier5\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nTNT1 A 1 A_SpawnItemEx(\"RaThorBarrier6\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nTNT1 A 0 A_JumpIfInventory(\"Base28Ammo\",28,\"ShieldStop\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",999,\"NoFlash\")\nloop\nNoFlash:\nTNT1 A 0\nstop\nShieldStop:\nTNT1 A 0 A_TakeInventory(\"HalfDamageProtection\",0)\nTNT1 A 175 A_TakeInventory(\"Base28Ammo\",28)\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",999,\"NoFlash\")\nTNT1 A 0 A_GiveInventory(\"HalfDamageProtection\",1)\ngoto Flash\n}\n}\n\nactor RaThorBarrage\n{\nPROJECTILE\n+DONTBLAST\n+THRUGHOST\nSpeed 1\nradius 1\nheight 1\nDamage (0)\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAAAA 2 A_SpawnItemEx(\"RaThorBarrageBlast\",0,0,0,momx*50+random(-5,5),momy*50+random(-10,10),momz*50+random(-5,5),0,SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\nactor RaThorBarrageBlast\n{\nPROJECTILE\n+DONTBLAST\n+THRUGHOST\nRadius 8\nHeight 8\nscale 2.5\ndamagetype \"RaThor\"\nDamage (10)\nstates\n{\nSpawn:\nRMSH AB 2\nloop\n}\n}\n\nactor RaThorShock\n{\nPROJECTILE\nRadius 10\nHeight 12\n+THRUGHOST\nscale 2.5\nspeed 56\ndamagetype \"RaThorShock\"\nObituary \"%o stopped on his tracks by %k's \\ckEnergy Shock.\"\nDamage (15)\nstates\n{\nSpawn:\nRMSP ABCB 3\nloop\n}\n}\n\nactor RaThorEnergyBlast\n{\nPROJECTILE\nRadius 32\nHeight 16\n+THRUGHOST\nscale 2.5\nspeed 24\ndamagetype \"RaThor\"\nObituary \"%o was caught by %k's \\cuEnergy Blast.\"\nDamage (90)\nstates\n{\nSpawn:\nRMBB ABCD 2\nloop\n}\n}\n\nactor RaThorGrapple\n{\nPROJECTILE\nRadius 16\nHeight 8\nscale 2.5\n+THRUGHOST\nspeed 60\ndamagetype \"RaThor\"\nObituary \"%o was grappled by %k's \\cuEnergy Grapple.\"\nDamage (30)\nstates\n{\nSpawn:\nRMBS CBA 1\nstop\n}\n}\n\nactor RaThorBarrier1\n{\n/*\nheight 56\nradius 24\npainchance 256\nhealth 99999\n+SHOOTABLE\n+MISSILE\n+NOTARGETSWITCH\n+NOTARGET\n+GHOST\n+DONTRIP\n*/\nscale 2.5\nStates\n{\nSpawn:\nRMBS A 2\nstop\n/*\nPain:\nTNT1 A 0 A_GiveToTarget(\"Base28Ammo\",7)\nstop\n*/\n}\n}\n\nactor RaThorBarrier2 : RaThorBarrier1\n{\nStates\n{\nSpawn:\nRMBS B 2\nstop\n/*\nPain:\nTNT1 A 0 A_GiveToTarget(\"Base28Ammo\",7)\nstop\n*/\n}\n}\n\nactor RaThorBarrier3 : RaThorBarrier1\n{\nStates\n{\nSpawn:\nRMBS C 2\nstop\n/*\nPain:\nTNT1 A 0 A_GiveToTarget(\"Base28Ammo\",7)\nstop\n*/\n}\n}\n\nactor RaThorBarrier4 : RaThorBarrier1\n{\nStates\n{\nSpawn:\nRMBS D 2\nstop\n/*\nPain:\nTNT1 A 0 A_GiveToTarget(\"Base28Ammo\",7)\nstop\n*/\n}\n}\n\nactor RaThorBarrier5 : RaThorBarrier1\n{\nStates\n{\nSpawn:\nRMBS E 2\nstop\n/*\nPain:\nTNT1 A 0 A_GiveToTarget(\"Base28Ammo\",7)\nstop\n*/\n}\n}\n\nactor RaThorBarrier6 : RaThorBarrier1\n{\nStates\n{\nSpawn:\nRMBS F 2\nstop\n/*\nPain:\nTNT1 A 0 A_GiveToTarget(\"Base28Ammo\",7)\nstop\n*/\n}\n}\n\nactor DoomsdayWeapon : BaseClassWeapon\n{\nObituary \"%o was annihilated by %k's \\ckSolar Beam.\"\nStates\n{\nReady:\nSUNH A 0 ACS_ExecuteAlways(998,0,603,1)\nSUNH A 1 A_WeaponReady(2)\nGoto Ready+1\nFire:\nSUNH A 0 A_FaceTarget\nSUNH A 0 A_JumpIfCloser(256,2)\nSUNH A 0 A_Jump(256,\"BounceShot\",\"FlameShot\",\"GroundFlame\",\"ChargeShot\")\nSUNH A 0 A_Jump(256,\"Beam\",\"Roll\",\"Rain\",\"ChargeShot\")\nSUNH A 20\ngoto Ready+1\nBounceShot:\nSUNH A 1\nSUNH A 0 A_PlaySoundEx(\"weapon/MMVShot\",\"Weapon\")\nSUNH A 0 A_FireCustomMissile(\"SunstarBounceShot\",0,0,8,0)\nSUNH BC 2\nSUNH A 20\ngoto Ready+1\nGroundFlame:\nSUNH A 0 A_PlaySoundEx(\"weapon/MMVShot\",\"Weapon\")\nSUNH A 0 A_SpawnItemEx(\"SunstarGroundFlame\",0,0,0,60)\nSUNH BC 2\nSUNH A 20\ngoto Ready+1\nFlameShot:\nSUNH A 10 ThrustThingZ(0,46,0,0)\nSUNH A 0 A_PlaySoundEx(\"weapon/MMVShot\",\"Weapon\")\nSUNH A 0 A_FireCustomMissile(\"SunstarFlameShot\",0,0,8,0)\nSUNH A 0 A_Stop\nSUNH BC 2\nSUNH A 40\ngoto Ready+1\nChargeShot:\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH A 0 A_PlaySoundEx(\"weapon/MMVShot\",\"Weapon\")\nSUNH A 0 A_FireCustomMissile(\"SunstarChargeShot\",0,0,8,0)\nSUNH BC 2\nSUNH A 40\ngoto Ready+1\nRoll:\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH A 1 ACS_ExecuteAlways(512,0,2,-7)\nSUNH A 0 A_ChangeFlag(\"INVULNERABLE\",1)\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_PlaySoundEx(\"weapon/topspin\",\"Weapon\")\nSUNH AAAAA 1 A_SpawnItemEx(\"SunstarRollRadius\")\nSUNH A 0 A_ChangeFlag(\"INVULNERABLE\",0)\nSUNH A 40 ACS_ExecuteAlways(512,0,0,0)\ngoto Ready+1\nBeam:\nSUNH A 1 ACS_ExecuteAlways(512,0,0,-10)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX1\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX2\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH AA 1 A_SpawnItemEx(\"SunstarChargeFX3\",-8,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nSUNH A 1 ACS_ExecuteAlways(512,0,3,-10)\nSUNH A 0 A_PlaySoundEx(\"weapon/sunstarbeam\",\"Weapon\")\nSUNH A 0 A_SpawnItemEx(\"SunstarLaserCannon\",0,0,1)\nSUNH BC 2\nSUNH A 40 ACS_ExecuteAlways(512,0,0,0)\ngoto Ready+1\nRain:\nSUNH A 1\nSUNH A 0 A_ChangeFlag(\"INVULNERABLE\",1)\nSUNH A 1 ACS_ExecuteAlways(512,0,1,-10)\nSUNH A 0 A_Stop\nSUNH AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 ThrustThingZ(0,10,0,0)\nSUNH A 0 A_PlaySoundEx(\"weapon/rainflush\",\"Weapon\")\nSUNH A 0 A_SpawnItemEx(\"SunstarRain\")\nSUNH AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nSUNH A 0 A_ChangeFlag(\"INVULNERABLE\",0)\nSUNH A 40 ACS_ExecuteAlways(512,0,0,0)\ngoto Ready+1\n}\n}\n\nactor SunstarBounceShot\n{\nPROJECTILE\n+HEXENBOUNCE\nDamage (40)\nheight 8\nradius 8\nspeed 20\ndamagetype \"Sunstar\"\nObituary \"%o was hit on an odd angle by %k's \\ckSolar Bouncer.\"\nbouncefactor 1.0\nwallbouncefactor 1.0\nbouncecount 10\nscale 2.5\n-NOGRAVITY\nStates\n{\nSpawn:\nSSBS ABCDEF 2\nloop\n}\n}\n\nactor SunstarGroundFlame\n{\nPROJECTILE\n+FLOORHUGGER\nDamage (0)\nheight 56\nradius 12\ndamagetype \"Sunstar\"\nscale 2.5\nstates\n{\nSpawn:\nSSRS AB 2\nloop\nXDeath:\nTNT1 A 0 A_SpawnItemEx(\"SunstarRisingFlame\",0,0,0,0,0,40)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor SunstarRisingFlame\n{\nPROJECTILE\nDamage (40)\nheight 8\nradius 20\ndamagetype \"Sunstar\"\nObituary \"%o was attacked from below by %k's \\ckSolar Raiser.\"\nscale 2.5\nstates\n{\nSpawn:\nSSRS CD 2\nloop\n}\n}\n\nactor SunstarFlameShot\n{\nPROJECTILE\n+RIPPER\nDamage (10)\nheight 8\nradius 12\nspeed 40\ndamagetype \"Sunstar\"\nObituary \"%o got sunburnt by %k's \\ckSolar Flare.\"\nscale 2.5\nstates\n{\nSpawn:\nSSFS AB 2\nloop\nDeath:\nTNT1 A 0 A_JumpIf(z-floorz!=0,\"Remove\")\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,0,40,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,0,40,0,0,45)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,0,40,0,0,90)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,0,40,0,0,135)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,0,40,0,0,180)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,0,40,0,0,225)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,0,40,0,0,270)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,0,40,0,0,315)\nRemove:\nTNT1 A 0\nstop\n}\n}\n\nactor SunstarGroundBurn\n{\nPROJECTILE\n+FLOORHUGGER\nDamage (30)\nheight 8\nradius 16\ndamagetype \"Sunstar\"\nObituary \"%o was reduced to ashes by %k's \\ckSolar Flare Radiation.\"\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"SunstarGroundBurnGFX\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\nstop\n}\n}\n\nactor SunstarChargeShot\n{\nPROJECTILE\n-NOBLOCKMAP\n+SHOOTABLE\n+DONTBLAST\n+NOBLOOD\n+DONTRIP\n+NODAMAGETHRUST\n+THRUGHOST\nRadius 22\nHeight 22\nscale 2.5\ndamagetype \"Sunstar\"\nObituary \"%o was erased by %k's \\ckSolar Concentrated Shot.\"\nspeed 50\nhealth 9999\nmass 0x7fffffff\npainchance 0\ndamage (50)\nStates\n{\nSpawn:\nSSCS AB 3\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor SunstarRollRadius\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\nObituary \"%o stood on the way of %k's \\ckSolar Buzzsaw.\"\ndamagetype \"Sunstar\"\nDamage (0)\nheight 1\nradius 1\nStates\n{\nSpawn:\nTNT1 AA 0 A_Explode(10,128,0)\nstop\n}\n}\n\nactor SunstarLaserCannon\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\nDamage (0)\nheight 1\nradius 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"SunstarLaserCannonBlast\",0,0,0,120)\nstop\n}\n}\n\nactor SunstarLaserCannonBlast : FastProjectile\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\nDamage (0)\nheight 1\nradius 1\ndamagetype \"Sunstar\"\nTranslation \"192:192=225:225\", \"198:198=213:213\"\nscale 2.5\nStates\n{\nSpawn:\nSSLB A 1 A_Explode(30,64,0)\nloop\n}\n}\n\nactor SunstarRain\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\nDamage (0)\nheight 1\nradius 1\nObituary \"%o was too late to stop %k's \\ckSolar Quantum Shower.\"\ndamagetype \"Sunstar\"\nscale 2.5\nreactiontime 12\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/rainflush\",\"Voice\")\nTNT1 A 0 A_Explode(70,512,0)\nRainLoop:\nTNT1 AAAA 0 A_SpawnItemEx(\"SunstarSprinkle\",random(-32,-544),random(-256,256),384,45,0,-45,90,SXF_CLIENTSIDE)\nTNT1 A 3 A_CountDown\nloop\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,22)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,45)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,67)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,90)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,112)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,135)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,157)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,180)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,202)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,225)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,247)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,270)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,292)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,315)\nTNT1 A 0 A_SpawnItemEx(\"SunstarGroundBurn\",0,0,floorz-z,40,0,0,337)\nstop\n}\n}\n\nactor SunstarSprinkle : BaseDecorativeActor\n{\nTranslation \"198:198=213:213\"\nStates\n{\nSpawn:\nSSRF A 30\nstop\n}\n}\n\nactor SunstarGroundBurnGFX : BaseDecorativeActor\n{\nStates\n{\nSpawn:\nSSFS CDEFEDC 1\nstop\n}\n}\n\nactor SunstarChargeFX1 : BaseDecorativeActor\n{\nTranslation \"192:192=213:213\", \"198:198=200:200\"\nStates\n{\nSpawn:\nSSFX A 2\nstop\n}\n}\n\nactor SunstarChargeFX2 : BaseDecorativeActor\n{\nTranslation \"192:192=213:213\", \"198:198=200:200\"\nStates\n{\nSpawn:\nSSFX B 2\nstop\n}\n}\n\nactor SunstarChargeFX3 : BaseDecorativeActor\n{\nTranslation \"192:192=213:213\", \"198:198=200:200\"\nStates\n{\nSpawn:\nSSFX C 2\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/DamageFactorList.txt",
"contents": "/* Damage Factor List */\n//Heroes and MMK\ndamagetype \"Megaman\"\ndamagetype \"PowerAdaptor\"\ndamagetype \"PowerAdaptorMax\" //Pierces Shields\ndamagetype \"Break\"\ndamagetype \"Bass\" //No hitstun\ndamagetype \"Duo\"\ndamagetype \"DuoMelee\" //Gives an inventory to Duo\ndamagetype \"TrebleBooster\"\ndamagetype \"Enker\"\ndamagetype \"EnkerMelee\" //No hitstun\ndamagetype \"Quint\"\ndamagetype \"Punk\"\ndamagetype \"PunkMelee\" //No hitstun\ndamagetype \"Ballade\"\n//MM1\ndamagetype \"Timeman\"\ndamagetype \"TimemanSlow\" //Slows\ndamagetype \"Oilman\"\ndamagetype \"Cutman\"\ndamagetype \"Elecman\"\ndamagetype \"Iceman\"\ndamagetype \"Fireman\" //No hitstun\ndamagetype \"Bombman\"\ndamagetype \"Gutsman\"\ndamagetype \"GutsmanPunch\" //Pushes\ndamagetype \"GutsmanQuake\" //Stuns\n//MM2\ndamagetype \"Metalman\"\ndamagetype \"Bubbleman\"\ndamagetype \"Heatman\" //No hitstun\ndamagetype \"HeatmanPillars\"\ndamagetype \"Woodman\"\ndamagetype \"Airman\"\ndamagetype \"Crashman\"\ndamagetype \"Flashman\" //No hitstun\ndamagetype \"TimeStop\" //Freezes in place\ndamagetype \"Quickman\" //No hitstun\n//MM3\ndamagetype \"Hardman\"\ndamagetype \"HardmanQuake\" //Stuns\ndamagetype \"Topman\" //No hitstun\ndamagetype \"Shadowman\"\ndamagetype \"Sparkman\"\ndamagetype \"SparkmanStun\" //Stuns\ndamagetype \"Magnetman\"\ndamagetype \"MagnetmanPull\" //Pulls\ndamagetype \"Needleman\"\ndamagetype \"Snakeman\"\ndamagetype \"Geminiman\"\ndamagetype \"GeminimanBuster\" //No hitstun\n//GU\ndamagetype \"BusterRodG\"\ndamagetype \"MegaWaterS\"\ndamagetype \"HyperStormH\"\n//MM4\ndamagetype \"Pharaohman\"\ndamagetype \"Ringman\"\ndamagetype \"Dustman\"\ndamagetype \"Skullman\"\ndamagetype \"Diveman\" //No hitstun\ndamagetype \"Drillman\" //No hitstun\ndamagetype \"Toadman\"\ndamagetype \"Brightman\" //No hitstun\ndamagetype \"BrightmanBlind\" //Blinds\n//MM5\ndamagetype \"Gravityman\"\ndamagetype \"GravitymanHold\" //Crashes people down\ndamagetype \"GravityHold2\" //Pulls people up\ndamagetype \"Gyroman\"\ndamagetype \"Crystalman\"\ndamagetype \"Napalmman\" //No hitstun\ndamagetype \"NapalmmanTorpedo\"\ndamagetype \"Stoneman\"\ndamagetype \"StonemanQuake\" //Stuns\ndamagetype \"Chargeman\"\ndamagetype \"Waveman\"\ndamagetype \"WavemanWave\" //No hitstun\ndamagetype \"Starman\" //No hitstun\ndamagetype \"Darkman\"\ndamagetype \"DarkmanShield\" //No hitstun\n//MM6\ndamagetype \"Knightman\"\ndamagetype \"Centaurman\"\ndamagetype \"CentaurmanFlash\" //Stuns\ndamagetype \"Windman\"\ndamagetype \"Flameman\"\ndamagetype \"Blizzardman\" //No hitstun\ndamagetype \"Plantman\" //No Hitstun\ndamagetype \"PlantmanDrain\" //No Hitstun, Drains Health\ndamagetype \"Tomahawkman\"\ndamagetype \"Yamatoman\" //Pierces Shields\n//MM7\ndamagetype \"Freezeman\"\ndamagetype \"FreezemanFreeze\" //Ground freezes. Still able to fire\ndamagetype \"FreezemanDirectFreeze\" //Freezes. Still able to fire\ndamagetype \"Burstman\"\ndamagetype \"BurstmanFloat\" //Floats people up\ndamagetype \"Cloudman\"\ndamagetype \"Junkman\"\ndamagetype \"Slashman\"\ndamagetype \"SlashmanGoo\" //Slows movement\ndamagetype \"Springman\"\ndamagetype \"Shademan\"\ndamagetype \"ShademanDrain\" //No Hitstun, Drains Health\ndamagetype \"Turboman\"\ndamagetype \"TurbomanTackle\" //Pushes\ndamagetype \"TurbomanScorch\" //Burns\n//MM8\ndamagetype \"TengumanTornado\" //Shoots up\ndamagetype \"Tenguman\"\ndamagetype \"TengumanKamaitachi\" //Pushes up and back\ndamagetype \"TengumanKick\" //Crashes down\ndamagetype \"Clownman\" //No hitstun\ndamagetype \"ClownmanStopper\" //Stops\ndamagetype \"ClownmanStun\" //Freezes\ndamagetype \"ClownmanStopStun\" //Stops freezing\ndamagetype \"FrostmanPunch\" //No hitstun\ndamagetype \"Frostman\"\ndamagetype \"Astroman\"\ndamagetype \"Aquaman\"\ndamagetype \"AquamanCannon\" //No hitstun\ndamagetype \"Swordman\"\ndamagetype \"SwordmanFlame\" //Spawn scorch bits\ndamagetype \"Searchman\" //No hitstun\n//MMV\ndamagetype \"Mercury\"\ndamagetype \"MercuryDrain\" //Drains Health\ndamagetype \"Venus\" //No hitstun\ndamagetype \"Terra\" //No hitstun\ndamagetype \"TerraStun\" //Stuns\ndamagetype \"Mars\" //No hitstun\ndamagetype \"Jupiter\"\ndamagetype \"JupiterShock\" //Jupiter's electric shock\ndamagetype \"Saturn\"\ndamagetype \"Neptune\"\ndamagetype \"Uranus\"\ndamagetype \"Pluto\" //No hitstun\ndamagetype \"Sunstar\"\n//Misc\ndamagetype \"SniperJoe\"\ndamagetype \"Toast\" //One hit kills Cutman\ndamagetype \"Auto\" //Blinds\ndamagetype \"Alien\"\ndamagetype \"Wily\"\ndamagetype \"WilyShock\" //Stuns\ndamagetype \"RaThor\"\ndamagetype \"RaThorShock\" //Stuns\ndamagetype \"Roll\"\ndamagetype \"Beat\" //Give an inventory to roll for health"
},
{
"source": "pk3",
"name": "Wep/MegabusterC.txt",
"contents": "actor MegaBusterC : BaseClassWeapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nObituary \"%o was bombed by %k's \\cnMega Buster.\"\nweapon.ammotype \"MegaAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,0)\nBUST B 0 A_TakeInventory(\"MegaCharge\",999)\nBUST B 1 A_WeaponReady\nGoto Ready+2\nDeselect:\nBUST B 0 A_TakeInventory(\"MegaSlide\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_TakeInventory(\"MegaSlide\",1)\nBUST B 0 A_TakeInventory(\"MegaAmmo\",1)\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot3\",0,0,8,0)\nBUST CD 3\nBUST B 0 A_Refire\nBUST B 0 A_TakeInventory(\"MegaCharge\",999)\ngoto Ready+2\nFire2:\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_TakeInventory(\"MegaCharge\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST B 0 A_FireCustomMissile(\"MegaShot2\",random(-30,30),0,8,0)\nBUST DCB 3\nBUST B 8\nBUST B 0 A_Refire\ngoto Ready+2\nFire3:\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_TakeInventory(\"MegaCharge\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/cshot\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShotop\",0,0,8,0)\n//BUST B 0 A_FireCustomMissile(\"MegaShotop\",0,0,8,0)\n//BUST B 0 A_FireCustomMissile(\"MegaShotop\",-10,0,8,0)\nBUST DCB 3\nBUST B 0 A_Refire\ngoto Ready+2\nHold:\nBUST B 0 A_JumpIfInventory(\"MegaCharge\",40,\"Charge2\")\nBUST B 0 A_JumpIfInventory(\"MegaCharge\",20,\"Charge\")\nBUST B 1 A_GiveInventory(\"MegaCharge\",1)\nBUST B 0 A_Refire\nGoto Ready+2\nCharge:\nBUST B 0 A_JumpIfInventory(\"MegaCharge\",21,\"Charge1\")\nBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nGoto Charge1\nCharge1:\nBUST B 0 ACS_ExecuteAlways(991,0,92)\nBUST B 2 A_GiveInventory(\"MegaCharge\",1)\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nCBUS F 2 A_GiveInventory(\"MegaCharge\",1)\nBUST H 0 A_Refire\nGoto Fire2\nCharge2:\nBUST B 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"StartFlash\")\nBUST B 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nBUST B 1\nBUST B 0 A_Refire\nBUST B 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nGoto Fire3\nStartFlash:\nBUST B 0 A_GunFlash\nGoto Charge2+1\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready+2\nFlash:\nBUST B 0 ACS_ExecuteAlways(974,0)\nBUST B 0 A_PlaySoundEx(\"weapon/coilcharge\",\"Weapon\")\nBUST B 0 ACS_ExecuteAlways(991,0,93)\nCBUS D 2\nBUST B 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"NoFlash\")\nBUST B 0 ACS_ExecuteAlways(991,0,94)\nCBUS E 2\nBUST B 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"NoFlash\")\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nBUST B 1\nBUST B 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nGoto NoFlash\nNoAmmo:\nBUST B 0 A_GiveInventory(\"MegaAmmo\",3)\nBUST B 10\nGoto Ready+2\n}\n}\n\nactor MegaAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 3\n}\n\nactor MegaCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 64\n}\n\nactor MegaShot2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nObituary \"%o was bombed by %k's \\cnMuch Charged Mega Buster.\"\ndamagetype \"Buster\"\n//seesound \"weapon/mbuster\"\nSpeed 72\nDamage (15)\nradius 20\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nMBUS AB 2\nloop\n}\n}\n\nactor MegaShot3\n{\nPROJECTILE\n+RIPPER\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nObituary \"%o was bombed by %k's \\cnCharged Mega Buster.\"\n//seesound \"weapon/mbuster\"\nSpeed 35\nDamage (13)\nradius 28\nheight 28\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nSureThing:\nMBU2 ABC 2\nMBUS B 2\nloop\n}\n}\n\nactor MegaShotOP // so OP\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nObituary \"%o was bombed by %k's \\cnVery Much Charged Mega Buster.\"\n//seesound \"weapon/mbuster\"\nSpeed 70\nDamage (80)\nradius 48\nheight 48\nscale 5.1\nReactionTime 5\nStates\n{\nSpawn:\nMBU2 ABC 2\nMBUS B 2\nloop\nDeath:\n\nBALA A 0 A_PlaySoundEx(\"weapon/daboom\", \"Item\")\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,0)\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,-25)\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,25)\n\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,90)\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,65)\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,115)\n\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,180)\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,155)\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,205)\n\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,270)\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,245)\nMMFX B 0 A_SpawnItemEx(\"MegaShot3X\",0,0,20,70,0,0,295)\nTNT1 A 1 A_PlaySoundEx(\"weapon/cshot\",\"Weapon\")\nASEX ABCDEF 1\nstop\n}\n}\n\nactor MegaShot3X : MegaShot3\n{\n+NOINTERACTION\ndamage (13)\nObituary \"%o was bombed by %k's \\cnVery Much Charged Mega Buster.\"\nstates\n{\nSpawn:\nMBU2 A 1\nMBUS A 0 A_ChangeFlag(\"NOINTERACTION\", 0)\nMBUS B 1\nYesDude:\nMBU2 CBA 1\nMBUS B 1\nMBUS B 0 A_ScaleVelocity(-1)\nMBUS B 0 A_SetAngle(angle-180)\nMBU2 AB 1\nMBU2 CBA 1\nMBUS B 1\nMBUS A 0 A_ChangeFlag(\"NOINTERACTION\", 1)\nTNT1 A 0 A_SpawnItemEx(\"MBusterEndThing\")\nstop\n}\n}\n\nactor MBusterEndThing\n{\nscale 5.0\n+NOGRAVITY\n+NOINTERACTION\nstates\n{\nSpawn:\nTNT1 A 0\nMMFX FGHI 3 Offset(0,20) A_Stop\nstop\n}\n}\n\nactor MBusterEndThing2 : MBusterEndThing\n{\nscale 3.6\n}\nactor MegaSlide : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor MegaBusterBot : MegaBusterC\n{\nObituary \"%o was bombed by %k's \\cnMega Buster.\"\nStates\n{\nFire:\nBUST B 0 A_TakeInventory(\"MegaSlide\",1)\nBUST B 0 A_Jump(63,\"Altfire\")\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nBUST DCB 2 A_TakeInventory(\"MegaCharge\",999)\nBUST B 0 A_Jump(128,1)\nBUST B 1 A_Refire\ngoto Ready+2\nHold:\nBUST B 0 A_JumpIfInventory(\"MegaCharge\",32,\"Charge2\")\nBUST B 0 A_JumpIfInventory(\"MegaCharge\",18,\"Charge\")\nBUST B 3 A_GiveInventory(\"MegaCharge\",1)\nBUST B 0 A_Refire\nGoto Ready+2\nCharge:\nBUST B 0 A_JumpIfInventory(\"MegaCharge\",19,\"Charge1\")\nBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nGoto Charge1\nCharge1:\nBUST B 0 ACS_ExecuteAlways(991,0,92)\nBUST B 2 A_GiveInventory(\"MegaCharge\",1)\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nCBUS F 1\nBUST H 0 A_Refire\nGoto Fire2\nCharge2:\nBUST B 0 ACS_ExecuteAlways(974,0)\nBUST B 0 A_PlaySoundEx(\"weapon/coilcharge\",\"Weapon\")\nBUST B 0 ACS_ExecuteAlways(991,0,93)\nCBUS D 2\nBUST B 0 ACS_ExecuteAlways(991,0,94)\nCBUS E 2\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nGoto Fire3\n}\n}\n\nactor NewMegaShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\n//seesound \"weapon/mbuster\"\nSpeed 32\nDamage (8)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 1\ngoto spawn+1\nXDeath:\nDeath:\nBUST A 0 A_GiveToTarget(\"MegaAmmo\",3)\nBUST A 1\nstop\n}\n}\n\nactor SlideThrust : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nPickup:\n//TNT1 A 0 A_JumpIf(Momz>0,\"Down\")\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 A_Recoil(-24)\nstop\nDown:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 A_Recoil(-24)\nstop\n}\n}\n\nactor Slide : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\nStates\n{\nPickup:\nTNT1 A 1 ACS_Execute(2000,0)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/RollSwingBoss.txt",
"contents": "actor RollSwingBoss : BaseClassWeapon\n{\nObituary \"%o was beaten up by a \\cggirl\\c- olo\"\nweapon.ammotype \"BaseBeatAmmo\"\nStates\n{\nReady2:\nRSWB A 2 A_WeaponReady(2)\nRSWB A 0 A_TakeInventory(\"RollSwingFlag\",1)\nRSWB A 0 A_TakeInventory(\"RollSwingFlag2\",1)\nRSWB A 0 A_JumpIfInventory(\"RollWaitFlag\",1,\"loopit\")\nGoto Ready\nReady3:\nRSWB A 0 A_PlaySound(\"item/beat\")\nRSWB A 4 A_GiveInventory(\"BaseCustomFlag2\",1)\nGoto Ready\nReady4:\nRSWB A 4\nReady:\nRSWB A 10 A_WeaponReady(2)\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nRSWB A 1 A_Lower\nLoop\nSelect:\nAHUD A 0 A_GunFlash\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nRSWB A 1 A_Raise\nLoop\nFire:\n//FHUD A 0 A_CheckFloor(\"GroundSwing\")\n//Goto Fire3\n//GroundSwing:\nBUST B 0 A_JumpIfInventory(\"RollSwingFlag\",1,\"Fire2\")\nBUST B 0 A_JumpIfInventory(\"RollSwingFlag2\",1,\"Fire3\")\nBUST B 0 A_PlaySoundEx(\"weapon/kickcharge\",\"Weapon\")\nBUST B 0 A_GiveInventory(\"Repulsion\",1)\nBUST B 0 A_FireCustomMissile(\"RollSwingRadius2\",0,0,8,0)\nBUST B 0 A_GiveInventory(\"RollSwingFlag\",1)\nRSWB JKLM 2\nTNT1 A 3 //A_WeaponReady(WRF_NOSWITCH|WRF_NOPRIMARY)\ngoto Ready2\nFire2:\nBUST B 0 A_PlaySoundEx(\"weapon/kickcharge\",\"Weapon\")\nBUST B 0 A_GiveInventory(\"Repulsion\",1)\nBUST B 0 A_FireCustomMissile(\"RollSwingRadius\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"RollSwingFlag\",1)\nBUST B 0 A_GiveInventory(\"RollSwingFlag2\",1)\nRSWB FGHI 2\nTNT1 A 3 //A_WeaponReady(WRF_NOSWITCH|WRF_NOPRIMARY)\ngoto Ready2\nFire3:\nBUST B 0 A_PlaySoundEx(\"weapon/kickcharge\",\"Weapon\")\nBUST B 0 A_GiveInventory(\"Repulsion\",1)\nBUST B 0 A_FireCustomMissile(\"RollSwingRadius3\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"RollSwingFlag\",1)\nBUST B 0 A_TakeInventory(\"RollSwingFlag2\",1)\nRSWB BCDE 3\nTNT1 A 3 //A_WeaponReady(WRF_NOSWITCH|WRF_NOPRIMARY)\ngoto Ready2\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"BaseBeatAmmo\",1,1)\nGoto Ready\nTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Ready4\")\nTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"Ready3\")\nBUST B 0 A_PlaySound(\"item/beat\")\n//TNT1 A 0 A_TakeInventory(\"BeatCallCheck\",1)\nBUST B 0 A_FireCustomMissile(\"RollBeatShot\",0,0,8,0)\nBUST B 0 A_FireCustomMissile(\"RollBeatShot\",15,0,8,0)\nBUST B 0 A_FireCustomMissile(\"RollBeatShot\",-15,0,8,0)\nRSWB A 1 A_GiveInventory(\"BaseCustomFlag1\",1)\nCheck:\nTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,1)\nGoto Return\nRSWB A 8 A_WeaponReady(WRF_NOSWITCH|WRF_NOSECONDARY)\nloopit:\nTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,1)\nGoto Return\nRSWB A 0 A_GiveInventory(\"RollWaitFlag\",1)\nRSWB A 1 A_WeaponReady(2)\nTNT1 A 0 A_JumpIfInventory(\"RollWaitFlag\",200,\"Return\")\nloop\nReturn:\n//TNT1 A 0 A_GiveInventory(\"BeatCallCheck\",1)\nBUSH Y 0 A_TakeInventory(\"RollWaitFlag\",999)\nBUSH Y 0 A_TakeInventory(\"BeatWait\",999)\nBUSH Y 0 A_TakeInventory(\"BaseCustomFlag1\",999)\nRSWB A 8\nGoto Ready\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"BaseBeatAmmo\",1,1)\nGoto BeatDeath\nTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nTNT1 A 1 A_SpawnItemEx(\"RollBeat\",50,-50,50,0,0,0,0,SXF_NOCHECKPOSITION)\nTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nTNT1 A 1 A_SpawnItemEx(\"RollBeat\",50,-50,50,0,0,0,0,SXF_NOCHECKPOSITION)\nTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nTNT1 A 1 A_SpawnItemEx(\"RollBeat2\",50,-50,50,0,0,0,0,SXF_NOCHECKPOSITION)\nTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nTNT1 A 1 A_SpawnItemEx(\"RollBeat2\",50,-50,50,0,0,0,0,SXF_NOCHECKPOSITION)\nTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nTNT1 A 1 A_SpawnItemEx(\"RollBeat3\",50,-50,50,0,0,0,0,SXF_NOCHECKPOSITION)\nTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nTNT1 A 1 A_SpawnItemEx(\"RollBeat3\",50,-50,50,0,0,0,0,SXF_NOCHECKPOSITION)\ngoto Flash\nNoFlash:\nTNT1 A 1 A_JumpIfInventory(\"BaseCustomFlag1\",1,1)\nGoto Flash\nTNT1 A 1\nGoto Flash\nFlash1:\nTNT1 A 0 A_JumpIfInventory(\"BaseBeatAmmo\",1,1)\nGoto Flash\nTNT1 A 0 A_TakeInventory(\"RIPBeat\",1)\nGoto Flash\nBeatDeath:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"RIPBeat\",1,\"Flash1\")\n//TNT1 A 0 A_TakeInventory(\"BeatCallCheck\",1)\nTNT1 A 0 //A_SpawnItemEx(\"RollBeatDeath\",50,-50,50,0,0,0,0,SXF_NOCHECKPOSITION)\nTNT1 A 1 A_GiveInventory(\"RIPBeat\",1)\nGoto Flash\n}\n}\n\nactor BeatCanHeal : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BeatWait : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor RIPBeat : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BaseBeatAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\nactor RollSwingRadius\n{\nPROJECTILE\nTranslation \"210:211=225:225\"\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+RIPPER\ndamagetype \"Roll\"\nSpeed 42\nDamage (16)//(20)\nradius 36\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nSCLA IJ 2 //A_ChangeVelocity(0, -48, 0, CVF_RELATIVE | CVF_REPLACE)\nstop\n}\n}\n\nactor RollSwingRadius2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+RIPPER\ndamagetype \"Roll\"\nSpeed 54\nDamage (14)//(20)\nradius 28\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nCKIC DEF 2\nstop\n}\n}\n\nactor RollSwingRadius3\n{\nPROJECTILE\nTranslation \"210:211=225:225\"\n+LOOKALLAROUND\n+SKYEXPLODE\n+RIPPER\n+DONTBLAST\ndamagetype \"Roll\"\nSpeed 42\nDamage (16)//(20)\nradius 36\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nSCLA JI 2 //A_ChangeVelocity(0, 48, 0, CVF_RELATIVE | CVF_REPLACE)\nstop\n}\n}\n\nactor RollBeat\n{\n+SKYEXPLODE\n+RIPPER\n+DONTBLAST\n+NOBLOOD\n+NOINTERACTION\ndamagetype \"Beat\"\nObituary \"%o was beaten up by a \\cggirl's pet\\c- loll\"\nSpeed 0\ndamagefactor \"Roll\", 0.0\nDamage (0)\nradius 16\nheight 16\nscale 2.5\n//+SHOOTABLE\nhealth 999\nmass 9999\npainchance 256\nStates\n{\nSpawn:\nBEAT AA 1\nstop\nPain:\nBEAT A 0 A_TakeFromTarget(\"BaseBeatAmmo\",10)\nBEAT AA 0 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn\n}\n}\n\nactor RollBeat2 : RollBeat\n{\nStates\n{\nSpawn:\nBEAT BB 1\nstop\n}\n}\n\nactor RollBeat3 : RollBeat\n{\nStates\n{\nSpawn:\nBEAT CC 1\nstop\n}\n}\n\nactor RollBeatDeath\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\nDamage (0)\nspeed 0\nradius 16\nheight 16\nscale 2.5\nStates\n{\nSpawn:\nBEAT ABC 3 ThrustThingZ(0, 5, 0, 1)\nloop\n}\n}\n\nactor RollBeatShot : DiveMissile//MageStaffFX2\n{\nPROJECTILE\ndamagefactor \"Roll\", 0.0\n+DONTBLAST\n+SKYEXPLODE\n//+SEEKERMISSILE\n//-EXTREMEDEATH\n//+NOBLOOD\nRadius 16\nHeight 16\nscale 2.5\ndamage (6)\nObituary \"%o was beaten up by a \\cggirl's pet\\c- loll\"\ndamagetype \"Beat\"\nspeed 20\nReactionTime 25\n//+SHOOTABLE\n//-NOBLOCKMAP\n//health 999\n//mass 9999\n//painchance 256\nStates\n{\nSpawn:\nBEAT ABC 3 A_MStaffTrack\nBEAT A 0 A_JumpIfInTargetInventory(\"BaseCustomFlag2\",1,\"Death\")\nBEAT A 0 //A_JumpIfInTargetInventory(\"BaseBeatAmmo\",1,\"Spawn\")\nBEAT A 0 A_TakeFromTarget(\"RollWaitFlag\",1)\nloop\nPain:\nBEAT A 0 A_TakeFromTarget(\"BaseBeatAmmo\",10)\nBEAT AA 0 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn\nCrash:\nXDeath:\nBEAT A 0 A_JumpIfInTargetInventory(\"BeatCanHeal\",1,1)\nGoto Death\nBEAT A 0 A_Jump(56,\"BeatHealL\")\nBEAT A 0 A_Jump(179,\"BeatHealS\")\n//RSWB A 0 A_PlaySound(\"item/beat\")\nBEAT A 0 A_TakeInventory(\"BeatCanHeal\",1)\nBEAT A 0 A_SpawnItemEx(\"RollBeatShotReturn\")\nstop\nBeatHealL:\n//RSWB A 0 A_PlaySound(\"item/beat\")\nBEAT A 0 A_TakeFromTarget(\"BeatCanHeal\",1)\nBEAT A 0 A_SpawnItemEx(\"RollBeatShotReturnL\")\nstop\nBeatHealS:\n//RSWB A 0 A_PlaySound(\"item/beat\")\nBEAT A 0 A_TakeFromTarget(\"BeatCanHeal\",1)\nBEAT A 0 A_SpawnItemEx(\"RollBeatShotReturnS\")\nstop\nDeath:\n//RSWB A 0 A_PlaySound(\"item/beat\")\nBEAT A 0 A_TakeFromTarget(\"BeatCanHeal\",1)\nBEAT A 0 A_SpawnItemEx(\"RollBeatShotReturn\")\nstop\nPain:\nBEAT A 0 A_TakeFromTarget(\"BaseBeatAmmo\",10)\nBEAT AA 0 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn\n}\n}\n\nactor RollBeatShotReturn : RollBeatShot\n{\nDamage (0)\n+NOCLIP\n+NOINTERACTION\nStates\n{\nSpawn:\nBEAT A 0 A_JumpIfCloser(64,\"Death\")\nBEAT AA 1\nBEAT B 0 A_JumpIfCloser(64,\"Death\")\nBEAT BB 1\nBEAT C 0 A_JumpIfCloser(64,\"Death\")\nBEAT CC 1\nBEAT A 0 A_JumpIfInTargetInventory(\"BaseBeatAmmo\",1,1)\nstop\nBEAT A 0 A_CustomMissile(\"RollBeatShotReturn\",0,0,0,-4)\nstop\nDeath:\nBEAT A 0 A_TakeFromTarget(\"BaseCustomFlag2\",1)\nBEAT A 0 A_TakeFromTarget(\"BaseCustomFlag1\",1)\nstop\n}\n}\n\nactor RollBeatShotReturnL : RollBeatShot\n{\nDamage (0)\n+NOCLIP\n+NOINTERACTION\nStates\n{\nSpawn:\nBEAT A 0 A_JumpIfCloser(64,\"Death\")\nBTHL AA 1\nBEAT B 0 A_JumpIfCloser(64,\"Death\")\nBTHL BB 1\nBEAT C 0 A_JumpIfCloser(64,\"Death\")\nBTHL CC 1\nBEAT A 0 A_JumpIfInTargetInventory(\"BaseBeatAmmo\",1,2)\nBEAT A 0 A_SpawnItemEx(\"BigHealth\",-48)\nstop\nBEAT A 0 A_CustomMissile(\"RollBeatShotReturnL\",0,0,0,-4)\nstop\nDeath:\nBEAT A 0 A_SpawnItemEx(\"BigHealth\",-48)\nBEAT A 0 A_TakeFromTarget(\"BaseCustomFlag2\",1)\nBEAT A 0 A_TakeFromTarget(\"BaseCustomFlag1\",1)\nstop\n}\n}\n\nactor RollBeatShotReturnS : RollBeatShot\n{\nDamage (0)\n+NOCLIP\n+NOINTERACTION\nStates\n{\nSpawn:\nBEAT A 0 A_JumpIfCloser(64,\"Death\")\nBTHS AA 1\nBEAT B 0 A_JumpIfCloser(64,\"Death\")\nBTHS BB 1\nBEAT C 0 A_JumpIfCloser(64,\"Death\")\nBTHS CC 1\nBEAT A 0 A_JumpIfInTargetInventory(\"BaseBeatAmmo\",1,2)\nBEAT A 0 A_SpawnItemEx(\"SmallHealth\",-48)\nstop\nBEAT A 0 A_CustomMissile(\"RollBeatShotReturnS\",0,0,0,-4)\nstop\nDeath:\nBEAT A 0 A_SpawnItemEx(\"SmallHealth\",-48)\nBEAT A 0 A_TakeFromTarget(\"BaseCustomFlag2\",1)\nBEAT A 0 A_TakeFromTarget(\"BaseCustomFlag1\",1)\nstop\n}\n}\n\nactor RollSwingFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor RollSwingFlag2 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor RollWaitFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 999\n}\n\nactor RollSwingBot : RollSwingBoss\n{\nStates\n{\nFlash:\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/RockKickBoss.txt",
"contents": "//LETS PLAY SUCKAH\nactor RockKickBoss : BaseClassWeapon\n{\nObituary \"%o got a kick in a face by %k's \\ciRock Kick.\"\nweapon.ammotype \"Base56Ammo\"\nStates\n{\nReady:\n//MBAL C 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"SuckaBall\")\nMBAL N 0 A_GunFlash\nRKHU A 4 A_WeaponReady\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nRKHU A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nRKHU A 1 A_Raise\nLoop\nFire:\nMBAL C 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"Charge\")\nBUST B 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nRKHU B 3 A_FireCustomMissile(\"RockKickRadius\",0,0,8,0)\nRKH2 C 5\nRKHU B 4\nRKHU A 14\ngoto Ready\nJump:\nRKHU A 1 A_JumpIf(Momz==0,1)\nwait\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nMBAL Q 0 SetPlayerProperty(0,1,4)\nRKHU B 0 A_TakeInventory(\"Base56Ammo\",56)\nBUST B 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nRKHU B 1 A_FireCustomMissile(\"RockKickRadius2\",0,0,8,0)\nRKHU A 0 A_JumpIf(Momz==0,1)\nMBAL Q 0 A_Recoil(-12)\nBUST BBB 0 //A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nRKHU CCC 1 A_FireCustomMissile(\"RockKickRadius2\",0,0,8,0)\nRKHU A 0 A_JumpIf(Momz==0,1)\nMBAL Q 0 A_Recoil(-12)\nBUST BBB 0 //A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nRKHU CCC 1 A_FireCustomMissile(\"RockKickRadius2\",0,0,8,0)\nRKHU A 0 A_JumpIf(Momz==0,1)\nMBAL Q 0 A_Recoil(-12)\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMBAL Q 0 SetPlayerProperty(0,0,4)\nRKHU B 4\nRKHU A 35\ngoto Ready\nSuperKick:\nBUST B 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nMBAL Q 0 A_FireCustomMissile(\"RockBallKicked\",0,0,0,0)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nRKHU B 0 A_TakeInventory(\"Base56Ammo\",56)\nRKH2 C 7\nRKHU B 4\nRKHU A 14\ngoto Ready\nLittleKick:\nBUST B 0 A_PlaySoundEx(\"weapon/megaball\",\"Weapon\")\nMBAL Q 0 A_FireCustomMissile(\"RockBall\",0,0,0,0)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nRKHU B 0 A_TakeInventory(\"Base56Ammo\",56)\nRKHU B 3\nRKH2 C 5\nRKHU B 4\nRKHU A 14\ngoto Ready\nSmallKick:\nBUST B 0 A_PlaySoundEx(\"weapon/megaball\",\"Weapon\")\nMBAL Q 0 A_FireCustomMissile(\"RockBall2\",0,0,0,0)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nRKHU B 0 A_TakeInventory(\"Base56Ammo\",56)\nRKHU B 3\nRKH2 C 5\nRKHU B 4\nRKHU A 14\ngoto Ready\nMediumKick:\nBUST B 0 A_PlaySoundEx(\"weapon/megaball\",\"Weapon\")\nMBAL Q 0 A_FireCustomMissile(\"RockBall3\",0,0,0,0)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nRKHU B 0 A_TakeInventory(\"Base56Ammo\",56)\nRKHU B 3\nRKH2 C 5\nRKHU B 4\nRKHU A 14\ngoto Ready\nBigKick:\nBUST B 0 A_PlaySoundEx(\"weapon/megaball\",\"Weapon\")\nMBAL Q 0 A_FireCustomMissile(\"RockBall4\",0,0,0,0)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nRKHU B 0 A_TakeInventory(\"Base56Ammo\",56)\nRKHU B 3\nRKH2 C 5\nRKHU B 4\nRKHU A 14\ngoto Ready\nLargeKick:\nBUST B 0 A_PlaySoundEx(\"weapon/megaball\",\"Weapon\")\nMBAL Q 0 A_FireCustomMissile(\"RockBall5\",0,0,0,0)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nRKHU B 0 A_TakeInventory(\"Base56Ammo\",56)\nRKHU B 3\nRKH2 C 5\nRKHU B 4\nRKHU A 14\ngoto Ready\nMegaKick:\nBUST B 0 A_PlaySoundEx(\"weapon/megaball\",\"Weapon\")\nMBAL Q 0 A_FireCustomMissile(\"RockBall6\",0,0,0,0)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nRKHU B 0 A_TakeInventory(\"Base56Ammo\",56)\nRKHU B 3\nRKH2 C 5\nRKHU B 4\nRKHU A 14\ngoto Ready\nCharge:\nRKHU B 0 A_JumpIfInventory(\"Base56Ammo\",10,\"Charge2\")\nRKHU B 0 A_GiveInventory(\"Base56Ammo\",2)\nRKHU B 2 //A_SpawnItemEx(\"RockBallFX1\",22)\nRKHU B 0 A_ReFire\nGoto LittleKick\nCharge2:\nRKHU B 0 A_JumpIfInventory(\"Base56Ammo\",20,\"Charge3\")\nRKHU B 0 A_GiveInventory(\"Base56Ammo\",2)\nFLEX A 0 A_PlaySoundEx(\"weapon/flashbomb\", \"Weapon\")\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX4\",22)\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX4\",22)\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX4\",22)\nRKHU B 0 A_ReFire\nGoto SmallKick\nCharge3:\nRKHU B 0 A_JumpIfInventory(\"Base56Ammo\",30,\"Charge4\")\nRKHU B 0 A_GiveInventory(\"Base56Ammo\",2)\nFLEX A 0 A_PlaySoundEx(\"weapon/flashbomb\", \"Weapon\")\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX3\",22)\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX3\",22)\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX3\",22)\nRKHU B 0 A_ReFire\nGoto MediumKick\nCharge4:\nRKHU B 0 A_JumpIfInventory(\"Base56Ammo\",40,\"Charge5\")\nRKHU B 0 A_GiveInventory(\"Base56Ammo\",2)\nFLEX A 0 A_PlaySoundEx(\"weapon/flashbomb\", \"Weapon\")\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX1\",22)\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX1\",22)\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX1\",22)\nRKHU B 0 A_ReFire\nGoto BigKick\nCharge5:\nRKHU B 0 A_JumpIfInventory(\"Base56Ammo\",50,\"Charge6\")\nRKHU B 0 A_GiveInventory(\"Base56Ammo\",2)\nFLEX A 0 A_PlaySoundEx(\"weapon/flashbomb\", \"Weapon\")\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX2\",22)\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX2\",22)\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX2\",22)\nRKHU B 0 A_ReFire\nGoto LargeKick\nCharge6:\nRKHU B 0 A_JumpIfInventory(\"Base56Ammo\",56,\"SuperKick\")\nRKHU B 0 A_GiveInventory(\"Base56Ammo\",1)\nFLEX A 0 A_PlaySoundEx(\"weapon/flashbomb\", \"Weapon\")\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX1\",22)\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX1\",22)\nRKHU B 1 A_SpawnItemEx(\"SoccerBallFX1\",22)\nRKHU B 0 A_ReFire\nGoto MegaKick\nCharge7:\nRKHU B 2 A_SpawnItemEx(\"RockBallFX1\",22)\nRKHU B 0 A_ReFire\nGoto SuperKick\nAltFire:\nMBAL C 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"Jump\")\nMBAL A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nMBAL N 0 A_GiveInventory(\"BaseCustomFlag2\",1)\nMBAL N 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nMBAL N 0 A_GunFlash\nRKHU A 10\nGoto Ready\nFlash:\nMBAL C 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nMBAL C 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"RockBallFX\",32,0,-10)\nMBAL C 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nMBAL C 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"RockBallFX\",32,0,-10)\nMBAL C 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nMBAL C 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"RockBallFX\",32,0,-10)\nMBAL C 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nMBAL C 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"RockBallFX\",32,0,-10)\nMBAL C 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nMBAL C 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"RockBallFX\",32,0,-10)\nMBAL C 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoFlash\")\nMBAL C 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"Flash\")\nGoto NoFlash\n}\n}\n\nactor RockKickRadius\n{\nPROJECTILE\n\nTranslation \"210:211=199:199\"\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Rock\"\nSpeed 40\nDamage (25)\nRadius 14\nHeight 25\nscale 2.5\nStates\n{\nSpawn:\nCKIC DEF 2\nstop\n}\n}\n\nactor RockKickRadius2\n{\nPROJECTILE\nTranslation \"210:211=199:199\"\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Rock\"\nSpeed 40\nDamage (4)\nRadius 14\nHeight 25\nscale 2.5\nStates\n{\nSpawn:\nCKIC DEF 1\nstop\n}\n}\n\nactor RockBallDropFX\n{\nPROJECTILE\nTranslation \"197:197=0:0\", \"239:239=4:4\"\n+RIPPER\n+FLOORHUGGER\nscale 2.5\nheight 1\nradius 1\nspeed 0\ndamage (0)\ndamagetype \"Rock\"\nStates\n{\nSpawn:\nMBAL CC 1\nstop\n}\n}\n\nactor RockBallFX\n{\nPROJECTILE\nTranslation \"197:197=0:0\", \"239:239=4:4\"\n+NOINTERACTION\nscale 2.5\nheight 1\nradius 1\nspeed 0\ndamage (0)\ndamagetype \"Rock\"\nStates\n{\nSpawn:\nMBAL CC 1\nstop\n}\n}\n\nactor RockBallFX2 : RockBallFX\n{\nStates\n{\nSpawn:\nMBAL DD 1\nstop\n}\n}\n\nactor RockBallFX3 : RockBallFX\n{\nStates\n{\nSpawn:\nMBAL EE 1\nstop\n}\n}\n\nactor RockBallFX3 : RockBallFX\n{\nStates\n{\nSpawn:\nMBAL FF 1\nstop\n}\n}\n\nactor RockBallFX4 : RockBallFX\n{\nStates\n{\nSpawn:\nMBAL GG 1\nstop\n}\n}\n\nactor RockBallFX5 : RockBallFX\n{\nStates\n{\nSpawn:\nMBAL HH 1\nstop\n}\n}\n\nactor RockBallKicked\n{\nPROJECTILE\nObituary \"%k scored a goal on %o by %k's \\ciRoccer Balls.\"\nTranslation \"197:197=0:0\", \"239:239=4:4\"\n+RIPPER\n+HEXENBOUNCE\n-NOGRAVITY\n+FORCEXYBILLBOARD\nscale 2.5\nheight 16\nradius 16\ndamage (18)\nbouncecount 8\nbouncefactor 0.9\nwallbouncefactor 0.9\nGravity 0.5\nspeed 60\nseesound \"weapon/megaball\"\ndamagetype \"MegaBall\"\nStates\n{\nSpawn:\nMBAL B 2\nMBAL B 0 ThrustThingZ(0, 20, 0, 1)\nMBAL BCDEFGHIBCDEFGHIBCDEFGHIBCDEFGHIBCDEFGHIBCDEFGHI 1 A_SpawnItemEx(\"RockBallFX1\")\nGoto Spawn+2\nDeath:\nMMFX FGHI 2\nstop\n}\n}\n\nactor RockBall\n{\nPROJECTILE\nObituary \"%k scored a goal on %o by %k's \\ciRoccer Balls.\"\nTranslation \"197:197=0:0\", \"239:239=4:4\"\n+HEXENBOUNCE\n-NOGRAVITY\n+FORCEXYBILLBOARD\nscale 2.5\nheight 16\nradius 16\ndamage (20)\nbouncecount 2\nbouncefactor 2.9\nwallbouncefactor 2.9\nGravity 1.0\nspeed 15\nseesound \"weapon/megaball\"\ndamagetype \"MegaBall\"\nStates\n{\nSpawn:\nMBAL B 2\nMBAL B 0 ThrustThingZ(0, 20, 0, 1)\nMBAL BCDEFGHI 1\nGoto Spawn+2\nDeath:\nMMFX FGHI 2\nstop\n}\n}\n\nactor RockBall2 : RockBall\n{\ndamage (25)\nGravity 0.9\nspeed 20\nStates\n{\nSpawn:\nMBAL B 2\nMBAL B 0 ThrustThingZ(0, 20, 0, 1)\nMBAL BCDEFGHI 1 A_SpawnItemEx(\"RockBallFX3\")\nGoto Spawn+2\nDeath:\nMMFX FGHI 2\nstop\n}\n}\n\nactor RockBall3 : RockBall\n{\ndamage (30)\nGravity 0.8\nspeed 25\nStates\n{\nSpawn:\nMBAL B 2\nMBAL B 0 ThrustThingZ(0, 20, 0, 1)\nMBAL BCDEFGHI 1 A_SpawnItemEx(\"RockBallFX4\")\nGoto Spawn+2\nDeath:\nMMFX FGHI 2\nstop\n}\n}\n\nactor RockBall4 : RockBall\n{\ndamage (35)\nGravity 0.7\nspeed 30\nStates\n{\nSpawn:\nMBAL B 2\nMBAL B 0 ThrustThingZ(0, 20, 0, 1)\nMBAL BCDEFGHI 1 A_SpawnItemEx(\"RockBallFX4\")\nGoto Spawn+2\nDeath:\nMMFX FGHI 2\nstop\n}\n}\n\nactor RockBall5 : RockBall\n{\ndamage (40)\nGravity 0.6\nspeed 35\nStates\n{\nSpawn:\nMBAL B 2\nMBAL B 0 ThrustThingZ(0, 20, 0, 1)\nMBAL BCDEFGHI 1 A_SpawnItemEx(\"RockBallFX5\")\nGoto Spawn+2\nDeath:\nMMFX FGHI 2\nstop\n}\n}\n\nactor RockBall6 : RockBall\n{\ndamage (45)\nGravity 0.5\nspeed 40\nStates\n{\nSpawn:\nMBAL B 2\nMBAL B 0 ThrustThingZ(0, 20, 0, 1)\nMBAL BCDEFGHI 1 A_SpawnItemEx(\"RockBallFX6\")\nGoto Spawn+2\nDeath:\nMMFX FGHI 2\nstop\n}\n}\n\nactor SoccerBallFX1\n{\nTranslation \"197:197=226:226\", \"239:239=175:175\"\n+NOINTERACTION\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nRenderStyle \"translucent\"\nAlpha 0.70\nScale 2.5\nStates\n{\nSpawn:\nMBAL JJ 1 A_FadeOut\nstop\n}\n}\n\nactor SoccerBallFX2\n{\nTranslation \"197:197=226:226\", \"239:239=175:175\"\n+NOINTERACTION\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nRenderStyle \"translucent\"\nAlpha 0.70\nScale 2.5\nStates\n{\nSpawn:\nMBAL KK 1 A_FadeOut\nstop\n}\n}\n\nactor SoccerBallFX3\n{\nTranslation \"197:197=226:226\", \"239:239=175:175\"\n+NOINTERACTION\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nRenderStyle \"translucent\"\nAlpha 0.70\nScale 2.5\nStates\n{\nSpawn:\nMBAL LL 1 A_FadeOut\nstop\n}\n}\n\nactor SoccerBallFX4\n{\nTranslation \"197:197=226:226\", \"239:239=175:175\"\n+NOINTERACTION\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nRenderStyle \"translucent\"\nAlpha 0.70\nScale 2.5\nStates\n{\nSpawn:\nMBAL MM 1 A_FadeOut\nstop\n}\n}\n\nactor RockBallFX1\n{\nTranslation \"197:197=226:226\", \"239:239=175:175\"\n+NOINTERACTION\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nRenderStyle \"translucent\"\nAlpha 0.70\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nMBAL JKLM 3 A_FadeOut\nMBAL B 0 A_Explode(2,84,0)\nstop\n}\n}\n\nactor RockBallFX3\n{\nTranslation \"197:197=226:226\", \"239:239=175:175\"\n+NOINTERACTION\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nRenderStyle \"translucent\"\nAlpha 0.70\nScale 2.5\nStates\n{\nSpawn:\nMBAL LL 2 A_FadeOut\nMBAL B 0 A_Explode(2,84,0)\nstop\n}\n}\n\nactor RockBallFX4\n{\nTranslation \"197:197=226:226\", \"239:239=175:175\"\n+NOINTERACTION\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nRenderStyle \"translucent\"\nAlpha 0.70\nScale 2.5\nStates\n{\nSpawn:\nMBAL MM 2 A_FadeOut\nMBAL B 0 A_Explode(2,84,0)\nstop\n}\n}\n\nactor RockBallFX5\n{\nTranslation \"197:197=226:226\", \"239:239=175:175\"\n+NOINTERACTION\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nRenderStyle \"translucent\"\nAlpha 0.70\nScale 2.5\nStates\n{\nSpawn:\nMBAL KK 2 A_FadeOut\nMBAL B 0 A_Explode(2,84,0)\nstop\n}\n}\n\nactor RockBallFX6\n{\nTranslation \"197:197=226:226\", \"239:239=175:175\"\n+NOINTERACTION\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nRenderStyle \"translucent\"\nAlpha 0.70\nScale 2.5\nStates\n{\nSpawn:\nMBAL JJ 2 A_FadeOut\nMBAL B 0 A_Explode(2,84,0)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/BassBusterBoss.txt",
"contents": "actor BassBusterBoss : BaseClassWeapon\n{\nObituary \"%o was bombed by %k's \\caGay Buster.\"\nweapon.ammotype \"BaseInfiniteAmmo\"\n//weapon.ammotype2 \"BaseAltFireAmmo\"\nStates\n{\nReady:\nBASB B 0 ACS_ExecuteAlways(998,0,22)\nBASB B 1 A_WeaponReady\nBASB B 0 A_GiveInventory(\"BaseAltfireAmmo\",4)\nGoto Ready+1\nDeselect:\nBASB B 0 SetPlayerProperty(0,0,0)\nBASB B 0 A_TakeInventory(\"BassDash\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBASB B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBASB B 1 A_Raise\nLoop\nFire:\nBASB B 0 A_CheckFloor(\"GroundShot\")\nBASB B 0 SetPlayerProperty(0,0,0)\n//BASB B 0 ACS_ExecuteAlways(512,0,0,0)\nBASB B 0 A_TakeInventory(\"BassDash\",1)\nBASB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBASB C 0 A_FireCustomMissile(\"BassShit\",random(-1,1),0,8,0)\nBASB CD 1\nBASB B 0 A_Refire\nGoto Ready+1\nGroundShot:\n//BASB B 0 ACS_ExecuteAlways(512,0,0,-8)\nBASB B 0 SetPlayerProperty(0,0,0)\nBASB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBASB C 0 A_FireCustomMissile(\"BassShit\",random(-1,1),0,8,0)\nBASB CD 1 A_WeaponReady(WRF_NOPRIMARY)\nBASB B 0 A_Refire\n//BASB B 0 ACS_ExecuteAlways(512,0,0,0)\nBASB B 0 SetPlayerProperty(0,0,0)\ngoto Ready+1\nAltfire:\nBASB B 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\ngoto Ready+2\nSlideSlide:\nNEDR A 0 A_GiveInventory(\"BassDash\",1)\nMKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nBASD B 2 A_Recoil(-32)\nBASD C 8\nBASD C 5 SetPlayerProperty(0,0,0)\nBASD C 5\nNEDR A 0 A_TakeInventory(\"BassDash\",1)\nMKIC C 0 A_Refire\nBASD B 5\nMKIC C 0\nGoto Ready+1\nNoAmmo:\nBASB B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor BassDash : Inventory\n{\ninventory.amount 1\ninventory.maxamount 2\n}\n\nactor Jump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\n}\n}\n\nactor Jumper\n{\n-SOLID\n+NOGRAVITY\n+NOBLOCKMAP\nHeight 0\nRadius 0\nscale 2.5\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",998,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"Jump\",1,\"Boost\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"AdapterFlag\",1,\"Spawn\")\nstop\nBoost:\nTNT1 A 0 A_TakeFromTarget(\"Jump\",1)\n//TNT1 AAAAAAAAA 2 A_GiveToTarget(\"BoostGive\",1)\nGoto BoostLoop1\nBoostLoop1:\nTNT1 A 1 A_GiveToTarget(\"JumpGive\",1)\nTNT1 A 1 A_GiveToTarget(\"NoJump\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdapterFlag\",1,\"BoostLoop2\")\nstop\nBoostLoop2:\nTNT1 A 0 A_GiveInventory(\"JumpCount\",1)\nTNT1 A 0 A_JumpIfInventory(\"JumpCount\",34,\"BoostEnd\")\nTNT1 A 1 A_TakeFromTarget(\"NoJump\",999)\nTNT1 A 0 A_JumpIfInventory(\"JumpCount\",9,\"BoostLoop2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdapterFlag\",1,\"BoostLoop2\")\nstop\nBoostEnd:\nTNT1 A 0// A_Print(\"BoostEnd\")\nTNT1 A 7 A_TakeInventory(\"JumpCount\",999)\nTNT1 A 1 A_TakeFromTarget(\"NoJump\",999)\nTNT1 A 0 A_TakeFromTarget(\"Jump\",1)\nGoto Spawn\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor NoJump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor JumpCount : Inventory\n{\ninventory.amount 30\ninventory.maxamount 30\n}\n\nactor JumpGive : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,40,0,0)\nstop\n}\n}\n\nactor Jumping : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n-INVBAR\nStates\n{\nSpawn:\nTNT1 A 1\n//loop\nUse:\nTNT1 A 0 A_SpawnItemEx(\"JumpMan\")\nTNT1 A 1\n//fail\nstop\n}\n}\n\nactor JumpMan\n{\n-SOLID\n+NOGRAVITY\n+MISSILE\n+NOBLOCKMAP\nHeight 0\nRadius 0\nscale 2.5\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"Jump\",1,\"Boost\")\nGoto Boost\nBoost:\nTNT1 A 0 A_TakeFromTarget(\"Jump\",1)\n//TNT1 AAAAAAAAA 2 A_GiveToTarget(\"BoostGive\",1)\nGoto BoostLoop1\nBoostLoop1:\nTNT1 A 1 A_GiveToTarget(\"JumpGive\",1)\nTNT1 A 1 A_GiveToTarget(\"NoJump\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdapterFlag\",1,\"BoostLoop2\")\nstop\nBoostLoop2:\nTNT1 A 0 A_GiveInventory(\"JumpCount\",1)\nTNT1 A 0 A_JumpIfInventory(\"JumpCount\",34,\"BoostEnd\")\nTNT1 A 1 A_TakeFromTarget(\"NoJump\",999)\nTNT1 A 0 A_JumpIfInventory(\"JumpCount\",9,\"BoostLoop2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdapterFlag\",1,\"BoostLoop2\")\nstop\nBoostEnd:\nTNT1 A 0// A_Print(\"BoostEnd\")\nTNT1 A 7 A_TakeInventory(\"JumpCount\",999)\nTNT1 A 1 A_TakeFromTarget(\"NoJump\",999)\nTNT1 A 1 A_TakeFromTarget(\"Jumping\",1)\nTNT1 A 0 A_TakeFromTarget(\"Jump\",1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BassBusterBot : MegaBuster\n{\nObituary \"%o was bombed by %k's \\cuBass Buster.\"\nStates\n{\nSpawn:\nstop\nReady:\nReady2:\nBASB B 0 ACS_ExecuteAlways(998,0,46)\nBASB B 5 A_WeaponReady\nBASB B 0 A_Jump(32,\"Altfire\")\nGoto Ready2+1\nDeselect:\nBASB B 0 A_TakeInventory(\"BassDash\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBASB B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTNT1 A 0 SetPlayerProperty(0,0,3)\nBASB B 1 A_Raise\nLoop\nFire:\nBASB B 0 A_TakeInventory(\"BassDash\",1)\nBASB B 0 SetPlayerProperty(0,1,0)\nBASB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBASB C 0 A_FireCustomMissile(\"BassShot\",random(-1.5,1.5),0,8,0)\nBASB CD 2\nBASB B 0 SetPlayerProperty(0,0,0)\nBASB B 0 A_Jump(32,\"Altfire\")\nBASB B 0 A_Refire\nBASB B 1\ngoto Ready2+1\nHold:\nGoto Fire\nAltfire:\nBASD B 0 A_JumpIf(momz==0, \"Dash\")\nGoto Ready2+1\nDash:\nBASD B 0 A_GiveInventory(\"BassDash\",1)\nBASD B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBASD B 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nBASD B 0 SetPlayerProperty(0,1,0)\nBASD B 2 A_Recoil(-20)\nBASD C 8 SetPlayerProperty(0,0,0)\nBASD C 10\nBASD A 0 A_TakeInventory(\"BassDash\",1)\nBASD C 0\nBASD B 5\nBASD C 0\ngoto Ready2+1\nNoAmmo:\nBASB B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor MegaDerp2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\n//seesound \"weapon/mbuster\"\nSpeed 64\nDamage (15)\nradius 20\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nMBUS AB 2\nloop\n}\n}\n\nactor BalladeDerper\n{\nPROJECTILE\nRadius 12\nHeight 14\nscale 4.5\ndamagetype \"BalladeCracker\"\nspeed 20\ndamage (0)\nspeed 50\n+EXPLODEONWATER\n-NOGRAVITY\nStates\n{\nSpawn:\nBALA ABCD 3\nloop\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(80, 156, 0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor ProtoShit3\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+THRUGHOST\n//seesound \"weapon/mbuster\"\nSpeed 60\nDamage (30)\nradius 10\nheight 10\nscale 1.25\ndamagetype \"ProtoBuster\"\nStates\n{\nSpawn:\nPROC A 2\nPROC B 2 A_ChangeFlag(\"THRUGHOST\", 0)\nPROC C 2\nPROC ABC 2\nGoto Spawn+3\n}\n}\n\nactor BassFail : FastProjectile\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"BassBuster\"\n//seesound \"weapon/mbuster\"\nSpeed 128\nDamage (10)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor BassShit\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+THRUGHOST\nTranslation \"42:42=239:239\"\n//seesound \"weapon/mbuster\"\nSpeed 72\nDamage (6)\nradius 8\nheight 8\nscale 1\ndamagetype \"Bass\"\nStates\n{\nSpawn:\nPROC A 2\nPROC B 2 A_ChangeFlag(\"THRUGHOST\", 0)\nPROC C 2\nPROC ABC 2\nGoto Spawn+3\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(6,48,0)\nASEX ABCDEF 1\nstop\n}\n}\n\nactor BassShitLV2 : BassShit\n{\nDamage (9)\nradius 12\nheight 12\nscale 2.5\nStates\n{\nSpawn:\nPROC A 2\nPROC B 2 A_ChangeFlag(\"THRUGHOST\", 0)\nPROC C 2\nPROC ABC 2\nGoto Spawn+3\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(9,98,0)\nASEX ABCDEF 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/MegaArm.txt",
"contents": "actor MegaArm : BaseClassWeapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nObituary \"%o was bombed by %k's \\cnMega Arm.\"\nweapon.ammotype \"MegaAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,0)\nBUST B 0 A_TakeInventory(\"MegaCharge\",999)\nBUST B 1 A_WeaponReady\nGoto Ready+2\nDeselect:\nBUST B 0 A_TakeInventory(\"MegaSlide\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_TakeInventory(\"MegaSlide\",1)\nBUST B 0 A_TakeInventory(\"MegaAmmo\",1)\nMARH C 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaSniperShot\",0,0,8,0)\nBUST CD 6\nBUST B 0 A_Refire\nBUST B 0 A_TakeInventory(\"MegaCharge\",999)\ngoto Ready+2\nFire2:\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_TakeInventory(\"MegaCharge\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/MSHOt\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"HARDKnuckleFX\",1,8,24,0,0,0)\nMEGH A 10 A_FireCustomMissile(\"MegaArMSHOt\",0,0,8,0)\nMEAR I 0 A_TakeInventory(\"FistFlag\",1)\ngoto FistWait\nFire3:\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_TakeInventory(\"MegaCharge\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/cshot\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"HARDKnuckleFX\",16,8,24,0,0,0)\nMEGH A 10 A_FireCustomMissile(\"MegaArMSHOt2\",0,0,8,0)\nMEAR I 0 A_TakeInventory(\"FistFlag\",1)\nFistWait:\nMEGH A 1\nMEAR I 0 A_GiveInventory(\"AdapterWaitCount\",1)\nMEAR I 0 A_JumpIfInventory(\"AdapterWaitCount\",30,\"FistFinish\")\nMEGH A 0 A_JumpIfInventory(\"FistFlag\",1,\"FistFinish\")\nloop\nFistFinish:\nMEGH K 4 A_PlaySoundEx(\"weapon/adapterreturn\",\"Voice\")\nMEGH K 0 A_TakeInventory(\"AdapterWaitCount\",999)\nMEGH K 0 A_TakeInventory(\"FistFlag\",1)\nGoto Ready+2\nHold:\nBUST B 0 A_JumpIfInventory(\"MegaCharge\",40,\"Charge2\")\nBUST B 0 A_JumpIfInventory(\"MegaCharge\",20,\"Charge\")\nBUST B 1 A_GiveInventory(\"MegaCharge\",1)\nBUST B 0 A_Refire\nGoto Ready+2\nCharge:\nBUST B 0 A_JumpIfInventory(\"MegaCharge\",21,\"Charge1\")\nGoto Charge1\nCharge1:\nBUST B 0 A_GunFlash\nBUST B 0 ACS_ExecuteAlways(991,0,92)\nBUST B 2 A_GiveInventory(\"MegaCharge\",1)\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nCBUS F 2 A_GiveInventory(\"MegaCharge\",1)\nBUST H 0 A_Refire\nGoto Fire2\nCharge2:\nBUST B 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nMEGH G 1 ACS_ExecuteAlways(991,0,93)\nMEGH G 1 ACS_ExecuteAlways(991,0,94)\nMEGH H 1 ACS_ExecuteAlways(991,0,0)\nMEGH H 1 ACS_ExecuteAlways(991,0,93)\nBUST B 0 A_Refire\nBUST B 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nGoto Fire3\nStartFlash:\nBUST B 0 A_GunFlash\nGoto Charge2+1\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready+2\nFlash:\nBRDA A 0 A_JumpIfInventory(\"MegaCharge\",40,\"Flash2\")\n//BRDA A 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nBRDA A 0 A_PlaySoundEx(\"weapon/MMVcharge\",\"Weapon\")\nTNT1 A 12\nBRDA A 0 A_JumpIfInventory(\"MegaCharge\",1,\"Flash\")\nstop\nFlash2:\n//TNT1 A 0 A_PlaySoundEx(\"weapon/coilcharge\", \"Weapon\")\nBRDA A 0 A_PlaySoundEx(\"weapon/MMVcharge\",\"Weapon\")\nTNT1 A 6\nBRDA A 0 A_JumpIfInventory(\"MegaCharge\",1,\"Flash\")\nstop\nNoAmmo:\nBUST B 0 A_GiveInventory(\"MegaAmmo\",3)\nBUST B 10\nGoto Ready+2\n}\n}\n\nactor MegaArmShot\n{\nTranslation \"199:199=198:198\", \"87:87=192:192\"\nPROJECTILE\n+LOOKALLAROUND\n+RIPPER\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\n//seesound \"weapon/mbuster\"\nSpeed 70\nDamage (25)\nRadius 12\nHeight 10\nscale 2.5\nStates\n{\nSpawn:\nHARD A 10\nGoto Death\nXDeath:\nHARD A 0 A_CustomMissile(\"ReturningMegaArm\",0,0,0,-4)\nStop\nDeath:\nHARD A 0 A_CustomMissile(\"ReturningMegaArm\",0,0,0,-4)\nStop\n}\n}\n\nactor MegaArMSHOt2\n{\nTranslation \"199:199=198:198\", \"87:87=192:192\", \"60:60=198:198\"\nPROJECTILE\n+LOOKALLAROUND\n+RIPPER\n+SKYEXPLODE\n+DONTBLAST\n//seesound \"weapon/mbuster\"\nSpeed 80\nDamage (50)\nRadius 12\nHeight 10\nscale 2.5\nStates\n{\nSpawn:\nHARD A 2\nMSHO A 1\nHARD A 2\nHARD A 2\nMSHO A 1\nHARD A 2\nHARD A 2\nMSHO A 1\nHARD A 2\nHARD A 2\nMSHO A 1\nGoto Death\nXDeath:\nHARD A 0 A_CustomMissile(\"ReturningMegaArm\",0,0,0,-4)\nStop\nDeath:\nHARD A 0 A_CustomMissile(\"ReturningMegaArm\",0,0,0,-4)\nstop\n}\n}\n\nactor ReturningMegaArm\n{\n//Translation \"176:176=198:198\"\nradius 7\nheight 6\nspeed 80\ndamage (8)\nscale 2.5\n+DONTBLAST\n+NOTARGETSWITCH\n+DOOMBOUNCE\n+RIPPER\nPROJECTILE\n+SKYEXPLODE\nbouncefactor 1.0\nwallbouncefactor 1.0\n+DONTSPLASH\n+NOINTERACTION\nstates\n{\nSpawn:\nMEAM A 1 A_FaceTarget\nMEAM A 0 A_JumpIfCloser(60,\"Return\")\nMEAM A 1 A_FaceTarget\nMEAM A 0 A_JumpIfCloser(60,\"Return\")\nMEAM A 1 A_FaceTarget\nMEAM A 0 A_JumpIfCloser(60,\"Return\")\nMEAM A 1 A_FaceTarget\nMEAM A 0 A_JumpIfCloser(60,\"Return\")\nTNT1 A 0 A_CustomMissile(\"ReturningMegaArm\",0,0,0,0)\nstop\nCrash:\nDeath:\nXDeath:\nReturn:\nMEAM A 0 A_GiveToTarget(\"FistFlag\",1)\nstop\n}\n}\n\nactor MegaSniperShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\n//seesound \"weapon/mbuster\"\nSpeed 192\nDamage (45)\nradius 20\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nMBUS AB 2\nloop\n}\n}"
}
]
},
"maps": []
}