absolutionpilottest.pk3

PK3 8.0 MiB 0 map(s)

Counts

endoom0
graphics0
lumps1107
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0c0dafdd-e9ce-4d47-a654-e969d2d273ff",
    "sha1": "4c6386f9c7f6b29c935bb8927c9488ad3e47b569",
    "sha256": "7f2b6bea0deb481f8a9538385585a5aac662223a3962d6db2fa06694c3608fa5",
    "filenames": [
      "absolutionpilottest.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2016-01-03 13:40:24",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2016-01-03 13:40:24",
    "file": {
      "type": "PK3",
      "size": 8357654,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4c6386f9c7f6b29c935bb8927c9488ad3e47b569/4c6386f9c7f6b29c935bb8927c9488ad3e47b569.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 1107,
        "maps": 0,
        "palettes": 0
      }
    },
    "analysis": {
      "title": "absolutionpilottest.pk3",
      "description": "This WAD is a large mod package containing over 1100 lumps but no standalone maps. It focuses on extensive weapon and enemy replacements, featuring enhanced and new monster variants such as Cyber Knights, Hell Knights, and Baron of Hell variants. The content emphasizes upgraded combat mechanics with a variety of modernized weapons and effects, suggesting a challenging experience with heavy hitscanner and demon presence. The resource balance and map progression cannot be assessed due to the absence of maps. The theme is predominantly hellish and demonic with some techbase elements implied by weaponry and effects. Compatibility is likely Boom or ZDoom-based given the use of DECORATE and advanced actor scripting.",
      "tags": [
        "boom_compatible",
        "hard",
        "hell",
        "hitscanner_heavy",
        "large_megawad",
        "monster_swarms",
        "techbase"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "CREDITS LIST:\n\nGardevoir (For co-developing this mod with me. This mod SURELY would not have been complete without you.)\n\nPer Kristian Risvik * Z86 (For your work towards smoother animations for DOOM weapons as well as the DECORATE to go with these spritesets.)\n\nMagmacow (DoomPistol Sounds, FPSBanana. Creative Commons Unported 4.0)\n\nDoomNukem (For his spritework, including the shotgun, super shotgun, assault rifle and plasma rifle.)\n\nEriance (For his spritework, including the rocket launcher.)\n\nSgt_MarkIV (Shotgun Firing Noise from an old version of Brutal DOOM, dropped frame for the rocket launcher)\n\nRealm667 (BFG2704)\n\nMinigunner (Smooth Explosion Sprites)\n\nGearbox Entertainment (Rocket Launcher Sounds; Borderlands)\n\nMidway Games (DOOM 64 BFG Muzzle Flash)\n\nBungie/??? (Halo Reach Gravity Hammer sounds aka BFG explosion sounds)\n\nValve (Half-Life Pickup Sound)\n\nGifty and the Smooth DOOM team (Whoever worked on the BFG explosion sprites anyways)\n\nPillowblaster (For letting me use some of the pickup sounds from Russian Overkill)\n\nZrrion The Insect (For the DOOMified DooM64 drops, and the Eriance RL edit.)\n\nAenima and Bloax (For the Aenipuffs)\n\nDavid G and Xim (Rifle Commando)\n\niD (Quake 3 Arena sound effects)\n\nRealm667 (For the Bruiser Demon)\n\nBen2K and Virtue (Cyber Baron and Cyber Knight)\n\nscorpion67890 (Hell's Fury Death Sound; Cthultu Roar)\n\nTheRailgunner (X-Weapon sound effects for the shotgun)"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "//Weapons\n\n#include \"actors/weapons/fist.txt\"\n#include \"actors/weapons/chainsaw.txt\"\n#include \"actors/weapons/pistol.txt\"\n#include \"actors/weapons/shotgun.txt\"\n#include \"actors/weapons/supershotgun.txt\"\n#include \"actors/weapons/assaultrifle.txt\"\n#include \"actors/weapons/rocketlauncher.txt\"\n#include \"actors/weapons/plasmagun.txt\"\n#include \"actors/weapons/bfg9000.txt\"\n\n//Pickups\n\n#include \"actors/pickups/ammo.txt\"\n#include \"actors/pickups/pickups.txt\"\n\n//Effects\n\n#include \"actors/effects/effects.txt\"\n#include \"actors/effects/Blood.txt\"\n\n//Enemies\n\n//Zombiemen\n//ChaingunGuys\n#include \"actors/enemies/zombies/chaingunguy/riflecommando.txt\"\n\n//Demons\n//Hell Knight\n#include \"actors/enemies/demons/hellknight/HellKnight.txt\"\n#include \"actors/enemies/demons/hellknight/fire/FireArchon.txt\"\n#include \"actors/enemies/demons/hellknight/cyber/CyberKnight.txt\"\n#include \"actors/enemies/demons/hellknight/ghost/LesserFury.txt\"\n\n//BaronOfHell\n#include \"actors/enemies/demons/baronofhell/BaronOfHell.txt\"\n#include \"actors/enemies/demons/baronofhell/fire/BruiserDemon.txt\"\n#include \"actors/enemies/demons/baronofhell/cyber/CyberBaron.txt\"\n#include \"actors/enemies/demons/baronofhell/ghost/Hellsfury.txt\"\n\n//Randomisers\n#include \"randomisers/monsterreplacements.txt\"\n\nACTOR NewDoomPlayer : DoomPlayer\n{\n\tPlayer.StartItem \"NewPistol\"\n\tPlayer.StartItem \"NewClip\", 50\n\tPlayer.StartItem \"NewFist\"\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "// Pickup Sounds\n\nClipPickup\t\tCLIPSOLO\nClipBoxPickup\tCLIPPACK\nShellPickup\t\tSHELSOLO\nShellBoxPickup\tSHELPACK\nRocketPickup\tROCKSOLO\nRocketBoxPickup\tROCKPACK\nCellPickup\t\tCELLSOLO\nCellBoxPickup\tCELLPACK\nSmallHealth\t\tSHEALTH\nMediumHealth\tNHEALTH\nLargeHealth\t\tLHEALTH\nmisc/p_pkup\t\tMHEALTH\nArmorPickup\t\tARMPKUP\nOtherPickups\tHOLDABLE\n\n// Gun Sounds\n\n//Pistol\n$random weapons/pistol { 9MM1 9MM2 9MM3 }\n9MM1 M9MK21\n9MM2 M9MK22\n9MM3 M9MK23\n\n//Shotgun\nweapons/shotgf DS12GFIR\nweapons/shotgc DS12GCK\n\n//Super Shotgun\nSSGShoot1 WOLFSSGA\nSSGShoot2 WOLFSSGB\nSSGShoot3 WOLFSSGC\nSSGShoot4 WOLFSSGD\n\n$random weapons/sshotf { SSGShoot1 SSGShoot2 SSGShoot3 SSGShoot4 }\n\nweapons/sshoto WIZHSSGO\nweapons/sshotl WIZHSSGL\nweapons/sshotC WIZHSSGC\n\n//Assault Rifle\n$random weapons/chngun { SCARFIRE1 SCARFIRE2 SCARFIRE3 }\nSCARFIRE1 SCARFIR1\nSCARFIRE2 SCARFIR2\nSCARFIRE3 SCARFIR3\n\n//Rocket Launcher\n$random weapons/rocklf { Rocket1 Rocket2 Rocket3 Rocket4 }\nRocket1 rocket1m\nRocket2 rocket2m\nRocket3 rocket3m\nRocket4 rocket4m\n\n$random weapons/rocklx { Boom1 Boom2 Boom3 }\nBoom1 DSBAREX1\nBoom2 DSBAREX2\nBoom3 DSBAREX3\n\n//Plasma Rifle\nweapons/plasmaf DSPLASMA\nweapons/plasmax PLASMX1A\n\n//BFG900\n$random weapons/bfgx { BFGX1 BFGX2 BFGX3 }\n\nBFGX1 bfghit1\nBFGX2 bfghit2\nBFGX3 bfghit3\n\n//Enemies\n\n//Zombiemen\n$random grunt/attack { SCARFIRE1 SCARFIRE2 SCARFIRE3 }\nshotguy/attack DS12GFIR\n\n//Demons\n\n//Hell Knight\n//Hell Knight Fire Elemental\nmonster/ar2sit dsar2sit\nmonster/ar2dth dsar2dth\nweapons/firbfi dsfirbfi\nweapons/hellex dshellex\n\n//Hell Knight Cyber Elemental\ncknight/sight DSBRUSIT\ncknight/death DSBRUDTH\n\n//Hell Knight Ghost Elemental\nwarlord/sight dswlssit\nwarlord/pain dswlpain\nwarlord/death dswlsdth\nwarlord/active dswlact\n\n//Baron Of Hell\n//Baron Fire Elemental\nsuperbaron/scream dssbsit\nsuperbaron/pain dssbpain\nsuperbaron/death dssbdth\nsuperbaron/act dssbact\n\n//Baron Cyber Elemental\ncbaron/sight\tcbarnsit\ncbaron/pain\t    cbarnpai\ncbaron/death\tcbarndth\ncbaron/active\tcbarnact\ncbaron/metal\tcmetal\n\n//Baron Ghost Elemental\nharvester/scream shfbscrm\nhellsfury/sight  BOH64\nhellsfury/dead\t HFDEAD\n\n//Special Effects\n//Bloody Stuff\n$random flesh/hit { dsflesh1 dsflesh2 desflesh3 dsflesh4 dsflesh5 dsflesh6 dsflesh7 }\ndsflesh1\tdsflesh1\ndsflesh2\tdsflesh2\ndsflesh3\tdsflesh3\ndsflesh4\tdsflesh4\ndsflesh5\tdsflesh5\ndsflesh6\tdsflesh6\ndsflesh7\tdsflesh7\n\n$rolloff flesh/hit 1 512\n\n$random flesh/gush {dsblud01 dsblud02 dsblud03 }\ndsblud01\tdsblud01\ndsblud02\tdsblud02\ndsblud03\tdsblud03\n\nbld/spls1 \t\t\tdssplat1\nbld/spls2 \t\t\tdssplat2\nbld/spls3 \t\t\tdssplat3\n$random bld/spls \t\t{ bld/spls1 bld/spls2 bld/spls3 }\n\n$rolloff bld/spls 8 384\n\nmisc/gibbed gibsplt1"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/fist.txt",
        "contents": "ACTOR NewFist : Weapon replaces Fist\n{\n  Weapon.SelectionOrder 3700\n  Weapon.Kickback 100\n  Obituary \"$OB_MPFIST\"\n  Tag \"Fist\"\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  Weapon.SlotNumber 1\n\n  States\n  {\n  Ready:\n    PKFS A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PKFS A 1 A_Lower\n    Loop\n  Select:\n    PKFS A 1 A_Raise\n    Loop\n  Fire:\n    PKFS B 2\n\tPKFS CD 1\n    PKFS E 4 A_Punch\n    PKFS FGH 2\n    PKFS IJK 1\n    PKFS L 2 A_ReFire\n\tPKFS A 3 A_Refire\n    Goto Ready\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/chainsaw.txt",
        "contents": "ACTOR NewChainsaw : Weapon replaces Chainsaw\n{\n  Weapon.Kickback 0\n  Weapon.SelectionOrder 2200\n  Weapon.UpSound \"weapons/sawup\"\n  Weapon.ReadySound \"weapons/sawidle\"\n  Inventory.PickupMessage \"$GOTCHAINSAW\"\n  Obituary \"$OB_MPCHAINSAW\"\n  Tag \"Chainsaw\"\n  +WEAPON.MELEEWEAPON\n  Weapon.SlotNumber 1\n\n  States\n  {\n  Ready:\n    SAWG CDEF 2 A_WeaponReady\n    Loop\n  Deselect:\n    SAWG C 1 A_Lower\n    Loop\n  Select:\n    SAWG C 1 A_Raise\n    Loop\n  Fire:\n    SAWG A 2 A_Saw\n\tSAWG B 2\n\tSAWG A 2 A_Saw\n\tSAWG B 2\n    SAWG B 0 A_ReFire\n    Goto Ready\n  Spawn:\n    CSAW A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/pistol.txt",
        "contents": "ACTOR NewPistol : DoomWeapon replaces Pistol\n{\n  Weapon.SelectionOrder 1900\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 20\n  Weapon.AmmoType \"Clip\"\n  Obituary \"$OB_MPPISTOL\"\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.NOAUTOFIRE\n  Inventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\"\n  Tag \"Pistol\"\n  Weapon.SlotNumber 2\n\n  States\n  {\n  Ready:\n    PKPI A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PKPI A 1 A_Lower\n    Loop\n  Select:\n    PKPI A 1 A_Raise\n    Loop\n  Fire:\n    PKPI AB 1\n    PKPI B 2 A_FirePistol\n    PKPI C 2\n\tPKPI D 2 A_WeaponReady\n\tPKPI E 2 A_WeaponReady\n\tPKPI DB 2 A_WeaponReady\n    Goto Ready\n  Flash:\n    PKPF A 2 Bright A_Light1\n    PKPF B 1 Bright A_Light2\n    Goto LightDone\n  Spawn:\n    PIST A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/shotgun.txt",
        "contents": "ACTOR NewShotgun : DoomWeapon replaces Shotgun\n{\n  Weapon.SelectionOrder 1300\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 8\n  Weapon.AmmoType \"Shell\"\n  Inventory.PickupMessage \"$GOTSHOTGUN\"\n  Obituary \"$OB_MPSHOTGUN\"\n  Tag \"Shotgun\"\n  Weapon.SlotNumber 3\n\n  States\n  {\n  Ready:\n    SHTG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    SHTG A 1 A_Lower\n    Loop\n  Select:\n    SHTG A 1 A_Raise\n    Loop\n  Fire:\n    SHTG A 3\n    SHTG A 0 Bright A_FireShotgun\n\tSHTF ABCDE 1 Bright\n\tSHTF F 2 Bright\n    SHTP ABCDEF 1\n\tSHTP GHI 2\n\tSHTP J 3 A_PlaySound (\"weapons/shotgc\")\n\tSHTP GF 2\n\tSHTP EDCBA 1\n    SHTG A 7 A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 4 Bright A_Light1\n    TNT1 A 3 Bright A_Light2\n    Goto LightDone\n  Spawn:\n    SHTC A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/supershotgun.txt",
        "contents": "ACTOR NewSuperShotgun : DoomWeapon replaces SuperShotgun\n{\n  Weapon.SelectionOrder 400\n  Weapon.AmmoUse 2\n  Weapon.AmmoGive 8\n  Weapon.AmmoType \"Shell\"\n  Inventory.PickupMessage \"$GOTSHOTGUN2\"\n  Obituary \"$OB_MPSSHOTGUN\"\n  Tag \"Super Shotgun\"\n  Weapon.SlotNumber 3\n\n  States\n  {\n  Ready:\n    SSGI A 1 A_WeaponReady\n    Loop\n  Deselect:\n    SSGI A 1 A_Lower\n    Loop\n  Select:\n    SSGI A 1 A_Raise\n    Loop\n  Fire:\n    SSGI A 3\n    SSGF A 3 Bright A_FireShotgun2\n\tSSGF B 2 Bright\n\tSSGI A 2\n    PKS2 BC 2 A_CheckReload\n\tPKS2 D 3\n    PKS2 E 3\n\tPKS2 DC 2\n    PKS2 F 3 A_OpenShotgun2\n    PKS2 GH 2\n\tPKS2 IJ 2\n\tPKS2 K 3\n\tPKS2 L 3 A_LoadShotgun2\n    PKS2 MN 2\n\tPKS2 OPQ 2\n    PKS2 R 3 A_CloseShotgun2\n\tPKS2 S 3\n    SSGI A 5 A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 3 Bright A_Light1\n    TNT1 A 2 Bright A_Light2\n    Goto LightDone\n  Spawn:\n    NSSG A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/assaultrifle.txt",
        "contents": "ACTOR AssaultRifle : DoomWeapon replaces Chaingun\n{\n   Weapon.SelectionOrder 700\n   Weapon.AmmoUse 1\n   Weapon.AmmoGive 20\n   Weapon.AmmoType \"Clip\"\n   Inventory.PickupMessage  \"You got the assault rifle!\"\n   Obituary \"%o was mowed down by %k's assault rifle.\"\n   Tag \"Assault Rifle\"\n   Weapon.SlotNumber 4\n\n   States\n   {\n   Ready:\n     RIFG A 1 A_WeaponReady\n     Loop\n   Deselect:\n     RIFG A 1 A_Lower\n     Loop\n   Select:\n     RIFG A 1 A_Raise\n     Loop\n   Fire:\n     RIFF A 1 Bright A_FireCGun\n\t RIFF BCC 1\n\t RIFF A 1 Bright A_FireCGun\n\t RIFF BCC 1\n     CHGG B 0 A_ReFire\n     Goto Ready\n   Flash:\n     TNT1 A 5 Bright A_Light1\n     Goto LightDone\n     TNT1 A 5 Bright A_Light1\n     Goto LightDone\n   Spawn:\n     RIFZ A -1\n     Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/rocketlauncher.txt",
        "contents": "ACTOR NewRocketLauncher : DoomWeapon replaces RocketLauncher\n{\n  Weapon.SelectionOrder 2500\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 2\n  Weapon.AmmoType \"RocketAmmo\"\n  +WEAPON.NOAUTOFIRE\n  Inventory.PickupMessage \"$GOTLAUNCHER\"\n  Tag \"Rocket Launcher\"\n  Weapon.SlotNumber 5\n\n  States\n  {\n  Ready:\n    MISG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    MISG A 1 A_Lower\n    Loop\n  Select:\n    MISG A 1 A_Raise\n    Loop\n  Fire:\n    MISG A 4\n\tMISF ABCD 1 Bright A_Gunflash\n    MISF D 1 Bright A_FireMissile\n\tMISF EFG 2\n\tMISF HI 1\n\tMISF J 2\n\tMISF K 1\n    MISF K 1 A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 3 Bright A_Light1\n    TNT1 B 4 Bright\n    TNT1 CD 4 Bright A_Light2\n    Goto LightDone\n  Spawn:\n    LAUN A -1\n    Stop\n  }\n}\n\nACTOR NewRocket : Rocket replaces Rocket\n{\n  Radius 11\n  Height 8\n  Speed 20\n  Damage 20\n  Projectile\n  +RANDOMIZE\n  +DEHEXPLOSION\n  +ROCKETTRAIL\n  SeeSound \"weapons/rocklf\"\n  DeathSound \"weapons/rocklx\"\n  Obituary \"$OB_MPROCKET\" // \"%o rode %k's rocket.\"\n  States\n  {\n  Spawn:\n    MISL A 1 Bright\n    Loop\n  Death:\n    MEXP A 2 Bright A_Explode\n\tMEXP BCDEFG 2 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/plasmagun.txt",
        "contents": "ACTOR NewPlasmaRifle : DoomWeapon replaces PlasmaRifle\n{\n  Weapon.SelectionOrder 100\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"Cell\"\n  Inventory.PickupMessage \"$GOTPLASMA\"\n  Tag \"Plasma Rifle\"\n  Weapon.SlotNumber 6\n\n  States\n  {\n  Ready:\n    PLSG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PLSG A 1 A_Lower\n    Loop\n  Select:\n    PLSG A 1 A_Raise\n    Loop\n  Fire:\n    PLSF A 1 Bright A_FirePlasma\n\tPLSF BC 1\n    STFR A 1 A_ReFire\n\tSTFR BCCDDEEFFFFFEEDDCBA 1\n    Goto Ready\n  Flash:\n    TNT1 A 4 Bright A_Light1\n    Goto LightDone\n    TNT1 A 4 Bright A_Light1\n    Goto LightDone\n  Spawn:\n    DNPR A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/bfg9000.txt",
        "contents": "ACTOR NewBFG9000 : DoomWeapon replaces BFG9000\n{\n  Height 20\n  Weapon.SelectionOrder 2800\n  Weapon.AmmoUse 40\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"Cell\"\n  +WEAPON.NOAUTOFIRE\n  Inventory.PickupMessage \"$GOTBFG9000\"\n  Tag \"BFG 9000\"\n  Weapon.SlotNumber 7\n\n  States\n  {\n  Ready:\n    BFGG A 70 A_WeaponReady\n\tBFGF A 5 A_WeaponReady\n    Loop\n  Deselect:\n    BFGG A 1 A_Lower\n    Loop\n  Select:\n    BFGG A 1 A_Raise\n    Loop\n  Fire:\n    BFGF A 12 Bright A_BFGSound\n\tBFGF BCDE 2 Bright\n    BFGF F 2 Bright A_GunFlash\n\tBFGF GHIJ 2 Bright\n    BFGF K 3 Bright A_FireBFG\n\tBFGF I 3 Bright\n\tBFGF GE 2 Bright\n    BFGF DCB 2 Bright A_ReFire\n\tBFGF A 14 Bright A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 11 Bright A_Light1\n    TNT1 A 6 Bright A_Light2\n    Goto LightDone\n  Spawn:\n    WBF2 A -1\n    Stop\n  }\n}\n\nACTOR NewBFGBall : BFGBall replaces BFGBall\n{\n  Radius 13\n  Height 8\n  Speed 25\n  Damage 100\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  DeathSound \"weapons/bfgx\"\n  Obituary \"$OB_MPBFG_BOOM\"\n  States\n  {\n  Spawn:\n    BFS1 AB 4 Bright\n    Loop\n  Death:\n\tBFGB ABCDE 2 bright\n\tBFGB F 1 bright\n\tBFGB F 3 bright a_BFGspray\n\tBFGB GHIJK 3 bright\n\tStop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/pickups/ammo.txt",
        "contents": "ACTOR NewClip : Clip replaces Clip\n{\n  Inventory.PickupMessage \"$GOTCLIP\" // \"Picked up a clip.\"\n  Inventory.Amount 10\n  Inventory.MaxAmount 200\n  Ammo.BackpackAmount 10\n  Ammo.BackpackMaxAmount 400\n  Inventory.Icon \"CLIPA0\"\n  Inventory.PickupSound \"ClipPickup\"\n  States\n  {\n  Spawn:\n    CLIP A -1\n    Stop\n  }\n}\n\nACTOR NewClipBox : ClipBox replaces ClipBox\n{\n  Inventory.PickupMessage \"$GOTCLIPBOX\" // \"Picked up a box of bullets.\"\n  Inventory.Amount 50\n  Inventory.PickupSound \"ClipBoxPickup\"\n  States\n  {\n  Spawn:\n    AMMO A -1\n    Stop\n  }\n}\n\nACTOR NewShell : Shell replaces Shell\n{\n  Inventory.PickupMessage \"$GOTSHELLS\" // \"Picked up 4 shotgun shells.\"\n  Inventory.Amount 4\n  Inventory.MaxAmount 50\n  Ammo.BackpackAmount 4\n  Ammo.BackpackMaxAmount 100\n  Inventory.Icon \"SHELA0\"\n  Inventory.PickupSound \"ShellPickup\"\n  States\n  {\n  Spawn:\n    SHEL A -1\n    Stop\n  }\n}\n\nACTOR NewShellBox : ShellBox replaces ShellBox\n{\n  Inventory.PickupMessage \"$GOTSHELLBOX\" // \"Picked up a box of shotgun shells.\"\n  Inventory.Amount 20\n  Inventory.PickupSound \"ShellBoxPickup\"\n  States\n  {\n  Spawn:\n    SBOX A -1\n    Stop\n  }\n}\n\nACTOR NewRocketAmmo : RocketAmmo replaces RocketAmmo\n{\n  Inventory.PickupMessage \"$GOTROCKET\" // \"Picked up a rocket.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 50\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 100\n  Inventory.PickupSound \"RocketPickup\"\n  Inventory.Icon \"ROCKA0\"\n  States\n  {\n  Spawn:\n    ROCK A -1\n    Stop\n  }\n}\n\nACTOR NewRocketBox : RocketBox replaces RocketBox\n{\n  Inventory.PickupMessage \"$GOTROCKBOX\" // \"Picked up a box of rockets.\"\n  Inventory.Amount 5\n  Inventory.PickupSound \"RocketBoxPickup\"\n  States\n  {\n  Spawn:\n    BROK A -1\n    Stop\n  }\n}\n\nACTOR NewCell : Cell replaces Cell\n{\n  Inventory.PickupMessage \"$GOTCELL\" // \"Picked up an energy cell.\"\n  Inventory.Amount 20\n  Inventory.MaxAmount 300\n  Ammo.BackpackAmount 20\n  Ammo.BackpackMaxAmount 600\n  Inventory.PickupSound \"CellPickup\"\n  Inventory.Icon \"CELLA0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nACTOR NewCellPack : Cellpack replaces Cellpack\n{\n  Inventory.PickupMessage \"$GOTCELLBOX\" // \"Picked up an energy cell pack.\"\n  Inventory.Amount 100\n  Inventory.PickupSound \"CellBoxPickup\"\n  States\n  {\n  Spawn:\n    CELP A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/pickups/pickups.txt",
        "contents": "ACTOR NewHealthBonus : HealthBonus replaces HealthBonus\n{\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.Amount 1\n  Inventory.MaxAmount 200\n  Inventory.PickupMessage \"$GOTHTHBONUS\"\n  Inventory.PickupSound \"SmallHealth\"\n  States\n  {\n  Spawn:\n    BON1 ABCDCB 6\n    Loop\n  }\n}\n\nACTOR NewStimpack : Stimpack replaces Stimpack\n{\n  Inventory.Amount 10\n  Inventory.PickupMessage \"$GOTSTIM\"\n  Inventory.PickupSound \"MediumHealth\"\n  States\n  {\n  Spawn:\n    STIM A -1\n    Stop\n  }\n}\n\nACTOR NewMedikit : Medikit replaces Medikit\n{\n  Inventory.Amount 25\n  Inventory.PickupMessage \"$GOTMEDIKIT\"\n  Health.LowMessage 25, \"$GOTMEDINEED\"\n  Inventory.PickupSound \"LargeHealth\"\n  States\n  {\n  Spawn:\n    MEDI A -1\n    Stop\n  }\n}\n\nACTOR NewGreenArmor : GreenArmor replaces GreenArmor\n{\n  Radius 20\n  Height 16\n  Inventory.PickupMessage \"Picked up the Standard-Issue Green Armor.\"\n  Inventory.Icon \"ARM1A0\"\n  Armor.SavePercent 33.335\n  Armor.SaveAmount 100\n  Inventory.PickupSound \"ArmorPickup\"\n  States\n  {\n  Spawn:\n    ARM1 A 6\n    ARM1 B 7 Bright\n    Loop\n  }\n}\n\nACTOR NewBlueArmor : BlueArmor replaces BlueArmor\n{\n  Radius 20\n  Height 16\n  Inventory.PickupMessage \"Picked up the Standard-Issue Mega Armor.\"\n  Inventory.Icon \"ARM2A0\"\n  Armor.SavePercent 50\n  Armor.SaveAmount 200\n  Inventory.PickupSound \"ArmorPickup\"\n  States\n  {\n  Spawn:\n    ARM2 A 6\n    ARM2 B 6 Bright\n    Loop\n  }\n}\n\nACTOR NewBlurSphere : BlurSphere replaces BlurSphere\n{\n  +COUNTITEM\n  +VISIBILITYPULSE\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.BIGPOWERUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"Invisibility\"\n  RenderStyle Translucent\n  Inventory.PickupSound \"OtherPickups\"\n  Inventory.PickupMessage \"$GOTINVIS\" // \"Partial Invisibility\"\n  States\n  {\n  Spawn:\n     PINS ABCD 4 Bright\n     Loop\n  }\n}\n\nACTOR NewRadSuit : RadSuit replaces RadSuit\n{\n  Height 46\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n  Inventory.PickupSound \"OtherPickups\"\n  Powerup.Type \"IronFeet\"\n  States\n  {\n  Spawn:\n    SUIT A -1 Bright\n    Stop\n  }\n}\n\nACTOR NewInvulnerabilitySphere : InvulnerabilitySphere replaces InvulnerabilitySphere\n{\n  +COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.BIGPOWERUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"Invulnerable\"\n  Powerup.Color InverseMap\n  Inventory.PickupSound \"OtherPickups\"\n  Inventory.PickupMessage \"$GOTINVUL\" // \"Invulnerability!\"\n  States\n  {\n  Spawn:\n    PINV ABCD 6 Bright\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/effects.txt",
        "contents": "ACTOR NewBulletPuff : BulletPuff replaces BulletPuff\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  RenderStyle Translucent\n  Alpha 0.5\n  VSpeed 1\n  Mass 5\n  Scale 0.8\n  States\n  {\n  Spawn:\n    NWBP ABCD 1 Bright\n    NWBP EG 2\n    // Intentional fall-through\n  Melee:\n    NWBP HIJKL 2\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/Blood.txt",
        "contents": "ACTOR AeniBlood : Blood replaces Blood\n{\n  SpawnID 130\n  Mass 5\n  +NOBLOCKMAP\n  +NOTELEPORT\n  -ALLOWPARTICLES\n  +NOGRAVITY\n  +PUFFGETSOWNER\n  Scale 0.25\n  Alpha 0.5\n  States\n  {\n  Spawn:\n  Spray:\n    BLOD C 0\n    BLOD C 0 A_FaceTarget\n    BLOD C 0 A_SpawnItemEx (\"AeniBlood_StupidNetcode\", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS, 0)\n\tStop\n  }\n}\n\nACTOR AeniBlood_StupidNetcode : AeniBlood\n{\n  States\n  {\n  Spawn:\n  Spray:\n    BLOD C 0\n    BLOD C 0 A_FaceTarget\n    BLOD C 0 A_Jump(176,\"Spawn2\")\n    BLOD C 0 A_Jump(256,\"Spawn1\")\n\t//BL0D A 35\n\t//Stop\n\n  Spawn1:\n    BLOD C 0 A_SpawnItemEx (\"AeniBloodEffectSpawner\", 0,0,0, 0,0,0, angle, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_ABSOLUTEANGLE|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS, 0)\n    BLOD C 0 A_SpawnItemEx (\"AeniBlood2\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS, 0)\n\tStop\n\n  Spawn2:\n    BLOD C 0 A_SpawnItemEx (\"AeniSprayEffectSpawner\", 0,0,0, 0,0,0, angle, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_ABSOLUTEANGLE|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS, 0)\n    BLOD C 0 A_SpawnItemEx (\"AeniBloodSpray\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS, 0)\n    Stop\n  }\n}\n\nACTOR AeniBloodSpray : AeniBlood\n{\n  //-NOGRAVITY\n  //Gravity 0.09\n  yScale 0.8\n  xscale 1.25\n  alpha 0.8\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    BL0D A 0\n\tBLOD A 0 A_PlaySound(\"flesh/hit\")\n    BL0D A 0 A_Jump(128,\"Spawn2\",\"Spawn3\")\n    BL0D A 0 A_Jump(256,\"Spawn1\")\n\t//BL0D A 35\n\t//Stop\n\n  Spawn1:\n\tBL0D A 0 //A_PlaySound(\"flesh/hit\")\n    BL0D A 1\n    BL0D ABBBCCCCC 1 A_Fadeout(0.09)\n\tStop\n\n  Spawn2:\n\tBL0D A 0 //A_PlaySound(\"flesh/hit\")\n    BL0D ABB 1\n    BL0D CCCC 1 A_Fadeout(0.2)\n    Stop\n\n  Spawn3:\n\tBL0D A 0 //A_PlaySound(\"flesh/hit\")\n    BL0D AABBCCCC 1 A_Fadeout(0.1)\n    Stop\n  }\n}\n\nACTOR AeniBlood2 : AeniBlood\n{\n  Scale 0.4\n  alpha 1.0\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    BLOD A 0\n\tBLOD A 0 A_PlaySound(\"flesh/hit\")\n    BLOD AAA 1 BRIGHT A_Jump(128,\"Spawn2\")\n\n  Spawn2:\n\t//BLOD A 0 A_PlaySound(\"flesh/hit\")\n    BLOD ABBBBBCCCCCC 1 A_Fadeout(0.08)\n    Stop\n  }\n}\n\nACTOR AeniBloodEffectSpawner\n{\n  +NOTELEPORT\n  Radius 1\n  Height 1\n  +NOBLOCKMAP\n  +NOTELEPORT\n  +NOGRAVITY\n  +NOCLIP\n  -SOLID\n  -SHOOTABLE\n  +DONTSPLASH\n  RENDERSTYLE NONE\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 //A_FaceTarget\n\tBLOD A 0 A_Jump(127, \"Spawn2\")\n\tBLOD A 0 A_Jump(256, \"Spawn1\")\n\t//TNT1 A 35\n\t//Stop\n  Spawn1:\n    TNT1 AAAA 0 Bright A_SpawnItemEx (\"BludEffect1b\", 0,0,0, random(-65,65)*0.01,random(-65,65)*0.01,random(-65,65)*0.01, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION, 0)\n\tGoto Death//Spray\n  Spawn2:\n    TNT1 AAAA 0 Bright A_SpawnItemEx (\"BludEffect1\", 0,0,0, random(-30,30)*0.01,random(-30,30)*0.01,random(-30,30)*0.01, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION, 0)\n\tGoto Death//Spray\n\n  Spray:\n\t  BLOD A 0 A_Jump(127, \"Death\")\n\t  BLOD A 0 //A_PlaySound(\"flesh/gush\")\n\t  BLOD A 0 //A_SetAngle(random(-180,180))\n      TNT1 AAA 1 Bright A_SpawnItemEx(\"BludEffect4\", 0,0,0, 0,0,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEANGLE) //A_CustomMissile(\"BludEffect4\",0,0,random(-180,180),2,random(-90,45))\n\t  BLOD A 0 A_Jump(16, \"Death\")\n\t  BLOD A 0 //A_PlaySound(\"flesh/gush\")\n\t  BLOD A 0 //A_SetAngle(random(-180,180))\n      TNT1 AAA 1 Bright A_SpawnItemEx(\"BludEffect3\", 0,0,0, 0,0,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEANGLE)//A_CustomMissile(\"BludEffect3\",0,0,random(-180,180),2,random(-90,60))\n\t  BLOD A 0 A_Jump(8, \"Death\")\n\t  BLOD A 0 //A_PlaySound(\"flesh/gush\")\n\t  BLOD A 0 //A_SetAngle(random(-180,180))\n      TNT1 AAAA 1 Bright A_SpawnItemEx(\"BludEffect2\", 0,0,0, 0,0,0, random(-180,180), SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEANGLE)//A_CustomMissile(\"BludEffect2\",0,0,random(-180,180),2,random(-90,75))\n      Stop\n  Death:\n    TNT1 AA 0\n\tStop\n  }\n}\n\nACTOR AeniSprayEffectSpawner : AeniBloodEffectSpawner\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 AAAAA 1 A_Jump(112, \"Spray\")\n\tGoto Spray\n  }\n}\n\nACTOR BludEffect1\n{\n\t+NOTELEPORT\n  Radius 1\n  Height 1\n  Speed 0//1\n  Damage 0\n  Projectile\n  -RANDOMIZE\n  -NOCLIP\n  +THRUACTORS\n  +DONTSPLASH\n  +NOPAIN\n  +PAINLESS\n  RenderStyle Translucent\n  Alpha 0.51\n  scale 0.75\n  States\n  {\n  Spawn:\n    BLOD A 0\n    BLOD A 0 A_Jump(127, 2)\n\tBLOD A 0\n\tStop\n\n  Prefade:\n    BLOD A 0 A_Jump(64, \"WhichSpawn\")\n    BLOD A 0 A_FadeOut(0.01)\n    Loop\n\n  WhichSpawn:\n    BLOD A 0 //A_SetPitch(random(-90,60))\n    BLOD A 0 A_Jump(96, \"Spawn2\", \"Spawn3\")\n\tGoto Spawn1\n\n  Spawn1:\n    BLOD AAAABBBBCCCCCCCC 2 A_FadeOut(0.04)\n    stop\n  Spawn2:\n    BLOD AAABBBCCCCCCC 2 A_FadeOut(0.05)\n    stop\n  Spawn3:\n    BLOD AABBCCCCCC 2 A_FadeOut(0.06)\n    stop\n\n  Death:\n  XDeath:\n  Crash:\n    BLOD C 0 A_Stop\n   NULL A 0 A_SpawnItemEx (\"dripsound\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n  TNT1 A 0 A_CheckFloor(\"Death2\")\n  TNT1 AA 1\n  Stop\n Death2:\n  TNT1 A 1 A_SpawnItemEX(\"TinyBloodSpot\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION)\n  TNT1 A 0\n  Stop\n\tStop\n  }\n}\n\nACTOR BludEffect1c : BludEffect1\n{\n  -NOGRAVITY\n  Gravity 0.75\n  //Alpha 0.85\n  States\n  {\n    WhichSpawn:\n    BLOD A 0 //A_SetPitch(random(-90,60))\n\tBLUD C 0 ThrustThingZ(0, random(0,48), 0, 0)\n\tBLOD A 0 A_Recoil (random(-10,-4))\n    BLOD A 0 A_Jump(96, \"Spawn2\", \"Spawn3\")\n\tGoto Spawn1\n  }\n}\n\nACTOR BludEffect1b : BludEffect1\n{\n  Alpha 0.51\n  scale 1.25\n  States\n  {\n  Spawn:\n    BLOD A 0\n    BLOD A 0 A_Jump(64, \"Death\")\n\n  Prefade:\n    BLOD A 0 A_Jump(16, \"WhichSpawn\")\n    BLOD A 0 A_FadeOut(0.01)\n    Loop\n\n  WhichSpawn:\n    BLOD ABC 1 A_FadeOut(0.07)\n    BLOD A 0 A_Jump(128, \"Spawn2\", \"Spawn3\")\n\n  Spawn1:\n    BLOD C 3 A_FadeOut(0.01)\n    BLOD C 0 A_Jump(30, \"Death\")\n\tLoop\n  Spawn2:\n    BLOD C 2 A_FadeOut(0.01)\n    BLOD C 0 A_Jump(20, \"Death\")\n\tLoop\n  Spawn3:\n    BLOD C 1 A_FadeOut(0.01)\n    BLOD C 0 A_Jump(10, \"Death\")\n\tLoop\n\n  Death:\n  XDeath:\n  Crash:\n    BLOD C 0 A_Stop\n    BLOD C 1 A_FadeOut(0.2)\n\tLoop\n  }\n}\n\nACTOR BludEffect2 : BludEffect1c\n{\n  Speed 8\n  scale 0.1\n}\n\nACTOR BludEffect3 : BludEffect1c\n{\n  Speed 10\n  scale 0.2\n}\n\nACTOR BludEffect4 : BludEffect1c\n{\n  Speed 12\n  scale 0.3\n}\n\nactor TinyBloodSpot : SmallBloodPool\n{\n +FLOORHUGGER\n radius 1\n height 1\n gravity 100\n health 5//10\n renderstyle translucent\n alpha 0.6//.77\n scale 0.5\n Seesound \"BLD/SPLS\"\n +DONTSPLASH\n +ALLOWCLIENTSPAWN\n +CLIENTSIDEONLY\n +NOTELEPORT\n  states\n  {\n  Spawn:\n   BLUD C 0\n   BLUD C 0 A_SetAngle(random(-180,180))\n    \t//TNT1 A 0 Thing_ChangeTID (0, 1330)\n\n    BLOD A 0 A_Jump(127, \"SpawnB\",\"SpawnC\")\n\tGoto SpawnA\n\n  SpawnA:\n    POB2 AAAAAAAAAAAA 10 //15\n\tGoto Death\n  SpawnB:\n    POB2 BBBBBBBBBBBB 10 //15\n\tGoto Death\n  SpawnC:\n    POB2 CCCCCCCCCCCC 10 //15\n\tGoto Death\n  Death:\n    POB2 A 2 A_Fadeout(0.01)\n    Loop\n  }\n}\n\nACTOR dripsound\n{\n   Radius 1\n   Height 1\n   +NOBLOCKMAP\n   +NOCLIP\n  +DONTSPLASH\n   +ALLOWCLIENTSPAWN\n   States\n   {\n   Spawn:\n      NULL A 0\n      NULL A 1 A_Playsound (\"BLD/SPLS\")\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/enemies/zombies/chaingunguy/riflecommando.txt",
        "contents": "ACTOR RifleCommando : ChaingunGuy replaces ChaingunGuy\n{\n   //$Category Monsters\n   Health 70\n   Radius 20\n   Height 56\n   Speed 8\n   Mass 100\n   PainChance 170\n   MONSTER\n   +FLOORCLIP\n   DropItem \"Clip\"\n   DropItem \"AssaultRifle\"\n   SeeSound \"chainguy/sight\"\n   AttackSound \"grunt/attack\"\n   PainSound \"chainguy/pain\"\n   DeathSound \"chainguy/death\"\n   ActiveSound \"chainguy/active\"\n   Obituary \"%o was assaulted by a commando.\"\n   Decal BulletChip\n   States\n   {\n   Spawn:\n      ACPS AB 10 A_Look\n      Loop\n   See:\n      ACPS AABBCCDD 3 A_Chase\n      Loop\n   Missile:\n      ACPS E 10 A_FaceTarget\n      ACPS F 4 Bright A_PosAttack\n      ACPS E 1 A_CPosRefire\n      Goto Missile+1\n   Pain:\n      ACPS G 3\n      ACPS G 3 A_Pain\n      Goto See\n   Death:\n      TNT1 A 0 A_Jump (125, \"AltDeath\")\n      ACPS H 5\n      ACPS I 5 A_Scream\n      ACPS J 5 A_NoBlocking\n      ACPS KLM 5\n      ACPS N -1\n      Stop\n   AltDeath:\n      ACPS V 5 A_Scream\n      ACPS W 5\n      ACPS X 5 A_NoBlocking\n      ACPS Y 5\n      ACPS Z -1\n      Stop\n   XDeath:\n      ACPS O 5\n      ACPS P 5 A_XScream\n      ACPS Q 5 A_NoBlocking\n      ACPS RS 5\n      ACPS T -1\n      Stop\n   Raise:\n      ACPS N 5\n      ACPS MLKJIH 5\n      Goto See\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/enemies/demons/baronofhell/baronofhell.txt",
        "contents": "Actor NewBaronofHell : BaronOfHell replaces BaronOfHell\n{\n\tBloodColor \"Green\"\n\tDamagefactor \"BaronBall\", 0.0\n\tDamagefactor \"BaronRocket\", 0.0\n\tDamagefactor \"NobleFire\", 0.0\n\t+DONTHURTSPECIES\n}"
      },
      {
        "source": "pk3",
        "name": "actors/enemies/demons/baronofhell/fire/bruiserdemon.txt",
        "contents": "Actor BruiserDemon : BaronOfHell\n{\n  //$Category Monsters\n  Health 1200\n  Radius 24\n  Height 64\n  Mass 1000\n  Speed 8\n  PainChance 40\n  Monster\n  +NoBlood\n  +DontHurtSpecies\n  +Boss\n  +FloorClip\n  +LookAllAround\n  +MissileEvenMore\n  +NoRadiusDmg\n  +BossDeath\n  Damagefactor \"BaronBall\", 0.0\n  Damagefactor \"BaronRocket\", 0.0\n  Damagefactor \"NobleFire\", 0.0\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 \"The Bruiser sent %o packing to the crematorium.\"\n  HitObituary \"The Bruiser gave %o first-degree burns.\"\n  MeleeDamage 20\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 12\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\tTNT1 A 0 A_JumpIfInventory (\"BruiserFireCap\", 0, \"Death\")\n\tTNT1 A 0\n    TNT1 A 3 Bright A_MissileAttack\n    TNT1 A 3\n    TNT1 A 3\n\tTNT1 A 0 A_GiveInventory (\"BruiserFireCap\", 1)\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 12\n  Projectile\n  RenderStyle Add\n  DamageType \"BaronBall\"\n  Alpha 0.9\n  +NoClip\n  +FloorHugger\n  +DONTHURTSPECIES\n  SeeSound \"world/barrelx\"\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\nACTOR BruiserFireCap : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 3\n}"
      },
      {
        "source": "pk3",
        "name": "actors/enemies/demons/baronofhell/cyber/cyberbaron.txt",
        "contents": "ACTOR CyberBaron : BaronOfHell\n{\n  obituary \"%o was splayed by a Cyber Baron\"\n  hitobituary \"%o was ripped to shreds by a Cyber Baron\"\n  health 1200\n  radius 24\n  height 64\n  mass 1000\n  speed 8\n  painchance 40\n  seesound \"cbaron/sight\"\n  painsound \"cbaron/pain\"\n  deathsound \"cbaron/death\"\n  activesound \"cbaron/active\"\n  BloodColor \"Green\"\n  MONSTER\n  +NORADIUSDMG\n  +DONTHURTSPECIES\n  Damagefactor \"BaronBall\", 0.0\n  Damagefactor \"BaronRocket\", 0.0\n  Damagefactor \"NobleFire\", 0.0\n  states\n  {\n  Spawn:\n    CBOS AB 10 A_Look\n    loop\n  See:\n    CBOS A 3 A_chase\n    CBOS A 3 A_chase\n    CBOS B 0 A_playsound(\"cbaron/metal\")\n    CBOS BB 3 A_chase\n    CBOS CC 3 A_chase\n    CBOS D 3 A_chase\n    CBOS D 3 A_hoof\n    loop\n  Melee:\n    CBOS PQ 8 A_FaceTarget\n    CBOS R 8 A_BruisAttack\n      Goto See\n  Missile:\n    CBOS E 0 A_jump(80,5)\n    CBOS E 10 A_FaceTarget\n    CBOS E 10 A_FaceTarget\n    CBOS F 10 Bright A_customMissile(cyberattack2,27,16,0)\n    CBOS E 10 A_FaceTarget\n      goto See\n    CBOS PQ 8 A_FaceTarget\n    CBOS R 8 A_BruisAttack\n      Goto See\n Pain:\n    CBOS H 2\n    CBOS H 2 A_Pain\n    goto See\n  Death:\n    CBOS I 8\n    CBOS J 8 A_Scream\n    CBOS K 8 bright A_Playsound(\"world/barrelx\")\n    CBOS L 8 bright A_NoBlocking\n    CBOS M 8 bright\n    CBOS N 8 bright\n    CBOS O -1\n    stop\n   }\n}\n\nACTOR Cyberattack2 : Rocket\n{\n  Damage 10\n  +DONTHARMSPECIES\n  DamageType \"BaronRocket\"\n  States\n  {\n  Spawn:\n    MISL A 1 Bright\n    Loop\n  Death:\n    MEXP A 2 Bright A_Explode (64)\n\tMEXP BCDEFG 2 Bright\n    Stop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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