Raw model (for completeness)
{
"meta": {
"id": "0bcb7a75-58c7-46c2-aa94-1ee5611f0921",
"sha1": "4b024658792c13925c3b9258a35b424465f2d161",
"sha256": "fa81449a5aa8436e253a85155c52add726a3a6a299cff616be72811481c46e8e",
"filenames": [
"omega_data_r1938-nomusic.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2018-02-10 16:58:58",
"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": "2018-02-10 16:58:58",
"file": {
"type": "PK3",
"size": 58174803,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4b024658792c13925c3b9258a35b424465f2d161/4b024658792c13925c3b9258a35b424465f2d161.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"AOW01",
"AOW02",
"AOW03",
"AOW04",
"AOW05",
"AOW06",
"AOW07",
"AOW08",
"AOW09",
"AOW10",
"AOW11",
"AOW12",
"AOW13",
"AOW14",
"AOW15",
"AOW16",
"AOW17",
"AOW18",
"AOW19",
"AOW20"
],
"counts": {
"endoom": 0,
"graphics": 2,
"lumps": 4680,
"maps": 20,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "animdefs.txt",
"contents": "texture TUTSCN1\n pic TUTSCN1 tics 5\n pic TUTSCN2 tics 5\n pic TUTSCN3 tics 5\n pic TUTSCN4 tics 5\n pic TUTSCN5 tics 5\n pic TUTSCN4 tics 5\n pic TUTSCN3 tics 5\n pic TUTSCN2 tics 5\n\nwarp Flat SINKINSA\n\nwarp texture BIOF1\nwarp texture SPWLAVA\n\ncameratexture CAMTEX1 256 256 fit 256 256\ncameratexture CAMTEX2 256 256 fit 256 256\ncameratexture CAMTEX3 256 256 fit 256 256\ncameratexture CAMTEX4 256 256 fit 256 256\n\nwarp texture wnukage\nwarp texture wlava\n\nswitch SW1CBLU on pic SW2CBLU tics 0\nswitch SW2CBLU off pic SW1CBLU tics 0\nswitch SW1CRED on pic SW2CRED tics 0\nswitch SW2CRED off pic SW1CRED tics 0\n\ntexture\tSLMFALL1 range SLMFALL4 tics 8"
},
{
"source": "pk3",
"name": "decaldef.txt",
"contents": "//New Animations\n\nfader GoAway3\n{\n\tDecayStart\t1.0\n\tDecayTime\t10.0\n}\n\nfader DecalFade //Fade for smaller decals that occur commonly, like flame and bullet decals\n{\n\tDecayStart\t30.0\n\tDecayTime\t30.0\n}\n\ncolorchanger ToBlack2\n{\n\tFadeStart\t3.0\n\tFadeTime\t12.0\n}\n\nCombiner FlameAnim\n{\n\tToBlack\n\tDecalFade\n}\n\nCombiner ChemAnim\n{\n\tToBlack2\n\tDecalFade\n}\n\n//Now for decals\n\ndecal BulletChip1\n{\n\tpic CHIP1\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip2\n{\n\tpic CHIP2\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip3\n{\n\tpic CHIP3\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip4\n{\n\tpic CHIP4\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip5\n{\n\tpic CHIP5\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletChip\n{\n\tBulletChip1\t1\n\tBulletChip2\t1\n\tBulletChip3\t1\n\tBulletChip4\t1\n\tBulletChip5\t1\n}\n\ndecal BigBulletChip1\n{\n\tpic CHIP1\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BigBulletChip2\n{\n\tpic CHIP2\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BigBulletChip3\n{\n\tpic CHIP3\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BigBulletChip4\n{\n\tpic CHIP4\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BigBulletChip5\n{\n\tpic CHIP5\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BigBulletChip\n{\n\tBigBulletChip1\t1\n\tBigBulletChip2\t1\n\tBigBulletChip3\t1\n\tBigBulletChip4\t1\n\tBigBulletChip5\t1\n}\n\ndecal PulseScorch\n{\n\tpic CBALSCR1\n\tshade \"00 00 00\"\n\tx-scale 0.4\n\ty-scale 0.3\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal NukeScorch 100 //This decal could be used directly in a map.\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 5.0\n\ty-scale 5.0\n\trandomflipx\n\trandomflipy\n}\n\ndecal PCScorch1\n{\n\tpic BFGSCRC1\n\tx-scale 2\n\ty-scale 2\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n}\n\ndecal PCScorch2\n{\n\tpic BFGSCRC2\n\tx-scale 2\n\ty-scale 2\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup PCScorch\n{\n\tPCScorch1\t\t1\n\tPCScorch2\t\t1\n}\n\ndecal PCLightning1\n{\n\tpic BFGLITE1\n\tshade \"40 80 ff\"\n\tfullbright\n\tx-scale 2.0\n\ty-scale 2.0\n\trandomflipx\n\tanimator GoAway3\n\tlowerdecal PCScorch\n}\n\ndecal PCLightning2\n{\n\tpic BFGLITE2\n\tshade \"40 80 ff\"\n\tfullbright\n\tx-scale 2.0\n\ty-scale 2.0\n\trandomflipy\n\tanimator GoAway3\n\tlowerdecal PCScorch\n}\n\ndecalgroup PCLightning\n{\n\tPCLightning1\t1\n\tPCLightning2\t1\n}\n\ndecal PC2Lightning1\n{\n\tpic BFGLITE1\n\tshade \"40 80 ff\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecal PC2Lightning2\n{\n\tpic BFGLITE2\n\tshade \"40 80 ff\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecalgroup PC2Lightning\n{\n\tPC2Lightning1\t1\n\tPC2Lightning2\t1\n}\n\ndecal PCLightning1Red\n{\n\tpic BFGLITE1\n\tshade \"ff 40 40\"\n\tfullbright\n\tx-scale 2.0\n\ty-scale 2.0\n\trandomflipx\n\tanimator GoAway3\n\tlowerdecal PCScorch\n}\n\ndecal PCLightning2Red\n{\n\tpic BFGLITE2\n\tshade \"ff 40 40\"\n\tfullbright\n\tx-scale 2.0\n\ty-scale 2.0\n\trandomflipy\n\tanimator GoAway3\n\tlowerdecal PCScorch\n}\n\ndecalgroup PCLightningRed\n{\n\tPCLightning1Red\t1\n\tPCLightning2Red\t1\n}\n\ndecal PC2Lightning1Red\n{\n\tpic BFGLITE1\n\tshade \"ff 40 40\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecal PC2Lightning2Red\n{\n\tpic BFGLITE2\n\tshade \"ff 40 40\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecalgroup PC2LightningRed\n{\n\tPC2Lightning1Red\t1\n\tPC2Lightning2Red\t1\n}\n\ndecal FlameScorch1\n{\n\tpic CBALSCR1\n\ttranslucent 0.15\n\tshade \"20 10 00\"\n\tfullbright\n\tx-scale 1.25\n\ty-scale 1.25\n\trandomflipx\n\trandomflipy\n\tanimator FlameAnim\n}\n\ndecal FlameScorch2\n{\n\tpic CBALSCR2\n\ttranslucent 0.15\n\tshade \"20 10 00\"\n\tfullbright\n\tx-scale 1.25\n\ty-scale 1.25\n\trandomflipx\n\trandomflipy\n\tanimator FlameAnim\n}\n\ndecalgroup FlameScorch\n{\n\tFlameScorch1\t1\n\tFlameScorch2\t1\n}\n\ndecal ChemScorch1\n{\n\tpic CBALSCR1\n\ttranslucent 0.15\n\tshade \"40 ff 00\"\n\tfullbright\n\trandomflipx\n\trandomflipy\n\tx-scale 1.5\n\ty-scale 1.5\n\tanimator ChemAnim\n}\n\ndecal ChemScorch2\n{\n\tpic CBALSCR2\n\ttranslucent 0.15\n\tshade \"40 ff 00\"\n\tfullbright\n\trandomflipx\n\trandomflipy\n\tx-scale 1.5\n\ty-scale 1.5\n\tanimator ChemAnim\n}\n\ndecalgroup ChemScorch\n{\n\tChemScorch1\t1\n\tChemScorch2\t1\n}\n\n//Decal Generators; better than editing the DECORATE directly\n\nGenerator JuggernautNuke NukeScorch\nGenerator FlameThrowerFire FlameScorch\nGenerator ChemicalShot ChemScorch\n\nGenerator PlasmaCannonBall PCLightningRed\nGenerator PlasmaCannonBallSmall PC2LightningRed\nGenerator PlasmaCannonBallBlue PCLightning\nGenerator PlasmaCannonBallSmallBlue PC2Lightning\n\nGenerator JuggernautNukeBlue NukeScorch\nGenerator FlameThrowerFireBlue FlameScorch\nGenerator ChemicalShotBlue ChemScorch\n\nGenerator Handgun BulletChip\nGenerator Military-Shotgun BulletChip\nGenerator Military-DoubleShotgun BulletChip\nGenerator SubMachineGun BulletChip\nGenerator GattlingGun BulletChip\nGenerator Jumpjet-GattlingGun BulletChip\nGenerator MachineGun BulletChip\nGenerator LaserRifle BulletChip\nGenerator Laser-Chaingun BulletChip\nGenerator Rifle BigBulletChip\nGenerator SniperRifle BigBulletChip\nGenerator Weak-SniperRifle BigBulletChip"
},
{
"source": "pk3",
"name": "decorate.txt",
"contents": "// [NF] Do *NOT*, under ANY CIRCUMSTANCES, edit the decorate load order unless you know what you are doing!!!\n#include \"actors/effects/explosions.txt\"\n#include \"actors/crucial/player.txt\"\n#include \"actors/crucial/acsitems.txt\"\n#include \"actors/crucial/armour.txt\"\n#include \"actors/crucial/crucialstuff.txt\"\n#include \"actors/crucial/deadthings.txt\"\n#include \"actors/crucial/infoitems.txt\"\n#include \"actors/crucial/obelisk.txt\"\n#include \"actors/crucial/terminals.txt\"\n#include \"actors/crucial/berserk.txt\"\n#include \"actors/effects/casings.txt\"\n#include \"actors/effects/gore.txt\"\n#include \"actors/effects/misceffects.txt\"\n#include \"actors/effects/boiling.txt\"\n#include \"actors/effects/faketiberium.txt\"\n#include \"actors/effects/gibs.txt\"\n#include \"actors/effects/ion.txt\"\n#include \"actors/effects/nuke.txt\"\n#include \"actors/effects/powerpad.txt\"\n#include \"actors/effects/powerplantsmoke.txt\"\n#include \"actors/effects/steam.txt\"\n#include \"actors/mechs/mechbase.txt\"\n#include \"actors/mechs/mechexplosion.txt\"\n#include \"actors/mechs/mechflamer.txt\"\n#include \"actors/mechs/ejectpuff.txt\"\n#include \"actors/mechs/juggernaut.txt\"\n#include \"actors/mechs/madcat.txt\"\n#include \"actors/mechs/orca.txt\"\n#include \"actors/mechs/wolverine.txt\"\n#include \"actors/mechs/raven.txt\"\n#include \"actors/mechs/titan.txt\"\n#include \"actors/misc/admin.txt\"\n// #include \"actors/misc/chicken.txt\"\n#include \"actors/misc/decorations.txt\"\n// #include \"actors/misc/laggycrates.txt\"\n#include \"actors/weapons/bazooka.txt\"\n#include \"actors/misc/miscobjects.txt\"\n#include \"actors/misc/signs.txt\"\n#include \"actors/items/backpack.txt\"\n#include \"actors/misc/doomreplacements.txt\"\n#include \"actors/items/credits.txt\"\n#include \"actors/items/powerupcrate.txt\"\n#include \"actors/items/secrets.txt\"\n#include \"actors/items/tiberium.txt\"\n#include \"actors/weapons/beacons.txt\"\n#include \"actors/weapons/bombpack.txt\"\n#include \"actors/weapons/chemsprayer.txt\"\n#include \"actors/weapons/doubleshotgun.txt\"\n#include \"actors/weapons/fists.txt\"\n#include \"actors/weapons/flamer.txt\"\n#include \"actors/weapons/flashbangs.txt\"\n#include \"actors/weapons/fraggrenade.txt\"\n#include \"actors/weapons/gattlinggun.txt\"\n#include \"actors/weapons/gaussrifle.txt\"\n#include \"actors/weapons/grenadelauncher.txt\"\n#include \"actors/weapons/handgun.txt\"\n#include \"actors/weapons/jumpjet.txt\"\n#include \"actors/weapons/knife.txt\"\n#include \"actors/weapons/laserchaingun.txt\"\n#include \"actors/weapons/laserrifle.txt\"\n#include \"actors/weapons/machinegun.txt\"\n#include \"actors/weapons/massdriver.txt\"\n#include \"actors/weapons/cratechooser.txt\"\n#include \"actors/weapons/plasmacannon.txt\"\n#include \"actors/weapons/plasmarifle.txt\"\n#include \"actors/weapons/proxyc4.txt\"\n#include \"actors/weapons/remotec4.txt\"\n#include \"actors/weapons/repairguns.txt\"\n#include \"actors/weapons/rifle.txt\"\n#include \"actors/weapons/selfheal.txt\"\n#include \"actors/weapons/shockrifle.txt\"\n#include \"actors/weapons/shotgun.txt\"\n#include \"actors/weapons/sniperrifle.txt\"\n#include \"actors/weapons/submachinegun.txt\"\n#include \"actors/weapons/tiberiumautorifle.txt\"\n#include \"actors/weapons/timedc4.txt\"\n#include \"actors/weapons/timegun.txt\"\n#include \"actors/weapons/utility/utilitygun.txt\"\n#include \"actors/weapons/utility/items.txt\"\n#include \"actors/weapons/utility/caches.txt\"\n#include \"actors/weapons/utility/gunturret.txt\"\n#include \"actors/weapons/utility/mechturret.txt\"\n#include \"actors/weapons/utility/miniraven.txt\"\n#include \"actors/weapons/utility/klaxonturret.txt\"\n#include \"actors/weapons/utility/precisionturret.txt\"\n#include \"actors/weapons/utility/repairturret.txt\"\n#include \"actors/weapons/utility/missileturret.txt\"\n#include \"actors/weapons/utility/portal.txt\"\n#include \"actors/weapons/utility/markers.txt\""
},
{
"source": "pk3",
"name": "fontdefs.txt",
"contents": "STATUSFONT\n{\n\t0 STANUM0\n\t1 STANUM1\n\t2 STANUM2\n\t3 STANUM3\n\t4 STANUM4\n\t5 STANUM5\n\t6 STANUM6\n\t7 STANUM7\n\t8 STANUM8\n\t9 STANUM9\n\t- STANUM-\n}\n\nINDEXFONT\n{\n\t0 STYSNUM0\n\t1 STYSNUM1\n\t2 STYSNUM2\n\t3 STYSNUM3\n\t4 STYSNUM4\n\t5 STYSNUM5\n\t6 STYSNUM6\n\t7 STYSNUM7\n\t8 STYSNUM8\n\t9 STYSNUM9\n}"
},
{
"source": "pk3",
"name": "gldefs.txt",
"contents": "Pointlight FLASH1\n{\nColor 0.8 0.8 0.0\nSize 32\n}\n\nObject Flash\n{\n frame TNT1 { light FLASH1 }\n}"
},
{
"source": "pk3",
"name": "hirestex.txt",
"contents": "remap m_doom m_doomhi\n\nremap FLMXA0 FLMXA0H\nremap FLMXB0 FLMXA0H\nremap FLMXC0 FLMXA0H\nremap FLMXD0 FLMXA0H\nremap FLMXE0 FLMXA0H\nremap FLMXF0 FLMXA0H\nremap FLMXG0 FLMXA0H\nremap FLMXH0 FLMXA0H\nremap FLMXI0 FLMXA0H\nremap FLMXJ0 FLMXA0H\nremap FLMXK0 FLMXA0H\nremap FLMXL0 FLMXA0H\nremap FLMXM0 FLMXA0H\nremap FLMXN0 FLMXA0H\nremap FLMXO0 FLMXA0H\nremap FLMXP0 FLMXA0H\nremap FLMXQ0 FLMXA0H\nremap FLMBA0 FLMBA0H\nremap FLMBB0 FLMBB0H\nremap FLMBC0 FLMBC0H\nremap FLMBD0 FLMBD0H\nremap FLMBE0 FLMBE0H\nremap FLMBF0 FLMBF0H\nremap FLMBG0 FLMBG0H\nremap FLMBH0 FLMBH0H\n\n/*remap TIBXA0 TIBXA0H\nremap TIBXB0 TIBXA0H\nremap TIBXC0 TIBXA0H\nremap TIBXD0 TIBXA0H\nremap TIBXE0 TIBXA0H\nremap TIBXF0 TIBXA0H\nremap TIBXG0 TIBXA0H\nremap TIBXH0 TIBXA0H\nremap TIBXI0 TIBXA0H\nremap TIBXJ0 TIBXA0H\nremap TIBXK0 TIBXA0H\nremap TIBXL0 TIBXA0H\nremap TIBXM0 TIBXA0H\nremap TIBXN0 TIBXA0H\nremap TIBXO0 TIBXA0H\nremap TIBXP0 TIBXA0H\nremap TIBXQ0 TIBXA0H*/\n\n//Frag Grenade\nremap FRGIA0 FRGIA0H\nremap FRGSA0 FRGSA0H\nremap FRGSB0 FRGSB0H\nremap FRGSC0 FRGSC0H\nremap FRGSD0 FRGSD0H\nremap FRGSE0 FRGSE0H\nremap FRGSF0 FRGSF0H\nremap FRG1A0 FRG1A0H\nremap FRG1B0 FRG1B0H\nremap FRG1C0 FRG1C0H\nremap FRG1D0 FRG1D0H\nremap FRG1E0 FRG1E0H\nremap FRG1F0 FRG1F0H\nremap FRG1G0 FRG1G0H\nremap FRG1H0 FRG1H0H\nremap FRG1I0 FRG1I0H\nremap FRG1J0 FRG1J0H\nremap FRG1K0 FRG1K0H\nremap FRG2A0 FRG2A0H\nremap FRG2B0 FRG2B0H\nremap FRG2C0 FRG2C0H\nremap FRG2D0 FRG2D0H\nremap FRG2E0 FRG2E0H\nremap FRG2F0 FRG2F0H\nremap FRG2G0 FRG2G0H\nremap FRG3A0 FRG3A0H\nremap FRG3B0 FRG3B0H\nremap FRG3C0 FRG3C0H\nremap FRG3D0 FRG3D0H\nremap FRG3E0 FRG3E0H\n\n//Pulse\nremap PLGXA0 PBLST_A0\nremap PLGXB0 PBLST_A1\nremap PLGXC0 PBLST_A2\nremap PLGXD0 PBLST_A3\nremap PLGXE0 PBLST_A4\nremap PPCXA0 UTFLARE3\nremap E21XA1A5 E21HA1A5\nremap E21XA2A8 E21HA2A8\nremap E21XA3A7 E21HA3A7\nremap E21XA4A6 E21HA2A8\nremap CACHB0 UTFLARE4\nremap CACHC0 UTFLARE5\nremap CACHD0 UTFLARE6\n\n//Tiberium\nremap TIBEA0 TIBEA0H\nremap TIBEB0 TIBEB0H // HUD icon slot for non-picked-up Tiberium\nremap TIBWA0 TIBWA0H\nremap TIBWB0 TIBWB0H\nremap TIBWC0 TIBWC0H\nremap TIBWD0 TIBWD0H\nremap TIBWE0 TIBWE0H\n\n//Sniper\nremap SNIPA0 SNIPA0H\nremap SNIPB0 SNIPB0H\nremap SNIPC0 SNIPC0H\nremap SNIPD0 SNIPD0H\nremap SNIPE0 SNIPE0H\n\n//Explosions\nremap EXP1A0 EXP1_A00\nremap EXP1B0 EXP1_A01\nremap EXP1C0 EXP1_A02\nremap EXP1D0 EXP1_A03\nremap EXP1E0 EXP1_A04\nremap EXP1F0 EXP1_A05\nremap EXP1G0 EXP1_A06\nremap EXP1H0 EXP1_A07\nremap EXP1I0 EXP1_A08\nremap EXP1J0 EXP1_A09\nremap EXP2A0 EXP3_A00\nremap EXP2B0 EXP3_A01\nremap EXP2C0 EXP3_A02\nremap EXP2D0 EXP3_A03\nremap EXP2E0 EXP3_A04\nremap EXP2F0 EXP3_A05\nremap EXP2G0 EXP3_A06\nremap EXP2H0 EXP3_A07\nremap EXP2I0 EXP3_A08\nremap EXP3A0 EXP4_A00\nremap EXP3B0 EXP4_A01\nremap EXP3C0 EXP4_A02\nremap EXP3D0 EXP4_A03\nremap EXP3E0 EXP4_A04\nremap EXP3F0 EXP4_A05\nremap EXP3G0 EXP4_A06\nremap EXP3H0 EXP4_A07\nremap EXP3I0 EXP4_A08\nremap EXP4A0 EXP5_A00\nremap EXP4B0 EXP5_A01\nremap EXP4C0 EXP5_A02\nremap EXP4D0 EXP5_A03\nremap EXP4E0 EXP5_A04\nremap EXP4F0 EXP5_A05\nremap EXP4G0 EXP5_A06\nremap EXP4H0 EXP5_A07\nremap EXP5A0 EXP6_A00\nremap EXP5B0 EXP6_A01\nremap EXP5C0 EXP6_A02\nremap EXP5D0 EXP6_A03\nremap EXP5E0 EXP6_A04\nremap EXP5F0 EXP6_A05\nremap EXP5G0 EXP6_A06\nremap EXP5H0 EXP6_A07\nremap EXP5I0 EXP6_A08\nremap EXP5J0 EXP6_A09\nremap EXP5K0 EXP6_A10\n\n//Mini-nuke\nremap NKE1A0 NKE2A0\nremap NKE1B0 NKE2B0\nremap NKE1C0 NKE2C0\nremap NKE1D0 NKE2D0\nremap NKE1E0 NKE2E0\nremap NKE1F0 NKE2F0\nremap NKE1G0 NKE2G0\nremap NKE1H0 NKE2H0\nremap NKE1I0 NKE2I0\nremap NKE1J0 NKE2J0\nremap NKE1K0 NKE2K0\nremap NKE1L0 NKE2L0\nremap NKE1M0 NKE2M0\nremap NKE1N0 NKE2N0\nremap NKE1O0 NKE2O0\nremap NKE1P0 NKE2P0\nremap NKE1Q0 NKE2Q0\nremap NKE1R0 NKE2R0\nremap NKE1S0 NKE2S0\nremap NKE1T0 NKE2T0\nremap NKE1U0 NKE2U0"
},
{
"source": "pk3",
"name": "keyconf.txt",
"contents": "// AOW Keyconf\nweaponsection AOW2\nsetslot 0 SelfHeal RepairGun Enhanced-RepairGun MedicGun Bomb-SquadGun CrateChooser\nsetslot 1 Unarmed Flashbang-Grenade FragGrenade Stealth-Knife\nsetslot 2 Proxy-C4 Timed-C4 Enhanced-Timed-C4 Remote-C4Detonator Remote-C4 NuclearStrike-Beacon IonCannon-Beacon\nsetslot 3 Handgun Rifle Weak-SniperRifle SniperRifle\nsetslot 4 Military-Shotgun Military-DoubleShotgun\nsetslot 5 SubMachineGun MachineGun GattlingGun Jumpjet-GattlingGun\nsetslot 6 Grenade-Launcher Bazooka MassDriver\nsetslot 7 Flamer ChemicalSpray TiberiumAutorifle-Weak TiberiumAutorifle\nsetslot 8 LaserRifle Laser-Chaingun Laser-ChaingunBlue GaussRifle Volt-Autorifle PlasmaGun Stealth-LaserRifle\nsetslot 9 PlasmaCannon TimeGun UtilityGun\n\nclearplayerclasses\nAddPlayerClass \"AOWPlayer\"\n\naddkeysection \"All Out War 2\" SMMPTauntSystem\naddmenukey \"Misc: AOW2 HELP\" aowhelp\naddmenukey \"Donation: Open/Close Menu\" DonationMenu\naddmenukey \"Donation: Change Name\" DonationName\naddmenukey \"Donation: Donate $100\" DonationGive\naddmenukey \"Eject Mech / Drop Tiberium\" invuse\naddmenukey \"Mechs: Crouch\" mechcrouch\naddmenukey \"Surrender\" surrender\naddmenukey \"Toggle Friend Info\" \"toggle aow_nofriendinfo\"\nalias DonationMenu \"puke 335\"\nalias DonationName \"puke 334 1\"\nalias DonationGive \"puke 334 2\"\nalias surrender \"puke 342\"\nalias aowhelp \"puke 348\"\nalias mechcrouch \"puke 359\"\nalias SpectatorTeleport \"puke 940\"\nalias SpectatorFlashFix \"puke 940 1\"\nalias WhoAmI \"puke 946\"\n\n// ADMIN COMMANDS\nalias GameMaster \"puke 401 %1 3\"\nalias ForceBlue \"puke 401 %1 1\"\nalias ForceRed \"puke 401 %1 2\"\n\nalias TournamentMode \"set aow_tournamentmode 1;set aow_maxcannonsperteam 1;set aow_jugglimit 1;set aow_suddendeathtime 30;set aow_tickets 40;echo Tournament set-up complete - please restart the map.\"\n\n// CLIENT-SIDE ADMIN COMMANDS\nalias a_warp \"puke 402 1 %1 %2\"\nalias a_teleport \"puke 402 2 %1\"\nalias a_crate \"puke 402 3 %1\"\nalias a_givecredits \"puke 402 4 %1\"\nalias a_giveexp \"puke 402 5 %1\"\nalias a_berserk \"puke 402 6\"\nalias a_resign \"puke 402 7\"\nalias a_givebeacon \"puke 402 8\"\nalias a_admin \"puke 402 9\"\nalias a_team \"puke 402 10 %1\"\nalias a_forcered \"puke 402 10 1\"\nalias a_forceblue \"puke 402 10 0\"\nalias a_utility \"puke 402 11\"\nalias a_speed \"puke 402 12 %1\""
},
{
"source": "pk3",
"name": "language.txt",
"contents": "[enu default]\nOB_FALLING = \"%o goes splat.\";\nOB_FRIENDLY1 = \"%o became a traitor.\";\nOB_FRIENDLY2 = \"%o is colorblind.\";\nOB_FRIENDLY3 = \"%o is killing friendlies for money!\";\nOB_FRIENDLY4 = \"%o is LOSING HIS F#%@ING MIND!!!\";\nOB_CRUSH = \"%o was flattened.\";\nOB_SLIME = \"%o trips on proxy C4.\";"
},
{
"source": "pk3",
"name": "loadacs.txt",
"contents": "AOW2SCRP\nTGRSCRPT\nSBARSCRP"
},
{
"source": "pk3",
"name": "mapinfo.txt",
"contents": "clearepisodes\nclearskills\n\nepisode AOW01 {\n\tname = \"A New War\"\n}\n\nmap AOW01 \"Mining Site\" {\n\tnext = \"AOW02\"\n\tsky1 = \"STSKY7\"\n\tmusic = \"D_AOW01\"\n\tlevelnum = 1\n\tallowrespawn\n}\n\nmap AOW02 \"Barrens\" {\n\tnext = \"AOW03\"\n\tsky1 = \"STSKY2\"\n\tmusic = \"D_AOW02\"\n\tlevelnum = 2\n\tallowrespawn\n}\n\nmap AOW03 \"All Out War\" {\n\tnext = \"AOW04\"\n\tsky1 = \"STSKY5\"\n\tmusic = \"D_AOW03\"\n\tlevelnum = 3\n\tallowrespawn\n}\n\nmap AOW04 \"Glacier\" {\n\tnext = \"AOW05\"\n\tsky1 = \"RSKY1\"\n\tmusic = \"D_AOW04\"\n\tlevelnum = 4\n\tallowrespawn\n}\n\nmap AOW05 \"Mercury\" {\n\tnext = \"AOW06\"\n\tsky1 = \"STSKY1\"\n\tmusic = \"D_AOW05\"\n\tlevelnum = 50 // yes, fifty\n\tallowrespawn\n}\n\nmap AOW06 \"Floating City\" {\n\tnext = \"AOW07\"\n\tsky1 = \"STARS\"\n\tmusic = \"D_AOW06\"\n\tlevelnum = 6\n\tallowrespawn\n}\n\nmap AOW07 \"Canyon\" {\n\tnext = \"AOW08\"\n\tsecretnext = \"AOW08\"\n\tsky1 = \"STSKY2\"\n\tmusic = \"D_AOW07\"\n\tlevelnum = 7\n\tallowrespawn\n}\n\nmap AOW08 \"Island\" {\n\tnext = \"AOW09\"\n\tsky1 = \"STSKY2\"\n\tmusic = \"D_AOW08\"\n\tlevelnum = 8\n\tallowrespawn\n}\n\nmap AOW09 \"Infected\" {\n\tnext = \"AOW10\"\n\tsky1 = \"STSKY7\", 0.1\n\tmusic = \"D_AOW09\"\n\tlevelnum = 9\n\tallowrespawn\n}\n\nmap AOW10 \"Space Camp\" {\n\tnext = \"AOW11\"\n\tsky1 = \"STARS\"\n\tmusic = \"D_AOW10\"\n\tlevelnum = 10\n\tallowrespawn\n}\n\nmap AOW11 \"Disk Defrag\" {\n\tnext = \"AOW12\"\n\tmusic = \"D_AOW11\"\n\tlevelnum = 11\n\tallowrespawn\n}\n\nmap AOW12 \"Hell's March\" {\n\tnext = \"AOW13\"\n\tsky1 = \"STSKY5\"\n\tmusic = \"D_AOW12\"\n\tlevelnum = 12\n\tallowrespawn\n\tevenlighting\n}\n\nmap AOW13 \"Lava Giant\" {\n\tnext = \"AOW14\"\n\tsky1 = \"STARS\"\n\tmusic = \"D_AOW13\"\n\tlevelnum = 13\n\tallowrespawn\n\tevenlighting\n}\n\nmap AOW14 \"Canyon II\" {\n\tnext = \"AOW15\"\n\tsky1 = \"STSKY2\"\n\tmusic = \"D_AOW14\"\n\tlevelnum = 14\n\tallowrespawn\n\tevenlighting\n}\n\nmap AOW15 \"Oasis\" {\n\tnext = \"AOW16\"\n\tsky1 = \"SKY04\", 0.1\n\tmusic = \"D_AOW15\"\n\tlevelnum = 15\n\tallowrespawn\n}\n\nmap AOW16 \"Unending Pain\" {\n\tnext = \"AOW17\"\n\tmusic = \"D_AOW16\"\n\tsky1 = \"STSKY3\"\n\tlevelnum = 16\n\tallowrespawn\n\tevenlighting\n}\n\nmap AOW17 \"Defunct Commission\" {\n\tnext = \"AOW18\"\n\tsky1 = \"SKYFOG0\", 0.1\n\tmusic = \"D_AOW17\"\n\tlevelnum = 17\n\tallowrespawn\n\tevenlighting\n}\n\nmap AOW18 \"Sand Canyon\" {\n\tnext = \"AOW19\"\n\tsky1 = \"STSKY2\"\n\tmusic = \"D_AOW18\"\n\tlevelnum = 18\n\tallowrespawn\n\tevenlighting\n}\n\nmap AOW19 \"Valley\" {\n\tnext = \"AOW20\"\n\tmusic = \"D_AOW19\"\n\tsky1 = \"SKYFOG0\", 0.1\n\tlevelnum = 19\n\tallowrespawn\n\tevenlighting\n}\n\nmap AOW20 \"Renegade 2031\" {\n\tnext = \"AOW01\"\n\tmusic = \"D_AOW20\"\n\tsky1 = \"STARS\"\n\tlevelnum = 20\n\tallowrespawn\n\tevenlighting\n}\n\nskill Normal {\n\tname = \"Normal\"\n\tdamagefactor = 1.0\n\taggressiveness = 1.0\n\tspawnfilter = 1\n}"
},
{
"source": "pk3",
"name": "MODELDEF.txt",
"contents": "Model Utility_MiniRefCacheRed\n{\n\tPath \"Models/Mini-Refinery\"\n\n\tModel 0 \"MiniRef.md3\"\n\tSkin 0 \"MiniRefRed.PNG\"\n\tModel 1 \"MiniRefTib.md3\"\n\tSkin 1 \"Nukage.png\"\n\n\tScale 3.75 3.75 3.75\n\n\tFrameIndex MREF A 0 0\n}\nModel Utility_MiniRefCacheBlue\n{\n\tPath \"Models/Mini-Refinery\"\n\n\tModel 0 \"MiniRef.md3\"\n\tSkin 0 \"MiniRefBlue.PNG\"\n\tModel 1 \"MiniRefTib.md3\"\n\tSkin 1 \"Nukage.png\"\n\n\tScale 3.75 3.75 3.75\n\n\tFrameIndex MREF A 0 0\n}\nModel Utility_MiniRefCacheMarker\n{\n\tPath \"Models/Mini-Refinery\"\n\n\tModel 0 \"MiniRef.md3\"\n\tSkin 0 \"MiniRefBlue.PNG\"\n\tModel 1 \"MiniRefTib.md3\"\n\tSkin 1 \"Nukage.png\"\n\n\tScale 3.75 3.75 3.75\n\n\tFrameIndex MREF A 0 0\n}\n\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem01.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX G 0 0\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem02.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX H 0 1\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem03.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX I 0 2\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem04.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX J 0 3\n}\n\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem05.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX A 0 4\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem06.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX B 0 5\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem07.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX C 0 6\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem08.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX D 0 7\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem12.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX E 0 8\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem16.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX F 0 9\n}\n\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem01.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX A 0 0\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem02.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX B 0 1\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem03.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX C 0 2\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem04.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX D 0 3\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem05.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX E 0 4\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem06.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX F 0 5\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem07.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX G 0 6\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem08.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX H 0 7\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem09.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX I 0 8\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem10.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX J 0 9\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem11.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX K 0 10\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem12.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX L 0 11\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem13.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX M 0 12\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem14.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX N 0 13\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem15.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX O 0 14\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem16.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX P 0 15\n\tFrameIndex TIBX Q 0 16\n}\n\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem01.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX A 0 0\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem02.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX B 0 1\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem03.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX C 0 2\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem04.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX D 0 3\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem05.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX E 0 4\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem06.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX F 0 5\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem07.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX G 0 6\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem08.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX H 0 7\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem09.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX I 0 8\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem10.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX J 0 9\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem11.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX K 0 10\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem12.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX L 0 11\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem13.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX M 0 12\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem14.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX N 0 13\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem15.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX O 0 14\n}\nModel ChemicalShotBlue\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem16.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX P 0 15\n\tFrameIndex TIBX Q 0 16\n}\n\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem01.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX A 0 0\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem02.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX B 0 1\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem03.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX C 0 2\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem04.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX D 0 3\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem05.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX E 0 4\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem06.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX F 0 5\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem07.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX G 0 6\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem08.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX H 0 7\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem09.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX I 0 8\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem10.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX J 0 9\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem11.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX K 0 10\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem12.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX L 0 11\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem13.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX M 0 12\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem14.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX N 0 13\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem15.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX O 0 14\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem16.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX P 0 15\n\tFrameIndex TIBX Q 0 16\n}\n\nModel Utility_CacheMarker\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_MedicalCache\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_MedicalCacheMarker\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_AmmoCache\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_AmmoCacheMarker\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_SuperCache\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_SuperCacheMarker\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_PowerupCache\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_PowerupCacheMarker\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_GlobalMedicCacheRed\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\nModel Utility_GlobalMedicCacheBlue\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_GlobalAmmoCacheRed\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\nModel Utility_GlobalAmmoCacheBlue\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\n///////////////////SANDBAGS MODEL\nModel Utility_Sandbags // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"sandbag.md3\" // Model index, model file\n Skin 0 \"sandbag.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 2.0 1.75 2.0 // Scale values\n\n FrameIndex BAGG A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel Utility_SandbagsMarker // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"sandbag.md3\" // Model index, model file\n Skin 0 \"sandbag.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 2.0 1.75 2.0 // Scale values\n\n FrameIndex BAGG A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\n///////////////////TIMED C4 MODEL\nModel Timed-C4Armed // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 45.0 45.0 50.0 // Scale values\n\n FrameIndex TC4T A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel Timed-C4Thrown // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 45.0 45.0 50.0 // Scale values\n\n FrameIndex TC4T A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel Timed-C4ArmedE // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 45.0 45.0 50.0 // Scale values\n\n FrameIndex TC4T A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel Timed-C4ThrownE // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 45.0 45.0 50.0 // Scale values\n\n FrameIndex TC4T A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel Timed-C4ArmedBlue // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 45.0 45.0 50.0 // Scale values\n\n FrameIndex TC4T A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel Timed-C4ThrownBlue // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 45.0 45.0 50.0 // Scale values\n\n FrameIndex TC4T A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel Timed-C4ArmedEBlue // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 45.0 45.0 50.0 // Scale values\n\n FrameIndex TC4T A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel Timed-C4ThrownEBlue // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 45.0 45.0 50.0 // Scale values\n\n FrameIndex TC4T A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\n///////////////////MADCAT MODEL\nModel MechPlayer_MadCat // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 7.0 7.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MechPlayer_MadCatUsed // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 7.0 7.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MadCatSwitch // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 7.0 7.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MadCatSwitch2 // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 7.0 7.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MadCatSwitchPickup // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 7.0 7.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MechBMB_MadCatEject // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 7.0 7.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MechBMB_MadCatEjectUsed // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 7.0 7.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number\n}\n\n///////////////////ORCA MODEL\nModel MechPlayer_OrcaVTOL\n{\n Path \"models/orca\" // Path to model in PK3\n Model 0 \"Orca.md3\" // Model index, model file\n Skin 0 \"Orca.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex ORCV A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex ORCV B 0 1\n}\n\nModel MechBMB_OrcaEject\n{\n Path \"models/orca\" // Path to model in PK3\n Model 0 \"Orca.md3\" // Model index, model file\n Skin 0 \"Orca.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex ORCV A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex ORCV B 0 1\n}\n\nModel MechBMB_OrcaEject2\n{\n Path \"models/orca\" // Path to model in PK3\n Model 0 \"Orca.md3\" // Model index, model file\n Skin 0 \"Orca.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex ORCV A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex ORCV B 0 1\n}\n\n///////////////////RAVEN MODEL\nModel MechPlayer_Raven // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\nModel MechPlayer_RavenUsed // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel RavenSwitch // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel RavenSwitch2 // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel RavenSwitchPickup // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel MechBMB_RavenEject // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel MechBMB_RavenEjectUsed // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel Utility_MiniRavenRed // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n}\n\nModel Utility_MiniRavenBlue // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n}\n\nModel Utility_RavenMarker // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\nModel Utility_MiniRavenMarker // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 10.0 10.0 10.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n}\n\nmodel Utility_Razorwire\n{\n Path \"models/weapons\"\n Model 0 \"razor.md2\"\n Skin 0 \"razor.png\"\n Scale 3.0 1.7 3.0\n FrameIndex WIRE A 0 0\n}\n\nmodel Utility_RazorwireBlue\n{\n Path \"models/weapons\"\n Model 0 \"razor.md2\"\n Skin 0 \"razor.png\"\n Scale 3.0 1.7 3.0\n FrameIndex WIRE A 0 0\n}\n\nmodel Utility_RazorwireMarker\n{\n Path \"models/weapons\"\n Model 0 \"razor.md2\"\n Skin 0 \"razor.png\"\n Scale 3.0 1.7 3.0\n FrameIndex WIRE A 0 0\n}"
},
{
"source": "pk3",
"name": "sbarinfo.txt",
"contents": "// 269 179 for Bullet Icon\n// 264 182 for Primary Ammo\n// 297 182 for Secondary Ammo\n// 24 189 for health\n// 24 181 for armor\n// 95 180 for frags\n\nHeight 32;\nInterpolateHealth True, 20;\nInterpolateArmor True, 20;\n\n// Fullscreen HUD\n\nstatusbar fullscreen, fullscreenoffsets {\n\tdrawimage \"INSPACE1\", -130, -28;\n\tdrawimage \"INSPACE2\", -130, -55;\n\tdrawimage \"INSPACE3\", 83, 4;\n\tdrawnumber 4, INDEXFONT, Gold, health, -27, -23, 0, Red, 25, White, 50;\n\n\tIsSelected Not \"Juggernaut-Weapons\" { IsSelected Not \"Wolverine-Weapons\", \"Titan-Weapons\" {\n\tIsSelected Not \"MadCat-Weapons\" { IsSelected Not \"GattlingGun\", \"SubMachineGun\" {\n\tIsSelected Not \"Bazooka\", \"Handgun\" { IsSelected Not \"MachineGun\", \"GaussRifle\" {\n\tIsSelected Not \"PlasmaCannon\", \"Grenade-Launcher\" { IsSelected Not \"FragGrenade\" {\n\tIsSelected Not \"MassDriver\" {\n\t\tdrawnumber 3, INDEXFONT, White, ammo2, -51, -23, 0;\n\t}}}}}}\n\t\tdrawnumber 3, INDEXFONT, White, ammo1, -75, -23, 0;\n\t\t// drawmugshot \"STF\", 5, 282, 55;\n\t}}}\n\n\tInInventory InUtilMenu {\n\t\tdrawimage \"INSPACE4\", -110, 30;\n\t}\n\n\tInInventory IsBerserk {\n\t\tdrawimage \"BERSICON\", -55, 10;\n\t\tdrawnumber 3, SMALLFONT, Red, PowerupTime BerserkSwitch, -10, 10;\n\t}\n\n\tInInventory IsHarvester {\n\t\tInInventory TiberiumCrystal {\n\t\t\tdrawimage \"TIBE-YES\", -26, -75;\n\t\t}\n\t\tInInventory Not TiberiumCrystal {\n\t\t\tdrawimage \"TIBE-NO\", -26, -75;\n\t\t}\n\t}\n\n\tdrawselectedinventory STATUSFONT, 140, -50;\n}\n\nstatusbar normal\n{\n\tdrawimage \"STBAR\", 0, 168;\n\tdrawimage \"STTPRCNT\", 90, 171;\n\tdrawimage \"STTPRCNT\", 221, 171;\n\tdrawnumber 3, STATUSFONT, untranslated, ammo1, 44, 171;\n\tdrawnumber 3, STATUSFONT, untranslated, health, 90, 171;\n\tdrawnumber 3, STATUSFONT, untranslated, ammo2, 221, 171;\n\n\t//keys\n\tdrawswitchableimage BlueCard && BlueSkull, \"nullimage\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", 239, 171;\n\tdrawswitchableimage YellowCard && YellowSkull, \"nullimage\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", 239, 181;\n\tdrawswitchableimage RedCard && RedSkull, \"nullimage\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", 239, 191;\n\n\tdrawnumber 3, INDEXFONT, untranslated, ammo NewClipAmmo, 288, 173;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo RifleAmmo, 288, 179;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo BazookaAmmo, 288, 185;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo LaserRifleAmmo, 288, 191;\n\n\tdrawnumber 3, INDEXFONT, untranslated, ammo MachineGunAmmo, 314, 173;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo RifleGrenadeAmmo, 314, 179;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo GrenadeAmmo, 314, 185;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo GaussRifleAmmo, 314, 191;\n\tgamemode deathmatch, teamgame\n\t{\n\t\tdrawnumber 2, STATUSFONT, untranslated, frags, 138, 171;\n\t}\n\tgamemode cooperative, singleplayer\n\t{\n\t\tdrawimage \"STARMS\", 104, 168;\n\t\tdrawswitchableimage weaponslot 2, \"STGNUM2\", \"STYSNUM2\", 111, 172;\n\t\tdrawswitchableimage weaponslot 3, \"STGNUM3\", \"STYSNUM3\", 123, 172;\n\t\tdrawswitchableimage weaponslot 4, \"STGNUM4\", \"STYSNUM4\", 135, 172;\n\t\tdrawswitchableimage weaponslot 5, \"STGNUM5\", \"STYSNUM5\", 111, 182;\n\t\tdrawswitchableimage weaponslot 6, \"STGNUM6\", \"STYSNUM6\", 123, 182;\n\t\tdrawswitchableimage weaponslot 7, \"STGNUM7\", \"STYSNUM7\", 135, 182;\n\t}\n\tgamemode cooperative, deathmatch, teamgame\n\t{\n\t\tdrawimage translatable \"STFBANY\", 144, 169;\n\t}\n\tdrawselectedinventory INDEXFONT, 143, 168;\n}\n\nstatusbar inventory\n{\n\tdrawinventorybar Doom, 7, INDEXFONT, 50, 170;\n}"
},
{
"source": "pk3",
"name": "skininfo.txt",
"contents": "/////////////////////////////////////////NEW DOOM MARINES\n{\nname = \"MarineKnife\"\nsprite = PKNI\ncrouchsprite = PKNI\n}\n\n/////////////////////////////////////////DOOM MARINES\n{\nname = \"MarineMedic\"\nsprite = PMED\ncrouchsprite = PMED\n}\n\n{\nname = \"MarineFist\"\nsprite = PLA1\ncrouchsprite = PLA1\n}\n\n{\nname = \"MarineBase\"\nsprite = PLAY\ncrouchsprite = PLYC\n}\n\n{\nname = \"MarinePistol\"\nsprite = PLA2\ncrouchsprite = PL2C\n}\n\n{\nname = \"MarineShotgun\"\nsprite = PLA3\ncrouchsprite = PL3C\n}\n\n{\nname = \"MarineSSG\"\nsprite = PLA9\ncrouchsprite = PL9C\n}\n\n{\nname = \"MarineChaingun\"\nsprite = PLA4\ncrouchsprite = PL4C\n}\n\n{\nname = \"MarineRockets\"\nsprite = PLA5\ncrouchsprite = PL5C\n}\n\n{\nname = \"MarinePlasma\"\nsprite = PLA6\ncrouchsprite = PL6C\n}\n\n{\nname = \"MarineBFG\"\nsprite = PLA7\ncrouchsprite = PL7C\n}\n\n{\nname = \"MarineMinigun\"\nsprite = PL42\ncrouchsprite = P42C\n}\n\n{\nname = \"MarineGrenade\"\nsprite = PGRN\ncrouchsprite = PGRC\n}\n\n{\nname = \"MarineRailgun\"\nsprite = PRAI\ncrouchsprite = PRAC\n}\n\n{\nname = \"MarineBFG10k\"\nsprite = PB10\ncrouchsprite = P10C\n}\n\n{\nname = \"MarineBackpack\"\nsprite = PBAK\n}\n\n{\nname = \"MarineSMG\"\nsprite = PSMG\ncrouchsprite = PSMC\n}\n\n{\nname = \"MarineMachineGun\"\nsprite = MGMR\ncrouchsprite = PMGC\n}\n\n{\nname = \"MarineRevenant\"\nsprite = PREV\n}\n\n{\nname = \"MarineSRockets\"\nsprite = PL5S\n}\n\n{\nname = \"MarineFlamer\"\nsprite = FZPL\ncrouchsprite = PFZC\n}\n\n{\nname = \"MarineSniper\"\nsprite = PSNP\ncrouchsprite = PSPC\n}\n\n/////////////////////////////////////////MECHS\n{\nname = \"RavenMech\"\nsprite = RAVN\nscale = 0.5\nclass = \"Raven\"\nhidden = True\n}\n\n{\nname = \"WolverineMech\"\nsprite = ROB1\nscale = 1.75\nclass = \"Wolverine\"\nhidden = True\n}\n\n{\nname = \"TitanMech\"\nsprite = ROB3\nscale = 1.1\nclass = \"Titan\"\nhidden = True\n}\n\n{\nname = \"MadCatMech\"\nsprite = MADC\nscale = 0.6\nclass = \"MadCat\"\nhidden = True\n}\n\n{\nname = \"OrcaVTOL\"\nsprite = ORCV\nscale = 0.5\nclass = \"Orca\"\nhidden = True\n}\n\n{\nname = \"Juggernaut2\"\nsprite = TERM\nscale = 1.8\nclass = \"Juggernaut\"\nhidden = True\n}"
},
{
"source": "pk3",
"name": "sndinfo.txt",
"contents": "blanksnd\t\t\tblanksnd\ngame/rank\t\t\tveteran\npistol/fire\t\t\tm90\nsubby/fire\t\t\tmp5fire\n$limit\t\t\t\tsubby/fire\t0\nrifle/fire\t\t\tpsgfire\nrifle/altfire\t\t\tdsmssgaf\n$limit\t\t\t\trifle/altfire\t\t0\nrifle/reload\t\t\tdsmssgr2\nrifle/altfire2\t\t\tdsmssga2\nrifle/altfire3\t\t\tdsmssga3\nak47/fire\t\t\tp90fire\n$limit\t\t\t\tak47/fire\t\t0\ngattling/fire\t\t\tminifire\ngattling/alt\t\t\tminialtf\ngattling/spin\t\t\tbminigun\nminigun/fire2\t\t\trminigfi\nminigun/loop\t\t\trminiglo\n$rolloff \t\t\tminigun/loop\t250 1500\n$volume\t\t\t\tminigun/fire2\t0.65\n$limit\t\t\t\tminigun/fire2\t\t0\n$rolloff \t\t\tminigun/fire2\t350 1200\ngauss/fire\t\t\tdsmssdri\nlaser/fire\t\t\tlsrlfire\nterrorist/pickup\t\titercara\nterrorist/select\t\ticolbeep\nterrorist/activate\t\tkamafail\nterrorist/fail\t\t\tkamafail\nterrorist/scream\t\tdssuscrm\nchemspray/fire\t\t\tchemspry\nchem/fire\t\t\tchemfire\nrepairgun/fire\t\t\trepairgn\nvoltrifle/fire\t\t\tvoltfire\nvoltrifle/decay\t\t\tvoltdeca\nplasma2/fire\t\t\tplasmaca\nplasma/fire2\t\t\tplasmac2\nplasma/explode\t\t\tplasmaex\nplasma/explode2\t\t\tplasmae2\nplasma/explode3\t\t\tplasmae3\n$rolloff \t\t\tplasma/explode\t2000 7500\n$rolloff \t\t\tplasma/explode2\t2000 7500\n$rolloff \t\t\tplasma/explode3\t2000 7500\nplasma/charge\t\t\tplasmasu\n$limit\t\t\t\tplasma/explode\t\t0\n$limit\t\t\t\tplasma/explode3\t\t0\nrc50/fire rc50fire\nrc50/boltopen rc50blto\nrc50/boltclose rc50bltc\n$rolloff \t\t\trc50/fire\t500 3000\nc4/use\t\t\t\tc4use03\nc4/beep\t\t\t\ticolbeep\nc4/detonate\t\t\tkamafail\nc4/disarm\t\t\tinfzap\nc4/beep2\t\t\tbeep\nc4/beep3\t\t\tdemoliti\nc4/remote\t\t\tc4remote\nc4/remote2\t\t\tc4detona\nc4/proxy\t\t\tc4plant1\nlchaingun/fire\t\t\tlsclfire\nmech/step\t\t\tmechstep\n$limit\t\t\t\tmech/step\t\t0\n$rolloff \t\t\tmech/step\t400 1800\nmech/start\t\t\tmechstar\nmech/idle\t\t\tmechidle\n$limit\t\t\t\tc4/beep\t\t0\n$limit\t\t\t\tc4/beep2\t0\n$limit\t\t\t\tc4/beep3\t0\nplasma/fire\t\t\tplasshot\nplasma/explo\t\t\tplasimp\n$limit \t\t\t\tplasma/fire\t0\n$limit \t\t\t\tplasma/explo\t0\nlrm/fire\t\t\tmechrock\nlrm/reload\t\t\tmechrld\nminigun/fire\t\t\tregf1\nminigun/spin\t\t\twindd2\nswitch/lrm\t\t\trocketdo\nswitch/pulse\t\t\tblaunchp\nswitch/minigun\t\t\thookback\nswitch/flamer\t\t\tswflamer\nswitch/shotgun\t\t\tswshotgu\nswitch/80mm\t\t\tboltdoor\ntrail/fire\t\t\tmechrail\ntrail/reload\t\t\tmechrald\n80mm/fire\t\t\t120mmf\n80mm/explosion\t\t\texpnew17\n$limit \t\t\t\t80mm/explosion\t0\n$rolloff \t\t\t80mm/explosion\t500 2000\n80mm/reload\t\t\tmechrald\nambient/rocket\t\t\trocketfl\nambient/shell\t\t\tbrufly1\nmech/reload\t\t\ttank_med\nworld/quake\t\t\tblanksnd\nblanksnd\t\t\tblanksnd\nppc/fire\t\t\tmechppc\nppc/reload\t\t\tmechppcr\n$random\t\t\t\tppc/explode { ppc/explode2 ppc/explode3 ppc/explode4 }\nppc/explode1\t\t\tmechppc1\nppc/explode2\t\t\tmechppc2\nppc/explode3\t\t\tmechppc3\nppc/explode4\t\t\tmechppc4\ntoxin/fire\t\t\ttoxifire\ntoxin/explode\t\t\ttoxiexp\n$limit \t\t\t\ttoxin/explode\t0\n$limit \t\t\t\ttoxin/explode\t0\nmisc/thud\t\t\tdsthud2\nutility/work\t\t\tpulsebol\ngrenade/throw\t\t\tthrowgrn\ngrenade/bounce\t\t\tgrenadeb\n$random\t\t\t\tgrenade/flash { grenade/flash1 grenade/flash2 grenade/flash3 }\ngrenade/flash1\t\t\tflshexp1\ngrenade/flash2\t\t\tflshexp2\ngrenade/flash3\t\t\tflshexp3\nmech/blow\t\t\tmechblow\ndriver/fire\t\t\trailgun_\nmech/gauss\t\t\tmechrail\n$rolloff \t\t\tmech/gauss\t500 3000\nmech/artillery\t\t\tmechlong\n$rolloff \t\t\tmech/artillery\t5000 10000\nmech/ac2\t\t\tmechac2\n$rolloff \t\t\tmech/ac2\t500 2000\ngame/boink\t\t\tboink\nweapons/rocklx\t\t\tdsbarexp\n$limit \t\t\t\tweapons/rocklx\t0\n$rolloff \t\t\tweapons/rocklx\t500 2000\njumpjet/start\t\t\torc2star\njumpjet/loop\t\t\torc2loop\njumpjet/stop\t\t\torc2stop\norca/loop\t\t\torc2loo2\norca/fire\t\t\thumveefi\norca/fire2\t\t\torc2fire\n$rolloff \t\t\tjumpjet/start\t500 3000\n$rolloff \t\t\tjumpjet/loop\t500 3000\n$rolloff \t\t\torca/loop\t1000 6000\n$rolloff \t\t\tjumpjet/stop\t500 3000\n$rolloff \t\t\torca/fire2\t500 2500\nnuke/boom\t\t\tnuke_str\nnuke/approach\t\t\tnuke_war\nnuke/place\t\t\tnuke_bea\n$rolloff \t\t\tnuke/place\t1000 3000\n$rolloff \t\t\tnuke/approach\t2000 5000\n$rolloff \t\t\tnuke/boom\t2000 5000\nion/strike\t\t\tion_fire\nion/warmup\t\t\tion_warm\nion/place\t\t\tion_beac\n$rolloff \t\t\tion/place\t1000 3000\n$rolloff \t\t\tion/warmup\t2000 5000\n$rolloff \t\t\tion/strike\t2000 5000\neva/nukedeployed\t\tevanuked\neva/iondeployed\t\t\tevaiond\neva/nukeapproach\t\tevanukei\neva/ionapproach\t\t\tevaionin\neva/nukedisarmed\t\tevanukex\neva/iondisarmed\t\t\tevaionx\neva/youhave\t\t\tevayou\neva/30sec\t\t\teva30sec\neva/safe\t\t\tevasafe\neva/15sec\t\t\t15sec\neva/10sec\t\t\t10sec\neva/9sec\t\t\t9sec\neva/8sec\t\t\t8sec\neva/7sec\t\t\t7sec\neva/6sec\t\t\t6sec\neva/5sec\t\t\t5sec\neva/4sec\t\t\t4sec\neva/3sec\t\t\t3sec\neva/2sec\t\t\t2sec\neva/1sec\t\t\t1sec\nbeacon/ionbeep\t\t\tcom_ion_\nbeacon/nukebeep\t\t\tcom_nuke\n$rolloff \t\t\tbeacon/ionbeep\t2000 5000\n$rolloff \t\t\tbeacon/nukebeep\t2000 5000\nfire/fire\t\t\tfire\n$limit\t\t\t\tfire/fire\t0\n$rolloff \t\t\tfire/fire\t128 512\nfire/firetib\t\t\tfiretib\n$limit\t\t\t\tfire/firetib\t0\n$rolloff \t\t\tfire/firetib\t128 512\nfire/firefade\t\t\tfirefade\n$limit\t\t\t\tfire/firefade\t0\n$rolloff \t\t\tfire/firefade\t128 512\nchem/chem\t\t\tambtibe2\n$limit\t\t\t\tchem/chem\t0\n$rolloff \t\t\tchem/chem\t128 512\nflamer2/idle\t\t\tfl2_idle\nflamer2/up\t\t\tfl2_up\nflamer2/fire\t\t\tfl2_fire\nflamer2/down\t\t\tfl2_down\n$rolloff \t\t\tflamer2/idle\t64 256\n$rolloff \t\t\tflamer2/up\t64 256\n$rolloff \t\t\tflamer2/down\t64 256\n$volume\t\t\t\tflamer2/idle\t0.35\n$volume\t\t\t\tflamer2/fire\t0.8\nfrag/pinpull\t\t\tpinpull\nfrag/throw\t\t\tthrow\nmisc/alarm\t\t\tdsalarm\n$rolloff \t\t\tmisc/alarm\t1000 2500\nmisc/stealthON\t\t\ttank_ste\n$rolloff \t\t\tmisc/stealthON\t250 500\n$random Weapons/PlasmaShot\t{ Weapons/PlasmaShot1 Weapons/PlasmaShot2 Weapons/PlasmaShot3 }\nWeapons/PlasmaShot1\tDSCELL1\nWeapons/PlasmaShot2\tDSCELL2\nWeapons/PlasmaShot3\tDSCELL3\nobelisk/charge\t\t\tobelpowr\nobelisk/fire\t\t\tobelray1\n$rolloff \t\t\tobelisk/charge\t2000 13500\n$rolloff \t\t\tobelisk/fire\t2000 13500\n$random buggy/rocket\t\t\t{ buggy/rocket1 buggy/rocket2 buggy/rocket3 buggy/rocket4 buggy/rocket5 buggy/rocket6 }\nbuggy/rocket1 \t\t\tvrocweaa\nbuggy/rocket2 \t\t\tvrocweab\nbuggy/rocket3 \t\t\tvrocweac\nbuggy/rocket4 \t\t\tvrocwead\nbuggy/rocket5 \t\t\tvrocweae\nbuggy/rocket6 \t\t\tvrocweaf\n\n$random misc/gib\t{ misc/gib1 misc/gib2 misc/gib3 misc/gib4 misc/gib5 misc/gib6 }\nmisc/gib1\tgib1\nmisc/gib2\tgib2\nmisc/gib3\tgib3\nmisc/gib4\tgib4\nmisc/gib5\tgib5\nmisc/gib6\tNewGib\n\n$random gib/thump\t{ misc/gibp1 misc/gibp2 misc/gibp3 }\n$limit gib/thump \t2\nmisc/gibp1\tgibp4\nmisc/gibp2\tgibp5\nmisc/gibp3\tgibp6\n\n$random\t\t\t\tbullet/flesh { bullet/flesh1 bullet/flesh2 bullet/flesh3 bullet/flesh4 }\nbullet/flesh1\t\t\tricofls1\nbullet/flesh2\t\t\tricofls2\nbullet/flesh3\t\t\tricofls3\nbullet/flesh4\t\t\tricofls4\n$limit \t\t\t\tbullet/flesh1\t0\n$limit \t\t\t\tbullet/flesh2\t0\n$limit \t\t\t\tbullet/flesh3\t0\n$limit \t\t\t\tbullet/flesh4\t0\n\n$random\t\t\t\tbullet/metal { bullet/metal1 bullet/metal2 bullet/metal3 }\nbullet/metal1\t\t\tricohm1\nbullet/metal2\t\t\tricohm2\nbullet/metal3\t\t\tricohm3\n$limit \t\t\t\tbullet/metal1\t0\n$limit \t\t\t\tbullet/metal2\t0\n$limit \t\t\t\tbullet/metal3\t0\n\n$random\t\t\t\tbullet/ricochet { bullet/ricochets1 bullet/ricochets2 bullet/ricochets3 }\n$random\t\t\t\tbullet/ricochets1 { bullet/ricochet1 bullet/ricochet2 bullet/ricochet3 bullet/ricochet4 }\n$random\t\t\t\tbullet/ricochets2 { bullet/ricochet5 bullet/ricochet6 bullet/ricochet7 bullet/ricochet8 }\n$random\t\t\t\tbullet/ricochets3 { world/quake }\nbullet/ricochet1\t\tricodir1\nbullet/ricochet2\t\tricodir2\nbullet/ricochet3\t\tricodir3\nbullet/ricochet4\t\tricodir4\nbullet/ricochet5\t\tricocon1\nbullet/ricochet6\t\tricocon2\nbullet/ricochet7\t\tricocon3\nbullet/ricochet8\t\tricocon4\n$limit \t\t\t\tbullet/ricochet1\t0\n$limit \t\t\t\tbullet/ricochet2\t0\n$limit \t\t\t\tbullet/ricochet3\t0\n$limit \t\t\t\tbullet/ricochet4\t0\n$limit \t\t\t\tbullet/ricochet5\t0\n$limit \t\t\t\tbullet/ricochet6\t0\n$limit \t\t\t\tbullet/ricochet7\t0\n$limit \t\t\t\tbullet/ricochet8\t0\n\n$random \t\t\tmisc/footstep { step/step1 step/step2 step/step3 step/step4 step/step5 step/step6 step/step7 }\nstep/step1 \tSTPCCW1\nstep/step2 \tSTPCCW2\nstep/step3 \tSTPCCW3\nstep/step4 \tSTPCCW4\nstep/step5 \tSTPCCW5\nstep/step6 \tSTPCCW6\nstep/step7 \tSTPCCW7\n$limit\t\t\t\tstep/step1\t0\n$limit\t\t\t\tstep/step2\t0\n$limit\t\t\t\tstep/step3\t0\n$limit\t\t\t\tstep/step4\t0\n$limit\t\t\t\tstep/step5\t0\n$limit\t\t\t\tstep/step6\t0\n$limit\t\t\t\tstep/step7\t0\n$limit\t\t\t\tmisc/footstep\t0\n\ndoors/dr2_open\t\t\tsliddoor\ndoors/dr2_clos\t\t\tsliddoor\n\ntiberium/loop1\t\t\tambtiber\n\nflamer/start\t\t\tflamest\n$random\t\t\t\tflamer/loop { flamer/loop1 flamer/loop2 flamer/loop3 flamer/loop4 }\nflamer/loop1\t\t\tvdralo2a\nflamer/loop2\t\t\tvdralo2b\nflamer/loop3\t\t\tvdralo2c\nflamer/loop4\t\t\tvdralo2d\nflamer/stop\t\t\tflameend\n\n$random \t\t\tmisc/shell\t{ misc/shell1 misc/shell2 }\nmisc/shell1\t\t\tshell2\nmisc/shell2\t\t\tshell2\n\n$random \t\t\tbazooka/fire\t{ bazooka/fire1 bazooka/fire2 bazooka/fire3 }\nbazooka/fire1\t\t\tdsd3rl1\nbazooka/fire2\t\t\tdsd3rl2\nbazooka/fire3\t\t\tdsd3rl3\nbazooka/alt\t\t\tdsd3rla\n\n//door\ndoor/start\tmdoors22\ndoor/loop\tmdoorl22\ndoor/end\tmdoore22\n\nmisc/nope\t\t\tnope\nfist/wall\t\t\tdspunchw\nfist/hit\t\t\tdspunch\n$limit\t\t\t\tfist/wall\t\t0\n$limit\t\t\t\tfist/hit\t\t0\n\n$random\t\t\t\tgrenade/fire\t{ grenade/fire1 grenade/fire2 }\ngrenade/fire1\t\t\tgrenf01\ngrenade/fire2\t\t\tgrenf02\n$random\t\t\t\tgrenade/explode\t{ grenade/explode1 grenade/explode2 }\ngrenade/explode1\t\tmineexp1\ngrenade/explode2\t\tmineexp2\n\nmenu/activate\t\t\tmenusnd4\t// Activate a new menu\nmenu/backup\t\t\tmenusnd3\t// Backup to previous menu\nmenu/prompt\t\t\tmenusnd2\t// Activate a prompt \"menu\"\nmenu/cursor\t\t\tmenusnd1\t\t// Move cursor up/down\nmenu/change\t\t\tmenusnd1\t// Select new value for option\nmenu/invalid\t\t\tmenusnd2\t\t// Menu not available\nmenu/dismiss\t\t\tmenusnd5\t// Dismiss a prompt message\nmenu/choose\t\t\tmenusnd4\t// Choose a menu item\nmenu/clear\t\t\tmenusnd5\t// Close top menu\n\nmisc/w_pkup\t\t\tdswpnup\t\t// Pickup weapon\n// misc/p_pkup\t\t\tdsgetpow\t// Pickup powerup\nmisc/i_pkup\t\t\tdsitemup\t// Pickup item\nmisc/k_pkup\t\t\tdskeyup\t\t// Pickup key\nmisc/health_pkup\t\tdshealup\t// Pickup health\nmisc/armor_pkup\t\t\tdsarmoup\t// Pickup armor\nmisc/ammo_pkup\t\t\tdsammoup\t// Pickup ammo\nmisc/credit_pkup\t\tdsradio\t\t// Pickup credits\n\n$limit misc/w_pkup \t\t0\n$limit misc/p_pkup \t\t0\n$limit misc/i_pkup \t\t0\n$limit misc/k_pkup \t\t0\n$limit misc/health_pkup \t0\n$limit misc/armor_pkup \t\t0\n$limit misc/ammo_pkup \t\t0\n$limit misc/credit_pkup \t\t0\n$limit misc/spawn \t\t0\n$limit misc/teleport \t\t0\n\nblue/barracks\t\t\tbbarattk\nblue/powerplant\t\t\tbpplattk\nblue/refinery\t\t\tbrefattk\nblue/factory\t\t\tbfacattk\nblue/offline\t\t\tbpower\nblue/destroyed\t\t\tbdestroy\nblue/repairfacility\t\tbrepattk\nblue/obelisk\t\t\tboblattk\nred/barracks\t\t\trbarattk\nred/powerplant\t\t\trpplattk\nred/refinery\t\t\trrefattk\nred/factory\t\t\trfacattk\nred/offline\t\t\trpower\nred/destroyed\t\t\trdestroy\nred/repairfacility\t\trrepattk\nred/obelisk\t\t\troblattk\nbmb/shields\t\t\tbmbshld\nbmb/attack\t\t\tbmbattk\nbmb/failed\t\t\tbmbfail\nmisc/funds\t\t\tinsffund\nvoltlock/welcome\t\twelcaow2\nvoltlock/welcome2\t\twelcbmb2\nvoltlock/tut01\t\t\taowtut01\nvoltlock/tut02\t\t\taowtut02\nvoltlock/tut03\t\t\taowtut03\nvoltlock/tut04\t\t\taowtut04\nvoltlock/tut05\t\t\taowtut05\nvoltlock/tut06\t\t\taowtut06\nvoltlock/tut07\t\t\taowtut07\nvoltlock/tut08\t\t\taowtut08\nvoltlock/tut09\t\t\taowtut09\nvoltlock/tut10\t\t\taowtut10\n\npowerup/armr\t\t\tupvlarmr\npowerup/base\t\t\tupvlbase\npowerup/chem\t\t\tupvlchem\npowerup/cred\t\t\tupvlcred\npowerup/dama\t\t\tupvldama\npowerup/exp\t\t\tupvlexp\npowerup/fire\t\t\tupvlfire\npowerup/invi\t\t\tupvlinvi\npowerup/iron\t\t\tupvliron\npowerup/kama\t\t\tupvlkama\npowerup/plas\t\t\tupvlplas\npowerup/resi\t\t\tupvlresi\npowerup/sped\t\t\tupvlsped\npowerup/stol\t\t\tupvlstol\npowerup/time\t\t\tupvltim2\npowerup/crsh\t\t\tupvlcrsh\npowerup/resistlaser\t\tupvllrst\npowerup/resistexplosive\t\tupvlxrst\npowerup/resistbullet\t\tupvlbrst\npowerup/invisound\t\tupinvis\npowerup/credsound\t\tupmoney2\npowerup/stolsound\t\tupmoney\npowerup/timesound\t\tdstelept\npowerup/basic\t\t\tupbasic\n\nmisc/chem\t\t\tchemact\nmisc/stealth\t\t\tstlact\nmisc/commando\t\t\tgetcmdo\nmisc/sniper\t\t\tgetsnipe\nmisc/volt\t\t\tgetvolt\n$rolloff \t\t\tmisc/sniper\t500 3000\n$rolloff \t\t\tmisc/stealth\t100 2000\n$rolloff \t\t\tmisc/chem\t100 2000\n\n$random\t\t\t\tplayer/burn \t{player/burnr1 player/burnr2}\n$random\t\t\t\tplayer/burnr1 \t{player/burn1 player/burn2 player/burn3 player/burn4 player/burn5}\n$random\t\t\t\tplayer/burnr2 \t{player/burn6 player/burn7 player/burn8 player/burn9}\nplayer/burn1\t\t\tdsburn1\nplayer/burn2\t\t\tdsburn2\nplayer/burn3\t\t\tdsburn3\nplayer/burn4\t\t\tdsburn4\nplayer/burn5\t\t\tdsburn5\nplayer/burn6\t\t\tdsburn6\nplayer/burn7\t\t\tdsburn7\nplayer/burn8\t\t\tdsburn8\nplayer/burn9\t\t\tdsburn9\n$random\t\t\t\tplayer/burnpain\t{player/burnpain1 player/burnpain2 player/burnpain3}\nplayer/burnpain1\t\tdsburfm1\nplayer/burnpain2\t\tdsburfm2\nplayer/burnpain3\t\tdsburfm3\n\n$random\t\t\t\tfemale/burn \t{female/burn1 female/burn2 female/burn3 female/burn4}\nfemale/burn1\t\t\tdsburnf1\nfemale/burn2\t\t\tdsburnf2\nfemale/burn3\t\t\tdsburnf3\nfemale/burn4\t\t\tdsburnf4\n$random\t\t\t\tfemale/burnpain\t{female/burnpain1 female/burnpain2 female/burnpain3}\nfemale/burnpain1\t\tdsburfp1\nfemale/burnpain2\t\tdsburfp2\nfemale/burnpain3\t\tdsburfp3\n\nother/burn\t\t\tdsburno1\n$random\t\t\t\tother/burnpain\t{other/burnpain1 other/burnpain2 other/burnpain3}\nother/burnpain1\t\t\tdsburfo1\nother/burnpain2\t\t\tdsburfo2\nother/burnpain3\t\t\tdsburfo3\n\n$playeralias\tPlayer\tmale\t*death\t\tgeneric/death\n$playeralias\tPlayer\tmale\t*xdeath\t\tgeneric/death\n$playeralias\tPlayer\tmale\t*gibbed\t\tgeneric/death\n$playeralias\tPlayer\tmale\t*pain100\tpain/sounds1\n$playeralias\tPlayer\tmale\t*pain75 \tpain/sounds1\n$playeralias\tPlayer\tmale\t*pain50 \tpain/sounds1\n$playeralias\tPlayer\tmale\t*pain25 \tpain/sounds2\n$playersound\tPlayer\tmale\t*grunt\t\tdsoof\n$playersound\tPlayer\tmale\t*land\t\tdsoof\n$playersound\tPlayer\tmale\t*jump\t\tblanksnd\n$playersound\tPlayer\tmale\t*fist\t\tblanksnd\n$playersound\tPlayer\tmale\t*usefail\tblanksnd\n$playersound\tPlayer\tmale\t*taunt\t \tdtaunt\n\n$random\tpain/sounds1\t\t{ pain/sound1 pain/sound2 pain/sound3 pain/sound4 pain/sound5 pain/sound6 pain/sound7 pain/sound8 }\n$random\tpain/sounds2\t\t{ pain/sound9 pain/sound10 }\npain/sound1\t\t\tm01TFEA_\npain/sound2\t\t\tm02TFEA_\npain/sound3\t\t\tm03TFEA_\npain/sound4\t\t\tm04TFEA_\npain/sound5\t\t\tm05TFEA_\npain/sound6\t\t\tm06TFEA_\npain/sound7\t\t\tm07TFEA_\npain/sound8\t\t\tm08TFEA_\npain/sound9\t\t\tHEALPULL\npain/sound10\t\t\tHEALREAD\n\n$random\tfemale/death\t\t{ deathf/sound1 deathf/sound2 deathf/sound3 deathf/sound4 deathf/sound5 deathf/sound6 }\ndeathf/sound1\t\t\tm00TFFA_\ndeathf/sound2\t\t\tm01TFFA_\ndeathf/sound3\t\t\tm02TFFA_\ndeathf/sound4\t\t\tm03TFFA_\ndeathf/sound5\t\t\tm04TFFA_\ndeathf/sound6\t\t\tm05TFFA_\n\n$random\tfemale/burn\t\t{ burnf/sound1 burnf/sound2 burnf/sound3 burnf/sound4 }\nburnf/sound1\t\t\tmf_deat1\nburnf/sound2\t\t\tmf_deat2\nburnf/sound3\t\t\tl_death1\nburnf/sound4\t\t\tl_death2\n\ndie/sound1\t\t\tdeath01\ndie/sound2\t\t\tdeath02\ndie/sound3\t\t\tdeath03\ndie/sound4\t\t\tdedman1\ndie/sound5\t\t\tdedman2\ndie/sound6\t\t\tdedman3\ndie/sound7\t\t\tdedman4\ndie/sound8\t\t\tdedman5\ndie/sound9\t\t\tdedman6\ndie/sound10\t\t\tdedman8\ndie/sound11\t\t\tdedman9\ndie/sound12\t\t\tdedman10\ndie/sound13\t\t\tdedman11\n\n$random generic/death\t\t{ die/sounds1 die/sounds2 }\n$random die/sounds1\t\t{ die/sound1 die/sound2 die/sound3 die/sound4 die/sound5 die/sound6 die/sound7 }\n$random die/sounds2\t\t{ die/sound8 die/sound9 die/sound10 die/sound11 die/sound12 die/sound13 }\ngrunt/grunt\t\t\tgrunt_gr\n\n//MECH\n$playeralias\tmech\tmale\t*death\t\tweapons/rocklx\n$playeralias\tmech\tmale\t*xdeath\t\tweapons/rocklx\n$playeralias\tmech\tmale\t*gibbed\t\tweapons/rocklx\n$playersound\tmech\tmale\t*pain100\tblanksnd\n$playersounddup\tmech\tmale\t*pain75\t\t*pain100\n$playersounddup\tmech\tmale\t*pain50\t\t*pain100\n$playersounddup\tmech\tmale\t*pain25\t\t*pain100\n$playersound\tmech\tmale\t*grunt\t\tblanksnd\n$playersounddup\tmech\tmale\t*land\t\t*grunt\n$playersound\tmech\tmale\t*jump\t\tblanksnd\n$playersound\tmech\tmale\t*fist\t\tblanksnd\n$playersound\tmech\tmale\t*usefail\tblanksnd\n$playersound\tmech\tmale\t*taunt\t \tblanksnd\n$playeralias\tmech\tfemale\t*death\t\tweapons/rocklx\n$playeralias\tmech\tfemale\t*xdeath\t\tweapons/rocklx\n$playeralias\tmech\tfemale\t*gibbed\t\tweapons/rocklx\n$playersound\tmech\tfemale\t*pain100\tblanksnd\n$playersounddup\tmech\tfemale\t*pain75\t\t*pain100\n$playersounddup\tmech\tfemale\t*pain50\t\t*pain100\n$playersounddup\tmech\tfemale\t*pain25\t\t*pain100\n$playersound\tmech\tfemale\t*grunt\t\tblanksnd\n$playersounddup\tmech\tfemale\t*land\t\t*grunt\n$playersound\tmech\tfemale\t*jump\t\tblanksnd\n$playersound\tmech\tfemale\t*fist\t\tblanksnd\n$playersound\tmech\tfemale\t*usefail\tblanksnd\n$playersound\tmech\tfemale\t*taunt\t \tblanksnd\n$playeralias\tmech\tother\t*death\t\tweapons/rocklx\n$playeralias\tmech\tother\t*xdeath\t\tweapons/rocklx\n$playeralias\tmech\tother\t*gibbed\t\tweapons/rocklx\n$playersound\tmech\tother\t*pain100\tblanksnd\n$playersounddup\tmech\tother\t*pain75\t\t*pain100\n$playersounddup\tmech\tother\t*pain50\t\t*pain100\n$playersounddup\tmech\tother\t*pain25\t\t*pain100\n$playersound\tmech\tother\t*grunt\t\tblanksnd\n$playersounddup\tmech\tother\t*land\t\t*grunt\n$playersound\tmech\tother\t*jump\t\tblanksnd\n$playersound\tmech\tother\t*fist\t\tblanksnd\n$playersound\tmech\tother\t*usefail\tblanksnd\n$playersound\tmech\tother\t*taunt\t \tblanksnd\n\n$playeralias\tjuggernaut\tmale\t*death\t\tjuggernaut/death\n$playeralias\tjuggernaut\tmale\t*xdeath\t\tjuggernaut/death\n$playeralias\tjuggernaut\tmale\t*gibbed\t\tjuggernaut/death\n$playeralias\tjuggernaut\tmale\t*pain100\tjuggernaut/pain\n$playersounddup\tjuggernaut\tmale\t*pain75\t\t*pain100\n$playersounddup\tjuggernaut\tmale\t*pain50\t\t*pain100\n$playersounddup\tjuggernaut\tmale\t*pain25\t\t*pain100\n$playersound\tjuggernaut\tmale\t*grunt\t\tblanksnd\n$playersounddup\tjuggernaut\tmale\t*land\t\t*grunt\n$playersound\tjuggernaut\tmale\t*jump\t\tblanksnd\n$playersound\tjuggernaut\tmale\t*fist\t\tblanksnd\n$playersound\tjuggernaut\tmale\t*usefail\tblanksnd\n$playeralias\tjuggernaut\tmale\t*taunt\t \tjuggernaut/sight\n\n$random Lightning/Strike {Lightning/1 Lightning/2 Lightning/3 Lightning/4 Lightning/5}\nLightning/1 DSTHUD1\nLightning/2 DSTHUD2\nLightning/3 DSTHUD3\nLightning/4 DSTHUD4\nLightning/5 DSTHUD5\nLava/Hit LAVA1\n\nAirstrike/Flyby AIRSTRIK\nAirstrike/Plane PLANEFLY\n\n$rolloff Airstrike/Flyby 100000 100001\n$rolloff Airstrike/Plane 1500 3000\n\nBird/1 DSBIRD1\nBird/2 DSBIRD2\nBird/3 DSBIRD3\nBird/4 DSBIRD4\nBird/5 DSBIRD5\nBird/6 DSBIRD6\nBird/7 DSBIRD7\nWaterfalls/1 DSFALLS\nWater/1 DSWATER\nMachine/1 DSMACH1\nMachine/2 DSMACH2\nWind/1 DSWIND1\nLAVA/1 DSLAVA\n\n$ambient 1 Birds point 0.3 random 5.0 10.0 0.5\n// bug sound was #2\n$ambient 3 Waterfalls/1 point 0.4 continuous 0.5\n$ambient 4 Machine/1 point 0.8 continuous 1\n$ambient 5 Machine/2 point 0.8 continuous 1\n$ambient 6 Wind/1 point 0.2 continuous 0.5\n$ambient 7 Lava/1 point 0.3 continuous 0.5\n$ambient 8 Water/1 point 0.1 continuous 0.5\n$ambient 12 tiberium/loop1 point 1.0 continuous 1\n\n$random Birds {Bird/2 Bird/3 Bird/1 Bird/4 Bird/5 Bird/6 Bird/7 }\n$rolloff Airstrike/Flyby 100000 100001\n$rolloff Airstrike/Plane 1500 3000\n\nHeal/Done HEALBREA\nHeal/Ready HEALREAD\nHeal/Pull HEALPULL\nHeal/Pain1 HEALPIN1\nHeal/Pain2 HEALPIN2\nHeal/Pain3 HEALPIN3\n\n$random\tHeal/Pain { Heal/Pain1 Heal/Pain2 Heal/Pain3 }\n\n$random\t\t\tsuicide/death { suicide/death1 suicide/death2 suicide/death3 suicide/death4 suicide/death5 }\n$random\t\t\tsuicide/fear { suicide/fear1 suicide/fear2 suicide/fear3 suicide/fear4 }\nsuicide/fear1\t\titerfea\nsuicide/fear2\t\titerfeb\nsuicide/fear3\t\titerfec\nsuicide/fear4\t\titerfed\nsuicide/death1\t\titerdia\nsuicide/death2\t\titerdib\nsuicide/death3\t\titerdic\nsuicide/death4\t\titerdid\nsuicide/death5\t\titerdie\n\n$random\t\t\tstealth/sight { stealth/sight1 stealth/sight2 stealth/sight3 stealth/sight4 stealth/sight5 stealth/sight6 }\n$random\t\t\tstealth/death { stealth/death1 stealth/death2 stealth/death3 stealth/death4 stealth/death5 stealth/death6 }\nstealth/sight1\t\tstlsit1\nstealth/sight2\t\tstlsit2\nstealth/sight3\t\tstlsit3\nstealth/sight4\t\tstlsit4\nstealth/sight5\t\tstlsit5\nstealth/sight6\t\tstlsit6\nstealth/death1\t\tstldth1\nstealth/death2\t\tstldth2\nstealth/death3\t\tstldth3\nstealth/death4\t\tstldth4\nstealth/death5\t\tstldth5\nstealth/death6\t\tstldth6\nstealth/death7\t\tstldth7\n\nturret/sight\t\tturrsit\n\n$random juggernaut/death\t\t { misc/dsjudth1 misc/dsjudth2 misc/dsjudth3 misc/dsjudth4 misc/dsjudth5 }\nmisc/dsjudth1 dsjudth1\nmisc/dsjudth2 dsjudth2\nmisc/dsjudth3 dsjudth3\nmisc/dsjudth4 dsjudth4\nmisc/dsjudth5 dsjudth5\n$random juggernaut/sight\t{ misc/dsjugsit misc/dsjugsi2 misc/dsjugsi3 misc/dsjugsi4}\nmisc/dsjugsit dsjugsit\nmisc/dsjugsi2 dsjugsi2\nmisc/dsjugsi3 dsjugsi3\nmisc/dsjugsi4 dsjugsi4\n$random juggernaut/pain\t\t { misc/dsjupai1 misc/dsjupai2 misc/dsjupai3 misc/dsjupai4 }\nmisc/dsjupai1 dsjupai1\nmisc/dsjupai2 dsjupai2\nmisc/dsjupai3 dsjupai3\nmisc/dsjupai4 dsjupai4\njuggernaut/explo\tdsjugexp\n$limit skeleton/attack\t0\n\n$random sword/swing\t{sword/swing1 sword/swing2}\nsword/swing1\t\tmacestr1\nsword/swing2\t\tmacestr2\n\nsword/wall\t\tmacewal1\n\n$random sword/hit\t{sword/hit1 sword/hit2 sword/hit3 sword/hit4}\nsword/hit1\t\tmacehit1\nsword/hit2\t\tmacehit2\nsword/hit3\t\tmacehit3\nsword/hit4\t\tmacehit4\n\n// ds201's knife\nWeapons/KnifeSelect\tDSKNFEUP\nWeapons/KnifeSlash\tDSKNIFED\nWeapons/KnifeSwing\tDSKNIFE1\n\nmisc/timewarp TIMEWARP\nmisc/timeunwarp TIMEUWRP\nweapons/timedeath DSDDTHA\n\nplasma2/fire2 plasmac3\nPlasma/Warning BEEPWARN\nPlasma/Vapour VAPOUR\nPlasma/FailFire Plasma_d\n\nweapons/knifehit3\t\tdsknhit3\nweapons/knifehit4\t\tdsknhit4\nweapons/syringe\t\t\tdsyringe\n$alias weapons/syringepain\t\t*pain50\nweapons/syringeup\t\tdsshell\n\n// chicken\nchicken/attack CHICATK\nchicken/active CHICACT\nchicken/peck1 CHICPK1\nchicken/peck2 CHICPK2\nchicken/peck3 CHICPK3\n$random chicken/peck {chicken/peck1 chicken/peck2 chicken/peck3}\nchicken/death CHICDTH\nchicken/pain CHICPAI\n$playeralias\tchicken\t\tmale\t*death\t\tchicken/death\n$playeralias\tchicken\t\tmale\t*xdeath\t\tchicken/death\n$playeralias\tchicken\t\tmale\t*gibbed\t\tchicken/death\n$playeralias\tchicken\t\tmale\t*pain100\tchicken/pain\n$playersounddup\tchicken\t\tmale\t*pain75\t\t*pain100\n$playersounddup\tchicken\t\tmale\t*pain50\t\t*pain100\n$playersounddup\tchicken\t\tmale\t*pain25\t\t*pain100\n$playersound\tchicken\t\tmale\t*grunt\t\tchicken/peck\n$playersounddup\tchicken\t\tmale\t*land\t\t*grunt\n$playersound\tchicken\t\tmale\t*jump\t\tblanksnd\n$playersound\tchicken\t\tmale\t*fist\t\tblanksnd\n$playersound\tchicken\t\tmale\t*usefail\tblanksnd\n$playeralias\tchicken\t\tmale\t*taunt\t \tchicken/active\n$playeralias\tchicken\t\tfemale\t*death\t\tchicken/death\n$playeralias\tchicken\t\tfemale\t*xdeath\t\tchicken/death\n$playeralias\tchicken\t\tfemale\t*gibbed\t\tchicken/death\n$playeralias\tchicken\t\tfemale\t*pain100\tchicken/pain\n$playersounddup\tchicken\t\tfemale\t*pain75\t\t*pain100\n$playersounddup\tchicken\t\tfemale\t*pain50\t\t*pain100\n$playersounddup\tchicken\t\tfemale\t*pain25\t\t*pain100\n$playersound\tchicken\t\tfemale\t*grunt\t\tchicken/peck\n$playersounddup\tchicken\t\tfemale\t*land\t\t*grunt\n$playersound\tchicken\t\tfemale\t*jump\t\tblanksnd\n$playersound\tchicken\t\tfemale\t*fist\t\tblanksnd\n$playersound\tchicken\t\tfemale\t*usefail\tblanksnd\n$playeralias\tchicken\t\tfemale\t*taunt\t \tchicken/active\n$playeralias\tchicken\t\tother\t*death\t\tchicken/death\n$playeralias\tchicken\t\tother\t*xdeath\t\tchicken/death\n$playeralias\tchicken\t\tother\t*gibbed\t\tchicken/death\n$playeralias\tchicken\t\tother\t*pain100\tchicken/pain\n$playersounddup\tchicken\t\tother\t*pain75\t\t*pain100\n$playersounddup\tchicken\t\tother\t*pain50\t\t*pain100\n$playersounddup\tchicken\t\tother\t*pain25\t\t*pain100\n$playersound\tchicken\t\tother\t*grunt\t\tchicken/peck\n$playersounddup\tchicken\t\tother\t*land\t\t*grunt\n$playersound\tchicken\t\tother\t*jump\t\tblanksnd\n$playersound\tchicken\t\tother\t*fist\t\tblanksnd\n$playersound\tchicken\t\tother\t*usefail\tblanksnd\n$playeralias\tchicken\t\tother\t*taunt\t \tchicken/active\n\nbwind/1\t\tbwind\nssewer/1\tssewer\nnukage/1\tnukage\nWaterfalls/2 DSFALLS\nSND_BOIL\tSND_BOIL\nSND_LAVA\tSND_LAVA\n\n$playersound\tplayer\tmale\t*falling\tdsplfall\n\n$ambient 6 \tWind/1 point 0.4 continuous 0.6\n$ambient 13 props/lamp point 1.0 continuous 1.0\n$ambient 14 bwind/1 point 1.0 continuous 0.1\n$AMBIENT 15 ssewer/1 POINT 2.3 CONTINUOUS 0.1\n$AMBIENT 16 nukage/1 POINT 0.8 CONTINUOUS 0.8\n$ambient 17 Waterfalls/2 point 1.6 continuous 1.0\n$ambient 18 props/lamp2 point 1.8 continuous 1.0\n$ambient 19 fireloop/big point 1.8 continuous 1.0\n$ambient 20 fireloop/torch point 1.8 continuous 1.0\n$ambient 21 ambience/comp point 1.8 continuous 0.3\n$ambient 22 ambience/comp2 point 2.0 continuous 0.6\n\n$musicvolume d_aow06 0.85\n$musicvolume d_aow20 0.6\n\n$random weapons/shotgunshells {weapons/Shell1 weapons/Shell2 weapons/Shell3}\nweapons/shell1\t\t\t SHELLS1\nweapons/shell2\t\t\t SHELLS2\nweapons/shell3\t\t\t SHELLS3\n$random weapons/casing {weapons/Casing1 weapons/Casing2 weapons/Casing3}\nweapons/casing1\t\t\tdscasin1\nweapons/casing2\t\t\tdscasin2\nweapons/casing3\t\t\tdscasin3\n$random weapons/ChainCasing {chaingun/Casing1 chaingun/Casing2 chaingun/Casing3}\nchaingun/Casing1\tCHGNCAS1\nchaingun/Casing2\tCHGNCAS2\nchaingun/Casing3\tCHGNCAS3\n\nweapons/grnpullpin\tdsgrpin\nweapons/grntoss\t\tdsgrtoss\nweapons/grnbounce\t\tdsgrdrop\n\nweapon/select\t\tWeapon_S\n\nprops/lamp\tLAMPLOOP\nprops/lamp2\tDSLHUM1\nmisc/blank\tBLANK\nfireloop/big\tFIREBIG\nfireloop/torch\tFIRELOOP\nambience/comp\tCOMP1\nambience/comp2\tCOMP2\n\nBazooka/Select bazo_s"
},
{
"source": "pk3",
"name": "sndseq.txt",
"contents": "// Doom Doors ---------------------------------\n\n:DoorOpenNormal\n\tplay\t\tdoor/start\n\tdelay\t\t16\n\tplayloop\tdoor/loop 27\n\tstopsound\tdoor/end\n\nend\n\n:DoorCloseNormal\n\tplay\t\tdoor/start\n\tdelay\t\t16\n\tplayloop\tdoor/loop 27\n\tstopsound\tdoor/end\n\nend\n\n:DoorOpenBlazing\n\tplay\t\tdoors/dr2_open\n\tnostopcutoff\nend\n\n:DoorCloseBlazing\n\tplay\t\tdoors/dr2_clos\n\tnostopcutoff\nend\n\n[DoorNormal\n\t0\t\tDoorOpenNormal\n\t1\t\tDoorCloseNormal\n\t2\t\tDoorOpenBlazing\n\t3\t\tDoorCloseBlazing\n]"
},
{
"source": "pk3",
"name": "textcolors.txt",
"contents": "NewLightBlue\n{\n #8F8FFF #8F8FFF\n Console:\n #000000 #8F8FFF 0 255\n}\n\nNewGreen\n{\n #6FEF67 #6FEF67\n Console:\n #000000 #6FEF67 0 255\n}\n\nNewRed\n{\n #FF5F5F #FF5F5F\n Console:\n #000000 #FF5F5F 0 255\n}\n\nNewYellow\n{\n #FFFF73 #FFFF73\n Console:\n #000000 #FFFF73 0 255\n}"
},
{
"source": "pk3",
"name": "textures.txt",
"contents": "sprite TIBXA0, 128, 128\n{\nXScale 2.0\nYScale 2.0\nOffset 64, 64\nWorldPanning\nPatch Chem01, 0, 0\n}\n\nsprite TIBXB0, 128, 128\n{\nXScale 1.9\nYScale 1.9\nOffset 64, 64\nWorldPanning\nPatch Chem02, 0, 0\n}\n\nsprite TIBXC0, 128, 128\n{\nXScale 1.8\nYScale 1.8\nOffset 64, 64\nWorldPanning\nPatch Chem03, 0, 0\n}\n\nsprite TIBXD0, 128, 128\n{\nXScale 1.7\nYScale 1.7\nOffset 64, 64\nWorldPanning\nPatch Chem04, 0, 0\n}\n\nsprite TIBXE0, 128, 128\n{\nXScale 1.6\nYScale 1.6\nOffset 64, 64\nWorldPanning\nPatch Chem05, 0, 0\n}\n\nsprite TIBXF0, 128, 128\n{\nXScale 1.5\nYScale 1.5\nOffset 64, 64\nWorldPanning\nPatch Chem06, 0, 0\n}\n\nsprite TIBXG0, 128, 128\n{\nXScale 1.4\nYScale 1.4\nOffset 64, 64\nWorldPanning\nPatch Chem07, 0, 0\n}\n\nsprite TIBXH0, 128, 128\n{\nXScale 1.3\nYScale 1.3\nOffset 64, 64\nWorldPanning\nPatch Chem08, 0, 0\n}\n\nsprite TIBXI0, 128, 128\n{\nXScale 1.2\nYScale 1.2\nOffset 64, 64\nWorldPanning\nPatch Chem09, 0, 0\n}\n\nsprite TIBXJ0, 128, 128\n{\nXScale 1.1\nYScale 1.1\nOffset 64, 64\nWorldPanning\nPatch Chem10, 0, 0\n}\n\nsprite TIBXK0, 128, 128\n{\nXScale 1.0\nYScale 1.0\nOffset 64, 64\nWorldPanning\nPatch Chem11, 0, 0\n}\n\nsprite TIBXL0, 128, 128\n{\nXScale 0.9\nYScale 0.9\nOffset 64, 64\nWorldPanning\nPatch Chem12, 0, 0\n}\n\nsprite TIBXM0, 128, 128\n{\nXScale 0.8\nYScale 0.8\nOffset 64, 64\nWorldPanning\nPatch Chem13, 0, 0\n}\n\nsprite TIBXN0, 128, 128\n{\nXScale 0.7\nYScale 0.7\nOffset 64, 64\nWorldPanning\nPatch Chem14, 0, 0\n}\n\nsprite TIBXO0, 128, 128\n{\nXScale 0.6\nYScale 0.6\nOffset 64, 64\nWorldPanning\nPatch Chem15, 0, 0\n}\n\nsprite TIBXP0, 128, 128\n{\nXScale 0.5\nYScale 0.5\nOffset 64, 64\nWorldPanning\nPatch Chem16, 0, 0\n}\n\nsprite TIBXQ0, 128, 128\n{\nXScale 0.4\nYScale 0.4\nOffset 64, 64\nWorldPanning\nPatch Chem16, 0, 0\n}\n\nsprite MREFA1, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF1, 0, 0\n}\n\nsprite MREFA2, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF3, 0, 0\n}\n\nsprite MREFA3, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF1, 0, 0\n}\n\nsprite MREFA4, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF3, 0, 0\n}\n\nsprite MREFA5, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF1, 0, 0\n}\n\nsprite MREFA6, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF3, 0, 0\n}\n\nsprite MREFA7, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF1, 0, 0\n}\n\nsprite MREFA8, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF3, 0, 0\n}\n\nsprite MREFA9, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF2, 0, 0\n}\n\nsprite MREFAA, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF4, 0, 0\n}\n\nsprite MREFAB, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF2, 0, 0\n}\n\nsprite MREFAC, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF4, 0, 0\n}\n\nsprite MREFAD, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF2, 0, 0\n}\n\nsprite MREFAE, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF4, 0, 0\n}\n\nsprite MREFAF, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF2, 0, 0\n}\n\nsprite MREFAG, 480, 288\n{\nYScale 1.1\nXScale 0.9\nOffset 240, 288\nWorldPanning\nPatch MREF4, 0, 0\n}\n\ntexture SPWLAVA, 64, 64 {\n\t//XScale 0.125\n\t//YScale 0.125\n\tXScale 0.03125\n\tYScale 0.03125\n\tPatch SPWLAVA, 0, 0\n}\n\ntexture mp_mer_u, 512, 512\n{\n\tpatch mp_mer_u,0,0\n\t{\n\t\tflipy\n\t}\n}\n\ntexture GLACR_U, 512, 512 {\n\tPatch GLACR_U, 0, 0\n\t{\n\t\tFlipX\n\t}\n}\n\ntexture DECPT_T, 512, 512 {\n\tPatch DECPT_T, 0, 0\n\t{\n\t\tFlipY\n\t}\n}\n\ntexture TFOG_T, 512, 512 {\n\tPatch TFOG_T, 0, 0\n\t{\n\t\tFlipY\n\t}\n}\n\ntexture SORBIN_U, 512, 512 {\n\tPatch SORBIN_U, 0, 0\n\t{\n\t\tFlipY\n\t}\n}\n\ntexture HELL_UP, 512, 512 {\n\tPatch HELL_UP, 0, 0\n\t{\n\t\tFlipY\n\t}\n}\n\ntexture MCT1, 64, 128 {\n\tpatch MCT1, 0, 0\n\tpatch MCT1, 0, 80\n}\n\ntexture MCT2, 64, 128 {\n\tpatch MCT2, 0, 0\n\tpatch MCT2, 0, 80\n}\n\ntexture MCT4, 64, 128 {\n\tpatch MCT4, 0, 0\n\tpatch MCT4, 0, 80\n}\n\ntexture TIBREFTV, 128, 256 {\n\tpatch TIBREFTV, 0, 0\n\tpatch TIBREFTV, 0, 184\n}\n\ntexture RESIGN, 128, 256 {\n\tpatch RESIGN, 0, 0\n\tpatch RESIGN, 0, 184\n}\n\ntexture TELEBACK, 128, 256 {\n\tpatch TELEBACK, 0, 0\n\tpatch TELEBACK, 0, 184\n}\n\ntexture PLASCANN, 128, 256 {\n\tpatch PLASCANN, 0, 0\n\tpatch PLASCANN, 0, 184\n}\n\ntexture BEACNUKE, 128, 256 {\n\tpatch BEACNUKE, 0, 0\n\tpatch BEACNUKE, 0, 184\n}\n\ntexture SURRTV, 128, 256 {\n\tpatch SURRTV, 0, 0\n\tpatch SURRTV, 0, 184\n}\n\ntexture BEACION, 128, 256 {\n\tpatch BEACION, 0, 0\n\tpatch BEACION, 0, 184\n}\n\ntexture PTERM, 128, 256 {\n\tpatch PTERM, 0, 0\n\tpatch PTERM, 0, 184\n}\n\ntexture RESRCHTV, 128, 256 {\n\tpatch RESRCHTV, 0, 0\n\tpatch RESRCHTV, 0, 184\n}\n\ntexture PTERM2, 128, 256 {\n\tpatch PTERM2, 0, 0\n\tpatch PTERM2, 0, 184\n}\n\ntexture MCT3, 128, 256 {\n\tpatch MCT3, 0, 0\n\tpatch MCT3, 0, 184\n}\n\ntexture REFILL, 128, 256 {\n\tpatch REFILL, 0, 0\n\tpatch REFILL, 0, 184\n}\n\n// [SP] CC4 Textures\ntexture GSTONEG1, 256, 128 {\n\tpatch N_GRS01A, 0, 0\n\tpatch N_GRS01B, 64, 0\n\tpatch N_GRS01C, 128, 0\n\tpatch N_GRS01D, 192, 0\n}\n\n//Purchase sprites\nsprite clssa0, 200, 200 {\n\tpatch clssa0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssb0, 200, 200 {\n\tpatch clssb0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssc0, 200, 200 {\n\tpatch clssc0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssd0, 200, 200 {\n\tpatch clssd0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clsse0, 200, 200 {\n\tpatch clsse0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssf0, 200, 200 {\n\tpatch clssf0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssg0, 200, 200 {\n\tpatch clssg0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssh0, 200, 200 {\n\tpatch clssh0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssi0, 200, 200 {\n\tpatch clssi0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssj0, 200, 200 {\n\tpatch clssj0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssk0, 200, 200 {\n\tpatch clssk0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssl0, 200, 200 {\n\tpatch clssl0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssm0, 200, 200 {\n\tpatch clssm0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssn0, 200, 200 {\n\tpatch clssn0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clsso0, 200, 200 {\n\tpatch clsso0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssp0, 200, 200 {\n\tpatch clssp0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssq0, 200, 200 {\n\tpatch clssq0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssr0, 200, 200 {\n\tpatch clssr0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clsss0, 200, 200 {\n\tpatch clsss0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clsst0, 200, 200 {\n\tpatch clsst0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssu0, 200, 200 {\n\tpatch clssu0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssw0, 200, 200 {\n\tpatch clssw0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssx0, 200, 200 {\n\tpatch clssx0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssy0, 200, 200 {\n\tpatch clssy0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite clssz0, 200, 200 {\n\tpatch clssz0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite cls2a0, 200, 200 {\n\tpatch cls2a0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite cls2b0, 200, 200 {\n\tpatch cls2b0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite cls2c0, 200, 200 {\n\tpatch cls2c0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite cls2d0, 200, 200 {\n\tpatch cls2d0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite mchsa0, 200, 200 {\n\tpatch mchsa0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite mchsb0, 200, 200 {\n\tpatch mchsb0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite mchsc0, 200, 200 {\n\tpatch mchsc0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite mchsd0, 200, 200 {\n\tpatch mchsd0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite mchse0, 200, 200 {\n\tpatch mchse0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite mchsf0, 200, 200 {\n\tpatch mchsf0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgra0, 200, 200 {\n\tpatch upgra0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgrb0, 200, 200 {\n\tpatch upgrb0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgrc0, 200, 200 {\n\tpatch upgrc0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgrd0, 200, 200 {\n\tpatch upgrd0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgre0, 200, 200 {\n\tpatch upgre0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgrf0, 200, 200 {\n\tpatch upgrf0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgrg0, 200, 200 {\n\tpatch upgrg0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgrh0, 200, 200 {\n\tpatch upgrh0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgri0, 200, 200 {\n\tpatch upgri0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgrj0, 200, 200 {\n\tpatch upgrj0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgrk0, 200, 200 {\n\tpatch upgrk0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgrl0, 200, 200 {\n\tpatch upgrl0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgrm0, 200, 200 {\n\tpatch upgrm0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\ntexture wnukage, 64, 64 {\n\tpatch nukage1, 0, 0 {}\n}\n\ntexture compred, 64, 64 {\n\tpatch n_cred01, 0, 0 {}\n}\n\ntexture crate4, 64, 128 {\n\tpatch gcratel1, 0, 0 {}\n\tpatch gcrater1, 32, 0 {}\n\tpatch n_ctgnl, 0, 64 {}\n\tpatch n_ctgnr, 32, 64 {}\n}\n\ntexture crate5, 64, 128 {\n\tpatch bcratel1, 0, 0 {}\n\tpatch bcrater1, 32, 0 {}\n\tpatch n_ctgnl, 0, 64 {}\n\tpatch n_ctgnr, 32, 64 {}\n}\n\ntexture crateli2, 64, 128 {\n\tpatch sgcrate2, 0, 0 {}\n\tpatch sgcrate2, 32, 0 {}\n\tpatch gcratel1, 0, 64 {}\n\tpatch gcrater1, 32, 64 {}\n}\n\ntexture crateli5, 64, 128 {\n\tpatch n_cttnlt, 0, 0 {}\n\tpatch n_cttnlt, 32, 0 {}\n\tpatch n_ctgnl, 0, 64 {}\n\tpatch n_ctgnr, 32, 64 {}\n}\n\ntexture cratwid2, 128, 128 {\n\tpatch n_ctgnl, 0, 64 {}\n\tpatch n_ctgnr, 96, 64 {}\n\tpatch n_ctgnm, 32, 64 {}\n\tpatch n_ctgnm, 40, 64 {}\n\tpatch n_ctgnm, 48, 64 {}\n\tpatch n_ctgnm, 56, 64 {}\n\tpatch n_ctgnm, 64, 64 {}\n\tpatch n_ctgnm, 72, 64 {}\n\tpatch n_ctgnm, 80, 64 {}\n\tpatch n_ctgnm, 88, 64 {}\n\tpatch gcratel1, 0, 0 {}\n\tpatch gcrater1, 96, 0 {}\n\tpatch gcratem1, 32, 0 {}\n\tpatch gcratem1, 40, 0 {}\n\tpatch gcratem1, 48, 0 {}\n\tpatch gcratem1, 56, 0 {}\n\tpatch gcratem1, 64, 0 {}\n\tpatch gcratem1, 72, 0 {}\n\tpatch gcratem1, 80, 0 {}\n\tpatch gcratem1, 88, 0 {}\n}\n\n// girder sprite - 32 x 32\nsprite GIRDA0, 64, 64 {\n\txscale 2.0\n\tyscale 2.0\n\tpatch GIRDX0, 0, 0 {}\n}\n\n// 05 switches\ntexture SW1CBLU, 64, 128 {\n\tpatch COMPBLUE, 0, 0 { }\n\tpatch SW2S0, 16, 72 { }\n}\n\ntexture SW2CBLU, 64, 128 {\n\tpatch COMPBLUE, 0, 0 { }\n\tpatch SW2S1, 16, 72 { }\n}\n\ntexture SW1CRED, 64, 128 {\n\tpatch N_CRED01, 0, 0 { }\n\tpatch N_CRED01, 0, 64 { }\n\tpatch SW2S0, 16, 72 { }\n}\n\ntexture SW2CRED, 64, 128 {\n\tpatch N_CRED01, 0, 0 { }\n\tpatch N_CRED01, 0, 64 { }\n\tpatch SW2S1, 16, 72 { }\n}\n\n// 20-specific\ntexture FLAT21G, 256, 256\n{\nXScale 4.0\nYScale 4.0\nPatch FLAT21G, 0, 0\n {\n }\n}\n\n//-------------------/spawn/-----------/\ntexture FLSLIM2, 128, 128\n{\nXScale 2.0\nYScale 2.0\nPatch FLSLIM2, 0, 0\n {\n }\n}\n\ntexture TVREFL2, 96, 64\n{\nXScale 1.5\nYScale 2.0\nPatch TVREFL2, 0, 0\n {\n }\n}\n\ntexture TVSURR2, 96, 64\n{\nXScale 1.5\nYScale 2.0\nPatch TVSURR2, 0, 0\n {\n }\n}\n\ntexture TVRSNG2, 96, 64\n{\nXScale 1.5\nYScale 2.0\nPatch TVRSNG2, 0, 0\n {\n }\n}\n\ntexture TVTELE2, 96, 64\n{\nXScale 1.5\nYScale 2.0\nPatch TVTELE2, 0, 0\n {\n }\n}\n\nsprite upgrn0, 200, 200 {\n\tpatch upgrn0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgro0, 200, 200 {\n\tpatch upgro0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\nsprite upgrp0, 200, 200 {\n\tpatch upgrp0, 0, 0\n\txscale 2\n\tyscale 2.5\n\toffset 100, 450\n}\n\n// tiberium SBARINFO icons\ngraphic \"tibe-yes\", 48, 61 {\n\txscale 4\n\tyscale 4\n\tpatch \"tibeyesh\", 0, 0\n}\n\ngraphic \"tibe-no\", 48, 61 {\n\txscale 4\n\tyscale 4\n\tpatch \"tibenoh\", 0, 0\n}\n\ngraphic \"ionicon\", 74, 67 {\n\txscale 3\n\tyscale 3\n\tpatch \"beacd0\", 0, 0\n}\n\ngraphic \"nukeicon\", 48, 104 {\n\txscale 3\n\tyscale 3\n\tpatch \"beacc0\", 0, 0\n}\n\ngraphic \"bfgicon\", 61, 36 {\n\txscale 2\n\tyscale 2\n\tpatch \"bfuga0\", 0, 0\n}\n\n// apparently, if xscale 2.0, the\n// berserk icon gets bit squished\ngraphic \"bersicon\", 28, 19 {\n\txscale 1.6\n\tyscale 2\n\tpatch \"pstra0\", 0, 0\n}"
},
{
"source": "pk3",
"name": "actors/items/tiberium.txt",
"contents": "// Tiberium Crystal\nactor TiberiumCrystalMapSpawned : CustomInventory 21407 {\n\t+AUTOACTIVATE +BRIGHT\n\t+BLOODLESSIMPACT +NODAMAGETHRUST\n\tobituary \"%o ventured too close to Tiberium.\"\n\tinventory.respawntics 175 // 5*35\n\tinventory.pickupmessage \"Picked up a Tiberium Crystal!\"\n\tdamagetype \"ChemicalSpecial\"\n\n\tstates {\n\tSpawn:\n\t\tTIBE AA 0 Thing_ChangeTID (0, 402)\n\tIdle:\n\t\tTIBE A 35 BRIGHT A_Explode (24, 112)\n\t\tloop\n\tPickup:\n\t\tTIBE A 0 ACS_ExecuteWithResult (357)\n\t\tstop\n\tUse:\n\t\tTNT1 A 0 A_GiveInventory (\"TiberiumCrystal\", 1)\n\t\tstop\n\tHideDoomish:\n\t\tTNT1 A 1050 Thing_ChangeTID (0, 0)\n\t\tTNT1 A 0 A_RestoreSpecialPosition\n\t\tTNT1 A 1 A_RestoreSpecialDoomThing\n\t\tStop\n\t}\n}\n\nactor TiberiumCrystalDropped : TiberiumCrystalMapSpawned {\n\treactiontime 30\n\tstates {\n\tSpawn:\n\t\tTIBE AA 0 Thing_ChangeTID (0, 402)\n\t\tTIBE A 0 ThrustThing (random(0, 256), random (1, 5), 0, 0)\n\t\tTIBE A 0 ThrustThingZ (0, 20, 0, 0)\n\tIdle:\n\t\tTIBE A 35 BRIGHT A_Explode (24, 112)\n\t\tTIBE A 0 A_CountDown\n\t\tloop\n\tDeath:\n\t\tTIBE A 35 A_CheckSight (\"DeathGo\")\n\t\tloop\n\tDeathGo:\n\t\t// no fancy animation here as nobody is here to see it\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor TiberiumCrystal : CustomInventory {\n\t+INVBAR\n\tinventory.pickupmessage \"You aquired yourself some Tiberium.\"\n\tinventory.maxamount 1\n\tinventory.icon \"TNT1A0\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsMech\", 1, \"UseMech\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsBlue\", 1, \"UseBlue\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"TiberiumCrystalThrown\", 16, 0, 32, 6, 0, 5)\n\t\tstop\n\tUseBlue:\n\t\tTNT1 A 0 A_SpawnItemEx (\"TiberiumCrystalThrownBlue\", 16, 0, 32, 6, 0, 5)\n\t\tstop\n\tUseMech:\n\t\tTNT1 A 0 ACS_ExecuteAlways (697, 0, 255)\n\t\tfail\n\t}\n}\n\nactor TiberiumCrystalThrown {\n\tPROJECTILE\n\t-NOGRAVITY\n\t+GHOST +THRUGHOST\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\t+BRIGHT\n\tobituary \"%o \\cKwas freaked out by \\c-%k\\cK's flying Tiberium.\"\n\tradius 16 height 32\n\tspeed 10 damage 0\n\tgravity 0.75\n\tdamagetype \"ChemicalRed\"\n\tstates {\n\tSpawn:\n\t\tTIBE A 0\n\t\tTIBE A 0 BRIGHT A_Explode (2, 96)\n\t\tTIBE A 0 BRIGHT A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tTIBE AA 2 BRIGHT A_JumpIf(waterlevel > 1, \"Water\")\n\t\tloop\n\tDeath:\n\t\tTIBE A 0 BRIGHT\n\t\tTIBE A 0 BRIGHT A_SpawnItemEx (\"TiberiumCrystalSitting\", 0,0,0,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\tTNT1 A 4\n\t\tstop\n\tWater:\n\t\tTIBE A 15 BRIGHT A_SetTranslucent (1.0, 0)\n\tWaterLoop:\n\t\tTIBE A 0 BRIGHT A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tTIBE AAA 1 BRIGHT A_FadeOut(0.05)\n\t\tloop\n\t}\n}\n\nactor TiberiumCrystalSitting {\n\t+BLOODLESSIMPACT +NODAMAGETHRUST\n\tobituary \"%o was \\cDturned green\\c- by %k's Tiberium crystal.\"\n\tradius 16 height 32\n\tspeed 0 damage 0\n\tMass 0x7FFFFFFF\n\tdamagetype \"ChemicalRed\"\n\treactiontime 15\n\tstates {\n\tSpawn:\n\t\tTIBE AA 0 A_SpawnItemEx (\"TiberiumCrystalFX\")\n\t\tTIBE AAAAAAAAAAAAAAA 18 BRIGHT A_Explode (24, 128)\n\t\tTIBE AAAAAAAAAAAAAAA 17 BRIGHT A_Explode (24, 128)\n\tDeath:\n\t\tTIBE A 0 A_SetTranslucent (1, 1)\n\t\tTIBE AAAAAAAAAAAAAAAAAAAAAAAAA 1 BRIGHT A_FadeOut (0.05)\n\t\tstop\n\t}\n}\n\nactor TiberiumCrystalFX {\n\t+CLIENTSIDEONLY\n\treactiontime 16\n\tstates {\n\tSpawn:\n\t\tTIBE A 0\n\t\tTIBE AAAAAAA 5 BRIGHT A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,24), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tTIBE A 0 A_Countdown\n\t\tloop\n\tDeath:\n\t\tTIBE AAAAAAAAAAAAAAAAAAAA 1 BRIGHT A_SpawnItemEx (\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,24), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tstop\n\t}\n}\n\nactor TiberiumCrystalThrownBlue : TiberiumCrystalThrown {\n\tdamagetype \"ChemicalBlue\"\n\tstates {\n\tDeath:\n\t\tTIBE A 0 BRIGHT\n\t\tTIBE A 0 BRIGHT A_SpawnItemEx (\"TiberiumCrystalSittingBlue\", 0,0,0,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\tTNT1 A 4 BRIGHT\n\t\tstop\n\t}\n}\n\nactor TiberiumCrystalSittingBlue : TiberiumCrystalSitting {damagetype \"ChemicalBlue\"}\n\nactor TiberiumChemSmoke {\n\t+NOSECTOR +NOCLIP +NOINTERACTION +CLIENTSIDEONLY\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAA 4 A_SpawnItemEx (\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(0,16), 0, 0, 0.5*random(2,5), 0, 128, 128)\n\t\tstop\n\t}\n}\n\nactor TiberiumChemSmokePlayer {\n\t+NOSECTOR +NOCLIP +NOINTERACTION +CLIENTSIDEONLY\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ChemicalDeathShot\", random(-16,-1), random(-16,16), random(32, 56), 0, 0, 0.5*random(2,5), 0, 128)\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/items/backpack.txt",
"contents": "actor NewBackpack : CustomInventory replaces Backpack\n{\n radius 20\n height 26\n inventory.pickupmessage \"Picked up an ammo pack with credits.\"\n inventory.respawntics 2100\n inventory.pickupsound \"misc/i_pkup\"\n inventory.maxamount 9999\n +ALWAYSPICKUP\n states\n {\n Spawn:\n BKPK A -1\n stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"RifleAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"RifleGrenadeAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"LaserRifleAmmo\", 10)\n TNT1 A 0 A_GiveInventory(\"FlamerAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"GrenadeAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"BazookaAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"GaussRifleAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"ChemicalSprayAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"LaserChaingunAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"PlasmaCannonAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"SniperAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"GeneporiumCharge\",25)\n TNT1 A 0 A_GiveInventory(\"TE21CalAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"MassDriverAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Utility_Ammo\", 10)\n TNT1 A 0 A_GiveInventory(\"PlasmaRifleAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"TimeGunAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"StealthCharge\", 10)\n TNT1 A 0 ACS_ExecuteAlways(321,0,random(3,7),0,0)\n stop\n }\n}\n\nactor WeaponPack : CustomInventory\n{\n radius 20\n height 26\n inventory.respawntics 2100\n inventory.pickupsound \"misc/i_pkup\"\n inventory.maxamount 9999\n +ALWAYSPICKUP\n states\n {\n Spawn:\n BKPK A -1\n stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Handgun\", 1)\n //Other stuff here in sub-classes\n stop\n }\n}\n\nactor HandgunPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Handgun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Handgun\", 1)\n TNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 10)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor RiflePack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Rifle.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Rifle\", 1)\n TNT1 A 0 A_GiveInventory(\"RifleAmmo\", 10)\n TNT1 A 0 A_GiveInventory(\"RifleGrenadeAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 20)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor SubbyPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Sub-Machine Gun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"SubMachineGun\", 1)\n TNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 15)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor MachineGunPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Machine Gun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"MachineGun\", 1)\n TNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 15)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 30)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor GattlingGunPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Gattling Gun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"GattlingGun\", 1)\n TNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 40)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor GrenadeLauncherPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Grenade Launcher.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Grenade-Launcher\", 1)\n TNT1 A 0 A_GiveInventory(\"GrenadeAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 45)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor FlamethrowerPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Flamethrower.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Flamer\", 1)\n TNT1 A 0 A_GiveInventory(\"FlamerAmmo\", 50)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 45)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor BazookaPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Bazooka.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\",1)\n TNT1 A 0 A_GiveInventory(\"Bazooka\", 1)\n TNT1 A 0 A_GiveInventory(\"BazookaAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 50)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor GaussRiflePack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Gauss Rifle.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\",1)\n TNT1 A 0 A_GiveInventory(\"GaussRifle\", 1)\n TNT1 A 0 A_GiveInventory(\"GaussRifleAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 60)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor LaserRiflePack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Laser Rifle.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"LaserRifle\", 1)\n TNT1 A 0 A_GiveInventory(\"LaserRifleAmmo\", 10)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 30)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor ChemicalSprayPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Biological Chem-Sprayer.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\",1)\n TNT1 A 0 A_GiveInventory(\"ChemicalSpray\", 1)\n TNT1 A 0 A_GiveInventory(\"ChemicalSprayAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 55)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor VoltRiflePack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Volt-Autorifle.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\",1)\n TNT1 A 0 A_GiveInventory(\"Volt-AutoRifle\", 1)\n TNT1 A 0 A_GiveInventory(\"GeneporiumCharge\", 25)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 75)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor Bomb-PackPack : WeaponPack 21039\n{\n inventory.pickupmessage \"Picked up a bomb-pack! TERRORIST!\"\n inventory.pickupsound \"terrorist/pickup\"\n states\n {\n Spawn:\n DYNP A 0 //Remove\n stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Bomb-Pack\", 1)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor PlasmaCannonPack : WeaponPack 21069\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Plasma Cannon!\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\",1)\n TNT1 A 0 A_GiveInventory(\"PlasmaCannon\", 1)\n TNT1 A 0 A_GiveInventory(\"PlasmaCannonAmmo\", 1)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor ShotgunPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Shotgun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Military-Shotgun\", 1)\n TNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 5)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor SniperPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Sniper Rifle!\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Weak-SniperRifle\", 1)\n TNT1 A 0 A_GiveInventory(\"SniperAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 50)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor MedicPack : WeaponPack 21082\n{\n inventory.pickupmessage \"Picked up a medical pack.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Health\", 100)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 50)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor LaserChaingunPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Laser Chaingun!\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Laser-Chaingun\", 1)\n TNT1 A 0 A_GiveInventory(\"LaserChaingunAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 75)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor MechAmmoStuff : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \"Picked up something you're not meant to.\"\n inventory.respawntics 0\n inventory.pickupsound \"misc/i_pkup\"\n inventory.maxamount 9999\n +ALWAYSPICKUP\n states\n {\n Spawn:\n BKPK A -1\n stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Wolverine-RocketAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Wolverine-MinigunAmmo\", 10)\n TNT1 A 0 A_GiveInventory(\"Titan-RocketAmmo\", 10)\n TNT1 A 0 A_GiveInventory(\"Titan-80mmAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Titan-FlamerAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"Raven-RocketAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Raven-20mmAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Orca-RocketAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Orca-MinigunAmmo\", 10)\n TNT1 A 0 A_PlaySound(\"mech/reload\")\n stop\n }\n}\n\nactor MechAmmoStuffSmall : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \"Picked up something you're not meant to.\"\n inventory.respawntics 0\n inventory.pickupsound \"misc/i_pkup\"\n inventory.maxamount 9999\n +ALWAYSPICKUP\n states\n {\n Spawn:\n BKPK A -1\n stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Wolverine-RocketAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Wolverine-MinigunAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"Titan-RocketAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Titan-80mmAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Titan-FlamerAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"Raven-RocketAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Raven-20mmAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Orca-RocketAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Orca-MinigunAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-FlamerAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-PlasmaCannonAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-50mmAmmo\", 3)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-RocketAmmo\", 3)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-GaussAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-PPCAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-ArtilleryAmmo\", 1)\n stop\n }\n}\n\nactor TE21CalPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Tiberium Autorifle!\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TiberiumAutorifle-Weak\", 1)\n TNT1 A 0 A_GiveInventory(\"TE21CalAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 30)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor MassDriverPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Mass Driver Mk2!\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"MassDriver\", 1)\n TNT1 A 0 A_GiveInventory(\"MassDriverAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 55)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor DoubleShotgunPack : WeaponPack 21086\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Double Shotgun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Military-DoubleShotgun\", 1)\n TNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 8)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 20)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor PlasmaRiflePack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Plasma Rifle.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"PlasmaGun\", 1)\n TNT1 A 0 A_GiveInventory(\"PlasmaRifleAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 60)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/items/powerupcrate.txt",
"contents": "actor PowerupCrate : CustomInventory 21410 {\n\t+LOWGRAVITY\n\tradius 20\n\theight 26\n\tinventory.pickupmessage \"You got the Powerup Crate!\"\n\tinventory.respawntics 2100\n\tinventory.pickupsound \"powerup/basic\"\n\tinventory.maxamount 9999\n\tscale 0.5\n\tstates {\n\tSpawn:\n\t\tUCRT AA 0 Thing_ChangeTID (0, 401)\n\tIdle:\n\t\tUCRT ABCDEFGHIJ 3\n\t\tloop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsBerserk\", 1, \"Failure\")\n\t\tTNT1 A 0 ACS_ExecuteAlways (309, 0)\n\t\tstop\n\tFailure:\n\t\tTNT1 A 0\n\t\tfail\n\t}\n}\n\nactor PowerSpeedUpgrade : PowerSpeed {speed 1.5}\nactor SpeedUpgrade : PowerupGiver {\n\t+AUTOACTIVATE +ALWAYSPICKUP\n\tinventory.maxamount 0\n\tpowerup.type \"SpeedUpgrade\"\n\tpowerup.duration 0x7FFFFFFF\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor PowerFatigue : PowerSpeed {speed 0.55}\nactor SpeedDowngrade : PowerupGiver {\n\t+AUTOACTIVATE +ALWAYSPICKUP\n\tinventory.maxamount 0\n\tpowerup.type \"Fatigue\"\n\tpowerup.duration -60\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor IronCurtain : PowerupGiver {\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Duration 1050\n\tPowerup.Type \"Invulnerable\"\n\tPowerup.Color GreenMap\n\tInventory.PickupAnnouncerEntry \"\"\n}\n\nactor NukeKamikaze {\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+FORCERADIUSDMG\n\tobituary \"%k make %o go boom!\"\n\tdamagetype \"ExplosionRed\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"Nuke/Boom\", \"Voice\", 0, 2)\n\t\tTNT1 A 1 A_Explode(7000, 1024, 1)\n\t\tTNT1 A 0 Radius_Quake(7, 105, 0, 100, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NukeFlare\", 0, 0, 0,0,0,0,0,128,0)\n\t\tTNT1 A 25 A_SpawnItemEx(\"NukeFloor\", 0, 0, 0,0,0,0,0,128,0)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NukeSmokeFloor\", 0, 0, 0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NukePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n\t\tTNT1 A 105 A_SpawnItemEx(\"NukeSmokePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NukeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NukeSmokeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n\t\tStop\n\t}\n}\n\nactor BlueStrikeKamikaze : NukeKamikaze {\n\t+FORCEYBILLBOARD\n\trenderstyle Add\n\tscale 1.0\n\tyscale 4.0\n\tdamagetype \"ExplosionBlue\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"IonEffectCluster\", 0)\n\t\tBBLU A 1 Bright A_PlaySoundEx(\"ion/strike\", \"Voice\", 0, 2)\n\t\tBBLU A 1 Bright A_Explode(7000, 1024, 1)\n\t\tBBLU A 1 Bright A_SetTranslucent(0.9, 1)\n\t\tBBLU A 1 Bright A_SetTranslucent(1.0, 1)\n\t\tBBLU A 1 Bright A_FadeOut(0.01)\n\t\tWait\n\t}\n}"
}
]
},
"maps": []
}