sf14afv1a3.pk3

PK3 17 KiB 0 map(s)

Counts

endoom0
graphics0
lumps21
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0bdb284d-94ca-45cc-8305-44cad9c539e3",
    "sha1": "9d6cdb265d51b93f85360b46144e6e93d1ae7702",
    "sha256": "69e0c41c7ab713a31a3de90c803a99c7a59b08578347fb617d37acb349eac4a0",
    "filenames": [
      "sf14afv1a3.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2015-06-18 23:04:00",
      "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": "2015-06-18 23:04:00",
    "file": {
      "type": "PK3",
      "size": 17410,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/9d6cdb265d51b93f85360b46144e6e93d1ae7702/9d6cdb265d51b93f85360b46144e6e93d1ae7702.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 21,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "readme.txt",
        "contents": "this fix allows ammo fired from players guns to go thru\nother players as long as the actor for player is species\nplayer and the mech is species player\n\nweapons when fired don't go thru players when they should don't know why:\nall the shotguns\nall the pistols\nall the repeaters\nbfg10k\n\nthe weapons when fired that do go thru players\nall the dual shots\nall the rocket launchers\nall the plasmas\nboth of the bfgs\nboth flamers\n\nupdate again, to fix ssg explosive\nregards\ngregm9999"
      },
      {
        "source": "pk3",
        "name": "Actors/particles/frenzy_gore.txt",
        "contents": "// emitters\nACTOR splatEmitter_Lite\n{\n\tradius 32\n\theight 32\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_Eye\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_Spray\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_Rib\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_Spine\")\n\t\t\tStop\n\t}\n}\n\nACTOR MassiveGoreExplosion\n{\n\tradius 32\n\theight 32\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_EyeGiant\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_SprayGiant\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_RibGiant\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_SpineGiant\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_EyeGiant\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_SprayGiant\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_RibGiant\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_SpineGiant\")\n\t\t\tStop\n\t}\n}\n\nACTOR splatEmitter_Bloody\n{\n\tradius 32\n\theight 32\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatBlood_Spray\")\n\t\t\tStop\n\t}\n}\n\nACTOR splatEmitter_CFX\n{\n\tradius 32\n\theight 32\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPOSS A 0 A_PlaySound(\"c/build\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatCFX\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatCFX\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatCFX\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatCFX\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatCFX\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatCFX\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatCFX\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatCFX\")\n\t\t\tPOSS A 0 A_SpawnDebris(\"splatCFX\")\n\t\t\tStop\n\t}\n}\n\nACTOR splatEmitter_CFX2\n{\n\tradius 32\n\theight 32\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 10 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tNULL A 2 A_SpawnDebris(\"splatCFX2\")\n\t\t\tNULL A 0 A_PlaySound(\"weapons/spark\", CHAN_AUTO)\n\t\t\tStop\n\t}\n}\n\n// particle actors\nactor splatSandbag1\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tSAND D 3\n\t\tSAND D 3\n\t\tSAND D 555 A_PlaySound(\"inv/sandbag\")\n\t\tFadeOut:\n\t\tSAND D 1 A_FadeOut(0.1)\n\t\tgoto FadeOut\n\t}\n}\n\nactor splatSandbag2\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tSAND E 3\n\t\tSAND E 3\n\t\tSAND E 555 A_PlaySound(\"inv/sandbag\")\n\t\tFadeOut:\n\t\tSAND E 1 A_FadeOut(0.1)\n\t\tgoto FadeOut\n\t}\n}\n\nactor splatSandbag3\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tSAND F 3\n\t\tSAND F 3\n\t\tSAND F 555 A_PlaySound(\"inv/sandbag\")\n\t\tFadeOut:\n\t\tSAND F 1 A_FadeOut(0.1)\n\t\tgoto FadeOut\n\t}\n}\nactor splatShard1\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tSHRD B 3\n\t\tSHRD B 3\n\t\tSHRD B 555 A_PlaySound(\"inv/sandbag\")\n\t\tFadeOut:\n\t\tSHRD B 1 A_FadeOut(0.1)\n\t\tgoto FadeOut\n\t}\n}\nactor splatShard2\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tSHRD C 3\n\t\tSHRD C 3\n\t\tSHRD C 555 A_PlaySound(\"inv/sandbag\")\n\t\tFadeOut:\n\t\tSHRD C 1 A_FadeOut(0.1)\n\t\tgoto FadeOut\n\t}\n}\nactor splatShard3\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tSHRD D 3\n\t\tSHRD D 3\n\t\tSHRD D 555 A_PlaySound(\"inv/sandbag\")\n\t\tFadeOut:\n\t\tSHRD D 1 A_FadeOut(0.1)\n\t\tgoto FadeOut\n\t}\n}\nactor splatShard4\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tSHRD E 3\n\t\tSHRD E 3\n\t\tSHRD E 555 A_PlaySound(\"inv/sandbag\")\n\t\tFadeOut:\n\t\tSHRD E 1 A_FadeOut(0.1)\n\t\tgoto FadeOut\n\t}\n}\n\nactor splatBlood_Eye\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tEYEB ABCD 3\n\t\tEYEB ABCD 3\n\t\tSPLT A 0 A_PlaySound(\"splatBlood\")\n\t\tSPLT ABCDEF 3\n\t\tstop\n\t}\n}\n\nactor splatBlood_EyeGiant\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 3\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tEYEB ABCD 3\n\t\tEYEB ABCD 3\n\t\tSPLT A 0 A_PlaySound(\"splatBlood\")\n\t\tSPLT ABCDEF 3\n\t\tstop\n\t}\n}\n\nactor splatBlood_Spine\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tGORE ABCD 3\n\t\tGORE ABCD 3\n\t\tGORE E 50 A_PlaySound(\"splatBlood\")\n                stop\n\t\t//Fade:\n\t\t//GORE E 2 A_FadeOut(0.1)\n\t\t//loop\n\t}\n}\n\nactor splatBlood_Rib\n{\n\thealth 3\n\tradius 1\n\theight 1\n\tscale 0.5\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tGUTS ABCD 2\n\t\tGUTS ABCD 2\n\t\tGUTS ABCD 2\n\t\tGUTS E 50 A_PlaySound(\"splatBlood\")\n                stop\n\t\t//Fade:\n\t\t//GUTS E 2 A_FadeOut(0.1)\n\t\t//loop\n\t}\n}\n\nactor splatBlood_RibGiant\n{\n\thealth 3\n\tradius 1\n\theight 1\n\tscale 4\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tGUTS ABCD 2\n\t\tGUTS ABCD 2\n\t\tGUTS ABCD 2\n\t\tGUTS E 50 A_PlaySound(\"splatBlood\")\n                stop\n\t\t//Fade:\n\t\t//GUTS E 2 A_FadeOut(0.1)\n\t\t//loop\n\t}\n}\n\nactor splatCFX\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.3\n\trenderstyle add\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tBLUP ABAB 3 A_PlaySound(\"c/build\")\n\t\tBLUP ABAB 3\n\t\tBLUP AB 3 A_FadeOut(0.1)\n\t\tBLUP AB 3 A_FadeOut(0.1)\n\t\tBLUP AB 3 A_FadeOut(0.1)\n\t\tBLUP AB 3 A_FadeOut(0.1)\n\t\tBLUP AB 3 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor splatCFX2\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.6\n\trenderstyle add\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tIFOG DDDDDDDDDDDDD 3\n\t\tBLUP D 1\n\t\tBLUP DD 1 A_FadeOut(0.3)\n\t\tBLUP DD 1 A_FadeOut(0.3)\n\t\tBLUP DD 1 A_FadeOut(0.3)\n\t\tBLUP DD 1 A_FadeOut(0.3)\n\t\tBLUP DD 1 A_FadeOut(0.3)\n\t\tBLUP DD 1 A_FadeOut(0.3)\n\t\tstop\n\t}\n}\n\nactor splatBlood_Spray\n{\n\thealth 20\n\tradius 1\n\theight 1\n\tscale 1\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tSPLT A 0 A_PlaySound(\"splatBlood\")\n\t\tSPLT ABCDEF 3\n\t\tstop\n\t}\n}\n\nactor splatBlood_SprayGiant\n{\n\thealth 20\n\tradius 1\n\theight 1\n\tscale 5\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tBLUD AB 1\n\t\tSPLT A 0 A_PlaySound(\"splatBlood\")\n\t\tSPLT ABCDEF 3\n\t\tstop\n\t}\n}\n\nACTOR splatBlood replaces Blood\n{\n\tSpawnID 130\n\tMass 5\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\tBLUD CBA 8 //A_SpawnDebris(\"splatBlood_Eye\")\n\t\tStop\n\t\tSpray:\n\t\tSPRY ABCDEF 3\n\t\tSPRY G 2\n\t\tStop\n\t}\n}\n\n// casings\nACTOR splatShellCasing\n{\n\tHeight 12\n\tRadius 9\n\tSpeed 4\n\tScale 0.25\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t- NOGRAVITY\n\t+CLIENTSIDEONLY\n        Species \"Player\"\n        +THRUSPECIES\n        damagefactor \"MarineFire\", 0.0\n\tdamagefactor \"MarineFire2\", 0.0\n\tdamagefactor \"MarineFire3\", 0.0\n\tSeeSound \"splatShell\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tCASE A 0 A_PlaySound(\"NULL\")\n\t\tCASE ACBHEGFD 1\n\t\tGoto Spawn+1\n\t\tDeath:\n\t\tCASE A 0 A_Jump(32,8)\n\t\tCASE A 0 A_Jump(37,8)\n\t\tCASE A 0 A_Jump(43,8)\n\t\tCASE A 0 A_Jump(51,8)\n\t\tCASE A 0 A_Jump(64,8)\n\t\tCASE A 0 A_Jump(85,8)\n\t\tCASE A 0 A_Jump(128,8)\n\t\tCASE A 350\n\t\tStop\n\t\tCASE B 350\n\t\tStop\n\t\tCASE C 350\n\t\tStop\n\t\tCASE D 350\n\t\tStop\n\t\tCASE E 350\n\t\tStop\n\t\tCASE F 350\n\t\tStop\n\t\tCASE G 350\n\t\tStop\n\t\tCASE H 350\n\t\tStop\n\t}\n}\nACTOR splatBulletCasing\n{\n\tHeight 12\n\tRadius 9\n\tSpeed 4\n\tScale 0.1\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t- NOGRAVITY\n\t+CLIENTSIDEONLY\n        Species \"Player\"\n        +THRUSPECIES\n        damagefactor \"MarineFire\", 0.0\n\tdamagefactor \"MarineFire2\", 0.0\n\tdamagefactor \"MarineFire3\", 0.0\n\tSeeSound \"splatBulletCasing\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tBULC A 0 A_PlaySound(\"NULL\")\n\t\tBULC ACBHEGFD 1\n\t\tGoto Spawn+1\n\t\tDeath:\n\t\tBULC A 0 A_Jump(32,8)\n\t\tBULC A 0 A_Jump(37,8)\n\t\tBULC A 0 A_Jump(43,8)\n\t\tBULC A 0 A_Jump(51,8)\n\t\tBULC A 0 A_Jump(64,8)\n\t\tBULC A 0 A_Jump(85,8)\n\t\tBULC A 0 A_Jump(128,8)\n\t\tBULC A 350\n\t\tStop\n\t\tBULC B 350\n\t\tStop\n\t\tBULC C 350\n\t\tStop\n\t\tBULC D 350\n\t\tStop\n\t\tBULC E 350\n\t\tStop\n\t\tBULC F 350\n\t\tStop\n\t\tBULC G 350\n\t\tStop\n\t\tBULC H 350\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/projectiles/bfgball.txt",
        "contents": "actor sfBFGBall\n{\n  Game Doom\n  SpawnID 128\n  Radius 13\n  Height 8\n  Speed 25\n  Damage 500\n  Species \"Player\"\n  +THRUSPECIES\n  Renderstyle Add\n  Alpha 0.75\n  DeathSound \"weapons/bfgx\"\n  Projectile\n  +RANDOMIZE\n  Species \"Player\"\n  +THRUSPECIES\n  DamageType\t\t\tMarineFire2\n  Obituary \"$OB_MPBFG_BOOM\" // \"%o was splintered by %k's BFG.\"\n  explosionradius 256\n  explosiondamage 300\n  States\n  {\n  Spawn:\n    BFS1 AB 4 bright\n    loop\n  Death:\n    BFE1 AB 8 bright\n    BFE1 C 8 bright A_Explode\n    BFE1 DEF 8 bright\n    stop\n  }\n}\nactor sfBFGBallS_tw : sfBFGBall_tw\n{\n  Damage 120\n  Species \"Player\"\n  +THRUSPECIES\n  +RIPPER\n  States\n  {\n  Spawn:\n    BFS1 AB 4 bright\n//    BFE1 C 8 bright A_Explode\n    BFE1 C 8 bright A_BFGSpray\n    loop\n  Death:\n    BFE1 AB 8 bright\n    BFE1 C 8 bright A_BFGSpray\n    BFE1 DEF 8 bright\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/projectiles/flamers_ammo.txt",
        "contents": "actor FlamerShotS_tw : FlamerShot_tw\n{\n  Damage 5\n  Species \"Player\"\n  +THRUSPECIES\n  +RIPPER\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/projectiles/frenzy_dual.txt",
        "contents": "Actor Dualshot_Nail\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 30\n        Damage 10\n        Species \"Player\"\n        +THRUSPECIES\n        Scale 0.6\n        +BLOODSPLATTER\n        seeSound \"\"\n        DeathSound \"\"\n        Decal Bulletchip\n        DamageType MarineFire2\n        States\n        {\n        Spawn:\n                DART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n        \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n\t\tDART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n               \tgoto Spawn\n        Crash:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        XDeath:\n        \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n        \tDART BCDEFG 2\n        \tStop\n        Death:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        }\n}\nACTOR Dualshot_RazorBolt\n{\n\tRadius\t\t\t\t16\n\tHeight\t\t\t\t8\n\n\tSpeed\t\t\t\t50\n\tDamage\t\t\t\t10\n\tGravity\t\t\t\t0.5\n\tMass\t\t\t\t50\n\tbouncefactor                    0.8\n\n\tObituary\t\t\t\"%0 was sliced by %k's Dualshot.\"\n\n\tExplosionRadius\t\t\t128\n\tExplosionDamage\t\t\t6\n\tDamageType\t\t\tMarineFire2\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n        Species \"Player\"\n        +THRUSPECIES\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\t+RIPPER\n\tbouncecount 2\n\n\tscale 0.4\n\n\tDeathSound \"weapons/rico\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSAWS ABCDEFGH 1 bright\n\t\t\tGRNS B 3 bright A_PlaySound(\"weapons/sawfull\")\n\t\t\tgoto Spawn\n\t\tDeath:\n\t\t\tSAWS B 8 bright A_Explode\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/projectiles/frenzy_flame.txt",
        "contents": "actor FlamerShot\n{\n  Game Doom\n  SpawnID 51\n  Radius 13\n  Height 8\n  Speed 25\n  Species \"Player\"\n  +THRUSPECIES\n  Damage 5\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  scale 0.575\n  SeeSound \"x2/flamer\"\n  DeathSound \"weapons/plasmax\"\n  Obituary \"$OB_MPPLASMARIFLE\"\n  DamageType MarineFire2\n  +NODAMAGETHRUST\n\n  explosiondamage 6\t\t// from 16 to 6\n  explosionradius 40\t\t// from 56 to 40\n\n  States\n  {\n  Spawn:\n    NKXP ACEGIKMOPQRSTUV 2 bright\n    stop\n  Death:\n  FIRE A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n    FIRE ABCDEDCDEDEFGH 3 A_Explode //CDEDCDEDCDEDCDEDCDEDCDEDCDEDCDEDCD\n    stop\n  }\n}\n\nactor FlamerRemains\n{\n  Game Doom\n  SpawnID 51\n  Radius 13\n  Height 8\n  Speed 25\n  Species \"Player\"\n  +THRUSPECIES\n  Damage 8\n  RenderStyle Add\n  Alpha 0.75\n  scale 0.575\n  SeeSound \"x2/flamer\"\n  DeathSound \"weapons/plasmax\"\n  Obituary \"$OB_MPPLASMARIFLE\"\n  DamageType MarineFire3\n  -NOGRAVITY\n  +NODAMAGETHRUST\n\n  explosiondamage 17\n  explosionradius 64\n\n  States\n  {\n  Spawn:\n    FIRE ABCDEDCDEDCDEDCDEDC 3 A_Explode\t//DEDCDEDCDEDCDEDCDEDCDEDCDEFGH\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/projectiles/frenzy_grenades.txt",
        "contents": "//This goes in frenzy_weapons. wad and it replaces the DW9 lump\nACTOR Grenade_Flinger\n{\n\tRadius\t\t\t\t16\n\tHeight\t\t\t\t8\n\n\tSpeed\t\t\t\t40\n\tDamage\t\t\t\t60\t// reduced from 100 to 60\n\tGravity\t\t\t\t1.0\n\tMass\t\t\t\t100\n\tbouncefactor                    0.8\n\n\tObituary\t\t\t\"%0 was blowen to bits by %k's Flinger.\"\n\n\tExplosionRadius\t\t\t200\t\t// reduced from 256 to 200\n\tExplosionDamage\t\t\t50\t\t// reduced from 64 to 50\n\tDamageType\t\t\tMarineFire2\n        Species \"Player\"\n        +THRUSPECIES\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\tbouncecount 16\n\n\tSeeSound \"w9/fire1\"\n\tDeathSound \"weapons/rocklx\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS ABA 3 bright\n\t\t\tGRNS B 3 bright A_PlaySound(\"w9/fire2\")\n\t\t\tgoto Spawn\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL C 6 bright\n\t\t\tMISL D 4 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Grenade_Flinger_Exploder\n{\n\tRadius\t\t\t\t16\n\tHeight\t\t\t\t8\n\n\tSpeed\t\t\t\t40\n\tDamage\t\t\t\t60\t// reduced from 100 to 60\n\tGravity\t\t\t\t1.0\n\tMass\t\t\t\t100\n\tDamageType\t\t\tMarineFire2\n\n\tSpecies \"Player\"\n        +THRUSPECIES\n        +NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\tbouncecount 16\n\n\tSeeSound \"w9/fire1\"\n\tDeathSound \"weapons/rocklx\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS ABA 3 bright\n\t\t\tGRNS B 3 bright A_PlaySound(\"w9/fire2\")\n\t\t\tgoto Spawn\n\t\tDeath:\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 1 bright\n\t\t\tNULL A 50\n\t\t\tMISL E 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tNULL A 50\n\t\t\tMISL E 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tstop\n\t}\n}\n\nACTOR Grenade_Flinger_Exploder_Debris\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\tMass\t\t\t\t100\n\tGravity\t\t\t\t0.5\n\n\tSpecies \"Player\"\n        +THRUSPECIES\n        +ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\tbouncecount 16\n\n\tExplosionRadius\t\t\t90\t\t// reduced from 128 to 90\n\tExplosionDamage\t\t\t26\t\t// reduced from 32 to 26\n\tDamageType\t\t\tMarineFire2\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS AB 50\n\t\t\tMISL E 0 A_Explode\n\t\t\tMISL BCD 3\n\t\t\tstop\n\t}\n}\n\nACTOR Grenade_MinePlacer\n{\n\tRadius\t\t\t\t16\n\tHeight\t\t\t\t8\n\n\tSpeed\t\t\t\t5\n\tGravity\t\t\t\t1.0\n\tMass\t\t\t\t100\n\tDamageType\t\t\tMarineFire2\n\n\tObituary\t\t\t\"%0 was blowen to bits by %k's Flinger.\"\n\n\tSpecies \"Player\"\n        +THRUSPECIES\n        +NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\tbouncecount 16\n\n\tSeeSound \"w9/fire1\"\n\tDeathSound \"w9_detonate\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS ABA 3 bright\n\t\t\tGRNS B 3 bright A_PlaySound(\"w9/fire2\")\n\t\t\tgoto Spawn\n\t\tDeath:\n\t\t\tGRNS D 4 bright A_SpawnItem (\"Grenade_Mine\" , 0, 0, 0, 0)\n\t\t\tstop\n\t}\n}\n\nACTOR Grenade_Mine\n{\n\tGame Doom\n        Species \"Player\"\n        +THRUSPECIES\n\tHealth 20\n\tRadius 10\n\tHeight 34\n\t+SHOOTABLE\n\t+NOBLOOD\n\tDeathSound \"world/barrelx\"\n\tObituary \"$OB_BARREL\" // \"%o went boom.\"\n\tExplosionRadius\t\t\t128\n\tExplosionDamage\t\t\t32\n\tDamageType\t\t\tMarineFire2\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS CD 6\n\t\t\tgoto Spawn\n\t\tDeath:\n\t\t\tGRNS C 5 BRIGHT A_PlaySound(\"w9_detonate\")\n\t\t\tGRNS C 5 BRIGHT A_Scream\n\t\t\tMISL B 1 BRIGHT A_SpawnItem(\"Grenade_Mine_GoBoom\")\n\t\t\tStop\n\t}\n}\n\nACTOR Grenade_Mine_GoBoom\n{\n\thealth 2\n        Species \"Player\"\n        +THRUSPECIES\n\tradius 1\n\theight 1\n\tscale 0.5\n\tMass\t\t\t\t100\n\tGravity\t\t\t\t0.5\n\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\tbouncecount 16\n\n\tExplosionRadius\t\t\t177\n\tExplosionDamage\t\t\t56\n\tDamageType\t\t\tMarineFire2\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS A 1\n\t\t\tMISL E 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tMISL E 0 A_Explode\n\t\t\tMISL BCD 3\n\t\t\tstop\n\t}\n}\n\nACTOR Grenade_GLauncher\n{\n\tRadius\t\t\t\t16\n\tHeight\t\t\t\t8\n\n\tSpeed\t\t\t\t40\n\tDamage\t\t\t\t50\n\tGravity\t\t\t\t1.0\n\tMass\t\t\t\t100\n\n\tObituary\t\t\t\"%0 was blowen to bits by %k's Grenade Launcher.\"\n\n\tExplosionRadius\t\t\t200\t\t// reduced from 256 to 200\n\tExplosionDamage\t\t\t50\t\t// reduced from 64 to 50\n\tDamageType\t\t\tMarineFire\n\n        Species \"Player\"\n        +THRUSPECIES\n        +NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\tbouncecount 16\n\n\tSeeSound \"w9/fire1\"\n\tDeathSound \"weapons/rocklx\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS ABA 3 bright\n\t\t\tGRNS B 3 bright A_PlaySound(\"w9/fire2\")\n\t\t\tgoto Spawn\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL C 6 bright\n\t\t\tMISL D 4 bright\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/projectiles/frenzy_plasma.txt",
        "contents": "ACTOR Rail_Standard\n{\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\tSpeed\t\t\t\t30\n\tDamage\t\t\t\t1\n\tDamageType\t\t\tMarineFire\n\n\tDamageType\t\t\tMarineFire\n\tRenderStyle\t\t\tAdd\n\n\tProjectile\n        Species \"Player\"\n        +THRUSPECIES\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\n\texplosiondamage\t\t\t90\t// default, 128\n\texplosionradius\t\t\t90\t// default, 128\n\n\tSeeSound\t\t\t\"x1/fire1\"\n\t//DeathSound\t\t\t\"weapons/rocklx\"\n\tObituary\t\t\t\"%o smells %k's rails... oh wait, thats $o's melted insides\"\n        DontHurtShooter\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLSS A 1 bright A_SpawnItem (\"Rail_Standard_Tracer\" , 0, 0, 0, 0)\n\t\t\tPLSS B 1\n\t\t\tgoto Spawn\n\t\tDeath:\n\t\t\tPLSE C 8 bright A_Explode\n\t\t\tPLSE D 6 bright\n\t\t\tPLSE E 4 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Rail_Taser\n{\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\tSpeed\t\t\t\t30\n\tDamage\t\t\t\t60\n\tDamageType\t\t\tMarineFire\n\n\tDamageType\t\t\tMarineFire\n\tRenderStyle\t\t\tAdd\n\n\tProjectile\n        Species \"Player\"\n        +THRUSPECIES\n\t+RANDOMIZE\n\n\tObituary\t\t\t\"%o smells %k's rails... oh wait, thats $o's melted insides\"\n\n\tSeeSound \t\t\t\"x1/taser\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLSE CDE 2\n\t\t\tstop\n\t\tDeath:\n\t\t\tPLSE C 8 bright\n\t\t\tPLSE D 6 bright\n\t\t\tPLSE E 4 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Rail_Standard_Tracer\n{\n        Species \"Player\"\n        +THRUSPECIES\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\n\tRenderStyle\t\t\tAdd\n\tScale\t\t\t\t0.7\n\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLSS AB 1 bright A_FadeOut(0.1)\n\t\t\tgoto Spawn\n\t}\n}\n\n// Plasma Ball\nactor PlasmaBall_Player replaces PlasmaBall\n{\n  Game Doom\n  SpawnID 51\n  Radius 13\n  Height 8\n  Speed 25\n  Damage 5\n  Species \"Player\"\n  +THRUSPECIES\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  SeeSound \"weapons/plasmaf\"\n  DeathSound \"weapons/plasmax\"\n  Obituary \"$OB_MPPLASMARIFLE\"\n  DamageType MarineFire\n  States\n  {\n  Spawn:\n    PLSS AB 6 bright\n    goto Spawn\n  Death:\n    PLSE ABCDE 4 bright\n    stop\n  }\n}\n\nACTOR PlasmaProjectile_Advanced\n{\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\tSpeed\t\t\t\t50\n\tDamage\t\t\t\t5\n\tDamageType\t\t\tMarineFire\n\n\tRenderStyle\t\t\tAdd\n\n\tProjectile\n        Species \"Player\"\n        +THRUSPECIES\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+RIPPER\n\n\tSeeSound\t\t\t\"x1/fire1\"\n\t//DeathSound\t\t\t\"weapons/rocklx\"\n\tObituary\t\t\t\"%o smells %k's rails... oh wait, thats $o's melted insides\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLSS A 1 bright A_SpawnItem (\"Rail_Standard_Tracer\" , 0, 0, 0, 0)\n\t\t\tPLSS B 1\n\t\t\tgoto Spawn\n\t\tDeath:\n\t\t\tPLSE C 8 bright\n\t\t\tPLSE D 6 bright\n\t\t\tPLSE E 4 bright\n\t\t\tstop\n\t}\n}\n\nACTOR PlasmaProjectile_Spread\n{\n\tGame Doom\n\tSpawnID 51\n\tRadius 13\n\tHeight 8\n\tSpeed 50\n        Species \"Player\"\n        +THRUSPECIES\n\tDamage 4\t\t// reduced from 6 to 4\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tDamageType\t\t\tMarineFire\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tSpawn2:\n\t\tPLSS AB 2 bright A_CustomMissile(\"PlasmaProjectile_Spread_Expand\", 0, 0, random(15,-15), 2, 0)\n\t\tPLSS B 0 A_FadeOut(0.1)\n\t\tgoto Spawn\n\t\tDeath:\n\t\tPLSE AAAAA 0 A_CustomMissile(\"PlasmaProjectile_Spread_Expand3\", 0, 0, random(0,359),2,random(90,-90))\n\t\tPLSE ABCDE 4 bright\n\t\tstop\n\t}\n}\n\nACTOR PlasmaProjectile_Spread2 : PlasmaProjectile_Spread\n{\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tSpawn2:\n\t\tPLSS A 2 bright A_CustomMissile(\"PlasmaProjectile_Spread_Expand2\", 0, 0, 45, 2)\n\t\tPLSS A 0 bright A_CustomMissile(\"PlasmaProjectile_Spread_Expand2\", 0, 0, -45, 2)\n\t\tPLSS B 3 bright A_CustomMissile(\"PlasmaProjectile_Spread_Expand2\", 0, 0, 45, 2)\n\t\tPLSS B 0 bright A_CustomMissile(\"PlasmaProjectile_Spread_Expand2\", 0, 0, -45, 2)\n\t\tPLSS B 0 A_FadeOut(0.1)\n\t\tgoto Spawn\n\t}\n}\n\nACTOR PlasmaProjectile_Spread_Expand\n{\n\tGame Doom\n\tSpawnID 51\n\tRadius 13\n\tHeight 8\n\tSpeed 65\n        Species \"Player\"\n        +THRUSPECIES\n\tDamage 3\t\t// reduced from 4 to 3\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"weap/apr/fire\"\n\tDeathSound \"weapons/plasmax\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tDamageType\t\t\tMarineFire\n\n\tscale 0.3\n\n\tStates\n\t{\n\t\tSpawn:\n\t\tPLSS AB 2 bright A_FadeOut(0.2)\n\t\tgoto Spawn\n\t\tDeath:\n\t\tPLSE ABCDE 4 bright\n\t\tstop\n\t}\n}\n\nACTOR PlasmaProjectile_Spread_Expand2 : PlasmaProjectile_Spread_Expand\n{\n\tSpeed 10\n\tstates\n\t{\n\t\tSpawn:\n\t\tPLSS AB 6 bright\n\t\tPLSS B 0 A_Fadeout(0.33)\n\t\tgoto Spawn\n\t}\n}\n\nACTOR PlasmaProjectile_Spread_Expand3 : PlasmaProjectile_Spread_Expand\n{\n      states\n      {\n\t\tSpawn:\n\t\tPLSS AB 2 bright A_FadeOut(0.5)\n\t\tgoto Spawn\n      }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/projectiles/frenzy_rockets.txt",
        "contents": "//This goes in frenzy_weapons. wad and it replaces the DW8 lump\nACTOR Rocket_Standard\n{\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\tSpeed\t\t\t\t32\n\tDamage\t\t\t\t17\t// reduced from 20 to 17\n\n\tDamageType\t\t\tMarineFire2\n\n\texplosiondamage\t\t\t100\t// default, 128\n\texplosionradius\t\t\t100\t// default, 128\n\n\tProjectile\n        Species \"Player\"\n        +THRUSPECIES\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\n\tSeeSound\t\t\t\"weapons/rocklf\"\n\tDeathSound\t\t\t\"weapons/rocklx\"\n\tObituary\t\t\t\"%o rode %k's rocket.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMISL A 1 bright\n\t\t\tgoto Spawn\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL C 6 bright\n\t\t\tMISL D 4 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Rocket_Exploder\n{\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\tSpeed\t\t\t\t68\n\tDamage\t\t\t\t30\t// reduced from 40 to 30\n\n\tDamageType\t\t\tMarineFire2\n\n\texplosiondamage\t\t\t90\t// default, 128\n\texplosionradius\t\t\t90\t// default, 128\n\n\tProjectile\n        Species \"Player\"\n        +THRUSPECIES\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\n\tSeeSound\t\t\t\"weapons/rocklf\"\n\tDeathSound\t\t\t\"weapons/rocklx\"\n\tObituary\t\t\t\"%o rode %k's rocket.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMIS2 A 1 bright\n\t\t\tgoto Spawn\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL C 6 bright\n\t\t\tMISL D 4 bright\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/projectiles/frenzy_saw.txt",
        "contents": "// compad\nACTOR Saw_Spread\n{\n\t+NOBLOCKMAP\n        Species \"Player\"\n        +THRUSPECIES\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\n\tDamageType\t\t\tMarineFire\n\n\tRenderStyle\t\t\tTranslucent\n\tAlpha\t\t\t\t0.5\n\tVSpeed\t\t\t\t1\n\tMass\t\t\t\t5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPUFF A 1 bright\n\t\t\tPUFF A 0 bright A_SpawnItemEx(\"BulletDebris\", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))\n\t\t\tPUFF A 0 bright A_SpawnItemEx(\"BulletDebris\", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))\n\t\t\tPUFF A 0 bright A_SpawnItemEx(\"BulletDebris\", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))\n\t\t\tPUFF A 0 bright A_SpawnItemEx(\"BulletDebris\", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))\n\t\t\tPUFF A 0 bright A_SpawnItemEx(\"BulletDebris\", random(-2, 2), random(-2, 2), random(-2, 2), random(-5, 5), random(-5, 5), random(-5, 5))\n\t\t\tPUFF B 4 A_PlaySound(\"weapons/rico\", CHAN_AUTO, 0.6, 0, 2)\n\t\tMelee:\n\t\t\tPUFF CD 4\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/frenzy_boomstick.txt",
        "contents": "ACTOR Boomstick : Weapon\n{\nSpecies \"Player\"\n  +THRUSPECIES\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Boomstick!\"\n\tObituary\t\t\t\"%o got blasted by %k's Boomstick.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW2E1 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW2E1 A 1 A_Lower\n\t\t\tW2E1 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW2E1 A 1 A_Raise\n\t\t\tW2E1 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tW2E1 A 3 A_GunFlash\n\t\t\tW2E1 A 7 A_FireBullets(6, 6, 7, 7, \"BulletPuff_Standard\")\n\t\t\tW2E1 BC 5\n\t\t\tW2E1 D 4 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW2E1 CB 4\n\t\t\tW2E1 A 10 A_Refire\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR Boomstick_Bayonet : Weapon\n{\n        Species \"Player\"\n        +THRUSPECIES\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Boomstick, upgraded with a Bayonet!\"\n\tObituary\t\t\t\"%o got blasted by %k's Shiny Boomstick.\"\n\n\tWeapon.UpSound\t\t\t\"weapons/sawup\"\n\tWeapon.ReadySound\t\t\"weapons/sawidle\"\n\tAttackSound\t\t\t\"w2/fire\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW2E2 AB 5 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW2E2 AAAA 1 A_Lower\n\t\t\tW2E2 AAAA 0 A_Lower\n\t\t\tW2E2 AAAA 0 A_Lower\n\t\t\tW2E2 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW2E2 AAAA 1 A_Raise\n\t\t\tW2E2 AAAA 0 A_Raise\n\t\t\tW2E2 AAAA 0 A_Raise\n\t\t\tW2E2 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tW2E2 A 3 A_GunFlash\n\t\t\tW2E2 A 7 A_FireBullets(6, 6, 7, 7, \"BulletPuff_Standard\")\n\t\t\tW2E2 BC 5\n\t\t\tW2E2 D 4 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E2 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW2E2 CB 4\n\t\t\tW2E2 A 5 A_Refire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tW2E2 AB 2 A_Saw(\"weapons/sawfull\", \"weapon/sawhit\", 15, \"Saw_Spread\")\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR Boomstick_Explosive : Weapon\n{\n        Species \"Player\"\n        +THRUSPECIES\n\tWeapon.AmmoUse1 \t\t\t1\n\tWeapon.AmmoUse2 \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType1\t\t\t\"Shell\"\n\tWeapon.AmmoType2\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Boomstick!\"\n\tObituary\t\t\t\"%o got blasted by %k's Boomstick.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w2/fire2\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW2E3 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW2E3 A 1 A_Lower\n\t\t\tW2E3 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW2E3 A 1 A_Raise\n\t\t\tW2E3 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tW2E3 A 3 A_GunFlash\n\t\t\tW2E3 A 7 A_FireBullets(7, 7, 7, 18, \"BulletPuff_Explosive\")\n\t\t\tW2E1 BC 6\n\t\t\tW2E1 D 5 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW2E1 CB 4\n\t\t\tW2E3 A 10 A_Refire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tW2E3 A 3 A_GunFlash\n\t\t\tW2E3 A 7 A_FireBullets(6, 6, 7, 5, \"BulletPuff_Standard\")\n\t\t\tW2E1 BC 5\n\t\t\tW2E1 D 4 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW2E1 CB 4\n\t\t\tW2E3 A 10 A_Refire\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/frenzy_buckshot.txt",
        "contents": "// main damage reduced from 11 or 12\n// fire damage reduced from 19\n\nACTOR Buckshot_LoadedShells : Inventory\n{\n\tInventory.MaxAmount 10\n}\n\nACTOR Buckshot_Chamber_LoadedShells : Inventory\n{\n\tInventory.MaxAmount 20\n}\n\nACTOR Buckshot : Weapon\n{\n\tWeapon.AmmoUse1\t\t\t0\n\tWeapon.AmmoUse2\t\t\t0\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType1\t\t\t\"Shell\"\n\tWeapon.AmmoType2\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Buckshot!\"\n\tObituary\t\t\t\"%o got shelled by %k's Buckshot.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW5E1 V 10\n\t\t\tgoto Ready0\n\t\tReady0:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 10, \"Ready10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 9, \"Ready9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 8, \"Ready8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 7, \"Ready7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 6, \"Ready6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 5, \"Ready5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 4, \"Ready4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 3, \"Ready3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 2, \"Ready2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, \"Ready1\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 0, 1)\n\t\t\tW5E1 A 1 A_WeaponReady\n\t\t\tgoto Ready0\n\t\tReady1:\n\t\t\tW5E1 B 1 A_WeaponReady\n\t\t\tgoto Ready1\n\t\tReady2:\n\t\t\tW5E1 C 1 A_WeaponReady\n\t\t\tgoto Ready2\n\t\tReady3:\n\t\t\tW5E1 D 1 A_WeaponReady\n\t\t\tgoto Ready3\n\t\tReady4:\n\t\t\tW5E1 E 1 A_WeaponReady\n\t\t\tgoto Ready4\n\t\tReady5:\n\t\t\tW5E1 F 1 A_WeaponReady\n\t\t\tgoto Ready5\n\t\tReady6:\n\t\t\tW5E1 G 1 A_WeaponReady\n\t\t\tgoto Ready6\n\t\tReady7:\n\t\t\tW5E1 H 1 A_WeaponReady\n\t\t\tgoto Ready7\n\t\tReady8:\n\t\t\tW5E1 I 1 A_WeaponReady\n\t\t\tgoto Ready8\n\t\tReady9:\n\t\t\tW5E1 J 1 A_WeaponReady\n\t\t\tgoto Ready9\n\t\tReady10:\n\t\t\tW5E1 K 1 A_WeaponReady\n\t\t\tgoto Ready10\n\t\tDeselect:\n\t\t\tW5E1 V 1 A_Lower\n\t\t\tW5E1 V 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW5E1 V 1 A_Raise\n\t\t\tW5E1 V 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 10, \"Fire10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 9, \"Fire9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 8, \"Fire8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 7, \"Fire7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 6, \"Fire6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 5, \"Fire5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 4, \"Fire4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 3, \"Fire3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 2, \"Fire2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, \"Fire1\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Shell\", 1, 2)\n\t\t\tW5E1 A 0 ACS_Execute(56,0,0,0,0)\n\t\tFire1:\n\t\t\tW5E1 B 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, 1)\n\t\t\tgoto Ready0\n\t\t\tW5E1 B 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 B 3 A_GunFlash\n\t\t\tW5E1 A 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 A 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 A 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire2:\n\t\t\tW5E1 C 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 C 3 A_GunFlash\n\t\t\tW5E1 B 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 B 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 B 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire3:\n\t\t\tW5E1 D 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 D 3 A_GunFlash\n\t\t\tW5E1 C 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 C 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 C 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire4:\n\t\t\tW5E1 E 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 E 3 A_GunFlash\n\t\t\tW5E1 D 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 D 10 A_Refire\n\t\t\tgoto Ready\n\t\tFire5:\n\t\t\tW5E1 F 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 F 3 A_GunFlash\n\t\t\tW5E1 E 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 E 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 E 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire6:\n\t\t\tW5E1 G 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 G 3 A_GunFlash\n\t\t\tW5E1 F 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 F 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 F 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire7:\n\t\t\tW5E1 H 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 H 3 A_GunFlash\n\t\t\tW5E1 G 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 G 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 G 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire8:\n\t\t\tW5E1 I 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 I 3 A_GunFlash\n\t\t\tW5E1 H 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 H 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 H 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire9:\n\t\t\tW5E1 J 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 J 3 A_GunFlash\n\t\t\tW5E1 I 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 I 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 I 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire10:\n\t\t\tW5E1 K 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 K 3 A_GunFlash\n\t\t\tW5E1 J 7 A_FireBullets(6, 6, 7, 18, \"BulletPuff_Standard\")\n\t\t\tW5E1 J 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 J 10 A_Refire\n\t\t\tgoto Ready0\n\t\tAltFire:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Shell\", 1, 2)\n\t\t\tW5E1 A 0 A_Jump(255, \"Ready\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Shell\", 2, 2)\n\t\t\tW5E1 A 0 A_Jump(255, \"AltFire2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 9, \"Altfire2\")\n                        W2E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 0, \"Ready\")\n\t\t\tW2E1 A 1\n\t\t\tW2E1 B 3\n\t\t\tW2E1 C 4 A_TakeInventory(\"Shell\", 2)\n\t\t\tW2E1 D 5 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 C 4 A_GiveInventory(\"Buckshot_LoadedShells\", 2)\n\t\t\tW2E1 B 3 A_Refire\n\t\t\tgoto Ready0\n                Altfire2:\n                        W5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 10, \"Ready\")\n                        W2E1 C 4 A_TakeInventory(\"Shell\", 1)\n\t\t\tW2E1 D 5 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 C 4 A_GiveInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW2E1 B 3 A_Refire\n                        goto Ready0\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR Buckshot_Chamber : Weapon\n{\n\n\tWeapon.AmmoUse1\t\t\t0\n\tWeapon.AmmoUse2\t\t\t0\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType1\t\t\t\"Shell\"\n\tWeapon.AmmoType2\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Buckshot with an Extended Chamber!\"\n\tObituary\t\t\t\"%o got shelled by %k's Extended Buckshot.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW5E2 A 10\n\t\t\tgoto Ready0\n\t\tReady0:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 20, \"Ready20\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 19, \"Ready19\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 18, \"Ready18\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 17, \"Ready17\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 16, \"Ready16\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 15, \"Ready15\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 14, \"Ready14\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 13, \"Ready13\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 12, \"Ready12\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 11, \"Ready11\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 10, \"Ready10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 9, \"Ready9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 8, \"Ready8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 7, \"Ready7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 6, \"Ready6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 5, \"Ready5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 4, \"Ready4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 3, \"Ready3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 2, \"Ready2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 1, \"Ready1\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 0, 1)\n\t\t\tW5E1 A 1 A_WeaponReady\n\t\t\tgoto Ready0\n\t\tReady1:\n\t\t\tW5E1 B 1 A_WeaponReady\n\t\t\tgoto Ready1\n\t\tReady2:\n\t\t\tW5E1 C 1 A_WeaponReady\n\t\t\tgoto Ready2\n\t\tReady3:\n\t\t\tW5E1 D 1 A_WeaponReady\n\t\t\tgoto Ready3\n\t\tReady4:\n\t\t\tW5E1 E 1 A_WeaponReady\n\t\t\tgoto Ready4\n\t\tReady5:\n\t\t\tW5E1 F 1 A_WeaponReady\n\t\t\tgoto Ready5\n\t\tReady6:\n\t\t\tW5E1 G 1 A_WeaponReady\n\t\t\tgoto Ready6\n\t\tReady7:\n\t\t\tW5E1 H 1 A_WeaponReady\n\t\t\tgoto Ready7\n\t\tReady8:\n\t\t\tW5E1 I 1 A_WeaponReady\n\t\t\tgoto Ready8\n\t\tReady9:\n\t\t\tW5E1 J 1 A_WeaponReady\n\t\t\tgoto Ready9\n\t\tReady10:\n\t\t\tW5E1 K 1 A_WeaponReady\n\t\t\tgoto Ready10\n\t\tReady11:\n\t\t\tW5E1 L 1 A_WeaponReady\n\t\t\tgoto Ready11\n\t\tReady12:\n\t\t\tW5E1 M 1 A_WeaponReady\n\t\t\tgoto Ready12\n\t\tReady13:\n\t\t\tW5E1 N 1 A_WeaponReady\n\t\t\tgoto Ready13\n\t\tReady14:\n\t\t\tW5E1 O 1 A_WeaponReady\n\t\t\tgoto Ready14\n\t\tReady15:\n\t\t\tW5E1 P 1 A_WeaponReady\n\t\t\tgoto Ready15\n\t\tReady16:\n\t\t\tW5E1 Q 1 A_WeaponReady\n\t\t\tgoto Ready16\n\t\tReady17:\n\t\t\tW5E1 R 1 A_WeaponReady\n\t\t\tgoto Ready17\n\t\tReady18:\n\t\t\tW5E1 S 1 A_WeaponReady\n\t\t\tgoto Ready18\n\t\tReady19:\n\t\t\tW5E1 T 1 A_WeaponReady\n\t\t\tgoto Ready19\n\t\tReady20:\n\t\t\tW5E1 U 1 A_WeaponReady\n\t\t\tgoto Ready20\n\t\tDeselect:\n\t\t\tW5E2 A 1 A_Lower\n\t\t\tW5E2 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW5E2 A 1 A_Raise\n\t\t\tW5E2 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 20, \"Fire20\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 19, \"Fire19\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 18, \"Fire18\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 17, \"Fire17\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 16, \"Fire16\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 15, \"Fire15\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 14, \"Fire14\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 13, \"Fire13\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 12, \"Fire12\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 11, \"Fire11\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 10, \"Fire10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 9, \"Fire9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 8, \"Fire8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 7, \"Fire7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 6, \"Fire6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 5, \"Fire5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 4, \"Fire4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 3, \"Fire3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 2, \"Fire2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 1, \"Fire1\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Shell\", 1, 2)\n\t\t\tW5E1 A 0 ACS_Execute(56,0,0,0,0)\n\t\tFire1:\n\t\t\tW5E1 B 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 1, 1)\n\t\t\tgoto Ready0\n\t\t\tW5E1 B 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 B 3 A_GunFlash\n\t\t\tW5E1 A 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 A 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 A 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire2:\n\t\t\tW5E1 C 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 C 3 A_GunFlash\n\t\t\tW5E1 B 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 B 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 B 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire3:\n\t\t\tW5E1 D 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 D 3 A_GunFlash\n\t\t\tW5E1 C 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 C 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 C 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire4:\n\t\t\tW5E1 E 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 E 3 A_GunFlash\n\t\t\tW5E1 D 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 D 10 A_Refire\n\t\t\tgoto Ready\n\t\tFire5:\n\t\t\tW5E1 F 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 F 3 A_GunFlash\n\t\t\tW5E1 E 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 E 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 E 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire6:\n\t\t\tW5E1 G 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 G 3 A_GunFlash\n\t\t\tW5E1 F 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 F 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 F 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire7:\n\t\t\tW5E1 H 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 H 3 A_GunFlash\n\t\t\tW5E1 G 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 G 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 G 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire8:\n\t\t\tW5E1 I 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 I 3 A_GunFlash\n\t\t\tW5E1 H 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 H 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 H 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire9:\n\t\t\tW5E1 J 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 J 3 A_GunFlash\n\t\t\tW5E1 I 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 I 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 I 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire10:\n\t\t\tW5E1 K 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 K 3 A_GunFlash\n\t\t\tW5E1 I 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 I 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 I 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire11:\n\t\t\tW5E1 L 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 L 3 A_GunFlash\n\t\t\tW5E1 K 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 K 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 K 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire12:\n\t\t\tW5E1 M 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 M 3 A_GunFlash\n\t\t\tW5E1 L 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 L 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 L 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire13:\n\t\t\tW5E1 N 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 N 3 A_GunFlash\n\t\t\tW5E1 M 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 M 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 M 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire14:\n\t\t\tW5E1 O 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 O 3 A_GunFlash\n\t\t\tW5E1 N 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 N 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 N 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire15:\n\t\t\tW5E1 P 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 P 3 A_GunFlash\n\t\t\tW5E1 O 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 O 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 O 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire16:\n\t\t\tW5E1 Q 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 Q 3 A_GunFlash\n\t\t\tW5E1 P 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 P 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 P 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire17:\n\t\t\tW5E1 R 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 R 3 A_GunFlash\n\t\t\tW5E1 Q 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 Q 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 Q 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire18:\n\t\t\tW5E1 S 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 S 3 A_GunFlash\n\t\t\tW5E1 R 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 R 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 R 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire19:\n\t\t\tW5E1 T 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 T 3 A_GunFlash\n\t\t\tW5E1 S 7 A_FireBullets(6, 6, 7, 9, \"BulletPuff_Standard\")\n\t\t\tW5E1 S 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 S 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire20:\n\t\t\tW5E1 U 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 U 3 A_GunFlash\n\t\t\tW5E1 T 7 A_FireBullets(6, 6, 7, 18, \"BulletPuff_Standard\")\n\t\t\tW5E1 T 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 T 10 A_Refire\n\t\t\tgoto Ready0\n\t\tAltFire:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Shell\", 1, 2)\n\t\t\tW5E1 A 0 A_Jump(255, \"Ready\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Shell\", 2, 2)\n\t\t\tW5E1 A 0 A_Jump(255, \"AltFire2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 19, \"AltFire2\")\n\t\t\tW2E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 0, \"Ready\")\n\t\t\tW2E1 A 1\n\t\t\tW2E1 B 3\n\t\t\tW2E1 C 3 A_TakeInventory(\"Shell\", 2)\n\t\t\tW2E1 D 3 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 C 2 A_GiveInventory(\"Buckshot_Chamber_LoadedShells\", 2)\n\t\t\tW2E1 B 2 A_Refire\n\t\t\tgoto Ready0\n\t\tAltFire2:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 20, \"Ready\")\n\t\t\tW2E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 0, \"Ready\")\n\t\t\tW2E1 A 1\n\t\t\tW2E1 B 3\n\t\t\tW2E1 C 3 A_TakeInventory(\"Shell\", 1)\n\t\t\tW2E1 D 3 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 C 2 A_GiveInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW2E1 B 2 A_Refire\n\t\t\tgoto Ready0\n\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR Buckshot_Explosive : Weapon\n{\n\tWeapon.AmmoUse1\t\t\t0\n\tWeapon.AmmoUse2\t\t\t0\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType1\t\t\t\"Shell\"\n\tWeapon.AmmoType2\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Buckshot, upgraded with Explosive Shells!\"\n\tObituary\t\t\t\"%o got explosively shelled by %k's Buckshot.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW5E3 A 10\n\t\t\tgoto Ready0\n\t\tReady0:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 10, \"Ready10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 9, \"Ready9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 8, \"Ready8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 7, \"Ready7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 6, \"Ready6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 5, \"Ready5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 4, \"Ready4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 3, \"Ready3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 2, \"Ready2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, \"Ready1\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 0, 1)\n\t\t\tW5E1 A 1 A_WeaponReady\n\t\t\tgoto Ready0\n\t\tReady1:\n\t\t\tW5E1 B 1 A_WeaponReady\n\t\t\tgoto Ready1\n\t\tReady2:\n\t\t\tW5E1 C 1 A_WeaponReady\n\t\t\tgoto Ready2\n\t\tReady3:\n\t\t\tW5E1 D 1 A_WeaponReady\n\t\t\tgoto Ready3\n\t\tReady4:\n\t\t\tW5E1 E 1 A_WeaponReady\n\t\t\tgoto Ready4\n\t\tReady5:\n\t\t\tW5E1 F 1 A_WeaponReady\n\t\t\tgoto Ready5\n\t\tReady6:\n\t\t\tW5E1 G 1 A_WeaponReady\n\t\t\tgoto Ready6\n\t\tReady7:\n\t\t\tW5E1 H 1 A_WeaponReady\n\t\t\tgoto Ready7\n\t\tReady8:\n\t\t\tW5E1 I 1 A_WeaponReady\n\t\t\tgoto Ready8\n\t\tReady9:\n\t\t\tW5E1 J 1 A_WeaponReady\n\t\t\tgoto Ready9\n\t\tReady10:\n\t\t\tW5E1 K 1 A_WeaponReady\n\t\t\tgoto Ready10\n\t\tDeselect:\n\t\t\tW5E3 A 1 A_Lower\n\t\t\tW5E3 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW5E3 A 1 A_Raise\n\t\t\tW5E3 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 10, \"Fire10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 9, \"Fire9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 8, \"Fire8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 7, \"Fire7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 6, \"Fire6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 5, \"Fire5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 4, \"Fire4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 3, \"Fire3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 2, \"Fire2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, \"Fire1\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Shell\", 1, 2)\n\t\t\tW5E1 A 0 ACS_Execute(56,0,0,0,0)\n\t\tFire1:\n\t\t\tW5E1 B 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, 1)\n\t\t\tgoto Ready0\n\t\t\tW5E1 B 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 B 3 A_GunFlash\n\t\t\tW5E1 A 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Explosive\")\n\t\t\tW5E1 A 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 A 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire2:\n\t\t\tW5E1 C 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 C 3 A_GunFlash\n\t\t\tW5E1 B 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Explosive\")\n\t\t\tW5E1 B 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 B 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire3:\n\t\t\tW5E1 D 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 D 3 A_GunFlash\n\t\t\tW5E1 C 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Explosive\")\n\t\t\tW5E1 C 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 C 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire4:\n\t\t\tW5E1 E 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 E 3 A_GunFlash\n\t\t\tW5E1 D 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Explosive\")\n\t\t\tW5E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 D 10 A_Refire\n\t\t\tgoto Ready\n\t\tFire5:\n\t\t\tW5E1 F 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 F 3 A_GunFlash\n\t\t\tW5E1 E 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Explosive\")\n\t\t\tW5E1 E 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 E 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire6:\n\t\t\tW5E1 G 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 G 3 A_GunFlash\n\t\t\tW5E1 F 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Explosive\")\n\t\t\tW5E1 F 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 F 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire7:\n\t\t\tW5E1 H 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 H 3 A_GunFlash\n\t\t\tW5E1 G 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Explosive\")\n\t\t\tW5E1 G 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 G 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire8:\n\t\t\tW5E1 I 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 I 3 A_GunFlash\n\t\t\tW5E1 H 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Explosive\")\n\t\t\tW5E1 H 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 H 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire9:\n\t\t\tW5E1 J 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 J 3 A_GunFlash\n\t\t\tW5E1 I 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Explosive\")\n\t\t\tW5E1 I 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 I 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire10:\n\t\t\tW5E1 K 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 K 3 A_GunFlash\n\t\t\tW5E1 J 7 A_FireBullets(6, 6, 13, 20, \"BulletPuff_Explosive\")\n\t\t\tW5E1 J 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 J 10 A_Refire\n\t\t\tgoto Ready0\n\t\tAltFire:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Shell\", 1, 2)\n\t\t\tW5E1 A 0 A_Jump(255, \"Ready\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Shell\", 2, 2)\n\t\t\tW5E1 A 0 A_Jump(255, \"AltFire2\")\n\t\t\tW2E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 9, \"AltFire2\")\n\t\t\tW2E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 0, \"Ready\")\n\t\t\tW2E1 A 1\n\t\t\tW2E1 B 3\n\t\t\tW2E1 C 3 A_TakeInventory(\"Shell\", 2)\n\t\t\tW2E1 D 3 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 C 3 A_GiveInventory(\"Buckshot_LoadedShells\", 2)\n\t\t\tW2E1 B 2 A_Refire\n\t\t\tgoto Ready0\n\t\tAltFire2:\n                        W5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 10, \"Ready\")\n\t\t\tW2E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 0, \"Ready\")\n\t\t\tW2E1 A 1\n\t\t\tW2E1 B 3\n\t\t\tW2E1 C 3 A_TakeInventory(\"Shell\", 1)\n\t\t\tW2E1 D 3 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 C 2 A_GiveInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW2E1 B 2 A_Refire\n\t\t\tgoto Ready0\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/frenzy_dualshot.txt",
        "contents": "ACTOR Dualshot : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t50\n\tWeapon.AmmoType\t\t\t\"Dualshot_Ammo\"\n\tInventory.PickupMessage\t\t\"You got the Dualshot!\"\n\n\t+WEAPON.NOAUTOFIRE\n\n\tWeapon.UpSound\t\t\t\"w7/load\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX4E1 A 5 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tX4E1 A 1 A_Lower\n\t\t\tX4E1 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tX4E1 A 1 A_Raise\n\t\t\tX4E1 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tX4E1 B 2\n\t\t\tX4E1 C 2 A_PlaySound(\"w2/fire2\", CHAN_WEAPON)\n\t\t\tX4E1 D 0 A_FireCustomMissile(\"Dualshot_Nail\", 0, 1, -8, 0, 0)\n\t\t\tX4E1 D 0 A_FireCustomMissile(\"Dualshot_Nail\", 0, 1, 8, 0, 0)\n\t\t\tX4E1 E 2\n\t\t\tX4E1 A 2\n\t\t\tX4E1 A 0 A_Refire\n    \t\t\tgoto Ready\n\t}\n}\n\nACTOR Dualshot_Razor : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t50\n\tWeapon.AmmoType\t\t\t\"Dualshot_Ammo\"\n\tInventory.PickupMessage\t\t\"You got the Dualshot!\"\n\n\t+WEAPON.NOAUTOFIRE\n\n\tWeapon.UpSound\t\t\t\"w7/load\"\n\tWeapon.ReadySound\t\t\"weapons/sawidle\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX4E3 A 5 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tX4E3 A 1 A_Lower\n\t\t\tX4E3 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tX4E3 A 1 A_Raise\n\t\t\tX4E3 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tX4E3 B 1\n\t\t\tX4E3 C 1 A_PlaySound(\"w2/fire2\", CHAN_WEAPON)\n\t\t\tX4E3 D 0 A_FireCustomMissile(\"Dualshot_RazorBolt\", 0, 1, -8, 0, 0)\n\t\t\tX4E3 D 0 A_FireCustomMissile(\"Dualshot_RazorBolt\", 0, 1, 8, 0, 0)\n\t\t\tX4E3 E 15\n\t\t\tX4E3 EA 1\n\t\t\tX4E3 A 0 A_Refire\n    \t\t\tgoto Ready\n\t}\n}\n\nACTOR Dualshot_Ammo : Ammo\n{\n\tInventory.Icon \"DDAMA0\"\n\tInventory.Amount 150\n\tInventory.MaxAmount 150\n\n\tAmmo.BackpackAmount 300\n\tAmmo.BackpackMaxAmount 300\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS A -1\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/frenzy_extra.txt",
        "contents": "ACTOR BoomerShot : fastprojectile\n{\n  Game Doom\n  Radius 32\n  Height 32\n  Speed 125\n  Damage 35\n  Species \"Player\"\n  +THRUSPECIES\n  RenderStyle Add\n  Alpha 0.75\n  scale 2.0\n  SeeSound \"x3/fire1\"\n  DeathSound \"baby/shotx\"\n  Projectile\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    APLS AB 5 bright\n    loop\n  Death:\n    APBX ABCDE 2 bright\n    stop\n  }\n}\n\nACTOR BoomerCannon : Weapon\n{\n\t//Weapon.AmmoUse\t\t\t1\n\t//Weapon.AmmoGive \t\t50\n\t//Weapon.AmmoType\t\t\t\"Cell\"\n\tInventory.PickupMessage\t\t\"You got the Flamer 2.0!\"\n\tObituary\t\t\t\"%o got flamed by a fanboy\"\n\n\tWeapon.UpSound\t\t\t\"w/load6\"\n\tAttackSound\t\t\t\"x3/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX3E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tX3E1 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tX3E1 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tX3E1 B 2 bright A_FireCustomMissile(\"BoomerShot\", 0)\n\t\t\tX3E1 C 2 bright\n\t\t\tX3E1 A 1 A_Refire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tX3E1 A 1\n\t\t\tX3E1 A 1 ACS_Execute(95, 0, 0, 0, 0)\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tX3E1 C 4 Bright A_Light1\n\t\t\tgoto LightDone\n\t\t\tX3E1 C 4 Bright A_Light1\n\t\t\tgoto LightDone\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/frenzy_pistol.txt",
        "contents": "ACTOR Beretta : Weapon\n{\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip\"\n\tObituary \"%o was tickled by %k's pea shooter.\"\n\t+WEAPON.WIMPY_WEAPON\n\tInventory.Pickupmessage \"Picked up a pistol.\"\n\n\tWeapon.UpSound \"w/load1\"\n\tAttackSound \"weapons/pistol\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\tPISG A 1 A_WeaponReady\n\t\tgoto Ready\n\t\tDeselect:\n\t\tPISG A 1 A_Lower\n\t\tPISG A 0 A_Lower\n\t\tgoto Deselect\n\t\tSelect:\n\t\tPISG A 1 A_Raise\n\t\tPISG A 0 A_Raise\n\t\tgoto Select\n\t\tFire:\n\t\tPISG A 1 A_GunFlash\n\t\tPISG A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\tPISG B 4 A_FireBullets (5.6, 0, 1, 9, \"BulletPuff_Standard\")\t// damage increased from 5 to 9\n\t\tPISG C 2\n\t\tPISG B 3 A_ReFire\n\t\tGoto Ready\n\t\tFlash:\n\t\tPISF A 2 Bright A_Light1\n\t\tGoto LightDone\n\t\tPISF A 2 Bright A_Light0\n\t\tGoto LightDone\n\t\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}\n\nACTOR Beretta_Dual : Weapon\n{\n\tWeapon.AmmoUse1 2\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType1 \"Clip\"\n\tWeapon.AmmoType2 \"Clip\"\n\tObituary \"%o was gunned down by %k's dual pistols.\"\n\t+WEAPON.WIMPY_WEAPON\n\tInventory.Pickupmessage \"Picked up 2 pistols.\"\n\n\tWeapon.UpSound \"w/load1\"\n\tAttackSound \"weapons/pistol\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\tDPIS A 1 A_WeaponReady\n\t\tgoto Ready\n\t\tDeselect:\n\t\tDPIS A 1 A_Lower\n\t\tDPIS A 0 A_Lower\n\t\tgoto Deselect\n\t\tSelect:\n\t\tDPIS A 1 A_Raise\n\t\tDPIS A 0 A_Raise\n\t\tgoto Select\n\t\tFire:\n\t\tDPIS A 2 A_GunFlash\n\t\tDPIS B 1 bright  A_FireBullets (8, 8, 2, 9, \"BulletPuff_Standard\")\t// damage increased from 5 to 9\n\t\tDPIS A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\tDPIS A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\tDPIS C 1\n\t\tDPIS B 3 A_ReFire\n                goto Ready\n\t\tAltFire:\n\t\tDPIS A 2 A_GunFlash\n\t\tDPIS M 5 bright  A_FireBullets (4, 4, 1, 9, \"BulletPuff_Standard\")\t// damage increased from 5 to 9\n\t\tDPIS A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\tDPIS N 5 bright  A_FireBullets (4, 4, 1, 5, \"BulletPuff_Standard\")\n\t\tDPIS A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\tDPIS B 3 A_ReFire\n\t\tGoto Ready\n\t\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}\n\nACTOR Beretta_SMG : Weapon\n{\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip\"\n\tObituary \"%o was gunned down by %k's SMG.\"\n\t+WEAPON.WIMPY_WEAPON\n\tInventory.Pickupmessage \"Picked up an SMG.\"\n\n\tWeapon.UpSound \"w/load1\"\n\tAttackSound \"weapons/pistol\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\tSMGP A 1 A_WeaponReady\n\t\tgoto Ready\n\t\tDeselect:\n\t\tSMGP A 1 A_Lower\n\t\tSMGP A 0 A_Lower\n\t\tgoto Deselect\n\t\tSelect:\n\t\tSMGP A 1 A_Raise\n\t\tSMGP A 0 A_Raise\n\t\tgoto Select\n\t\tFire:\n\t\tSMGP A 1\n\t\tSMGP B 2 bright  A_FireBullets (6, 0, 1, 14, \"BulletPuff_Standard\")\t// damage increased from 6 to 10\n\t\tSMGP A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\tSMGP A 2 A_ReFire\n\t\tGoto Ready\n\t\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/frenzy_quadshot.txt",
        "contents": "ACTOR Quadshot : Weapon\n{\n\tWeapon.AmmoUse \t\t\t4\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Quadshot!\"\n\tObituary\t\t\t\"%o eats %k's Quadshot shells.\"\n\n\tWeapon.UpSound\t\t\t\"w4/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW4E1 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW4E1 A 1 A_Lower\n\t\t\tW4E1 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW4E1 A 1 A_Raise\n\t\t\tW4E1 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tW4E1 A 3\n\t\t\tW4E1 B 4\n\t\t\tW4E1 C 5 bright A_FireBullets(3, 2, 28, 9, \"BulletPuff_Standard\")\t// damage switched from 11 to 9\n\t\t\tW4E1 A 27\n\t\t\tW4E1 D 4 A_PlayWeaponSound(\"w4/load\")\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 E 2\n\t\t\tW4E1 A 17\n\t\t\tW4E1 A 5 A_Refire\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR Quadshot_Bayonet : Weapon\n{\n\tWeapon.AmmoUse \t\t\t4\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Quadshot, upgraded with a Bayonet Chainsaw!\"\n\tObituary\t\t\t\"%o eats %k's Quadshot shells, which was also upgraded with a Bayonet Chainsaw.\"\n\n\tWeapon.ReadySound\t\t\"weapons/sawidle\"\n\tWeapon.UpSound\t\t\t\"weapons/sawup\"\n\tAttackSound\t\t\t\"w2/fire\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW4E1 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW4E1 A 1 A_Lower\n\t\t\tW4E1 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW4E1 A 1 A_Raise\n\t\t\tW4E1 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tW4E1 A 3\n\t\t\tW4E1 B 4\n\t\t\tW4E1 C 5 bright A_FireBullets(3, 2, 28, 7, \"BulletPuff_Standard\")\t// damage switched from 11 to 9, to 7\n\t\t\tW4E1 A 7\n\t\t\tW4E1 D 4 A_PlayWeaponSound(\"w4/load\")\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 E 2\n\t\t\tW4E1 A 7\n\t\t\tW4E1 A 5 A_Refire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tW4E2 DE 2 A_Saw(\"weapons/sawfull\", \"weapon/sawhit\", 20, \"Saw_Spread\")\n\t\t\tW4E2 E 0 A_Refire\n\t\t\tW4E2 CBA 3\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR Quadshot_Explosive : Weapon\n{\n\tWeapon.AmmoUse \t\t\t4\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Quadshot, upgraded with Explosive Shells!\"\n\tObituary\t\t\t\"%o eats %k's Explosive Quadshot shells.\"\n\n\tWeapon.UpSound\t\t\t\"w4/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW4E3 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW4E3 A 1 A_Lower\n\t\t\tW4E3 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW4E3 A 1 A_Raise\n\t\t\tW4E3 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tW4E3 A 3\n\t\t\tW4E3 B 4\n\t\t\tW4E3 C 5 bright A_FireBullets(3, 2, 20, 11, \"BulletPuff_Explosive\")\t// from 15 to 11\n\t\t\tW4E3 A 7\n\t\t\tW4E3 D 5 A_PlayWeaponSound(\"w4/load\")\n\t\t\tW4E3 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E3 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E3 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E3 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E3 E 3\n\t\t\tW4E3 A 7\n\t\t\tW4E3 A 5 A_Refire\n\t\t\tgoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/frenzy_repeater.txt",
        "contents": "ACTOR Repeater : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Dualshot_Ammo\"\n\tInventory.PickupMessage\t\t\"You got the Repeater!\"\n\tObituary\t\t\t\"%o got mushed by %k's Repeater.\"\n\n\tWeapon.UpSound\t\t\t\"w/load2\"\n\tAttackSound\t\t\t\"x5/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX5E1 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\t\tX5E1 ABABAB 1 A_PlaySound(\"x5/powerdown\")\n\t\t\tX5E1 ABABAB 2\n\t\t\tX5E1 ABABAB 3\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tX5E1 A 1 A_Lower\n\t\t\tX5E1 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tX5E1 A 1 A_Raise\n\t\t\tX5E1 A 0 A_Raise\n\t\t\tgoto Ready\n\t\tFire:\n\t\t\tX5E1 ABABAB 3 A_PlaySound(\"x5/powerup\")\n\t\t\tX5E1 ABABAB 2\n\t\t\tX5E1 ABABAB 1\n\t\t\tgoto Hold\n\t\tHold:\n\t\t\tX5E1 CD 2 bright  A_FireBullets(12, 12, 1, 13, \"BulletPuff_Standard\", CHAN_AUTO)\n\t\t\tX5E1 D 0 A_TakeInventory(\"Dualshot_Ammo\", 2)\n\t\t\tX5E1 A 1 A_ReFire\n\t\t\tgoto Ready+2\n\t}\n}\n\nACTOR Repeater_DoubleSpeed : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Dualshot_Ammo\"\n\tInventory.PickupMessage\t\t\"You got the Repeater with extra barrel control!\"\n\tObituary\t\t\t\"%o got mushed by %k's Repeater.\"\n\n\tWeapon.UpSound\t\t\t\"w/load2\"\n\tAttackSound\t\t\t\"x5/fire2\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX5E1 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\t\tX5E1 AB 1 A_PlaySound(\"x5/powerdown\")\n\t\t\tX5E1 AB 2\n\t\t\tX5E1 AB 3\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tX5E1 A 1 A_Lower\n\t\t\tX5E1 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tX5E1 A 1 A_Raise\n\t\t\tX5E1 A 0 A_Raise\n\t\t\tgoto Ready\n\t\tFire:\n\t\t\tX5E1 AB 2 A_PlaySound(\"x5/powerup\")\n\t\t\tX5E1 AB 1\n\t\t\tX5E1 AB 1\n\t\t\tgoto Hold\n\t\tHold:\n\t\t\tX5E1 CD 2 bright  A_FireBullets(12, 12, 2, 13, \"BulletPuff_Standard\", CHAN_AUTO)\n\t\t\tX5E1 D 0 A_TakeInventory(\"Dualshot_Ammo\", 2)\n\t\t\tX5E1 A 1 A_ReFire\n\t\t\tgoto Ready+2\n\t}\n}\n\nACTOR Repeater_BlastShells : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Cell\"\n\tInventory.PickupMessage\t\t\"You got the Repeater with BLASTER ROUNDS!\"\n\tObituary\t\t\t\"%o got mushed by %k's Repeater.\"\n\n\tWeapon.UpSound\t\t\t\"w/load2\"\n\tAttackSound\t\t\t\"x3/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX5E2 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\t\tX5E2 AB 1 A_PlaySound(\"x5/powerdown\")\n\t\t\tX5E2 AB 2\n\t\t\tX5E2 AB 3\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tX5E2 A 1 A_Lower\n\t\t\tX5E2 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tX5E2 A 1 A_Raise\n\t\t\tX5E2 A 0 A_Raise\n\t\t\tgoto Ready\n\t\tFire:\n\t\t\tX5E2 AB 3 A_PlaySound(\"x5/powerup\")\n\t\t\tX5E2 AB 2\n\t\t\tX5E2 AB 1\n\t\t\tgoto Hold\n\t\tHold:\n\t\t\tX5E2 CD 3 bright  A_FireBullets(12, 12, 1, 19, \"BulletPuff_Explosive\", CHAN_AUTO)\n\t\t\tX5E2 D 0 A_TakeInventory(\"Cell\", 2)\n\t\t\tX5E2 A 1 A_ReFire\n\t\t\tgoto Ready+2\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/frenzy_spitter.txt",
        "contents": "ACTOR Spitter : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Clip\"\n\tInventory.PickupMessage\t\t\"You got the Spitter!\"\n\tObituary\t\t\t\"%o got blasted by %k's Spitter.\"\n\n\tWeapon.UpSound\t\t\t\"w6/up\"\n\tAttackSound\t\t\t\"w6/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW6E1 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW6E1 A 1 A_Lower\n\t\t\tW6E1 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW6E1 A 1 A_Raise\n\t\t\tW6E1 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tW6E1 A 1\n\t\t\tW6E1 B 2 bright  A_FireBullets(6, 6, 1, 9, \"BulletPuff_Standard\")\t// damage reduced from 10 to 9\n\t\t\tW6E1 A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW6E1 A 1\n\t\t\tW6E1 B 2 bright  A_FireBullets(6, 6, 1, 9, \"BulletPuff_Standard\")\t// damage reduced from 10 to 9\n\t\t\tW6E1 A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW6E1 A 1\n\t\t\tW6E1 B 5 bright  A_FireBullets(6, 6, 1, 9, \"BulletPuff_Standard\")\t// damage reduced from 10 to 9\n\t\t\tW6E1 A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW6E1 A 1 A_ReFire\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR Spitter_SSG : Weapon\n{\n\tWeapon.AmmoUse1 \t\t1\n\tWeapon.AmmoUse2 \t\t2\n\tWeapon.AmmoGive1 \t\t8\n\tWeapon.AmmoGive2 \t\t3\n\tWeapon.AmmoType1\t\t\"Clip\"\n\tWeapon.AmmoType2\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Spitter!\"\n\tObituary\t\t\t\"%o got blasted by %k's Spitter.\"\n\n\tWeapon.UpSound\t\t\t\"w6/up\"\n\t//AttackSound\t\t\t\"w6/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW6E2 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW6E2 A 1 A_Lower\n\t\t\tW6E2 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW6E2 A 1 A_Raise\n\t\t\tW6E2 A 0 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW6E2 A 1\n\t\t\tW6E2 A 0 A_PlayWeaponSound(\"w6/fire\")\n\t\t\tW6E2 B 2 bright  A_FireBullets(6, 6, 1, 9, \"BulletPuff_Standard\")\t// damage reduced from 10 to 9\n\t\t\tW6E2 A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW6E2 A 1\n\t\t\tW6E2 A 0 A_PlayWeaponSound(\"w6/fire\")\n\t\t\tW6E2 B 2 bright  A_FireBullets(6, 6, 1, 9, \"BulletPuff_Standard\")\t// damage reduced from 10 to 9\n\t\t\tW6E2 A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW6E2 A 1\n\t\t\tW6E2 A 0 A_PlayWeaponSound(\"w6/fire\")\n\t\t\tW6E2 B 5 bright  A_FireBullets(6, 6, 1, 9, \"BulletPuff_Standard\")\t// damage reduced from 10 to 9\n\t\t\tW6E2 A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW6E2 A 1 A_ReFire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tW6E2 C 1 A_FireBullets (13.2, 10.1, 14, 9, \"BulletPuff_Standard\")\t// damage reduced from 11 to 9\n\t\t\tW6E2 A 4 A_PlayWeaponSound(\"w3/fire1\")\n\t\t\tW6E2 A 1 A_PlaySound(\"w/load7\")\n\t\t\tW6E2 EFG 3\n    \t\t\tW6E2 G 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW6E2 G 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n\t\t\tW6E2 FED 3\n\t\t\tW6E2 A 1 A_ReFire\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR Spitter_GLauncher : Weapon\n{\n\tWeapon.AmmoUse1 \t\t1\n\tWeapon.AmmoUse2 \t\t1\n\tWeapon.AmmoGive1 \t\t8\n\tWeapon.AmmoGive2 \t\t3\n\tWeapon.AmmoType1\t\t\"Clip\"\n\tWeapon.AmmoType2\t\t\"GLauncher_Ammo\"\n\tInventory.PickupMessage\t\t\"You got the Spitter!\"\n\tObituary\t\t\t\"%o got blasted by %k's Spitter.\"\n\n\tWeapon.UpSound\t\t\t\"w6/up\"\n\tAttackSound\t\t\t\"w6/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW6E3 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW6E3 A 1 A_Lower\n\t\t\tW6E3 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW6E3 A 1 A_Raise\n\t\t\tW6E3 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n\t\t\tW6E3 A 1\n\t\t\tW6E3 B 2 bright  A_FireBullets(6, 6, 1, 9, \"BulletPuff_Standard\")\t// damage reduced from 10 to 9\n\t\t\tW6E3 A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW6E3 A 1\n\t\t\tW6E3 B 2 bright  A_FireBullets(6, 6, 1, 9, \"BulletPuff_Standard\")\t// damage reduced from 10 to 9\n\t\t\tW6E3 A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW6E3 A 1\n\t\t\tW6E3 B 5 bright  A_FireBullets(6, 6, 1, 9, \"BulletPuff_Standard\")\t// damage reduced from 10 to 9\n\t\t\tW6E3 A 0 A_FireCustomMissile(\"splatBulletCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW6E3 A 1 A_ReFire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tW6E3 A 1\n\t\t\tW6E3 C 2 A_FireCustomMissile(\"Grenade_GLauncher\", 0, 1, 0, 0, 0)\n\t\t\tW6E3 ADE 6\n\t\t\tW6E3 F 5 A_PlayWeaponSound(\"w6/load\")\n\t\t\tW6E3 GH 5\n\t\t\tW6E3 A 1 A_ReFire\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR GLauncher_Ammo : Ammo\n{\n\tInventory.Icon \"GRNSA0\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 15\n\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 30\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS A -1\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/weapons/frenzy_ssg.txt",
        "contents": "ACTOR SSG : Weapon\n{\n\tWeapon.AmmoUse \t\t\t2\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Super Shotgun!\"\n\tObituary\t\t\t\"%o was splattered by %k's Super Shotgun.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w3/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW3E1 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW3E1 A 1 A_Lower\n\t\t\tW3E1 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW3E1 A 1 A_Raise\n\t\t\tW3E1 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n    \t\t\tW3E1 A 3 A_GunFlash\n    \t\t\tW3E1 A 7 A_FireBullets (13.2, 10.1, 14, 11, \"BulletPuff_Standard\")\t// damage switched from 11 to 11\n    \t\t\tW3E1 B 7\n    \t\t\tW3E1 C 7 A_CheckReload\n    \t\t\tW3E1 D 7 A_OpenShotgun2\n    \t\t\tW3E1 E 7\n    \t\t\tW3E1 F 7 A_LoadShotgun2\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 G 6\n    \t\t\tW3E1 H 6 A_CloseShotgun2\n    \t\t\tW3E1 A 5 A_ReFire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHT2 I 4 bright A_Light1\n\t\t\tSHT2 J 3 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR SSG_Autoload : Weapon\n{\n\tWeapon.AmmoUse \t\t\t2\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Super Shotgun, upgraded with Auto-Loading!\"\n\tObituary\t\t\t\"%o was splattered by %k's Auto-Loading Super Shotgun.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w3/fire2\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW3E2 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW3E2 A 1 A_Lower\n\t\t\tW3E2 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW3E2 A 1 A_Raise\n\t\t\tW3E2 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n    \t\t\tW3E2 A 3 A_GunFlash\n    \t\t\tW3E2 A 7 A_FireBullets (13.2, 10.1, 14, 11, \"BulletPuff_Standard\")\t// damage switched from 11 to 11\n    \t\t\tW3E1 B 5\n    \t\t\tW3E1 C 5 A_CheckReload\n    \t\t\tW3E1 C 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 C 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 B 4\n    \t\t\tW3E2 A 3 A_CloseShotgun2\n    \t\t\tW3E2 A 5 A_ReFire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHT2 I 4 bright A_Light1\n\t\t\tSHT2 J 3 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR SSG_Explosive : Weapon\n{\n\tWeapon.AmmoUse1 \t\t\t2\n\tWeapon.AmmoUse2 \t\t\t2\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType1\t\t\t\"Shell\"\n\tWeapon.AmmoType2\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Super Shotgun!\"\n\tObituary\t\t\t\"%o was splattered by %k's Super Shotgun.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w3/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW3E3 A 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tDeselect:\n\t\t\tW3E3 A 1 A_Lower\n\t\t\tW3E3 A 0 A_Lower\n\t\t\tgoto Deselect\n\t\tSelect:\n\t\t\tW3E3 A 1 A_Raise\n\t\t\tW3E3 A 0 A_Raise\n\t\t\tgoto Select\n\t\tFire:\n    \t\t\tW3E3 A 3 A_GunFlash\n    \t\t\tW3E3 A 7 A_FireBullets (11.2, 7.1, 14, 19, \"BulletPuff_Explosive\")\n    \t\t\tW3E1 B 7\n    \t\t\tW3E1 C 7 A_CheckReload\n    \t\t\tW3E1 D 7 A_OpenShotgun2\n    \t\t\tW3E3 E 7\n    \t\t\tW3E3 F 7 A_LoadShotgun2\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 G 6\n    \t\t\tW3E1 H 6 A_CloseShotgun2\n    \t\t\tW3E3 A 5 A_ReFire\n    \t\t\tgoto Ready\n\t\tAltFire:\n    \t\t\tW3E3 A 3 A_GunFlash\n    \t\t\tW3E1 A 7 A_FireBullets (13.2, 10.1, 14, 11, \"BulletPuff_Standard\")\t// damage switched from 11 to 11\n    \t\t\tW3E1 B 7\n    \t\t\tW3E1 C 7 A_CheckReload\n    \t\t\tW3E1 D 7 A_OpenShotgun2\n    \t\t\tW3E1 E 7\n    \t\t\tW3E1 F 7 A_LoadShotgun2\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 G 6\n    \t\t\tW3E1 H 6 A_CloseShotgun2\n    \t\t\tW3E3 A 5 A_ReFire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHT2 I 4 bright A_Light1\n\t\t\tSHT2 J 3 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "// particles\n#include \"Actors/particles/frenzy_gore.txt\"\n\n// projectiles\n#include \"Actors/projectiles/bfgball.txt\"\n#include \"Actors/projectiles/flamers_ammo.txt\"\n//#include \"Actors/projectiles/frenzy_bulletpuffs.txt\"\n#include \"Actors/projectiles/frenzy_flame.txt\"\n#include \"Actors/projectiles/frenzy_dual.txt\"\n#include \"Actors/projectiles/frenzy_grenades.txt\"\n#include \"Actors/projectiles/frenzy_plasma.txt\"\n#include \"Actors/projectiles/frenzy_rockets.txt\"\n#include \"Actors/projectiles/frenzy_saw.txt\"\n\n//weapons\n#include \"Actors/weapons/frenzy_boomstick.txt\"\n#include \"Actors/weapons/frenzy_extra.txt\""
      }
    ]
  },
  "maps": []
}

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