Counts

endoom0
graphics0
lumps4155
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "sha1": "f6d6fe5ffe6e5cf53fc112da126244b7f27ddaf2",
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      "terrorista-jhonson-spawner_julio_2018.pk3"
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      "filename": null,
      "added": "2018-07-18 13:12:00",
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      "name": null,
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    "added": "2018-07-18 13:12:00",
    "file": {
      "type": "PK3",
      "size": 11027111,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/f6d6fe5ffe6e5cf53fc112da126244b7f27ddaf2/f6d6fe5ffe6e5cf53fc112da126244b7f27ddaf2.pk3.gz",
      "corrupt": false
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    "content": {
      "counts": {
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    "text_files": [
      {
        "source": "pk3",
        "name": "Credits.txt",
        "contents": "The monsters belongs to:\nZombieMonsters.txt = 00_Zombie_00\nRapelucardMonsters.txt = Chirolita Jhonson\nSkulltagMonsters.txt = Whoelse made them\nOtherMonsters.txt = Respective credits can be found as a disclaimer at the end of each monster decorate\n\nThe mod was made by:\nIntellectual author = TerroristA\n.pk3 making = Chirolita Jhonson\nResources scavenger = TerroristA"
      },
      {
        "source": "pk3",
        "name": "actors/ZombieMonsters.txt",
        "contents": "ACTOR Cryocubus\n{\n  Health 600\n  Radius 48\n  Height 64\n  Mass 1000\n  Speed 8\n  PainChance 80\n  Monster\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  +FLOORCLIP\n  +BOSSDEATH\n  SeeSound \"fatso/sight\"\n  PainSound \"fatso/pain\"\n  DeathSound \"fatso/death\"\n  ActiveSound \"fatso/active\"\n  Obituary \"%o was frozen by the Cryocubus.\"\n  var int user_isfiring;\n  States\n  {\n  Spawn:\n    HIEL AB 15 A_Look\n    Loop\n  See:\n    HIEL AABBCCDDEEFF 4 A_Chase\n    Loop\n  Missile:\n\tHIEL G 0 A_SetUserVar(\"user_isfiring\",0)\n    HIEL G 20  A_FatRaise\n\tHIEL G 0  A_JumpIfCloser(450,\"MissileAlt\")\n\tHIEL G 0   A_JumpIf(user_isfiring == 0,1)\n\tGoto See\n\tHIEL G 0  A_CustomMissile(\"FatsoIce\",20,-28,0,1)\n    HIEL H 3  Bright A_CustomMissile(\"FatsoIce\",20,28,0,1)\n\tHIEL I  3  A_FaceTarget\n\tHIEL G 0  A_CustomMissile(\"FatsoIce\",20,-24,0,1)\n    HIEL H 3  Bright A_CustomMissile(\"FatsoIce\",20,24,0,1)\n\tHIEL I  3  A_FaceTarget\n\tHIEL G 0  A_CustomMissile(\"FatsoIce\",20,-24,0,1)\n    HIEL H 3  Bright A_CustomMissile(\"FatsoIce\",20,24,0,1)\n\tHIEL I  3  A_SetUserVar(\"user_isfiring\",0)\n\tGoto See\n  MissileAlt:\n\tHIEL G 0   A_SetUserVar(\"user_isfiring\",1)\n\tHIEL G 0  A_CustomMissile(\"LanzaHielo2\",20,-24,0,1)\n    HIEL H 2  A_CustomMissile(\"LanzaHielo2\",20,24,0,1)\n    HIEL H 2  A_SpidRefire\n    Goto Missile+2\n  Pain:\n    HIEL J 3  A_SetUserVar(\"user_isfiring\",0)\n    HIEL J 3  A_Pain\n    Goto See\n  Death:\n    HIEL K 6\n    HIEL L 6 A_Scream\n    HIEL M 6 A_NoBlocking\n    HIEL NOP 6\n    HIEL P -1 A_BossDeath\n    Stop\n  Raise:\n    HIEL R 5\n    HIEL QPONMLK 5\n    Goto See\n  }\n}\n\nACTOR LanzaHielo2\n{\n  Radius 8\n  Height 8\n  Damage 1\n  Speed 35\n  Projectile\n  RenderStyle Translucent\n  Alpha 0.5\n  +RIPPER\n  +BLOODLESSIMPACT\n  +RANDOMIZE\n  DamageType Ice\n  SeeSound \"hielo/llama\"\n  Obituary \"%o was frozen by the Cryocubus.\"\n  States\n  {\n  Spawn:\n\tHUMO A 0\n\tHUMO ABCDEFGHIJKLMNOPQ 1\n\tStop\n  Death:\n\tStop\n  }\n}\nACTOR FatsoIce : FatShot\n{\n\tDamage 3\n\tSpeed 25\n\tTranslation \"168:223=192:207\", \"208:239=192:195\"\n\tRenderStyle Normal\n\tDamageType Ice\n\tStates\n\t{\n\tSpawn:\n\t\tMANF AB 4 Bright\n\t\tLoop\n\tXDeath:\n\t\tMISL B 0 A_SpawnItemEx(\"FatsoIceEffect\")\n\t\tMISL B 0 A_SpawnItemEx(\"FreezeDebuff\")\n\t\tMISL B 0 A_FreezeDeathChunks\n\t\tStop\n\tDeath:\n\t\tMISL B 0 A_SpawnItemEx(\"FatsoIceEffect\")\n\t\tMISL B 0 A_FreezeDeathChunks\n\t\tMISL B 0\n\t\tStop\n\t}\n}\nACTOR FatsoIceEffect\n{\n\t+NOINTERACTION\n\tRenderStyle Normal\n\tTranslation \"168:223=192:207\", \"208:239=192:195\"\n\tStates\n\t{\n\tSpawn:\n\t\tMISL B 8 Bright\n\t\tMISL C 6\n\t\tMISL D 4\n\t\tStop\n\t}\n}\n\nActor PowerSlowSpeed : PowerSpeed\n{\npowerup.duration -1\nspeed 0.0\n}\nACTOR FreezeDebuff : PowerupGiver\n{\n\tpowerup.type SlowSpeed\n\tRenderStyle None\n\tInventory.PickupMessage \"\"\n\t+INVENTORY.QUIET\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 5\n\t\tStop\n\t}\n}\nACTOR Rclavis 17002\n{\n  Health 1000\n  Radius 20\n  Height 56\n  Mass 500\n  Speed 10\n  PainChance 10\n  Monster\n  MeleeThreshold 196\n  +NOTARGET\n  +MISSILEMORE\n  +FLOORCLIP\n  +ALWAYSFAST\n  SeeSound \"skeleton/sight\"\n  PainSound \"skeleton/pain\"\n  DeathSound \"skeleton/death\"\n  ActiveSound \"skeleton/active\"\n  MeleeSound \"skeleton/melee\"\n  HitObituary \"%o was punched by a rclavis.\"\n  States\n  {\n  Spawn:\n  ROJO AB 10 Bright A_Look\n    Loop\n  See:\n    ROJO AABBCCDDEEFF 2 Bright A_Chase (\"Melee\", 0, CHF_RESURRECT)\n    Loop\n  Melee:\n    ROJO G 1 Bright A_FaceTarget\n    ROJO G 6 Bright A_SkelWhoosh\n    ROJO H 0 Bright A_FaceTarget\n   ROJO H 2 Bright A_Recoil(-3)\n    ROJO H 0 Bright A_FaceTarget\n   ROJO H 2 Bright A_Recoil(-4)\n    ROJO H 0 Bright A_FaceTarget\n   ROJO H 2 Bright A_Recoil(-4 )\n    ROJO I 6 Bright A_SkelFist\n    Goto See\n\tHeal:\n    ROJO \"GHI\" 10 Bright\n    Goto See\n  Pain:\n    ROJO L 5 Bright\n    ROJO L 5 Bright A_Pain\n    Goto See\n  Death:\n    ROJO LM 7 Bright\n    ROJO N 7 Bright A_Scream\n    ROJO O 7 Bright A_NoBlocking\n    ROJO P 7 Bright\n    ROJO Q 7 Bright\n\tROJO R -1 Bright\n    Stop\n  Raise:\n    ROJO Q 5 Bright\n    ROJO PONML 5 Bright\n    Goto See\n  }\n}\n\nACTOR Bulltubus 16555\n{\n  Health 600\n  Radius 48\n  Height 64\n  Mass 1000\n  Speed 8\n  PainChance 80\n  Monster\n  +FLOORCLIP\n  +BOSSDEATH\n  SeeSound \"fatso/sight\"\n  PainSound \"fatso/pain\"\n  DeathSound \"fatso/death\"\n  ActiveSound \"fatso/active\"\n  Obituary \"$OB_FATSO\"\n  States\n  {\n  Spawn:\n    FOFO AB 15 A_Look\n    Loop\n  See:\n    FOFO AABBCCDDEEFF 4 A_Chase\n    Loop\n  Missile:\n    FOFO G 20  A_FatRaise\n    FOFO G 4 Bright A_SPosAttack\n\tFOFO I 5 Bright A_SPosAttack\n    FOFO H 4 Bright A_SPosAttack\n\tFOFO I 5 Bright A_SPosAttack\n    FOFO H 1 Bright A_SpidRefire\n    Goto Missile+1\n  Pain:\n    FOFO J 3\n    FOFO J 3 A_Pain\n    Goto See\n  Death:\n    FOFO K 6\n    FOFO L 6 A_Scream\n    FOFO M 6 A_NoBlocking\n    FOFO NOPQRS 6\n    FOFO T -1 A_BossDeath\n    Stop\n  Raise:\n    FOFO R 5\n    FOFO QPONMLK 5\n    Goto See\n  }\n}\nACTOR MeleeRevenant 17001\n{\n  Health 300\n  Radius 20\n  Height 56\n  Mass 500\n  Speed 10\n  PainChance 100\n  Monster\n  MeleeThreshold 196\n  +MISSILEMORE\n  +FLOORCLIP\n  +ALWAYSFAST\n  SeeSound \"skeleton/sight\"\n  PainSound \"skeleton/pain\"\n  DeathSound \"skeleton/death\"\n  ActiveSound \"skeleton/active\"\n  MeleeSound \"skeleton/melee\"\n  HitObituary \"$OB_UNDEADHIT\" // \"%o was punched by a revenant.\"\n  States\n  {\n  Spawn:\n    ZKEL AB 10 A_Look\n    Loop\n  See:\n    ZKEL AABBCCDDEEFF 2 A_Chase\n    Loop\n  Melee:\n    ZKEL G 1 A_FaceTarget\n    ZKEL G 6 A_SkelWhoosh\n    ZKEL H 0 A_FaceTarget\n   ZKEL H 2 A_Recoil(-3)\n    ZKEL H 0 A_FaceTarget\n   ZKEL H 2 A_Recoil(-4)\n    ZKEL H 0 A_FaceTarget\n   ZKEL H 2 A_Recoil(-4 )\n    ZKEL I 6 A_SkelFist\n    Goto See\n  Pain:\n    ZKEL L 5\n    ZKEL L 5 A_Pain\n    Goto See\n  Death:\n    ZKEL LM 7\n    ZKEL N 7 A_Scream\n    ZKEL O 7 A_NoBlocking\n    ZKEL P 7\n    ZKEL Q -1\n    Stop\n  Raise:\n    ZKEL Q 5\n    ZKEL PONML 5\n    Goto See\n  }\n}\nACTOR Zyberdemon 17000\n{\n  Health 4000\n  Radius 40\n  Height 110\n  Mass 1000\n  Speed 16\n  PainChance 20\n  Monster\n  MinMissileChance 160\n  +BOSS\n  +MISSILEMORE\n  +FLOORCLIP\n  +NORADIUSDMG\n  +DONTMORPH\n  +BOSSDEATH\n  SeeSound \"cyber/sight\"\n  PainSound \"cyber/pain\"\n  DeathSound \"cyber/death\"\n  ActiveSound \"cyber/active\"\n  Obituary \"$OB_CYBORG\"\n  States\n  {\n  Spawn:\n    ZYBR AB 10 A_Look\n    Loop\n  See:\n    ZYBR A 3 A_Hoof\n    ZYBR ABBCC 3 A_Chase\n    ZYBR D 3 A_Metal\n    ZYBR D 3 A_Chase\n    Loop\n  Missile:\n    ZYBR E 6 A_FaceTarget\n    ZYBR E 4 Bright A_SPosAttack\n\tZYBR Z 5 Bright A_SPosAttack\n    ZYBR F 4 Bright A_SPosAttack\n\tZYBR Z 5 Bright A_SPosAttack\n    ZYBR F 1 Bright A_SpidRefire\n    Goto Missile+1\n  Pain:\n    ZYBR G 10 A_Pain\n    Goto See\n  Death:\n    ZYBR H 10\n    ZYBR I 10 A_Scream\n    ZYBR JKL 10\n    ZYBR M 10 A_NoBlocking\n    ZYBR NO 10\n    ZYBR P 30\n    ZYBR P -1 A_BossDeath\n    Stop\n  }\n}\n//Credits of all these monsters\n//Submitted: 00_Zombie_00\n//Decorate: 00_Zombie_00\n//GLDEFs: N/A\n//Sounds: id Software\n//Sprites: id Software"
      },
      {
        "source": "pk3",
        "name": "actors/Spawners.txt",
        "contents": "Actor Revenan : Revenant\n{\n}\nActor Lossoul : LostSoul\n{\n}\nActor Faso : Fatso\n{\n}\nActor SnowWolfy : WolfensteinSS\n{\n}\nActor Archvil : Archvile\n{\n}\nActor Ciberdemo : Cyberdemon\n{\n}\nActor Arachnia : Arachnotron\n{\n}\nActor Varonohel : BaronOfHell\n{\n}\nActor Jelnaight : HellKnight\n{\n}\nActor Zombiman : ZombieMan\n{\n}\nActor Chaingunia : Chaingunguy\n{\n}\nActor Panlemental : Painelemental\n{\n}\nActor Shogungu : Shotgunguy\n{\n}\nActor Matermin : SpiderMasterMind\n{\n}\nActor Pinka : Demon\n{\n}\nActor Caconio : Cacodemon\n{\n}\nActor Imputado : Doomimp\n{\n}\nactor WolfSpawn : RandomSpawner replaces WolfensteinSS\n{\nDropitem \"BolivarSS\",256,2\nDropItem \"SnowWolfy\",256,8\n}\nActor Impawner : Randomspawner replaces Doomimp\n{\nDropitem \"STDarkImp\",256,24\nDropitem \"Imputado\",256,75\nDropItem \"WolfMutant\",256,4\nDropitem \"DankImp\",256,32\n}\nActor Cacwner : Randomspawner replaces Cacodemon\n{\nDropItem \"CacolanternClone\",256,5\nDropItem \"EnhancedCacodemon\",256,5\nDropItem \"Caconio\",256,38\nDropItem \"FakeHitler\",256,2\nDropItem \"Cagodemon\",256,5\n}\nActor Demowner : RandomSpawner replaces Demon\n{\n//DropItem \"Bloodfiend\",256,2\nDropItem \"Pinka\",256,70\nDropitem \"XenoDemon\",256,7\nDropItem \"BloodDemonClone\",256,9\nDropItem \"WolfDog\",256,2\n}\nActor Masterspwaner : randomspawner replaces SpiderMasterMind\n{\nDropitem \"Demolisher\",256,2\nDropItem \"Matermin\",256,6\nDropItem \"MechaHitler\",256,1\nDropItem \"SpaiderMapstermind\",256,3\n}\nActor Shoguspanwer : randomspawner replaces Shotgunguy\n{\nDropitem \"shogungu\",256,60\n//Dropitem \"FemalePlasma\",256,1\nDropItem \"FemaleRail\",256,9\nDropItem \"SuperShotgunGuy\",256,9\nDropItem \"WolfOfficer\",256,2\nDropItem \"Laserguy\", 256,9\n}\nActor Painspawn : randomspawner replaces painelemental\n{\nDropitem \"Panlemental\",256,40\nDropitem \"Defiler\",256,6\nDropitem \"PlasmaElemental\",256,8\nDropItem \"AngelOfDeath\",256,1\nDropItem \"Pooelemental\",256,15\n}\nActor Hellpawn : Randomspawner replaces HellKnight\n{\nDropitem \"Afrit\",256,7\nDropitem \"Jelnaight\",256,18\nDropItem \"GrosseBros\",256,1\nDropItem \"Caballodelinfiernin\",256,4\n}\nActor Chainer : RandomSpawner replaces Chaingunguy\n{\nDropItem \"Chaingunguy2\",256,8\nDropitem \"Chaingunia\",256,70\nDropItem \"Minigunner\",256,7\nDropItem \"WolfSS\",256,1\nDropItem \"Chasingunner\",256,8\n//Dropitem \"GreyCultist\",256,1\n}\nActor Zombiner : Randomspawner replaces ZombieMan\n{\nDropItem \"Zombiman\",256,70\nDropItem \"ChainsawZombie\",256,9\nDropItem \"PlasmaZombie\",256,9\nDropItem \"WolfGuard\",256,2\nDropItem \"FireZombie\",256,9\n}\nActor Bawner : RandomSpawner replaces BaronOfHell\n{\nDropItem \"BruiserDemon\",256,4\nDropItem \"Varonohel\",256,40\nDropItem \"BelphegorClone\",256,4\nDropItem \"GrosseBros\",256,1\nDropItem \"BaronThor\",256,4\n}\nActor Arachnospaw : Randomspawner replaces Arachnotron\n{\nDropitem \"Arachnia\",256,30\nDropItem \"CgunSpider\",256,4\nDropItem \"RailArachnotron\",256,4\nDropItem \"BarnacleWilhelm\",256,1\nDropItem \"TransGrosse\",256,1\nDropItem \"Nidodearanas\",256,3\n}\n\nActor Revospawn : RandomSpawner replaces Revenant\n{\nDropitem \"Revenan\",256,32\nDropItem \"MeleeRevenant\",256,5\nDropitem \"BeamRevenant\",256,5\nDropItem \"OttoGiftmacher\",256,1\nDropItem \"Ubermutant\",256,1\nDropItem \"GrapplingSkeleton\",5\n}\nActor Lostapawn : RandomSpawner replaces LostSoul\n{\nDropItem \"Lossoul\",256,15\nDropItem \"FoundSoul\",256,15\nDropItem \"TiranicSoul\",256,10\nDropItem \"BolivarSoul\",256,10\nDropItem \"AllahuSoul\",256,1\n}\nActor Fatwner : Randomspawner replaces Fatso\n{\nDropItem \"Faso\",256,30\nDropItem \"Cryocubus\",256,3\nDropItem \"Bulltubus\",256,3\nDropItem \"HectebusClone\",256,3\nDropItem \"GeneralFettgesicht\",256,1\nDropItem \"ScaredMancubus\",256,3\n}\nActor Achupaw : Randomspawner replaces Archvile\n{\nDropitem \"Archvil\",256,35\nDropItem \"Rclavis\",256,5\nDropItem \"Diabolist\",256,5\nDropItem \"DoctorSchabbs\",256,1\nDropItem \"Frostivail\",256,5\n}\nActor Ciberspawn : RandomSpawner replaces Cyberdemon\n{\nDropItem \"Ciberdemo\",256,5\nDropItem \"Zyberdemon\",256,3\nDropItem \"WDeathKnight\",256,1\n//DropItem \"Cardinal\",256,1\n}\nActor GrosseBros : RandomSpawner replaces Cyberdemon\n{\nDropItem \"GretelGrosse\",256,1\nDropItem \"HansGrosse\",256,1\n}\n//Every green line is an idea we got to take down\n//Enemies like Cardinal still in the mod, but they aren't used for now"
      },
      {
        "source": "pk3",
        "name": "actors/OtherMonsters.txt",
        "contents": "actor CGunSpider 12456\n{\n  obituary \"%o was filled full of lead by an Arachnotron.\"\n  health 450\n  radius 64\n  height 64\n  mass 600\n  speed 12\n  painchance 128\n  seesound \"CGunSpider/Sight\"\n  painsound \"baby/pain\"\n  deathsound \"CGunSpider/Death\"\n  activesound \"baby/active\"\n  attacksound \"CGunSpider/Attack\"\n  dropitem \"ClipBox\" 64\n  decal \"bulletchip\"\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    CSPI AB 10 A_Look\n    loop\n  See:\n    CSPI A 20\n    CSPI A 3 A_BabyMetal\n    CSPI ABBCC 3 A_Chase\n    CSPI D 3 A_BabyMetal\n    CSPI DEEFF 3 A_Chase\n    goto See+1\n  Missile:\n    CSPI A 20 bright A_FaceTarget\n    CSPI G 4 bright A_CPosAttack\n    CSPI G 0 bright A_CPosAttack\n    CSPI H 4 bright\n    CSPI H 1 bright A_SpidRefire\n    goto Missile+1\n  Pain:\n    CSPI I 3\n    CSPI I 3 A_Pain\n    goto See+1\n  Death:\n    CSPI J 20 A_Scream\n    CSPI K 7 A_NoBlocking\n    CSPI LMNO 7\n    CSPI P -1 A_BossDeath\n    stop\n  Raise:\n    CSPI PONMLKJ 5\n    goto See+1\n  }\n}\n//ChaingunArachnotron Credits:\n//Decorate: Captain Toenail\n//Sounds: Croteam\n//GLDefs: Sandypaper (Brightmaps)\n//Sprites: Id software\n//Sprite edit: Captain Toenail\n//Idea base: Arachnids from Serious Sam\n\nACTOR RailArachnotron 3125\n{\n\t//$Category \"ZDoom Monster pack\"\n\tHealth 500\n\tRadius 64\n\tHeight 64\n\tMass 600\n\tSpeed 12\n\tPainChance 192\n\tDamage 30\n\tMonster\n\t+FLOORCLIP\n\tSeeSound \"baby/sight\"\n\tPainSound \"baby/pain\"\n\tDeathSound \"baby/death\"\n\tActiveSound \"baby/active\"\n\tObituary \"%o was railed by an arachnotron.\"\n\tDecal RedRailScorch\n\tStates\n\t{\n\tSpawn:\n\t\tRSPI AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tRSPI A 20\n\t\tRSPI A 3 A_BabyMetal\n\t\tRSPI ABBCC 3 A_Chase\n\t\tRSPI D 3 A_BabyMetal\n\t\tRSPI DEEFF 3 A_Chase\n\t\tGoto See+1\n\tMissile:\n\t\tRSPI A 0 A_PlaySound (\"baby/chargerailgun\")\n\t\tRSPI A 16 A_FaceTarget\n\t\tRSPI G 16 A_FaceTarget\n\t\tRSPI H 4 A_CustomRailgun (30, 0, AA0000, FF0000, 0, 1)\n\t\tRSPI G 8\n\t\tGoto See+1\n\tPain:\n\t\tRSPI I 3\n\t\tRSPI I 3 A_Pain\n\t\tGoto See+1\n\tDeath:\n\t\tRSPI J 20 A_Scream\n\t\tRSPI K 7 A_Fall\n\t\tRSPI LMNO 7\n\t\tRSPI P -1\n\t\tStop\n    Raise:\n\t\tRSPI P 5\n\t\tRSPI ONMLKJ 5\n\t\tGoto See+1\n\t}\n}\n//I have no idea where this one is from... but thanks to it's creator\nActor Diabloist : Archvile 30112\n{\n  Obituary \"%o got was set ablaze by a Diabloist.\"\n  Health 1400\n  Radius 20\n  Height 56\n  Mass 500\n  Speed 15\n  PainChance 10\n  BloodColor \"08 08 08\"\n  Monster\n  +FireResist\n  +FloorClip\n  +NoTarget\n  +NoRadiusDmg\n  +MissileMore\n  +Boss\n  +DontHurtSpecies\n  SeeSound \"Monster/diasit\"\n  PainSound \"Monster/diapai\"\n  DeathSound \"Monster/diadth\"\n  ActiveSound \"Monster/diaact\"\n  States\n  {\n  Spawn:\n    DIAB AB 10 A_Look\n    Loop\n  See:\n    DIAB AABBCCDDEEFF 2 A_Chase\n    Loop\n  Missile:\n    DIAB G 0 Bright A_Jump(128, \"Missile2\")\n    DIAB G 0 Bright A_FaceTarget\n    DIAB G 3 Bright A_FaceTarget\n    DIAB H 3 Bright A_FaceTarget\n    DIAB I 3 A_CustomMissile(\"DFire\", 32, 0, 0)\n    DIAB H 3 Bright A_FaceTarget\n    DIAB G 3 Bright A_FaceTarget\n    DIAB H 3 Bright A_FaceTarget\n    DIAB I 3 Bright A_FaceTarget\n    DIAB H 3 Bright A_FaceTarget\n    DIAB G 3 Bright A_FaceTarget\n    DIAB H 3 Bright A_FaceTarget\n    DIAB I 3 Bright A_FaceTarget\n    DIAB H 3 Bright A_FaceTarget\n    DIAB G 3 Bright A_FaceTarget\n    DIAB H 3 Bright A_FaceTarget\n    DIAB I 3 Bright A_FaceTarget\n    DIAB G 3 Bright A_FaceTarget\n    DIAB H 3 Bright A_FaceTarget\n    DIAB I 3 Bright A_FaceTarget\n    DIAB G 0 Bright A_Jump(128, \"Missile3\")\n    Goto See\n  Missile2:\n    DIAB N 5 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB P 5 Bright\n    DIAB P 0 Bright A_Jump(64, \"Missile3\")\n    DIAB P 0 Bright A_Jump(128, \"Missile4\")\n    Goto See\n  Missile3:\n    DIAB GHIJKLM 5 Bright A_FaceTarget\n    DIAB N 5 Bright A_FaceTarget\n    DIAB O 1 Bright A_Playsound (\"weapons/firbfi\")\n    DIAB O 4 Bright A_CustomMissile (\"DMissile\",32,0,0)\n    DIAB P 5 Bright\n    DIAB P 0 Bright A_Jump (128,1)\n    Goto See\n  Missile4:\n    DIA2 A 8 Bright A_FaceTarget\n    DIA2 B 8 Bright A_FaceTarget\n    DIA2 C 0 Bright A_CustomMissile (\"DTracer\",0,-40,0)\n    DIA2 C 8 Bright A_CustomMissile (\"DTracer\",0,40,0)\n    Goto See\n  Pain:\n    DIAB Q 5\n    DIAB Q 5 A_Pain\n    Goto See\n  Death:\n    DIAB Q 7\n    DIAB R 7 A_Scream\n    DIAB S 7 A_NoBlocking\n    DIAB TUVW 7\n    DIAB XY 5\n    DIAB Z -1\n    Stop\n  }\n}\n\nActor DFire\n{\n  Obituary \"%o got was set ablaze by a Diabloist.\"\n  Radius 0\n  Height 1\n  Speed 0\n  RenderStyle Add\n  DamageType Fire\n  ALPHA 1.00\n  +NoGravity\n  +SeekerMissile\n  +NoTarget\n  +NoDamageThrust\n  States\n  {\n  Spawn:\n    HLFR A 2 Bright A_StartFire\n    TNT1 A 0 Bright A_Explode(4, 32)\n    HLFR B 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(4, 32)\n    HLFR A 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(4, 32)\n    HLFR B 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(4, 32)\n    HLFR C 2 Bright A_FireCrackle\n    TNT1 A 0 Bright A_Explode(4, 32)\n    HLFR B 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR C 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR B 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR C 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR D 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR C 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR D 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR C 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR D 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR E 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR D 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR E 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(5, 32)\n    HLFR D 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(4, 32)\n    HLFR E 2 Bright A_FireCrackle\n    TNT1 A 0 Bright A_Explode(4, 32)\n    HLFR F 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(3, 32)\n    HLFR E 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(3, 32)\n    HLFR F 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(3, 32)\n    HLFR E 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(2, 32)\n    HLFR F 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(2, 32)\n    HLFR G 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(2, 32)\n    HLFR H 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(1, 32)\n    HLFR G 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(1, 32)\n    HLFR H 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(1, 32)\n    HLFR G 2 Bright A_Fire\n    TNT1 A 0 Bright A_Explode(1, 32)\n    HLFR H 2 Bright A_Fire\n    Stop\n  }\n}\n\nACTOR DFlare\n{\n  Radius 5\n  Height 5\n  Speed 25\n  Damage 4\n  SpawnID 252\n  RenderStyle Add\n  DamageType Fire\n  Alpha 0.85\n  Projectile\n  +ThruGhost\n  Obituary \"%o got was set ablaze by a Diabloist.\"\n  Seesound \"weapons/firmfi\"\n  DeathSound \"weapons/firex4\"\n  States\n  {\n  Spawn:\n    VBAL AB 3 Bright A_SpawnItemEx(\"MFlareFX\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Death:\n    CBAL CDEFG 3 Bright\n    Stop\n  }\n}\n\nActor DMissile : CFlameMissile\n{\n  +ThruGhost\n}\n\nActor DTracer\n{\n  Radius 5\n  Height 5\n  Speed 15\n  ReactionTime 175\n  Damage 10\n  DamageType Fire\n  RenderStyle Add\n  Alpha 0.67\n  Projectile\n  +SeekerMissile\n  +FloorHugger\n  +ThruGhost\n  -NoGravity\n  Obituary \"%o got was set ablaze by a Diabloist.\"\n  Seesound \"weapons/diasht\"\n  DeathSound \"weapons/firex3\"\n  States\n  {\n  Spawn:\n    TNT1 A 1 Bright A_SeekerMissile(10, 15)\n    TNT1 A 0 Bright A_Countdown\n    TNT1 A 0 Bright A_SpawnItemEx(\"DTracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Death:\n    FTRA K 4 Bright\n    FTRA L 4 Bright A_Explode(64, 64)\n    FTRA MNO 3 Bright\n    Stop\n  }\n}\n\nActor MFlareFX\n{\n  Radius 0\n  Height 1\n  Speed 0\n  Projectile\n  RenderStyle Add\n  Alpha 0.67\n  States\n  {\n  Spawn:\n    FDFX ABCDEF 4 Bright\n    Stop\n  }\n}\n\nActor DTracerPuff\n{\n  Radius 1\n  Height 1\n  Speed 0\n  RenderStyle Add\n  DamageType Fire\n  Alpha 0.67\n  Projectile\n  +FloorHugger\n  -NoGravity\n  States\n  {\n  Spawn:\n    FTRA ABCDEFGHIJ 3 Bright A_Explode(4, 8)\n    stop\n  }\n}\n\nActor DMissileTrail : CFlameFloor\n{\n  +ThruGhost\n}\n\nActor DMissileCircle : CircleFlame\n{\n +ThruGhost\n}\n//Credits of Diabolist\n//Submitted: Tormentor667\n//Decorate: Eriance\n//GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps)\n//Sounds: Id Software, Raven Software, Rogue Entertainment, Eriance\n//Sprites: Id Software, Raven Software\n//Sprite Edit: Eriance\n//Idea Base: Doom 2 Arch-Vile\n\nActor BruiserDemon 3333\n{\n  //$Category Monsters\n  Health 1500\n  Radius 24\n  Height 64\n  Mass 2000\n  Speed 8\n  PainChance 15\n  Monster\n  +Boss\n  +FloorClip\n  +LookAllAround\n  +MissileEvenMore\n  +NoRadiusDmg\n  MissileType BruiserBall\n  SeeSound \"superbaron/scream\"\n  PainSound \"superbaron/pain\"\n  DeathSound \"superbaron/death\"\n  ActiveSound \"superbaron/act\"\n  MeleeSound \"baron/melee\"\n  Obituary \"%o was slaughtered by a Bruiserdemon.\"\n  HitObituary \"%o was cremated by a Bruiserdemon.\"\n  MeleeDamage 20\n  Scale 1.25\n  States\n  {\n  Spawn:\n    BRUS AB 10 Bright A_Look\n    Loop\n  See:\n    BRUS AABBCCDD 3 Bright A_Chase\n    Loop\n  Melee:\n    BRUS E 6 Bright A_FaceTarget\n    BRUS F 6 Bright A_FaceTarget\n    BRUS G 6 Bright A_ComboAttack\n    Goto See\n  Missile:\n    BRUS E 0 Bright A_Jump(144, 8)\n    BRUS EF 6 Bright A_FaceTarget\n    BRUS G 6 Bright A_MissileAttack\n    BRUS G 0 Bright A_Jump(96, 1)\n    Goto See\n    BRUS HI 6 Bright A_FaceTarget\n    BRUS J 6 Bright A_MissileAttack\n    Goto See\n    BRUS E 0 Bright A_Jump(96, 20)\n    BRUS E 6 Bright A_FaceTarget\n    BRUS F 4 Bright A_FaceTarget\n    BRUS F 2 Bright A_Custommissile(\"BruiserBall2\",56,0,-40,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-30,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n    BRUS G 0 Bright A_Jump(96, 1)\n    Goto See\n    BRUS H 6 Bright A_FaceTarget\n    BRUS I 4 Bright A_FaceTarget\n    BRUS I 2 Bright A_Custommissile(\"BruiserBall2\",56,0,40,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,30,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n    Goto See\n    BRUS KL 6 Bright A_FaceTarget\n    BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-15,0)\n    BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,0,0)\n    BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,15,0)\n    Goto See\n  Pain:\n    BRUS N 5 Bright A_Pain\n     Goto See\n  Death:\n    BRUD A 6 Bright A_Scream\n    BRUD BCD 4 Bright\n    BRUD EFG 4 Bright\n    BRUD H 4 Bright A_Fall\n    BRUD IJKLMNOP 4 Bright\n    BRUD QRSTUV 4\n    BRUD W -1\n    Stop\n  }\n}\n\nActor BruiserBall\n{\n  Radius 16\n  Height 16\n  Speed 18\n  Damage 16\n  Projectile\n  +Randomize\n  RenderStyle \"ADD\"\n  Alpha 0.9\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  Decal Scorch\n  States\n  {\n  Spawn:\n    BRBA AABB 2 Bright A_SpawnItemEx(\"BruiserBallTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Death:\n    BRBA KLMNOPQRSTUVWX 3 Bright\n    Stop\n  }\n}\n\nActor BruiserBall2\n{\n  Radius 8\n  Height 8\n  Speed 10\n  Damage 8\n  Projectile\n  +Randomize\n  RenderStyle Add\n  Alpha 0.9\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  Decal BaronScorch\n  States\n  {\n  Spawn:\n    BRB2 AB 6 Bright\n    Loop\n  Death:\n    BRB2 CDEFGHI 3 Bright\n    Stop\n  }\n}\n\nActor BruiserFireSpawner\n{\n  Radius 8\n  Height 8\n  Speed 12\n  Damage 0\n  +Ripper\n  +FloorHugger\n  +BloodlessImpact\n  Projectile\n  MissileType BruiserFire\n  Missileheight 0\n  States\n  {\n  Spawn:\n    TNT1 A 3 Bright A_MissileAttack\n    TNT1 A 3\n    TNT1 A 3\n    Loop\n  Death:\n    TNT1 A 6\n    Stop\n  }\n}\n\nActor BruiserBallTrail\n{\n  Radius 1\n  Height 1\n  Speed 0\n  Projectile\n  RenderStyle Add\n  Alpha 0.70\n  +NoClip\n  States\n  {\n  Spawn:\n    BRBA CDEFGHIJ 4 Bright\n    Stop\n  }\n}\n\nActor BruiserFire\n{\n  Radius 1\n  Height 1\n  Speed 0\n  Damage 20\n  Projectile\n  RenderStyle Add\n  Alpha 0.9\n  +NoClip\n  +FloorHugger\n  SeeSound \"weapons/rocklx\"\n  States\n  {\n  Spawn:\n    XXBF AB 3 Bright\n    XXBF C 3 Bright A_Explode(48,128,0)\n    XXBF DEFGHIJKLMNOPQRST 3 Bright\n    Stop\n   }\n}\n\n//BruiserDemon crds\n//Submitted: Tormentor667\n//Decorate: Vader\n//GLDEFs: Ghastly Dragon, Keksdose, Sandypaper (Brightmaps)\n//Sounds: Id Software, Blizzard\n//Sprites: Id Software\n//Sprite Edit: Vader\n\nActor ChaingunGuy2 30124\n{\n  Obituary \"%o was ripped to bloody ribbons by a double-chaingunner.\"\n  Health 100\n  Radius 20\n  Height 56\n  Mass 100\n  Speed 8\n  PainChance 150\n  SeeSound \"chainguy/sight\"\n  AttackSound \"chainguy/attack\"\n  PainSound \"chainguy/pain\"\n  DeathSound \"chainguy/death\"\n  ActiveSound \"chainguy/active\"\n  DropItem \"Chaingun\" 256\n  Monster\n  +FloorClip\n  States\n  {\n  Spawn:\n    DPOS AB 10 A_Look\n    Loop\n  See:\n    DPOS AABBCCDD 3 A_Chase\n    Loop\n  Missile:\n    DPOS E 10 A_FaceTarget\n    DPOS F 0 Bright A_CPosAttack\n    DPOS F 4 Bright A_CPosAttack\n    DPOS E 0 Bright A_CPosAttack\n    DPOS E 4 Bright A_CPosAttack\n    DPOS F 1 A_CPosRefire\n    Goto Missile+1\n  Pain:\n    DPOS G 3\n    DPOS G 3 A_Pain\n    Goto See\n  Death:\n    DPOS H 5\n    DPOS I 5 A_Scream\n    DPOS J 5 A_NoBlocking\n    DPOS KLM 5\n    DPOS N -1\n    Stop\n  XDeath:\n    DPOS O 5\n    DPOS P 5 A_XScream\n    DPOS Q 5 A_NoBlocking\n    DPOS RS 5\n    DPOS T -1\n    Stop\n  Raise:\n    DPOS NMLKJIH 5\n    Goto See\n  }\n}\n\n//Doublechaingunner\n//Decorate: Eriance\n//GLDefs: Ghastly Dragon, Sandypaper (Brightmaps)\n//Sounds: Midway\n//Sprites: Id Software, Eriance\n//Sprite Edit: Eriance\n//Base Idea: Doom 2 Chaingunner\n\nACTOR Minigunner\n{\n\tSeeSound \"grunt/sight\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"gunrt/active\"\n\tAttackSound \"minigunner/fire\"\n\tDropItem \"Minigun\" //Skulltag\n\tDropItem \"Clip\"\n\tObituary \"%o was shredded by a minigun zombie.\"\n\tHealth 70\n\tSpeed 8\n\tPainChance 170\n\t+FLOORCLIP\n\tMass 100\n\tRadius 20\n\tHeight 56\n\tMonster\n\tStates\n\t{\n\t\tSpawn:\n\t\tMINZ AB 10 A_Look\n\t\tloop\n\t\tSee:\n\t\tMINZ AABBCCDD 3 A_Chase\n\t\tloop\n\t\tMissile:\n\t\tMINZ E 10 A_FaceTarget\n\t\tMINZ FE 2 Bright  A_CustomBulletAttack(30, 0, 1, random(1,4)*3, \"BulletPuff\", 0, CBAF_NORANDOM)\n\t\tMINZ E 0 A_CPosRefire\n\t\tGoto Missile+1\n\t\tPain:\n\t\tMINZ G 3\n\t\tMINZ G 3 A_Pain\n\t\tGoto See\n\t\tDeath:\n\t\tMINZ H 6\n\t\tMINZ I 6 A_Scream\n\t\tMINZ J 6 A_Fall\n\t\tMINZ KLM 6\n\t\tMINZ N -1\n\t\tStop\n\t\tXDeath:\n\t\tMINZ O 4\n\t\tMINZ P 4 A_XScream\n\t\tMINZ Q 4 A_Fall\n\t\tMINZ RSTUV 4\n\t\tMINZ W -1\n\t\tStop\n\t\tRaise:\n\t\tMINZ NMLKJIH 5\n\t\tGoto See\n\t}\n}\n\n//Submitted: TheMightyHeracross\n//Decorate: TheMightyHeracross\n//GLDefs: Graf Zhal (lights.pk3)\n//Sounds: Skulltag\n//Sprites: id Software, Skulltag\n//Sprite Edit: ItsNatureToDie\n//Idea Base: Minigunner's avatar, David G's sprites, lack of a minigunner on the Beastiary\nACTOR Cardinal 3120\n{\n   Health 4500\n   Speed 6\n   Radius 24\n   Height 112\n   PainChance 50\n   Mass 700\n   Meleedamage 10\n   SeeSound \"cyber/sight\"\n   PainSound \"brain/pain\"\n   DeathSound \"cyber/death\"\n   Missiletype \"Cardinal_Rocket\"\n   MissileHeight 72\n   MONSTER\n   +NORADIUSDMG\n   +NOGRAVITY\n   +FLOATBOB\n   +FLOAT\n   bloodcolor green\n   Obituary \"%o was blessed by the dark cardinal.\"\n   States\n   {\n   Spawn:\n      CARD AB 4 Bright A_Look\n      Loop\n   See:\n      CARD AABBAABBAABB 2 Bright A_Chase\n      loop\n   Missile:\n      CARD A 0 A_jump(10,6)\n      CARD A 0 A_jump(100,7)\n      CARD C 4 Bright A_FaceTarget\n      CARD D 5 Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n      CARD C 4 Bright A_FaceTarget\n      CARD D 5 Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n      Goto See\n      CARD C 4 Bright A_FaceTarget\n      CARD D 5 Bright A_CustomMissile(\"pain_gernade\", 72, -30, 0)\n      Goto See\n      CARD C 4 Bright A_FaceTarget\n      CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n      CARD C 4 Bright A_FaceTarget\n      CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n      CARD C 4 Bright A_FaceTarget\n      CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n      CARD C 4 Bright A_FaceTarget\n      CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n      CARD C 4 Bright A_FaceTarget\n      CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n      CARD C 4 Bright A_FaceTarget\n      CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n      Goto See\n   Pain:\n      CARD A 4 Bright\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,0,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,20,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,40,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,60,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,80,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,100,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,120,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,140,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,160,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,180,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,200,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,220,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,240,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,260,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,280,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,300,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n      CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,340,2,0)\n      Goto See\n   Death:\n      CARD E 8 Bright\n      CARD F 8 Bright A_Scream\n      CARD G 8 Bright A_NoBlocking\n      CARD H 8 Bright\n      CARD I 8 Bright A_Explode\n      CARD J 8 Bright\n      CARD K 8 Bright\n      CARD L 8 Bright\n      Stop\n   }\n}\n//====================\nACTOR Cardinal_Rocket\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 24\n\tProjectile\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tStates\n\t{\n\tSpawn:\n\t\tCROC AB 4 Bright\n\t\tLoop\n\tDeath:\n\t\tCROC C 8 Bright A_Explode\n\t\tCROC D 6 Bright\n\t\tCROC E 4 Bright\n\t\tStop\n\t}\n}\n//====================\nACTOR pain_gernade\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 5\n\tProjectile\n\t+DoomBounce\n\t-NoGravity\n\tscale .25\n\ttranslation \"168 : 191 = 112 : 127\"\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"caco/death\"\n\tStates\n\t{\n\tSpawn:\n\t\tHEAD A 2 Bright A_CustomMissile(\"faintGhost1\", 0, 0, 0)\n\t\tLoop\n\tDeath:\n\t\tHEAD GHIJ 8\n\t\tHEAD k 8 A_SpawnItem(\"Fire\", 0, 0)\n\t\tHEAD L -1\n\t\tStop\n\t}\n}\n//====================\nACTOR Fire\n{\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+NOGRAVITY\n\tRenderStyle Add\n        Alpha 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE ABCD 6 Bright\n\t\tFIRE E 6 Bright A_SpawnItem(\"paingasm\", 0, 0)\n\t\tFIRE FGH 6 Bright\n\t\tStop\n\t}\n}\n//====================\nactor paingasm 10004\n{\n\tGame Doom\n\tSpawnID 19\n\tHealth 500\n\tRadius 31\n\tHeight 56\n\tMass 400\n\tSpeed 25\n\tPainChance 128\n\tMonster\n\tbloodcolor blue\n\t+FLOAT +NOGRAVITY\n\tAttackSound \"imp/melee\"\n\tSeeSound \"caco/sight\"\n\tPainSound \"caco/pain\"\n\tDeathSound \"caco/death\"\n\tActiveSound \"caco/active\"\n\tObituary \"you were removed from life by a paingasm\"\n\tHitObituary \"your face got tore off by a paingasm\"\n\ttranslation \"168:191=112:127\"\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tHEAD A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHEAD A 3 A_Chase\n\t\tHEAD A 0 A_CustomMissile(\"faintGhost2\", 0, 0, 0)\n\t\tLoop\n\tMissile:\n\t\tHEAD B 5 A_FaceTarget\n\t\tHEAD C 5 A_FaceTarget\n\t\tHEAD D 5 BRIGHT A_CustomMissile(\"painball\", 24, 0, 0)\n\t\tGoto See\n\tMelee:\n\t\tHEAD B 4 A_FaceTarget\n\t\tHEAD C 4 A_FaceTarget\n\t\tHEAD D 4 A_FaceTarget\n\t\tHEAD C 4 A_SargAttack\n\t\tHEAD B 4 A_FaceTarget\n\t\tHEAD a 4 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tHEAD E 3\n\t\tHEAD E 3 A_Pain\n\t\tHEAD F 6\n\t\tGoto See\n\tDeath:\n\t\tHEAD G 8\n\t\tHEAD H 8 A_Scream\n\t\tHEAD I 8\n\t\tHEAD J 8\n\t\tHEAD K 8 A_NoBlocking\n\t\tHEAD L -1 A_SetFloorClip\n\t\tStop\n\t}\n}\n//====================\nACTOR faintGhost1\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tMass 100\n\ttranslation \"168 : 191 = 112 : 127\"\n\tRenderStyle Translucent\n\tAlpha 0.9\n\tPROJECTILE\n\tscale .25\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tHEAD A 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR faintGhost2 : faintGhost1\n{\n\tscale 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tHEAD A 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR faintGhost3 : faintGhost1\n{\n\tscale 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tCARD AB 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR painball : BaronBall\n{\ntranslation \"112 : 127 = 192 : 207\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL7 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL7 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n//====================\nactor DeathBall : BaronBall\n{\n  Damage 1\n  +SEEKERMISSILE\n  scale .8\n  States\n  {\n  Spawn:\n    BAL7 A 4 BRIGHT A_Tracer\n    BAL7 A 0 BRIGHT A_SpawnItem(\"BallTail\", 0, 0)\n    BAL7 B 4 BRIGHT A_Tracer\n    BAL7 A 0 BRIGHT A_SpawnItem(\"BallTail\", 0, 0)\n    Loop\n  Death:\n    BAL7 CDE 6 BRIGHT\n    Stop\n  }\n}\n//====================\nACTOR BallTail : faintGhost1\n{\n\tscale .6\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t BAL7 AB 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR CardinalPlasma\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 16\n\tProjectile\n\t+FLOATBOB\n\tSeeSound \"imp/attack\"\n\tDeathSound \"\"\n\tscale 1.0\n\tStates\n\t{\n\tSpawn:\n\t CRTA J 1 Bright A_SpawnItem(\"plasmaTail\", 0, 0)\n\t Loop\n\tDeath:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t CRTA J 2 A_fadeout(0.05)\n\t\tStop\n\t}\n}\n//====================\nACTOR plasmaTail\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tMass 100\n\t+FLOATBOB\n\tPROJECTILE\n\tscale .25\n\tscale 1.0\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t CRTA IHGFEDCBABCDEFGHIJ 2 BRIGHT A_fadeout(0.05)\n\tloop\n\t}\n}\n\n// based on the Afrit by Nanami\n// base sprites by Jimmy91 and Nanami\n// decorate and sprite edit by zarrion the insect\n//=================================================\nActor Afrit\n{\n  Health 800\n  Speed 6\n  Radius 24\n  Height 72\n  PainChance 50\n  Mass 500\n  SeeSound \"Baron/Sight\"\n  PainSound \"Baron/Pain\"\n  DeathSound \"Baron/Death\"\n  ActiveSound \"Baron/Active\"\n  Monster\n  +NoGravity\n  +NoBlood\n  +Float\n  +DontHurtSpecies\n  Obituary \"%o was scorched by an Afrit\"\n  HitObituary \"%o found the Afrit too hot to handle.\"\n  Damagefactor \"HellFire\", 0.0\n  States\n  {\n  Spawn:\n    FRIT A 0\n    FRIT A 0 A_CustomMissile(\"OrbitComet\", 44, 0, 0, 2, 0)\n    FRIT A 0 A_CustomMissile(\"OrbitComet2\", 44, 0, 180, 2, 0)\n    FRIT AABB 4 Bright A_Look\n    Goto Spawn+3\n  Idle:\n    FRIT ABCD 4 Bright A_Look\n    Loop\n  See:\n    FRIT AABBCCDD 2 Bright A_Chase\n    Loop\n  Melee:\n    TNT1 A 0 A_Jump(64, \"Melee2\")\n    FRIT ST 6 Bright A_FaceTarget\n    FRIT U 6 Bright A_CustomComboAttack(\"AfritBall\", 44, 10, \"Baron/Melee\")\n    Goto See\n  Melee2:\n    FRIT E 6 Bright A_FaceTarget\n    FRIT F 6 Bright A_CustomMissile(\"HellFire\", 44)\n    FRIT G 6 Bright A_FaceTarget\n    Goto See\n  Missile:\n    TNT1 A 0 A_Jump(64, \"Missile3\")\n    TNT1 A 0 A_Jump(128, \"Missile2\")\n    FRIT ST 6 Bright A_FaceTarget\n    FRIT U 6 Bright A_CustomComboAttack(\"AfritBall\", 44, 10, \"Baron/Melee\")\n    Goto See\n  Missile2:\n    FRIT EF 6 Bright A_FaceTarget\n    FRIT G 6 Bright A_CustomMissile(\"Comet\", 44)\n    Goto See\n  Missile3:\n    FRIT E 6 Bright A_FaceTarget\n    FRIT F 6 Bright A_CustomMissile(\"Hellfire\", 44)\n    FRIT G 6 Bright A_FaceTarget\n    Goto See\n  Pain:\n    FRIT H 4 Bright\n    FRIT H 4 Bright A_Pain\n    Goto See\n  Death:\n    TNT1 A 0 A_NoGravity\n    FRIT I 6 Bright A_Scream\n    FRIT J 5 Bright A_NoBlocking\n    FRIT KLMNOPQR 4 Bright\n    Stop\n  }\n}\n\nActor AfritBall\n{\n  Radius 6\n  Height 8\n  Speed 15\n  Damage 8\n  Projectile\n  RenderStyle Add\n  Alpha 0.8\n  SeeSound \"Imp/Attack\"\n  DeathSound \"Imp/ShotX\"\n  Decal BaronScorch\n  States\n  {\n  Spawn:\n    FRTM AB 5 Bright\n    Loop\n  Death:\n    FRTM CDE 6 Bright\n    Stop\n  }\n}\n\nActor Comet\n{\n  Radius 6\n  Height 8\n  Speed 10\n  Damage 5\n  SpawnID 250\n  Scale 0.55\n  Projectile\n  SeeSound \"Afrit/CometFire\"\n  DeathSound \"Afrit/CometHit\"\n  Decal Scorch\n  States\n  {\n  Spawn:\n    COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"CometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Death:\n    COMT D 3 Bright A_SpawnItemEx(\"CometDeathGlow\", 0, 0, 0, 0, 0, 0, 0, 128)\n    COMT E 3 Bright A_Explode(80, 80, 0)\n    TNT1 A 0 A_SpawnItemEx(\"CometDeath\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Stop\n  }\n}\n\nActor CometTail\n{\n  Projectile\n  +NoClip\n  RenderStyle Add\n  Alpha 0.4\n  States\n  {\n  Spawn:\n    FRTB ABCDEFGHI 1 Bright\n    Stop\n  }\n}\n\nActor CometDeathGlow : CometTail\n{\n  Scale 2.0\n  Alpha 0.6\n  States\n  {\n  Spawn:\n    FRTB ABCDEFGHI 3 Bright\n    Stop\n  }\n}\n\nActor CometDeath\n{\n  Projectile\n  RenderStyle Add\n  +NoClip\n  Alpha 0.7\n  States\n  {\n  Spawn:\n    COMT FGHI 3 Bright\n    Stop\n  }\n}\n\nActor OrbitComet : Comet\n{\n  SeeSound \"\"\n  +NoClip\n  Scale 0.28\n  Speed 5\n  States\n  {\n  Spawn:\n    COMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 A_CustomMissile(\"OrbitComet\", 0, 0, 75)\n    TNT1 A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Stop\n  }\n}\n\nActor OrbitComet2 : OrbitComet\n{\n  States\n  {\n  Spawn:\n    COMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 A_CustomMissile(\"OrbitComet2\", 0, 0, -75)\n    TNT1 A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Stop\n  }\n}\n\nActor OrbitCometTail : CometTail\n{\n  Scale 0.5\n}\n\nActor HellFire\n{\n  +NoBlockMap\n  +Painless\n  +BloodlessImpact\n  +Missile\n  +DropOff\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Loop\n  Death:\n    TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 0, -180)\n    TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 16, -175)\n    TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 32, -170)\n    TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, -16, -185)\n    TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, -32, -190)\n    TNT1 A 10 Bright A_PlaySound(\"Afrit/Hellfire\")\n    Stop\n  }\n}\n\nActor HellFire1\n{\n  +Ripper\n  +NoExplodeFloor\n  +Painless\n  +BloodlessImpact\n  +Missile\n  +DropOff\n  Speed 2\n  States\n  {\n  Spawn:\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n     Stop\n  }\n}\n\nActor HellFire2\n{\n  +Ripper\n  +NoExplodeFloor\n  +BloodlessImpact\n  +DropOff\n  +Randomize\n  Scale 1.5\n  Speed 1\n  RenderStyle Add\n  Alpha 0.67\n  Damagetype \"HellFire\"\n  Obituary \"%o was scorched by an Afrit\"\n  States\n  {\n  Spawn:\n    TNT1 A 8\n    FRTF A 3 Bright\n    FRTF BC 3 Bright A_Explode(3, 64)\n    TNT1 A 0 A_Explode(3, 64)\n    TNT1 A 0 A_Jump(191, 4)\n    TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, 24, 0)\n    TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n    TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, -24, 0)\n    FRTF DEFGHIJKLMNO 3 Bright\n    Stop\n  }\n}\n//Submitted: Tormentor667\n//Decorate: Nanami, Ghastly_dragon\n//GLDEFs: Keksdose, Herculine (Brightmaps)\n//Sounds: Id Software\n//Sprites: Id Software\n//Sprite Edit: Espi, Ebola\n//=============================\nActor Cybruiser : BaronOfHell 30128\n{\n  Health 2000\n  Radius 24\n  Height 64\n  Mass 1000\n  Speed 8\n  PainChance 20\n  Monster\n  MeleeDamage 10\n  Obituary \"%o was blown away by a Cybruiser.\"\n  HitObituary \"%o was smashed by a Cybruiser.\"\n  +FloorClip\n  +MissileMore\n  +Boss\n  +DontHurtSpecies\n  SeeSound \"monster/brusit\"\n  PainSound \"baron/pain\"\n  DeathSound \"monster/brudth\"\n  MeleeSound \"baron/melee\"\n  States\n  {\n  Spawn:\n    BR3S AB 10 A_Look\n    Loop\n  See:\n    BR3S A 1 A_Playsound(\"monster/bruwlk\")\n    BR3S A 2 A_Chase\n    BR3S A 3 A_Chase\n    BR3S BB 3 A_Chase\n    BR3S C 1 A_Playsound(\"monster/bruwlk\")\n    BR3S C 2 A_Chase\n    BR3S C 3 A_Chase\n    BR3S DD 3 A_Chase\n    Loop\n  Missile:\n    BR3S E 8 A_FaceTarget\n    BR3S F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n    BR3S E 12 A_FaceTarget\n    BR3S F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n    BR3S E 12 A_FaceTarget\n    BR3S F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n    Goto See\n  Melee:\n    BR3S GH 8 A_FaceTarget\n    BR3S I 8 A_MeleeAttack\n    Goto See\n  Pain:\n    BR3S J 2\n    BR3S J 2 A_Pain\n    Goto See\n  Death:\n    BR3S K 6 Bright A_Scream\n    BR3S LMN 6 Bright\n    BR3S O 6 Bright A_NoBlocking\n    BR3S QR 6 Bright\n    BR3S S 6\n    BR3S T -1 A_BossDeath\n    Stop\n  }\n}\n\nActor BruiserMissile\n{\n  Radius 8\n  Height 12\n  Speed 20\n  Damage 10\n  Scale 1.0\n  SpawnID 251\n  Projectile\n  RenderStyle Normal\n  +ThruGhost\n  SeeSound \"monster/brufir\"\n  DeathSound \"weapons/hellex\"\n  DontHurtShooter\n  +FireDamage\n  Decal Scorch\n  States\n  {\n  Spawn:\n    FBRS A 1 Bright\n    FBRS A 1 Bright A_SpawnItemEx(\"BruiserTrail\",0,0,0,0,0,0,0,128)\n    Loop\n  Death:\n    BAL3 C 0 Bright A_SetTranslucent(0.67,1)\n    BAL3 C 6 Bright\n    BAL3 D 6 Bright A_Explode(64,64,0)\n    BAL3 E 6 Bright\n    Stop\n  }\n}\n\nActor BruiserTrail\n{\n  Radius 3\n  Height 3\n  RenderStyle Translucent\n  Alpha 0.67\n  Projectile\n  States\n  {\n  Spawn:\n    TNT1 A 3 Bright\n    PUFF ABCD 4 BRIGHT\n    Stop\n  }\n}\n\n//Decorate: Eriance\n//GLDefs: Dreadopp, SandyPaper (Brightmaps)\n//Sounds: id Software, Eriance\n//Sprites: id Software, Raven Software, Wolfendoom\n//Sprite Edit: Eriance\n//Idea Base: Doom 2 Cyberdemon\n//=====================================\n\nACTOR Defiler 9654\n{\n\t//$Category monsters\n\tHealth 1000\n\tRadius 31\n\tHeight 56\n\tMass 500\n\tSpeed 9\n\tPainChance 15\n\tMonster\n\t+NOGRAVITY\n    +FLOAT\n\t+DROPOFF\n\t+MISSILEMORE\n\tSeeSound \"Defiler/Sight\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"Defiler/Death\"\n\tActiveSound \"baron/active\"\n\tObituary \"%o was hunted down by a Defiler.\"\n\tStates\n\t{\n\tSpawn:\n\t\tDEFI AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tDEFI AABBCC 2 A_VileChase\n\t\tLoop\n\tMissile:\n\t\tDEFI D 0 BRIGHT A_Jump(65, 5)\n\t\tDEFI D 8 BRIGHT A_FaceTarget\n\t\tDEFI E 8 BRIGHT\tA_FaceTarget\n\t\tDEFI F 8 BRIGHT\tA_CustomMissile(\"DefilerShot\", 15, 0, 0)\n\t\tGoto See\n\t\tDEFI D 8 BRIGHT A_FaceTarget\n\t\tDEFI E 8 BRIGHT\tA_FaceTarget\n\t\tDEFI F 0 BRIGHT A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI F 0 BRIGHT A_CustomMissile(\"DefilerBall\", 15, 0, -45)\n\t\tDEFI F 0 BRIGHT A_CustomMissile(\"DefilerBall\", 15, 0, 0)\n\t\tDEFI F 8 BRIGHT A_CustomMissile(\"DefilerBall\", 15, 0, 45)\n\t\tGoto See\n\tHeal:\n\t\tDEFI N 10 BRIGHT A_SpawnItem(\"DefilerFire\", 55)\n\t\tDEFI OP 10 BRIGHT\n\t\tGoto See\n\tPain:\n\t\tDEFI G 5\n\t\tDEFI G 5 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tDEFI H 7\n\t\tDEFI I 7 A_Scream\n\t\tDEFI J 7 A_NoBlocking\n\t\tDEFI KL 7\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 0)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 45)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 90)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 135)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 180)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 225)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 270)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 315)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 0)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 45)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 90)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 135)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 180)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 225)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 270)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 315)\n\t\tDEFI M 7\n\t\tStop\n\t}\n}\n\nACTOR DefilerFire\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tRenderStyle Add\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\t\tREFR A 2 BRIGHT  A_StartFire\n\t\tREFR BAB 2 BRIGHT  A_Fire\n\t\tREFR C 2 BRIGHT  A_FireCrackle\n\t\tREFR BCBCDCDCDEDED 2 BRIGHT  A_Fire\n\t\tREFR E 2 BRIGHT  A_FireCrackle\n\t\tREFR FEFEFGHGHGH 2 BRIGHT  A_Fire\n\t\tStop\n\t}\n}\n\nACTOR DefilerBall\n{\n    Radius 8\n    Height 6\n    Scale 0.5\n    Speed 8\n    Damage 2\n\tDeathSound \"imp/shotx\"\n    +SEEKERMISSILE\n    PROJECTILE\n    Renderstyle ADD\n\tDecal DoomImpScorch\n    States\n    {\n    Spawn:\n        RVBA AB 2 Bright A_SeekerMissile (10,20)\n        Loop\n    Death:\n        RVBA CDEFGH 4 Bright\n        Stop\n    }\n}\n\nACTOR DefilerShot\n{\n\tScale 1.5\n    Radius 12\n    Height 16\n    Speed 16\n    Damage 10\n    PROJECTILE\n\tRENDERSTYLE ADD\n\tALPHA 0.9\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n\tDecal DoomImpScorch\n    States\n    {\n    Spawn:\n        DFSH AB 5 Bright\n        Loop\n    Death:\n        DFSH CDE 5 Bright\n        Stop\n    }\n}\n//No idea who did this one\n//========================\nACTOR PlasmaElemental 3129\n{\n   Health 450\n   Speed 8\n   Radius 31\n   Height 56\n   PainChance 128\n   Mass 400\n   MONSTER\n   +NOGRAVITY\n   +FLOAT\n   +DROPOFF\n   SeeSound \"Pain/Sight\"\n   PainSound \"Pain/Pain\"\n   DeathSound \"Pain/Death\"\n   ActiveSound \"Pain/Active\"\n   Obituary \"%o was fried by a Plasma Elemental.\"\n   States\n   {\n   Spawn:\n      PLEM A 10 A_Look\n      Loop\n   See:\n      PLEM AABBCC 3 A_Chase\n      Loop\n   Missile:\n      PLEM D 5 A_FaceTarget\n      PLEM E 5 A_FaceTarget\n      PLEM F 1 A_FaceTarget\n      PLEM F 1 A_CustomMissile (\"ElementalPlasma\", 22, 0, 0)\n      PLEM F 1 A_CustomMissile (\"ElementalPlasma\", 22, 0, 0)\n      PLEM F 1 A_CustomMissile (\"ElementalPlasma\", 22, 0, 0)\n      PLEM F 1 A_CustomMissile (\"ElementalPlasma\", 22, 0, 0)\n      Goto See\n   Pain:\n      PLEM G 3\n      PLEM G 6 A_Pain\n      Goto See\n   Death:\n      PLEM H 8\n      PLEM I 8 A_Scream\n      PLEM JK 8 BRIGHT\n      PLEM L 8 BRIGHT A_NoBlocking\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -180)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -160)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -140)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -120)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -100)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -80)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -60)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -40)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -20)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 0)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 20)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 40)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 60)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 80)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 100)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 120)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 140)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 160)\n      PLEM M 8\n      Stop\n   }\n}\n\nACTOR ElementalPlasma\n{\n\tRadius 13\n\tHeight 8\n\tSpeed 25\n\tDamage 3\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"baby/attack\"\n\tDeathSound \"baby/shotx\"\n\tDecal ArachnotronScorch\n\tStates\n\t{\n\tSpawn:\n\t\tAPLS AB 5 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tAPBX ABCDE 5 BRIGHT\n\t\tStop\n\t}\n}\n//Neither this one\nACTOR BeamRevenant : Revenant 2112\n{\n  HitObituary \"%o was punched by a Beam Revenant.\"\n  Obituary \"%o couldn't was caught in a Beam Revenant's crosshairs.\"\n  States\n  {\n  Spawn:\n    RASK AB 10 A_Look\n    Loop\n  See:\n    RASK AAABBBCCCDDDEEEFFF 2 A_Chase\n    Loop\n  Melee:\n    RASK G 1 A_FaceTarget\n    RASK G 6 A_SkelWhoosh\n    RASK H 6 A_FaceTarget\n    RASK I 6 A_SkelFist\n    Goto See\n  Missile:\n    RASK J 1 Bright A_FaceTarget\n    RASK J 9 Bright A_FaceTarget\n    RASK K 10 A_CustomMissile(\"Revrailshot\", 60, 0, random(-4,4),0)\n    RASK K 10 A_FaceTarget\n    Goto See\n  Pain:\n    RASK L 5\n    RASK L 5 A_Pain\n    Goto See\n  Death:\n    RASK LM 7\n    RASK N 7 A_Scream\n    RASK O 7 A_NoBlocking\n    RASK P 7\n    RASK Q -1\n    Stop\n  Raise:\n    RASK Q 5\n    RASK PONML 5\n    Goto See\n  }\n}\n\nACTOR Revrailshot : FastProjectile\n{\n  radius 1\n  height 1\n  speed 100\n  damage (30)\n  renderstyle Add\n  decal RailScorchLower\n  seesound \"weapons/railgf\"\n  deathsound \"weapons/railgf\"\n  obituary \"%o was shafted by a Beam Revenant.\"\n  PROJECTILE\n  +RANDOMIZE\n  +BLOODSPLATTER\n   +FOILINVUL\n   +DONTREFLECT\n  states\n  {\n  Spawn:\n    TNT1 A 1 bright A_SpawnItemEx(\"railtrail\", 0, 0, 0,0,0,0,0,128)\n    loop\n  Death:\n    TNT1 A 2 bright A_SpawnItemEx(\"railpow\", 0, 0, 0,0,0,0,0,128)\n    stop\n  }\n}\n\nACTOR Railtrail\n{\n   Radius 2\n   Height 2\n   Speed 0\n   scale 0.5\n   PROJECTILE\n   +CLIENTSIDEONLY\n   +NOINTERACTION\n   States\n   {\n   Spawn:\n   APLS ABABAB 3 BRIGHT\n   Stop\n   }\n}\n\nACTOR Railpow\n{\n   Radius 2\n   Height 2\n   Speed 0\n   Scale 0.5\n   PROJECTILE\n   +NOINTERACTION\n   +CLIENTSIDEONLY\n   States\n   {\n   Spawn:\n     APBX ABCDE 5 bright\n     Stop\n   }\n}\n//Decorate: Captain Ventris\n//GLDEFs: Captain Ventris\n//Sounds: Id Software\n//Sprite Edit: Spectator\n//Idea Base: ZDoom Wars required sprites to allow players to tell Rail and Normal Revenants apart.\nACTOR FemalePlasma\n{\n    Health 40\n    Radius 20\n    Height 56\n    Speed 10\n    Damage 100\n    PainChance 200\n    MONSTER\n    +FLOORCLIP\n    seesound \"fem/sight\"\n    painsound \"fem/pain\"\n    deathsound \"fem/death\"\n    activesound \"fem/active\"\n    Obituary \"%o got burned by a plasma female zombie!\"\n    DropItem Cell\n    MissileType PlasmaBall\n    States\n    {\n    Spawn:\n        PZOW AB 10 A_Look\n        Loop\n    See:\n        PZOW AABBCCDD 4 A_Chase\n        Loop\n    Missile:\n        PZOW E 10 A_FaceTarget\n        PZOW F 5 A_MissileAttack\n        PZOW E 5 A_FaceTarget\n        PZOW F 5 A_MissileAttack\n        PZOW E 5 A_FaceTarget\n        PZOW F 5 A_MissileAttack\n        PZOW E 5 A_FaceTarget\n        PZOW F 5 A_MissileAttack\n        PZOW E 5 A_FaceTarget\n        PZOW F 5 A_MissileAttack\n        PZOW E 5 A_FaceTarget\n        PZOW F 5 A_MissileAttack\n        PZOW E 5 A_FaceTarget\n        PZOW F 5 A_MissileAttack\n        Goto See\n    Pain:\n        PZOW G 3\n        PZOW G 3 A_Pain\n        Goto See\n     Death:\n        PZOW H 5\n        PZOW I 5 A_Scream\n        PZOW J 5 A_Fall\n        PZOW K 5\n        PZOW L 5\n        PZOW M 5\n        PZOW N -1\n        Stop\n      XDeath:\n        PZOW O 5\n        PZOW P 5 A_XScream\n        PZOW Q 5 A_Fall\n        PZOW RSTUV 5\n        PZOW W -1\n        Stop\n      Raise:\n        PZOW MLKJIH 5\n        Goto See\n    }\n}\n//Submitted: DavidRaven\n//Decorate: DavidRaven\n//GLDefs: DavidRaven\n//Sounds: DavidRaven, Id software\n//Sprites: Id Software, the Skulltag Team, Tormentor667, Captain Toenail, Ghastly Dragon\n//Sprite Edit: DavidRaven, ItsNatureToDie (altdeath)\n//Idea Base: DavidRaven\nACTOR FemaleRail\n{\n    Health 40\n    Radius 20\n    Height 56\n    Speed 10\n    Damage 100\n    PainChance 200\n    MONSTER\n    +FLOORCLIP\n    Obituary \"%o was killed by A Female Zombie Railgunner!\"\n    seesound \"fem/sight\"\n    painsound \"fem/pain\"\n    deathsound \"fem/death\"\n    activesound \"fem/active\"\n    Decal RedRailScorch\n    DropItem Cell\n    States\n    {\n    Spawn:\n        RZOW AB 10 A_Look\n        Loop\n    See:\n        RZOW AABBCCDD 4 A_Chase\n        Loop\n    Missile:\n        RZOW EE 10 A_FaceTarget\n        RZOW F 5 A_CustomRailgun (30, 0, ac1819, FF6C00)\n        RZOW E 4 A_FaceTarget\n        Goto See\n    Pain:\n        RZOW G 5\n        RZOW G 3 A_Pain\n        Goto See\n    Death:\n        RZOW H 5\n        RZOW I 5 A_Scream\n        RZOW J 5 A_Fall\n        RZOW K 5\n        RZOW L 5\n        RZOW M 5\n        RZOW N -1\n        Stop\n    XDeath:\n        RZOW O 5\n        RZOW P 5 A_XScream\n        RZOW Q 5 A_Fall\n        RZOW RSTUV 5\n        RZOW W -1\n        Stop\n    Raise:\n        RZOW MLKJIH 5\n        Goto See\n    }\n}\n//Submitted: DavidRaven\n//Decorate: DavidRaven, Tormentor667\n//GLDefs: DavidRaven\n//Sounds: DavidRaven, Id software\n//Sprites: Id Software, the Skulltag Team, Ghastly Dragon, Xim, Fuzzballfox, Tormentor667\n//Sprite Edit: DavidRaven, ItsNatureToDie (altdeath)\n//Idea Base: DavidRaven\nActor Demolisher 30110\n{\n  Obituary \"%o felt the power of the Spider-Demolisher.\"\n  Health 6000\n  Radius 96\n  Height 100\n  Mass 1000\n  Speed 16\n  PainChance 20\n  Monster\n  +NoTarget\n  +FloorClip\n  +Boss\n  +MissileEvenMore\n  +NoRadiusDmg\n  SeeSound \"monster/demsit\"\n  AttackSound \"spider/attack\"\n  PainSound \"spider/pain\"\n  DeathSound \"monster/demdth\"\n  ActiveSound \"spider/active\"\n  States\n  {\n  Spawn:\n    DEMO AB 10 A_Look\n    Loop\n  See:\n    DEMO A 3 A_Metal\n    DEMO ABB 3 A_Chase\n    DEMO C 3 A_Metal\n    DEMO CDD 3 A_Chase\n    DEMO E 3 A_Metal\n    DEMO EFF 3 A_Chase\n    Loop\n  Missile:\n    DEMO A 0 Bright A_Jump (128,20)\n    DEMO A 20 A_FaceTarget\n    DEMO T 1 Bright A_Playsound (\"weapons/bfgf\")\n    DEMO T 4 Bright A_FaceTarget\n    DEMO T 4 Bright A_FaceTarget\n    DEMO T 5 Bright A_FaceTarget\n    DEMO T 5 Bright A_FaceTarget\n    DEMO T 5 Bright A_FaceTarget\n    DEMO T 5 Bright A_FaceTarget\n    DEMO U 10 Bright A_CustomMissile (\"BFGBall\",32,0,0)\n    DEMO T 0 Bright A_Jump (128,10)\n    DEMO T 1 Bright A_Playsound (\"weapons/bfgf\")\n    DEMO T 4 Bright A_FaceTarget\n    DEMO T 4 Bright A_FaceTarget\n    DEMO T 5 Bright A_FaceTarget\n    DEMO T 5 Bright A_FaceTarget\n    DEMO T 5 Bright A_FaceTarget\n    DEMO T 5 Bright A_FaceTarget\n    DEMO U 10 Bright A_CustomMissile (\"BFGBall\",32,0,0)\n    DEMO T 0 Bright A_Jump (192,1)\n    Goto See\n    DEMO A 20 A_FaceTarget\n    DEMO G 0 Bright A_SPosAttack\n    DEMO G 4 Bright A_SPosAttack\n    DEMO H 0 Bright A_SPosAttack\n    DEMO H 4 Bright A_SPosAttack\n    DEMO H 1 Bright A_SpidRefire\n    Goto Missile+21\n  Pain:\n    DEMO I 3\n    DEMO I 3 A_Pain\n    Goto See\n  Death:\n    DEMO J 20 Bright A_Scream\n    DEMO K 10 Bright A_NoBlocking\n    DEMO LMNOPQR 10 Bright\n    DEMO S 30\n    DEMO S -1 A_BossDeath\n    Stop\n   }\n}\n\n//Decorate: Eriance\n//GLDEFs: Ghastly Dragon, SandyPaper (Brightmaps)\n//Sounds: Id Software, Midway\n//Sprites: Id Software\n//Sprite Edit: Eriance\n//Idea Base: Doom Spider Mastermind\nACTOR ChainsawZombie 3204\n{\n\n    Health 30\n    Radius 20\n    Height 56\n    Speed 13\n    MeleeDamage 1\n    PainChance 200\n    MONSTER\n    +FLOORCLIP\n    Obituary \"%o was sliced by a madman zombie with a chainsaw!\"\n    SeeSound \"grunt/sight\"\n    MeleeSound \"weapons/sawhit\"\n    PainSound \"grunt/pain\"\n    DeathSound \"grunt/death\"\n    ActiveSound \"grunt/active\"\n    DropItem Chainsaw\n    States\n    {\n    Spawn:\n        CHAN A 4 A_Look\n        CHAN A 4 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN A 4 A_Look\n        CHAN B 4 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN B 4 A_Look\n        CHAN B 4 A_PlayWeaponSound(\"weapons/sawidle\")\n        Loop\n    See:\n        CHAN A 4 A_Chase\n        CHAN A 4 A_Chase\n        CHAN B 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN B 4 A_Chase\n        CHAN B 4 A_Chase\n        CHAN C 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN C 4 A_Chase\n        CHAN C 4 A_Chase\n        CHAN D 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN D 4 A_Chase\n        CHAN D 4 A_Chase\n        CHAN A 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        Loop\n    Melee:\n        CHAN E 1 A_FaceTarget\n        CHAN F 3 A_MeleeAttack\n        Goto See\n    Pain:\n        CHAN G 5\n        CHAN G 3 A_Pain\n        Goto See\n    Death:\n        CHAN H 5\n        CHAN I 5 A_Scream\n        CHAN J 5 A_Fall\n        CHAN KLM 5\n        CHAN N -1\n        Stop\n    XDeath:\n        CHAN O 5\n        CHAN P 5 A_XScream\n        CHAN Q 5 A_Fall\n        CHAN RSTUV 5\n        CHAN W -1\n        Stop\n    Raise:\n        CHAN NMLKJIH 5\n        Goto See\n    }\n}\n//Nop. This is anonymous too\nACTOR PlasmaZombie 3205\n{\n\n    Health 50\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 100\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"grunt/sight\"\n    AttackSound \"grunt/attack\"\n    PainSound \"grunt/pain\"\n    DeathSound \"grunt/death\"\n    ActiveSound \"grunt/active\"\n    Obituary \"%o got burned by a plasma zombie.\"\n    DropItem Cell\n    MissileType PlasmaBall\n    States\n    {\n    Spawn:\n        ZMAY AB 10 A_Look\n        Loop\n    See:\n        ZMAY AABBCCDD 4 A_Chase\n        Loop\n    Missile:\n        ZMAY E 10 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        Goto See\n    Pain:\n        ZMAY G 3\n        ZMAY G 3 A_Pain\n        Goto See\n    Death:\n        ZMAY H 5\n        ZMAY I 5 A_Scream\n        ZMAY J 5 A_Fall\n        ZMAY K 5\n        ZMAY L -1\n        Stop\n    XDeath:\n        ZMAY O 5\n        ZMAY P 5 A_XScream\n        ZMAY Q 5 A_Fall\n        ZMAY RSTU 5\n        ZMAY V -1\n        Stop\n    Raise:\n        ZMAY KJIH 5\n        Goto See\n    }\n}\n//won't tell ya where this is from\n//WAD Created by: DBJ87\n//Decorate Created by: DBJ87\n//Palette: Doom\n//Sprites: ID Software\n//SFX: ID Software, Williams Entertainment, Midway (Doom64, Playstation & Dreamcast Doom)\n//Idea Base: Nightmare Spectre from the PS1 & Dreamcast Version of Doom\n//\n//Credit & thank you to MagicWizard for help with:\n//-Subtractive Blending\n//-Blood Colour"
      },
      {
        "source": "pk3",
        "name": "actors/SkulltagMonsters.txt",
        "contents": "ACTOR BelphegorClone 3112\n{\n\t//$Category \"ZDoom Monster pack\"\n   Health 1500\n   Speed 8\n   Radius 24\n   Height 64\n   PainChance 50\n   Mass 1000\n   Meleedamage 15\n   BloodColor \"7D 9D 59\"\n   SeeSound \"baron/sight\"\n   PainSound \"baron/pain\"\n   DeathSound \"baron/death\"\n   ActiveSound \"baron/active\"\n   MeleeSound \"baron/melee\"\n   REACTIONTIME 8\n   MONSTER\n\t+FLOORCLIP\n   Missiletype BelphegorBall\n   Obituary \"%o was incinerated by a Belphegor.\"\n   HitObituary \"the last thing %o saw was the Belphegor's abs.\"\n   States\n   {\n   Spawn:\n      BOS3 AB 10 A_Look\n      Loop\n   See:\n      BOS3 AABBCCDD 3 A_Chase\n      Loop\n   Missile:\n      BOS3 E 8 A_FaceTarget\n      BOS3 F 8 A_FaceTarget\n      BOS3 G 8 A_ComboAttack\n      BOS3 F 8 A_FaceTarget\n      BOS3 G 8 A_ComboAttack\n      BOS3 F 8 A_FaceTarget\n      BOS3 G 8 A_ComboAttack\n      Goto See\n   Melee:\n      BOS3 EF 8 A_FaceTarget\n      BOS3 G 8 A_ComboAttack\n      Goto See\n   Pain:\n      BOS3 H 2\n      BOS3 H 2 A_Pain\n      Goto See\n   Death:\n      BOS3 I 8\n      BOS3 J 8 A_Scream\n      BOS3 K 8\n      BOS3 L 8 A_NoBlocking\n      BOS3 MN 8\n      BOS3 O -1\n      Stop\n   Raise:\n      BOS3 ONMLKJI 8\n      Goto See\n   }\n}\n\nactor BelphegorBall\n{\n    Radius 6\n    Height 8\n    Speed 20\n    Damage 10\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal BaronScorch\n    States\n    {\n    Spawn:\n        BAL7 AB 5 Bright\n        Loop\n    Death:\n        BAL7 CDE 6 Bright\n        Stop\n    }\n}\n\nActor Bloodfiend : Demon 30100\n{\n  Health 250\n  PainChance 140\n  Speed 12\n  Radius 30\n  Height 56\n  Mass 450\n  Monster\n  +FloorClip\n  +LongMeleeRange\n  +DontHurtSpecies\n  Obituary \"%o died from the toxic blood of a bloodfiend.\"\n  HitObituary \"%o was eaten by a bloodfiend.\"\n  SeeSound \"Monster/sg2sit\"\n  AttackSound \"Monster/sg2atk\"\n  PainSound \"demon/Pain\"\n  DeathSound \"demon/Death\"\n  ActiveSound \"demon/sg2act\"\n  States\n  {\n  Spawn:\n    SAR2 AB 10 A_Look\n    Loop\n  See:\n    SAR2 AABBCCDD 2 A_Chase\n    Loop\n  Melee:\n    SAR2 EF 8 A_FaceTarget\n    SAR2 G 8 A_SargAttack\n    Goto See\n  Missile:\n    SAR2 GF 8 A_FaceTarget\n    SAR2 E 0 A_PlaySound(\"Weapons/bloodf\")\n    SAR2 E 0 A_CustomMissile(\"Bloodshot\",22,0,-1,0,0)\n    SAR2 E 8 A_CustomMissile(\"Bloodshot\",22,0,1,0,0)\n    Goto See\n  Pain:\n    SAR2 H 2\n    SAR2 H 2 A_Pain\n    Goto See\n  Death:\n    SAR2 I 8\n    SAR2 J 8 A_Scream\n    SAR2 K 4\n    SAR2 L 4 A_NoBlocking\n    SAR2 M 4\n    SAR2 N -1\n    Stop\n  XDeath:\n    SAR2 O 5\n    SAR2 P 5 A_XScream\n    SAR2 Q 5 A_NoBlocking\n    SAR2 RSTUV 5\n    SAR2 W -1\n    Stop\n  Raise:\n    SAR2 NMLKJI 5\n    Goto See\n  }\n}\n\nActor Bloodshot\n{\n  Radius 3\n  Height 3\n  Speed 20\n  Damage 2\n  Projectile\n  RenderStyle Translucent\n  Alpha 0.80\n  +ThruGhost\n  DeathSound \"weapons/bloodx\"\n  States\n  {\n  Spawn:\n    FBLD A 2 Bright A_CStaffMissileSlither\n    FBLD A 0 A_SpawnItemEx(\"Bloodtrail\",0,0,0,0,0,0,128)\n    FBLD B 2 Bright A_CStaffMissileSlither\n    FBLD B 0 A_SpawnItemEx(\"Bloodtrail\",0,0,0,0,0,0,128)\n    Loop\n  Death:\n    FBLD CDE 3 Bright\n    Stop\n  }\n}\n\nActor Bloodtrail\n{\n  Radius 1\n  Height 1\n  Projectile\n  RenderStyle Translucent\n  Alpha 0.67\n  States\n  {\n  Spawn:\n    TNT1 A 3\n    FBLD FGH 3 BRIGHT\n    Stop\n  }\n}\n\nActor Lurker : Bloodfiend 30101\n{\n  RenderStyle Translucent\n  Obituary \"%o didn't See the lurker that was shooting at him.\"\n  HitObituary \"%o didn't See the lurker right in front of him.\"\n  DropItem BloodAmmo\n  Alpha 0.25\n  SpawnID 171\n}\nACTOR SuperShotgunGuy 23049\n{\n\tHealth 120\n\tRadius 20\n\tHeight 56\n\tScale 0.9\n\tSpeed 9\n\tPainChance 170\n\tMONSTER\n\tTranslation \"112:127=16:47\"\n\t+FloorClip\n\tSEESOUND \"SSGUNER/sight\"\n\tATTACKSOUND \"SSGUNER/SSG\"\n\tPAINSOUND \"grunt/pain\"\n\tDEATHSOUND \"SSGUNER/death\"\n\tACTIVESOUND \"SSGUNER/idle\"\n\tOBITUARY \"%o was blown open by a Super Shotgunner!\"\n\tDropItem \"SuperShotgun\"\n\tDecal Bulletchip\n\tstates\n\t{\n\tSpawn:\n\t\tGPOS A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tGPOS AABBCCDD 4 A_Chase\n\t\tLoop\n\tMissile:\n\t\tGPOS E 10 A_FaceTarget\n\t\tGPOS F 8 BRIGHT A_CustomBulletAttack(11.2, 7.1, 20, 3, \"Bulletpuff\")\n\t\tGPOS E 8\n\t\tGoto See\n\tPain:\n\t\tGPOS G 3\n\t\tGPOS G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tGPOS H 7\n\t\tGPOS I 7 A_Scream\n\t\tGPOS J 7 A_NoBlocking\n\t\tGPOS K 7\n\t\tGPOS L 7\n\t\tGPOS M 7\n\t\tGPOS N -1\n\t\tStop\n\tXDeath:\n\t\tGPOS O 5\n\t\tGPOS P 5 A_XScream\n\t\tGPOS Q 5 A_NoBlocking\n\t\tGPOS RS 5\n\t\tGPOS T -1\n\t\tStop\n\tRaise:\n\t\tGPOS NMLKJIH 5\n\t\tGoto See\n\t}\n}\nactor SoulHarvester 3117\n{\n\t//$Category Monsters\n    Health 100\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 160\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"harvester/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"harvester/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o couldn't evade the soul harvester's attack.\"\n    MissileType SoulHarvesterBall\n    MeleeDamage 3\n    States\n    {\n    Spawn:\n        SLHV AB 10 A_Look\n        Loop\n    See:\n        SLHV AABBCCDD 3 A_Chase\n        Loop\n    Melee:\n    Missile:\n        SLHV EFG 4 A_FaceTarget\n        SLHV HIJK 5 Bright A_FaceTarget\n        SLHV L 8 Bright A_MissileAttack\n        SLHV M 10\n        Goto See\n    Pain:\n    \tSLHV N 3\n    \tSLHV N 3 A_Pain\n    \tGoto See\n    Death:\n        SLHV O 7 A_Scream\n        SLHV PQR 7\n        SLHV S 6 A_SpawnItemEx(\"SoulHarvesterGhost\", 0, 0, 32, 0, 0, 0, 0, 128)\n        SLHV T 5 A_Fall\n        SLHV UV 5\n        SLHV W -1\n        Stop\n    XDeath:\n        SLHV X 6 A_Xscream\n        SLHV Y 6 A_SpawnItemEx(\"SoulHarvesterGhost\", 0, 0, 32, 0, 0, 0, 0, 128)\n        SLHV Z 6\n        SLHV [ 6 A_Fall\n        SLHV ] 6\n        SLHW A -1\n        Stop\n    Raise:\n        SLHV WVUTSRQPO 5\n        Goto See\n    }\n}\n\nactor SoulHarvesterBall\n{\n    Radius 8\n    Height 6\n    Scale 0.4\n    Speed 9\n    Damage 2\n    +SEEKERMISSILE\n    PROJECTILE\n    Renderstyle ADD\n    SeeSound \"harvester/scream\"\n    DeathSound \"imp/shotx\"\n\tDecal DoomImpScorch\n    States\n    {\n    Spawn:\n    \tSHBA A  0 Bright A_SpawnItemEx(\"SoulBallTrail\", 0, 0, 0, 0, 0, 0, 180, 128)\n        SHBA AB 2 Bright A_SeekerMissile (10,20)\n        Loop\n    Death:\n        SHBA CDEFGHIJKL 4 Bright\n        Stop\n    }\n}\n\nactor SoulHarvesterGhost\n{\n    Radius 1\n    Height 1\n    Speed 0\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.7\n    +NOCLIP\n    SeeSound \"harvester/ghost\"\n    States\n    {\n    Spawn:\n    Death:\n        SHGH A 0\n        SHGH A 0 A_PlaySound(\"Harvester/Ghost\")\n        SHGH ABCDEFG 4 Bright\n        Stop\n    }\n}\n\nactor SoulBallTrail\n{\n    Radius 1\n    Height 1\n    Speed 0\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.5\n    +NOCLIP\n    States\n    {\n    Spawn:\n    Death:\n    \tSBTR H 6\n        SBTR ABCDEFG 4 Bright\n        Stop\n    }\n}\n\nACTOR EnhancedCacodemon 3118\n{\n\t//$Category \"ZDoom Monster pack\"\n   Health 300\n   Speed 8\n   Radius 31\n   Height 56\n   PainChance 128\n   Mass 400\n   Meleedamage 6\n   REACTIONTIME 8\n   MONSTER\n   +NOGRAVITY\n   +FLOAT\n   SeeSound \"caco/sight\"\n   PainSound \"caco/pain\"\n   DeathSound \"caco/death\"\n   ActiveSound \"caco/active\"\n   HitObituary \"%o was mowed down by an enhanced cacodemon.\"\n   Obituary \"%o was made into a snack by the enhanced cacodemon.\"\n   States\n   {\n   Spawn:\n      ENCD A 10 A_Look\n      Loop\n   See:\n      ENCD A 3 A_Chase\n      Loop\n   Missile:\n      ENCD BC 5 A_FaceTarget\n      ENCD B 0 bright A_CustomMissile(\"CacodemonBall\", 24, 0, 0, 1)\n      ENCD B 0 bright A_CustomMissile(\"CacodemonBall\", 24, 0, -8, 1)\n      ENCD B 5 bright A_CustomMissile(\"CacodemonBall\", 24, 0, 8, 1)\n      Goto See\n   Pain:\n      ENCD D 4\n      ENCD D 4 A_Pain\n      ENCD D 5\n      Goto See\n   Death:\n      ENCD E 8\n      ENCD F 8 A_Scream\n      ENCD GH 8\n      ENCD I 8 A_NoBlocking\n      ENCD J -1 A_SetFloorClip\n      Stop\n   Raise:\n      ENCD J 8 A_UnsetFloorClip\n      ENCD IHGFE 8\n      Goto See\n   }\n}\n\nACTOR CacolanternClone 3111\n{\n\t//$Category \"ZDoom Monster pack\"\n   Health 800\n   Speed 8\n   Radius 31\n   Height 56\n   PainChance 128\n   Mass 400\n   Meleedamage 6\n   REACTIONTIME 8\n   BloodColor \"EB 6F 0F\"\n   MONSTER\n   +NOGRAVITY\n   +FLOAT\n   SeeSound \"caco/sight\"\n   PainSound \"caco/pain\"\n   DeathSound \"caco/death\"\n   ActiveSound \"caco/active\"\n   Missiletype CacolanternBall\n   MissileHeight 30\n   HitObituary \"%o admired the Cacolantern's teeth.\"\n   Obituary \"%o couldn't take %h eyes off the eye.\"\n   States\n   {\n   Spawn:\n      HED2 A 10 bright A_Look\n      Loop\n   See:\n      HED2 A 3 bright A_Chase\n      Loop\n   Missile:\n      HED2 BC 5 bright A_FaceTarget\n      HED2 D 5 bright A_ComboAttack\n      Goto See\n   Pain:\n      HED2 E 4 bright\n      HED2 E 4 bright A_Pain\n      HED2 F 5 bright\n      Goto See\n   Death:\n      HED2 G 8 bright\n      HED2 H 8 bright A_Scream\n      HED2 I 8 bright\n      HED2 J 8\n      HED2 K 8 A_NoBlocking\n      HED2 L -1 A_SetFloorClip\n      Stop\n   Raise:\n      HED2 L 8 A_UnsetFloorClip\n      HED2 KJ 8\n      HED2 IHG 8 bright\n      Goto See\n   }\n}\n\nactor CacolanternBall\n{\n    Radius 13\n    Height 8\n    Speed 20\n    Damage 9\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal CacoScorch\n    States\n    {\n    Spawn:\n        BAL8 ABCDEFGH 5 Bright\n        Loop\n    Death:\n        BAL8 IJKL 4 Bright\n        Stop\n    }\n}\nActor HectebusClone\n{\n  Health 1500\n  Radius 56\n  Height 80\n  Scale 1.25\n  Speed 12\n  PainChance 100\n  BloodColor \"73 00 00\"\n  Mass 1500\n  SeeSound \"Hectebus/Sight\"\n  PainSound \"Hectebus/Pain\"\n  DeathSound \"Hectebus/Death\"\n  ActiveSound \"Hectebus/Active\"\n  Monster\n  +FloorClip\n  +MissileMore\n  Obituary \"%o was cremated by a Hectebus.\"\n  States\n  {\n  Spawn:\n    HECT AAAAAAAAAABBBBBBBBBB 1 A_Look\n    Loop\n  See:\n    HECT ABC 6 A_Chase\n    HECT D 0 A_PlaySoundEx(\"Hectebus/Step\", \"SoundSlot7\", 0)\n    HECT DEF 6 A_Chase\n    HECT A 0 A_PlaySoundEx(\"Hectebus/Step\", \"SoundSlot7\", 0)\n    Loop\n  Missile:\n    HECT G 0 A_PlaySoundEx(\"Hectebus/Attack\", \"SoundSlot6\", 0)\n    HECT GGGG 4 A_FaceTarget\n    HECT G 0 A_Jump(64, \"Missile2\")\n    HECT U 4 Bright A_CustomMissile(\"Hecteball\", 35, 41, 0)\n    HECT IGG 4 A_FaceTarget\n    HECT K 0 A_SpidReFire\n    HECT V 4 Bright A_CustomMissile(\"Hecteball\", 35, -41, 0)\n    HECT IGG 4 A_FaceTarget\n    HECT K 0 A_Jump(96, 2)\n    HECT K 0 A_SpidReFire\n    Goto Missile+6\n    HECT K 0\n    Goto See\n  Missile2:\n    HECT H 0 Bright A_CustomMissile(\"Hecteball\", 35, 41, Random(-4, 2))\n    HECT H 4 Bright A_CustomMissile(\"Hecteball\", 35, -41, Random(-2, 4))\n    HECT IGG 4 A_FaceTarget\n    HECT H 0 Bright A_CustomMissile(\"Hecteball\", 35, 41, Random(-4, 2))\n    HECT H 4 Bright A_CustomMissile(\"Hecteball\", 35, -41, Random(-2, 4))\n    HECT IGG 4 A_FaceTarget\n    HECT H 0 Bright A_CustomMissile(\"Hecteball\", 35, 41, Random(-4, 2))\n    HECT H 4 Bright A_CustomMissile(\"Hecteball\", 35, -41, Random(-2, 4))\n    HECT IGG 4 A_FaceTarget\n    HECT K 0 A_Jump(200, 2)\n    HECT K 0 A_SpidReFire\n    Goto Missile2\n    HECT K 0\n    Goto See\n  Pain:\n    HECT J 8 A_Pain\n    Goto See\n  Death:\n    HECT K 6 A_Scream\n    HECT L 6\n    HECT M 6\n    HECT N 6 A_Fall\n    HECT O 6\n    HECT P 6\n    HECT Q 6\n    HECT R 6\n    HECT S 6\n    HECT T -1\n    Stop\n  }\n}\n\nActor Hecteball //Hectebus Fireball\n{\n  Radius 10\n  Height 8\n  Speed 20\n  Damage 16\n  Projectile\n  RenderStyle Add\n  Alpha 0.97\n  SeeSound \"Imp/Attack\"\n  DeathSound \"Imp/ShotX\"\n  Decal Scorch\n  States\n  {\n  Spawn:\n    HECF AB 4 Bright\n    Loop\n  Death:\n    HECF CDE 4 Bright\n    Stop\n  }\n}\nACTOR BloodDemonClone 3110\n{\n\t//$Category Monsters\n    Health 300\n    Speed 12\n    Height 56\n    Radius 30\n    Mass 400\n    PainChance 180\n    Meleedamage 5\n    REACTIONTIME 8\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"blooddemon/sight\"\n    PainSound \"blooddemon/pain\"\n    DeathSound \"blooddemon/death\"\n    ActiveSound \"blooddemon/active\"\n    //MeleeSound \"blooddemon/melee\"\n    HitObituary \"%o Was chewed up and spat out by a Mech-demon.\"\n    States\n    {\n    Spawn:\n       SRG2 AB 10 A_Look\n       Loop\n    See:\n       SRG2 A 0 A_PlaySound(\"blooddemon/walk\")\n       SRG2 AABB 2 A_Chase\n       SRG2 C 0 A_PlaySound(\"blooddemon/walk\")\n       SRG2 CCDD 2 A_Chase\n       Loop\n    Melee:\n\t   SRG2 E 0 A_PlaySound(\"blooddemon/melee\")\n       SRG2 EF 8 A_FaceTarget\n       SRG2 G 8 A_MeleeAttack\n       Goto See\n    Pain:\n       SRG2 H 2\n       SRG2 H 2 A_Pain\n       Goto See\n    Death:\n       SRG2 I 8\n       SRG2 I 0 A_FaceTarget\n       SRG2 J 0 A_SpawnItemEx(\"BloodDemonArm\", 10, 0, 32, 0, 8, 0, 0, 128)\n       SRG2 J 8 A_Scream\n       SRG2 K 4\n       SRG2 L 4 A_NoBlocking\n       SRG2 M 4\n       SRG2 N -1\n       Stop\n    Raise:\n       SRG2 NMLKJI 5\n       Goto See\n    }\n}\n\nACTOR BloodDemonArm\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+Missile\n      States\n\t{\n\tSpawn:\n         SG2A ABCDEFGH 2\n         Loop\n\tDeath:\n\t SG2A I -1\n\t Loop\n\t}\n}\nactor STDarkImp 3102\n{\n\t//$Category Monsters\n    Health 110\n    Radius 20\n    Height 56\n    Speed 9\n    PainChance 200\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"imp/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o was cursed by a dark imp.\"\n    HitObituary \"%o was touched by a dark imp.\"\n    MissileType DarkFast\n    MeleeDamage 3\n    States\n    {\n    Spawn:\n        DRKS AB 10 A_Look\n        Loop\n    See:\n        DRKS AABBCCDD 3 A_Chase\n        Loop\n    Melee:\n    Missile:\n        DRKS EF 8 A_FaceTarget\n        DRKS G 6 A_ComboAttack\n        Goto See\n    Pain:\n        DRKS H 2\n        DRKS H 2 A_Pain\n        Goto See\n    Death:\n        DRKS I 8\n        DRKS J 8 A_Scream\n        DRKS K 6\n        DRKS L 6 A_Fall\n        DRKS M -1\n        Stop\n    XDeath:\n        DRKI N 5\n        DRKI O 5 A_XScream\n        DRKI P 5\n        DRKI Q 5 A_Fall\n        DRKI RST 5\n        DRKI U -1\n        Stop\n    Raise:\n        DRKS ML 8\n        DRKS KJI 6\n        Goto See\n    }\n}\n\nactor DarkFast\n{\n    Radius 8\n    Height 6\n    Speed 18\n    Damage 3\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    MISSILEHEIGHT 0\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n        DKB1 AB 4 Bright\n        Loop\n    Death:\n        DKB1 CDE 4 Bright\n        Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/RapelucardMonsters.txt",
        "contents": "Actor FoundSoul\n{\n  Health 125\n  Radius 16\n  Height 56\n  Mass 50\n  Speed 12\n  Damage 4\n  PainChance 256\n  Monster\n  +NoClip\n  +FLOAT\n  +NOGRAVITY\n  +MISSILEMORE\n  +DONTFALL\n  +NOICEDEATH\n  AttackSound \"skull/melee\"\n  PainSound \"skull/pain\"\n  DeathSound \"skull/death\"\n  ActiveSound \"skull/active\"\n  RenderStyle SoulTrans\n  Obituary \"%o was spooked by a found soul.\"\n  States\n  {\n  Spawn:\n    FDSK AB 10 Bright A_Look\n    Loop\n  See:\n    FDSK AB 6 Bright A_Chase\n    Loop\n  Missile:\n    FDSK C 10 Bright A_FaceTarget\n    FDSK D 4 Bright A_SkullAttack\n\tFDSK CDCDCD 4 Bright\n\tFDSK C 0 A_Stop\n    Goto See\n  Pain:\n    FDSK E 3 Bright\n    FDSK E 3 Bright A_Pain\n    Goto Missile\n  Death:\n    FDSK F 6 Bright\n    FDSK G 6 Bright A_Scream\n    FDSK H 6 Bright\n    FDSK I 6 Bright A_NoBlocking\n    FDSK J 6\n    FDSK K 6\n    Stop\n  }\n}\nActor Shotsoul\n{\n  Radius 8\n  Height 27\n  Mass 50\n  Speed 12\n  Damage 2\n  Projectile\n  DeathSound \"skull/death\"\n  ActiveSound \"skull/active\"\n  RenderStyle Add\n  Alpha 0.4\n  Obituary \"%o was caught by a found soul.\"\n  States\n  {\n  Spawn:\n    TRSL CD 4 Bright\n    Loop\n  Death:\n    TRSL F 6 Bright\n    TRSL G 6 Bright A_Scream\n    TRSL H 6 Bright\n    TRSL I 6 Bright A_NoBlocking\n    TRSL J 6\n    TRSL K 6\n    Stop\n  }\n}\nACTOR TiranicSoul\n{\n  Health 90\n  Radius 16\n  Height 56\n  Mass 50\n  Speed 15\n  Meleerange 100\n  Damage 5\n  PainChance 256\n  Monster\n  +FLOAT\n  +NOGRAVITY\n  +MISSILEMORE\n  +DONTFALL\n  +NOICEDEATH\n  AttackSound \"skull/melee\"\n  PainSound \"skull/pain\"\n  DeathSound \"skull/death\"\n  ActiveSound \"skull/active\"\n  RenderStyle SoulTrans\n  HitObituary \"%o was spooked by a \\citiranic soul.\"\n  Obituary \"%o was caught by a found soul.\"\n  States\n  {\n  Spawn:\n    TRSL AB 10 Bright A_Look\n    Loop\n  See:\n    TRSL AB 6 Bright A_Chase\n    Loop\n  Melee:\n  Missile:\n    TRSL C 0 Bright A_Jump (180,\"Missile2\")\n\tTRSL C 10 Bright A_FaceTarget\n    TRSL C 0 Bright A_CustomMissile (\"ShotSoul\",10,0,12)\n    TRSL C 0 Bright A_CustomMissile (\"ShotSoul\",10)\n\tTRSL C 0 Bright A_CustomMissile (\"ShotSoul\",10,0,-12)\n\tTRSL D 4 Bright A_SkullAttack\n    TRSL CD 4 Bright\n    Goto Missile2+2\n  Missile2:\n    TRSL C 10 Bright A_FaceTarget\n    TRSL D 4 Bright A_SkullAttack\n    TRSL CD 4 Bright\n    Goto Missile2+2\n  Pain:\n    TRSL E 3 Bright\n    TRSL E 3 Bright A_Pain\n    Goto See\n  Death:\n    TRSL F 6 Bright\n    TRSL G 6 Bright A_Scream\n    TRSL H 6 Bright\n    TRSL I 6 Bright A_NoBlocking\n    TRSL J 6\n    TRSL K 6\n    Stop\n  }\n}\nACTOR SoulPlasma\n{\n  Radius 13\n  Height 8\n  Damage 1\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  -NoGravity\n  Gravity 0.01\n  DeathSound \"baby/shotx\"\n  States\n  {\n  Spawn:\n    TRLS AB 5 Bright\n    Loop\n  Death:\n    TRBX ABCDE 5 Bright\n    Stop\n  }\n}\nACTOR BolivarSoul\n{\n  Health 110\n  Radius 16\n  Height 56\n  Mass 50\n  Speed 15\n  Damage 4\n  PainChance 256\n  Monster\n  +FLOAT\n  +NOGRAVITY\n  +MISSILEMORE\n  +DONTFALL\n  +NOICEDEATH\n  AttackSound \"skull/melee\"\n  PainSound \"skull/pain\"\n  DeathSound \"skull/death\"\n  ActiveSound \"skull/active\"\n  RenderStyle SoulTrans\n  Obituary \"%o was spooked by a \\ctbolivar soul.\"\n  States\n  {\n  Spawn:\n    BLSK AB 10 Bright A_Look\n    Loop\n  See:\n    BLSK AB 6 Bright A_Chase\n    Loop\n  Missile:\n    BLSK C 10 Bright A_FaceTarget\n    BLSK D 4 Bright A_SkullAttack\n\tBLSK CD 4 Bright A_CustomMissile (\"BolSoulPlasma\",10,0,180)\n    Goto Missile+2\n  Pain:\n    BLSK E 3 Bright\n    BLSK E 3 Bright A_Pain\n    Goto See\n  Death:\n    BLSK F 6 Bright\n    BLSK G 6 Bright A_Scream\n    BLSK H 6 Bright\n    BLSK I 6 Bright A_NoBlocking\n    BLSK J 6\n    BLSK K 6\n    Stop\n  }\n}\nACTOR BolSoulPlasma\n{\n  Radius 13\n  Height 8\n  Damage 2\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  -NoGravity\n  Gravity 0.01\n  DeathSound \"baby/shotx\"\n  States\n  {\n  Spawn:\n    APBL AB 5 Bright\n    Loop\n  Death:\n    ABLX ABCDE 5 Bright\n    Stop\n  }\n}\nACTOR Allahusoul\n{\n  Health 100\n  Radius 16\n  Height 56\n  Mass 50\n  Speed 8\n  PainChance 256\n  Monster\n  +FLOAT\n  +NOGRAVITY\n  +MISSILEMORE\n  +DONTFALL\n  +NOICEDEATH\n  +NoRadiusDmg\n  AttackSound \"skull/melee\"\n  PainSound \"skull/pain\"\n  DeathSound \"skull/death\"\n  ActiveSound \"skull/active\"\n  RenderStyle SoulTrans\n  Obituary \"%o was spooked by a exploding soul.\"\n  HitObituary \"%o was spooked by a exploding soul.\"\n  States\n  {\n  Spawn:\n    X1SK AB 10 Bright A_Look\n    Loop\n  See:\n    X1SK AB 6 Bright A_Chase\n    Loop\n  Melee:\n\tX1SK F 6 Bright\n\tX1SK G 6 Bright A_Playsound (\"weapons/rocklx\")\n    X1SK H 6 Bright\n    X1SK I 10 Bright A_Explode\n    X1SK J 12 Bright\n    X1SK K 15 Bright\n\tX1SK J 12 Bright\n\tX1SK I 10 Bright\n\tX1SK HGF 6 Bright\n\tGoto See\n  Missile:\n    X1SK C 10 Bright A_FaceTarget\n    X1SK D 4 Bright A_SkullAttack\n    X1SK CD 4 Bright\n    Goto Missile+2\n  Pain:\n    X1SK E 3 Bright\n    X1SK E 3 Bright A_Pain\n    Goto See\n  Death:\n    X1SK F 6 Bright\n    X1SK G 6 Bright A_Scream\n    X1SK H 6 Bright\n    X1SK I 6 Bright A_NoBlocking\n    X1SK J 6\n    X1SK K 6\n    Stop\n  XDeath:\n\tX1SK F 6 Bright A_Explode\n    X1SK G 0 Bright A_Explode\n\tX1SK G 6 Bright A_Scream\n    X1SK H 6 Bright A_Explode\n    X1SK I 6 Bright A_NoBlocking\n    X1SK J 6 A_Explode\n    X1SK K 6 A_Explode\n    Stop\n  }\n}\n\nACTOR BolivarSS\n{\n  Health 35\n  Radius 20\n  Height 56\n  Speed 11\n  PainChance 170\n  Monster\n  +FLOORCLIP\n  +MissileMore\n  +MissileEvenMore\n  SeeSound \"wolfss/sight\"\n  PainSound \"wolfss/pain\"\n  DeathSound \"wolfss/death\"\n  ActiveSound \"wolfss/active\"\n  AttackSound \"chainguy/attack\"\n  Obituary \"%o was shot by a Nazi\"\n  Dropitem \"Shell\"\n  Dropitem \"Clip\"\n  States\n  {\n  Spawn:\n    SSWb AB 10 A_Look\n    Loop\n  See:\n    SSWb AABBCCDD 3 A_Chase\n    Loop\n  Missile:\n    SSWb E 8 A_FaceTarget\n    SSWB E 0 A_JumpifCloser (275,6)\n    SSWb F 12 A_FaceTarget\n\tSSWB G 0 A_PlaySound (\"chainguy/attack\")\n\tSSWB G 4 Bright A_CustomBulletAttack (10,20,1,random (1,3)*2,\"bulletpuff\",1000)\n\tSSWB F 1 A_FaceTarget\n\tSSWb E 0 A_CPosRefire\n\tGoto Missile+3\n    SSWB F 8 A_FaceTarget\n\tSSWb G 8 Bright A_SPosAttack\n    SSWb E 12\n    Goto Missile+2\n  Pain:\n    SSWb H 3\n    SSWb H 3 A_Pain\n    Goto See\n  Death:\n    SSWb I 5\n    SSWb J 5 A_Scream\n    SSWb K 5 A_NoBlocking\n    SSWb L 5\n    SSWb M -1\n    Stop\n  XDeath:\n    SSWb N 5\n    SSWb O 5 A_XScream\n    SSWb P 5 A_NoBlocking\n    SSWb QRSTU 5\n    SSWb V -1\n    Stop\n  Raise:\n    SSWb M 5\n    SSWb LKJI 5\n    Goto See\n  }\n}\n\n//Mis Items y esas bostas\n\nACTOR ChirolaBerserk : CustomInventory replaces Berserk\n{\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.PickupMessage \"$GOTBERSERK\" // \"Berserk!\"\n  Inventory.PickupSound \"misc/p_pkup\"\n  States\n  {\n  Spawn:\n    PSTR A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,2)\n\tTNT1 A 0 A_GiveInventory(\"MaxHealth\",10)\n\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n    TNT1 A 0 HealThing(100, 0)\n    Stop\n  }\n}\n\nACTOR FireZombie\n{\n  Health 25\n  Radius 20\n  Height 56\n  Speed 12\n  PainChance 200\n  DamageFactor \"Fire\",0.5\n  Monster\n  +MissileMore\n  +FLOORCLIP\n  SeeSound \"grunt/sight\"\n  AttackSound \"grunt/attack\"\n  PainSound \"grunt/pain\"\n  DeathSound \"grunt/death\"\n  ActiveSound \"grunt/active\"\n  Obituary \"%o was burned by a zombieman.\"\n  DropItem \"Randomammo\"\n  States\n  {\n  Spawn:\n    POSF AB 10 A_Look\n    Loop\n  See:\n    POSF AABBCCDD 3 A_Chase\n    Loop\n  Missile:\n\tPOSF A 0 A_JumpIfCloser (200,\"Melee\")\n\tPOSF E 0 A_FaceTarget\n\tPOSF AB 2 A_Recoil (-5)\n\tPOSF A 0 A_Jump (230,2)\n\tPOSF A 1 ThrustThingZ (0,32,0,0)\n\tPOSF CD 2 A_Recoil (-5)\n\tPOSF E 0 A_Stop\n\tPOSF E 0 A_Jump (150,\"Missile\")\n\tGoto See\n  Melee:\n    POSF A 0 A_Jump (240,2)\n\tPOSF A 1 ThrustThingZ (0,32,0,0)\n\tPOSF A 3\n\tPOSF E 4 A_FaceTarget\n    POSF F 3 A_CustomMissile (\"Fueguito\")\n\tPOSF E 0 A_Jump (128,3)\n    POSF E 0 A_FaceTarget\n    POSF F 3 A_CustomMissile (\"Fueguito\")\n\tPOSF E 0 A_Jump (144,3)\n    POSF E 0 A_FaceTarget\n    POSF F 3 A_CustomMissile (\"Fueguito\")\n\tPOSF E 0 A_Jump (160,3)\n    POSF E 0 A_FaceTarget\n    POSF F 3 A_CustomMissile (\"Fueguito\")\n\tPOSF E 0 A_Jump (176,3)\n    POSF E 0 A_FaceTarget\n    POSF F 3 A_CustomMissile (\"Fueguito\")\n\tPOSF E 0 A_Jump (192,3)\n    POSF E 0 A_FaceTarget\n    POSF F 3 A_CustomMissile (\"Fueguito\")\n    POSF E 8\n    Goto See\n  Pain:\n    POSF G 3\n    POSF G 3 A_Pain\n    Goto See\n  Death:\n    POSF H 5\n    POSF I 5 A_Scream\n    POSF J 5 A_NoBlocking\n    POSF K 5\n    POSF L -1\n    Stop\n  XDeath:\n    POSF M 5\n    POSF N 5 A_XScream\n    POSF O 5 A_NoBlocking\n    POSF PQRST 5\n    POSF U -1\n    Stop\n  Raise:\n    POSF K 5\n    POSF JIH 5\n    Goto See\n  }\n}\nActor Randomammo : RandomSpawner\n{\n DropItem \"Clip\",256,4\n DropItem \"Shell\",256,2\n DropItem \"Cell\",256,1\n}\nActor Fueguito : DoomImpball\n{\n PoisonDamage 2,5,70\n Damage 1\n SeeSound \"vile/firestrt\"\n DeathSound \"vile/firecrkl\"\n DamageType Fire\n scale 0.2\n States\n  {\n   Spawn:\n\tFIRO ABC 4 Bright\n\tGoto Death\n   Death:\n\tFIRO D 4 Bright A_FireCrackle\n\tFIRO EF 4 Bright\n\tStop\n  }\n}\nACTOR Laserguy\n{\n  Health 40\n  Radius 20\n  Height 56\n  Mass 100\n  Speed 10\n  PainChance 170\n  Monster\n  +FLOORCLIP\n  SeeSound \"shotguy/sight\"\n  AttackSound \"shotguy/attack\"\n  PainSound \"shotguy/pain\"\n  DeathSound \"shotguy/death\"\n  ActiveSound \"shotguy/active\"\n  Obituary \"%o was Smitted by a Officer.\"\n  DropItem \"Randomammo\"\n  States\n  {\n  Spawn:\n    SPOL AB 10 A_Look\n    Loop\n  See:\n    SPOL AABBCCDD 3 A_Chase\n    Loop\n  Missile:\n\tSPOL E 2 A_FaceTarget\n\tSPOL E 0 A_Jump (128,3)\n\tSPOL E 5 ThrustThing(angle*256/360+64, 10, 0, 0)\n\tSPOL E 3 A_FaceTarget\n\tGoto Missile +5\n\tSPOL E 5 ThrustThing(angle*256/360+192, 10, 0, 0)\n\tSPOL E 3 A_FaceTarget\n    SPOL FFF 3 Bright A_CustomMissile (\"RashoLaser\",30,0,random(-10,10),10,random(-5,5))\n    SPOL E 9\n    Goto See\n  Pain:\n    SPOL G 3\n    SPOL G 3 A_Pain\n\tSPOL G 0 A_Jump (50,\"Missile\")\n    Goto See\n  Death:\n    SPOL H 5\n    SPOL I 5 A_Scream\n    SPOL J 5 A_NoBlocking\n    SPOL K 5\n    SPOL L -1\n    Stop\n  XDeath:\n    SPOL M 5\n    SPOL N 5 A_XScream\n    SPOL O 5 A_NoBlocking\n    SPOL PQRST 5\n    SPOL U -1\n    Stop\n  Raise:\n    SPOL L 5\n    SPOL KJIH 5\n    Goto See\n  }\n}\nActor RashoLaser : Cacodemonball\n{\n SeeSound \"baby/attack\"\n DeathSound \"baby/shotx\"\n Speed 35\n Damage 3\n Height 6\n Radius 10\n states\n  {\n   Spawn:\n\tTIRO A 4 Bright\n\tLoop\n   Death:\n    PLSE CDE 4 Bright\n    Stop\n  }\n}\n\nACTOR Chasingunner\n{\n  Health 80\n  Radius 20\n  Height 56\n  Mass 100\n  Speed 15\n  PainChance 170\n  Monster\n  +FLOORCLIP\n  DamageFactor \"Fire\", 1.1\n  DamageFactor \"Poison\", 0.9\n  DamageFactor \"Electric\", 0.8\n  SeeSound \"chainguy/sight\"\n  PainSound \"chainguy/pain\"\n  DeathSound \"chainguy/death\"\n  ActiveSound \"chainguy/active\"\n  AttackSound \"chainguy/attack\"\n  Obituary \"A Bronze Cordera rushed on %o\"\n  Dropitem \"Chaingun\"\n  States\n  {\n  Spawn:\n    CPrS AB 10 A_Look\n    Loop\n  See:\n    CPrS AABBCCDD 3 A_Chase\n    Loop\n  Missile:\n    CPRS E 10 A_FaceTarget\n\tCPRS F 0 A_Facetarget\n    CPRS F 2 Bright A_CPosAttack\n\tCPRS E 2 Bright A_Recoil (-1)\n\tCPRS E 0 Bright A_FaceTarget\n\tCPRS F 0 A_CPosRefire\n\tCPRS F 2 Bright A_Chase\n    Goto Missile+1\n  Pain:\n    CPRS G 3\n    CPRS G 3 A_Pain\n    Goto See\n  Death:\n    CPRS H 5\n    CPRS I 5 A_Scream\n    CPRS J 5 A_NoBlocking\n    CPRS KLM 5\n    CPRS N -1\n    Stop\n  XDeath:\n    CPRS O 5\n    CPRS P 5 A_XScream\n    CPRS Q 5 A_NoBlocking\n    CPRS RS 5\n    CPRS T -1\n    Stop\n  Raise:\n    CPRS N 5\n    CPRS MLKJIH 5\n    Goto See\n  }\n}\nACTOR DankImp\n{\n  Health 50\n  Radius 20\n  Height 56\n  Mass 100\n  Speed 10\n  PainChance 200\n  Monster\n  DamageFactor \"Electric\", 2.2\n  DamageFactor \"Poison\",0.1\n  PoisonDamage 10\n  Translation \"80:111=120:127\",\"168:168=119:119\"\n  +FLOORCLIP\n  SeeSound \"imp/sight\"\n  PainSound \"imp/pain\"\n  DeathSound \"imp/death\"\n  ActiveSound \"imp/active\"\n  HitObituary \"%o was infected by a toxic imp\"\n  Obituary \"$OB_IMP\"\n  States\n  {\n  Spawn:\n    TROO AB 10 A_Look\n    Loop\n  See:\n    TROO AABBCCDD 3 A_Chase\n    Loop\n  Melee:\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 6 A_CustomComboAttack(\"PoisonImpBall\", 32, 3 * random(1, 8), \"imp/melee\",\"poison\")\n    Goto See\n  Pain:\n    TROO H 2\n    TROO H 2 A_Pain\n    Goto See\n  Death:\n    TROO I 8\n    TROO J 8 A_Scream\n    TROO K 6\n    TROO L 6 A_NoBlocking\n    TROO M -1\n    Stop\n  XDeath:\n    TROO N 5\n    TROO O 5 A_XScream\n    TROO P 5\n    TROO Q 5 A_NoBlocking\n    TROO RST 5\n    TROO U -1\n    Stop\n  Raise:\n    TROO ML 8\n    TROO KJI 6\n    Goto See\n  }\n}\nActor PoisonImpBall : DoomImpBall\n{\n PoisonDamage 30\n Damage 1\n Alpha 0.5\n Scale 0.7\n States\n {\n  Spawn:\n    BAL7 A 4\n\tBAL7 B 4 Bright\n    Loop\n  Death:\n    BAL7 CDE 6\n    Stop\n }\n}\n\nACTOR Cagodemon\n{\n  Health 250\n  Radius 31\n  Height 56\n  Mass 400\n  Speed 6\n DamageFactor \"Fire\", 0.9\n DamageFactor \"Poison\", 1.5\n DamageFactor \"Electric\", 1.2\n  PainChance 128\n  Monster\n  +FLOAT\n  +NOGRAVITY\n  SeeSound \"caco/sight\"\n  PainSound \"caco/pain\"\n  DeathSound \"caco/death\"\n  ActiveSound \"caco/active\"\n  Obituary \"%o was smitted by a Necromancer Cacodemon\"\n  HitObituary \"%o faced a Necromancer Cacodemon\"\n  States\n  {\n  Spawn:\n    CACO A 10 A_Look\n    Loop\n  See:\n    CACO A 0 A_Jump (254,11)\n\tCACO BCDCBCDCB 3\n\tCACO A 0 A_SpawnItem (\"Cagudemon\",random(64,128))\n\tCACO A 3 A_Chase\n    Loop\n  Missile:\n    CACO C 0 A_JumpIfCloser (600,11)\n\tCACO BCDCDCB 3\n\tCACO A 0 A_SpawnItem (\"Cagudemon\",random(64,128))\n\tGoto See\n\tCACO BC 5 A_FaceTarget\n\tCACO C 0 A_JumpIfCloser (400,2)\n\tCACO D 5 Bright A_CustomMissile (\"CagodemonBall\",32,0,0,10,15)\n\tGoto Reload\n\tCACO C 0 A_JumpIfCloser (200,2)\n\tCACO D 5 Bright A_CustomMissile (\"CagodemonBall\",32,0,0,10,10)\n\tGoto Reload\n    CACO D 5 Bright A_CustomComboAttack(\"CagodemonBall\", 32, 10 * random(1, 6))\n    Goto Reload\n  Reload:\n\tCACO C 5 Bright\n\tCACO B 5\n\tGoto See\n  Pain:\n    CACO E 3\n    CACO E 3 A_Pain\n    CACO F 6\n    Goto See\n  Death:\n    CACO G 8\n    CACO H 8 A_Scream\n    CACO IJ 8\n    CACO K 8 A_NoBlocking\n    CACO L -1 A_SetFloorClip\n    Stop\n  Raise:\n    CACO L 8 A_UnSetFloorClip\n    CACO KJIHG 8\n    Goto See\n  }\n}\nActor Cagudemon : RandomSpawner\n{\n DropItem \"Cagudemon1\",256,1\n DropItem \"Cagudemon2\",256,1\n}\nActor Cagudemon1\n{\n  Radius 12\n  Height 48\n  Mass 400\n  Speed 10\n  RenderStyle add\n  Alpha 0.5\n  +DontHarmSpecies\n  Species Cagodemon\n  +Solid\n  +IsMonster\n  -CountKill\n  Var int User_lifetime;\n  SeeSound \"caco/sight\"\n  PainSound \"caco/pain\"\n  DeathSound \"caco/death\"\n  ActiveSound \"caco/active\"\n  Obituary \"%o couldn't handle a Necromancer Cacodemon spawn\"\n  HitObituary \"%o got too close from a Cacodemon ghost\"\n  States\n  {\n  Spawn:\n    CAGO L 35 A_Jump (200,2)\n\tCAGO L 35 A_Jump (200,2)\n\tCAGO L 35 A_Jump (200,2)\n\tCAGO L 35 A_Jump (200,2)\n\tCAGO L 35 A_Jump (200,2)\n\tCAGO L 35 A_Jump (200,2)\n\tCAGO L 35\n\tCAGO KJ 8 ThrustThingZ (0,8,0,0)\n\tCAGO I 8 A_SetFloat\n\tCAGO H 8 A_UnsetFloorClip\n\tCAGO G 8 A_NoGravity\n\tCAGO AAAAA 10 A_Look\n    Goto see\n  See:\n    CAGO A 0 A_SetUserVar (\"user_lifetime\",user_lifetime+1)\n\tCAGO AAAAA 2 A_Chase\n\tCAGO A 0 A_JumpIf (User_lifetime > 70,\"Death\")\n    Loop\n  Missile:\n    CAGO BC 5 A_FaceTarget\n\tCAGO C 0 A_JumpIfCloser (400,2)\n\tCAGO D 5 Bright A_CustomMissile (\"CagodemonBall\",16,0,0,10,15)\n\tGoto Reload\n\tCAGO C 0 A_JumpIfCloser (200,2)\n\tCAGO D 5 Bright A_CustomMissile (\"CagodemonBall\",16,0,0,10,10)\n\tGoto Reload\n    CAGO D 5 Bright A_CustomComboAttack(\"CagodemonBall\", 32, 10 * random(1, 6))\n    Goto Reload\n  Reload:\n\tCAGO C 5 Bright\n\tCAGO B 5\n\tGoto See\n  Death:\n    CAGO G 8 A_gravity\n    CAGO H 8 A_Scream\n    CAGO IJ 8\n    CAGO K 8 A_NoBlocking\n    CAGO L 8 A_SetFloorClip\n\tCAGO L 3 A_SetTranslucent (0.45)\n\tCAGO L 3 A_SetTranslucent (0.4)\n\tCAGO L 3 A_SetTranslucent (0.35)\n\tCAGO L 3 A_SetTranslucent (0.3)\n\tCAGO L 3 A_SetTranslucent (0.25)\n\tCAGO L 3 A_SetTranslucent (0.2)\n\tCAGO L 3 A_SetTranslucent (0.15)\n\tCAGO L 3 A_SetTranslucent (0.1)\n\tCAGO L 3 A_SetTranslucent (0.5)\n    Stop\n  }\n}\nActor CagoDemonBall : Cacodemonball\n{\n -NoGravity\n Gravity 0.2\n Speed 15\n}\n\nActor Cagudemon2 : Cagudemon1\n{\n States\n {\n  See:\n\tCAGO A 0 A_SetUserVar (\"user_lifetime\",user_lifetime+1)\n\tCAGO AAAAA 2 A_Chase\n\tCAGO A 0 A_JumpIf (User_lifetime > 105,\"Death\")\n    Loop\n }\n}\n\nACTOR XenoDemon\n{\n  Health 150\n  PainChance 180\n  Speed 15\n  Radius 30\n  Height 56\n  Mass 400\n  +NoBlood\n  DamageFactor \"Poison\",0.0\n  DamageFactor \"Fire\",2.0\n  Monster\n  +FLOORCLIP\n  BloodColor \"Green\"\n  SeeSound \"demon/sight\"\n  AttackSound \"demon/melee\"\n  PainSound \"demon/pain\"\n  DeathSound \"demon/death\"\n  ActiveSound \"demon/active\"\n  HitObituary \"%o was bit by a Xenodemon.\"\n  Obituary \"%o tasted the xenodemon blood... and it's Kinda acid.\"\n  States\n  {\n  Spawn:\n    XARG AB 10 A_Look\n    Loop\n  See:\n    XARG AABBCCDD 2 A_Chase\n    Loop\n  Melee:\n    XARG EF 8 A_FaceTarget\n    XARG G 8 A_SargAttack\n    Goto See\n  Pain:\n    XARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(-60,45))\n\tXARG H 0 A_Jump (128,2)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(-60,45))\n\tXARG H 0 A_Jump (128,2)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(-60,45))\n\tXARG H 0 A_Jump (128,2)\n\tXARG H 2\n    XARG H 2 A_Pain\n    Goto See\n  Death:\n    XARG HHH 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n    XARG I 8\n    XARG J 8 A_Scream\n    XARG K 4\n    XARG L 4 A_NoBlocking\n    XARG M 4\n    XARG N -1\n    Stop\n  Raise:\n    XARG N 5\n    XARG MLKJI 5\n    Goto See\n  }\n}\nACTOR XenoBlood\n{\n  Mass 5\n  Projectile\n  Radius 8\n  Height 8\n  DamageType Poison\n  Damage 1\n  Speed 5\n  Obituary \"%o tasted the xenodemon blood... and it's Kinda acid.\"\n  Translation \"168:191=112:127\",\"32:47=112:127\"\n  -NoGravity\n  +Ripper\n  +NoBossRip\n  States\n  {\n  Spawn:\n    BLUD CBA 8\n    Loop\n  Death:\n    BSPT ABC 4\n\tBSPT CCC 35 A_CustomMissile (\"XenoBlood2\")\n    Stop\n  }\n}\n\nActor XenoBlood2 : XenoBlood\n{\n RenderStyle Add\n Alpha 0\n Speed 0\n VSpeed 1\n -Ripper\n States\n {\n  Spawn:\n\tBLUD CBA 1\n  Death:\n\tBSPT ACB 1\n\tStop\n  }\n}\n\nACTOR BaronThor\n{\n  Health 750\n  Radius 24\n  Height 64\n  Mass 1000\n  Speed 8\n  PainChance 50\n  MaxTargetRange 1000\n   DamageFactor \"Fire\", 1.1\n  DamageFactor \"Electric\", 0.3\n  DamageFactor \"Poison\", 0.5\n  Monster\n  +FLOORCLIP\n  +BOSSDEATH\n  SeeSound \"baron/sight\"\n  PainSound \"baron/pain\"\n  DeathSound \"baron/death\"\n  ActiveSound \"baron/active\"\n  Obituary \"%o was electrified by a Baron of Thor\"\n  States\n  {\n  Spawn:\n    BO1S AB 10 A_Look\n    Loop\n  See:\n    BO1S AABBCCDD 3 A_Chase\n    Loop\n  Missile:\n\tBO1S A 0 A_JumpIfCloser (450,\"Melee\")\n\tBO1S P 4 A_FaceTarget\n\tBO1S P 3 Bright A_VileTarget (\"BaronThorTarget\")\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S Q 3 A_VileTarget (\"BaronThorRay\")\n\tBO1S R 6 A_FaceTarget\n\tBO1S R 12\n\tGoto See\n  Melee:\n    BO1S EF 8 A_FaceTarget\n    BO1S G 8 A_CustomComboAttack(\"BaronThorMissile\", 32, 8 * random(3, 10), \"baron/melee\")\n    Goto See\n  Pain:\n    BO1S H 2\n    BO1S H 2 A_Pain\n    Goto See\n  Death:\n    BO1S I 8\n    BO1S J 8 A_Scream\n    BO1S K 8\n    BO1S L 8 A_NoBlocking\n    BO1S MN 8\n    BO1S O -1 A_BossDeath\n    Stop\n  Raise:\n    BO1S O 8\n    BO1S NMLKJI 8\n    Goto See\n  }\n}\nActor BaronThorMissile : BaronBall\n{\n DamageType Electric\n +SeekerMissile\n Speed 10\n Damage 9\n SeeSound \"baron/melee\"\n DeathSound \"baron/melee\"\n +FLOORHUGGER\n States\n {\n  Spawn:\n\tHELE ABCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBC 2 Bright A_tracer\n\tGoto Death\n  Death:\n\tHELE DEFG 3 Bright\n\tStop\n  }\n}\nActor BaronThorTarget : Archvilefire\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  RenderStyle Add\n  Alpha 1\n  States\n  {\n  Spawn:\n    HELE H 0 Bright A_PlaySound (\"baron/melee\")\n\tHELE HIJIH 2 Bright A_Fire\n    HELE H 0 Bright A_PlaySound (\"baron/melee\")\n\tHELE IJKJI 2 Bright A_Fire\n    HELE H 0 Bright A_PlaySound (\"baron/melee\")\n\tHELE JKLKJ 2 Bright A_Fire\n\tHELE H 0 Bright A_PlaySound (\"baron/melee\")\n\tHELE KLMLK 2 Bright A_Fire\n\tHELE LMNMLMN 2 Bright A_Fire\n    Stop\n  }\n}\nActor BaronThorRay\n{\n Projectile\n DamageType Electric\n Damage 1\n Radius 18\n Height 48\n +Ripper\n States\n {\n  Spawn:\n\tHELE R 2 A_Fire\n\tHELE S 2 A_PlaySound (\"baron/melee\")\n\tHELE TU 2 A_Fire\n\tHELE VWX 2 A_Fire\n\tStop\n\t}\n}\n\nACTOR ScaredMancubus\n{\n  Health 500\n  Radius 48\n  Height 64\n  Mass 1000\n  Speed 8\n  PainChance 80\n  DamageFactor \"Fire\", 1.2\n  DamageFactor \"Poison\", 0.5\n  DamageFactor \"Electric\", 0.8\n  Monster\n  +FLOORCLIP\n  +BOSSDEATH\n  SeeSound \"fatso/sight\"\n  PainSound \"fatso/pain\"\n  DeathSound \"fatso/death\"\n  ActiveSound \"fatso/active\"\n  Obituary \"$OB_FATSO\"\n  HitObituary \"A mancubus fled succefully from %o\"\n  States\n  {\n  Spawn:\n    1ATB AB 15 A_Look\n    Loop\n  See:\n    1ATB AABBCCDDEEFF 4 A_Chase\n    Loop\n  Missile:\n    1ATB A 0 A_JumpIfCloser (250,\"Run\")\n\t1ATB G 20 A_FatRaise\n    1ATB H 10 Bright A_FatAttack1\n    1ATB IG 5 A_FaceTarget\n    1ATB H 10 Bright A_FatAttack2\n    1ATB IG 5 A_FaceTarget\n    1ATB H 10 Bright A_FatAttack3\n    1ATB IG 5 A_FaceTarget\n    Goto See\n  Run:\n\t1ATB G 8 A_FatRaise\n\t1ATB H 0 Bright A_Recoil (1)\n    1ATB H 5 Bright A_FatAttack1 (\"Fogon\")\n    1ATB H 0 A_FaceTarget\n\t1ATB H 0 Bright A_Recoil (2)\n    1ATB H 5 Bright A_FatAttack2 (\"Fogon\")\n\t1ATB H 0 A_FaceTarget\n\t1ATB H 0 Bright A_Recoil (3)\n    1ATB H 5 Bright A_FatAttack3 (\"Fogon\")\n    1ATB H 0 A_FaceTarget\n\t1ATB H 0 Bright A_Recoil (4)\n    1ATB H 5 Bright A_FatAttack1 (\"Fogon\")\n    1ATB H 0 A_FaceTarget\n\t1ATB H 0 Bright A_Recoil (5)\n    1ATB H 5 Bright A_FatAttack2 (\"Fogon\")\n\t1ATB H 0 A_FaceTarget\n\t1ATB H 0 Bright A_Recoil (6)\n    1ATB H 5 Bright A_FatAttack3 (\"Fogon\")\n    1ATB IG 5\n\tGoto See\n  Pain:\n    1ATB J 3\n    1ATB J 3 A_Pain\n    Goto See\n  Death:\n    1ATB K 6\n    1ATB L 6 A_Scream\n    1ATB M 6 A_NoBlocking\n    1ATB NOPQRS 6\n    1ATB T -1 A_BossDeath\n    Stop\n  Raise:\n    1ATB R 5\n    1ATB QPONMLK 5\n    Goto See\n  }\n}\n\nActor Fogon\n{\n SeeSound \"vile/firestrt\"\n DeathSound \"vile/firecrkl\"\n Radius 21\n Height 40\n +Ripper\n Damage 1\n Projectile\n DamageType Fire\n Speed 5\n States\n {\n  Spawn:\n\tFIRO ABCBCDCDED 2 Bright\n\tGoto Death\n  Death:\n\tFIRO EFEFGFGH 2 Bright\n\tStop\n }\n}\n\nActor Nidodearanas\n{\n Height 32\n Radius 15\n States\n {\n  Spawn:\n\tNIDO A 1 A_Look\n\tLoop\n  See:\n\tNIDO B 3 A_PlaySound (\"skeleton/melee\")\n\tNIDO CB 3\n\tNIDO A 15\n\tNIDO B 3 A_PlaySound (\"skeleton/melee\")\n\tNIDO CB 3\n\tNIDO A 35\n\tNIDO B 4 A_PlaySound (\"skeleton/melee\")\n\tNIDO C 4\n\tNIDO B 0 A_Jump (100,1)\n\tGoto Death\n\tNIDO A 35\n\tLoop\n  Death:\n\tNIDO D 0 A_SpawnItemEx (\"Miniarania\",50)\n\tNIDO D 0 A_SpawnItemEx (\"Miniarania\",-25,43)\n\tNIDO D 0 A_SpawnItemEx (\"Miniarania\",-25,-43)\n\tNIDO D 5 A_Xscream\n\tNIDO E 6 A_NoBlocking\n\tNIDO FGHI 6\n\tNIDO J -1\n\tStop\n }\n}\nActor Miniarania : Arachnotron\n{\n Scale 0.3\n Radius 20\n Height 20\n DamageFactor \"Fire\", 1.0\n DamageFactor \"Poison\", 0.8\n DamageFactor \"Electric\", 1.8\n Speed 15\n Health 120\n  States\n  {\n  Spawn:\n    BSPI AB 8 A_Look\n    Loop\n  See:\n    BSPI A 16\n    BSPI A 2 A_BabyMetal\n    BSPI ABBCC 2 A_Chase\n    BSPI D 2 A_BabyMetal\n    BSPI DEEFF 2 A_Chase\n    Goto See+1\n  Missile:\n    BSPI A 16 Bright A_FaceTarget\n    BSPI G 3 Bright A_CustomMissile (\"MiniAracPlasma\",8,0,random(-5,5))\n    BSPI H 3 Bright\n    BSPI H 1 Bright A_SpidRefire\n    Goto Missile+1\n  Pain:\n    BSPI I 3\n    BSPI I 3 A_Pain\n    Goto See+1\n  Death:\n    BSPI J 16 A_Scream\n    BSPI K 6 A_NoBlocking\n    BSPI LMNO 6\n    BSPI P -1 A_BossDeath\n    Stop\n  Raise:\n    BSPI P 5\n    BSPI ONMLKJ 5\n    Goto See+1\n  }\n}\nACTOR MiniAracPlasma\n{\n  Scale 0.25\n  Radius 3\n  Height 2\n  Speed 20\n  Damage 2\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.6\n  SeeSound \"baby/attack\"\n  DeathSound \"baby/shotx\"\n  States\n  {\n  Spawn:\n    APLS AB 5 Bright\n    Loop\n  Death:\n    APBX A 5 Bright A_SetTranslucent (0.5)\n\tAPBX B 5 Bright A_SetTranslucent (0.4)\n\tAPBX C 5 Bright A_SetTranslucent (0.3)\n\tAPBX D 5 Bright A_SetTranslucent (0.2)\n\tAPBX E 5 Bright A_SetTranslucent (0.1)\n    Stop\n  }\n}\nACTOR Caballodelinfiernin\n{\n  Health 375\n  -BOSSDEATH\n  DamageFactor \"Fire\", 0.6\n  DamageFactor \"Poison\", 1.1\n  DamageFactor \"Electric\", 1.0\n  SeeSound \"knight/sight\"\n  ActiveSound \"knight/active\"\n  PainSound \"knight/pain\"\n  DeathSound \"knight/death\"\n  HitObituary \"$OB_KNIGHTHIT\"\n  Obituary \"%o couldn't evade a HellKnight golden shot.\"\n  States\n  {\n  Spawn:\n    VOS2 AB 10 A_Look\n    Loop\n  See:\n    VOS2 AABBCCDD 3 A_Chase\n    Loop\n  Melee:\n  Missile:\n    VOS2 EF 8 A_FaceTarget\n    VOS2 G 8 A_CustomComboAttack(\"HellBola\", 32, 7 * random(3, 9), \"baron/melee\")\n    Goto See\n  Pain:\n    VOS2 H 2\n    VOS2 H 2 A_Pain\n    Goto See\n  Death:\n    VOS2 I 8\n    VOS2 J 8 A_Scream\n    VOS2 K 8\n    VOS2 L 8 A_NoBlocking\n    VOS2 MN 8\n    VOS2 O -1\n    Stop\n  Raise:\n    VOS2 O 8\n    VOS2 NMLKJI 8\n    Goto See\n  }\n}\nActor HellBola\n{\n Damage 12\n Speed 8\n +SeekerMissile\n States\n {\n  Spawn:\n\tBEL7 AB 4 Bright A_Tracer\n\tLoop\n  Death:\n\tBEL7 CDE 6 Bright\n\tStop\n }\n}\n\nACTOR SpaiderMapstermind\n{\n  Health 3000\n  Radius 128\n  Height 100\n  Mass 1000\n DamageFactor \"Fire\", 0.3\n DamageFactor \"Poison\", 0.3\n DamageFactor \"Electric\", 1.5\n  Speed 12\n  PainChance 4\n  Monster\n  MinMissileChance 160\n  +BOSS\n  +MISSILEMORE\n  +FLOORCLIP\n  +NORADIUSDMG\n  +DONTMORPH\n  +BOSSDEATH\n  SeeSound \"spider/sight\"\n  AttackSound \"spider/attack\"\n  PainSound \"spider/pain\"\n  DeathSound \"spider/death\"\n  ActiveSound \"spider/active\"\n  Obituary \"$OB_SPIDER\"\n  States\n  {\n  Spawn:\n    SPUD AB 10 A_Look\n    Loop\n  See:\n    SPUD A 3 A_Metal\n    SPUD ABB 3 A_Chase\n    SPUD C 3 A_Metal\n    SPUD CDD 3 A_Chase\n    SPUD E 3 A_Metal\n    SPUD EFF 3 A_Chase\n    Loop\n  Missile:\n    SPUD A 0 A_PlaySound (\"spider/sight\")\n\tSPUD A 15 Bright A_FaceTarget\n    SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-63)\n    SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-63)\n    SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-56)\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-56)\n\tSPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-49)\n    SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-49)\n    SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-42)\n    SPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-42)\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-35)\n    SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-35)\n    SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-28)\n    SPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-28)\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-24)\n    SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-24)\n    SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-20)\n    SPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-20)\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-16)\n    SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-16)\n    SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-12)\n    SPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-12)\n\tSPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-9)\n    SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-9)\n    SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-6)\n    SPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-6)\n\tSPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-4)\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-4)\n    SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-2)\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-2)\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-1)\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-1)\n    SPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n    SPUD A 35 A_PlaySound (\"spider/sight\")\n    Goto See\n  Pain:\n    SPUD I 3\n    SPUD I 3 A_Pain\n    Goto See\n  Death:\n    SPUD J 20 A_Scream\n    SPUD K 10 A_NoBlocking\n    SPUD LMNOPQR 10\n    SPUD S 30\n    SPUD S -1 A_BossDeath\n    Stop\n  }\n}\n\nActor Mastermindshot\n{\n SeeSound \"grunt/attack\"\n Scale 0.2\n Speed 100\n Damage 3\n Projectile\n Radius 2\n Height 4\n States\n {\n  Spawn:\n\tBEL7 AB 3 Bright\n\tLoop\n  Death:\n\tBEL7 CDE 3 Bright\n\tStop\n\t}\n}\n\nACTOR GrapplingSkeleton\n{\n  Health 350\n  Radius 20\n  Height 56\n  Mass 500\n  Speed 10\n  PainChance 50\n  Monster\n  DamageFactor \"Fire\", 0.8\n DamageFactor \"Poison\", 0.5\n DamageFactor \"Electric\", 0.8\n MeleeThreshold 196\n  +MISSILEMORE\n  +FLOORCLIP\n  SeeSound \"skeleton/sight\"\n  PainSound \"skeleton/pain\"\n  DeathSound \"skeleton/death\"\n  ActiveSound \"skeleton/active\"\n  MeleeSound \"skeleton/melee\"\n  HitObituary \"%o couldn't escape from the grappling skeleton punchs.\"\n  Obituary \"%o felt deadly attracted by a grappling skeleton.\"\n  States\n  {\n  Spawn:\n    5KEL AB 10 A_Look\n    Loop\n  See:\n    5KEL AABBCCDDEEFF 2 A_Chase\n    Loop\n  Melee:\n\t5KEL G 0 A_FaceTarget\n    5KEL G 0 A_Jump (128,4)\n\t5KEL G 4 A_SkelWhoosh\n    5KEL H 4 A_FaceTarget\n    5KEL I 4 A_SkelFist\n    Goto See\n\t5KEL R 4 A_SkelWhoosh\n    5KEL S 4 A_FaceTarget\n    5KEL T 4 A_SkelFist\n    Goto See\n  Missile:\n    5KEL J 0 Bright A_FaceTarget\n    5KEL J 10 Bright A_FaceTarget\n\t5KEL K 10 A_CustomMissile (\"Loreshot\",40,0,random(-2,2))\n    5KEL K 10 A_FaceTarget\n    Goto See\n  Pain:\n    5KEL L 5\n    5KEL L 5 A_Pain\n    Goto See\n  Death:\n    5KEL LM 7\n    5KEL N 7 A_Scream\n    5KEL O 7 A_NoBlocking\n    5KEL P 7\n    5KEL Q -1\n    Stop\n  Raise:\n    5KEL Q 5\n    5KEL PONML 5\n    Goto See\n  }\n}\nACTOR Frostivail\n{\n  Health 600\n  Radius 20\n  Height 56\n  Mass 500\n  Speed 15\n  Translation \"48:79=80:111\",\"160:167=193:200\",\"249:249=192:192\"\n  PainChance 18\n  Monster\n  MaxTargetRange 1100\n  +QUICKTORETALIATE\n  +FLOORCLIP\n  +NOTARGET\n  SeeSound \"vile/sight\"\n  PainSound \"vile/pain\"\n  DeathSound \"vile/death\"\n  ActiveSound \"vile/active\"\n  MeleeSound \"vile/stop\"\n  Obituary \"%o was incinerated by a cold blood Archvile\"\n  States\n  {\n  Spawn:\n    VILE AB 10 A_Look\n    Loop\n  See:\n    VILE AABBCCDDEEFF 2 A_VileChase\n    Loop\n  Missile:\n    VILE G 0 Bright A_VileStart\n    VILE G 10 Bright A_FaceTarget\n    VILE H 8 Bright A_VileTarget (\"FrostArchoFaier\")\n\tVILE IJK 8 Bright A_FaceTarget\n\tVILE I 0 A_CustomMissile (\"ArchodemonBall\")\n\tVILE I 0 A_CustomMissile (\"ArchodemonBall2\")\n\tVILE LMN 8 Bright A_FaceTarget\n    VILE I 0 A_CustomMissile (\"ArchodemonBall\")\n\tVILE I 0 A_CustomMissile (\"ArchodemonBall2\")\n    VILE O 8 Bright A_VileAttack (\"vile/stop\",5,15,300,0.6,\"Fire\")\n    VILE P 20 Bright\n    Goto See\n  Heal:\n    VILE \"[\\]\" 10 Bright\n    Goto See\n  Pain:\n    VILE Q 5\n    VILE Q 5 A_Pain\n    Goto See\n  Death:\n    VILE Q 7\n    VILE R 7 A_Scream\n    VILE S 7 A_NoBlocking\n    VILE TUVWXY 7\n    VILE Z -1\n    Stop\n  }\n}\nActor ArchodemonBall : CacodemonBall\n{\n Translation \"184:191=240:247\",\"168:183=192:207\",\"208:223=192:207\"\n States\n {\n  Spawn:\n\tBAL2 AABB 2 Bright A_Weave (3,0,8,0)\n    Loop\n }\n}\nActor ArchodemonBall2 : ArchodemonBall\n{\n States\n {\n  Spawn:\n\tBAL2 AABB 2 Bright A_Weave (-3,0,8,0)\n    Loop\n }\n}\nActor FrostArchoFaier : ArchvileFire\n{\n Translation \"160:167=193:200\",\"249:249=192:192\"\n States\n {\n  Spawn:\n    FIRE A 2 Bright A_StartFire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n    FIRE B 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE A 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE B 2 Bright A_Fire\n    FIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE C 2 Bright A_FireCrackle\n    FIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE B 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE C 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE B 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE C 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE D 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE C 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE D 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE C 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE D 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE E 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE D 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE E 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE D 2 Bright A_Fire\n    FIRE E 2 Bright A_FireCrackle\n    FIRE FE 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE FE 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE FG 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE HG 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE HGH 2 Bright A_Fire\n    Stop\n  }\n}\nActor PowerSlowSpeed : PowerSpeed\n{\npowerup.duration 10\nspeed 0.2\n}\nACTOR FreezeDebuff : PowerupGiver\n{\n\tpowerup.type SlowSpeed\n\tRenderStyle None\n\tInventory.PickupMessage \" \"\n\t+INVENTORY.QUIET\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor Pooelemental\n{\n Obituary \"%o smells like painelemental shit\"\n Translation \"168:191=24:47\"\n DamageFactor \"Poo\", 0.0\n Speed 6\n Health 400\n Radius 31\n Height 56\n Mass 400\n PainChance 128\n Monster\n +FLOAT\n +NOGRAVITY\n SeeSound \"pain/sight\"\n PainSound \"pain/pain\"\n DeathSound \"pain/death\"\n ActiveSound \"pain/active\"\n States\n  {\n  Spawn:\n    PAIN A 10 A_Look\n    Loop\n  See:\n\tPAIN AAB 3 A_Chase\n\tPAIN A 0 A_Jump (230,3)\n\tPAIN C 25\n\tPAIN B 10 A_CustomMissile (\"PainelementalPoo\",16,0,180)\n\tPAIN BCC 3 A_Chase\n\tPAIN A 0 A_Jump (230,3)\n\tPAIN C 25\n\tPAIN C 10 A_CustomMissile (\"PainelementalPoo\",16,0,180)\n\tPAIN A 0 A_Chase\n\tLoop\n  Missile:\n    PAIN D 5 A_FaceTarget\n    PAIN E 5 A_FaceTarget\n    PAIN F 5 Bright A_FaceTarget\n    PAIN F 0 Bright A_PainAttack\n    Goto See\n  Pain:\n    PAIN G 6\n    PAIN G 6 A_Pain\n    Goto See\n  Death:\n    PAIN H 8 Bright\n    PAIN I 8 Bright A_Scream\n    PAIN JK 8 Bright\n    PAIN L 8 Bright A_PainDie\n    PAIN M 8 Bright\n    Stop\n }\n}\n\nActor PainelementalPoo\n{\n Projectile\n Scale 0.5\n Radius 5\n Height 10\n Speed 8\n Obituary \"%o smells like painelemental shit\"\n -Nogravity\n States\n {\n  Spawn:\n\tPOO1 A 4\n\tLoop\n  Death:\n\tPOO1 A 35\n\tPOO1 AAAAA 0 A_CustomMissile (\"PooShot\",0,0,random(0,90),10,random(0,90))\n\tPOO1 AAAAA 0 A_CustomMissile (\"PooShot\",0,0,random(90,180),10,random(0,90))\n\tPOO1 AAAAA 0 A_CustomMissile (\"PooShot\",0,0,random(180,270),10,random(0,90))\n\tPOO1 AAAAA 0 A_CustomMissile (\"PooShot\",0,0,random(270,360),10,random(0,90))\n\tBAL2 CDE 5 Bright\n\tStop\n }\n}\nActor Pooshot\n{\n Damage 1\n DamageType Poo\n Speed 2\n Translation \"0:255=%[0.10,0.55,0.00]:[1.61,2.55,1.31]\"\n Projectile\n Scale 0.3\n RenderStyle Add\n Alpha 0.2\n radius 3\n Height 5\n States\n {\n  Spawn:\n\tBAL1 ABABAB 4\n\tGoto Death\n  Death:\n\tBAL1 CDE 4\n\tSTOP\n }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/SamsaraBase.txt",
        "contents": "//actor EnemyZorched: Boolean {}\n\nactor WolfRocketSmoke\n{\n    Radius 1\n    Height 1\n    Speed 0\n    Renderstyle Translucent\n    Alpha 0.5\n    +NOGRAVITY\n    -SOLID\n    +NOCLIP\n    +CLIENTSIDEONLY\n    States\n    {\n      Spawn:\n        TNT1 A 2\n        RTRL ABCD 4\n        stop\n    }\n}\n\nactor DukeGibs1\n{\n    Radius 1\n    Height 1\n    Speed 0\n    Projectile\n    -NOGRAVITY\n    -SOLID\n    +MOVEWITHSECTOR\n    +CLIENTSIDEONLY\n    +NOBLOCKMAP\n    +NOTELEPORT\n    Gravity 0.65\n    Health 2\n    scale 0.5\n    States\n    {\n      Spawn:\n        DKG1 ABCD 5\n        loop\n\n      Death:\n        TNT1 A 0 A_Gravity\n        DKG1 E 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG1 E 10\n        stop\n    }\n}\n\nactor DukeGibs2 : DukeGibs1\n{\n    Health 2\n    States\n    {\n      Spawn:\n        DKG2 ABCD 5\n        loop\n\n      Death:\n        TNT1 A 0 A_Gravity\n        DKG2 E 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG2 E 10\n        stop\n    }\n}\n\nactor DukeGibs3 : DukeGibs1\n{\n    Health 4\n    States\n    {\n      Spawn:\n        DKG3 ABCD 5\n        loop\n\n      Death:\n        TNT1 A 0 A_Gravity\n        DKG3 E 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG3 E 10\n        stop\n    }\n}\nactor DukeGibs4 : DukeGibs1\n{\n    States\n    {\n      Spawn:\n        DKG4 ABCD 5\n        loop\n\n      Death:\n        TNT1 A 0 A_Gravity\n        DKG4 E 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG4 E 10\n        stop\n    }\n}\n\nactor DukeGibs5 : DukeGibs1\n{\n    Health 2\n    States\n    {\n      Spawn:\n        DKG5 ABCD 5\n        loop\n\n      Death:\n        TNT1 A 0 A_Gravity\n        DKG5 E 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG5 E 10\n        stop\n    }\n}\n\nactor DukeGibs6 : DukeGibs1\n{\n    Health 7\n    States\n    {\n      Spawn:\n        DKG6 AB 5\n        loop\n\n      Death:\n        DKG6 CDEFGH 5 A_Gravity\n        DKG6 H 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG6 H 10\n        stop\n    }\n}\n\nactor DukeGibs1_DukeOrange : DukeGibs1 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\nactor DukeGibs2_DukeOrange : DukeGibs2 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\nactor DukeGibs3_DukeOrange : DukeGibs3 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\nactor DukeGibs4_DukeOrange : DukeGibs4 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\nactor DukeGibs5_DukeOrange : DukeGibs5 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\nactor DukeGibs6_DukeOrange : DukeGibs6 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\n\n//Modified Duke gibs\n\nACTOR NewDukeGibs1 : DukeGibs1 replaces DukeGibs1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG1 ABCD 5\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Gravity\n\t\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n\t\t\tDKG6 ABCDEF 5\n\t\t\tStop\n\t\tDeath2:\n\t\t\tDKG1 E 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR NewDukeGibs2 : NewDukeGibs1 replaces DukeGibs2\n{\n\tHealth 2\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG2 ABCD 5\n\t\t\tLoop\n\t\tDeath2:\n\t\t\tDKG2 E 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR NewDukeGibs3 : NewDukeGibs1 replaces DukeGibs3\n{\n\tHealth 4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG3 ABCD 5\n\t\t\tLoop\n\t\tDeath2:\n\t\t\tDKG3 E 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR NewDukeGibs4 : NewDukeGibs1 replaces DukeGibs4\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG4 ABCD 5\n\t\t\tLoop\n\t\tDeath2:\n\t\t\tDKG4 E 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR NewDukeGibs5 : NewDukeGibs1 replaces DukeGibs5\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG5 ABCD 5\n\t\t\tLoop\n\t\tDeath2:\n\t\t\tDKG5 E 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR NewDukeGibs6 : NewDukeGibs1 replaces DukeGibs6\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG6 AB 5\n\t\t\tLoop\n\t\tDeath2:\n\t\t\tDKG6 CDEFGH 5\n\t\t\tDKG6 H 2100\n\t\t\tGoto Death2+6\n\t}\n}\n\n//Duke Shrapnel\n\nACTOR DukeShrapnel1 : NewDukeGibs1\n{\n\tHealth 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKS2 ABCD 5\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Gravity\n\t\t\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tDeath2:\n\t\t\tDKS2 B 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR DukeShrapnel2 : NewDukeGibs1\n{\n\tHealth 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKS3 ABCD 5\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Gravity\n\t\t\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n\t\t\tTNT1 A 0\n\t\t\tStop\n\t\tDeath2:\n\t\t\tDKS3 A 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR DukeShrapnel3 : NewDukeGibs1\n{\n\tHealth 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKS4 ABCD 5\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Gravity\n\t\t\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tDeath2:\n\t\t\tDKS4 D 2100\n\t\t\tLoop\n\t}\n}\nactor Clip2: CustomInventory\n{\n    Inventory.PickupMessage \"Picked up 5 rounds of Ammo 1.\"\n    Inventory.PickupSound \"ammo/bulletsmall\"\n    States\n    {\n      Spawn:\n        CLIP B -1\n        stop\n\n      Pickup:\n        TNT1 A 0 A_JumpIfInventory(\"MarathonClass\",1,\"PickupMarathon\")\n        TNT1 A 0 A_JumpIfInventory(\"Clip\",0,\"PickupFail\")\n        TNT1 A 0 A_GiveInventory(\"Clip\",5)\n        stop\n\n      PickupFail:\n        CLIP B 1\n        fail\n\n      PickupMarathon:\n        TNT1 A 0 A_JumpIfInventory(\"Clip\",0,\"PickupFail\")\n        TNT1 A 0 A_SetBlend(\"Green\",0.4,4)\n        TNT1 A 1 A_GiveInventory(\"Clip\",10)\n        stop\n    }\n}\nactor DoomEnemyBullet : FastProjectile\n{\n    Damage (Random(1,5)*3)\n    Radius 1\n    Height 1\n    Speed 320\n    Projectile\n    Renderstyle \"Normal\"\n    +BLOODSPLATTER\n    +THRUGHOST\n    Alpha 1.0\n    Decal Bulletchip\n    States\n    {\n      Spawn:\n        TNT1 A 6\n        stop\n\n      Death:\n        TNT1 A 0\n        TNT1 A 1 A_SpawnItemEx(\"DoomBulletPuff\",0,0,0,0,0,0,0,32)\n        stop\n\n      XDeath:\n        TNT1 A 0\n        TNT1 A 1 A_SpawnItemEx(\"DoomEnemyBulletInfight\",0,0,0,0,0,0,0,32)\n        stop\n    }\n}\n\nactor DoomEnemyBulletInfight\n{\n    Radius 1\n    Height 1\n    Speed 0\n    DamageType \"EnemyInfightDamage\"\n    +FORCERADIUSDMG\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_Explode((random(1,5)*3),16,0)\n        stop\n    }\n}\n\n//Heretic\nactor HereticImp2 : HereticImp replaces HereticImp\n{\n    +NOTDMATCH\n    +NOICEDEATH\n    DamageFactor \"CorvusCrossbow\", 1.15\n    DamageFactor \"DragonClaw\", 1.5\n    PainChance \"MightyBoot\", 255\n\n    States\n    {\n      Raise:\n        TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n        IMPX ZYXWVUTS 4\n        Goto See\n\n      ZorchRaise:\n        TNT1 A 1 A_UnsetShootable\n        TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n        TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n        TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_NoGravity\n        TNT1 A 0 A_SetTranslucent(0.1,0)\n        IMPX A 3 A_SetTranslucent(0.2,0)\n        IMPX A 3 A_SetTranslucent(0.3,0)\n        IMPX A 3 A_SetTranslucent(0.4,0)\n        IMPX A 3 A_SetTranslucent(0.5,0)\n        IMPX A 3 A_SetTranslucent(0.6,0)\n        IMPX A 3 A_SetTranslucent(0.7,0)\n        IMPX A 3 A_SetTranslucent(0.8,0)\n        IMPX A 3 A_SetTranslucent(0.9,0)\n        IMPX A 3 A_SetTranslucent(1,0)\n        IMPX A 1 A_SetShootable\n        Goto See\n\n      Death:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n       // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n        goto \"Super::Death\"\n\n      XDeath:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n      //  TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,10)\n        goto \"Super::XDeath\"\n\n      Death.ZorchPistol:\n      Death.Zorch:\n      Death.ZorchKamikaze:\n      Death.PhasingZorch:\n      Death.ZorchSpectral:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        TNT1 A 0 A_NoGravity\n        IMPX G 0 A_Stop\n        TNT1 A 0 A_ChangeFlag (\"DONTSPLASH\",1)\n        TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n        TNT1 A 0 A_PlaySoundEx(\"chex/zorchsmall\",\"soundslot5\",0,0)\n        IMPX G 3 A_SpawnItem(\"ZorchEffectTiny\")\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        IMPX G 3 A_SetTranslucent(0.9,0)\n        IMPX G 0 A_PlaySound(\"chex/gargzorch\")\n        IMPX G 3 A_SetTranslucent(0.8,0)\n        IMPX G 3 A_SetTranslucent(0.7,0)\n        IMPX G 3 A_SetTranslucent(0.6,0)\n        IMPX G 3 A_SetTranslucent(0.5,0)\n        IMPX G 3 A_SetTranslucent(0.4,0)\n        IMPX G 3 A_SetTranslucent(0.3,0)\n        IMPX G 3 A_SetTranslucent(0.2,0)\n        IMPX G 3 A_SetTranslucent(0.1,0)\n        TNT1 A 1 A_SetTranslucent(0,0)\n        IMPX G 0 A_NoBlocking\n        TNT1 A 0 A_Gravity\n        TNT1 A 350\n        stop\n\n      Crash:\n        TNT1 A 0 A_UnsetSolid\n        IMPX I 7 A_ImpExplode\n        IMPX J 7 A_Scream\n        IMPX K 7\n        IMPX L -1\n        Stop\n\n      Crash.ZorchPistol:\n      Crash.Zorch:\n      Crash.ZorchKamikaze:\n      Crash.PhasingZorch:\n      Crash.ZorchSpectral:\n        TNT1 A 5 A_SetTranslucent(0,0)\n        TNT1 A 5 A_NoBlocking\n        TNT1 A -1\n        stop\n\n      XCrash:\n        IMPX X 7\n        IMPX Y 7\n        IMPX Z -1\n        Stop\n\n      Ice:\n      Death.HexenIce:\n      Death.Ice:\n        TNT1 A 0 A_Gravity\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        TNT1 A 0 A_NoBlocking\n        IMPX G 0 A_UnsetSolid\n        IMPX G 70 A_GenericFreezeDeath\n        IMPX G 0 A_IceGuyDie\n        IMPX G 1 A_IceGuyDie\n        TNT1 A 350\n        stop\n\n      Death.DukeDamage:\n      Death.DukePistol:\n        TNT1 A 0 A_Jump(218,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Death\n\n      Death.MightyBoot:\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        TNT1 A 0 A_Jump(64,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n        goto Death\n\n      Death.DukeExplosive:\n        TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n        goto Death.DukeDamage\n\n      DukeGibStart:\n        IMPX G 1\n        TNT1 A 0 A_UnsetSolid\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n        TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n        TNT1 A 0 A_Jump(96,\"XDeath\")\n        TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n        goto XDeath\n\n      Death.DukeIce:\n        TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n        TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n        TNT1 A 0 A_Jump(218,\"Ice\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Ice\n\n      Pain.MightyBoot:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        IMPX G 2 A_FaceTarget\n        TNT1 A 0 A_Recoil(14)\n        IMPX G 16 A_Pain\n        Goto See\n\n      Missile:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n        goto \"Super::Missile\"\n\n      XDeathNashgore:\n        TNT1 A 0\n\t    TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib9\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t    TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib10\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t    TNT1 AA 0 A_SpawnItemEx(\"NashGore_Gib11\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t    TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n        IMPX S 5 A_ImpXDeath1\n\t    TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n        IMPX T 5\n\t    TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n        IMPX U 5\n\t    TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n        IMPX V 5 A_Gravity\n        IMPX W 5\n        Wait\n\n      DeathBrutal:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n        goto \"Super::Death\"\n\n      XDeathBrutal:\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalSkull\",0,0,56,random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n        goto \"Super::XDeath\"\n\n      DeathHappyfun:\n        TNT1 A 0\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        goto \"Super::Death\"\n\n      XDeathHappyfun:\n        TNT1 A 0\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"HappyOnlineSound\",0,0,0,0,0,0,0,160)\n        TNT1 A 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        IMPX S 5 A_ImpXDeath1\n        IMPX T 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        IMPX U 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_Gravity\n        IMPX V 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        IMPX W 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        wait\n    }\n}\n\nactor HereticImpLeader2 : HereticImpLeader replaces HereticImpLeader\n{\n    +NOTDMATCH\n    +NOICEDEATH\n    DamageFactor \"CorvusCrossbow\", 1.15\n    DamageFactor \"DragonClaw\", 1.5\n    PainChance \"MightyBoot\", 255\n\n    States\n    {\n      Raise:\n        TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n        IMPX ZYXWVUTS 4\n        Goto See\n\n      ZorchRaise:\n        TNT1 A 1 A_UnsetShootable\n        TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n        TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n        TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_NoGravity\n        TNT1 A 0 A_SetTranslucent(0.1,0)\n        IMPX A 3 A_SetTranslucent(0.2,0)\n        IMPX A 3 A_SetTranslucent(0.3,0)\n        IMPX A 3 A_SetTranslucent(0.4,0)\n        IMPX A 3 A_SetTranslucent(0.5,0)\n        IMPX A 3 A_SetTranslucent(0.6,0)\n        IMPX A 3 A_SetTranslucent(0.7,0)\n        IMPX A 3 A_SetTranslucent(0.8,0)\n        IMPX A 3 A_SetTranslucent(0.9,0)\n        IMPX A 3 A_SetTranslucent(1,0)\n        IMPX A 1 A_SetShootable\n        Goto See\n\n      Death:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n       // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n        goto \"Super::Death\"\n\n      XDeath:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n     //   TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,10)\n        goto \"Super::XDeath\"\n\n      Death.ZorchPistol:\n      Death.Zorch:\n      Death.ZorchKamikaze:\n      Death.PhasingZorch:\n      Death.ZorchSpectral:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_NoGravity\n        IMPX G 0 A_Stop\n        TNT1 A 0 A_ChangeFlag (\"DONTSPLASH\",1)\n        TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n        TNT1 A 0 A_PlaySoundEx(\"chex/zorchsmall\",\"soundslot5\",0,0)\n        IMPX G 3 A_SpawnItem(\"ZorchEffectTiny\")\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        IMPX G 3 A_SetTranslucent(0.9,0)\n        IMPX G 0 A_PlaySound(\"chex/gargzorch\")\n        IMPX G 3 A_SetTranslucent(0.8,0)\n        IMPX G 3 A_SetTranslucent(0.7,0)\n        IMPX G 3 A_SetTranslucent(0.6,0)\n        IMPX G 3 A_SetTranslucent(0.5,0)\n        IMPX G 3 A_SetTranslucent(0.4,0)\n        IMPX G 3 A_SetTranslucent(0.3,0)\n        IMPX G 3 A_SetTranslucent(0.2,0)\n        IMPX G 3 A_SetTranslucent(0.1,0)\n        TNT1 A 1 A_SetTranslucent(0,0)\n        IMPX G 0 A_NoBlocking\n        TNT1 A 0 A_Gravity\n        TNT1 A 350\n        stop\n\n      Crash:\n        TNT1 A 0 A_UnsetSolid\n        IMPX I 7 A_ImpExplode\n        IMPX J 7 A_Scream\n        IMPX K 7 A_UnsetSolid\n        IMPX L -1\n        Stop\n\n      Crash.ZorchPistol:\n      Crash.Zorch:\n      Crash.ZorchKamikaze:\n      Crash.PhasingZorch:\n      Crash.ZorchSpectral:\n        TNT1 A 5 A_SetTranslucent(0,0)\n        TNT1 A 5 A_NoBlocking\n        TNT1 A -1\n        stop\n\n      XCrash:\n        IMPX X 7 A_UnsetSolid\n        IMPX Y 7\n        IMPX Z -1\n        Stop\n\n      Ice:\n      Death.HexenIce:\n      Death.Ice:\n        TNT1 A 0 A_Gravity\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        TNT1 A 0 A_NoBlocking\n        IMPX G 0 A_UnsetSolid\n        IMPX G 70 A_GenericFreezeDeath\n        IMPX G 0 A_IceGuyDie\n        IMPX G 1 A_IceGuyDie\n        TNT1 A 350\n        stop\n\n      Death.DukeDamage:\n      Death.DukePistol:\n        TNT1 A 0 A_Jump(218,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Death\n\n      Death.MightyBoot:\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        TNT1 A 0 A_Jump(64,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n        goto Death\n\n      Death.DukeExplosive:\n        TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n        goto Death.DukeDamage\n\n      DukeGibStart:\n        IMPX G 1\n        TNT1 A 0 A_UnsetSolid\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n        TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n        TNT1 A 0 A_Jump(96,\"XDeath\")\n        TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n        goto XDeath\n\n      Death.DukeIce:\n        TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n        TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n        TNT1 A 0 A_Jump(218,\"Ice\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Ice\n\n      Pain.MightyBoot:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        IMPX G 2 A_FaceTarget\n        TNT1 A 0 A_Recoil(14)\n        IMPX G 16 A_Pain\n        Goto See\n\n      Missile:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n        goto \"Super::Missile\"\n\n      XDeathNashgore:\n        TNT1 A 0\n\t    TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib9\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t    TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib10\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t    TNT1 AA 0 A_SpawnItemEx(\"NashGore_Gib11\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t    TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n        IMPX S 5 A_ImpXDeath1\n\t    TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n        IMPX T 5\n\t    TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n        IMPX U 5\n\t    TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n        IMPX V 5 A_Gravity\n        IMPX W 5\n        Wait\n\n      DeathBrutal:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n        goto \"Super::Death\"\n\n      XDeathBrutal:\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalSkull\",0,0,56,random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n        goto \"Super::XDeath\"\n\n      DeathHappyfun:\n        TNT1 A 0\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        goto \"Super::Death\"\n\n      XDeathHappyfun:\n        TNT1 A 0\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"HappyOnlineSound\",0,0,0,0,0,0,0,160)\n        TNT1 A 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        IMPX S 5 A_ImpXDeath1\n        IMPX T 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        IMPX U 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_Gravity\n        IMPX V 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        IMPX W 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        wait\n    }\n}\n\nactor HereticImpBall2 : HereticImpBall replaces HereticImpBall\n{\n    +FIREDAMAGE\n    +THRUGHOST\n}\n\nactor HereticImpChunk3 : HereticImpChunk1 replaces HereticImpChunk1\n{\n    +CLIENTSIDEONLY\n}\n\nactor HereticImpChunk4 : HereticImpChunk2 replaces HereticImpChunk2\n{\n    +CLIENTSIDEONLY\n}\n\nactor Sorcerer3 : Sorcerer1 replaces Sorcerer1\n{\n    Health 3500\n    Speed 20\n    DamageFactor \"CorvusCrossbow\", 1.15\n    DamageFactor \"BFG\", 0.75\n    DamageFactor \"BFGSpray\", 0.75\n    DamageFactor \"WMCBeam\", 0.75\n    DamageFactor \"WMCNade\", 0.55\n    DamageFactor \"DragonClaw\", 1.5\n    DamageFactor \"CorvusHellstaffTomed\", 0.2\n\n    +NODAMAGE\n    +NOPAIN\n    +DONTRIP\n    +NOTDMATCH\n    +NOICEDEATH\n    States\n    {\n      Spawn:\n        TNT1 A 0 A_SetTranslucent(0,0)\n        TNT1 A 80\n        TNT1 A 0 ACS_ExecuteAlways(204,0,3)\n        SRCR A 0 A_SetTranslucent(0.1,0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR A 0 A_SetTranslucent(0.2,0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR A 0 A_SetTranslucent(0.3,0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR A 0 A_SetTranslucent(0.4,0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR A 0 A_SetTranslucent(0.5,0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR A 0 A_SetTranslucent(0.6,0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR A 0 A_SetTranslucent(0.7,0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR A 0 A_SetTranslucent(0.8,0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR A 0 A_SetTranslucent(0.9,0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n        TNT1 A 0 A_PlaySoundEx(\"dsparilserpent/active\",\"SoundSlot5\",0,2)\n        SRCR AAAAAAAAAAAAAA 0 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 0 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 0 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 0 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0)\n        SRCR AAAAAAAAAAAAAA 0 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0)\n        SRCR A 140 A_SetTranslucent(1,0)\n        TNT1 A 0 A_PlaySoundEx(\"dsparil/active\",\"SoundSlot5\",0,2)\n        SRCR A 100\n        TNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n        SRCR A 1 A_Look\n        wait\n\n      Idle:\n        TNT1 A 0 A_SetTranslucent(1,0)\n        TNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n        SRCR A 1 A_Look\n        loop\n\n      See:\n        TNT1 A 0 A_JumpIfInventory(\"DukeBossSee\",1,\"See2\")\n        TNT1 A 0 A_GiveInventory(\"DukeBossSee\",1)\n        TNT1 A 0 A_GiveToTarget(\"DukeBossSightTaunt\")\n\n      See2:\n        SRCR ABCD 5 A_Sor1Chase\n        Loop\n\n      Pain:\n        SRCR Q 1 A_Sor1Pain\n        Goto See\n\n      Missile:\n        SRCR Q 0 A_Jump(256,\"StrafeLeft\",\"StrafeRight\")\n\n      StrafeLeft:\n        SRCR Q 7 ThrustThing(angle*256/360+192, 12, 0, 0)\n        goto Fire\n\n      StrafeRight:\n        SRCR Q 7 ThrustThing(angle*256/360+64, 12, 0, 0)\n        goto Fire\n\n      Fire:\n        SRCR R 6 A_FaceTarget\n        SRCR S 10 A_Srcr1Attack\n        Goto See\n\n      Missile2:\n        SRCR S 5 A_FastChase\n        SRCR Q 0 A_Jump(256,\"StrafeLeft2\",\"StrafeRight2\")\n\n      StrafeLeft2:\n        SRCR Q 7 ThrustThing(angle*256/360+192, 12, 0, 0)\n        goto Fire2\n\n      StrafeRight2:\n        SRCR Q 7 ThrustThing(angle*256/360+64, 12, 0, 0)\n        goto Fire2\n\n      Fire2:\n        SRCR Q 7 A_FaceTarget\n        SRCR R 6 A_FastChase\n        SRCR S 10 A_Srcr1Attack\n        SRCR S 5 A_FastChase\n        SRCR Q 0 A_Jump(256,\"StrafeLeft3\",\"StrafeRight3\")\n\n      StrafeLeft3:\n        SRCR Q 7 ThrustThing(angle*256/360+192, 12, 0, 0)\n        goto Fire3\n\n      StrafeRight3:\n        SRCR Q 7 ThrustThing(angle*256/360+64, 12, 0, 0)\n        goto Fire3\n\n      Fire3:\n        SRCR Q 7 A_FaceTarget\n        SRCR R 6 A_FastChase\n        SRCR S 10 A_Srcr1Attack\n        TNT1 A 0 A_Jump(128,\"Missile2\")\n        Goto See\n\n      Death.DukeDamage:\n      Death.MightyBoot:\n      Death.DukeExplosive:\n      Death.DukeIce:\n      Death.DukePistol:\n        TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n\n      Death:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n    //    TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n        goto \"Super::Death\"\n\n      Death.ZorchPistol:\n      Death.Zorch:\n      Death.PhasingZorch:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        SRCR Q 0 A_Stop\n        TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n        TNT1 A 0 A_PlaySoundEx(\"chex/zorchhuge\",\"soundslot5\",0,0)\n        SRCR Q 8 A_SpawnItem(\"ZorchEffectHuge\")\n        SRCR Q 8 A_SetTranslucent(0.9,0)\n        TNT1 A 0 A_PlaySoundEx(\"dsparilserpent/active\",\"soundslot6\",0,2)\n        SRCR Q 8 A_SetTranslucent(0.8,0)\n        SRCR Q 8 A_SetTranslucent(0.7,0)\n        SRCR Q 8 A_SetTranslucent(0.6,0)\n        SRCR Q 8 A_SetTranslucent(0.5,0)\n        SRCR Q 8 A_SetTranslucent(0.4,0)\n        SRCR Q 8 A_SetTranslucent(0.3,0)\n        SRCR Q 8 A_SetTranslucent(0.2,0)\n        SRCR Q 8 A_SetTranslucent(0.1,0)\n        TNT1 A 1 A_SetTranslucent(1,0)\n        TNT1 A 15\n        TNT1 A 34 A_PlaySoundEx(\"dsparil/zap\", \"body\")\n        TNT1 A 41 A_PlaySoundEx(\"dsparil/zap\", \"body\")\n        TNT1 A 1 A_NoBlocking\n        TNT1 A 350 A_SpawnItem(\"Sorcerer4\")//A_SorcererRise\n        stop\n\n      DeathBrutal:\n        TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n        goto \"Super::Death\"\n\n      DeathHappyfun:\n        TNT1 A 0\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        goto \"Super::Death\"\n    }\n}\n\nactor Sorcerer4 : Sorcerer2 replaces Sorcerer2\n{\n    Health 5000\n    DamageFactor \"CorvusCrossbow\", 1.15\n    DamageFactor \"BFG\", 0.65\n    DamageFactor \"BFGSpray\", 0.65\n    DamageFactor \"WMCBeam\", 0.65\n    DamageFactor \"WMCNade\", 0.5\n    DamageFactor \"DragonClaw\", 1.5\n    DamageFactor \"CorvusHellstaffTomed\", 0.2\n\n    +DONTRIP\n    +NOTARGET\n    +NOINFIGHTING\n    +NOTDMATCH\n    +NOICEDEATH\n    States\n    {\n      Spawn:\n        SOR2 LKJI 6\n        TNT1 A 0 A_PlaySoundEx(\"dsparil/sight\", \"Body\",0,2)\n        SOR2 HG 6\n        Goto See\n\n      Missile:\n        SOR2 R 5 //A_Srcr2Decide\n        SOR2 S 7 A_FaceTarget\n        SOR2 T 8 A_Srcr2Attack\n        TNT1 A 0 A_Srcr2Decide\n        TNT1 A 0 A_Jump(64,\"See\")\n        SOR2 S 7 A_FaceTarget\n        SOR2 T 8 A_Srcr2Attack\n        TNT1 AA 0 A_Srcr2Decide\n        TNT1 A 0 A_Jump(96,\"See\")\n        SOR2 S 7 A_FaceTarget\n        SOR2 T 8 A_Srcr2Attack\n        TNT1 AAA 0 A_Srcr2Decide\n        TNT1 A 0 A_Jump(128,\"See\")\n        SOR2 S 7 A_FaceTarget\n        SOR2 T 8 A_Srcr2Attack\n        TNT1 AAAAA 0 A_Srcr2Decide\n        Goto See\n\n      Death.DukeDamage:\n      Death.MightyBoot:\n      Death.DukeExplosive:\n      Death.DukePistol:\n        TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n\n      Death:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        TNT1 A 0 A_SetTranslucent(1,0)\n        SDTH A 8 A_Sor2DthInit\n        SDTH B 8\n        SDTH C 8 A_PlaySoundEx(\"dsparil/scream\", \"Body\")\n\n      DeathLoop:\n        SDTH DE 7\n        SDTH F 7 A_Sor2DthLoop\n   //     TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n        SDTH G 6 A_PlaySoundEx(\"dsparil/explode\", \"Body\")\n        SDTH H 6\n        SDTH I 18\n        SDTH J 6 A_NoBlocking\n        SDTH K 6 A_PlaySoundEx(\"dsparil/bones\", \"Body\")\n        SDTH LMN 6\n        SDTH O 350 A_BossDeath\n        Stop\n\n      Death.ZorchPistol:\n      Death.Zorch:\n      Death.PhasingZorch:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        TNT1 A 0 A_SetTranslucent(1,0)\n        SOR2 Q 0 A_Stop\n        TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n        TNT1 A 0 A_PlaySoundEx(\"chex/zorchhuge\",\"soundslot5\",0,0)\n        SOR2 Q 8 A_SpawnItem(\"ZorchEffectHuge2\")\n        SOR2 Q 8 A_SetTranslucent(0.9,0)\n        TNT1 A 0 A_PlaySoundEx(\"chex/dsparilzorch\",\"soundslot6\",0,2)\n        SOR2 Q 8 A_SetTranslucent(0.8,0)\n        TNT1 A 0 A_NoBlocking\n        SOR2 Q 8 A_SetTranslucent(0.7,0)\n        SOR2 Q 8 A_SetTranslucent(0.6,0)\n        SOR2 Q 8 A_SetTranslucent(0.5,0)\n        SOR2 Q 8 A_SetTranslucent(0.4,0)\n        SOR2 Q 8 A_SetTranslucent(0.3,0)\n        SOR2 Q 8 A_SetTranslucent(0.2,0)\n        SOR2 Q 8 A_SetTranslucent(0.1,0)\n        TNT1 A 1 A_SetTranslucent(1,0)\n        TNT1 A 350 A_BossDeath\n        stop\n\n      Teleport:\n        TNT1 A 0 A_Jump(256,\"GhostOn\",\"GhostOff\")\n\n      GhostOn:\n        TNT1 A 0 A_SetTranslucent(0.5,0)\n        TNT1 A 0 A_ChangeFlag(\"GHOST\",1)\n        goto TeleportIn\n\n      GhostOff:\n        TNT1 A 0 A_SetTranslucent(1,0)\n        TNT1 A 0 A_ChangeFlag(\"GHOST\",0)\n        goto TeleportIn\n\n      TeleportIn:\n        SOR2 LKJIHG 6\n        Goto See\n\n      Death.DukeIce:\n        TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n\n      Ice:\n      Death.HexenIce:\n      Death.Ice:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        TNT1 A 0 A_NoBlocking\n        SOR2 Q 0 A_PlaySoundEx(\"freeze/dsparil\",\"soundslot6\",0,0)\n        SOR2 Q 0 A_GenericFreezeDeath\n        SOR2 Q 0 A_UnsetShootable\n        SOR2 Q 140 A_UnsetSolid\n        SOR2 Q 0 A_PlaySoundEx(\"freeze/break\",\"soundslot6\",0,0)\n        SOR2 QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 0 A_SpawnItemEx(\"IceChunk2\",random(-1,1),random(-1,1),random(16,96),random(-2,2),random(-2,2),random(5,15))\n        SOR2 Q 0 A_IceGuyDie\n        SOR2 Q 1 A_IceGuyDie\n        TNT1 A 350 A_BossDeath\n        stop\n\n      DeathBrutal:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n        TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n        SDTH G 6 A_PlaySoundEx(\"dsparil/explode\", \"Body\")\n        SDTH H 6\n        SDTH I 18\n        SDTH J 6 A_NoBlocking\n        SDTH K 6 A_PlaySoundEx(\"dsparil/bones\", \"Body\")\n        SDTH LMN 6\n        SDTH O 350 A_BossDeath\n        Stop\n\n      DeathHappyfun:\n        TNT1 A 0\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        TNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"HappyOnlineSound\",0,0,0,0,0,0,0,160)\n        SDTH G 6 A_PlaySoundEx(\"dsparil/explode\", \"Body\")\n        SDTH H 6\n        TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        SDTH I 6\n        TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        SDTH I 6\n        TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        SDTH I 6\n        TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        SDTH J 6 A_NoBlocking\n        TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        SDTH K 6 A_PlaySoundEx(\"dsparil/bones\", \"Body\")\n        TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        SDTH L 6\n        TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        SDTH M 6\n        TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        SDTH N 6\n        TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        SDTH O 350 A_BossDeath\n        Stop\n    }\n}\n\nactor Sorcerer2FX3 : Sorcerer2FX1 replaces Sorcerer2FX1\n{\n    DamageType \"HereDsparil\"\n    Speed 30\n    FastSpeed 35\n}\n\nactor Knight2 : Knight replaces Knight\n{\n    +NOTDMATCH\n    +NOICEDEATH\n    DamageFactor \"CorvusCrossbow\", 1.15\n    DamageFactor \"DragonClaw\", 1.5\n    PainChance \"MightyBoot\", 255\n    DropItem \"CrossbowAmmo2\", 84\n\n    States\n    {\n      Raise:\n        TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n        KNIG ONMLKJI 4\n        Goto See\n\n      ZorchRaise:\n        TNT1 A 1 A_UnsetShootable\n        TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n        TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n        TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_SetTranslucent(0.1,0)\n        KNIG A 3 A_SetTranslucent(0.2,0)\n        KNIG A 3 A_SetTranslucent(0.3,0)\n        KNIG A 3 A_SetTranslucent(0.4,0)\n        KNIG A 3 A_SetTranslucent(0.5,0)\n        KNIG A 3 A_SetTranslucent(0.6,0)\n        KNIG A 3 A_SetTranslucent(0.7,0)\n        KNIG A 3 A_SetTranslucent(0.8,0)\n        KNIG A 3 A_SetTranslucent(0.9,0)\n        KNIG A 3 A_SetTranslucent(1,0)\n        KNIG A 1 A_SetShootable\n        Goto See\n\n      Death:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n   //     TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n        goto \"Super::Death\"\n\n      Death.ZorchPistol:\n      Death.Zorch:\n      Death.PhasingZorch:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        TNT1 A 0 A_NoGravity\n        KNIG H 0 A_Stop\n        TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n        TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n        KNIG H 4 A_SpawnItem(\"ZorchEffectBig\")\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        KNIG H 4 A_SetTranslucent(0.9,0)\n        KNIG H 0 A_Pain\n        KNIG H 4 A_SetTranslucent(0.8,0)\n        TNT1 H 0 A_NoBlocking\n        KNIG H 4 A_SetTranslucent(0.7,0)\n        KNIG H 4 A_SetTranslucent(0.6,0)\n        KNIG H 4 A_SetTranslucent(0.5,0)\n        KNIG H 4 A_SetTranslucent(0.4,0)\n        KNIG H 4 A_SetTranslucent(0.3,0)\n        KNIG H 4 A_SetTranslucent(0.2,0)\n        KNIG H 4 A_SetTranslucent(0.1,0)\n        TNT1 A 1 A_SetTranslucent(1,0)\n        TNT1 A 350\n        stop\n\n      Ice:\n      Death.HexenIce:\n      Death.Ice:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        //TNT1 A 0 A_NoBlocking\n        KNIG H 0 A_UnsetSolid\n        KNIG H 70 A_GenericFreezeDeath\n        KNIG H 0 A_IceGuyDie\n        KNIG H 1 A_IceGuyDie\n        TNT1 A 350\n        stop\n\n      Death.DukeExplosive:\n      Death.DukeDamage:\n      Death.DukePistol:\n        TNT1 A 0 A_Jump(218,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Death\n\n      Death.MightyBoot:\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        TNT1 A 0 A_Jump(64,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n        goto Death\n\n      Death.DukeIce:\n        TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n        TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n        TNT1 A 0 A_Jump(218,\"Ice\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Ice\n\n      Pain.MightyBoot:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        KNIG H 2 A_FaceTarget\n        TNT1 A 0 A_Recoil(14)\n        KNIG H 16 A_Pain\n        Goto See\n\n      Missile:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n        goto \"Super::Missile\"\n\n      DeathBrutal:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n        goto \"Super::Death\"\n\n      DeathHappyfun:\n        TNT1 A 0\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        goto \"Super::Death\"\n    }\n}\n\nactor KnightGhost2 : KnightGhost replaces KnightGhost\n{\n    +NOTDMATCH\n    +NOICEDEATH\n    DamageFactor \"CorvusCrossbow\", 1.15\n    DamageFactor \"DragonClaw\", 1.5\n    PainChance \"MightyBoot\", 255\n    DropItem \"CrossbowAmmo2\", 84\n\n    States\n    {\n      Raise:\n        TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n        KNIG ONMLKJI 4\n        Goto See\n\n      ZorchRaise:\n        TNT1 A 1 A_UnsetShootable\n        TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n        TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n        TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_SetTranslucent(0.05,0)\n        KNIG A 3 A_SetTranslucent(0.1,0)\n        KNIG A 3 A_SetTranslucent(0.15,0)\n        KNIG A 3 A_SetTranslucent(0.2,0)\n        KNIG A 3 A_SetTranslucent(0.25,0)\n        KNIG A 3 A_SetTranslucent(0.3,0)\n        KNIG A 3 A_SetTranslucent(0.35,0)\n        KNIG A 3 A_SetTranslucent(0.4,0)\n        KNIG A 3 A_SetTranslucent(0.45,0)\n        KNIG A 3 A_SetTranslucent(0.5,0)\n        KNIG A 1 A_SetShootable\n        Goto See\n\n      Death:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n       // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n        goto \"Super::Death\"\n\n      Death.ZorchPistol:\n      Death.Zorch:\n      Death.PhasingZorch:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        TNT1 A 0 A_NoGravity\n        KNIG H 0 A_Stop\n        TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n        TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n        KNIG H 6 A_SpawnItem(\"ZorchEffectBig\")\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        KNIG H 6 A_SetTranslucent(0.4,0)\n        KNIG H 0 A_Pain\n        KNIG H 6 A_SetTranslucent(0.3,0)\n        TNT1 H 0 A_NoBlocking\n        KNIG H 6 A_SetTranslucent(0.2,0)\n        KNIG H 6 A_SetTranslucent(0.1,0)\n        TNT1 A 1 A_SetTranslucent(1,0)\n        TNT1 A 350\n        stop\n\n      Ice:\n      Death.HexenIce:\n      Death.Ice:\n        TNT1 A 0 A_ChangeFlag(\"GHOST\",0)\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        //TNT1 A 0 A_NoBlocking\n        KNIG H 0 A_SetTranslucent(1,0)\n        KNIG H 0 A_UnsetSolid\n        KNIG H 70 A_GenericFreezeDeath\n        KNIG H 0 A_IceGuyDie\n        KNIG H 1 A_IceGuyDie\n        TNT1 A 350\n        stop\n\n      Death.DukeExplosive:\n      Death.DukeDamage:\n      Death.DukePistol:\n        TNT1 A 0 A_Jump(218,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Death\n\n      Death.MightyBoot:\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        TNT1 A 0 A_Jump(64,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n        goto Death\n\n      Death.DukeIce:\n        TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n        TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n        TNT1 A 0 A_Jump(218,\"Ice\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Ice\n\n      Pain.MightyBoot:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        KNIG H 2 A_FaceTarget\n        TNT1 A 0 A_Recoil(14)\n        KNIG H 16 A_Pain\n        Goto See\n\n      Missile:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n        goto \"Super::Missile\"\n\n      DeathBrutal:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n        goto \"Super::Death\"\n\n      DeathHappyfun:\n        TNT1 A 0\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        goto \"Super::Death\"\n    }\n}\n\nactor KnightAxe2 : KnightAxe replaces KnightAxe\n{\n    DamageType \"HereAxeGreen\"\n    +THRUGHOST\n}\n\nactor RedAxe2 : RedAxe replaces RedAxe\n{\n    DamageType \"HereAxeRed\"\n    +THRUGHOST\n}\n\nactor KillCountAmount : inventory { -INVBAR +INVENTORY.UNDROPPABLE +INVENTORY.HUBPOWER inventory.maxamount 999 }\nactor KillCountAmountTrue : inventory { -INVBAR +INVENTORY.UNDROPPABLE +INVENTORY.HUBPOWER inventory.maxamount 9999 }\nactor KillCountNotch : inventory { -INVBAR +INVENTORY.UNDROPPABLE inventory.maxamount 9 }\n\nactor KillCount : CustomInventory\n{\n    -INVBAR\n    +INVENTORY.UNDROPPABLE\n    +INVENTORY.AUTOACTIVATE\n    Inventory.maxamount 1000\n    States\n    {\n        //Pickup:\n        //TNT1 A 15\n        //stop\n      Pickup:\n        TNT1 A 0 A_GiveInventory(\"KillCountAmountTrue\",1)\n        TNT1 A 0 A_JumpIfInventory(\"KillCountAmount\",999,\"GetANotch\")\n        TNT1 A 0 A_GiveInventory(\"KillCountAmount\",1)\n        TNT1 A 15\n        stop\n\n      GetANotch:\n        TNT1 A 0 A_JumpIfInventory(\"KillCountNotch\",9,\"NothingAtAll\")\n        TNT1 A 0 A_GiveInventory(\"KillCountNotch\",1)\n        TNT1 A 0 A_TakeInventory(\"KillCountAmount\",9999)\n        TNT1 A 15\n        stop\n\n      NothingAtAll:\n        TNT1 A 15\n        stop\n    }\n}\n\nactor GenericGoreActor\n{\n    +CANNOTPUSH\n    +DONTSPLASH\n    +NOTELEPORT\n    +NOBLOCKMAP\n    +MOVEWITHSECTOR\n    -NOGRAVITY\n    -SOLID\n    +CLIENTSIDEONLY\n    +FORCEXYBILLBOARD\n}\n\nACTOR FancyWhiteSmoke : GenericGoreActor\n{\n    RenderStyle Add\n    Scale 0.55\n    Alpha 0.9\n    Speed 1\n    +NOINTERACTION\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_FadeOut(0.1)\n        TNT1 A 0 A_Jump(255,\"SmokeA\",\"SmokeB\",\"SmokeC\",\"SmokeD\",\"SmokeE\",\"SmokeF\",\"SmokeG\",\"SmokeH\",\"SmokeI\",\"SmokeJ\",\"SmokeK\")\n    SmokeA:\n        SMK2 A 2 A_FadeOut(0.025)\n    SmokeB:\n        SMK2 B 2 A_FadeOut(0.025)\n    SmokeC:\n        SMK2 C 2 A_FadeOut(0.025)\n    SmokeD:\n        SMK2 D 2 A_FadeOut(0.025)\n    SmokeE:\n        SMK2 E 2 A_FadeOut(0.025)\n    SmokeF:\n        SMK2 F 2 A_FadeOut(0.025)\n    SmokeG:\n        SMK2 G 2 A_FadeOut(0.025)\n    SmokeH:\n        SMK2 H 2 A_FadeOut(0.025)\n    SmokeI:\n        SMK2 I 2 A_FadeOut(0.025)\n    SmokeJ:\n        SMK2 J 2 A_FadeOut(0.025)\n    SmokeK:\n        SMK2 K 2 A_FadeOut(0.025)\n        goto SmokeA\n    }\n}\n\nactor RainbowSparkles : GenericGoreActor\n{\n    RenderStyle Add\n    Alpha 0.95\n    +NOINTERACTION\n    +BRIGHT\n    +RANDOMIZE\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n        stop\n      Spawn1:\n        RPK1 ABCDE 4\n        stop\n      Spawn2:\n        RPK2 ABCDE 4\n        stop\n      Spawn3:\n        RPK3 ABCDE 4\n        stop\n      Spawn4:\n        RPK4 ABCDE 4\n        stop\n      Spawn5:\n        RPK5 ABCDE 4\n        stop\n      Spawn6:\n        RPK6 ABCDE 4\n        stop\n    }\n}\n\nactor RainbowSparkleSound : RainbowSparkles\n{\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(128,2)\n        TNT1 A 0 A_PlaySound(\"happy/sparkle\")\n        TNT1 A 0\n        TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n        stop\n    }\n}\n\nactor WhiteSpark : GenericGoreActor\n{\n    Speed 2\n    RenderStyle Add\n    Alpha 1\n    Scale 0.3\n    +MISSILE\n    +NOINTERACTION\n    +BRIGHT\n    +RANDOMIZE\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        PTCL ABCABC 3\n      Spawn2:\n        PTCL ABC 3 A_FadeOut(0.075)\n        loop\n    }\n}\n\nactor RainbowSpark : GenericGoreActor\n{\n    Speed 2\n    RenderStyle Add\n    Alpha 1\n    Scale 0.3\n    +MISSILE\n    +NOINTERACTION\n    +BRIGHT\n    +RANDOMIZE\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\", \"Spawn5\", \"Spawn6\", \"Spawn7\", \"Spawn8\", \"Spawn9\", \"Spawn10\")\n        stop\n      Spawn1:\n        RNBW B 12\n      Spawn1b:\n        RNBW B 2 A_FadeOut(0.075)\n        loop\n      Spawn2:\n        RNBW C 12\n      Spawn2b:\n        RNBW C 2 A_FadeOut(0.075)\n        loop\n      Spawn3:\n        RNBW D 12\n      Spawn3b:\n        RNBW D 2 A_FadeOut(0.075)\n        loop\n      Spawn4:\n        RNBW E 12\n      Spawn4b:\n        RNBW E 2 A_FadeOut(0.075)\n        loop\n      Spawn5:\n        RNBW F 12\n      Spawn5b:\n        RNBW F 2 A_FadeOut(0.075)\n        loop\n      Spawn6:\n        RNBW G 12\n      Spawn6b:\n        RNBW G 2 A_FadeOut(0.075)\n        loop\n      Spawn7:\n        RNBW H 12\n      Spawn7b:\n        RNBW H 2 A_FadeOut(0.075)\n        loop\n      Spawn8:\n        RNBW I 12\n      Spawn8b:\n        RNBW I 2 A_FadeOut(0.075)\n        loop\n      Spawn9:\n        RNBW J 12\n      Spawn9b:\n        RNBW J 2 A_FadeOut(0.075)\n        loop\n      Spawn10:\n        RNBW K 12\n      Spawn10b:\n        RNBW K 2 A_FadeOut(0.075)\n        loop\n    }\n}\n\nactor RainbowSparkHuge : GenericGoreActor\n{\n    Speed 2\n    RenderStyle Add\n    Alpha 0.95\n    Scale 0.5\n    +MISSILE\n    +NOINTERACTION\n    +BRIGHT\n    +RANDOMIZE\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n        stop\n      Spawn1:\n        RNB1 ABCDEFGH 2\n        stop\n      Spawn2:\n        RNB2 ABCDEFGH 2\n        stop\n      Spawn3:\n        RNB3 ABCDEFGH 2\n        stop\n      Spawn4:\n        RNB4 ABCDEFGH 2\n        stop\n      Spawn5:\n        RNB5 ABCDEFGH 2\n        stop\n      Spawn6:\n        RNB6 ABCDEFGH 2\n        stop\n    }\n}\n\nactor RainbowSparkTiny : GenericGoreActor\n{\n    Scale 0.65\n    Damage 0\n    Speed 5\n    RenderStyle Add\n    Alpha 0.9\n    BounceCount 6\n    BounceFactor 0.45\n    Projectile\n    +MISSILE\n    +NOGRAVITY\n    +DOOMBOUNCE\n    +BOUNCEONACTORS\n    +CANBOUNCEWATER\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n\n      Spawn1:\n        RSP1 ABCDE 4 BRIGHT\n      Spawn1b:\n        RSP1 ABCDE 4 BRIGHT A_FadeOut(0.05)\n        loop\n      Spawn2:\n        RSP2 ABCDE 4 BRIGHT\n      Spawn2b:\n        RSP2 ABCDE 4 BRIGHT A_FadeOut(0.05)\n        loop\n      Spawn3:\n        RSP3 ABCDE 4 BRIGHT\n      Spawn3b:\n        RSP3 ABCDE 4 BRIGHT A_FadeOut(0.05)\n        loop\n      Spawn4:\n        RSP4 ABCDE 4 BRIGHT\n      Spawn4b:\n        RSP4 ABCDE 4 BRIGHT A_FadeOut(0.05)\n        loop\n      Spawn5:\n        RSP5 ABCDE 4 BRIGHT\n      Spawn5b:\n        RSP5 ABCDE 4 BRIGHT A_FadeOut(0.05)\n        loop\n      Spawn6:\n        RSP6 ABCDE 4 BRIGHT\n      Spawn6b:\n        RSP6 ABCDE 4 BRIGHT A_FadeOut(0.05)\n        loop\n    }\n}\n\nactor HappyOnlineSound\n{\n    +NOCLIP\n    -SOLID\n    +CLIENTSIDEONLY\n    +NOINTERACTION\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 1 A_PlaySoundEx(\"happy/gib\",\"soundslot5\",0,0)\n        stop\n    }\n}\n\nactor BrutalOnlineSound\n{\n    +NOCLIP\n    -SOLID\n    +CLIENTSIDEONLY\n    +NOINTERACTION\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 1 A_PlaySoundEx(\"brutal/splatter\",\"soundslot5\",0,0)\n        stop\n    }\n}\n\nactor BrutalOnlineSound2\n{\n    +NOCLIP\n    -SOLID\n    +CLIENTSIDEONLY\n    +NOINTERACTION\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 1 A_PlaySoundEx(\"brutal/death\",\"soundslot5\",0,0)\n        stop\n    }\n}\n\nactor BrutalOnlineSound3\n{\n    +NOCLIP\n    -SOLID\n    +CLIENTSIDEONLY\n    +NOINTERACTION\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 1 A_PlaySoundEx(\"brutal/splash\",\"soundslot5\",0,0)\n        stop\n    }\n}\n\nactor BrutalGibExplosionSmall1 : GenericGoreActor\n{\n    Scale 0.3\n    RenderStyle Translucent\n    +NOGRAVITY\n    +NOINTERACTION\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        BGIB ABCDEFGH 5 A_FadeOut(0.075)\n        stop\n    }\n}\n\nactor BrutalGibExplosionSmall2 : GenericGoreActor\n{\n    Scale 0.45\n    RenderStyle Translucent\n    Alpha 0.75\n    +NOGRAVITY\n    +NOINTERACTION\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        BGIB AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 2 A_FadeOut(0.025)\n        stop\n    }\n}\n\nactor RedMist\n{\n    Speed 9\n    Gravity 0.5\n    Projectile\n    +MISSILE\n    +RANDOMIZE\n    -NOGRAVITY\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 2 A_SpawnItemEx(\"RedMistTrail\",0,0,0,0,0,0,0,161)\n        loop\n    XDeath:\n    Death:\n        TNT1 A 1\n        stop\n    }\n}\n\nactor DukeOrangeMist : RedMist { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor HexGreenMist : RedMist { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrownMist : RedMist { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor TanMist : RedMist { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor ForestMist : RedMist { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor OrangeMist : RedMist { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor WhiteMist : RedMist { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor GreyMist : RedMist { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BlackMist : RedMist { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor YellowMist : RedMist { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor PinkMist : RedMist { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor GreenMist : RedMist { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BlueMist : RedMist { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor RedMistTrail\n{\n    Alpha 0.2\n    Gravity 0.05\n    Scale 0.35\n    +NOBLOCKMAP\n    +DONTSPLASH\n    -EXPLODEONWATER\n    -ALLOWPARTICLES\n    -NOGRAVITY\n    -SOLID\n    +CLIENTSIDEONLY\n    +NOINTERACTION\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(128,\"Spawn2\")\n        RMST AAAAABBBBBCCCCCDDDDDEEEEEFFFFFGGGGGHHHHH 1 A_FadeOut(0.005) // 40\n        stop\n    Spawn2:\n        RMS_ AAAABBBBBCCCCDDDDDEEEEFFFFFGGGGHHHHHIIII 1 A_FadeOut(0.005) // 40\n        stop\n    }\n}\n\nactor DukeOrangeMistTrail : RedMistTrail { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor HexGreenMistTrail : RedMistTrail { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor HPurpleMistTrail : RedMistTrail { Translation \"145:159=169:176\", \"248:251=169:170\", \"73:94=169:176\", \"137:144=169:176\", \"0:6=169:176\" }\nactor BrownMistTrail : RedMistTrail { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor TanMistTrail : RedMistTrail { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor ForestMistTrail : RedMistTrail { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor OrangeMistTrail : RedMistTrail { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor WhiteMistTrail : RedMistTrail { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor GreyMistTrail : RedMistTrail { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BlackMistTrail : RedMistTrail { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor YellowMistTrail : RedMistTrail { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor PinkMistTrail : RedMistTrail { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor GreenMistTrail : RedMistTrail { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BlueMistTrail : RedMistTrail { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor RedMistIntense : RedMist\n{\n    Gravity 0.3\n    Speed 5\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 2 A_SpawnItemEx(\"RedMistIntenseTrail\",0,0,0,0,0,0,0,161)\n        loop\n    }\n}\n\nactor DukeOrangeMistIntense : RedMistIntense { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor HexGreenMistIntense : RedMistIntense { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrownMistIntense : RedMistIntense { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor TanMistIntense : RedMistIntense { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor ForestMistIntense : RedMistIntense { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor OrangeMistIntense : RedMistIntense { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor WhiteMistIntense : RedMistIntense { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor GreyMistIntense : RedMistIntense { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BlackMistIntense : RedMistIntense { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor YellowMistIntense : RedMistIntense { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor PinkMistIntense : RedMistIntense { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor GreenMistIntense : RedMistIntense { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BlueMistIntense : RedMistIntense { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor RedMistIntenseTrail : RedMistTrail\n{\n    Alpha 0.4\n    Scale 0.3\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(128,\"Spawn2\")\n        RMST AAABBCCCDDEEEFFGGGHH 1 A_FadeOut(0.02) // 20\n        stop\n    Spawn2:\n        RMS_ AABBCCDDEEFFGGHHHIII 1 A_FadeOut(0.02) // 20\n        stop\n    }\n}\n\nactor DukeOrangeMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor HexGreenMistIntenseTrail : RedMistIntenseTrail { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor HPurpleMistIntenseTrail : RedMistIntenseTrail { Translation \"145:159=169:176\", \"248:251=169:170\", \"73:94=169:176\", \"137:144=169:176\", \"0:6=169:176\" }\nactor BrownMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor TanMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor ForestMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor OrangeMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor WhiteMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor GreyMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BlackMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor YellowMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor PinkMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor GreenMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BlueMistIntenseTrail : RedMistIntenseTrail { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalSkull : GenericGoreActor\n{\n    Radius 6\n    Height 6\n    Speed 5\n    Mass 6\n    Scale 0.25\n    BounceFactor 0.5\n    BounceCount 3\n    SeeSound \"brutal/bounce\"\n    DeathSound \"brutal/thud\"\n    +MISSILE\n    +DOOMBOUNCE\n    States\n    {\n    Spawn:\n        BGB1 ABCDEFGH 3\n        loop\n    Death:\n        TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\")\n    Death1:\n        BGB1 A 2100\n //       TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n        BGB1 AAAAAAAAAA 1 A_FadeOut(0.1)\n        stop\n    Death2:\n        BGB1 D 2100\n   //     TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n        BGB1 DDDDDDDDDD 1 A_FadeOut(0.1)\n        stop\n    Death3:\n        BGB1 J 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n        BGB1 JJJJJJJJJJ 1 A_FadeOut(0.1)\n        stop\n    Death4:\n        BGB1 L 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n        BGB1 LLLLLLLLLL 1 A_FadeOut(0.1)\n        stop\n    }\n}\n\nactor BrutalSkull_DukeOrange : BrutalSkull { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalSkull_Brown : BrutalSkull { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalSkull_Tan : BrutalSkull { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalSkull_Forest : BrutalSkull { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalSkull_Orange : BrutalSkull { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalSkull_White : BrutalSkull { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalSkull_Grey : BrutalSkull { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalSkull_Black : BrutalSkull { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalSkull_Yellow : BrutalSkull { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalSkull_Pink : BrutalSkull { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalSkull_Green : BrutalSkull { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalSkull_Blue : BrutalSkull { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalRedOrgan : GenericGoreActor\n{\n    Radius 5\n    Height 5\n    Speed 3\n    Mass 6\n    Scale 0.2\n    BounceFactor 0.6\n    BounceCount 5\n    SeeSound \"brutal/bounce\"\n    +MISSILE\n    +DOOMBOUNCE\n    States\n    {\n    Spawn:\n        BGB3 EFGHIJKLMNO 2\n        loop\n    Death:\n        TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\")\n    Death1:\n        BGB3 A 2100\n   //     TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n        BGB3 AAAAAAAAAA 1 A_FadeOut(0.1)\n        stop\n    Death2:\n        BGB3 B 2100\n    //    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n        BGB3 BBBBBBBBBB 1 A_FadeOut(0.1)\n        stop\n    Death3:\n        BGB3 C 2100\n   //     TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n        BGB3 CCCCCCCCCC 1 A_FadeOut(0.1)\n        stop\n    Death4:\n        BGB3 D 2100\n //       TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n        BGB3 DDDDDDDDDD 1 A_FadeOut(0.1)\n        stop\n    }\n}\n\nactor BrutalRedOrgan_DukeOrange : BrutalRedOrgan { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalRedOrgan_Brown : BrutalRedOrgan { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalRedOrgan_Tan : BrutalRedOrgan { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalRedOrgan_Forest : BrutalRedOrgan { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalRedOrgan_Orange : BrutalRedOrgan { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalRedOrgan_White : BrutalRedOrgan { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalRedOrgan_Grey : BrutalRedOrgan { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalRedOrgan_Black : BrutalRedOrgan { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalRedOrgan_Yellow : BrutalRedOrgan { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalRedOrgan_Pink : BrutalRedOrgan { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalRedOrgan_Green : BrutalRedOrgan { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalBlueOrgan : BrutalRedOrgan { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalBrownOrgan : GenericGoreActor\n{\n    Radius 4\n    Height 4\n    Speed 3\n    Mass 6\n    Scale 0.2\n    BounceFactor 0.6\n    BounceCount 5\n    SeeSound \"brutal/bounce\"\n    +MISSILE\n    +DOOMBOUNCE\n    States\n    {\n    Spawn:\n        BGB2 EFGHIJKLMNO 2\n        Loop\n    Death:\n        TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\")\n    Death1:\n        BGB2 A 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n        BGB2 AAAAAAAAAA 1 A_FadeOut(0.1)\n        stop\n    Death2:\n        BGB2 B 2100\n   //     TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n        BGB2 BBBBBBBBBB 1 A_FadeOut(0.1)\n        stop\n    Death3:\n        BGB2 C 2100\n    //    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n        BGB2 CCCCCCCCCC 1 A_FadeOut(0.1)\n        stop\n    Death4:\n        BGB2 D 2100\n   //     TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n        BGB2 DDDDDDDDDD 1 A_FadeOut(0.1)\n        stop\n    }\n}\n\nactor BrutalBrownOrgan_DukeOrange : BrutalBrownOrgan { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalBrownOrgan_Brown : BrutalBrownOrgan { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalBrownOrgan_Tan : BrutalBrownOrgan { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalBrownOrgan_Forest : BrutalBrownOrgan { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalBrownOrgan_Orange : BrutalBrownOrgan { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalBrownOrgan_White : BrutalBrownOrgan { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalBrownOrgan_Grey : BrutalBrownOrgan { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalBrownOrgan_Black : BrutalBrownOrgan { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalBrownOrgan_Yellow : BrutalBrownOrgan { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalBrownOrgan_Pink : BrutalBrownOrgan { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalBrownOrgan_Green : BrutalBrownOrgan { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalBrownOrgan_Blue : BrutalBrownOrgan { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalBloodSpatter : GenericGoreActor\n{\n    Speed 2\n    Mass 0\n    RenderStyle Translucent\n    Alpha 0.5\n    Gravity 0.3\n    +MISSILE\n    states\n    {\n    Spawn:\n        BTRL ABCD 3\n        stop\n    Death:\n        TNT1 A 1\n        stop\n    }\n}\n\nactor BrutalBloodSpatter2 : BrutalBloodSpatter { Scale 0.6 }\n\nactor BrutalFlyingBloodTrail\n{\n    -NOGRAVITY\n    -NOCLIP\n    +CLIENTSIDEONLY\n    +NOINTERACTION\n    States\n    {\n    Spawn:\n        BLDT AABBCC 2 A_SpawnItemEx(\"BrutalBloodSpatter\",0,0,0,random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-180,180),161)\n        stop\n    }\n}\n\nactor BrutalFlyingBloodTrail2 : GenericGoreActor // By Bloax\n{\n    Speed 2\n    Gravity 0.666\n    VSpeed 0.15\n    +MISSILE\n    +CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetGravity(Random(7,22)*0.05)\n        TNT1 A 0 A_Jump(255,\"Fly\",\"Fly2\",\"Fly3\")\n    Fly:\n        TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,41)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,41)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-3,0,5,momx*0.7,momy*0.7,momz*0.75,0,41)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-4.5,0,3.5,momx*0.65,momy*0.65,momz*0.7,0,41)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,41)\n        BTRL C 1\n        Loop\n    Fly2:\n        TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,41)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-3,0,3,momx*0.75,momy*0.75,momz*0.8,0,41)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,41)\n        BTRL C 1\n        Loop\n    Fly3:\n        TNT1 A 0\n        BTRL A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,41)\n        BTRL A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,41)\n        BTRL C 1\n        Loop\n    Death:\n        TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound3\",0,0,0,0,0,0,0,160,48)\n        BTRL BBBBAAAA 1 A_SpawnItemEx(\"BrutalBloodSpatter\",0,0,0,random(-700,700)/100.00,random(-700,700)/100.00,random(300,700)/100.00,random(-180,180),169)\n        Stop\n    }\n}\n\nactor BrutalLittlePuddle : GenericGoreActor\n{\n    Radius 12\n    Height 2\n    Mass 1\n    Scale 0.75\n    +NOINTERACTION\n    states\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_PlaySound(\"brutal/bounce\")\n        B_SP ABCDEFG 1\n    Death:\n        TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\")\n    Death1:\n        BSPT A 2100\n    //    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n        BSPT AAAAAAAAAA 1 A_FadeOut(0.1)\n        stop\n    Death2:\n        BSPT B 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n        BSPT BBBBBBBBBB 1 A_FadeOut(0.1)\n        stop\n    Death3:\n        BSPT C 2100\n   //     TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n        BSPT CCCCCCCCCC 1 A_FadeOut(0.1)\n        stop\n    Death4:\n        BSPT D 2100\n     //   TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n        BSPT DDDDDDDDDD 1 A_FadeOut(0.1)\n        stop\n    }\n}\n\nactor BrutalTinyBouncyBone : GenericGoreActor\n{\n    Radius 1\n    Height 1\n    Mass 1\n    Scale 0.75\n    BounceFactor 0.45\n    BounceCount 4\n    +MISSILE\n    +DOOMBOUNCE\n    States\n    {\n    Spawn:\n        JNKQ ABC 3\n        loop\n    Death:\n        TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\",\"Death5\",\"Death6\")\n    Death1:\n        JNKQ D 2100\n   //     TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n        JNKQ DDDDDDDDDD 1 A_FadeOut(0.1)\n        stop\n    Death2:\n        JNKQ E 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n        JNKQ EEEEEEEEEE 1 A_FadeOut(0.1)\n        stop\n    Death3:\n        JNKQ F 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n        JNKQ FFFFFFFFFF 1 A_FadeOut(0.1)\n        stop\n    Death4:\n        JNKQ G 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n        JNKQ GGGGGGGGGG 1 A_FadeOut(0.1)\n        stop\n    Death5:\n        JNKQ H 2100\n     //   TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death5\")\n        JNKQ HHHHHHHHHH 1 A_FadeOut(0.1)\n        stop\n    Death6:\n        JNKQ I 2100\n //       TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death6\")\n        JNKQ IIIIIIIIII 1 A_FadeOut(0.1)\n        stop\n    }\n}\n\nactor BrutalTinyBouncyBone_DukeOrange : BrutalTinyBouncyBone { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalTinyBouncyBone_HexGreen : BrutalTinyBouncyBone { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalTinyBouncyBone_Brown : BrutalTinyBouncyBone { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalTinyBouncyBone_Tan : BrutalTinyBouncyBone { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalTinyBouncyBone_Forest : BrutalTinyBouncyBone { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalTinyBouncyBone_Orange : BrutalTinyBouncyBone { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalTinyBouncyBone_White : BrutalTinyBouncyBone { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalTinyBouncyBone_Grey : BrutalTinyBouncyBone { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalTinyBouncyBone_Black : BrutalTinyBouncyBone { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalTinyBouncyBone_Yellow : BrutalTinyBouncyBone { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalTinyBouncyBone_Pink : BrutalTinyBouncyBone { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalTinyBouncyBone_Green : BrutalTinyBouncyBone { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalTinyBouncyBone_Blue : BrutalTinyBouncyBone { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalTinyBone : GenericGoreActor\n{\n    Radius 1\n    Height 1\n    Mass 1\n    Scale 0.7\n    +MISSILE\n    States\n    {\n    Spawn:\n        JNKQ PQRS 2\n        loop\n    Death:\n        TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\",\"Death5\")\n    Death1:\n        JNKQ K 2100\n     //   TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n        JNKQ KKKKKKKKKK 1 A_FadeOut(0.1)\n        stop\n    Death2:\n        JNKQ L 2100\n   //     TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n        JNKQ LLLLLLLLLL 1 A_FadeOut(0.1)\n        stop\n    Death3:\n        JNKQ M 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n        JNKQ MMMMMMMMMM 1 A_FadeOut(0.1)\n        stop\n    Death4:\n        JNKQ N 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n        JNKQ NNNNNNNNNN 1 A_FadeOut(0.1)\n        stop\n    Death5:\n        JNKQ O 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death5\")\n        JNKQ OOOOOOOOOO 1 A_FadeOut(0.1)\n        stop\n    }\n}\n\nactor BrutalChunk : GenericGoreActor\n{\n    Radius 4\n    Height 4\n    Mass 4\n    Scale 0.5\n    +MISSILE\n    States\n    {\n    Spawn:\n        JHNK ABCDEFG 2\n        loop\n    Death:\n        TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\",\"Death5\")\n    Death1:\n        JHNK H 2100\n//        TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n        JHNK HHHHHHHHHH 1 A_FadeOut(0.1)\n        stop\n    Death2:\n        JHNK I 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n        JHNK IIIIIIIIII 1 A_FadeOut(0.1)\n        stop\n    Death3:\n        JHNK J 2100\n    //    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n        JHNK JJJJJJJJJJ 1 A_FadeOut(0.1)\n        stop\n    Death4:\n        JHNK K 2100\n //       TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n        JHNK KKKKKKKKKK 1 A_FadeOut(0.1)\n        stop\n    Death5:\n        JHNK L 2100\n   //     TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death5\")\n        JHNK LLLLLLLLLL 1 A_FadeOut(0.1)\n        stop\n    }\n}\n\nactor BrutalChunk_DukeOrange : BrutalChunk { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunk_HexGreen : BrutalChunk { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunk_Brown : BrutalChunk { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunk_Tan : BrutalChunk { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunk_Forest : BrutalChunk { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunk_Orange : BrutalChunk { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunk_White : BrutalChunk { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunk_Grey : BrutalChunk { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunk_Black : BrutalChunk { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunk_Yellow : BrutalChunk { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunk_Pink : BrutalChunk { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunk_Green : BrutalChunk { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunk_Blue : BrutalChunk { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkHuge : GenericGoreActor\n{\n    Radius 6\n    Height 6\n    Mass 6\n    Scale 0.5\n    DeathSound \"brutal/thud\"\n    +MISSILE\n    States\n    {\n    Spawn:\n        BBLD ABCDEFGHIJKLMO 1 A_SpawnItemEx(\"BrutalFlyingBloodTrail\",0,0,0,0,0,0,0,129)\n        loop\n    Death:\n        TNT1 A 0\n        TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),0,random(-700,700)/100.00,random(-700,700)/100.00,random(100,900)/100.00,random(-180,180),161)\n        TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),0,random(-700,700)/100.00,random(-700,700)/100.00,random(100,900)/100.00,random(-180,180),161)\n        stop\n    }\n}\n\nactor BrutalChunkHuge_DukeOrange : BrutalChunkHuge { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkHuge_HexGreen : BrutalChunkHuge { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkHuge_Brown : BrutalChunkHuge { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkHuge_Tan : BrutalChunkHuge { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkHuge_Forest : BrutalChunkHuge { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkHuge_Orange : BrutalChunkHuge { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkHuge_White : BrutalChunkHuge { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkHuge_Grey : BrutalChunkHuge { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkHuge_Black : BrutalChunkHuge { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkHuge_Yellow : BrutalChunkHuge { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkHuge_Pink : BrutalChunkHuge { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkHuge_Green : BrutalChunkHuge { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkHuge_Blue : BrutalChunkHuge { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkBouncy1 : GenericGoreActor\n{\n    Radius 3\n    Height 3\n    Speed 3\n    Mass 6\n    Scale 0.5\n    BounceFactor 0.6\n    BounceCount 5\n    SeeSound \"brutal/bounce\"\n    +MISSILE\n    +DOOMBOUNCE\n    States\n    {\n    Spawn:\n        JHNQ A 1\n        Loop\n    Death:\n        JHNQ A 2100\n    //    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n        JHNQ AAAAAAAAAA 1 A_FadeOut(0.1)\n        stop\n    }\n}\n\nactor BrutalChunkBouncy1_DukeOrange : BrutalChunkBouncy1 { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkBouncy1_HexGreen : BrutalChunkBouncy1 { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkBouncy1_Brown : BrutalChunkBouncy1 { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkBouncy1_Tan : BrutalChunkBouncy1 { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkBouncy1_Forest : BrutalChunkBouncy1 { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkBouncy1_Orange : BrutalChunkBouncy1 { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkBouncy1_White : BrutalChunkBouncy1 { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkBouncy1_Grey : BrutalChunkBouncy1 { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkBouncy1_Black : BrutalChunkBouncy1 { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkBouncy1_Yellow : BrutalChunkBouncy1 { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkBouncy1_Pink : BrutalChunkBouncy1 { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkBouncy1_Green : BrutalChunkBouncy1 { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkBouncy1_Blue : BrutalChunkBouncy1 { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkBouncy2 : GenericGoreActor\n{\n    Radius 3\n    Height 3\n    Speed 3\n    Mass 6\n    Scale 0.5\n    BounceFactor 0.6\n    BounceCount 5\n    SeeSound \"brutal/bounce\"\n    +MISSILE\n    +DOOMBOUNCE\n    States\n    {\n    Spawn:\n        JHNQ B 1\n        Loop\n    Death:\n        JHNQ B 2100\n    //    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n        JHNQ BBBBBBBBBB 1 A_FadeOut(0.1)\n        stop\n    }\n}\n\nactor BrutalChunkBouncy2_DukeOrange : BrutalChunkBouncy2 { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkBouncy2_HexGreen : BrutalChunkBouncy2 { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkBouncy2_Brown : BrutalChunkBouncy2 { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkBouncy2_Tan : BrutalChunkBouncy2 { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkBouncy2_Forest : BrutalChunkBouncy2 { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkBouncy2_Orange : BrutalChunkBouncy2 { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkBouncy2_White : BrutalChunkBouncy2 { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkBouncy2_Grey : BrutalChunkBouncy2 { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkBouncy2_Black : BrutalChunkBouncy2 { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkBouncy2_Yellow : BrutalChunkBouncy2 { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkBouncy2_Pink : BrutalChunkBouncy2 { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkBouncy2_Green : BrutalChunkBouncy2 { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkBouncy2_Blue : BrutalChunkBouncy2 { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkBouncy3 : GenericGoreActor\n{\n    Radius 3\n    Height 3\n    Speed 3\n    Mass 6\n    Scale 0.5\n    BounceFactor 0.6\n    BounceCount 5\n    SeeSound \"brutal/bounce\"\n    +MISSILE\n    +DOOMBOUNCE\n    States\n    {\n    Spawn:\n        JHNQ C 1\n        Loop\n    Death:\n        JHNQ C 2100\n //       TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n        JHNQ CCCCCCCCCC 1 A_FadeOut(0.1)\n        stop\n    }\n}\n\nactor BrutalChunkBouncy3_DukeOrange : BrutalChunkBouncy3 { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkBouncy3_HexGreen : BrutalChunkBouncy3 { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkBouncy3_Brown : BrutalChunkBouncy3 { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkBouncy3_Tan : BrutalChunkBouncy3 { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkBouncy3_Forest : BrutalChunkBouncy3 { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkBouncy3_Orange : BrutalChunkBouncy3 { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkBouncy3_White : BrutalChunkBouncy3 { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkBouncy3_Grey : BrutalChunkBouncy3 { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkBouncy3_Black : BrutalChunkBouncy3 { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkBouncy3_Yellow : BrutalChunkBouncy3 { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkBouncy3_Pink : BrutalChunkBouncy3 { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkBouncy3_Green : BrutalChunkBouncy3 { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkBouncy3_Blue : BrutalChunkBouncy3 { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkTiny : GenericGoreActor\n{\n    Radius 1\n    Height 1\n    Speed 3\n    Mass 6\n    Scale 0.75\n    +MISSILE\n    States\n    {\n    Spawn:\n        JHNQ D 1\n        Loop\n    Death:\n        TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\")\n    Death1:\n        JHNQ E 2100\n    //    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n        JHNQ EEEEEEEEEE 1 A_FadeOut(0.1)\n        stop\n    Death2:\n        JHNQ F 2100\n    //    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n        JHNQ FFFFFFFFFF 1 A_FadeOut(0.1)\n        stop\n    Death3:\n        JHNQ G 2100\n  //      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n        JHNQ GGGGGGGGGG 1 A_FadeOut(0.1)\n        stop\n    Death4:\n        JHNQ H 2100\n     //   TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n        JHNQ HHHHHHHHHH 1 A_FadeOut(0.1)\n        stop\n    }\n}\n\nactor BrutalChunkTiny_DukeOrange : BrutalChunkTiny { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkTiny_HexGreen : BrutalChunkTiny { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkTiny_HPurple : BrutalChunkTiny { Translation \"145:159=169:176\", \"248:251=169:170\", \"73:94=169:176\", \"137:144=169:176\", \"0:6=169:176\" }\nactor BrutalChunkTiny_Brown : BrutalChunkTiny { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkTiny_Tan : BrutalChunkTiny { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkTiny_Forest : BrutalChunkTiny { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkTiny_Orange : BrutalChunkTiny { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkTiny_White : BrutalChunkTiny { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkTiny_Grey : BrutalChunkTiny { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkTiny_Black : BrutalChunkTiny { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkTiny_Yellow : BrutalChunkTiny { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkTiny_Pink : BrutalChunkTiny { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkTiny_Green : BrutalChunkTiny { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkTiny_Blue : BrutalChunkTiny { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkTinier : BrutalChunkTiny { Scale 0.35 }\n\nactor BrutalChunkTinier_DukeOrange : BrutalChunkTinier { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkTinier_HexGreen : BrutalChunkTinier { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkTinier_HPurple : BrutalChunkTinier { Translation \"145:159=169:176\", \"248:251=169:170\", \"73:94=169:176\", \"137:144=169:176\", \"0:6=169:176\" }\nactor BrutalChunkTinier_Brown : BrutalChunkTinier { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkTinier_Tan : BrutalChunkTinier { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkTinier_Forest : BrutalChunkTinier { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkTinier_Orange : BrutalChunkTinier { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkTinier_White : BrutalChunkTinier { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkTinier_Grey : BrutalChunkTinier { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkTinier_Black : BrutalChunkTinier { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkTinier_Yellow : BrutalChunkTinier { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkTinier_Pink : BrutalChunkTinier { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkTinier_Green : BrutalChunkTinier { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkTinier_Blue : BrutalChunkTinier { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor NothingSpeed : PowerSpeed\n{\n  Powerup.Duration -3\n  Speed 0.1\n}\n\nactor ZorchEffectSmall\n{\n    RenderStyle Add\n    Alpha 0.75\n    xscale 1.25\n    Speed 0\n    Damage 0\n    Radius 1\n    Height 1\n    PROJECTILE\n    +MISSILE\n    -SOLID\n    +NOCLIP\n    +NOGRAVITY\n    +INVULNERABLE\n    +CLIENTSIDEONLY\n    +DOOMBOUNCE\n    +DONTSPLASH\n    -EXPLODEONWATER\n    +CANBOUNCEWATER\n    States\n    {\n      Spawn:\n        ZFOG ABCDEFGHIJ 3 BRIGHT\n        stop\n    }\n}\n\nactor ZorchEffectTiny : ZorchEffectSmall\n{\n    yscale 0.75\n    xscale 1\n    States\n    {\n      Spawn:\n        ZFOG ABCDEFGHIJ 2 BRIGHT\n        stop\n    }\n}\n\nactor ZorchEffectSuperTiny : ZorchEffectSmall\n{\n    yscale 0.45\n    xscale 0.625\n    States\n    {\n      Spawn:\n        ZFOG ABCDEFGHIJ 2 BRIGHT\n        stop\n    }\n}\n\nactor ZorchEffectBig : ZorchEffectSmall\n{\n    yscale 1.25\n    xscale 1.625\n    States\n    {\n      Spawn:\n        ZFOG ABCDEFGHIJ 4 BRIGHT\n        stop\n    }\n}\n\nactor ZorchEffectWide : ZorchEffectSmall\n{\n    yscale 1.25\n    xscale 1.75\n    States\n    {\n      Spawn:\n        ZFOG ABCDEFGHIJ 4 BRIGHT\n        stop\n    }\n}\n\nactor ZorchEffectHuge : ZorchEffectSmall\n{\n    yscale 2\n    xscale 2.25\n    States\n    {\n      Spawn:\n        ZFOG AABBCCDDEEFFGGHHIIJJ 4 BRIGHT A_SpawnItemEx(\"ZorchSparkle\",0,0,random(20,90),random(-9,9),random(-9,9),random(1,3),48,128)\n        stop\n    }\n}\n\nactor ZorchSparkle\n{\n    RenderStyle Add\n    Alpha 0.625\n    Scale 0.75\n    Radius 10\n    Height 10\n    Speed 5\n    PROJECTILE\n    +CLIENTSIDEONLY\n    +NOCLIP\n    +DONTSPLASH\n    -EXPLODEONWATER\n    States\n    {\n      Spawn:\n        ZFG2 AB 2 BRIGHT\n        ZFG2 C 4 BRIGHT\n        ZFG2 D 6 BRIGHT\n        ZFG2 E 6 BRIGHT\n        ZFG2 F 4 BRIGHT\n        ZFG2 GH 2 BRIGHT\n        Stop\n    }\n}\n\nactor WeaponSparkle : ZorchSparkle\n{\n    Scale 0.25\n    Alpha 0.5\n    Speed 4\n    States\n    {\n      Spawn:\n        WPFG AB 1 BRIGHT\n        WPFG C 2 BRIGHT\n        WPFG D 3 BRIGHT\n        WPFG E 3 BRIGHT\n        WPFG F 2 BRIGHT\n        WPFG GH 1 BRIGHT\n        Stop\n    }\n}\n\nactor WeaponSparkle2 : ZorchSparkle\n{\n    Scale 0.25\n    Speed 4\n}\n\nactor StarSparkle\n{\n    +MISSILE\n    +NOGRAVITY\n    +NOBLOCKMAP\n    +NOCLIP\n    -SOLID\n    +CLIENTSIDEONLY\n    Radius 1\n    Height 1\n    RenderStyle Add\n    Alpha 0.01\n    Scale 0.2\n    States\n    {\n      Spawn:\n        PTCL AABBCCAA 1 Bright A_FadeIn(0.2)\n        PTCL AABBCCAABBCCAABBCC 1 Bright A_FadeOut(0.06)\n        Stop\n    }\n}\n\nactor SamsaraChangeFlash\n{\n    +NOINTERACTION\n    +CLIENTSIDEONLY\n    Height 0\n    Radius 0\n\n    ReactionTime 35\n\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        TNT1 AAA 0 A_SpawnItemEx(\"ChangeSparkle\", random(-240, 240)/10.0,0,random(-40, 40)/10.0, random(-10, 10)/40.0, 0, random(20, 40)/40.0, random(0, 360))\n        TNT1 A 1 A_Countdown\n        loop\n\n      Death:\n        TNT1 A 0\n        stop\n    }\n}\n\nactor SamsaraChangeFlash2\n{\n    +NOINTERACTION\n    +CLIENTSIDEONLY\n    Height 0\n    Radius 0\n\n    ReactionTime 35\n\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx(\"ChangeSparkle\", random(-160, 160)/10.0, 0, random(60, 100)/10.0, random(-10, 10)/40.0, 0, random(0, 20)/40.0, random(0, 360))\n        TNT1 A 1 A_Countdown\n        loop\n\n      Death:\n        TNT1 A 0\n        stop\n    }\n}\n\nactor ChangeSparkle\n{\n    +NOINTERACTION\n    +CLIENTSIDEONLY\n\n    RenderStyle Add\n\n    Scale 0.3\n    Alpha 0.1\n\n    States\n    {\n      Spawn:\n        WPFG AB 2 bright ThrustThingZ(0, random(0, 8) / 10.0, 0, 1)\n        WPFG C 3 bright ThrustThingZ(0, random(0, 8) / 10.0, 0, 1)\n        WPFG D 5 bright ThrustThingZ(0, random(0, 8) / 10.0, 0, 1)\n        WPFG E 5 bright ThrustThingZ(0, random(0, 8) / 10.0, 0, 1)\n        WPFG F 3 bright ThrustThingZ(0, random(0, 8) / 10.0, 0, 1)\n        WPFG GH 2 bright\n        stop\n    }\n}\n\nactor FreezethrowerWeakness : PowerProtection\n{\n    DamageFactor \"MightyBoot\", 10.0\n}\nactor SpawnFire2\n{\n    Height 78\n\n    -SOLID\n    //+NOCLIP\n    +NOBLOCKMAP\n    +NOGRAVITY\n    RenderStyle Add\n    Alpha 0.5\n    States\n    {\n      Spawn:\n        FIRE ABCDEFGH 4 Bright\n        Stop\n    }\n}\n\nactor Wizard2 : Wizard\n{\n    +NOTDMATCH\n    +NOICEDEATH\n    DamageFactor \"CorvusCrossbow\", 1.15\n    DamageFactor \"DragonClaw\", 1.5\n    PainChance \"MightyBoot\", 255\n    DropItem \"BlasterAmmo2\", 84\n    DropItem \"ArtiHealth\", 4, 0\n    Health 600\n    BloodColor Purple\n    States\n    {\n      Raise:\n        TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n        WZRD MLKJIHGF 4\n        Goto See\n\n      ZorchRaise:\n        TNT1 A 1 A_UnsetShootable\n        TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n        TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n        TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_NoGravity\n        TNT1 A 0 A_SetTranslucent(0.1,0)\n        WZRD A 3 A_SetTranslucent(0.2,0)\n        WZRD A 3 A_SetTranslucent(0.3,0)\n        WZRD A 3 A_SetTranslucent(0.4,0)\n        WZRD A 3 A_SetTranslucent(0.5,0)\n        WZRD A 3 A_SetTranslucent(0.6,0)\n        WZRD A 3 A_SetTranslucent(0.7,0)\n        WZRD A 3 A_SetTranslucent(0.8,0)\n        WZRD A 3 A_SetTranslucent(0.9,0)\n        WZRD A 3 A_SetTranslucent(1,0)\n        WZRD A 1 A_SetShootable\n        Goto See\n\n      Death:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n //       TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n        goto \"Super::Death\"\n\n      Death.ZorchPistol:\n      Death.Zorch:\n      Death.PhasingZorch:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        TNT1 A 0 A_NoGravity\n        WZRD E 0 A_Stop\n        TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n        TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n        WZRD E 3 A_SpawnItem(\"ZorchEffectSmall\")\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        WZRD E 3 A_SetTranslucent(0.9,0)\n        TNT1 A 0 A_Scream\n        WZRD E 3 A_SetTranslucent(0.8,0)\n        TNT1 H 0 A_NoBlocking\n        WZRD E 3 A_SetTranslucent(0.7,0)\n        WZRD E 3 A_SetTranslucent(0.6,0)\n        WZRD E 3 A_SetTranslucent(0.5,0)\n        WZRD E 3 A_SetTranslucent(0.4,0)\n        WZRD E 3 A_SetTranslucent(0.3,0)\n        WZRD E 3 A_SetTranslucent(0.2,0)\n        WZRD E 3 A_SetTranslucent(0.1,0)\n        TNT1 A 1 A_SetTranslucent(1,0)\n        TNT1 A 0 A_Gravity\n        TNT1 A -1\n        stop\n\n      Ice:\n      Death.HexenIce:\n      Death.Ice:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        //TNT1 A 0 A_NoBlocking\n        WZRD E 0 A_UnsetSolid\n        WZRD E 70 A_GenericFreezeDeath\n        WZRD E 0 A_IceGuyDie\n        WZRD E 1 A_IceGuyDie\n        TNT1 A -1\n        stop\n\n      Death.DukeExplosive:\n      Death.DukeDamage:\n      Death.DukePistol:\n        TNT1 A 0 A_Jump(218,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Death\n\n      Death.MightyBoot:\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        TNT1 A 0 A_Jump(64,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n        goto Death\n\n      Death.DukeIce:\n        TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n        TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n        TNT1 A 0 A_Jump(218,\"Ice\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Ice\n\n      Pain.MightyBoot:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        WZRD E 2 A_FaceTarget\n        TNT1 A 0 A_Recoil(14)\n        WZRD E 16 A_Pain\n        Goto See\n\n      Missile:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n        goto \"Super::Missile\"\n\n      DeathBrutal:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx(\"HPurpleMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier_HPurple\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny_HPurple\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"HPurpleMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood_HPurple\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n        goto \"Super::Death\"\n\n      DeathHappyfun:\n        TNT1 A 0\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        goto \"Super::Death\"\n    }\n}\n\nactor WizardFX2 : WizardFX1 replaces WizardFX1\n{\n    DamageType \"HereWizard\"\n    +THRUGHOST\n}\n\n//Mas bichos de heretic\n\nactor Mummy2 : Mummy replaces Mummy\n{\n    +NOTDMATCH\n    +NOICEDEATH\n    DamageFactor \"CorvusCrossbow\", 1.15\n    DamageFactor \"DragonClaw\", 1.5\n    PainChance \"MightyBoot\", 255\n    DropItem \"GoldWandAmmo2\", 84\n\n    States\n    {\n      Raise:\n        TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n        MUMM PONMLKJI 4\n        Goto See\n\n      ZorchRaise:\n        TNT1 A 1 A_UnsetShootable\n        TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n        TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n        TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_SetTranslucent(0.1,0)\n        MUMM A 3 A_SetTranslucent(0.2,0)\n        MUMM A 3 A_SetTranslucent(0.3,0)\n        MUMM A 3 A_SetTranslucent(0.4,0)\n        MUMM A 3 A_SetTranslucent(0.5,0)\n        MUMM A 3 A_SetTranslucent(0.6,0)\n        MUMM A 3 A_SetTranslucent(0.7,0)\n        MUMM A 3 A_SetTranslucent(0.8,0)\n        MUMM A 3 A_SetTranslucent(0.9,0)\n        MUMM A 3 A_SetTranslucent(1,0)\n        MUMM A 1 A_SetShootable\n        Goto See\n\n      Death:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n     //   TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n        goto \"Super::Death\"\n\n      Death.ZorchPistol:\n      Death.Zorch:\n      Death.PhasingZorch:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        MUMM H 0 A_Stop\n        TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n        TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n        MUMM H 3 A_SpawnItem(\"ZorchEffectSmall\")\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        MUMM H 3 A_SetTranslucent(0.9,0)\n        MUMM H 0 A_PlaySound(\"Chex/MummyZorch\")\n        MUMM H 3 A_SetTranslucent(0.8,0)\n        TNT1 H 0 A_NoBlocking\n        MUMM H 3 A_SetTranslucent(0.7,0)\n        MUMM H 3 A_SetTranslucent(0.6,0)\n        MUMM H 3 A_SetTranslucent(0.5,0)\n        MUMM H 3 A_SetTranslucent(0.4,0)\n        MUMM H 3 A_SetTranslucent(0.3,0)\n        MUMM H 3 A_SetTranslucent(0.2,0)\n        MUMM H 3 A_SetTranslucent(0.1,0)\n        TNT1 A 1 A_SetTranslucent(1,0)\n        TNT1 A -1\n        stop\n\n      Ice:\n      Death.HexenIce:\n      Death.Ice:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        //TNT1 A 0 A_NoBlocking\n        MUMM H 0 A_UnsetSolid\n        MUMM H 70 A_GenericFreezeDeath\n        MUMM H 0 A_IceGuyDie\n        MUMM H 1 A_IceGuyDie\n        TNT1 A -1\n        stop\n\n      Death.DukeDamage:\n      Death.DukePistol:\n        TNT1 A 0 A_Jump(218,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Death\n\n      Death.MightyBoot:\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        TNT1 A 0 A_Jump(64,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n        goto Death\n\n      Death.DukeExplosive:\n        TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n        goto Death.DukeDamage\n\n      DukeGibStart:\n        MUMM H 1\n        TNT1 A 0 A_UnsetSolid\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n        TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n        TNT1 A 0 A_Jump(96,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n        goto Death\n\n      Death.DukeIce:\n        TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n        TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n        TNT1 A 0 A_Jump(218,\"Ice\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Ice\n\n      Pain.MightyBoot:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        MUMM H 2 A_FaceTarget\n        TNT1 A 0 A_Recoil(14)\n        MUMM H 16 A_Pain\n        Goto See\n\n      Melee:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n        goto \"Super::Melee\"\n\n      DeathBrutal:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n        goto \"Super::Death\"\n\n      DeathHappyfun:\n        TNT1 A 0\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        goto \"Super::Death\"\n    }\n}\n\nactor MummyGhost2 : MummyGhost replaces MummyGhost\n{\n    +NOTDMATCH\n    +NOICEDEATH\n    DamageFactor \"CorvusCrossbow\", 1.15\n    DamageFactor \"DragonClaw\", 1.5\n    PainChance \"MightyBoot\", 255\n    DropItem \"GoldWandAmmo2\", 84\n\n    States\n    {\n      Raise:\n        TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n        MUMM PONMLKJI 4\n        Goto See\n\n      ZorchRaise:\n        TNT1 A 1 A_UnsetShootable\n        TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n        TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n        TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_SetTranslucent(0.05,0)\n        MUMM A 3 A_SetTranslucent(0.1,0)\n        MUMM A 3 A_SetTranslucent(0.15,0)\n        MUMM A 3 A_SetTranslucent(0.2,0)\n        MUMM A 3 A_SetTranslucent(0.25,0)\n        MUMM A 3 A_SetTranslucent(0.3,0)\n        MUMM A 3 A_SetTranslucent(0.35,0)\n        MUMM A 3 A_SetTranslucent(0.4,0)\n        MUMM A 3 A_SetTranslucent(0.45,0)\n        MUMM A 3 A_SetTranslucent(0.5,0)\n        MUMM A 1 A_SetShootable\n        Goto See\n\n      Death:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n   //     TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n        goto \"Super::Death\"\n\n      Death.ZorchPistol:\n      Death.Zorch:\n      Death.PhasingZorch:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        MUMM H 0 A_Stop\n        TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n        TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n        MUMM H 5 A_SpawnItem(\"ZorchEffectSmall\")\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        MUMM H 5 A_SetTranslucent(0.4,0)\n        MUMM H 0 A_PlaySound(\"Chex/MummyZorch\")\n        MUMM H 5 A_SetTranslucent(0.3,0)\n        TNT1 H 0 A_NoBlocking\n        MUMM H 5 A_SetTranslucent(0.2,0)\n        MUMM H 5 A_SetTranslucent(0.1,0)\n        TNT1 A 1 A_SetTranslucent(1,0)\n        TNT1 A -1\n        stop\n\n      Ice:\n      Death.HexenIce:\n      Death.Ice:\n        TNT1 A 0 A_ChangeFlag(\"GHOST\",0)\n        TNT1 A 0 A_SetTranslucent(1,0)\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        //TNT1 A 0 A_NoBlocking\n        MUMM H 0 A_UnsetSolid\n        MUMM H 70 A_GenericFreezeDeath\n        MUMM H 0 A_IceGuyDie\n        MUMM H 1 A_IceGuyDie\n        TNT1 A -1\n        stop\n\n      Death.DukeDamage:\n      Death.DukePistol:\n        TNT1 A 0 A_Jump(218,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Death\n\n      Death.MightyBoot:\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        TNT1 A 0 A_Jump(64,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n        goto Death\n\n      Death.DukeExplosive:\n        TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n        goto Death.DukeDamage\n\n      DukeGibStart:\n        MUMM H 1\n        TNT1 A 0 A_UnsetSolid\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n        TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n        TNT1 A 0 A_Jump(96,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n        goto Death\n\n      Death.DukeIce:\n        TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n        TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n        TNT1 A 0 A_Jump(218,\"Ice\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Ice\n\n      Pain.MightyBoot:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        MUMM H 2 A_FaceTarget\n        TNT1 A 0 A_Recoil(14)\n        MUMM H 16 A_Pain\n        Goto See\n\n      Melee:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n        goto \"Super::Melee\"\n\n      DeathBrutal:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n        goto \"Super::Death\"\n\n      DeathHappyfun:\n        TNT1 A 0\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        goto \"Super::Death\"\n    }\n}\n\nactor MummyLeader2 : MummyLeader replaces MummyLeader\n{\n    +NOTDMATCH\n    +NOICEDEATH\n    DamageFactor \"CorvusCrossbow\", 1.15\n    DamageFactor \"DragonClaw\", 1.5\n    PainChance \"MightyBoot\", 255\n    DropItem \"GoldWandAmmo2\", 84\n\n    States\n    {\n      Raise:\n        TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n        MUMM PONMLKJI 4\n        Goto See\n\n      ZorchRaise:\n        TNT1 A 1 A_UnsetShootable\n        TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n        TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n        TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_SetTranslucent(0.1,0)\n        MUMM A 3 A_SetTranslucent(0.2,0)\n        MUMM A 3 A_SetTranslucent(0.3,0)\n        MUMM A 3 A_SetTranslucent(0.4,0)\n        MUMM A 3 A_SetTranslucent(0.5,0)\n        MUMM A 3 A_SetTranslucent(0.6,0)\n        MUMM A 3 A_SetTranslucent(0.7,0)\n        MUMM A 3 A_SetTranslucent(0.8,0)\n        MUMM A 3 A_SetTranslucent(0.9,0)\n        MUMM A 3 A_SetTranslucent(1,0)\n        MUMM A 1 A_SetShootable\n        Goto See\n\n      Death:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n  //      TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n        goto \"Super::Death\"\n\n      Death.ZorchPistol:\n      Death.Zorch:\n      Death.PhasingZorch:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        MUMM H 0 A_Stop\n        TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n        TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n        MUMM H 3 A_SpawnItem(\"ZorchEffectSmall\")\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        MUMM H 3 A_SetTranslucent(0.9,0)\n        MUMM H 0 A_PlaySound(\"Chex/MummyZorch\")\n        MUMM H 3 A_SetTranslucent(0.8,0)\n        TNT1 H 0 A_NoBlocking\n        MUMM H 3 A_SetTranslucent(0.7,0)\n        MUMM H 3 A_SetTranslucent(0.6,0)\n        MUMM H 3 A_SetTranslucent(0.5,0)\n        MUMM H 3 A_SetTranslucent(0.4,0)\n        MUMM H 3 A_SetTranslucent(0.3,0)\n        MUMM H 3 A_SetTranslucent(0.2,0)\n        MUMM H 3 A_SetTranslucent(0.1,0)\n        TNT1 A 1 A_SetTranslucent(1,0)\n        TNT1 A -1\n        stop\n\n      Ice:\n      Death.HexenIce:\n      Death.Ice:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        //TNT1 A 0 A_NoBlocking\n        MUMM H 0 A_UnsetSolid\n        MUMM H 70 A_GenericFreezeDeath\n        MUMM H 0 A_IceGuyDie\n        MUMM H 1 A_IceGuyDie\n        TNT1 A -1\n        stop\n\n      Death.DukeDamage:\n      Death.DukePistol:\n        TNT1 A 0 A_Jump(218,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Death\n\n      Death.MightyBoot:\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        TNT1 A 0 A_Jump(64,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n        goto Death\n\n      Death.DukeExplosive:\n        TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n        goto Death.DukeDamage\n\n      DukeGibStart:\n        MUMM H 1\n        TNT1 A 0 A_UnsetSolid\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n        TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n        TNT1 A 0 A_Jump(96,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n        goto Death\n\n      Death.DukeIce:\n        TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n        TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n        TNT1 A 0 A_Jump(218,\"Ice\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Ice\n\n      Pain.MightyBoot:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        MUMM H 2 A_FaceTarget\n        TNT1 A 0 A_Recoil(14)\n        MUMM H 16 A_Pain\n        Goto See\n\n      Missile:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n        //goto \"Super::Missile\"\n\n        MUMM X 5 A_FaceTarget\n        MUMM Y 5 Bright A_FaceTarget\n        MUMM X 5 A_FaceTarget\n        MUMM Y 5 Bright A_FaceTarget\n        MUMM X 5 A_FaceTarget\n        MUMM Y 5 Bright A_CustomComboAttack(\"MummyFX1\", 32, random[MummyAttack2](1,8)*2, \"mummy/attack2\")\n        Goto See\n\n      DeathBrutal:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n        goto \"Super::Death\"\n\n      DeathHappyfun:\n        TNT1 A 0\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        goto \"Super::Death\"\n    }\n}\n\nactor MummyFX2 : MummyFX1 replaces MummyFX1\n{\n    DamageType \"HereNitrogolem\"\n    +THRUGHOST\n}\n\nactor MummyLeaderGhost2 : MummyLeaderGhost replaces MummyLeaderGhost\n{\n    +NOTDMATCH\n    +NOICEDEATH\n    DamageFactor \"CorvusCrossbow\", 1.15\n    DamageFactor \"DragonClaw\", 1.5\n    PainChance \"MightyBoot\", 255\n    DropItem \"GoldWandAmmo2\", 84\n\n    States\n    {\n      Raise:\n        TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n        MUMM PONMLKJI 4\n        Goto See\n\n      ZorchRaise:\n        TNT1 A 1 A_UnsetShootable\n        TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n        TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n        TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n        TNT1 A 0 A_SetTranslucent(0.05,0)\n        MUMM A 3 A_SetTranslucent(0.1,0)\n        MUMM A 3 A_SetTranslucent(0.15,0)\n        MUMM A 3 A_SetTranslucent(0.2,0)\n        MUMM A 3 A_SetTranslucent(0.25,0)\n        MUMM A 3 A_SetTranslucent(0.3,0)\n        MUMM A 3 A_SetTranslucent(0.35,0)\n        MUMM A 3 A_SetTranslucent(0.4,0)\n        MUMM A 3 A_SetTranslucent(0.45,0)\n        MUMM A 3 A_SetTranslucent(0.5,0)\n        MUMM A 1 A_SetShootable\n        Goto See\n\n      Death:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n   //     TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n        goto \"Super::Death\"\n\n      Death.ZorchPistol:\n      Death.Zorch:\n      Death.PhasingZorch:\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        MUMM H 0 A_Stop\n        TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n        TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n        MUMM H 5 A_SpawnItem(\"ZorchEffectSmall\")\n        TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n        MUMM H 5 A_SetTranslucent(0.4,0)\n        MUMM H 0 A_PlaySound(\"Chex/MummyZorch\")\n        MUMM H 5 A_SetTranslucent(0.3,0)\n        TNT1 H 0 A_NoBlocking\n        MUMM H 5 A_SetTranslucent(0.2,0)\n        MUMM H 5 A_SetTranslucent(0.1,0)\n        TNT1 A 1 A_SetTranslucent(1,0)\n        TNT1 A -1\n        stop\n\n      Ice:\n      Death.HexenIce:\n      Death.Ice:\n        TNT1 A 0 A_ChangeFlag(\"GHOST\",0)\n        TNT1 A 0 A_SetTranslucent(1,0)\n        TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n        //TNT1 A 0 A_NoBlocking\n        MUMM H 0 A_UnsetSolid\n        MUMM H 70 A_GenericFreezeDeath\n        MUMM H 0 A_IceGuyDie\n        MUMM H 1 A_IceGuyDie\n        TNT1 A -1\n        stop\n\n      Death.DukeDamage:\n      Death.DukePistol:\n        TNT1 A 0 A_Jump(218,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Death\n\n      Death.MightyBoot:\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        TNT1 A 0 A_Jump(64,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n        goto Death\n\n      Death.DukeExplosive:\n        TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n        goto Death.DukeDamage\n\n      DukeGibStart:\n        MUMM H 1\n        TNT1 A 0 A_UnsetSolid\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n        TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n        TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n        TNT1 A 0 A_Jump(96,\"Death\")\n        TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n        goto Death\n\n      Death.DukeIce:\n        TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n        TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n        TNT1 A 0 A_Jump(218,\"Ice\")\n        TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n        goto Ice\n\n      Pain.MightyBoot:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n        TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n        MUMM H 2 A_FaceTarget\n        TNT1 A 0 A_Recoil(14)\n        MUMM H 16 A_Pain\n        Goto See\n\n      Missile:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n        //goto \"Super::Missile\"\n\n        MUMM X 5 A_FaceTarget\n        MUMM Y 5 Bright A_FaceTarget\n        MUMM X 5 A_FaceTarget\n        MUMM Y 5 Bright A_FaceTarget\n        MUMM X 5 A_FaceTarget\n        MUMM Y 5 Bright A_CustomComboAttack(\"MummyFX1\", 32, random[MummyAttack2](1,8)*2, \"mummy/attack2\")\n        Goto See\n\n      DeathBrutal:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n        TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n        TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n        goto \"Super::Death\"\n\n      DeathHappyfun:\n        TNT1 A 0\n        TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n        TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n        TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n        goto \"Super::Death\"\n    }\n}"
      }
    ]
  },
  "maps": []
}

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