Raw model (for completeness)
{
"meta": {
"id": "0bde8708-3940-4b76-b572-fc5e3863dd99",
"sha1": "2f2b48c7cd837f70077095f2571762fde3133572",
"sha256": "153069003945118716f189e1db5dcb189800da210d7eec926092b7ef5714ba5e",
"filenames": [
"doomersarsenal-v1.1.0d.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021/06/13 00:49:05",
"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": "2021/06/13 00:49:05",
"file": {
"type": "PK3",
"size": 50004156,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/2f2b48c7cd837f70077095f2571762fde3133572/2f2b48c7cd837f70077095f2571762fde3133572.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 3723,
"maps": 0,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "CLASS INFO.txt",
"contents": "* Doomed Guy *\n\nA pistol and 50 bullets, good luck..\n\n* Grenadier Marine *\n\nThis class/operator was desigined to clear a room of enemies with ease.\n\nThe standard UAC grenade launcher is powerful, You also get some hand grenades.\n\n* Plasma Marine *\n\nYou also get a plasma caster, These little rifles are really good at frying enemies.\n\n* UAC Marine *\n\nDesigined for combat, The standard UAC rifle is good for spraying enemies down, Also comes equipped with a scope.\n\n* Railgunner Marine * (aka op class i should nerf)\n\nThe railgun is quite overpowered, Don't fire the railgun too close, otherwise you'll take some explosion damage.\n\nYou also get some turrets, Helpful if you are close to a target but you don't want to blow yourself up.\n\nLower health means you'll die quicker if you aren't careful.\n\n* Medical Marine *\n\nThis operator was made for teamwork, The medical kit can heal teammates very well."
},
{
"source": "pk3",
"name": "WEAPONLORE.txt",
"contents": "* Fists *\n\nYour bare hands can do decent damage if you are in a pinch, You'll probably die if you try to melee harder hitting enemies.\n\n* Axe *\n\nA mix up in shipment caused axes instead of the requested jackhammers to arrive at the U.A.C factory, It's fine.\n\n* Chainsaw *\n\nQuite powerful at close range, You could survive with this alone, But you should probably go for the higher tier weapons.\n\n* Pistol *\n\nLoaded with 9mm, This small pistol can help you alot, The 12 round magazine size can allow you to kill some lower tier enemies at a quick pace.\n\n* Revolver *\n\nThe 44. Magnum Revolver will destroy lower tier enemies with only a couple shots, It's quite rare.\n\n* Shotgun *\n\nThe \"12 Gauge Pump-action Shotgun\" will blast your enemies away, The 8 shell magazine will allow you to destroy your enemies with ease.\n\n* Super Shotgun *\n\nThis double barreled shotgun is quite powerful, A couple shotgun blasts will take out a hell knight with ease.\n\n* Quad Shotgun *\n\nThis is extremely powerful at close range, Destroying lower tier enemies like butter and knights will go down quick.\n\n* 16 Gauge Auto Shotgun *\n\nA shotgun that has been modified to not pump, This weapon came from \"The Great War\" of the year 5143, It's output is crazy. Even a Baron of Hell will fall from the power of this weapon, Not to mention the alternate flame attack which will consume 2 dragons breath shells.\n\n* Auto Assualt Shotgun 12 *\n\nA mixup in UAC shotgun shipment caused the AAS-12 to arrive at the base, The 15 round drum magazine allows you to turn your enemies into swiss cheese.\n\n* Vulcan *\n\nQuite good at shredding your enemies, Although it isn't great recoil wise, It'll also chew through your bullet supply, It's fast firing.\n\n* Machine Gun *\n\nFast and armed with an underbarrel grenade launcher, The reload speed isnt too great though.\n\n* Nailgun *\n\nAfter a mixup in the requested small nailguns, The nailgun was sent to the base. It shoots powerful nails that destroy lower tier enemies quick.\n\n* Rifle *\n\nLoaded with 12mm, This rifle is quite good for a starter, 30 rounds isnt holding you back too much either.\n\n* Grenade Launcher *\n\nThe \"91mm Grenade Launcher\" is a weapon made for room clearing, Although limited to one grenade per shot, It's still effective.\n\n* Rocket Launcher *\n\nThe \"U.A.C-521 Rocket Launcher\" will destroy higher tier monsters with ease, Unlike the grenade launcher, It holds 6 rockets at a time.\n\n* Plasma Blaster *\n\nA photon plasma shotgun, Modified from the standard issue energy weapon, This weapon can discharge homing plasma rounds.\n\n* Plasma Caster *\n\nA weapon taken off of a \"U.A.C 7235 Plasma Dispersion Mech\", It does work quite good against fleshed targets, Although the plasma shots don't move at light speed, It's still quite effective.\n\n* Electricity Dispersion Weapon *\n\nA weapon that takes energy in the air and fires it out, The energy can be rapidly collected to fire a lightning ball.\n\n* Railgun *\n\nHow do you even hold this thing?! Anyways, This energy weapon is powerful. Firing compressed energy from energy cells, Also don't use it too close, Or else you'll probably kill yourself.\n\n* U.A.C-9631K High Plasma Energy Compresser Anti-Tank Energy Weapon * (aka BIG FUCKING GUN U-9631K)\n\nThe biggest fucking gun you'll find, It's extremely powerful, Firing compressed anti-energy in the air. The giant BFG Ball zaps anything that gets too close, The alternate fire overcharges the weapon and it will fire 4 mini bfg shots before needing to cooldown. Reloading is fast and quick.\n\n* Flamethrower *\n\nA flamethrower, because why fucking not?\n\n* Soulcube *\n\nLost in Doom 3, It's not your standard magazine or shell fed weapon, Instead it uses demon souls as energy, The projectile 1-shots most mid-tier demons, Also spawns a demon soul and some soul health upon getting a kill."
},
{
"source": "pk3",
"name": "README.txt",
"contents": "===========================================================================\nAdvanced engine needed : (G)ZDoom 3.8.0+, Zandronum 3.0.1+\nPrimary purpose : Gameplay mod\n===========================================================================\nFilename : doomers_arsenal.pk3\nRelease date : 4/23/2021\nVersion : 1.1.0\nAuthor : luigimoment (Luigi)\n\nDescription : Doomers Arsenal, A spin on normal dooms arsenal, Also adds some simple healing mechanics.\n\nAdditional Credits to : Everyone in the Credits.txt file.\n===========================================================================\n* What is included *\n\nNew levels : No\nSounds : Yes\nMusic : Yes\nGraphics : Yes\nDehacked/BEX Patch : No\nDemos : No\nOther : DECORATE, ACS\nOther files required : None\n\n* Play Information *\n\nGame : Doom 2\nSingle Player : Designed for\nCooperative 2-4 Player : Designed for\nDeathmatch 2-4 Player : No\nOther game styles : No\nDifficulty Settings : No\n\n* Construction *\n\nBase : New from scratch\nBuild Time : 5-31 days\nMay Not Run With : Brutal Doom, And/or any mod that changes the\n default player class, Older (G)ZDoom versions,\n\t\t\t\t\t\t TSPG servers (doesnt work because of an unknown bug, please contact me if you find this bug.)\nTested With : GZDoom 4.5.0, Zandronum 3.0.1\n\n* Copyright / Permissions *\n\nAuthors can NOT this mods code as a base for reuse and/or modification.\n\nIf i spot anyone happening to use my code without my consent, I will kindly ask them to remove the code.\n\nAnd yes, you can use all sprites from this mod, provided that you properly credit the sprites creators as i didnt make any of the sprites for this mod."
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Fist.txt",
"contents": "ACTOR FistMelee : Fist Replaces Fist\n{\n Weapon.Kickback 100\n Obituary \"%o was beaten to death by %k's fists.\"\n Tag \"Fists\"\n Weapon.BobRangeX 0.8\n Weapon.BobRangeY 1\n Weapon.BobStyle InverseSmooth\n Weapon.BobSpeed 1.5\n +WEAPON.NOALERT\n +WEAPON.MELEEWEAPON\n +INVENTORY.UNDROPPABLE\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n States\n {\n Ready:\n PUNS A 1\n\tPUNS BD 1\n\tPUNS EFF 3\n\tTNT1 A 0 A_PlaySound(\"fist/crack\")\n PUNS GGG 1\n\tPUNS G 1 Offset(0,31)\n\tPUNS G 1 Offset(0,32)\n\tPUNS G 1 Offset(0,31)\n\tPUNS GG 1 Offset(0,32)\n\tPUNS FFE 3\n\tPUNS DD 1\n Goto ActuallyReady\n Deselect:\n PONG A 1 A_Lower\n Loop\n Select:\n PONG A 1 A_Raise\n Loop\n\tActuallyReady:\n\tPONG A 1 A_WeaponReady\n Loop\n Fire:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkAttack\")\n TNT1 A 0 A_Jump(64,\"LeftHook\")\n\tTNT1 A 0 A_Jump(32,\"Uppercut\")\n TNT1 A 0 A_PlaySound(\"axe/swing\")\n\tTNT1 A 0 A_PlaySound(\"*grunt\", 5)\n\tTNT1 A 0 A_Jump(16,\"LongerSwing\")\n P1NA A 1\n P1NA B 1 A_FireCustomMissile(\"NormalMeleeAttack\", 0, 0, 0, 1)\n P1NA CDEFGH 1\n\tP1NA H 1 A_Refire\n Goto ActuallyReady\n\n\tBerserkAttack:\n\tTNT1 A 0 A_Jump(64,\"BerserkAttackLong\")\n\tTNT1 A 0 A_PlaySound(\"axe/swing\")\n\tTNT1 A 0 A_PlaySound(\"*grunt\", 5)\n PUN3 ABCD 1 A_SetAngle(angle-3)\n\tPUN3 E 1 A_FireCustomMissile(\"NormalMeleeAttackZerked\", 0, 0, 0, 1)\n\tPUN3 FGH 2 A_SetAngle(angle+2)\n\tPUN3 H 1 A_Refire\n Goto ActuallyReady\n\n\tBerserkAttackLong:\n\tTNT1 A 0 A_PlaySound(\"*grunt\", 5)\n\tTNT1 A 0 A_PlaySound(\"axe/swing\")\n\tPONG ABCD 1 A_SetAngle(angle+3)\n PONG E 1 A_FireCustomMissile(\"NormalMeleeAttackZerked2\", 0, 0, 0, 1)\n PONG KLMN 2 A_SetAngle(angle-2)\n\tPONG N 1 A_Refire\n Goto ActuallyReady\n\n\tLeftHook:\n\tTNT1 A 0 A_PlaySound(\"*grunt\", 5)\n\tP1NH ABCDEF 1 A_SetAngle(angle-2)\n\tTNT1 A 0 A_PlaySound(\"WOOSH\")\n P1NH G 1 A_FireCustomMissile(\"HookAttack\", 0, 0, 0, 1)\n P1NH HIJK 2 A_SetAngle(angle+3)\n\tP1NH LMNOPQRST 2 A_SetAngle(angle-1)\n\tP1NH T 1 A_Refire\n Goto ActuallyReady\n\n\tLongerSwing:\n\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkAttackLong\")\n\tTNT1 A 0 A_PlaySound(\"*grunt\", 5)\n\tPONG ABCD 1 A_SetAngle(angle+3)\n PONG E 1 A_FireCustomMissile(\"LongMelee\", 0, 0, 0, 1)\n PONG KLMN 2 A_SetAngle(angle-2)\n\tPONG N 1 A_Refire\n Goto ActuallyReady\n\n\tUppercut:\n\tTNT1 A 0 A_PlaySound(\"WOOSH\")\n\tTNT1 A 0 A_PlaySound(\"*grunt\", 5)\n\tPUN5 ABCDE 1 A_SetPitch(pitch-2)\n PUN5 F 1 A_FireCustomMissile(\"UppercutAttack\", 0, 0, 0, 1)\n PUN5 GHIJKLM 1 A_SetPitch(pitch+1)\n\tPUN5 M 1 A_Refire\n Goto ActuallyReady\n\tAltfire:\n\tTNT1 A 0 A_PlaySound(\"axe/swing\")\n\tKICK ABCDEFG 1 A_SetPitch(pitch-2)\n\tTNT1 A 0 A_PlaySound(\"*grunt\", 5)\n KICK H 3 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 1)\n KICK IJK 2 A_SetPitch(pitch+1)\n Goto ActuallyReady\n }\n}\n\nACTOR NormalMeleeAttack: BaronBall\n{\n\tRadius 10\n\tHeight 18\n\tProjectile\n\tRadius 4\n\t+RANDOMIZE\n Damage (random(13,24))\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n\tHitObituary \"%o was beaten to death by %k's fists.\"\n Obituary \"%o was beaten to death by %k's fists.\"\n\t+DONTHURTSPECIES\n\tSeeSound \"None\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n Speed 20\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 4 BRIGHT\n\t\tStop\n\tDeath:\n TNT1 A 0 A_PlaySound(\"axe/melee\")\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR LongMelee: NormalMeleeAttack\n{\n Damage (random(18,26))\n\n}\n\nACTOR NormalMeleeAttackZerked: NormalMeleeAttack\n{\n Damage (random(96,98) * 4)\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 4 BRIGHT\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_AlertMonsters(400)\n TNT1 A 0 A_PlaySound(\"AXHIT\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BloodWithTrail\",0,0,32,random(0,8),0,random(0,8),random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BloodWithLessGrav\",0,0,32,random(0,10),0,random(0,10),random(0,360))\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR NormalMeleeAttackZerked2: NormalMeleeAttackZerked\n{\n Damage (random(96,98) * 7)\n\n}\n\nACTOR HookAttack: NormalMeleeAttack\n{\n Damage (random(27,38) * 3)\n\n}\n\nACTOR KickAttack: NormalMeleeAttack\n{\n Damage (random(32,43))\n Speed 30\n\t+FORCEPAIN\n}\n\nACTOR UppercutAttack: NormalMeleeAttack\n{\n Damage (random(25,36))\n\n}\n\nACTOR Sawwed: FastProjectile\n{\n\tRadius 4\n\tHeight 14\n\tProjectile\n Damage (random(47,54) * random(2,3))\n\tDamageType Head\n\tRenderStyle Add\n\tAlpha 0.6\n Obituary \"%o was cut into fine meat by %k's chainsaw.\"\n +THRUGHOST\n\t+RIPPER\n\t+DONTHURTSPECIES\n +FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\t+BLOODSPLATTER\n\t+FORCEPAIN\n\tSeeSound \"None\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n Speed 120\n\tScale 0.01\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n\t\tStop\n\t\tXDeath:\n\t\tTNT1 A 0 A_AlertMonsters(900)\n\t\tTNT1 A 0 Radius_Quake(3,15,0,3,0)\n TNT1 A 0 A_PlaySound(\"AXHIT\")\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"BloodWithTrail\",0,0,32,random(0,8),0,random(0,8),random(0,360))\n\t\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"BloodWithLessGrav\",0,0,32,random(0,10),0,random(0,10),random(0,360))\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\tDeath:\n\t TNT1 A 0 A_AlertMonsters(400)\n\t\tTNT1 A 0 Radius_Quake(5,15,0,3,0)\n\t // TNT1 A 0 A_SpawnItemEx(\"BulletPuff\",0,0,16,random(0,8),0,random(0,8),random(0,360))\n TNT1 A 0 A_PlaySound(\"WallSaw\",0)\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nActor HasZipped : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR ChainsawFuel : Ammo\n{\n\tInventory.Amount 200\n\tInventory.MaxAmount 2500\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 4500\n\tInventory.PickupMessage \"You picked up 20 chainsaw gas units.\"\n\tInventory.Icon \"GSLNA0\"\n\t+IGNORESKILL\n\tStates\n {\n Spawn:\n GSLN A -1\n Stop\n }\n}\n\nACTOR Saw : Chainsaw //sprites and sounds are from brutal doom\n{\n Scale 0.5\n Weapon.UpSound \" \"\n Weapon.ReadySound \"Saw/Idle\"\n Inventory.PickupMessage \"You got the 171-UAC Chainsaw!\"\n Obituary \"%o was cut into fine meat by %k's chainsaw.\"\n Tag \"171-UAC Chainsaw\"\n Weapon.AmmoType ChainsawFuel\n Weapon.AmmoGive 600\n Weapon.BobRangeX 0.8\n Weapon.BobRangeY 1.2\n Weapon.BobStyle InverseSmooth\n Weapon.BobSpeed 0.8\n States\n {\n Ready:\n SAWS A 1\n\tTNT1 A 0 A_PlaySound(\"Saw/Zip\",CHAN_WEAPON)\n\tSAWS BCDEFFFFEDCBA 1\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"HasZipped\",1,1)\n\tGoto ZipMe\n\tTNT1 A 0\n\tTNT1 AAAA 0\n Goto Ripntear\n\n\tZipMe:\n\tSAWS A 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tRipntear:\n\tTNT1 A 0 A_JumpIfInventory(\"ChainsawFuel\",1,1)\n\tGoto ZipMe\n\tTNT1 A 0 A_PlaySound(\"Saw/Idle\",CHAN_WEAPON)\n\tSAWG A 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\", random(-0.3,0.3), 0, 0, 0, 0, random(-0.3,0.3))\n\tTNT1 A 0 A_PlaySound(\"Saw/Idle\",CHAN_WEAPON)\n\tSAWG B 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\", random(-0.3,0.3), 0, 0, 0, 0, random(-0.3,0.3))\n\tTNT1 A 0 A_PlaySound(\"Saw/Idle\",CHAN_WEAPON)\n\tSAWG A 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\", random(-0.3,0.3), 0, 0, 0, 0, random(-0.3,0.3))\n\tTNT1 A 0 A_PlaySound(\"Saw/Idle\",CHAN_WEAPON)\n\tSAWG B 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_TakeInventory(\"ChainsawFuel\",2)\n\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\", random(-0.3,0.3), 0, 0, 0, 0, random(-0.3,0.3))\n\tLoop\n Deselect:\n SAWS A 1 A_Lower\n Loop\n\n\tFasterZip:\n\tSAWS A 1 A_WeaponReady\n\tTNT1 A 0 A_PlaySound(\"Saw/Zip\",CHAN_WEAPON)\n\tSAWS BCDEFFFFEDCBA 1 A_WeaponReady\n\tGoto EndZip\n\n\tRunTurnOnChance:\n\tTNT1 A 0 A_Jump(128,\"TurnTheFuckOn\")\n\tGoto Notta\n\n\tTurnTheFuckOn:\n\tTNT1 A 0 A_GiveInventory(\"HasZipped\",1)\n\tGoto Ripntear\n\n\tHeyDumbassZip:\n\tTNT1 A 0 A_Print(\"You need to zip the chainsaw until it turns on to use it!\")\n\tGoto ZipMe\n\n\tNotta:\n\tTNT1 A 0\n\tGoto ZipMe\n\n\tReload:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"FasterZip\")\n\tSAWS A 2 A_WeaponReady\n\tTNT1 A 0 A_PlaySound(\"Saw/Zip\",CHAN_WEAPON)\n\tSAWS BCDE 1 A_WeaponReady\n\tSAWS FFFFEDCBA 2 A_WeaponReady\n\tEndZip:\n\tTNT1 A 0 A_JumpIfInventory(\"HasZipped\",1,1)\n\tGoto RunTurnOnChance\n\tTNT1 A 0\n\tSAWS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Refire\n Goto Ripntear\n\n Select:\n SAWS A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"HasZipped\",1,1)\n\tGoto HeyDumbassZip\n\tTNT1 A 0 A_JumpIfInventory(\"ChainsawFuel\",1,1)\n\tGoto ZipMe\n\tTNT1 A 0\n TNT1 A 0 A_PlaySound(\"Saw/Attack\",CHAN_WEAPON,1.0,1)\n\tTNT1 A 0 A_TakeInventory(\"ChainsawFuel\",15)\n\tTNT1 A 0 Radius_Quake(2,22,0,1,0)\n CSA1 ABCDE 1\n\tCSA1 FGHIJ 1 A_FireCustomMissile(\"Sawwed\", 0, 0, 0, 1)\n\tCSA1 KLMMLK 1\n\tCSA1 J 1 A_FireCustomMissile(\"Sawwed\", 0, 0, 0, 1)\n\tCSA1 I 1\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_PlaySound(\"Saw/Idle\",CHAN_WEAPON)\n Goto Ripntear\n Spawn:\n TNT1 AAA 0 A_SpawnItemEx(\"ChainsawFuel\",frandom(-17,27),frandom(-17,27),0,0,0,0,0,0,64)\n CSAW A -1\n Stop\n }\n}\n\nActor SAWSPAWNER : RandomSpawner Replaces Chainsaw\n{\n DropItem \"Saw\"\n\tDropItem \"Saw\"\n\tDropItem \"Saw\"\n DropItem \"Axe\"\n}\n\n//Axe sprite is from Brutal Doom Combined Mods Edition (atleast from what i know)\n\nACTOR Axe : Weapon\n{\n Weapon.UpSound \"weapon/pick1\"\n Inventory.PickupSound \"weapon/pick1\"\n Inventory.PickupMessage \"You got the 532-Wood Cutter Axe!\"\n Obituary \"%o was chopped by %k's axe.\"\n Tag \"Axe\"\n Weapon.BobRangeX 0.8\n Weapon.BobRangeY 1\n Weapon.BobStyle InverseSmooth\n Weapon.BobSpeed 1.5\n Scale 0.7\n +WEAPON.NOALERT\n +WEAPON.NOAUTOAIM\n States\n {\n Spawn:\n QW8P A -1\n Stop\n Ready:\n QW8S E 1 A_WeaponReady\n Loop\n Deselect:\n QW8S E 1 A_Lower\n Loop\n Select:\n QW8S E 1 A_Raise\n Loop\n Fire:\n QW8G ABCDEF 2\n\tHold:\n\tQW8G F 2\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_PlaySound(\"axe/swing\")\n\tQW8G GH 3\n QW8G I 2 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 1)\n QW8G JK 2\n Goto Ready\n\tAltFire:\n\tQW8G ABCDEF 2\n\tAltHold:\n\tQW8G F 2\n\tTNT1 A 0 A_Refire\n\tQW8G GH 2\n\tTNT1 A 0 A_PlaySound(\"WOOSH\")\n\tTNT1 A 0 A_FireCustomMissile(\"ThrownAxe\", 0, 0, 0, 1)\n\tTHRF ABCDE 2\n\tTNT1 A 0 A_TakeInventory(\"Axe\",1)\n\tStop\n }\n}\n\nACTOR ThrownAxe\n{\n Radius 7\n Height 13\n Scale 0.7\n Speed 35\n Damage (52 * random(1,3))\n DamageType Saw\n BounceType Doom\n BounceCount 5\n BounceFactor 0.3\n Projectile\n -NOGRAVITY\n +RANDOMIZE\n +RIPPER\n BounceSound \"axe/melee\"\n DeathSound \"axe/melee\"\n Gravity 0.5\n Obituary \"%o was chopped in half by %k's flying axe.\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n QW8P ABCD 1\n Loop\n Death:\n QW8P A 1 A_SpawnItemEx(\"Axe\")\n Stop\n }\n}\n\nACTOR AxeAttack: BaronBall\n{\n\tRadius 4\n\tHeight 14\n\tProjectile\n Damage (random(47,54) * random(1,2))\n\tDamageType Saw\n\tRenderStyle Add\n\tAlpha 0.6\n Obituary \"%o was chopped by %k's axe.\"\n +THRUGHOST\n\t+DONTHURTSPECIES\n +FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\t+BLOODSPLATTER\n\t+FORCEPAIN\n\tSeeSound \"None\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n Speed 60\n\tScale 0.01\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 4 BRIGHT\n\t\tStop\n\t\tXDeath:\n\t\tTNT1 A 0 A_AlertMonsters(400)\n TNT1 A 0 A_PlaySound(\"AXHIT\")\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"BloodWithTrail\",0,0,32,random(0,8),0,random(0,8),random(0,360))\n\t\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"BloodWithLessGrav\",0,0,32,random(0,10),0,random(0,10),random(0,360))\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\tDeath:\n\t TNT1 A 0 A_AlertMonsters(400)\n\t TNT1 A 0 A_CustomMissile(\"BulletPuff\",0)\n TNT1 A 0 A_PlaySound(\"axe/melee\")\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Pistol.txt",
"contents": "Actor BurstMode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FullMode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NormalMode2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ScopedWithPistol : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR PistolNew: Weapon Replaces Pistol {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 10\nWeapon.AmmoType2 \"Clip\"\nWeapon.AmmoType1 \"PistolAmmo\"\nInventory.PickupSound \"pistol/pickup\"\nWeapon.UpSound \"pistol/up\"\nGame Doom\nObituary \"%o was shot down by %k's pistol.\"\nInventory.PickupMessage \"You got the UAC-23 Pistol!\"\nWeapon.BobRangeX 0.6\nWeapon.BobRangeY 0.8\nTag \"UAC-23 Pistol\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.5\nScale 0.5\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tPIST G -1\n\tStop\n\n\tReady:\n\tBERG A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\tBERG EDCB 2\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tGoto Ready\n\n\tDeselect:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tBERG BCDE 2\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\tTNT1 A 1 A_Lower\n\tWait\n\n ActuallyReady:\n\tTNT1 A 0 A_JumpIfInventory(\"GoSpecial\",1,\"BurstChecker\")\n\tTNT1 A 0 A_JumpIfInventory(\"ScopedWithPistol\",1,\"ScopedReady\")\n\tBERG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tLoop\n\n\tScopedFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"PistolAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"pistol/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (2.2, 2.1, 1, 4 * 3, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-1,SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle+(random(-0.2,0.5)),SPF_INTERPOLATE)\n\tBERZ EF 1 BRIGHT\n\tBERZ GHI 1\n\tGoto ActuallyReady\n\n\tAltFire:\n\ttnt1 a 0 A_JumpifInventory(\"ScopedWithPistol\",1,\"ScopeOut\")\n\tScopeIn:\n\tTNT1 A 0 A_GiveInventory(\"ScopedWithPistol\",1)\n\tPLSR A 0 A_PlaySound(\"rifle/pickup\")\n\tBERZ ABCD 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_ZoomFactor(2.5)\n\tGoto ScopedReady\n\n\tScopedReady:\n\tTNT1 A 0 A_ZoomFactor(2.5)\n\tBERZ D 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_NOBOB)\n\tLoop\n\n\tScopeOut:\n\tTNT1 A 0 A_TakeInventory(\"ScopedWithPistol\",1)\n\tPLSR A 0 A_PlaySound(\"rifle/pickup\")\n\tBERZ DCBA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tGoto ActuallyReady\n\n\tBurstChecker:\n\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"BurstMode\",1,\"ChangeToFull\")\n\tTNT1 A 0 A_JumpIfInventory(\"FullMode\",1,\"ChangeToNormal\")\n\tTNT1 A 0 A_JumpIfInventory(\"NormalMode2\",1,\"ChangeToBurst\")\n\tGoto ActuallyReady\n\n\tChangeToBurst:\n\tTNT1 A 0 A_GiveInventory(\"BurstMode\",1)\n\tTNT1 A 0 A_TakeInventory(\"FullMode\",1)\n\tTNT1 A 0 A_TakeInventory(\"NormalMode2\",1)\n\tTNT1 A 0 A_Print(\"Changing fire mode to 3-round burst.\")\n\tPLSR A 0 A_PlaySound(\"rifle/pickup\")\n\tBERR ZYWXXXXXXXWYZ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ActuallyReady\n\n\tChangeToFull:\n\tTNT1 A 0 A_TakeInventory(\"BurstMode\",1)\n\tTNT1 A 0 A_GiveInventory(\"FullMode\",1)\n\tTNT1 A 0 A_TakeInventory(\"NormalMode2\",1)\n\tTNT1 A 0 A_Print(\"Changing fire mode to full auto.\")\n\tPLSR A 0 A_PlaySound(\"rifle/pickup\")\n\tBERR ZYWXXXXXXXWYZ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ActuallyReady\n\n\tChangeToNormal:\n\tTNT1 A 0 A_GiveInventory(\"NormalMode2\",1)\n\tTNT1 A 0 A_TakeInventory(\"FullMode\",1)\n\tTNT1 A 0 A_TakeInventory(\"BurstMode\",1)\n\tTNT1 A 0 A_Print(\"Changing fire mode to semi-auto.\")\n\tPLSR A 0 A_PlaySound(\"rifle/pickup\")\n\tBERR ZYWXXXXXXXWYZ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ActuallyReady\n\n\tFireBurst:\n\t\ttnt1 a 0 A_JumpifInventory(\"PistolAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"pistol/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (6.2, 6.1, 1, 4 * 3, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle+(random(-2,2)),SPF_INTERPOLATE)\n\tBERF A 1 BRIGHT\n\tBERF BC 1\n\ttnt1 a 0 A_JumpifInventory(\"PistolAmmo\",1,1)\n\t\tgoto reload\n\t TNT1 A 0 A_PlaySound(\"pistol/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (6.2, 6.1, 1, 4 * 3, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle+(random(-2,2)),SPF_INTERPOLATE)\n\tBERF A 1 BRIGHT\n\tBERF BC 1\n\ttnt1 a 0 A_JumpifInventory(\"PistolAmmo\",1,1)\n\t\tgoto reload\n\t TNT1 A 0 A_PlaySound(\"pistol/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (6.2, 6.1, 1, 4 * 3, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle+(random(-2,2)),SPF_INTERPOLATE)\n\tBERF A 1 BRIGHT\n\tBERF BC 1\n\tGoto ActuallyReady\n\n\tFireAuto:\n\t\ttnt1 a 0 A_JumpifInventory(\"PistolAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"pistol/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (8.2, 8.1, 1, 4 * 3, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle+(random(-2,2)),SPF_INTERPOLATE)\n\tBERF A 1 BRIGHT\n\tBERF BC 1\n\tTNT1 A 0 A_Refire\n\tBERF DC 1\n\tGoto ActuallyReady\n\n\tFire:\n\t RIFL B 0 A_JumpifInventory(\"ScopedWithPistol\",1,\"ScopedFire\")\n\t RIFL B 0 A_JumpifInventory(\"FullMode\",1,\"FireAuto\")\n\t RIFL B 0 A_JumpifInventory(\"BurstMode\",1,\"FireBurst\")\n\t\ttnt1 a 0 A_JumpifInventory(\"PistolAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"pistol/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (4.2, 4.1, 1, 4 * 3, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-random(2,4),SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle-random(1.1,1.5),SPF_INTERPOLATE)\n\tBERF A 1 BRIGHT\n\tBERF BCDC 1\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"PistolAmmo\",12,\"ActuallyReady\")\n // PLSR A 0 A_Takeinventory(\"Cell\",30)\n TNT1 A 0 A_ZoomFactor(1.0)\n\tBERR ZYWXXXX 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyPistolMagSpawn\",0,0,0,-3)\n PLSR A 0 A_PlaySound(\"pistol/reloadout\",0,3)\n\tBERR ABCDEFFFFFFFF 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tBERR GHIJ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"pistol/reloadin\",0,3)\n\tBERR KKKKKKKKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n\t\tPLSR A 0 A_PlaySound(\"pistol/chamber\",0,3)\n BERR MNOQP 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n // PLSR E 0 A_Giveinventory(\"CurrentPlasmaAmmo\",30)\n\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"PistolAmmo\",12,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"PistolAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR PistolAmmo : Ammo\n{\n\tInventory.Amount 12\n\tInventory.MaxAmount 12\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 12\n\tInventory.Icon \"PISTG0\"\n\t+IGNORESKILL\n}\n\nACTOR M1911: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 10\nWeapon.AmmoType2 \"Clip\"\nWeapon.AmmoType1 \"1911Ammo\"\nInventory.PickupSound \"pistol/pickup\"\nWeapon.UpSound \"pistol/up\"\nGame Doom\nObituary \"%o was shot down by %k's pistol.\"\nInventory.PickupMessage \"You got the M1911 Handgun!\"\nWeapon.BobRangeX 0.6\nWeapon.BobRangeY 0.8\nTag \"M1911 Handgun\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.5\nScale 0.5\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tPIST G -1\n\tStop\n\n\tReady:\n\tPIST A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tPIST A 1 A_Raise\n\tLoop\n\n\tDeselect:\n PIST A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tPIST A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"1911Ammo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"pistol/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (4.2, 4.1, 1, 4 * 6, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPIST C 1 BRIGHT\n\tPIST DEF 1\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"1911Ammo\",7,\"ActuallyReady\")\n // PLSR A 0 A_Takeinventory(\"Cell\",30)\n TNT1 A 0 A_FireCustomMissile(\"EmptyPistolMagSpawn\",0,0,0,-3)\n PLSR A 0 A_PlaySound(\"pistol2/reloadout\",0,3)\n\tPISR ABCDDDDDDDD 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tPISR EFG 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"pistol2/reloadin\",0,3)\n\tPISR HIJKL 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n PISR MNOPQ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"pistol/chamber\",0,3)\n\tPISR RSTU 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"1911Ammo\",7,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"1911Ammo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR 1911Ammo : Ammo\n{\n\tInventory.Amount 7\n\tInventory.MaxAmount 7\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 7\n\tInventory.Icon \"PISTG0\"\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Revolver.txt",
"contents": "ACTOR Revolver: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 6\nWeapon.AmmoType2 \"Clip\"\nWeapon.AmmoType1 \"RevolverAmmo\"\nInventory.Icon \"REVOQ0\"\nInventory.PickupSound \"revolver/pickup\"\nWeapon.UpSound \"revolver/pickup\"\nGame Doom\nObituary \"%o had their chest shot open by %k's revolver.\"\nInventory.PickupMessage \"You got the UAC-61 .44 Revolver!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 0.6\nTag \"UAC-61 Revolver .44\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.7\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tREVO Q -1\n\tStop\n\n\tReady:\n\tREVO A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tREVO A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tREVO A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tREVO A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"RevolverAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"revolver/pull\",0,2)\n\tREVO KL 1\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (4.2, 4.1, 1, 6 * 12, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-7,SPF_INTERPOLATE)\n\tTNT1 A 0 A_PlaySound(\"revolver/fire\",0,2)\n\tREVO BM 1 BRIGHT\n\tREVO CDEFGHIJ 1\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"RevolverAmmo\",6,\"ActuallyReady\")\n\tREU1 ACFGHIJKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"revolver/open\",0,3)\n\n\tREVO S 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tREVR MNOPQRST 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 AAAAAA 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tREVR UVW 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"revolver/eject\",0,3)\n\tREVR XYU 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tREV2 ABCDEFGHIIIIIIJ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"revolver/load\",0,3)\n\tREV2 JKKKKJ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tREV2 LMNO 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n\t\tREV3 ABCDE 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSR A 0 A_PlaySound(\"revolver/close\",0,6)\n\t\tREV3 FGHIJKLMN 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"RevolverAmmo\",6,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0 A_Giveinventory(\"RevolverAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR RevolverAmmo : Ammo\n{\n\tInventory.Amount 6\n\tInventory.MaxAmount 6\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 6\n\t+IGNORESKILL\n}\n\nACTOR HealthBonusNew : HealthBonus\n{\n Inventory.Amount 2\n Inventory.PickupSound \"soulcube/heal\"\n Inventory.PickupMessage \"-- Health Bonus --\"\n Inventory.MaxAmount 200\n States\n {\n Spawn:\n BON1 ABCDCB 3 A_CustomMissile(\"HPFLARE\",10)\n Loop\n }\n}\n\nACTOR LargeHealthBonus : HealthBonusNew\n{\n Inventory.Amount 5\n Inventory.PickupMessage \"-- Strong Health Bonus --\"\n Scale 1\n\n States\n {\n Spawn:\n BLHB ABCDCB 3 BRIGHT\n Loop\n }\n}\n\nactor WeaponSpawner : CustomInventory Replaces HealthBonus\n{\n\t+Inventory.QUIET\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jump(220, \"Spawn1\")\n\t\tTNT1 A 0 A_jump(200, \"Spawn4\")\n\t\tTNT1 A 0 A_jump(90, \"Spawn2\")\n\t\tTNT1 A 0 A_jump(60, \"Spawn3\")\n\t\tGoto Vanilla\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"HealthBonusNew\",0,0,0,velx,vely,velz,angle,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 1\n\t\tWait\n\n\tSpawn4:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"LargeHealthBonus\",0,0,0,velx,vely,velz,angle,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 1\n\t\tWait\n\n\t Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"Revolver\",0,0,0,velx,vely,velz,angle,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 1\n\t\tWait\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"SentryItem\",0,0,0,velx,vely,velz,angle,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 1\n\t\tWait\n\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/SMG.txt",
"contents": "ACTOR SMG: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 25\nWeapon.AmmoType2 \"Clip\"\nWeapon.AmmoType1 \"SMGAMMO\"\nInventory.PickupSound \"weapon/pick1\"\nWeapon.UpSound \"smg/reloadin\"\nGame Doom\nObituary \"%o got some extra holes by %k's SMG.\"\nInventory.PickupMessage \"You got the UAC-512 SMG!\"\nWeapon.BobRangeX 0.6\nWeapon.BobRangeY 0.8\nTag \"UAC-512 SMG\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.5\nScale 0.5\n+WEAPON.NOAUTOAIM\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tSMGZ A -1\n\tStop\n\n\tReady:\n\tSMGG A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tSMGG A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tSMGG A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tSMGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"SMGAMMO\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"smg/fire\")\n\tPLSR A 0 A_PlaySound(\"pistol/fire\",CHAN_WEAPON)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",-5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (5.2, 5.1, 1, 6 * 4, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tSMGF A 1 BRIGHT\n\tSMGF BC 1\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"SMGAMMO\",25,\"ActuallyReady\")\n\tSMGR ABCDE 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyRifleMagSpawn\",-180,0,0,-3)\n PLSR A 0 A_PlaySound(\"smg/reloadout\",0,3)\n\tSMGR FGHIJ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tSMGR KKKKKKKKKKKKKKKLMNO 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"smg/reloadin\",0,3)\n\tPLSR A 0 A_PlaySound(\"pistol/reloadin\",0,3)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n SMGR PPPPQRST 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"SMGAMMO\",25,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"SMGAMMO\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR SMGAMMO : Ammo\n{\n\tInventory.Amount 25\n\tInventory.MaxAmount 25\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 25\n\tInventory.Icon \"PISTG0\"\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/MP40.txt",
"contents": "ACTOR MP40: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 35\nWeapon.AmmoType2 \"Clip\"\nWeapon.AmmoType1 \"MP40AMMO\"\nInventory.PickupSound \"mp40/magin\"\nWeapon.UpSound \"smg/reloadin\"\nGame Doom\nObituary \"%o was blasted by %k's mp40.\"\nInventory.PickupMessage \"You got the MP40!\"\nWeapon.BobRangeX 0.6\nWeapon.BobRangeY 0.8\nTag \"MP40\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.5\nScale 0.5\n+WEAPON.NOAUTOAIM\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tSMGZ A -1\n\tStop\n\n\tReady:\n\tZMPG A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tZMPG A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tZMPG A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tZMPG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"MP40AMMO\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"smg/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (5.2, 5.1, 1, 6 * 4, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tZMPG B 1 BRIGHT\n\tZMPG CE 1\n\tTNT1 A 0 A_Refire\n\tZMPG FEC 1\n\tGoto ActuallyReady\n\n\t/*AltFire:\n\tTNT1 A 0 A_Print(\"This is a test to see how i can use A_GunFlash states\")\n\tTNT1 A 0 A_GunFlash(\"TestA\")\n\tZMPG A 60\n\tGoto ActuallyReady\n\n\tTestA:\n\tDETO F 1 Offset(0,70)\n\tDETO F 1 Offset(1,69)\n\tDETO F 1 Offset(2,68)\n\tDETO F 1 Offset(3,67)\n\tDETO F 1 Offset(4,66)\n\tDETO F 1 Offset(5,65)\n\tStop*/\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"MP40AMMO\",35,\"ActuallyReady\")\n\tZMPR ABCDEFGHI 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyPistolMagSpawn\",0,0,0,-3)\n\tPLSR A 0 A_PlaySound(\"pistol2/reloadout\",0,3)\n PLSR A 0 A_PlaySound(\"mp40/magout\",0,3)\n\tPLSR A 0 A_PlaySound(\"pistol/reloadout\",0,3)\n\tZMR2 ABCDEFGHIJJJJJJJ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tZMR2 KLMNOPQR 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"smg/reloadin\",0,3)\n\tPLSR A 0 A_PlaySound(\"mp40/magin\",0,3)\n\tZMR2 AAA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n ZMPR IHGFEDCBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"MP40AMMO\",35,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"MP40AMMO\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR MP40AMMO : Ammo\n{\n\tInventory.Amount 35\n\tInventory.MaxAmount 35\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 35\n\tInventory.Icon \"PISTG0\"\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Shotgun.txt",
"contents": "Actor ShotgunIsEmpty : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor HasInspectedShotgun : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR ShotgunNew: Weapon Replaces Shotgun {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive2 4\nWeapon.AmmoType2 \"Shell\"\nWeapon.AmmoType1 \"CurrentShell\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 0.5\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 2.4\nTag \"Pump-Action Shotgun\"\n+WEAPON.AMMO_OPTIONAL\nInventory.PickupSound \"shotgun/pickup\"\nWeapon.UpSound \"shotgun/pickup\"\nObituary \"%o had their chest blown open by %k's Shotgun.\"\nInventory.PickupMessage \"You got the pump-action shotgun! (Slot 3)\"\nStates {\n Spawn:\n\tSHOT A -1\n\tStop\n\n\tSelect:\n\tBHTG A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tBHTG A 1 A_Lower\n\tLoop\n\n Ready:\n\tTNT1 A 0 A_JumpIfInventory(\"HasInspectedShotgun\",0,1)\n\tGoto Inspection\n\tBHTG A 1 A_WeaponReady\n\tGoto ActuallyReady\n\n\tInspection:\n\tTNT1 A 0 A_GiveInventory(\"HasInspectedShotgun\",1)\n\tSHGT C 0 A_WeaponReady\n\tBHTG ABCDEFFFFFFFGHI 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tSHGT C 0 A_PlaySound(\"shotgun/pump1\",0,2)\n BHTG JKLMMML 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tBHTG C 0 A_PlaySound(\"shotgun/pump2\",0,2)\n\tBHTG KJIHGF 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tBHTG FFFFGHI 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tSHGT C 0 A_PlaySound(\"shotgun/pump1\",0,2)\n BHTG JKLMMML 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tBHTG C 0 A_PlaySound(\"shotgun/pump2\",0,2)\n\tBHTG KJIHGF 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tBSHR ABC 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tSHGT C 0 A_PlaySound(\"shotgun/load5\",0)\n\tPLSR A 0 A_PlaySound(\"ssg/load\",CHAN_WEAPON)\n\tBSHR DEFGHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tBSHR ABC 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tSHGT C 0 A_PlaySound(\"shotgun/load5\",0)\n\tPLSR A 0 A_PlaySound(\"ssg/load\",CHAN_WEAPON)\n\tBSHR DEFGHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tBSHR ABC 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tSHGT C 0 A_PlaySound(\"shotgun/load5\",0)\n\tPLSR A 0 A_PlaySound(\"ssg/load\",CHAN_WEAPON)\n\tBSHR DEFGHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tBSHR ABC 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tSHGT C 0 A_PlaySound(\"shotgun/load5\",0)\n\tPLSR A 0 A_PlaySound(\"ssg/load\",CHAN_WEAPON)\n\tBSHR DEFGHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tBHTG FFFFGHI 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tSHGT C 0 A_PlaySound(\"shotgun/pump1\",0,2)\n\tTNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\",5,0,0,-9)\n BHTG JKLMMML 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tBHTG C 0 A_PlaySound(\"shotgun/pump2\",0,2)\n\tBHTG KJIHGFEDCBA 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tGoto ActuallyReady\n\n\tActuallyReady:\n\tBHTG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n TNT1 A 0\n\tGoto WeaponFire\n\n\t//cleaned up the code a bit\n\t//this is like 2019-2020 code, why does this fucking work lol\n\n\t//pumping stuff\n\n\tChamberPump:\n\tTNT1 A 0 A_TakeInventory(\"ShotgunIsEmpty\",1)\n\tSHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tBHTG I 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n BHTG FGHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHGT C 0 A_PlaySound(\"shotgun/pump1\",0,2)\n\tBHTG JKLMML 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHGT C 0 A_PlaySound(\"shotgun/pump2\",0,2)\n\tBHTG KJIHGFEDCBA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ActuallyReady\n\n\tChamberPump1:\n\tTNT1 A 0 A_TakeInventory(\"ShotgunIsEmpty\",1)\n\tSHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tBHTG I 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n BHTG FGHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHGT C 0 A_PlaySound(\"shotgun/pump1\",0,2)\n\tBHTG JKLMML 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHGT C 0 A_PlaySound(\"shotgun/pump2\",0,2)\n\tBHTG KJIHGF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ShellInserter\n\n\tPump:\n\tSHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tBHTG ABCDEFGHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHGT C 0 A_PlaySound(\"shotgun/pump1\",0,2)\n\tTNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\",5,0,0,-9)\n BHTG JKLMMML 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tBHTG C 0 A_PlaySound(\"shotgun/pump2\",0,2)\n\tBHTG KJIHGFEDCBA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto Ready\n\n\tReload:\n\tTNT1 A 0 A_JumpIfInventory(\"CurrentShell\", 8, \"ActuallyReady\")//we are full on ammo, dont reload\n\tBHTG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CurrentShell\", 1, \"ReloadPump\")//make sure you have a Shell\n\tTNT1 A 0 A_GiveInventory(\"ShotgunIsEmpty\", 1) //no ammo in chamber\n\tReloadPump:\n\tTNT1 A 0 A_ClearRefire\n\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 1, 1)\n\tgoto actuallyready\n\n\tTNT1 A 0 A_JumpIfInventory(\"CurrentShell\", 8, \"ActuallyReady\")\n\n\tSHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tBHTG ABCDEF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tBHTG F 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadLoop\n\n\tReloadPump2:\n\tTNT1 A 0 A_ClearRefire\n\n\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 1, 1)\n\tgoto actuallyready\n\tTNT1 A 0 A_JumpIfInventory(\"CurrentShell\", 8, \"ActuallyReady\")\n\n\tSHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tBHTG BCDEF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tGoto ReloadLoop\n\n\t//reloading stuff\n\n\tReloadLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 1, 1) //yikes, we are out of shells, end reload\n\tgoto ChamberPump\n\n\tSHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tSHGT C 0 A_JumpIfInventory(\"CurrentShell\", 8, \"ChamberPumpTest\") //test for end pump value\n\n\tShellInserter:\n\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 1, 1) //double check\n\tgoto ChamberPump\n\n\tBSHR ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\t//TNT1 A 0 A_PlaySound(\"mg/gren\",0)\n\tPLSR A 0 A_PlaySound(\"ssg/load\",CHAN_WEAPON)\n\tSHGT C 0 A_PlaySound(\"shotgun/load5\",0)\n\n\tSHGT C 0 A_TakeInventory(\"Shell\",1)\n\tSHGT C 0 A_GiveInventory(\"CurrentShell\",1)\n\n\tBSHR DEFGHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunIsEmpty\", 1, \"ChamberPump1\")\n\tSHGT C 0 A_JumpIfInventory(\"CurrentShell\", 8, \"ChamberPumpTest\")\n\tGoto ShellInserter\n\n\tChamberPumpTest:\n\tTNT1 AAAAAA 0\n\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunIsEmpty\", 1, \"ChamberPump\")\n\tGoto ReloadEnd\n\n\tReloadEnd:\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunIsEmpty\", 1, \"ChamberPump\")\n\n SHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHGT C 0\n\n\tBHTG FEDCBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tGoto ActuallyReady\n\n\tReloadStop:\n\tGoto ReloadEnd\n\n\t//firing\n\n\tWeaponFire:\n\n\tTNT1 A 0 A_JumpIfInventory(\"CurrentShell\", 1, 1)\n\tgoto Reload\n\n\tSHTD B 0 A_PlaySound(\"shotgun/fire\",0,5)\n\n\tSHTD B 0 A_Recoil(1)\n\n\tSHTD B 0 A_SetPitch(pitch-5,SPF_INTERPOLATE)\n\n\tSHTD B 0 A_GunFlash\n\n\tSHTD B 0 A_FireBullets (5.6, 5.6, 9, 15, \"BulletPuff\")\n\n\tBHTF AB 1 BRIGHT\n\tBHTF CDE 1\n\tGoto Pump\n\n }\n}\n\nACTOR CurrentShell : Ammo\n{\n\tInventory.Amount 8\n\tInventory.MaxAmount 8\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 8\n\tInventory.Icon \"SHELY0\"\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Autoshotty.txt",
"contents": "ACTOR AutoShotty: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive2 4\nWeapon.AmmoType2 \"Shell\"\nWeapon.AmmoType1 \"AutoShell\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 0.5\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 2.4\nTag \"16-Gauge Auto Shotgun Mark 2\"\nGame Doom\n+WEAPON.AMMO_OPTIONAL\nInventory.PickupSound \"shotgun/pickup\"\nWeapon.UpSound \"shotgun/pickup\"\nObituary \"%o was turned into swiss cheese by %ks auto shotgun.\"\nInventory.PickupMessage \"You got the 16-Gauge Auto Shotgun Mark 2!\"\nStates {\n Spawn:\n\tAUSC A -1\n\tStop\n\tSelect:\n\tAUSG A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tAUSG A 1 A_Lower\n\tLoop\n\n Ready:\n\tAUSG A 1 A_WeaponReady\n\tAUSH AB 2 A_WeaponReady\n\tTNT1 A 0 A_PlaySound(\"autosho/pump\",0)\n\tAUSH CDEFECBA 2 A_WeaponReady\n\tGoto ActuallyReady\n\n\tActuallyReady:\n\tAUSG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n TNT1 A 0\n\tGoto WeaponFire\n\n\t//cleaned up the code a bit\n\t//this is like 2019-2020 code, why does this fucking work lol\n\n\tReload:\n\tTNT1 A 0 A_JumpIfInventory(\"AutoShell\", 12, \"ActuallyReady\")//we are full on ammo, dont reload\n\tAUSG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"AutoShell\", 1, \"ReloadPump\")//make sure you have a Shell\n\tTNT1 A 0 A_GiveInventory(\"ShotgunIsEmpty\", 1) //no ammo in chamber\n\tReloadPump:\n\tTNT1 A 0 A_ClearRefire\n\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 1, 1)\n\tgoto actuallyready\n\n\tTNT1 A 0 A_JumpIfInventory(\"AutoShell\", 12, \"ActuallyReady\")\n\n\tSHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tAUSR ABCDEFG 1 A_WeaponReady(WRF_NoSwitch)\n\n\tAUSR G 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadLoop\n\n\tReloadPump2:\n\tTNT1 A 0 A_ClearRefire\n\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 1, 1)\n\tgoto actuallyready\n\tTNT1 A 0 A_JumpIfInventory(\"AutoShell\", 12, \"ActuallyReady\")\n\tSHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tAUSR BCDEFGHIJ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tGoto ReloadLoop\n\n\t//reloading stuff\n\n\tReloadEnd:\n\tSHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHGT C 0\n\tAUSR GFEDCBA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ActuallyReady\n\n\tChamberPump:\n\tTNT1 A 0 A_TakeInventory(\"ShotgunIsEmpty\",1)\n\t/*SHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tAUSR HTUVWXY 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tSHGT C 0 A_PlaySound(\"shotgun/pump1\",0,2)\n\n AUSR YYYYYXWV 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tSHGT C 0 A_PlaySound(\"shotgun/pump2\",0,2)\n\n\tAUSR UTBA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)*/\n\tAUSR GFEDCBA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tAUSG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tAUSH AB 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_PlaySound(\"autosho/pump\",0)\n\tAUSH CDEFECBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ActuallyReady\n\n\tReloadLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 1, 1)\n\tgoto actuallyready\n\tSHGT C 0 A_JumpIfInventory(\"AutoShell\", 12, \"ChamberPumpTest\")\n\tSHGT C 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tAUSR HIJKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHGT C 0 A_PlaySound(\"shotgun/load\")\n\tSHGT C 0 A_TakeInventory(\"Shell\",1)\n\tSHGT C 0 A_GiveInventory(\"AutoShell\",1)\n\tAUSR MNOP 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHGT C 0 A_JumpIfInventory(\"Shell\", 1, \"ReloadLoop\")\n\tSHGT C 0 A_JumpIfInventory(\"AutoShell\", 12, \"ChamberPumpTest\")\n\tGoto ReloadEnd\n\tReloadStop:\n\tGoto ReloadEnd\n\n\tChamberPumpTest:\n\tTNT1 AAAAAA 0\n\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunIsEmpty\", 1, \"ChamberPump\")\n\tGoto ReloadEnd\n\n\t//firing\n\n\tAltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"AutoShell\", 1, 1)\n\tgoto reload\n\tSHTD B 0 A_PlaySound(\"ssg/fire\")\n\tFLMT A 0 A_PlaySound(\"flame/stop\",CHAN_WEAPON)\n\tSHTD B 0 A_Recoil(1)\n\tTNT1 A 0 A_TakeInventory(\"AutoShell\",2)\n\tFLMT AAAAAA 0 BRIGHT A_FireCustomMissile(\"FireMissileShotgun\", random(-5,5), 1, 0, -12, 0, random(5,8))\n\tSHTD B 0 A_SetPitch(pitch-2,SPF_INTERPOLATE)\n\tTNT1 AA 0 A_FireCustomMissile(\"ShotCaseSpawnSlug\",5,0,0,-9)\n\tSHTD B 0 A_FireBullets (5.6, 5.6, 9, 22, \"BulletPuff\")\n\tAUSF ABC 1 BRIGHT\n\tAUSF DEF 2\n\tAUSG AAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"SmokeSpawner\", random(-0.3,0.3), 0, 0, 0, 0, random(-0.3,0.3))\n\tGoto ActuallyReady\n\n\tWeaponFire:\n\tTNT1 A 0 A_JumpIfInventory(\"AutoShell\", 1, 1)\n\tgoto reload\n\tSHTD B 0 A_PlaySound(\"ssg/fire\")\n\tSHTD B 0 A_PlaySound(\"shotgun/fire\",CHAN_WEAPON)\n\tSHTD B 0 A_Recoil(1)\n\tSHTD B 0 A_SetPitch(pitch-8,SPF_INTERPOLATE)\n\tTNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawnSpread\",5,0,0,-9)\n\tSHTD B 0 A_FireBullets (5.6, 5.6, 9, 22, \"BulletPuff\")\n\tAUSG A 0 A_FireCustomMissile(\"SmokeSpawner\", random(-0.3,0.3), 0, 0, 0, 0, random(-0.3,0.3))\n\tAUSF ABC 1 BRIGHT\n\tAUSF DEF 2\n\n\tGoto ActuallyReady\n\n }\n}\n\nACTOR AutoShell : Ammo\n{\n\tInventory.Amount 12\n\tInventory.MaxAmount 12\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 12\n\tInventory.Icon \"SHELY0\"\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/SSG.txt",
"contents": "Actor HasInspectedSSG : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR SuperShotgunNew: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 6\nWeapon.AmmoType2 \"Shell\"\nWeapon.AmmoType1 \"SSGAMMO\"\nInventory.Icon \"SGN2A0\"\nInventory.PickupSound \"ssg/open\"\nWeapon.UpSound \"ssg/open\"\nGame Doom\nObituary \"%o was shredded by %k's super shotgun.\"\nInventory.PickupMessage \"You got the 12-Gauge Double Barreled Shotgun!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 0.6\nTag \"12-Gauge Double Barreled Shotgun\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.7\nScale 0.6\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tSGN2 A -1\n\tStop\n\n\tReady:\n\tTNT1 A 0 A_JumpIfInventory(\"HasInspectedSSG\",0,1)\n\tGoto Inspection\n\tSHT3 A 1\n\tGoto ActuallyReady\n\n\tInspection:\n\tTNT1 A 0 A_GiveInventory(\"HasInspectedSSG\",1)\n\t1SSG BCDEFGH 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tPLSR A 0 A_PlaySound(\"ssg/open\",0,3)\n\t1SSG IJKL 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\t0SSG ABCDDDDDEFGH 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tPLSR A 0 A_PlaySound(\"ssg/load\",0,3)\n\t0SSG IIIIIJKMNOPQR 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tPLSR A 0 A_PlaySound(\"ssg/load\",0,3)\n\t0SSG STTTTTUVWXYZ 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\t1SSG KJI 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tPLSR A 0 A_PlaySound(\"ssg/close\",0,3)\n\t1SSG HGFEDCB 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tGoto InsertBoolets\n\n\tSelect:\n\tSHT3 A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tSHT3 A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tSHT3 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\n\t\ttnt1 a 0 A_JumpifInventory(\"SSGAMMO\",1,1)\n\t\tgoto reload\n\ttnt1 a 0 A_JumpifInventory(\"DidSSGAlt\",1,\"SecondFire\")\n\ttnt1 aaa 0\n\tActualFire:\n\tTNT1 A 0 A_GiveInventory(\"DidSSGAlt\",1)\n TNT1 A 0 A_PlaySound(\"ssg/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (11.2, 7.1, 20, 8, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-30,SPF_INTERPOLATE)\n\tSHOF AB 1 BRIGHT\n\tSHOF CDEFGHI 1 A_SetPitch(pitch+3,SPF_INTERPOLATE)\n NULL A 0 A_Refire\n\tGoto ActuallyReady\n\n\tSecondFire:\n\ttnt1 a 0 A_JumpifInventory(\"SSGAMMO\",1,1)\n\tgoto reload\n\ttnt1 aaa 0\n\tActualFire2:\n\tTNT1 A 0 A_TakeInventory(\"SSGAMMO\",1)\n\tTNT1 A 0 A_TakeInventory(\"DidSSGAlt\",1)\n TNT1 A 0 A_PlaySound(\"ssg/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (11.2, 7.1, 20, 8, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-30,SPF_INTERPOLATE)\n\tSHOF AB 1 BRIGHT\n\tSHOF CDEFGHI 1 A_SetPitch(pitch+3,SPF_INTERPOLATE)\n NULL A 0 A_Refire\n\tGoto ActuallyReady\n\n\tAltFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"SSGAMMO\",2,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"qsg/fire\",0,2)\n\tTNT1 A 0 A_PlaySound(\"ssg2/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_TakeInventory(\"SSGAMMO\",2)\n\tTNT1 A 0 A_FireBullets (14.2, 8.1, 32, 8, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-50,SPF_INTERPOLATE)\n\tTNT1 A 0 A_Recoil(12)\n\tSHOF AB 1 BRIGHT\n\tSHOF CDEFGHI 1 A_SetPitch(pitch+3,SPF_INTERPOLATE)\n NULL A 0 A_Refire\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Shell\",1,1)\n\tgoto actuallyready\n\tSHT3 A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"SSGAMMO\", 0, \"ActualReload\")//make sure you have a Shell\n\tActualReload:\n\tRIFL B 0 A_JumpifInventory(\"SSGAMMO\",2,\"ActuallyReady\")\n\tSHTZ BCDEEEEEEF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHTZ GHIJK 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"ssg/open\",0,3)\n\ttnt1 a 0 A_JumpifInventory(\"DidSSGAlt\",1,\"ReloadMagIn2\")\n\tGoto ReloadMagIn\n\n\tReloadMagIn2:\n\tTNT1 A 0 A_FireCustomMissile(\"SSGCaseSpawner\",5,0,0,-9)\n\tTNT1 A 0 A_TakeInventory(\"DidSSGAlt\",1)\n\tSHT7 LLLLMN 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHT7 OPQ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"ssg/load\",0,3)\n\tSHT7 RSTUV 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\n\tReloadMagIn:\n\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",5,0,0,-9)\n\tSHTZ LLLLLLLMN 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHTZ OPQ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"ssg/load\",0,3)\n\tSHTZ SRTU 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\n\tReloadFinish:\n\tPLSR A 0 A_PlaySound(\"ssg/close\",0,6)\n SHTZ VWXYZ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tSHTZ DCB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"SSGAMMO\",2,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0 A_Giveinventory(\"SSGAMMO\",1)\n\tTNT1 A 0 A_Takeinventory(\"Shell\",1)\n\tGoto InsertBoolets\n\n }\n}\n\nActor DidSSGAlt : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor SSGSpawner : RandomSpawner Replaces SuperShotgun\n{\n DropItem \"SuperShotgunNew\", 255, 10\n\tDropItem \"SuperShotgunNew\", 255, 10\n\tDropItem \"SuperShotgunNew\", 255, 10\n\tDropItem \"QSGWeapon\", 255, 7\n\tDropItem \"HSGWeapon\", 255, 7\n DropItem \"AA12\", 255, 6\n\tDropItem \"AutoShotty\", 255, 4\n}\n\nACTOR SSGAMMO : Ammo\n{\n\tInventory.Amount 2\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n\t+IGNORESKILL\n}\n\n// Quad Shotgun\n\nActor QSGempty : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor DidQuadAlt : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR QSGWeapon: Weapon {\nWeapon.AmmoUse1 4\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 6\nWeapon.AmmoType2 \"Shell\"\nWeapon.AmmoType1 \"QSGAMMO\"\nInventory.Icon \"QSGPA0\"\nInventory.PickupSound \"qsg/open\"\nWeapon.UpSound \"qsg/open\"\nGame Doom\nObituary \"%o was destroyed by %k's quad shotgun.\"\nInventory.PickupMessage \"You got the Quad Shotgun!\"\nWeapon.BobRangeX 1.0\nWeapon.BobRangeY 0.8\nTag \"Quad Shotgun\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.6\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tQSGP A -1\n\tStop\n\n\tReady:\n\tQSGG A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tQSGG A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tQSGG A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tQSGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"QSGAMMO\",4,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"qsg/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (22.2, 16.1, 64, 12, \"BulletPuff\")\n\tTNT1 A 0 A_Recoil(20)\n\tTNT1 A 0 A_TakeInventory(\"DidQuadAlt\",1)\n\tTNT1 A 0 Radius_Quake(5,15,0,1,0)\n\tTNT1 A 0 A_SetPitch(pitch-60,SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle+36,SPF_INTERPOLATE)\n\tQS1F AB 1 BRIGHT\n\tQST2 BC 1\n\tQSGR HCDEEFFFFFFFFFFFEEDDDCCH 1\n\tQSGG A 25\n\tGoto ActuallyReady\n\n\tAltFire2:\n\t\ttnt1 a 0 A_JumpifInventory(\"QSGAMMO\",2,1)\n\t\tgoto reload\n\tActualAltFire2:\n\tTNT1 A 0 A_TakeInventory(\"DidQuadAlt\",1)\n\tTNT1 A 0 A_TakeInventory(\"QSGAMMO\",2)\n TNT1 A 0 A_PlaySound(\"ssg/fire\",0,2)\n\tTNT1 A 0 A_PlaySound(\"ssg2/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (15.2, 12.1, 32, 8, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-25,SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle+15,SPF_INTERPOLATE)\n\tQS1F AB 1 BRIGHT\n\tQST2 BC 1\n\tQSGG A 15\n\tGoto ActuallyReady\n\n\tAltFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"QSGAMMO\",2,1)\n\t\tgoto reload\n\t\ttnt1 a 0 A_JumpifInventory(\"DidQuadAlt\",1,\"AltFire2\")\n\t\ttnt1 aaa 0\n\tActualAltFire:\n\tTNT1 A 0 A_GiveInventory(\"DidQuadAlt\",1)\n\tTNT1 A 0 A_TakeInventory(\"QSGAMMO\",2)\n TNT1 A 0 A_PlaySound(\"ssg/fire\",0,2)\n\tTNT1 A 0 A_PlaySound(\"ssg2/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (15.2, 12.1, 32, 8, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-25,SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle+15,SPF_INTERPOLATE)\n\tQS1F AB 1 BRIGHT\n\tQST2 BC 1\n\tQSGG A 15\n\tGoto ActuallyReady\n\n\t//secondary reload state\n\n\tsecondaryreload:\n\ttnt1 a 0 A_JumpifInventory(\"Shell\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"QSGAMMO\",4,\"ActuallyReady\")\n\tTNT1 A 0 A_TakeInventory(\"DidQuadAlt\",1)\n\tQSGR BCDEF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"qsg/open\",0,3)\n\n\tQSGR GHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",5,0,0,-9)\n\n\tQSGR JK 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 AAAAAAAAA 0\n\tTNT1 AAA 0\n\tTNT1 AA 0\n\tGoto secondarymagin\n\tsecondarymagin:\n\tQS2R LLMN 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tQS2R OP 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"qsg/load\",0,3)\n\t//PLSR A 0 A_PlaySound(\"ssg/load\",0,3)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n QSGR QRS 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tQSGR TUV 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"qsg/close\",0,6)\n\tQSGR WXYZ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tQHO9 DEFG 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Shell\",1,1)\n\tgoto actuallyready\n\tQSGG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"QSGAMMO\", 0, \"ActualReload\")//make sure you have a Shell\n tnt1 a 0 A_JumpifInventory(\"DidQuadAlt\",1,\"secondaryreload\")\n\tTNT1 AAA 0\n\tActualReload:\n\tRIFL B 0 A_JumpifInventory(\"QSGAMMO\",4,\"ActuallyReady\")\n\tTNT1 A 0 A_TakeInventory(\"DidQuadAlt\",1)\n\tQSGR BCDEF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_PlaySound(\"qsg/open\",0,3)\n\n\tQSGR GHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tTNT1 AAAA 0 A_FireCustomMissile(\"SSGCaseSpawner\",5,0,0,-9)\n\n\tQSGR JK 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 AAAAAAAAA 0\n\tTNT1 AAA 0\n\tTNT1 AA 0\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tTNT1 A 0\n\tQS4R LLLMNOP 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"qsg/load\",0,3)\n\t//PLSR A 0 A_PlaySound(\"ssg/load\",0,3)\n\t//SHGT C 0 A_PlaySound(\"shotgun/load\",0)\n\t3QTR JKL 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tQS2R LLMNOP 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"qsg/load\",0,3)\n\t//PLSR A 0 A_PlaySound(\"ssg/load\",0,3)\n\t//SHGT C 0 A_PlaySound(\"shotgun/load\",0)\n\tGoto ReloadFinish\n\n\t\tReloadFinish:\n QSGR QRS 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tQSGR TUV 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"qsg/close\",0,6)\n\tQSGR WXYZ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tQHO9 DEFG 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"QSGAMMO\",4,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0 A_Giveinventory(\"QSGAMMO\",1)\n\tTNT1 A 0 A_Takeinventory(\"Shell\",1)\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR QSGAMMO : Ammo\n{\n\tInventory.Amount 4\n\tInventory.MaxAmount 4\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 4\n\t+IGNORESKILL\n}\n\n//Hexa Shotgun\n\nACTOR HSGWeapon: Weapon {\nWeapon.AmmoUse1 6\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 8\nWeapon.AmmoType2 \"Shell\"\nWeapon.AmmoType1 \"HSGAMMO\"\nInventory.Icon \"QSGPA0\"\nInventory.PickupSound \"qsg/open\"\nWeapon.UpSound \"qsg/open\"\nGame Doom\nObituary \"%o was sent to the moon by %k's hexa shotgun.\"\nInventory.PickupMessage \"You got the fuckin' Hexa Shotgun!\"\nWeapon.BobRangeX 1.0\nWeapon.BobRangeY 0.8\nTag \"Hexa Shotgun\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.9\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tQSGP A -1\n\tStop\n\n\tReady:\n\tHSGF T 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tHSGF T 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tHSGF T 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tHSGF T 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"HSGAMMO\",4,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"qsg/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (28.2, 26.1, 128, 12, \"BulletPuff\")\n\tTNT1 A 0 A_Recoil(64)\n\tTNT1 A 0 Radius_Quake(9,15,0,1,0)\n\tTNT1 A 0 A_SetPitch(pitch-80,SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle+76,SPF_INTERPOLATE)\n\tHSGF ABC 1 BRIGHT\n\tHSGF DEFGHIJKLMNOPQRST 1\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Shell\",1,1)\n\tgoto actuallyready\n\tHSGF T 1 A_WeaponReady\n\tActualReload:\n\tRIFL B 0 A_JumpifInventory(\"HSGAMMO\",6,\"ActuallyReady\")\n\tHSGR ABCDEFGHIJK 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_PlaySound(\"qsg/open\",0,3)\n\tHSGR LMNOPQRS 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 AAAAAA 0 A_FireCustomMissile(\"SSGCaseSpawner\",5,0,0,-9)\n\n\tTNT1 AAAAAAAAA 0\n\tTNT1 AAA 0\n\tTNT1 AA 0\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tTNT1 A 0\n\tHSGR SSSSSSSTUVWX 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"qsg/load\",0,3)\n\t//PLSR A 0 A_PlaySound(\"ssg/load\",0,3)\n\t//SHGT C 0 A_PlaySound(\"shotgun/load\",0)\n\tHSGR YZ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tHSR2 BBBBBCDEF 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"qsg/load\",0,3)\n\t//PLSR A 0 A_PlaySound(\"ssg/load\",0,3)\n\t//SHGT C 0 A_PlaySound(\"shotgun/load\",0)\n\tHSR2 GHHHHHJKLMN 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"qsg/load\",0,3)\n\tGoto ReloadFinish\n\n\t\tReloadFinish:\n HSR2 O 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tHSGR RQPON 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"qsg/close\",0,6)\n\tPLSR A 0 A_PlaySound(\"ssg/close\",0)\n HSGR MLKJIHFEDCBA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"HSGAMMO\",6,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0 A_Giveinventory(\"HSGAMMO\",1)\n\tTNT1 A 0 A_Takeinventory(\"Shell\",1)\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR HSGAMMO : Ammo\n{\n\tInventory.Amount 6\n\tInventory.MaxAmount 6\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 6\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/AA12.txt",
"contents": "ACTOR AA12: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 15\nWeapon.AmmoType2 \"Shell\"\nWeapon.AmmoType1 \"AA12Ammo\"\nInventory.Icon \"SGN2A0\"\nInventory.PickupSound \"rifle/magout\"\nWeapon.UpSound \"rifle/magout\"\nGame Doom\nObituary \"%o was turned into dust by %k's aa-12.\"\nInventory.PickupMessage \"You got the 12-Gauge Drum Magazine Mark 1 Auto Assault Shotgun!\"\nWeapon.BobRangeX 1\nWeapon.BobRangeY 0.8\nTag \"12-Gauge Drum Magazine Mark 1 Auto Assault Shotgun\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.7\nScale 0.6\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tA12P A -1\n\tStop\n\n\tReady:\n\tA12G A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tA12G A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tA12G A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tA12G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"AA12Ammo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"aa12/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (13.2, 6.1, 8, 16, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-5,SPF_INTERPOLATE)\n\tTNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawnSpread\",5,0,0,-9)\n\tA12F A 1 BRIGHT\n A12F BCDEF 1\n NULL A 0 A_Refire\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Shell\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"AA12Ammo\",15,\"ActuallyReady\")\n\tA12R ABCD 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"aa12/slide\",0,3)\n\tA12R EEE 1\n\tA12R FG 1\n\tA12R G 1 Offset(3, 36)\n\tA12R GG 1 Offset(7, 38)\n\tA12R G 1 Offset(3, 36)\n\tA12R GGGG 1 Offset(0, 32)\n\tA12R HIJKLLLLLMNO 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"rifle/magout\",0,3)\n\tPLSR A 0 A_PlaySound(\"mp40/magout\",0,3)\n\tTNT1 A 0 A_FireCustomMissile(\"DrumEmptySpawn\",-5,0,8,-4)\n\tA12R PQQQQQ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tA12R RSTU 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"rifle/magin\",0,3)\n\tPLSR A 0 A_PlaySound(\"smg/reloadin\",0,3)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n\tA12R LUUUUKJHI 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tA12R G 1\n\tA12R GG 1 Offset(7, 40)\n\tA12R G 1 Offset(5, 38)\n\tA12R GGGG 1 Offset(3, 36)\n\tPLSR A 0 A_PlaySound(\"aa12/slide\",0,3)\n A12R FEEEDCBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"AA12Ammo\",15,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0 A_Giveinventory(\"AA12Ammo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Shell\",1)\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR AA12Ammo : Ammo\n{\n\tInventory.Amount 15\n\tInventory.MaxAmount 15\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 15\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Rifle.txt",
"contents": "Actor NormalMode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HiPower : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR Rifle: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 30\nWeapon.AmmoType2 \"Clip\"\nWeapon.AmmoType1 \"RifleAmmo\"\nInventory.PickupSound \"rifle/pickup\"\nWeapon.UpSound \"rifle/pickup\"\nGame Doom\nObituary \"%o was pierced by %k's rifle.\"\nInventory.PickupMessage \"You got the UAC-Standard Issue Rifle!\"\nWeapon.BobRangeX 1\nWeapon.BobRangeY 0.8\nTag \"UAC-Standard Issue Rifle\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.5\nScale 0.5\n+WEAPON.NOALERT\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tRIFL A -1\n\tStop\n\n\tReady:\n\tRIFG A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tRIFG A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tRIFG A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\ttnt1 a 0 A_JumpifInventory(\"HiPower\",1,\"ActuallyReadyHi\")\n\tRIFG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tActuallyReadyHi:\n\tTNT1 A 0 A_ZoomFactor(5.5)\n\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOBOB)\n\tLoop\n\n\t //mode switching stuff\n\n\t AltFire:\n\t tnt1 a 0 A_JumpifInventory(\"HiPower\",1,\"SwitchToNormal\")\n\t tnt1 a 0 A_JumpifInventory(\"NormalMode\",1,\"SwitchToHipower\")\n\t Goto ActuallyReady\n\n\tSwitchToHipower:\n\tTNT1 A 0 A_Print(\"Switching mode to sniper.\")\n\tTNT1 A 0 A_GiveInventory(\"HiPower\",1)\n\tTNT1 A 0 A_TakeInventory(\"NormalMode\",1)\n PLSR A 0 A_PlaySound(\"rifle/pickup\")\n\tRIFR AA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_ZoomFactor(5.5)\n\tRIFZ ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ActuallyReadyHi\n\n\tSwitchToNormal:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_Print(\"Switching mode to full auto.\")\n\tTNT1 A 0 A_TakeInventory(\"HiPower\",1)\n\tTNT1 A 0 A_GiveInventory(\"NormalMode\",1)\n\tRIFZ BCA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n PLSR A 0 A_PlaySound(\"rifle/pickup\")\n\tRIFR AA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ActuallyReady\n\n\t//end of mode stuff\n\n\tFire:\n\t tnt1 a 0 A_JumpifInventory(\"HiPower\",1,\"HiPowerFire\")\n\t\ttnt1 a 0 A_JumpifInventory(\"RifleAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"rifle/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (4.2, 4.1, 1, 3 * 5, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-2,SPF_INTERPOLATE)\n\tRIFF A 1 BRIGHT\n\tRIFF BC 1\n\tTNT1 A 0 A_Refire\n\tGoto ActuallyReady\n\n\tHiPowerFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"RifleAmmo\",4,1)\n\t\tgoto reload\n\tTNT1 A 0 A_PlaySound(\"rifle/fire\")\n\tTNT1 A 0 A_PlaySound(\"ssg/fire\",CHAN_WEAPON)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\",4)\n\tTNT1 A 0 A_FireBullets (4.2, 4.1, 1, random(7,8) * 11, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-9,SPF_INTERPOLATE)\n\tRI2F A 1 BRIGHT A_WeaponReady(WRF_NOBOB)\n\tTNT1 AAAAA 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tRI2F BC 2 A_WeaponReady(WRF_NOBOB)\n\tGoto ActuallyReadyHi\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"RifleAmmo\",30,\"ActuallyReady\")\n\tTNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 0 A_FireCustomMissile(\"EmptyRifleMagSpawn\",0,0,0,-3)\n PLSR A 0 A_PlaySound(\"rifle/magout2\",0)\n\tPLSR A 0 A_PlaySound(\"rifle/magout\",0)\n\tPLSR A 0 A_PlaySound(\"mp40/magout\",0,3)\n\tRIFR ABCDEFGGGG 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tRIFR HIJKL 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"rifle/magin2\",0)\n\tPLSR A 0 A_PlaySound(\"mp40/magin\",0,3)\n\tPLSR A 0 A_PlaySound(\"pistol/reloadin\",0,3)\n\tRIFR MNOOO 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n RIFR PQRST 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\",30,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"RifleAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR RifleAmmo : Ammo\n{\n\tInventory.Amount 30\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 30\n\tInventory.Icon \"PISTG0\"\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/MP5.txt",
"contents": "ACTOR MP5: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 15\nWeapon.AmmoType2 \"Clip\"\nWeapon.AmmoType1 \"MP5Ammo\"\nInventory.PickupSound \"rifle/pickup\"\nWeapon.UpSound \"mp5/magin\"\nGame Doom\nObituary \"%o was pierced by %k's rifle.\"\nInventory.PickupMessage \"You got the MP5!\"\nWeapon.BobRangeX 1\nWeapon.BobRangeY 0.8\nTag \"MP5\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.5\nScale 0.5\n+WEAPON.NOALERT\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tMP5P A -1\n\tStop\n\n\tReady:\n\tMP5G A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tMP5G A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tMP5G A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tMP5G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"MP5Ammo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"mp5/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (4.2, 4.1, 1, 4 * 7, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-2,SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle+(random(-1,1)),SPF_INTERPOLATE)\n\tMP5F A 1 BRIGHT\n\tMP5F B 1\n\tTNT1 A 0 A_Refire\n\tMP5F C 1\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"MP5Ammo\",30,\"ActuallyReady\")\n\tMP5R ABCDEF 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"mp5/magout\",0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyRifleMagSpawn\",0,0,0,-3)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tMP5R GHIJKLMMLKJIHG 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"mp5/magin\",0,3)\n\tMP5R FEDCBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n\t/*MP5G A 15 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tMP5H DCBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n MP5C EF 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"rifle/magout\",0)\n\tMP5C GHHGF 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tMP5C EDCBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tMP5H ABCD 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)*/\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"MP5Ammo\",30,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"MP5Ammo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR MP5Ammo : Ammo\n{\n\tInventory.Amount 30\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 30\n\tInventory.Icon \"PISTG0\"\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Sniper.txt",
"contents": "Actor ScopedIn : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SniperNormal : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR ABAR: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 30\nWeapon.AmmoType2 \"Clip\"\nWeapon.AmmoType1 \"BoltAmmo\"\nInventory.PickupSound \"rifle/magin\"\nWeapon.UpSound \"rifle/pickup\"\nGame Doom\nObituary \"%o had their head sniped off by %k's sniper rifle.\"\nInventory.PickupMessage \"You got the ARC Bolt Action Rifle!\"\nWeapon.BobRangeX 1\nWeapon.BobRangeY 0.8\nTag \"ARC Bolt Action Rifle\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.5\nScale 0.5\n+WEAPON.NOALERT\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tL96X A -1\n\tStop\n\n\tReady:\n\tL96G A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tL96G A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tL96G A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\ttnt1 a 0 A_JumpifInventory(\"ScopedIn\",1,\"ScopeIdle\")\n\tL96G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tScopeIdle:\n\tTNT1 A 0 A_ZoomFactor(16)\n\tL96Z Z 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_NOBOB)\n\tLoop\n\n\t //mode switching stuff\n\n\t AltFire:\n\t tnt1 a 0 A_JumpifInventory(\"ScopedIn\",1,\"SwitchToNormal\")\n\t tnt1 a 0 A_JumpifInventory(\"SniperNormal\",1,\"SwitchToScope\")\n\t Goto ActuallyReady\n\n\tSwitchToScope:\n\tTNT1 A 0 A_Print(\"16x Scope\")\n\tTNT1 A 0 A_GiveInventory(\"ScopedIn\",1)\n\tTNT1 A 0 A_TakeInventory(\"SniperNormal\",1)\n PLSR A 0 A_PlaySound(\"rifle/pickup\")\n\tL96Z ABCD 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_ZoomFactor(16)\n\tL96Z WX 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ScopeIdle\n\n\tSwitchToNormal:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"ScopedIn\",1)\n\tTNT1 A 0 A_GiveInventory(\"SniperNormal\",1)\n\tL96Z XW 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n PLSR A 0 A_PlaySound(\"rifle/pickup\")\n\tL96Z DCBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ActuallyReady\n\n\t//end of mode stuff\n\n\tFire:\n\t tnt1 a 0 A_JumpifInventory(\"ScopedIn\",1,\"HiPowerFire\")\n\t\ttnt1 a 0 A_JumpifInventory(\"BoltAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"ssg/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"SniperTracer\", random(-1,1), 1, -1, 8)\n\t//TNT1 A 0 A_FireBullets (12.2, 12.1, 1, 9 * 13, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-2,SPF_INTERPOLATE)\n\tL96F A 1 BRIGHT\n\tL96F BCDE 1\n\tGoto Bolt\n\n\tBolt:\n\tTNT1 A 0 A_Jump(26,\"JamBolt\")\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tL96G ABCDEFH 2\n\tPLSR A 0 A_PlaySound(\"rifle/magout2\")\n\tTNT1 AA 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tL96G IJKLLLKJI 2\n\tPLSR A 0 A_PlaySound(\"rifle/magout\")\n\tL96G HFEDCBA 2\n\tGoto ActuallyReady\n\n\tJamBolt:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tL96G ABCDEFH 2\n\tPLSR A 0 A_PlaySound(\"rifle/magout2\")\n\tL96G IJJJJJJJ 2\n\tPLSR A 0 A_PlaySound(\"rifle/magout\")\n\tL96G IIIIIIIIIII 2\n\tL96G JI 2\n\tPLSR A 0 A_PlaySound(\"rifle/magout\")\n\tL96G JI 2\n\tPLSR A 0 A_PlaySound(\"rifle/magout\")\n\tL96G JI 2\n\tPLSR A 0 A_PlaySound(\"rifle/magout\")\n\tL96G JJJJJJJJJJJJJ 2\n\tPLSR A 0 A_PlaySound(\"rifle/magout2\")\n\tL96G KLLLKJI 2\n\tPLSR A 0 A_PlaySound(\"rifle/magout\")\n\tL96G HFEDCBA 2\n\tGoto ActuallyReady\n\n\tBolt2:\n\tL96Z XW 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tL96Z DCBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tL96G ABCDEFH 2\n\tPLSR A 0 A_PlaySound(\"rifle/magout2\")\n\tTNT1 AA 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tL96G IJKLLLKJI 2\n\tPLSR A 0 A_PlaySound(\"rifle/magout\")\n\tL96G HFEDCBA 2\n\tL96Z ABCD 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_ZoomFactor(16)\n\tL96Z WX 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ScopeIdle\n\n\tHiPowerFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"BoltAmmo\",1,1)\n\t\tgoto reload\n\tTNT1 A 0 A_PlaySound(\"rifle/fire\")\n\tTNT1 A 0 A_PlaySound(\"qsg/fire\",CHAN_WEAPON)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_TakeInventory(\"BoltAmmo\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"SniperTracer\", random(-1,1), 0, -1, 8)\n\tTNT1 A 0 A_SetPitch(pitch-9,SPF_INTERPOLATE)\n\tTNT1 A 0 A_SetAngle(angle-17,SPF_INTERPOLATE)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tL96Z Y 20 A_WeaponReady(WRF_NOBOB|WRF_NoFire|WRF_NoSwitch)\n\tL96Z Z 2 A_WeaponReady(WRF_NOBOB|WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_PlaySound(\"railgun/beep\")\n\tL96Z Y 2 A_WeaponReady(WRF_NOBOB|WRF_NoFire|WRF_NoSwitch)\n\tL96Z Z 2 A_WeaponReady(WRF_NOBOB|WRF_NoFire|WRF_NoSwitch)\n\tGoto Bolt2\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"BoltAmmo\",6,\"ActuallyReady\")\n\tTNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 0 A_FireCustomMissile(\"EmptyRifleMagSpawn\",0,0,0,-3)\n PLSR A 0 A_PlaySound(\"rifle/magout2\",0)\n\tL96G AB 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tL96R ABBBBBBBBB 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tL96R CDE 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"rifle/magin2\",0)\n\tL96R FFFFFFFF 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n L96R GHIJ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tL96G BA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"BoltAmmo\",6,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"BoltAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR BoltAmmo : Ammo\n{\n\tInventory.Amount 6\n\tInventory.MaxAmount 6\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 6\n\tInventory.Icon \"L96XA0\"\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/Nailgun.txt",
"contents": "//nail\n\nActor NailMode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HighSpeedMode : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR Nailgun: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 60\nWeapon.AmmoType2 \"Clip\"\nWeapon.AmmoType1 \"NailAmmo\"\nInventory.PickupSound \"nailgun/pickup\"\nWeapon.UpSound \"nailgun/up\"\nGame Doom\nObituary \"%o was nailed onto a wall by %k's nailgun.\"\nInventory.PickupMessage \"You got the UAC-62 Nailgun!\"\nWeapon.BobRangeX 0.9\nWeapon.BobRangeY 0.8\nTag \"UAC-62 Nailgun\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nInventory.Icon \"NLMGF0\"\nScale 0.5\n+WEAPON.NOALERT\n+WEAPON.NOAUTOAIM\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tNLMG F -1\n\tStop\n\n\tReady:\n\tN1N0 D 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tN1N0 D 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tN1N0 D 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\ttnt1 a 0 A_JumpifInventory(\"HighSpeedMode\",1,\"ActuallyReady2\")\n\tN1N0 D 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tActuallyReady2:\n\tJ0N0 D 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tAltFire:\n\ttnt1 a 0 A_JumpifInventory(\"HighSpeedMode\",1,\"SwitchToNormal\")\n\tSwitchToHipower:\n\tTNT1 A 0 A_Print(\"Switching nail type to high speed.\")\n\tTNT1 A 0 A_GiveInventory(\"HighSpeedMode\",1)\n\tTNT1 A 0 A_TakeInventory(\"NailMode\",1)\n N6N0 ABCD 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect6\", \"Auto\")\n\tN6N0 EFGHIJKLMNOPQ 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect4\", \"Auto\")\n\tN6N0 RSTUVWXYZ 1\n\tN6N1 ABCDEF 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect8\", \"Auto\")\n\tN6N1 GHIJKL 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/switch\", \"Auto\")\n\tN6N1 MNOPQRSTUVWXYZ 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect2\", \"Auto\")\n\tN6N2 ABCDEFGHIJKLMNOPQRSTU 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect3\", \"Auto\")\n\tN6N2 VWXYZ 1\n\tN6N3 ABCDEFG 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect4\", \"Auto\")\n\tN6N3 HIJKLMNOPQRST 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect2\", \"Auto\")\n\tN6N3 UVV 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/load\", \"Auto\")\n\tN6N3 WXYZ 1\n\tN6N4 ABCDEFGHIJKLM 1\n\tGoto ActuallyReady2\n\n\tSwitchToNormal:\n\tTNT1 A 0 A_Print(\"Switching nail type to normal.\")\n\tTNT1 A 0 A_TakeInventory(\"HighSpeedMode\",1)\n\tTNT1 A 0 A_GiveInventory(\"NailMode\",1)\n\tN7N0 ABCDEFG 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect2\", \"Auto\")\n\tN7N0 HIJKLM 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/load\", \"Auto\")\n\tN7N0 NOPQRSTUVWXYZ 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect3\", \"Auto\")\n\tN7N1 ABCDEFGH 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/switch\", \"Auto\")\n\tN7N1 IJKLMNOPQRSTUVWXYZ 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect4\", \"Auto\")\n\tN7N2 ABCDEFGHI 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect2\", \"Auto\")\n\tN7N2 JKLMNOPQRSTUVWXYZ 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect6\", \"Auto\")\n\tN7N3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tN7N4 ABCDEFGHIJK 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect7\", \"Auto\")\n\tN7N4 LMNOPQRSTUVWXYZ 1\n\tN7N5 AB 1\n\tGoto ActuallyReady\n\n FireHighSpeed:\n\t\ttnt1 a 0 A_JumpifInventory(\"NailAmmo\",14,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"nailgun/alt\",1,1.0)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_TakeInventory(\"NailAmmo\",15)\n\tTNT1 A 0 A_FireCustomMissile(\"HighSpeedNailProjectile\",0,0)\n\tTNT1 A 0 A_SetPitch(pitch-7,SPF_INTERPOLATE)\n\tJ1N0 A 1\n\tJ1N0 BC 1\n\tJ1N0 DEF 1\n\tJ1N0 GHIJKLMN 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect2\", \"Auto\")\n\tJ1N0 OP 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/load\", \"Auto\")\n\tJ1N0 QRSTUVWXYZ 1\n\tJ2N0 ABCDEFGH 1\n\tJ0N0 DDDDDDDDDDDDDD 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\tGoto ActuallyReady\n\n\tFire:\n\ttnt1 a 0 A_JumpifInventory(\"HighSpeedMode\",1,\"FireHighSpeed\")\n\tN1N0 D 1\n\tHold:\n\t\ttnt1 a 0 A_JumpifInventory(\"NailAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"nailgun/fire\",1,1.0)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"NailProjectile\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-2,SPF_INTERPOLATE)\n\tN2N1 A 1\n\tN2N1 BC 1\n\ttnt1 a 0 A_JumpifInventory(\"NailAmmo\",1,1)\n\t\tgoto reload\n\t\tTNT1 A 0 A_PlaySound(\"nailgun/fire\",1,1.0)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"NailProjectile\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-2,SPF_INTERPOLATE)\n\tN2N1 D 1\n\tN2N1 EF 1\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_PlaySound(\"nailgun/firestop\",1,1.0)\n\tGoto ActuallyReady\n\n\tHighSpeedReload:\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"NailAmmo\",120,\"ActuallyReady\")\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/load\", \"Auto\")\n\tJ4N8 MLKJIHGFEDCBA 1\n\tJ4N7 ZYXW 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect2\", \"Auto\")\n\tJ4N7 VUTSRQPONML 1\n\tJ4N4 ABCDEFGHIJKLMNOPQR 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect4\", \"Auto\")\n\tJ4N4 STUVWXYZ 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/switch2\", \"Auto\")\n\tJ4N5 ABCDEFGHIJKLMNOPQRSTU 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect5\", \"Auto\")\n\tJ4N5 VWXYZ 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect6\", \"Auto\")\n\tJ4N6 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tJ4N7 ABCDEF 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect4\", \"Auto\")\n\tJ4N7 GHIJKLMNOPQRS 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect2\", \"Auto\")\n\tJ4N7 TUVW 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/load\", \"Auto\")\n\tJ4N7 XYZ 1\n\tJ4N8 ABCDEFGHIJKLM 1\n Goto InsertBoolets2\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"HighSpeedMode\",1,\"HighSpeedReload\")\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"NailAmmo\",120,\"ActuallyReady\")\n PLSR A 0 A_PlaySound(\"nailgun/switch2\")\n\t//some of this reload code was taken from PB 3.0\n\tN3N0 ABCDEFG 1\n\tN3N0 HI 1\n\tN3N0 KLMNOPQ 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect4\", \"Auto\")\n\tN3N0 RSTUVWXY 1\n\tN3N0 Z 1\n\tN3N1 ABCDE 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect8\", \"Auto\")\n\tN3N1 FG 1\n\tN3N1 H 1\n\tN3N1 IJKLMNOPQRST 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect3\", \"Auto\")\n\tN3N1 UVWX 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect6\", \"Auto\")\n\tN3N1 YZ 1\n\tN3N2 ABCDEFGHIJKLM 1\n\tN3N2 NOPQRSTUVWXYZ 1\n\tN3N3 ABCDEF 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect4\", \"Auto\")\n\tN3N3 GHIJKL 1\n\tTNT1 A 0 A_PlaySoundEx(\"nailgun/inspect7\",\"Auto\")\n\tN3N3 MNOPQRSTU 1\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"NailAmmo\",120,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"NailAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\n\tGoto InsertBoolets\n\n\tInsertBoolets2:\n\tTNT1 A 0 A_JumpIfInventory(\"NailAmmo\",120,\"ActuallyReady2\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"NailAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\n//Original Decorate code by TheShooter7, Mechadon from realm667 Nailgun\nActor NailProjectile\n{\n Projectile\n Radius 3\n Height 3\n Speed 60\n Damage (random(4,7) * 9)\n Damagetype \"Shotgunontheface\"\n Scale 0.5\n +BloodSplatter\n +MISSILE\n SeeSound \"\"\n DeathSound \"NailHit\"\n States\n {\n\t Spawn:\n\t NLPJ A 1 A_PlaySound(\"NailFlight\", CHAN_BODY,1.0,True)\n\t\tFly:\n\t\t\tNLPJ A 1 A_CustomMissile(\"NailTrail\", 0, 0, random (-3, 3), 2, random (-3, 3))\n\t\t\tLoop\n\t Crash:\n\t Death:\n\t\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\t\tTNT1 A 0 A_SpawnItem(\"BulletPuff\")\n\t\tTNT1 A 0 A_Stop\n\t\tNLPJ A 70\n\t\tNLPJ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.02)\n\t\tStop\n\n XDeath:\n\t\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\t\tTNT1 A 0 A_CustomMissile(\"BloodSpawner\",0)\n NLPJ B 0 A_PlaySound(\"NailHitFlesh\")\n Stop\n }\n}\n\nActor HighSpeedNailProjectile\n{\n Projectile\n Radius 3\n Height 3\n Speed 80\n Damage (random(8,13) * 12)\n Damagetype \"Saw\"\n Scale 0.7\n +BloodSplatter\n +MISSILE\n SeeSound \"\"\n DeathSound \"NailHit\"\n States\n {\n\t Spawn:\n\t NLPJ A 1 A_PlaySound(\"NailFlight\", CHAN_BODY,1.0,True)\n\t\tFly:\n\t\t\tNLPJ A 1 A_CustomMissile(\"NailTrail2\", 0, 0, random (-3, 3), 2, random (-3, 3))\n\t\t\tLoop\n\t Crash:\n\t Death:\n\t\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\t\tTNT1 A 0 A_SpawnItem(\"BulletPuff\")\n\t\tTNT1 A 0 A_Stop\n\t\tNLPJ A 70\n\t\tNLPJ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.02)\n\t\tStop\n\n XDeath:\n\t\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\t\tTNT1 A 0 A_CustomMissile(\"BloodSpawner\",0)\n NLPJ B 0 A_PlaySound(\"NailHitFlesh\")\n Stop\n }\n}\n\nACTOR NailTrail2\n{\n Radius 1\n Height 2\n Speed 0.1\n Mass 1\n Damage 0\n Scale 0.5\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n States\n {\n Spawn:\n NLPJ A 1 A_FadeOut(0.2)\n Loop\n }\n}\n\nACTOR NailTrail\n{\n Radius 1\n Height 2\n Speed 0.1\n Mass 1\n Damage 0\n Scale 0.5\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n States\n {\n Spawn:\n NLPJ A 1 A_FadeOut(0.1)\n Loop\n }\n}\n\nACTOR NailAmmo : Ammo\n{\n\tInventory.Amount 120\n\tInventory.MaxAmount 120\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 120\n\tInventory.Icon \"NLMGF0\"\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/LMG.txt",
"contents": "//Big boy vulcan\n\nACTOR Vulcan: Weapon {\nWeapon.AmmoUse 1\nWeapon.AmmoGive 10\nWeapon.AmmoType \"Clip\"\nInventory.PickupSound \"vulcan/pickup\"\nInventory.Icon \"VULCA0\"\nWeapon.UpSound \"vulcan/pickup\"\nGame Doom\nObituary \"%o was shredded by %k's vulcan.\"\nInventory.PickupMessage \"You got the ARC-365 Heavy Ordinace Vulcan!\"\nWeapon.BobRangeX 1\nWeapon.BobRangeY 0.8\nTag \"ARC-365 Heavy Ordinace Vulcan\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.8\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tVULC A -1\n\tStop\n\n\tReady:\n\tCHAG A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tCHAG A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tCHAG A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tCHAG A 1 A_WeaponReady\n\tLoop\n\n\tFire:\n\tTNT1 A 0 A_PlaySound(\"vulcan/spinup\",0,2)\n\tCHAG ABCDABCD 2\n\tCHAG ABCD 1\n\tHold:\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto Spindown\n TNT1 A 0 A_PlaySound(\"vulcan/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (7.2, 7.1, 1, 6* 5, \"BulletPuff\")\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_Recoil(1)\n\tCHAF A 1 BRIGHT A_SetPitch(pitch-4,SPF_INTERPOLATE)\n\tTNT1 A 0 A_PlaySound(\"vulcan/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (7.2, 7.1, 1, 6* 5, \"BulletPuff\")\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_Recoil(1)\n\tCHAF BC 1\n\tCHAF D 1 BRIGHT A_SetPitch(pitch-4,SPF_INTERPOLATE)\n\tTNT1 A 0 A_PlaySound(\"vulcan/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (7.2, 7.1, 1, 6* 5, \"BulletPuff\")\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_Recoil(1)\n\tCHAF EF 1\n\tCHAF G 1 BRIGHT A_SetPitch(pitch-4,SPF_INTERPOLATE)\n\tTNT1 A 0 A_PlaySound(\"vulcan/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireBullets (7.2, 7.1, 1, 6* 5, \"BulletPuff\")\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_Recoil(1)\n\tCHAF HI 1\n\tTNT1 A 0 A_Refire\n\tSpindown:\n\tTNT1 A 0 A_PlaySound(\"vulcan/spindwn\",0,2)\n\tCHAG ABCD 1\n\tCHAG ABCDABCD 2\n\tCHAG ABCDABCDABCD 3\n\tGoto ActuallyReady\n\n }\n}\n\nActor MINISpawner : RandomSpawner Replaces Chaingun\n{\n DropItem \"Vulcan\", 255, 10\n\tDropItem \"MP5\", 255, 9\n\tDropItem \"LMG\", 255, 8\n\tDropItem \"Nailgun\", 255, 7\n DropItem \"SMG\", 255, 6\n}\n\nActor ReloadGrenadeLaunch : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR LMG: Weapon { //skin was taken from brutal doom, made by Sergeant_Mark_IV\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 25\nWeapon.AmmoType2 \"Clip\"\nWeapon.AmmoType1 \"LMGAMMO\"\nInventory.PickupSound \"weapon/pick1\"\nWeapon.UpSound \"rifle/magin2\"\nGame Doom\nObituary \"%o was turned into fine cheese by %k's machine gun.\"\nInventory.PickupMessage \"You got the Machine Gun!\"\nWeapon.BobRangeX 0.6\nWeapon.BobRangeY 0.8\nTag \"Machine Gun\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.5\n+WEAPON.NOAUTOAIM\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tMGN1 Z -1\n\tStop\n\n\tReady:\n\tMGN1 A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tMGN1 A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tMGN1 A 1 A_Lower\n\tLoop\n\n\tReloadGrenade:\n\tTNT1 A 0 A_TakeInventory(\"RocketAmmo\",1)\n\tMGN2 GHIJ 2\n\tPLSR A 0 A_PlaySound(\"grenade/open\",0,3)\n\tTNT1 A 0 A_PlaySound(\"mg/gren\",0)\n\tTNT1 A 0 A_FireCustomMissile(\"GrenadeCaseSpawner\",5,0,0,-9)\n\tMGN2 KLMMMNOPQQQQ 2\n\tMGN2 R 2\n\tMGN2 STUV 1\n\tTNT1 A 0 A_PlaySound(\"mg/grenlo\",0)\n\tMGN2 WXYYY 2\n\tTNT1 A 0 A_TakeInventory(\"ReloadGrenadeLaunch\",1)\n\tMGN2 ML 2\n\tPLSR A 0 A_PlaySound(\"grenade/close\",0,3)\n\tPLSR A 0 A_PlaySound(\"mg/gren\",0,3)\n MGN2 KJIHG 2\n\tGoto ActuallyReady\n\n ActuallyReady:\n\tMGN1 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"LMGAMMO\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"smg/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyCasingSpawn\",5,0,0,-9)\n\tTNT1 A 0 A_FireBullets (5.2, 5.1, 1, 6 * 3, \"BulletPuff\")\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tMGN1 A 1 BRIGHT\n\tMGN1 B 1 BRIGHT\n\tMGN1 C 1\n\tTNT1 A 0 A_Refire\n\tMGN1 DE 1\n\tGoto ActuallyReady\n\n\tAltFire:\n\ttnt1 a 0 A_JumpifInventory(\"RocketAmmo\",1,1)\n\tgoto ActuallyReady\n\tTNT1 A 0 A_JumpIfInventory(\"ReloadGrenadeLaunch\",1,\"ReloadGrenade\")\n TNT1 A 0 A_PlaySound(\"grenade/fire\",0,2)\n\tTNT1 A 0 A_SetPitch(pitch-5,SPF_INTERPOLATE)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"GrenadeLaunched\",0,1,0)\n\tTNT1 A 0 A_GiveInventory(\"ReloadGrenadeLaunch\",1)\n\tMGN2 BC 1 BRIGHT\n\tTNT1 A 0 A_ZoomFactor(0.90)\n\tMGN2 DEF 1\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tMGN1 A 25\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Clip\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"LMGAMMO\",50,\"ActuallyReady\")\n\tMGN1 A 1 Offset(-1,33)\n\tMGN1 A 1 Offset(-1,34)\n\tMGN1 A 1 Offset(-2,35)\n\tMGN1 A 1 Offset(-2,36)\n\tMGN1 A 1 Offset(-3,37)\n\tMGN1 A 1 Offset(-4,38)\n\tMGN1 A 1 Offset(-5,39)\n\tMGN1 A 1 Offset(-6,40)\n\tMGN1 A 1 Offset(-7,41)\n\tMGN1 A 1 Offset(-7,42)\n\tMGN1 A 1 Offset(-7,43)\n\tMGN1 A 1 Offset(-7,44)\n\tMGN1 A 1 Offset(-7,45)\n\tMGN1 A 1 Offset(-8,46)\n\tMGN1 A 1 Offset(-8,47)\n\tMGN1 A 1 Offset(-8,48)\n\tMGN1 A 1 Offset(-8,49)\n\tMGN1 A 1 Offset(-8,50)\n\t/*MGN1 A 1 Offset(-8,51)\n\tMGN1 A 1 Offset(-9,52)\n\tMGN1 A 1 Offset(-9,53)\n\tMGN1 A 1 Offset(-9,54)\n\tMGN1 A 1 Offset(-9,55)\n\tMGN1 A 1 Offset(-9,56)\n\tMGN1 A 1 Offset(-9,57)\n\tMGN1 A 1 Offset(-9,58)\n\tMGN1 A 1 Offset(-9,59)\n\tMGN1 A 1 Offset(-9,60)\n\tMGN1 A 1 Offset(-10,61)\n\tMGN1 A 1 Offset(-10,62)*/\n\tMNFP ONMLKJI 2\n\tPLSR A 0 A_PlaySound(\"ammo/clipbox\")\n\tMNFP HGFEDCBAAAAAAAA 1\n MNFP ABCDEFGHI 1\n\tPLSR A 0 A_PlaySound(\"mg/belt\")\n\t//PLSR A 0 A_PlaySound(\"smg/reloadin\",0,3)\n\tMNFP JKLMNO 2\n\t//PLSR A 0 A_PlaySound(\"mp40/magin\",0,3)\n\t//PLSR A 0 A_PlaySound(\"rifle/magin\")\n\tMGN1 A 25\n\t/*MGN1 A 1 Offset(-10,62)\n\tMGN1 A 1 Offset(-10,61)\n\tMGN1 A 2 Offset(-9,60)\n\tMGN1 A 2 Offset(-9,59)\n\tMGN1 A 2 Offset(-9,58)\n\tMGN1 A 2 Offset(-9,57)\n\tMGN1 A 2 Offset(-9,56)\n\tMGN1 A 2 Offset(-9,55)\n\tMGN1 A 2 Offset(-9,54)\n\tMGN1 A 2 Offset(-9,53)\n\tMGN1 A 2 Offset(-9,52)\n\tMGN1 A 2 Offset(-8,51)*/\n\tMGN1 A 2 Offset(-8,50)\n\tMGN1 A 2 Offset(-8,49)\n\tMGN1 A 2 Offset(-8,48)\n\tMGN1 A 2 Offset(-8,47)\n\tMGN1 A 2 Offset(-8,46)\n\tMGN1 A 2 Offset(-7,45)\n\tMGN1 A 2 Offset(-7,44)\n\tMGN1 A 2 Offset(-7,43)\n\tMGN1 A 2 Offset(-7,42)\n\tMGN1 A 2 Offset(-7,41)\n\tMGN1 A 2 Offset(-6,40)\n\tMGN1 A 2 Offset(-5,39)\n\tMGN1 A 2 Offset(-4,38)\n\tMGN1 A 2 Offset(-3,37)\n\tMGN1 A 2 Offset(-2,36)\n\tMGN1 A 2 Offset(-2,35)\n\tMGN1 A 2 Offset(-1,34)\n\tMGN1 A 2 Offset(-1,33)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"LMGAMMO\",50,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"LMGAMMO\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR LMGAMMO : Ammo\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 50\n\tInventory.Icon \"PISTG0\"\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/PlasmaRifle.txt",
"contents": "//I think the weapon skin was made by Sergeant_Mark_IV\n\nActor DidYouInspectThePlasmaGun : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR PlasmaCaster: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 30\nWeapon.AmmoType2 \"Cell\"\nWeapon.AmmoType1 \"PlasmaAmmo\"\nInventory.PickupSound \"plasma/pickup\"\nWeapon.UpSound \"plasma/pickup\"\nGame Doom\nObituary \"%o was fried by %k's plasma caster.\"\nInventory.PickupMessage \"You got the UAC-6182 Neutron Plasma Caster!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 1.2\nTag \"UAC-6182 Neutron Plasma Caster\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.8\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tPLAS A -1\n\tStop\n\n\tReady:\n\tTNT1 A 0 A_JumpIfInventory(\"DidYouInspectThePlasmaGun\",0,1)\n\tGoto Inspection\n\tPLSN A 1\n\tGoto ActuallyReady\n\n\tInspection:\n\tTNT1 A 0 A_GiveInventory(\"DidYouInspectThePlasmaGun\",1)\n\tPLSR LLKKKJJJIIIHHH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"plasma/MagOut2\",0,3)\n\tPLSR HHGGFFFGGHH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"plasma/MagIn2\",0,3)\n\tPLSR IIJJJJJJJJ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSN A 0 A_PlaySound(\"plasma/MagIn\",0,3)\n\tPLSR KKLLMMNO 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 30 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSN A 0 A_PlaySound(\"railgun/beep\",0,3)\n\tPLSN A 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tSelect:\n\tPLSN A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tPLSN A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tPLSN A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\t AltFire:\n\tTNT1 A 0 A_JumpifInventory(\"PlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaAmmo\",1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPLST AB 1 BRIGHT\n\tTNT1 A 0 A_JumpifInventory(\"PlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaAmmo\",1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPLST AB 1 BRIGHT\n\tTNT1 A 0 A_JumpifInventory(\"PlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaAmmo\",1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPLST AB 1 BRIGHT\n\tTNT1 A 0 A_JumpifInventory(\"PlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaAmmo\",1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPLST AB 1 BRIGHT\n\tTNT1 A 0 A_JumpifInventory(\"PlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaAmmo\",1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPLST AB 1 BRIGHT\n\tTNT1 A 0 A_JumpifInventory(\"PlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaAmmo\",1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPLST AB 1 BRIGHT\n\tTNT1 A 0 A_JumpifInventory(\"PlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaAmmo\",1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPLST AB 1 BRIGHT\n\tTNT1 A 0 A_JumpifInventory(\"PlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaAmmo\",1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPLST AB 1 BRIGHT\n\tTNT1 A 0 A_JumpifInventory(\"PlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaAmmo\",1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPLST AB 1 BRIGHT\n\tTNT1 A 0 A_JumpifInventory(\"PlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaAmmo\",1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPLST AB 1 BRIGHT\n\tPLST BCD 2\n\tPLSR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"SmokeSpawner\", random(-0.3,0.3), 0, 0, 0, 0, random(-0.3,0.3))\n\tPLSR A 0 A_PlaySound(\"railgun/beep\",0,3)\n\tPLSN A 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ActuallyReady\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"PlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBolt\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPLST AB 2 BRIGHT\n\tTNT1 A 0 A_Refire\n\tPLST BCD 2\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Cell\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"PlasmaAmmo\",30,\"ActuallyReady\")\n\tPLSR A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_FireCustomMissile(\"CellEmptySpawn\",-5,0,8,-4)\n\tPLSR A 0 A_PlaySound(\"plasma/reload\",0,3)\n\tPLSR A 0 A_PlaySound(\"plasma/dump\",0,3)\n PLSR AB 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR CDEEEEEEEEEEEEEEEF 1\n\tPLSR A 0 A_PlaySound(\"plasma/MagIn2\",0,3)\n\tPLSR A 0 A_PlaySound(\"ammo/cell\",0,3)\n PLSR GHH 1\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tPLSR IIIJJJJJJJJJKLMNO 1\n\tGoto ReloadFinish\n\t\tReloadFinish:\n\tPLSR A 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"railgun/beep\",0,3)\n\tPLSN A 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo\",30,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"PlasmaAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR PlasmaAmmo : Ammo\n{\n\tInventory.Amount 30\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 30\n\tInventory.Icon \"PLSSA0\"\n\t+IGNORESKILL\n}\n\nACTOR UACMark2PlasmaGun: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 25\nWeapon.AmmoType2 \"Cell\"\nWeapon.AmmoType1 \"UACPlasmaAmmo\"\nInventory.PickupSound \"plasma/reload\"\nWeapon.UpSound \"plasma/pickup\"\nGame Doom\nObituary \"%o was seared by %k's plasma gun.\"\nInventory.PickupMessage \"You got the UAC Mark II Plasma Gun!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 1.2\nTag \"UAC Mark II Plasma Gun\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.8\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tJ7SP A -1\n\tStop\n\n\tReady:\n\tJ7FA A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tJ7FA A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tJ7FA A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tJ7FA ABCBA 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"UACPlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/firea\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltHoming\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tJ7SF A 2 BRIGHT\n\tJ7SF E 2 BRIGHT\n\tTNT1 A 0 A_Refire\n\tJ7SF BC 1\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Cell\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"UACPlasmaAmmo\",45,\"ActuallyReady\")\n\tJ7SR A 1 A_WeaponReady\n\tTNT1 A 0 A_FireCustomMissile(\"CellEmptySpawn\",-5,0,8,-4)\n\tPLSR A 0 A_PlaySound(\"plasma/reload\",0,3)\n J7SR AB 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tJ7SR CDEFFFFFFFFFFFFFFFFGGGHHII 1\n\tPLSR A 0 A_PlaySound(\"ammo/cell\",0,3)\n J7SR JJKK 1\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tJ7SR LLOO 1\n\tGoto ReloadFinish\n\t\tReloadFinish:\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"UACPlasmaAmmo\",45,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"UACPlasmaAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR UACPlasmaAmmo : Ammo\n{\n\tInventory.Amount 45\n\tInventory.MaxAmount 45\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 45\n\tInventory.Icon \"PLSSA0\"\n\t+IGNORESKILL\n}\n\nACTOR Mark2PlasmaGunSpawner: CustomInventory //modified from brutal doom\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"plasma/pickup\"\n Inventory.PickupMessage \"You got the UAC Mark II Plasma Gun!\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tPLAS A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tPLAS A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"UACMark2PlasmaGun\", 1, \"DualPlasma\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"UACMark2PlasmaGun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 25)\n\t\tStop\n\tDualPlasma:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"DualUACMark2PlasmaGun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 120)\n\t\tStop\n }\n}\n\n// Dual Plasma guns\n\nACTOR DualUACMark2PlasmaGun: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 25\nWeapon.AmmoType2 \"Cell\"\nWeapon.AmmoType1 \"DualUACPlasmaAmmo\"\nInventory.PickupSound \"plasma/reload\"\nWeapon.UpSound \"plasma/magin\"\nGame Doom\nObituary \"%o was seared by %k's plasma gun.\"\nInventory.PickupMessage \"You got the UAC Mark II Plasma Gun!\"\nWeapon.BobRangeX 0.6\nWeapon.BobRangeY 1\nTag \"Dual UAC Mark II Plasma Gun\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 0.7\nScale 0.8\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tJ7SP A -1\n\tStop\n\n\tReady:\n\tDUPL A 3\n\tGoto ActuallyReady\n\n\tSelect:\n\tTNT1 AAAAAAAAAAAAAA 0 A_Raise\n\tPLRS ABCDEFG 1\n\tGoto Ready\n\n\tDeselect:\n\tPLRS GFEDCBA 1\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\tTNT1 A 1 A_Lower\n\tWait\n\n ActuallyReady:\n\tDUPL A 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"DualUACPlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/firea\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltHoming\",0,1,9,5)\n\tTNT1 A 0 A_SetPitch(pitch-1,SPF_INTERPOLATE)\n\tDUPL B 1 BRIGHT\n\tDUPL C 1 BRIGHT\n\tDUPL A 1\n\ttnt1 a 0 A_JumpifInventory(\"DualUACPlasmaAmmo\",1,1)\n\tgoto reload\n\tTNT1 A 0 A_PlaySound(\"plasma/firea\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltHoming\",0,1,-9,5)\n\tTNT1 A 0 A_SetPitch(pitch-1,SPF_INTERPOLATE)\n\tDUPL D 1 BRIGHT\n\tDUPL E 1 BRIGHT\n\tDUPL A 1\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Cell\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"DualUACPlasmaAmmo\",90,\"ActuallyReady\")\n\tDUPL A 1 A_WeaponReady\n\tPLRS GFEDCBA 1\n\tPLR1 GFEDCBA 1\n\tTNT1 A 0 A_FireCustomMissile(\"CellEmptySpawn\",-5,0,8,-4)\n\tPLSR A 0 A_PlaySound(\"plasma/reload\",0,3)\n J7SR AB 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tJ7SR CDEFFFFFFFFFFFFFFFFGGGHHII 1\n J7SR JJKKKKKKKKKKKKKKK 1\n\tJ7SR LLOO 1\n\tJ7SR A 3\n\tTNT1 A 0 A_FireCustomMissile(\"CellEmptySpawn\",-5,0,8,-4)\n\tPLSR A 0 A_PlaySound(\"plasma/reload\",0,3)\n J7SR A 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tJ7ST B 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tJ7ST CDEFFFFFFFFFFFFFFFFGGGHHII 1\n J7ST JJKKKKKKKKKKKKKKK 1\n\tJ7ST LLOO 1\n\tPLR1 ABCDEFG 1\n\tPLRS ABCDEFG 1\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"DualUACPlasmaAmmo\",90,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"DualUACPlasmaAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR DualUACPlasmaAmmo : Ammo\n{\n\tInventory.Amount 90\n\tInventory.MaxAmount 90\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 90\n\tInventory.Icon \"PLSSA0\"\n\t+IGNORESKILL\n}\n\n//Dark Matter Plasma Gun (sprites taken from pb 2.03)\n\nACTOR DarkMatterPlasmaGun: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 35\nWeapon.AmmoType2 \"Cell\"\nWeapon.AmmoType1 \"DarkPlasmaAmmo\"\nInventory.PickupSound \"plasma/pickup\"\nWeapon.UpSound \"plasma/magin\"\nGame Doom\nObituary \"%o was utterly destroyed by %k's black hole gun.\"\nInventory.PickupMessage \"You got the Dark Matter Plasma Gun!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 1.2\nTag \"Dark Matter Plasma Gun\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.7\nScale 0.8\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tPLCU ABCDEDCBA 6\n\tLoop\n\n\tReady:\n\tPZC4 A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tPZC4 A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tPZC4 A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tPZC4 ABCDEDCBA 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"DarkPlasmaAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/firea\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"DarkPlasmaBolt\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPZCF A 1 BRIGHT\n\tPZCF BC 1\n\tTNT1 A 0 A_Refire\n\tPZCF B 1\n\tGoto ActuallyReady\n\n\tAltFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"DarkPlasmaAmmo\",10,1)\n\t\tgoto reload\n\t\tTNT1 A 0 A_PlaySound(\"darkpl/charg\")\n\t\tPZC4 ABCDEFGHI 5 A_PlaySound(\"ammo/cell\",0)\n\t\tAltHold:\n\t\tTNT1 A 0 A_PlaySound(\"darkpl/idle\")\n\t\tPZCS ABCDABCDABCDABCDABCDABCD 2\n\t\tTNT1 A 0 A_Refire\n TNT1 A 0 A_PlaySound(\"darkpl/boom\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_TakeInventory(\"DarkPlasmaAmmo\",10)\n\tTNT1 A 0 A_FireCustomMissile(\"DarkMatterZapper\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tPZCF A 1 BRIGHT\n\tPZCF BCB 1\n\tPZCU BCDEFFFFFFFFFFFFFFFFF 2\n\tPZCG EDCBA 2\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Cell\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"DarkPlasmaAmmo\",65,\"ActuallyReady\")\n\tPZC4 A 1 A_WeaponReady\n\tTNT1 A 0 A_FireCustomMissile(\"CellEmptySpawn\",-5,0,8,-4)\n\tPLSR A 0 A_PlaySound(\"plasma/reload\",0,3)\n PZCR AB 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPZCR CDEFFGGHHHHHHHHHIIJJKK 1\n\t//PLSR A 0 A_PlaySound(\"ammo/cell\",0,3)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tPZCR LLMMMMMMMMMNNOO 1\n\tGoto ReloadFinish\n\t\tReloadFinish:\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"DarkPlasmaAmmo\",65,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"DarkPlasmaAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR DarkPlasmaAmmo : Ammo\n{\n\tInventory.Amount 65\n\tInventory.MaxAmount 65\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 65\n\tInventory.Icon \"PLSSA0\"\n\t+IGNORESKILL\n}\n\n////////////////////////////////////////////////////////////////\n//Projectiles\n////////////////////////////////////////////////////////////////\n\nACTOR DarkPlasmaBoltTrail\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Damage 0\n Scale 0.3\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.65\n States\n {\n Spawn:\n // TNT1 A 0 A_SetScale(scalex-0.01,scaley-0.01)\n SPKP A 1 Bright A_FadeOut(0.02)\n TNT1 A 0 A_CheckSight(\"Die\")\n Loop\n Die:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR DarkPlasmaBolt : FastProjectile\n{\n Radius 13\n Height 8\n Scale 0.65\n Speed 128\n Damage 24\n Projectile\n +RANDOMIZE\n +RIPPER\n RenderStyle Add\n Alpha 0.75\n DeathSound \"weapons/plasmax\"\n //Obituary \"%o was fried by %k's plasma caster.\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n\tPPAL ABCD 1 Bright A_CustomMissile(\"DarkPlasmaBoltTrail\",0)\n Loop\n Death:\n TNT1 A 0 A_SetScale(scalex+0.05,scaley+0.05)\n SPKP A 1 Bright A_FadeOut(0.05)\n Loop\n }\n}\n\nACTOR PlasmaTrail\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Damage 0\n Scale 0.3\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex-0.03,scaley-0.03)\n SPKB A 1 Bright A_FadeOut(0.05)\n TNT1 A 0 A_CheckSight(\"Die\")\n Loop\n Die:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR DarkMatterZapper : FastProjectile\n{\n Radius 13\n Height 8\n Speed 30\n Scale 0.6\n Damage 150\n Projectile\n +RANDOMIZE\n +RIPPER\n +FORCEXYBILLBOARD\n RenderStyle Add\n BounceType Doom\n BounceFactor 1.5\n BounceCount 5\n Alpha 0.75\n Obituary \"%o was zapped into a blackhole by %k's dark matter plasma gun.\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n SPKP A 1 Bright A_CustomMissile(\"DarkPlasmaZapper\",0)\n\tTNT1 A 0 A_Weave(3,3,1,1)\n\tSPKP A 0 Bright A_CustomMissile(\"DarkZapTrail\",0)\n\tSPKP A 0 Bright A_CustomMissile(\"DarkZapTrail2\",0)\n\tSPKP A 0 Bright A_CustomMissile(\"DarkShockwave\",0)\n\t//SPKP A 0 Bright A_CustomMissile(\"DarkShockwaveReverse\",0)\n Loop\n Death:\n SPKP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_CustomMissile(\"DarkPlasmaZapper\",0)\n\tSPKP A 0 Bright A_CustomMissile(\"DarkZapTrail2\",0)\n\tSPKP A 0 Bright A_CustomMissile(\"DarkShockwave2\",0)\n\tSPKP A 0 Bright A_CustomMissile(\"DarkShockwave\",0)\n\tSPKP A 0 Bright A_CustomMissile(\"DarkShockwaveReverse\",0)\n\tTNT1 A 0 A_PlaySound(\"barrel/explode\",0,1.0,false,ATTN_NONE)\n\tFade:\n\tTNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)\n\tSPKP A 1 Bright A_FadeOut(0.05)\n\tLoop\n }\n}\n\nACTOR DarkZapTrail\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Damage 0\n Scale 0.6\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.65\n States\n {\n Spawn:\n // TNT1 A 0 A_SetScale(scalex-0.01,scaley-0.01)\n SPKP A 1 Bright A_FadeOut(0.02)\n Loop\n }\n}\n\nACTOR DarkShockwave2 //shockwave sprite is from pb 2.03\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Scale 18\n Damage 0\n Scale 1\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex+0.2,scaley+0.2)\n SHwK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.03)\n Loop\n }\n}\n\nACTOR DarkShockwave\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Scale 8\n Damage 0\n Scale 1\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex+0.2,scaley+0.2)\n SHwK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.05)\n Loop\n }\n}\n\nACTOR DarkShockwaveReverse\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Scale 15\n Damage 0\n Scale 1\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n SHwK RQPONMLKJIHGFEDCBA 1 Bright A_FadeOut(0.05)\n Loop\n }\n}\n\nACTOR DarkZapTrail2\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Damage 0\n Scale 0.6\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.65\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex+0.2,scaley+0.2)\n SPKP A 1 Bright A_FadeOut(0.05)\n Loop\n }\n}\n\nACTOR PlasmaBoltFast\n{\n Radius 13\n Height 8\n Scale 0.3\n Speed 45\n Damage 24\n Projectile\n +RANDOMIZE\n +RIPPER\n RenderStyle Add\n Alpha 0.75\n DeathSound \"weapons/plasmax\"\n Obituary \"%o was fried by %k's plasma caster.\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n TNT1 A 0 A_Weave(1,1,2,2)\n\tSPKB A 0 Bright A_CustomMissile(\"PlasmaBoltFlare\",0)\n SPKB A 1 Bright A_CustomMissile(\"PlasmaTrail\",0)\n\tTNT1 A 0 A_Weave(1,1,2,2)\n\tSPKB A 1 Bright A_CustomMissile(\"PlasmaTrail\",0)\n\tSPKB A 0 Bright A_CustomMissile(\"PlasmaBoltFlare\",0)\n\tTNT1 A 0 A_Weave(1,1,2,2)\n Loop\n Death:\n TNT1 A 0 A_SetScale(scalex+0.05,scaley+0.05)\n SPKB A 1 Bright A_FadeOut(0.05)\n Loop\n }\n}\n\nACTOR ZapperTrail\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Damage 0\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n PBFS A 1 Bright A_SetScale(scalex-0.01,scaley-0.01)\n PBFS A 0 Bright A_FadeOut(0.05)\n\tPBFS B 1 Bright A_SetScale(scalex-0.01,scaley-0.01)\n\tPBFS A 0 Bright A_FadeOut(0.05)\n\tPBFS C 1 Bright A_SetScale(scalex-0.01,scaley-0.01)\n\tPBFS A 0 Bright A_FadeOut(0.05)\n\tPBFS D 1 Bright A_SetScale(scalex-0.01,scaley-0.01)\n\tPBFS A 0 Bright A_FadeOut(0.05)\n\tPBFS E 1 Bright A_SetScale(scalex-0.01,scaley-0.01)\n\tPBFS A 0 Bright A_FadeOut(0.05)\n\tPBFS F 1 Bright A_SetScale(scalex-0.01,scaley-0.01)\n\tPBFS A 0 Bright A_FadeOut(0.05)\n\tPBFS G 1 Bright A_SetScale(scalex-0.01,scaley-0.01)\n\tPBFS A 0 Bright A_FadeOut(0.05)\n\tPBFS H 1 Bright A_SetScale(scalex-0.01,scaley-0.01)\n Loop\n }\n}\n\nACTOR ZapperShot\n{\n Radius 13\n Height 8\n Speed 30\n Damage 150\n Projectile\n +RANDOMIZE\n +RIPPER\n +FORCEXYBILLBOARD\n RenderStyle Add\n BounceType Doom\n BounceFactor 1.5\n BounceCount 5\n Alpha 0.75\n Obituary \"%o was zapped by %k's electricity dispersion weapon.\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n PBFS A 1 Bright A_CustomMissile(\"PlasmaZapper2\",0)\n\tPBFS A 0 Bright A_CustomMissile(\"ZapperTrail\",0)\n\tPBFS B 1 Bright A_CustomMissile(\"PlasmaZapper2\",0)\n\tPBFS A 0 Bright A_CustomMissile(\"ZapperTrail\",0)\n\tPBFS C 1 Bright A_CustomMissile(\"PlasmaZapper2\",0)\n\tPBFS A 0 Bright A_CustomMissile(\"ZapperTrail\",0)\n\tPBFS D 1 Bright A_CustomMissile(\"PlasmaZapper2\",0)\n\tPBFS A 0 Bright A_CustomMissile(\"ZapperTrail\",0)\n\tPBFS E 1 Bright A_CustomMissile(\"PlasmaZapper2\",0)\n\tPBFS A 0 Bright A_CustomMissile(\"ZapperTrail\",0)\n\tPBFS F 1 Bright A_CustomMissile(\"PlasmaZapper2\",0)\n\tPBFS A 0 Bright A_CustomMissile(\"ZapperTrail\",0)\n\tPBFS G 1 Bright A_CustomMissile(\"PlasmaZapper2\",0)\n\tPBFS A 0 Bright A_CustomMissile(\"ZapperTrail\",0)\n\tPBFS H 1 Bright A_CustomMissile(\"PlasmaZapper2\",0)\n\tPBFS A 0 Bright A_CustomMissile(\"ZapperTrail\",0)\n Loop\n Death:\n PBFS ABCDEFGH 1 Bright A_CustomMissile(\"PlasmaZapper2\",0)\n\tTNT1 A 0 A_PlaySound(\"barrel/explode\",0,1.0,false,ATTN_NONE)\n\tFade:\n\tTNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)\n\tPBFS A 1 Bright A_FadeOut(0.05)\n\tTNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)\n\tPBFS B 1 Bright A_FadeOut(0.05)\n\tTNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)\n\tPBFS C 1 Bright A_FadeOut(0.05)\n\tTNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)\n\tPBFS D 1 Bright A_FadeOut(0.05)\n\tTNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)\n\tPBFS E 1 Bright A_FadeOut(0.05)\n\tTNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)\n\tPBFS F 1 Bright A_FadeOut(0.05)\n\tTNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)\n\tPBFS G 1 Bright A_FadeOut(0.05)\n\tTNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)\n\tPBFS H 1 Bright A_FadeOut(0.05)\n\tLoop\n }\n}\n\nACTOR RailgunShot\n{\n Radius 13\n Height 8\n Speed 120\n Damage 350\n Projectile\n +RANDOMIZE\n DamageType Plasma\n RenderStyle Add\n Alpha 0.75\n DeathSound \"barrel/explode\"\n Obituary \"%o was fried by %k's railgun.\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n PBFS ABCDEFGH 1 Bright A_CustomMissile(\"RailTrail\",0)\n Loop\n Death:\n TNT1 A 0 A_PlaySound(\"barrel/explode\",0,1.0,false,ATTN_NONE)\n TNT1 A 0 A_SetScale(1.5)\n\tTNT1 A 0 A_CustomMissile(\"RailExplosionFX\",0)\n\tTNT1 A 0 Radius_Quake(9,20,0,1300,0)\n TNT1 A 0 A_Explode(300,560)\n\tTNT1 A 0 A_RadiusThrust(500,700)\n YAE3 ABCDEFGHIJKLMNO 1 Bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR RailExplosionFX\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Scale 1.5\n Damage 0\n Scale 1\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex+0.1,scaley+0.1)\n YAE4 A 1 Bright A_FadeOut(0.03)\n Loop\n }\n}\n\nACTOR RailTrail\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Scale 1.5\n Damage 0\n Scale 1\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n TNT1 A 0 A_CustomMissile(\"PlasmaZapper2\",0)\n TNT1 A 0 A_SetScale(scalex-0.1,scaley-0.1)\n PSKW ABCDEFGHIJKLMNO 1 Bright A_FadeOut(0.1)\n Stop\n }\n}\n\nACTOR PlasmaBoltFlare\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Scale 0.15\n Damage 0\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n YAE4 A random(2,3) Bright\n TNT1 A 0\n Stop\n }\n}\n\nACTOR PlasmaBolt\n{\n Radius 13\n Height 8\n Speed 35\n Damage 12\n Scale 0.3\n Projectile\n +RANDOMIZE\n DamageType Plasma\n RenderStyle Add\n Alpha 0.75\n DeathSound \"weapons/plasmax\"\n Obituary \"%o was fried by %k's plasma caster.\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n SPKB A 1 Bright A_CustomMissile(\"PlasmaTrail\",0)\n\tSPKB A 0 Bright A_CustomMissile(\"PlasmaBoltFlare\",0)\n\tSPKB A 1 Bright A_CustomMissile(\"PlasmaTrail\",0)\n Loop\n Death:\n TNT1 A 0 A_SetScale(scalex+0.05,scaley+0.05)\n SPKB A 1 Bright A_FadeOut(0.05)\n Loop\n }\n}\n\nACTOR PlasmaBoltHoming\n{\n Radius 13\n Height 8\n Speed 35\n Damage 12\n Scale 0.3\n Projectile\n +RANDOMIZE\n +SEEKERMISSILE\n DamageType Plasma\n RenderStyle Add\n Alpha 0.75\n DeathSound \"weapons/plasmax\"\n Obituary \"%o was fried by %k's plasma caster.\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n SPKB A 0 Bright A_CustomMissile(\"PlasmaBoltFlare\",0)\n SPKB A 2 Bright A_CustomMissile(\"PlasmaTrail\",0)\n\tTNT1 A 0 A_SeekerMissile(17,38,SMF_LOOK|SMF_PRECISE)\n\tSPKB A 0 Bright A_CustomMissile(\"PlasmaBoltFlare\",0)\n\tSPKB A 2 Bright A_CustomMissile(\"PlasmaTrail\",0)\n Loop\n Death:\n TNT1 A 0 A_SetScale(scalex+0.05,scaley+0.05)\n SPKB A 1 Bright A_FadeOut(0.05)\n Loop\n }\n}\n\nActor DarkPlasmaZapper\n{\nProjectile\n+QUICKTORETALIATE\n+LOOKALLAROUND\n+ISMONSTER\n+NOBLOCKMAP\n+NOTARGET\n+FRIENDLY\n+NOCLIP\nDamageType Plasma\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAA 4 A_Look\nStop\nSee:\nTNT1 A 1\nTNT1 AA 1 A_JumpIfCloser(600,\"Zap\")\nStop\nZap:\nTNT1 A 0 A_FaceTarget\nTNT1 A 0 A_MissileAttack\nTNT1 A 0 A_PlaySound(\"Spark\")\nTNT1 A 0 A_CustomRailgun(80,0,None,\"Purple\",RGF_FULLBRIGHT | RGF_SILENT | RGF_NOPIERCING ,1,2)\nStop\nDeath:\nBegone:\nTNT1 A 5\nStop\n }\n}\n\nActor PlasmaZapper2\n{\nProjectile\n+NOBLOCKMAP\n+NOTARGET\n+NOCLIP\n+NOEXTREMEDEATH\nDamageType Plasma\nObituary \"%o was zapped.\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetAngle(random(-360,360))\nTNT1 A 0 A_SetPitch(random(-360,360))\nTNT1 A 0 A_PlaySound(\"Spark\")\nTNT1 A 0 A_CustomRailgun(30,0,None,\"6161FF\",RGF_FULLBRIGHT | RGF_SILENT | RGF_NOPIERCING,0,35,\"BulletPuff\",frandom(0,359),frandom(-85,85),random(150,956),4,0.5,0.01,None,-10)\nStop\n }\n}\n\nActor PlasmaZapper\n{\nProjectile\n+QUICKTORETALIATE\n+LOOKALLAROUND\n+ISMONSTER\n+NOBLOCKMAP\n+NOTARGET\n+FRIENDLY\n+NOCLIP\nObituary \"%o was zapped.\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAA 4 A_Look\nStop\nSee:\nTNT1 A 1\nTNT1 AA 1 A_JumpIfCloser(700,\"Zap\")\nStop\nZap:\nTNT1 A 0 A_FaceTarget\nTNT1 A 0 A_MissileAttack\nTNT1 A 0 A_PlaySound(\"Spark\")\nTNT1 A 0 A_CustomRailgun(30,0,None,\"Blue\",RGF_FULLBRIGHT | RGF_SILENT | RGF_NOPIERCING ,1,2)\nStop\nDeath:\nBegone:\nTNT1 A 5\nStop\n }\n}\n\nACTOR PlasmaBoltHomingSpread\n{\n Radius 13\n Height 8\n Speed 35\n Damage 12\n Scale 0.3\n Projectile\n +RANDOMIZE\n +SEEKERMISSILE\n RenderStyle Add\n Alpha 0.75\n DeathSound \"weapons/plasmax\"\n Obituary \"%o was fried by %k's plasma caster.\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n TNT1 A 0 A_Weave(1,1,2,2)\n\tSPKB A 0 Bright A_CustomMissile(\"PlasmaBoltFlare\",0)\n SPKB A 1 Bright A_CustomMissile(\"PlasmaTrail\",0)\n\tTNT1 A 0 A_SeekerMissile(6,90,SMF_LOOK|SMF_PRECISE)\n\tTNT1 A 0 A_Weave(1,1,2,2)\n\tSPKB A 1 Bright A_CustomMissile(\"PlasmaTrail\",0)\n\tTNT1 A 0 A_SeekerMissile(6,90,SMF_LOOK|SMF_PRECISE)\n\tTNT1 A 0 A_Weave(1,1,2,2)\n Loop\n Death:\n TNT1 A 0 A_SetScale(scalex+0.05,scaley+0.05)\n SPKB A 1 Bright A_FadeOut(0.05)\n Loop\n }\n}\n\n////////////////////////////////////////////////////////////////\n//Plasma Spawner & Electricity Dispersion Weapon\n////////////////////////////////////////////////////////////////\n\nActor PLSMASpawner : RandomSpawner Replaces PlasmaRifle\n{\n DropItem \"PlasmaCaster\", 255, 10\n\tDropItem \"PlasmaCaster\", 255, 10\n\tDropItem \"Mark2PlasmaGunSpawner\", 255, 9\n\tDropItem \"PlasmaRepeater\", 255, 9\n\tDropItem \"DemonTechRifle\", 255, 5\n DropItem \"ElectricityDispersionWeapon\", 255, 8\n\tDropItem \"DarkMatterPlasmaGun\", 255, 3\n\tDropItem \"Railgun\", 255, 6\n\tDropItem \"Soulcube\", 255, 3\n}\n\nACTOR ElectricityDispersionWeapon: Weapon {\nWeapon.AmmoUse1 5\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 45\nWeapon.AmmoType2 \"Cell\"\nWeapon.AmmoType1 \"PlasmaAmmo2\"\nInventory.PickupSound \"plasma/pickup\"\nWeapon.UpSound \"plasma/pickup\"\nGame Doom\nObituary \"%o was zapped by %k's electricity dispersion weapon.\"\nInventory.PickupMessage \"You got the UAC Neutron Electricity Dispersion Weapon!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 0.6\nTag \"UAC Neutron Electricity Dispersion Weapon\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.3\nScale 0.8\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\nStates {\n Spawn:\n\tCDLP A -1\n\tStop\n\n\tReady:\n\tCLGR A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tCLGR A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tCLGR A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tCDLG ABC 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"PlasmaAmmo2\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"elect/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBolt\",0,1)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBoltFast\",0,0)\n\tTNT1 A 0 A_SetPitch(pitch-1,SPF_INTERPOLATE)\n\tCDLF DE 2 BRIGHT\n\tTNT1 A 0 A_Refire\n\tGoto ActuallyReady\n\n\tAltfire:\n\ttnt1 a 0 A_JumpifInventory(\"PlasmaAmmo2\",9,1)\n\t\tgoto reload\n\tCDLF ABCDE 3 BRIGHT\n\tTNT1 A 0 A_PlaySound(\"Spark\")\n\tTNT1 A 0 A_SetBlend(\"4D4DFF\",0.3,15)\n\n\tCDLF ABCDE 3 BRIGHT\n\tTNT1 A 0 A_PlaySound(\"Spark\")\n\tTNT1 A 0 A_SetBlend(\"4D4DFF\",0.3,15)\n\n\tCDLF ABCDE 3 BRIGHT\n\tTNT1 A 0 A_PlaySound(\"Spark\")\n\n\tTNT1 A 0 A_SetBlend(\"4D4DFF\",0.3,15)\n\tCDLF ABCDE 2 BRIGHT\n\tTNT1 A 0 A_PlaySound(\"Spark\")\n\tTNT1 A 0 A_SetBlend(\"4D4DFF\",0.3,15)\n\n\tCDLF ABCDE 1 BRIGHT\n\tTNT1 A 0 A_PlaySound(\"Spark\")\n\tTNT1 A 0 A_SetBlend(\"4D4DFF\",0.3,15)\n\n\tCDLF ABCDE 1 BRIGHT\n\tTNT1 A 0 A_PlaySound(\"Spark\")\n\tTNT1 A 0 A_SetBlend(\"4D4DFF\",0.3,15)\n\n\tCDLF ABCDE 1 BRIGHT\n\tTNT1 A 0 A_PlaySound(\"Spark\")\n\tTNT1 A 0 A_SetBlend(\"4D4DFF\",0.3,15)\n\n\tCDLF ABCDE 1 BRIGHT\n\tTNT1 A 0 A_PlaySound(\"Spark\")\n\tTNT1 A 0 A_SetBlend(\"6C6CFF\",1.0,55)\n\tTNT1 A 0 A_PlaySound(\"elect/fire\",0,2)\n\tTNT1 A 0 A_FireCustomMissile(\"ZapperShot\",0,1)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_SetPitch(pitch-12,SPF_INTERPOLATE)\n\tGoto ActuallyReady\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Cell\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"PlasmaAmmo2\",45,\"ActuallyReady\")\n\tTNT1 A 0 A_FireCustomMissile(\"CellEmptySpawn\",-5,0,8,-4)\n\tPLSR A 0 A_PlaySound(\"plasma/eject\",0,3)\n CLGR ABCDEEEEEEEEEEFGHIJ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tPLSR A 0 A_PlaySound(\"plasma/MagIn2\",0,3)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n CLGR KLMNO 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaAmmo2\",45,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"PlasmaAmmo2\",1)\n\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR PlasmaAmmo2 : Ammo\n{\n\tInventory.Amount 45\n\tInventory.MaxAmount 45\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 45\n\tInventory.Icon \"CELLA0\"\n\t+IGNORESKILL\n}\n\n////////////////////////////////////////////////////////////////\n//funny railgun\n////////////////////////////////////////////////////////////////\n\nACTOR Railgun: Weapon {\nWeapon.AmmoUse1 10\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 60\nWeapon.AmmoType2 \"Cell\"\nWeapon.AmmoType1 \"RailGunAmmo\"\nInventory.PickupSound \"plasma/pickup\"\nWeapon.UpSound \"railgun/up\"\nGame Doom\nObituary \"%o was vaporized by %k's railgun.\"\nInventory.PickupMessage \"You got the UAC-5142 \\\" Railgun \\\" Electric Plasma Melter Weapon!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 1.1\nTag \"UAC-5142 Electric Plasma Melter Weapon\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 1\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates {\n Spawn:\n\tSRCG A -1\n\tStop\n\n\tReady:\n\tRAIL A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tRAIL A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tRAIL A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tRAIL ABC 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"RailGunAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"railgun/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"RailgunShot\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-16,SPF_INTERPOLATE)\n\tRAIF AB 2 BRIGHT\n\tRAIF CDEFG 1\n\tRAIL D 20\n\tTNT1 A 0 A_PlaySound(\"railgun/beep\",0,2)\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Cell\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"RailGunAmmo\",60,\"ActuallyReady\")\n RAIR AB 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"railgun/close\",0,3)\n\tRAIR CDE 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"plasma/eject\",0,3)\n\tRAIR FGHI 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_FireCustomMissile(\"CellEmptySpawn\",-5,0,8,-4)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tRAIR JKLMNO 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"railgun/magin\",0,3)\n\tRAIR QRST 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n\tPLSR A 0 A_PlaySound(\"railgun/close\",0,3)\n RAIR TTTTTUVWX 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"RailGunAmmo\",60,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"RailGunAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR RailGunAmmo : Ammo\n{\n\tInventory.Amount 60\n\tInventory.MaxAmount 60\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 60\n\tInventory.Icon \"CELLA0\"\n\t+IGNORESKILL\n}\n\n////////////////////////////////////////////////////////////////\n// Plasma Repeater\n////////////////////////////////////////////////////////////////\n\nACTOR PlasmaRepeater: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 25\nWeapon.AmmoType2 \"Cell\"\nWeapon.AmmoType1 \"PlasmaRAmmo\"\nInventory.PickupSound \"plasma/pickup\"\nWeapon.UpSound \"plasma/pickup\"\nGame Doom\nObituary \"%o suffered 4th degree burns by %k's plasma repeater.\"\nInventory.PickupMessage \"You got the Plasma Repeater!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 1.2\nTag \"Plasma Repeater\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.6\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tPLAS A -1\n\tStop\n\n\tReady:\n\tPLSG A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tPLSG A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tPLSG A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tPLSG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Cell\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"PlasmaRAmmo\",45,\"ActuallyReady\")\n\tPSGR A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_FireCustomMissile(\"CellEmptySpawn\",-5,0,8,-4)\n\tPLSR A 0 A_PlaySound(\"plasma/reload\",0,3)\n PSGR ABCDE 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPSGR EEFF 1\n\tPSGR GHIJ 1 offset(0,32)\n\tPSGR KKKKKK 1\n\tPLSN A 0 A_PlaySound(\"railgun/beep\",0,3)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\t//PSGR LLLMMNNOO 1\n\tPSGR LM 1\n\tPSGR N 2\n\tPSGR LO 1\n\tPLSR A 0 A_PlaySound(\"ammo/cell\",0,3)\n\t//PLSR A 0 A_PlaySound(\"plasma/dump\",0,3)\n\tPSGR PPPPPPP 1\n\tGoto ReloadFinish\n\t\tReloadFinish:\n\tPSGR QRSTU 2\n\tPSG2 NMKJIH 1\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaRAmmo\",45,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"PlasmaRAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\n\tGoto InsertBoolets\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"PlasmaRAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\")\n\tTNT1 A 0 A_PlaySound(\"elect/fire\",CHAN_WEAPON)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaRAmmo\",5)\n\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"PlasmaBolt\",random(-5,5),0,0,0,0,random(-5,5))\n\tTNT1 A 0 A_SetPitch(pitch-7,SPF_INTERPOLATE)\n\tPSGF AB 1 BRIGHT\n\tPSGF BCDEFG 2\n\tTNT1 A 0 A_PlaySound(\"railgun/beep\",0)\n\tGoto ActuallyReady\n\n\tAltFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"PlasmaRAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"plasma/fire\")\n\tTNT1 A 0 A_PlaySound(\"elect/fire\",CHAN_WEAPON)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaRAmmo\",15)\n\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"PlasmaBoltHomingSpread\",random(-5,5),0,0,0,0,random(-5,5))\n\tTNT1 A 0 A_SetPitch(pitch-7,SPF_INTERPOLATE)\n\tPSGF AB 1 BRIGHT\n\tPSGF BCDEFG 2\n\tTNT1 A 0 A_PlaySound(\"railgun/beep\",0)\n\tGoto ActuallyReady\n\n }\n}\n\nACTOR PlasmaRAmmo : Ammo\n{\n\tInventory.Amount 45\n\tInventory.MaxAmount 45\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 45\n\tInventory.Icon \"PLSSA0\"\n\t+IGNORESKILL\n}\n\nACTOR Railgun2: Weapon {\nWeapon.AmmoUse1 10\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 60\nWeapon.AmmoType2 \"Cell\"\nWeapon.AmmoType1 \"RailGunAmmo2\"\nInventory.PickupSound \"plasma/pickup\"\nWeapon.UpSound \"railgun/up\"\nGame Doom\nObituary \"%o was vaporized by %k's railgun.\"\nInventory.PickupMessage \"You got the... How the fuck did you find this?\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 1.1\nTag \"Testing Railgun\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 1\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates {\n Spawn:\n\tSRCG A -1\n\tStop\n\n\tReady:\n\tRA2S A 1\n\tRA2R UVWXYZ 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tPLSR A 0 A_PlaySound(\"plasma/magin2\",0,3)\n\tRARL ABCDE 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tGoto ActuallyReady\n\n\tSelect:\n\tRA2R A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tRA2S A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tRA2S ABC 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"RailGunAmmo2\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"railgun/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"RailgunShot\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-16,SPF_INTERPOLATE)\n\tRA2F AB 2 BRIGHT\n\tRA2F CDEFGHIJ 1\n\tRA2F J 20\n\tTNT1 A 0 A_PlaySound(\"railgun/beep\",0,2)\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Cell\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"RailGunAmmo2\",60,\"ActuallyReady\")\n RA2R AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tRA2R CDE 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"plasma/reload2\",0,3)\n\tRA2R FGHIJKLM 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_FireCustomMissile(\"CellEmptySpawn\",-5,0,8,-4)\n\tRA2R NOPQRSTUUUUVWXYZ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tRARL ABCDE 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tRA2R A 25 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_PlaySound(\"railgun/beep\",0,2)\n\tRA2F J 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tRA2R A 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tRA2F J 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"RailGunAmmo2\",60,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"RailGunAmmo2\",1)\n\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR RailGunAmmo2 : Ammo\n{\n\tInventory.Amount 60\n\tInventory.MaxAmount 60\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 60\n\tInventory.Icon \"CELLA0\"\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/DTR.txt",
"contents": "ACTOR DemonTechRifle: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 30\nWeapon.AmmoType2 \"Cell\"\nWeapon.AmmoType1 \"DTRAmmo\"\nInventory.PickupSound \"bfg/reload\"\nWeapon.UpSound \"bfg/load\"\nGame Doom\nObituary \"%o was tormented by %k's demon tech rifle.\"\nInventory.PickupMessage \"You got the Demon Tech Rifle!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 1\nTag \"Demon Tech Rifle\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.8\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tDTEP A -1\n\tStop\n\n\tReady:\n\tDTEK A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tDTEK A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tDTEK A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tDTEK AAAAAABCDE 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"DTRAmmo\",1,1)\n\t\tgoto DryFire\n TNT1 A 0 A_PlaySound(\"dtr/fire\")\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"DTRProjectile\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-1,SPF_INTERPOLATE)\n\tDTKF AB 1 BRIGHT\n\tDTKF C 2\n\tTNT1 A 0 A_Refire\n\tGoto ActuallyReady\n\n\tDryFire:\n\tDTEK A 5\n\tTNT1 A 0 A_PlaySound(\"plasma/dry\",7)\n\tDTEK A 20\n\tGoto Reload\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"Cell\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"DTRAmmo\",65,\"ActuallyReady\")\n\tDTEK A 1 A_WeaponReady\n DTKR ABCDDD 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"dtr/exhale\",0,3)\n\tPLSR A 0 A_PlaySound(\"plasma/dump\",0,3)\n DTKR E 2\n\tTNT1 A 0 A_FireCustomMissile(\"CellEmptySpawn\",-5,0,8,-4)\n\tDTKR FGHIJKKKKKKKK 2\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tDTKR LMN 2\n\tPLSR A 0 A_PlaySound(\"bfg/load\",0,5.0)\n\tDTKR OOOOOOOOOOCBA 2\n\tGoto ReloadFinish\n\t\tReloadFinish:\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"DTRAmmo\",65,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"Cell\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"DTRAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"Cell\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR DTRAmmo : Ammo\n{\n\tInventory.Amount 65\n\tInventory.MaxAmount 65\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 65\n\tInventory.Icon \"PLSSA0\"\n\t+IGNORESKILL\n}\n\nACTOR DTRProjectile\n{\n Radius 8\n Height 8\n Speed 65\n Damage (36 * random(1,3))\n Scale 0.2\n Projectile\n +RANDOMIZE\n DamageType Plasma\n RenderStyle Add\n Alpha 0.75\n DeathSound \"weapons/plasmax\"\n //Obituary \"%o was fried by %k's plasma caster.\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n DTPR A 1 Bright A_CustomMissile(\"DTRProjectTrail\",0)\n\tDTPR A 0 Bright A_CustomMissile(\"DTRProjectTrail2\",0)\n\tDTPR A 0 Bright A_CustomMissile(\"DTRProjectTrail3\",0)\n\tDTPR A 0 Bright A_CustomMissile(\"DTRProjectTrail4\",0)\n Loop\n Death:\n TNT1 A 0 A_Explode(70,60)\n Fade:\n TNT1 A 0 A_SetScale(scalex+0.02,scaley+0.01)\n DTPR A 1 Bright A_FadeOut(0.02)\n Loop\n }\n}\n\nACTOR DTRProjectTrail4\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Damage 0\n Scale 0.25\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOINTERACTION\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex-0.005,scaley-0.005)\n DTPR A 1 Bright A_FadeOut(0.01)\n TNT1 A 0 A_CheckSight(\"Die\")\n Loop\n Die:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR DTRProjectTrail3\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Damage 0\n Scale 0.2\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex-0.008,scaley-0.01)\n DTPR A 1 Bright A_FadeOut(0.03)\n TNT1 A 0 A_CheckSight(\"Die\")\n Loop\n Die:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR DTRProjectTrail2\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Damage 0\n Scale 0.2\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex-0.01,scaley-0.008)\n DTPR A 1 Bright A_FadeOut(0.03)\n TNT1 A 0 A_CheckSight(\"Die\")\n Loop\n Die:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR DTRProjectTrail\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Damage 0\n Scale 0.2\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex+0.04,scaley+0.03)\n DTPR A 1 Bright A_FadeOut(0.10)\n TNT1 A 0 A_CheckSight(\"Die\")\n Loop\n Die:\n TNT1 A 0\n Stop\n }\n}\n\n////////////////////////////////////////////////////////////////\n//Projectiles\n////////////////////////////////////////////////////////////////"
},
{
"source": "pk3",
"name": "ACTORS/WEAPONS/GrenadeLauncher.txt",
"contents": "//No, you can't use this code.\n\nACTOR GrenadeLauncher: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 6\nWeapon.AmmoType2 \"RocketAmmo\"\nWeapon.AmmoType1 \"GrenadeAmmo\"\nInventory.PickupSound \"grenade/open\"\nWeapon.UpSound \"grenade/open\"\nGame Doom\nObituary \"%o was blown to pieces by %k's grenade launcher.\"\nInventory.PickupMessage \"You got the UAC High Explosive Break Action Grenade Launcher!\"\nWeapon.BobRangeX 0.7\nWeapon.BobRangeY 0.9\nTag \"UAC High Explosive Break Action Grenade Launcher\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.8\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tGLAP A -1\n\tStop\n\n\tReady:\n\tM79G A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tM79G A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tM79G A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tM79G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"GrenadeAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"grenade/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"GrenadeLaunched\",0,1,11)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tM79F AB 2 BRIGHT\n\tM79F CDE 2\n\tGoto ActuallyReady\n\n\tAltFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"GrenadeAmmo\",1,1)\n\t\tgoto reload\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\",1)\n TNT1 A 0 A_PlaySound(\"rocket/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"GrenadeLaunchedAlt\",0,1,11)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tM79F AB 2 BRIGHT\n\tM79F CDE 2\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"RocketAmmo\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"GrenadeAmmo\",1,\"ActuallyReady\")\n M79R ABCDEF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"grenade/open\",0,3)\n\tTNT1 A 0 A_FireCustomMissile(\"GrenadeCaseSpawner\",5,0,0,-9)\n\tM79R GHIJK 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tM79R LMNOPQ 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"grenade/load\",0,3)\n\tM79R RSTUV 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n M79R KJIHG 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"grenade/close\",0,3)\n\tM79R FEDCBA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\",1,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"GrenadeAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketAmmo\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nActor DefaultNades : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HomingGrenades : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR RotatingGrenadeLauncher: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 6\nWeapon.AmmoType2 \"RocketAmmo\"\nWeapon.AmmoType1 \"GrenadeLaunchRotateAmmo\"\nInventory.PickupSound \"rocket/pickup\"\nWeapon.UpSound \"rocket/pickup\"\nGame Doom\nObituary \"%o was turned inside-out by %k's grenade launcher.\"\nInventory.PickupMessage \"You got the UAC Explosive Rotating Grenade Launcher!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 1.1\nTag \"UAC Explosive Rotating Grenade Launcher\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.8\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tMGLP A -1\n\tStop\n\n\tReady:\n\tMGLG A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tMGLG A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tMGLG A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tTNT1 A 0 A_JumpIfInventory(\"GoSpecial\",1,\"ChangeGrenadeType\")\n\tMGLG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tChangeGrenadeType:\n\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t tnt1 a 0 A_JumpifInventory(\"HomingGrenades\",1,\"SwitchToExplosive\")\n\t tnt1 a 0 A_JumpifInventory(\"DefaultNades\",1,\"SwitchToHoming\")\n\t Goto ActuallyReady\n\n\t SwitchToExplosive:\n\t// Values\n\n\tTNT1 A 0 A_TakeInventory(\"HomingGrenades\",1)\n\tTNT1 A 0 A_GiveInventory(\"DefaultNades\",1)\n\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\n\tTNT1 A 0 A_Print(\"Switching grenade type to explosive.\")\n\n\t// Switching animation\n\n\tMGLR AB 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"grenade/rel\",0)\n\tMGLR CDEFGHIJ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tMGLR KLMNOP 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n MGLR QQQQRSTUV 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tGoto InsertBoolets\n\n\t SwitchToHoming:\n\t// Values\n\n\tTNT1 A 0 A_TakeInventory(\"DefaultNades\",1)\n\tTNT1 A 0 A_GiveInventory(\"HomingGrenades\",1)\n\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\n\tTNT1 A 0 A_Print(\"Switching grenade type to homing.\")\n\n\t// Switching animation\n\n\tMGLR AB 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"grenade/rel\",0)\n\tMGLR CDEFGHIJ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tMGLR KLMNOP 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n MGLR QQQQRSTUV 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\n\tGoto InsertBoolets\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"GrenadeLaunchRotateAmmo\",1,1)\n\t\tgoto reload\n\ttnt1 a 0 A_JumpifInventory(\"HomingGrenades\",1,\"HomingFire\")\n TNT1 A 0 A_PlaySound(\"grenade/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"RotatingGrenadeLauncherNade\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tMGLF ABCD 1 BRIGHT\n\tMGLF E 1\n\tMGLG BC 2\n\tTNT1 A 0 A_FireCustomMissile(\"GrenadeCaseSpawner\",5,0,0,-9)\n\tMGLG DEF 2\n\tMGLG A 5\n\tGoto ActuallyReady\n\n\tHomingFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"GrenadeLaunchRotateAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"grenade/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"RotatingGrenadeLauncherNadeHoming\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tMGLF ABCD 1 BRIGHT\n\tMGLF E 1\n\tMGLG BC 2\n\tTNT1 AA 0 A_FireCustomMissile(\"GrenadeCaseSpawner\",5,0,0,-9)\n\tMGLG DEF 2\n\tMGLG A 5\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"RocketAmmo\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"GrenadeLaunchRotateAmmo\",6,\"ActuallyReady\")\n MGLR AB 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"grenade/rel\",0)\n\tMGLR CDEFGHIJ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tTNT1 A 0 A_FireCustomMissile(\"DrumEmptySpawn\",-5,0,8,-4)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tMGLR KLMNOP 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n MGLR QQQQRSTUV 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"rifle/magin2\",0)\n\tPLSR A 0 A_PlaySound(\"rocket/dump\",0)\n\tMGLG DEF 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeLaunchRotateAmmo\",6,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"GrenadeLaunchRotateAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketAmmo\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR GrenadeLaunchRotateAmmo : Ammo\n{\n\tInventory.Amount 6\n\tInventory.MaxAmount 6\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 6\n\tInventory.Icon \"ROCKA0\"\n\t+IGNORESKILL\n}\n\nActor RookcetLaumncher : RandomSpawner Replaces RocketLauncher\n{\n DropItem \"RocketLauncherNew\", 255, 10\n\tDropItem \"RocketLauncherNew\", 255, 10\n\tDropItem \"RocketLauncherNew\", 255, 10\n\tDropItem \"RotatingGrenadeLauncher\", 255, 8\n\tDropItem \"RotatingGrenadeLauncher\", 255, 8\n DropItem \"GrenadeLauncher\", 255, 6//RotatingGrenadeLauncher\n}\n\nACTOR GrenadeAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n\tInventory.Icon \"ROCKA0\"\n\t+IGNORESKILL\n}\n\n//TNT1 A 0 A_SeekerMissile(17,21,SMF_LOOK)\n\nACTOR RotatingGrenadeLauncherNade\n{\n Radius 13\n Height 8\n Speed 35\n Damage 3\n Scale 0.7\n Projectile\n -NOGRAVITY\n BounceType \"Doom\"\n BounceFactor 0.35\n BounceCount 10\n WallBounceFactor 0.2\n Gravity 0.3\n +RANDOMIZE\n BounceSound \"grenade/bounce\"\n DeathSound \"grenade/bounce\"\n Obituary \"%o was blown to pieces by %k's grenade launcher.\"\n States\n {\n Spawn:\n GBPJ ABCDEFGH 1 A_CustomMissile(\"RocketTrail3\",6)\n Loop\n Death:\n TNT1 AAAAA 0 A_SpawnItemEx(\"GrenadeFragment\",0,0,0,random(0,14),0,random(0,14),random(0,360))\n TNT1 A 0 Radius_Quake(4,60,0,600,0)\n TNT1 A 0 A_Explode(300,250)\n EXPL A 0 Radius_Quake (4, 15, 0, 20, 0)//(intensity, duration, damrad, tremrad, tid)\n\tTNT1 A 0 A_SetScale(random(1.2,1.5))\n\tTNT1 A 0 A_PlaySound(\"grenade/explode\",0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigExplosionFXBig\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBig2\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX2\",16)\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX3\",16)\n DB27 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_FadeOut(0.01)\n Stop\n }\n}\n\nACTOR RotatingGrenadeLauncherNadeHoming\n{\n Radius 13\n Height 8\n Speed 35\n Damage 3\n Scale 0.7\n Projectile\n -NOGRAVITY\n BounceType \"Doom\"\n BounceFactor 0.45\n BounceCount 80\n WallBounceFactor 0.75\n Gravity 0.45\n +RANDOMIZE\n +SEEKERMISSILE\n BounceSound \"grenade/bounce\"\n DeathSound \"grenade/bounce\"\n Obituary \"%o was blown to pieces by %k's grenade launcher.\"\n States\n {\n Spawn:\n GBPJ ABCDEFGH 1 A_SeekerMissile(17,21,SMF_LOOK)\n Loop\n Death:\n GBPJ A 20\n TNT1 AAAAA 0 A_SpawnItemEx(\"GrenadeFragment\",0,0,0,random(0,14),0,random(0,14),random(0,360))\n TNT1 A 0 Radius_Quake(4,60,0,600,0)\n TNT1 A 0 A_Explode(150,250)\n EXPL A 0 Radius_Quake (4, 15, 0, 20, 0)//(intensity, duration, damrad, tremrad, tid)\n\tTNT1 A 0 A_SetScale(random(1.2,1.5))\n\tTNT1 A 0 A_PlaySound(\"grenade/explode\",0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigExplosionFXBig\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBig2\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX2\",16)\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX3\",16)\n DB27 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_FadeOut(0.01)\n Stop\n }\n}\n\nACTOR GrenadeLaunched\n{\n Radius 13\n Height 8\n Speed 35\n Damage 12\n Scale 0.7\n Projectile\n -NOGRAVITY\n BounceType \"Doom\"\n BounceFactor 0.6\n Gravity 0.5\n +RANDOMIZE\n BounceSound \"grenade/bounce\"\n DeathSound \"grenade/explode\"\n Obituary \"%o was blown to pieces by %k's grenade launcher.\"\n States\n {\n Spawn:\n GBPJ ABCDEFGH 1 A_CustomMissile(\"RocketTrail3\",6)\n Loop\n Death:\n TNT1 A 0 Radius_Quake(4,60,0,600,0)\n TNT1 A 0 A_Explode(300,400)\n EXPL A 0 Radius_Quake (4, 15, 0, 20, 0)//(intensity, duration, damrad, tremrad, tid)\n\tTNT1 A 0 A_SetScale(random(1.2,1.5))\n\tTNT1 A 0 A_PlaySound(\"grenade/explode\",0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigExplosionFXBig\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBig2\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX2\",16)\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX3\",16)\n DB27 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_FadeOut(0.01)\n Stop\n XDeath:\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BloodWithTrail\",0,0,32,random(0,8),0,random(0,8),random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BloodWithLessGrav\",0,0,32,random(0,10),0,random(0,10),random(0,360))\n TNT1 A 0 Radius_Quake(4,60,0,600,0)\n TNT1 A 0 A_Explode(300,400)\n EXPL A 0 Radius_Quake (4, 15, 0, 20, 0)//(intensity, duration, damrad, tremrad, tid)\n\tTNT1 A 0 A_SetScale(random(1.2,1.5))\n\tTNT1 A 0 A_PlaySound(\"grenade/explode\",0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigExplosionFXBig\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBig2\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX2\",16)\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX3\",16)\n DB27 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_FadeOut(0.01)\n Stop\n }\n}\n\nACTOR GrenadeLaunchedAlt\n{\n Radius 13\n Height 8\n Speed 35\n Damage 1\n Scale 0.7\n Projectile\n -NOGRAVITY\n BounceType \"Doom\"\n BounceFactor 0.8\n Gravity 0.4\n +RANDOMIZE\n BounceSound \"grenade/bounce\"\n DeathSound \"grenade/bounce\"\n Obituary \"%o was blown to pieces by %k's grenade launcher.\"\n States\n {\n Spawn:\n GBPJ ABCDEFGH 1 A_CustomMissile(\"RocketTrail3\",6)\n Loop\n Death:\n GBPJ A 25\n\tTNT1 A 0 A_PlaySound(\"grenade/ready\")\n\tGBPJ A 35\n TNT1 A 0 Radius_Quake(4,60,0,600,0)\n TNT1 A 0 A_Explode(300,400)\n EXPL A 0 Radius_Quake (4, 15, 0, 20, 0)//(intensity, duration, damrad, tremrad, tid)\n\tTNT1 A 0 A_SetScale(random(1.2,1.5))\n\tTNT1 A 0 A_PlaySound(\"grenade/explode\",0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigExplosionFXBig\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBig2\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX2\",16)\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX3\",16)\n DB27 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_FadeOut(0.01)\n Stop\n }\n}\n\nACTOR BigExplosionFX2\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOGRAVITY\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\tRenderStyle Add\n\tBounceFactor 0.5\n\tRadius 0\n\tHeight 0\n\tScale 2.5\n\tSpeed 1\n\tMass 0\n States\n {\n Spawn:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DACheckIfSmokeDisabled\",0,0,0,0)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\t\tSMOK ABCDEFGHIJKLMNOPQ 2 Bright\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\tStap:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR BigExplosionFX3Big\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOGRAVITY\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\tBounceFactor 0.5\n\tRadius 0\n\tHeight 0\n\tScale 4.5\n\tSpeed 1\n\tRenderStyle Add\n\tAlpha 0.75\n\tMass 0\n States\n {\n Spawn:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DACheckIfSmokeDisabled\",0,0,0,0) //check if the player doesnt want the smoke fx to render\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\t\tBLAM ABCDEFGHIJKLMNOP 2 Bright\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\tStap:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR BigExplosionFX3\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOGRAVITY\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\tBounceFactor 0.5\n\tRadius 0\n\tHeight 0\n\tScale 3.5\n\tSpeed 1\n\tRenderStyle Add\n\tAlpha 0.75\n\tMass 0\n States\n {\n Spawn:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DACheckIfSmokeDisabled\",0,0,0,0) //check if the player doesnt want the smoke fx to render\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\t\tBLAM ABCDEFGHIJKLMNOP 2 Bright\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\tStap:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR BigExplosionFX\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOGRAVITY\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\tBounceFactor 0.5\n\tRenderStyle Add\n\tRadius 0\n\tHeight 0\n\tScale 2.2\n\tSpeed 1\n\tMass 0\n States\n {\n Spawn:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DACheckIfSmokeDisabled\",0,0,0,0) //check if the player doesnt want the smoke fx to render\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\t\tSM7K ABCDEFGHIJKLMNOPQRSTUVWXYZ 3\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\tStap:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR BigExplosionFXBig2\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOGRAVITY\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\tRenderStyle Add\n\tAlpha 0.55\n\tBounceFactor 0.5\n\tRadius 0\n\tHeight 0\n\tScale 3.5\n\tSpeed 2\n\tMass 0\n States\n {\n Spawn:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DACheckIfSmokeDisabled\",0,0,0,0) //check if the player doesnt want the smoke fx to render\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\t\tSM7K ABCDEFGHIJKLMNOPQRSTUVWXYZ random(3,5)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\tStap:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR BigExplosionFXBiggerLonger\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOGRAVITY\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\tRenderStyle Add\n\tBounceFactor 0.5\n\tAlpha 1.0\n\tRadius 0\n\tHeight 0\n\tScale 8\n\tSpeed 1\n\tMass 0\n States\n {\n Spawn:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DACheckIfSmokeDisabled\",0,0,0,0) //check if the player doesnt want the smoke fx to render\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\t\tSM7K ABCDEFGHIJKLMNOPQRSTUVWXYZ random(8,12)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\tStap:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR BigExplosionFXBigger\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOGRAVITY\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\tRenderStyle Add\n\tBounceFactor 0.5\n\tAlpha 1.0\n\tRadius 0\n\tHeight 0\n\tScale 5\n\tSpeed 1\n\tMass 0\n States\n {\n Spawn:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DACheckIfSmokeDisabled\",0,0,0,0) //check if the player doesnt want the smoke fx to render\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\t\tSM7K ABCDEFGHIJKLMNOPQRSTUVWXYZ random(5,7)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\tStap:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR BigExplosionFXBig\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOGRAVITY\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\tRenderStyle Add\n\tBounceFactor 0.5\n\tAlpha 0.95\n\tRadius 0\n\tHeight 0\n\tScale 4.2\n\tSpeed 1\n\tMass 0\n States\n {\n Spawn:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DACheckIfSmokeDisabled\",0,0,0,0) //check if the player doesnt want the smoke fx to render\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\t\tSM7K ABCDEFGHIJKLMNOPQRSTUVWXYZ random(3,5)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\tStap:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\n//smokey stuff\n\nACTOR SmokeFxSmall\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Scale 0.8\n Damage 0\n Scale 1\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n States\n {\n Spawn:\n\n SMOK ABCDEFGHIJKLMNOPQ 1 Bright A_SetScale(scalex+0.4,scaley+0.4)\n Stop\n }\n}\n\nACTOR SmokeFx\n{\n Radius 1\n Height 2\n Speed 0\n Mass 1\n Scale 1.3\n Damage 0\n Scale 1\n -BOUNCEONFLOORS\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n States\n {\n Spawn:\n\n SMOK ABCDEFGHIJKLMNOPQ 1 Bright A_SetScale(scalex+0.4,scaley+0.4)\n Stop\n }\n}\n\nACTOR SmokeTrail\n{\n Gravity 0.6\n Alpha 0.95\n RenderStyle Add\n scale 0.5\n speed 4\n radius 8\n height 1\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +THRUACTORS\n +FORCEXYBILLBOARD\n +MOVEWITHSECTOR\n +DONTSPLASH\n Speed 5\n States\n {\n Spawn:\n Spray:\n SMOK B 1 A_SpawnItemEx(\"RocketTrail3\",0,0,0,0,0,0)\n Loop\n\tDeath:\n\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\tTNT1 A 0 A_SetScale(scalex+0.02,scaley+0.02)\n\tSMOK B 2 A_FadeOut(0.08)\n\tLoop\n }\n}\n\nACTOR SmokeTrailEvenBigger\n{\n Gravity 0.1\n Alpha 0.95\n RenderStyle Add\n scale 1.4\n speed 4\n radius 8\n height 1\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +THRUACTORS\n +FORCEXYBILLBOARD\n +MOVEWITHSECTOR\n +DONTSPLASH\n Speed 5\n States\n {\n Spawn:\n Spray:\n SMOK B 2 A_SpawnItemEx(\"RocketTrailBigger\",0,0,0,0,0,0)\n Loop\n\tDeath:\n\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\tSMOK BCDEFGHIJKLMNOPQ 2 A_FadeOut(0.01)\n\tStop\n }\n}\n\nACTOR SmokeTrailLarge\n{\n Gravity 0.3\n Alpha 0.95\n RenderStyle Add\n scale 0.7\n speed 4\n radius 8\n height 1\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +THRUACTORS\n +FORCEXYBILLBOARD\n +MOVEWITHSECTOR\n +DONTSPLASH\n Speed 5\n States\n {\n Spawn:\n Spray:\n SMOK B 2 A_SpawnItemEx(\"RocketTrailBig\",0,0,0,0,0,0)\n Loop\n\tDeath:\n\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\tTNT1 A 0 A_SetScale(scalex+0.03,scaley+0.03)\n\tSMOK B 2 A_FadeOut(0.05)\n\tLoop\n }\n}\n\nACTOR RocketTrailBigger\n{\n Radius 1\n Height 2\n Scale 1.4\n Speed 1\n VSpeed 5\n Mass 1\n Damage 0\n +NOCLIP\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n Alpha 0.95\n RenderStyle Add\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex+0.1,scaley+0.1)\n SMOK BCDEFGHIJKLMNOPQ 4 Bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR RocketTrailBig\n{\n Radius 1\n Height 2\n Scale 0.7\n Speed 1\n VSpeed 5\n Mass 1\n Damage 0\n +NOCLIP\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n Alpha 0.95\n RenderStyle Add\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex+0.1,scaley+0.1)\n SMOK BCDEFGHIJKLMNOPQ 2 Bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR RocketFired\n{\n Radius 5\n Height 7\n Speed 55\n Damage 128\n Scale 1\n +ROCKETTRAIL\n +EXTREMEDEATH\n Projectile\n DeathSound \"grenade/explode\"\n Obituary \"%o was turned into a fine paste by %k's rocket launcher.\"\n States\n {\n Spawn:\n MIS3 A 1 BRIGHT A_CustomMissile(\"RocketTrail2\",0)\n Loop\n Death:\n TNT1 A 0 Radius_Quake(4,60,0,600,0)\n TNT1 A 0 A_Explode(300,400)\n EXPL A 0 Radius_Quake (4, 15, 0, 20, 0)//(intensity, duration, damrad, tremrad, tid)\n\tTNT1 A 0 A_SetScale(random(1.2,1.5))\n\tTNT1 A 0 A_PlaySound(\"grenade/explode\",0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigExplosionFXBig\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBig2\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX2\",16)\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX3\",16)\n DB27 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_FadeOut(0.01)\n Stop\n Stop\n }\n}\n\nACTOR RocketFiredHoming : RocketFired\n{\n +SEEKERMISSILE\n Obituary \"%o was locked into and blown up by %k's rocket launcher.\"\n Speed 37\n States\n {\n Spawn:\n TNT1 A 0 A_SeekerMissile(17,21,SMF_LOOK)\n MIS2 A 1 BRIGHT A_CustomMissile(\"RocketTrail2\",0)\n Loop\n Death:\n TNT1 A 0 Radius_Quake(4,60,0,600,0)\n TNT1 A 0 A_Explode(300,400)\n EXPL A 0 Radius_Quake (4, 15, 0, 20, 0)//(intensity, duration, damrad, tremrad, tid)\n\tTNT1 A 0 A_SetScale(random(1.2,1.5))\n\tTNT1 A 0 A_PlaySound(\"grenade/explode\",0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigExplosionFXBig\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBig2\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX2\",16)\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX3\",16)\n DB27 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_FadeOut(0.01)\n Stop\n Stop\n }\n}\n\nACTOR RocketTrail2\n{\n Radius 1\n Height 2\n Scale 1.2\n Speed 1\n VSpeed 5\n Mass 1\n Damage 0\n +NOCLIP\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n RenderStyle Add\n Alpha 0.95\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex+0.1,scaley+0.1)\n SMOK BCDEFGHIJKLMNOPQ 2 Bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR RocketTrail3\n{\n Radius 1\n Height 2\n Scale 0.5\n Speed 1\n VSpeed 5\n Mass 1\n Damage 0\n +NOCLIP\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n Alpha 0.95\n RenderStyle Add\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0 A_SetScale(scalex+0.1,scaley+0.1)\n SMOK BCDEFGHIJKLMNOPQ 2 Bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR RocketTrail4\n{\n Radius 1\n Height 2\n Scale 0.2\n Speed 1\n VSpeed 5\n Mass 1\n Damage 0\n +NOCLIP\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n -EXPLODEONWATER\n Alpha 0.65\n RenderStyle Add\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n SMOK BCDEFGHIJKLMNOPQ 2 Bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR RocketLauncherNew: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 6\nWeapon.AmmoType2 \"RocketAmmo\"\nWeapon.AmmoType1 \"RocketLaunchAmmo\"\nInventory.PickupSound \"rocket/pickup\"\nWeapon.UpSound \"rocket/pickup\"\nGame Doom\nObituary \"%o was turned inside-out by %k's grenade launcher.\"\nInventory.PickupMessage \"You got the UAC High Explosive Rocket Launcher!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 1.1\nTag \"UAC High Explosive Rocket Launcher\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.8\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tLAUN A -1\n\tStop\n\n\tReady:\n\tMISG A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tMISG A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tMISG A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tMISG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"RocketLaunchAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"rocket/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"RocketFired\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tMISF ABC 1 BRIGHT\n\tMISF CE 1\n\tMISG BCDEF 1\n\tMISG A 3\n\tGoto ActuallyReady\n\n\tAltFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"RocketLaunchAmmo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"rocket/fire\",0,2)\n\tTNT1 A 0 A_TakeInventory(\"RocketLaunchAmmo\",1)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"RocketFiredHoming\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tMISF AB 1 BRIGHT\n\tMISF CE 1\n\tMISG BCDEF 2\n\tMISG A 12\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"RocketAmmo\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"RocketLaunchAmmo\",6,\"ActuallyReady\")\n MISR ABCDE 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"rocket/unload\",0,3)\n\tMISR EFGHIJJ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tMISR KLM 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t//PLSR A 0 A_PlaySound(\"rocket/load\",0,3)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n MISR NOPQR 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"rocket/dump\",0,3)\n\tMISG DEF 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"RocketLaunchAmmo\",6,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"RocketLaunchAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketAmmo\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR RocketLaunchAmmo : Ammo\n{\n\tInventory.Amount 6\n\tInventory.MaxAmount 6\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 6\n\tInventory.Icon \"ROCKA0\"\n\t+IGNORESKILL\n}\n\nACTOR RocketLauncher2: Weapon {\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\nWeapon.AmmoGive2 6\nWeapon.AmmoType2 \"RocketAmmo\"\nWeapon.AmmoType1 \"RocketLaunch2Ammo\"\nInventory.PickupSound \"rocket/pickup\"\nWeapon.UpSound \"rocket/pickup\"\nGame Doom\nObituary \"%o was turned into a fine paste by %k's rocket launcher.\"\nInventory.PickupMessage \"You got the UAC 40mm Rocket Launcher!\"\nWeapon.BobRangeX 0.8\nWeapon.BobRangeY 1.1\nTag \"UAC 40mm Rocket Launcher\"\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 1.2\nScale 0.8\n+WEAPON.AMMO_OPTIONAL\nStates {\n Spawn:\n\tLAUN A -1\n\tStop\n\n\tReady:\n\tRLNG A 1\n\tGoto ActuallyReady\n\n\tSelect:\n\tRLNG A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tRLNG A 1 A_Lower\n\tLoop\n\n ActuallyReady:\n\tRLNG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tFire:\n\t\ttnt1 a 0 A_JumpifInventory(\"RocketLaunch2Ammo\",1,1)\n\t\tgoto reload\n TNT1 A 0 A_PlaySound(\"rocket/fire\",0,2)\n\tTNT1 A 0 A_AlertMonsters(0)\n\tTNT1 A 0 A_FireCustomMissile(\"RocketFired\",0,1)\n\tTNT1 A 0 A_SetPitch(pitch-3,SPF_INTERPOLATE)\n\tRLNF AB 1 BRIGHT\n\tRLNF CD 1\n\tRLNF EFGH 1\n\tRLNG A 3\n\tGoto ActuallyReady\n\n\tReload:\n\ttnt1 a 0 A_JumpifInventory(\"RocketAmmo\",1,1)\n\tgoto actuallyready\n\tRIFL B 0 A_JumpifInventory(\"RocketLaunch2Ammo\",6,\"ActuallyReady\")\n MIS2 ABCDE 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t//PLSR A 0 A_PlaySound(\"rocket/unload\",0,3)\n\tPLSR A 0 A_PlaySound(\"rifle/magout2\",0)\n\tPLSR A 0 A_PlaySound(\"mp5/magin\",0)\n\tPLSR A 0 A_PlaySound(\"smg/reloadout\",0,3)\n\tMIS2 EFGHIJJ 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto ReloadMagIn\n\tReloadMagIn:\n\tMIS2 KLM 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t//PLSR A 0 A_PlaySound(\"rocket/load\",0,3)\n\tGoto ReloadFinish\n\t\tReloadFinish:\n MIS2 N 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"rifle/magin2\",0)\n\tPLSR A 0 A_PlaySound(\"mp5/magout\",0)\n\tMIS2 OPQR 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tPLSR A 0 A_PlaySound(\"rocket/dump\",0,3)\n\tRLNG BCD 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tGoto InsertBoolets\n\tInsertBoolets:\n\tTNT1 A 0 A_JumpIfInventory(\"RocketLaunch2Ammo\",6,\"ActuallyReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,1)\n\tGoto ActuallyReady\n\tTNT1 A 0\n\tTNT1 A 0 A_Giveinventory(\"RocketLaunch2Ammo\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketAmmo\",1)\n\n\tGoto InsertBoolets\n\n }\n}\n\nACTOR RocketLaunch2Ammo : Ammo\n{\n\tInventory.Amount 6\n\tInventory.MaxAmount 6\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 6\n\tInventory.Icon \"ROCKA0\"\n\t+IGNORESKILL\n}\n\nACTOR ToxicWasteBarrel : ExplosiveBarrel Replaces ExplosiveBarrel\n{\n Health 20\n Radius 10\n Height 42\n Tag \"Toxic Waste Barrel\"\n Obituary \"%o exploded.\" // \"%o went boom.\"\n +RANDOMIZE\n States\n {\n Spawn:\n BAR1 ABCDEFGHIJLKM random(2,3)\n Loop\n Death:\n BEXP A 5\n BEXP B 5\n BEXP C 5 Bright\n BEXP D 6 Bright\n BEXP E 7 Bright A_SetScale(random(1.2,1.1))\n\tTNT1 A 0 A_Explode(500,250,XF_HURTSOURCE,true,60)\n\tTNT1 A 0 A_PlaySound(\"barrel/explode\",5,20.0,false,ATTN_NONE )\n\tTNT1 A 0 Radius_Quake(5,60,0,26,0)\n\tTNT1 A 0 A_SetScale(random(1.9,2.1))\n\tTNT1 A 0 A_CheckSight(\"DontRenderTooMany\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SmokeTrailEvenBigger\",0,0,8,random(0,19),0,random(0,19),random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SmokeTrailLarge\",0,0,8,random(0,12),0,random(0,12),random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SmokeTrail\",0,0,8,random(0,12),0,random(0,12),random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBig\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBigger\",16,0,random(0,360),0,random(-20,360))\n\tTNT1 AAAAAAAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBiggerLonger\",16,0,random(0,360),0,random(-20,360))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBig2\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX2\",16)\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX3Big\",16)\n EXP1 ABCDEFGHIJKLMN 2 BRIGHT A_SetScale(scalex-random(0.05,0.2),scaley-random(0.05,0.2))\n TNT1 A 1050 Bright A_BarrelDestroy\n TNT1 A 5 A_Respawn\n Wait\n\n\tDontRenderTooMany:\n\tTNT1 AA 0 A_SpawnItemEx(\"SmokeTrailEvenBigger\",0,0,8,random(0,19),0,random(0,19),random(0,360))\n\tTNT1 AAA 0 A_SpawnItemEx(\"SmokeTrailLarge\",0,0,8,random(0,12),0,random(0,12),random(0,360))\n\tTNT1 AAA 0 A_SpawnItemEx(\"SmokeTrail\",0,0,8,random(0,12),0,random(0,12),random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"BigExplosionFXBig\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 AAA 0 A_CustomMissile(\"BigExplosionFXBigger\",16,0,random(0,360),0,random(-20,360))\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFXBiggerLonger\",16,0,random(0,360),0,random(-20,360))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"BigExplosionFXBig2\",16,0,random(0,360),0,random(-20,90))\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX2\",16)\n\tTNT1 A 0 A_CustomMissile(\"BigExplosionFX3Big\",16)\n EXP1 ABCDEFGHIJKLMN 2 BRIGHT A_SetScale(scalex-random(0.05,0.2),scaley-random(0.05,0.2))\n TNT1 A 1050 Bright A_BarrelDestroy\n TNT1 A 5 A_Respawn\n Wait\n }\n}"
}
]
},
"maps": []
}