lca-v1.5.7-nopush-v4.pk3

PK3 6.5 KiB 0 map(s)

Counts

endoom0
graphics0
lumps6
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0c1e430f-5dbf-4a41-a4ad-ded96c89ccbc",
    "sha1": "b03926e02a00225b64dfe5d3850ea72cd54879bf",
    "sha256": "7a966c2a1d61aa8e66607ba14fef723713343128abca3438e774b60382c40697",
    "filenames": [
      "lca-v1.5.7-nopush-v4.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2016-10-03 20:02:23",
      "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": "2016-10-03 20:02:23",
    "file": {
      "type": "PK3",
      "size": 6630,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b03926e02a00225b64dfe5d3850ea72cd54879bf/b03926e02a00225b64dfe5d3850ea72cd54879bf.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 6,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "lca.txt",
        "contents": "ACTOR \"Assault Shotgun \" : \"Assault Shotgun\" Replaces \"Assault Shotgun\"\n{\n  Scale 0.85\n  Weapon.PreferredSkin \"AssaultSG-Marine\"\n  Weapon.SelectionOrder 4500\n  Weapon.KickBack 80\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 12\n  Weapon.AmmoGive2 8\n  Weapon.AmmoType \"ShotgunDrum2\"\n  Weapon.AmmoType2 \"NewShell\"\n  Inventory.PickupSound \"AShotgun/Cock\"\n  Inventory.PickupMessage \"Assault Shotgun\"\n  Obituary \"%o was blown away by %k's Assault Shotgun.\"\n  Decal BulletChip\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"AShotgun/Cock\")\n\tASGW A 1\n\tASGR ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    SMAG A 1 A_WeaponReady\n    Goto Ready+7\n  Deselect:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n    SMAG A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"AShotgun/Fire\")\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(5,-5),0,0,Random(5,-5))\n    // SMAF A 2 Bright A_FireBullets(5.0,3.0,7,Random(5,7),\"ModdedBulletPuff\")\n    TNT1 A 0 A_TakeInventory(\"ShotgunDrum2\", 1)\n    TNT1 AAAAAAA 0 A_FireCustomMissile(\"5-7Bullet\", frandom(-5.0, 5.0), false, 0, 8, false, frandom(-3.0, 3.0))\n    SMAF A 2 Bright\n    SMAF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n    SMAG BCDE 1\n\tSMAG FA 2\n    Goto Ready+7\n  Empty:\n    SMAG A 10 A_PlayWeaponSound(\"weapons/click\")\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",12,2)\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+7\n\tSMAR ABCD 1\n\tSMAR EF 2\n\tSMAR G 6\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",1,\"Reload2\")\n  Reload:\n    SMAR HI 1\n\tSMAR J 1 A_PlaySound(\"Weapons/ASGShellLoad\")\n\tSMAR K 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ShotgunDrum2\",1)\n\tSMAR L 1\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",11,\"FullCock\")\n\tSMAR MN 1\n\tSMAR O 2\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheckReloading\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheckReloading\")\n\tSMAR G 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n  FullCock:\n    SMAR P 3\n    SMAR Q 2\n    SMAR CBA 1\n\tSMAK A 1\n\tSMAK B 2\n\tSMAK C 3 A_PlayWeaponSound(\"AShotgun/Cock\")\n\tSMAK D 5\n\tSMAK E 2\n\tGoto Ready+7\n  Reload2:\n    SMAR HI 1\n\tSMAR J 1 A_PlaySound(\"Weapons/ASGShellLoad\")\n\tSMAR K 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ShotgunDrum2\",1)\n\tSMAR L 1\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",12,\"Full\")\n\tSMAR MN 1\n\tSMAR O 2\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheckReloading\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheckReloading\")\n\tSMAR G 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload2\")\n  Full:\n    SMAR P 3\n    SMAR Q 2\n    SMAR CBA 1\n\tGoto Ready+7\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+7\n  GrenadeCheckReloading:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Reload\n  GrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tASGR EDCBA 1\n\tASGW A 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+7\n  MineCheckReloading:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Reload\n  MineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tASGR EDCBA 1\n\tASGW A 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n  Spawn:\n    SMAP A -1\n    Stop\n  }\n}\n\nACTOR \"Explosive Minigun\" : Weapon\n{\n\tWeapon.Selectionorder 690\n\tWeapon.KickBack 50\n\tWeapon.PreferredSkin \"ExplosiveMinigun-Marine\"\n\tWeapon.AmmoType \"BulletMag\"\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoUse 1\n    Weapon.UpSound \"weapons/explosiveminigunpickup\"\n\tInventory.PickupSound \"weapons/explosiveminigunpickup\"\n\tInventory.PickupMessage \"Explosive Minigun\"\n\tObituary \"%o was ripped to bloody chunks by %k's Explosive Minigun.\"\n\tAttackSound \"sentient/fire\"\n    +INVENTORY.UNDROPPABLE\n    +WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tSpawn:\n\t\tCHNG X -1\n\t\tStop\n\tReady:\n\t\tCHNG A 1 A_WeaponReady\n\t\tLoop\n\tReadySpin:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspin\", 5)\n\t\t// CHNG ABCDEFGABCDEFG 1 A_WeaponReady\n\t\tCHNG ADGADGADGADGADG 1 A_WeaponReady\n\t    Loop\n\tDeselect:\n\t\tTNT1 A 0 A_TakeInventory(\"ExpMinigunActive2\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\", 5)\n\tDeselecting:\n\t\tCHNG A 1 A_Lower\n\t\tGoto Deselect+2\n\tSelect:\n\t\tTNT1 A 0 A_TakeInventory(\"ExpMinigunActive2\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n\t\tCHNU ABCD 1 A_Raise\n\tSelecting:\n\t\tCHNG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t    TNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive2\",1,23)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive\",1,22)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspinstart\", 5)\n\t\tCHNG ABC 2\n\t\tCHNG EFGABCEG 1\n\t\tCHNG ACEGADGADG 1\n\t    Goto Hold\n\tHold:\n\t\tTNT1 A 0 A_GiveInventory(\"ExpMinigunActive\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspin\", 5)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n                TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(18293) == 1, \"NoPush1\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n                goto Join1\n        NoPush1:\n                TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracerNoPush\",Random(4,-4),0,0,Random(4,-4))\n        Join1:\n\t\t// CHNF A 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n                CHNF A 1 Bright A_FireCustomMissile(\"6-10Bullet\", frandom(-4.8, 4.8), true, 0, 8, false, frandom(-2.4, 2.4))\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n\t\tCHNF A 1 Bright\n\t\tCHNF BC 1 A_Light0\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n                TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(18293) == 1, \"NoPush2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n                goto Join2\n        NoPush2:\n                TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracerNoPush\",Random(4,-4),0,0,Random(4,-4))\n        Join2:\n\t\t// CHNF D 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n                CHNF D 1 Bright A_FireCustomMissile(\"6-10Bullet\", frandom(-4.8, 4.8), true, 0, 8, false, frandom(-2.4, 2.4))\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n\t\tCHNF EF 1 A_Light0\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,3),Random(-3,-5),Random(3,5),0)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\", CHAN_WEAPON)\n                TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(18293) == 1, \"NoPush3\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n                goto Join3\n        NoPush3:\n                TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracerNoPush\",Random(4,-4),0,0,Random(4,-4))\n        Join3:\n\t\t// CHNF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n                CHNF G 1 Bright A_FireCustomMissile(\"6-10Bullet\", frandom(-4.8, 4.8), true, 0, 8, false, frandom(-2.4, 2.4))\n\t\tCHNF H 1 A_Light0\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive2\",1,\"ReadySpin\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspinstop\", 5)\n\t\tTNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n\t\tCHNG ABCDEFGABC 1\n\t\tCHNG DEFG 2\n\t\tGoto Ready\n\tAltFire:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive2\",1,\"EmptySpinDown\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspinstart\", 5)\n\t\tCHNG ABC 2\n\t\tCHNG EFGABCEG 1\n\t\tCHNG ACEGADGADG 1\n\t\tTNT1 A 0 A_GiveInventory(\"ExpMinigunActive2\",1)\n\t\tGoto ReadySpin\n\tEmptySpinDown:\n\t\tTNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"ExpMinigunActive2\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspinstop\", 5)\n\t\tCHNG ADGADG 1\n\t\tCHNG ABCDEFGABC 1\n\t\tCHNG DEFG 2\n\t\tGoto Ready\n\t}\n}\n\nActor PlayerExplosiveTracerNoPush : SentientExplosiveTracer\n{\nSpecies \"Player\"\nDamageType \"Player\"\n+THRUSPECIES\n+NODAMAGETHRUST\nScale 0.7\nStates\n{\nSpawn:\n    TRAC A 1 Bright\n\tLoop\n\t}\n}\n\nACTOR \"Hexa-Shotgun\" : Weapon 19460\n{\n  Scale 0.9\n  Weapon.PreferredSkin \"Hexa-Shotgun-Marine\"\n  Weapon.SelectionOrder 4445\n  Weapon.KickBack 500\n  Weapon.AmmoUse 0\n  Weapon.AmmoGive 0\n  Weapon.AmmoGive2 12\n  Weapon.AmmoType \"HexaShell\"\n  Weapon.AmmoType2 \"NewShell\"\n  Inventory.PickupMessage \"Hexa-Shotgun\"\n  Inventory.PickupSound \"weapons/pickuphsg\"\n  Obituary \"%o's body wasn't able to be identified after being shot by k's Hexa-Shotgun.\"\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/pickuphsg\")\n\tHSRS ABCDEF 1\n\tHSRS GH 2\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    HSGN A 1 A_WeaponReady\n    Goto Ready+9\n  Deselect:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n    HSGN A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",6,\"HexaFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto Empty\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",4,1)\n\tGoto Empty\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,\"ReloadFourShells\")\n\tGoto Empty\n  HexaFire:\n\tTNT1 A 0 A_PlaySound(\"weapons/hsgfire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(2)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",6)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(10,-10))\n    // HS4F A 1 Bright A_FireBullets(11.8,7.3,52,5,\"ModdedBulletPuff\")\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"5Bullet\", frandom(-11.8, 11.8), false, 0, 8, false, frandom(-7.3, 7.3))\n    HS4F A 1 Bright\n    // HS4F A 1 Bright A_FireBullets(13.8,7.3,26,5,\"ModdedBulletPuff\")\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"5Bullet\", frandom(-13.8, 13.8), false, 0, 8, false, frandom(-7.3, 7.3))\n    HS4F A 1 Bright\n    HS4F B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSGN CFG 1\n\tHSGN H 2\n\tHSER A 3\n\tHSER B 6\n\tHSGN GFEDC 2\n  HexaReloadCheck:\n  \tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,2)\n\tHSGN S 2\n\tGoto Ready+9\n\tTNT1 A 0\n\tGoto ReloadSixShells+3\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"HexaShell\",6,\"FireUpper\")\n    TNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"FireMiddle\")\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,1)\n\tGoto Reload\n    TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n    // HSGF E 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"5Bullet\", frandom(-11.2, 11.2), false, 0, 8, false, frandom(-7.1, 7.1))\n    HSGF E 2 Bright\n\tHSGF F 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSRC ABCDE 1\n\tHSGN A 1\n    Goto Ready+9\n  FireUpper:\n    TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n    // HSGF A 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"5Bullet\", frandom(-11.2, 11.2), false, 0, 8, false, frandom(-7.1, 7.1))\n    HSGF A 2 Bright\n\tHSGF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSRC ABCDE 1\n\tHSGN A 1\n    Goto Ready+9\n  FireMiddle:\n    TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n    // HSGF C 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"5Bullet\", frandom(-11.2, 11.2), false, 0, 8, false, frandom(-7.1, 7.1))\n    HSGF C 2 Bright\n\tHSGF D 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSRC ABCDE 1\n\tHSGN A 1\n    Goto Ready+9\n  Empty:\n    HSGN A 10 A_PlayWeaponSound(\"weapons/click\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,\"ReloadSixShells\")\n\tGoto Ready+9\n  Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"ReloadFourShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,\"ReloadSixShells\")\n\tGoto Empty\n  ReloadSixShells:\n\tHSGN SRQ 2\n\tHSGN PJ 1\n\tHSGN K 1\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tHSGN L 1\n\tHSGR A 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tHSGR B 1\n\tHSGR CD 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR E 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR F 3\n\tHSGR G 2\n\tHSGR H 1\n\tHSGR I 8\n\tHSGR JK 1\n\tHSGR LM 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR O 3\n\tHSGR P 2\n\tHSGR Q 1\n\tHSGR R 8\n\tHSGR ST 1\n\tHSGR U 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR W 3\n\tHSGR X 2\n\tHSGR Y 1\n\tHSGN MNO 1\n\tHSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tHSGN QRS 2\n\tHSGN A 2\n    Goto Ready+9\n  ReloadFourShells:\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",4,1)\n\tGoto Ready+9\n\tHSGN SRQ 2\n\tHSGN P 1\n\tHSEX A 1\n\tHSEX B 1\n\tTNT1 AAAA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tHSEX C 1\n\tHSGR I 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tHSGR JK 1\n\tHSGR LM 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR O 3\n\tHSGR P 2\n\tHSGR Q 1\n\tHSGR RS 1\n\tHSGR TU 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR W 3\n\tHSGR X 2\n\tHSGR Y 1\n\tHSGN MNO 1\n\tHSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tHSGN QRS 2\n\tHSGN A 2\n\tGoto Ready+9\n  ReloadTwoShells:\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto Ready+9\n\tHSGN SRQ 2\n\tHSGN P 1\n\tHSEX A 1\n\tHSEX B 1\n\tTNT1 AA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tHSEX C 1\n\tHSGR Q 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tHSGR RS 1\n\tHSGR TU 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR W 3\n\tHSGR X 2\n\tHSGR Y 1\n\tHSGN MNO 1\n\tHSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tHSGN QRS 2\n\tHSGN A 2\n\tGoto Ready+9\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+9\n  GrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHSHT EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tHSHT ABCDE 1\n\tGoto Ready+9\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+9\n  MineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHSHT EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tHSHT ABCDE 1\n\tGoto Ready+9\n  Spawn:\n    HSGP A -1\n    Stop\n    }\n}\n\nACTOR \"Legendary AK-47\" : Weapon\n{\n\tWeapon.PreferredSkin \"LegendaryAK47-Marine\"\n\tWeapon.AmmoType \"LAK47Magazine\"\n\tWeapon.AmmoType2 \"LegendaryBulletMag\"\n\tWeapon.SelectionOrder 380\n\tWeapon.KickBack 120\n\tWeapon.AmmoGive 31\n\tWeapon.AmmoGive2 20\n\tWeapon.AmmoUse 1\n\tScale 0.95\n\tInventory.PickupSound \"items/legAK47Reload3\"\n\tObituary \"%o was perforated by %k's Legendary AK-47.\"\n    Inventory.PickupMessage \"Legendary AK-47\"\n\tDecal LegBulletChip\n\t+WEAPON.AMMO_OPTIONAL\n    +WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n    Deselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tA47G A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/legAK47Select\")\n\t\tA47S ABCDEF 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tA47G A 1 A_WeaponReady\n\t\tGoto Ready+7\n\tFire:\n\t    TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t    TNT1 A 0 A_PlaySound(\"weapons/legAK47Fire\")\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"LegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\t// A47F A 1 Bright A_FireBullets(4.0,2.4,1,Random(30,50),\"LegendaryASGBulletPuff\")\n\t\tA47F A 1 Bright A_FireCustomMissile(\"30-50Bullet\", frandom(-4.0, 4.0), true, 0, 8, false, frandom(-2.4, 2.4))\n\t\tA47F B 1 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_Recoil(0.1)\n\t\tA47F CD 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t    TNT1 A 0 A_JumpIfInventory(\"LAK47Magazine\",1,1)\n\t\tGoto Ready+7\n\t    TNT1 A 0 A_PlaySound(\"weapons/legAK47Fire\")\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"LegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light2\n\t\t// A47F A 1 Bright A_FireBullets(4.0,2.4,1,Random(30,50),\"LegendaryASGBulletPuff\")\n\t\tA47F A 1 Bright A_FireCustomMissile(\"30-50Bullet\", frandom(-4.0, 4.0), true, 0, 8, false, frandom(-2.4, 2.4))\n\t\tA47F B 1 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_Recoil(0.1)\n\t\tA47F CD 1\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready+7\n\tFlash:\n\t\tTNT1 A 0\n\t\tGoto LightDone\n    Empty:\n        A47G A 10 A_PlayWeaponSound(\"weapons/click\")\n    AltFire:\n  \t    TNT1 A 0 A_JumpIfInventory(\"LAK47Magazine\",31,2)\n        TNT1 A 0 A_JumpIfInventory(\"LegendaryBulletMag\",1,2)\n\t\tTNT1 A 0\n\t\tGoto Ready+7\n\t\tTNT1 A 0 A_JumpIfInventory(\"LAK47Magazine\",1,\"MaxReload\")\n\t    A47R A 1 A_PlayWeaponSound(\"weapons/legAK47Reload1\")\n \t    A47R BCD 1\n\t    A47R E 1 A_FireCustomMissile(\"LegAK47EmptyMagSpawner\", 0, 0, 0, 1)\n\t    A47R F 1\n\t\tA47R G 8\n\t\tA47R HIJK 1\n\t    A47R L 8 A_PlayWeaponSound(\"weapons/legAK47Reload2\")\n\t\tA47R MN 2\n\t\tA47R OP 1\n\t\tA47R T 1 A_PlayWeaponSound(\"weapons/legAK47Reload3\")\n\t\tA47R U 3\n\t\tA47R V 4\n\t\tA47R W 3\n\t\tA47R XY 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"LegendaryBulletMag\",1,\"Reload\")\n    Reload:\n\t    TNT1 A 0 A_TakeInventory(\"LegendaryBulletMag\",1)\n\t    TNT1 A 0 A_GiveInventory(\"LAK47Magazine\",1)\n\t    TNT1 A 0 A_JumpIfInventory(\"LAK47Magazine\",30,2)\n\t    TNT1 A 0 A_JumpIfInventory(\"LegendaryBulletMag\",1,\"Reload\")\n\t\tTNT1 A 0\n\t\tGoto Ready+7\n\tMaxReload:\n\t    A47R A 1 A_PlayWeaponSound(\"weapons/arreload\")\n \t    A47R BCD 1\n\t    A47R E 1 A_FireCustomMissile(\"LegAK47EmptyMagSpawner\", 0, 0, 0, 1)\n\t    A47R F 1\n\t\tA47R G 8\n\t\tA47R HIJK 1\n\t    TNT1 A 0 A_JumpIfInventory(\"LegendaryBulletMag\",1,\"Reload2\")\n    Reload2:\n\t    TNT1 A 0 A_TakeInventory(\"LegendaryBulletMag\",1)\n\t    TNT1 A 0 A_GiveInventory(\"LAK47Magazine\",1)\n\t    TNT1 A 0 A_JumpIfInventory(\"LAK47Magazine\",31,\"Full\")\n\t    TNT1 A 0 A_JumpIfInventory(\"LegendaryBulletMag\",1,\"Reload2\")\n    Full:\n\t    A47R L 8 A_PlayWeaponSound(\"weapons/legAK47Reload2\")\n\t\tA47R MN 2\n\t\tA47R OPQRS 1\n\t    A47G A 2\n\t    Goto Ready+7\n    GrenadeCheck:\n\t    TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t    Goto Ready+7\n    GrenadeToss:\n  \t    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t    A47S FEDCBA 1\n\t    TNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n    MineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+7\n    MineToss:\n  \t    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t    CGNR FEDCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\tSpawn:\n\t\tA47I A -1\n\t\tStop\n\t}\n}\n\nACTOR \"Legendary Assault Shotgun\" : Weapon\n{\n\tScale 0.85\n\tWeapon.PreferredSkin \"LegendaryASG-Marine\"\n\tWeapon.SelectionOrder 4500\n\tWeapon.KickBack 160\n\tWeapon.AmmoUse 1\n    Weapon.AmmoGive 0\n    Weapon.AmmoGive2 32\n    Weapon.AmmoType \"LegendaryShotgunDrum\"\n    Weapon.AmmoType2 \"LegendaryShell\"\n\tInventory.PickupSound \"LShotgun/Cock\"\n\tInventory.PickupMessage \"Legendary Assault Shotgun\"\n\tObituary \"%o ate several blue bullets from %k's Legendary Assault Shotgun.\"\n\tDecal LegBulletChip\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\tStates\n  {\n\tReady:\n    TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tLSGR ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    LMAG A 1 A_WeaponReady\n    Goto Ready+6\n  Deselect:\n    TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n    LMAG A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/LegAutoShotgun\", 1)\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"BlueShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(5,-5),0,0,Random(5,-5))\n    // LMAF A 1 Bright A_FireBullets(6.2,3.4,7,Random(20,28),\"LegendaryASGBulletPuff\")\n    TNT1 A 0 A_TakeInventory(\"LegendaryShotgunDrum\", 1)\n    TNT1 AAAAAAA 0 A_FireCustomMissile(\"20-28Bullet\", frandom(-6.2, 6.2), false, 0, 8, false, frandom(-3.4, 3.4))\n    LMAF B 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n    LMAG BCDE 1\n\tLMAG FA 2\n    Goto Ready+6\n  Empty:\n    LMAG A 10 A_PlaySound(\"weapons/click\")\n  AltFire:\n  \tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",16,2)\n    TNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tLMAR ABCDEF 1\n\tLMAR GO 2\n\tLMAR N 2 A_PlaySound(\"lasgguy/asgout\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",1,\"MaxReload\")\n  \tLMAR H 3\n\tLMAR I 2\n\tLMAR JKL 1\n\tLMAR M 35 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 10, 1)\n\tLMAR LKJ 1\n\tLMAR I 2\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload2\")\n  Reload:\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",16,2)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Ready+6\n  MaxReload:\n\tLMAR H 3\n\tLMAR I 2\n\tLMAR JKL 1\n\tLMAR M 35 A_FireCustomMissile(\"LegendaryEmptyDrum\", 0, 0, 10, 1)\n\tLMAR LKJ 1\n\tLMAR I 2\n\tLMAR P 6 A_PlaySound(\"lasgguy/asgin\")\n\tLMAR NOG 2\n\tLMAR FEDCBA 1\n\tLMAG A 5\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload\")\n  Reload2:\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",15,\"FullCock\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload2\")\n  Full:\n\tLMAR P 6 A_PlayWeaponSound(\"lasgguy/asgin\")\n\tLMAR NOG 2\n\tLMAR FEDCBA 1\n\tLMAG A 3\n\tLMAG A 5\n\tGoto Ready+6\n  FullCock:\n\tLMAR P 6 A_PlayWeaponSound(\"lasgguy/asgin\")\n\tLMAR NOG 2\n\tLMAR FEDCBA 1\n\tLMAG A 3\n\tLMAG A 5\n\tLMCK AB 2\n\tLMCK C 4 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tLMCK D 3\n\tLMCK A 2\n\tLMAG A 3\n\tGoto Ready+6\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n  GrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLSGR EDCBA 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tLSGR ABCDE 1\n\tGoto Ready+6\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n  MineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLSGR EDCBA 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n  Spawn:\n    LMAP A -1\n    Stop\n  }\n}\n\nACTOR BehemothCometPlayer : Comet\n{\n\t+THRUSPECIES\n        +NODAMAGETHRUST\n\tSpecies \"Player\"\n\tRadius 8\n\tDecal \"Scorch\"\n\tHeight 8\n\tDamageType \"HellComet\"\n\tDamage 35\n\tScale 0.7\n}\n\nACTOR BehemothSeekingCometPlayer : Comet\n{\nScale 0.55\nDamageType \"HellComet\"\nDamage 35\nMissileType \"\"\nRenderStyle Add\nAlpha 0.85\nSpecies \"Player\"\nDecal Scorch\n+THRUSPECIES\n+SEEKERMISSILE\n+SCREENSEEKER\n+NODAMAGETHRUST\nStates\n{\nSpawn:\nTNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK)\nBHTB AAAAA 1 Bright A_SpawnItemEx(\"BehemothSeekingTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nTNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK)\nBHTB BBBBB 1 Bright A_SpawnItemEx(\"BehemothSeekingTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nLoop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nCOMT D 3 Bright A_SpawnItemEx(\"CometDeathGlow\",0,0,0,0,0,0,0,128,0)\nCOMT E 3 Bright A_SpawnItemEx(\"CometDeath\",0,0,0,0,0,0,0,128,0)\nStop\n}\n}\n\nActor DevPuff\n{\n   Radius 3\n   Height 3\n   RENDERSTYLE ADD\n   ALPHA 0.75\n   +ALWAYSPUFF\n   +PUFFONACTORS\n   +NOGRAVITY\n   +THRUSPECIES\n   +NODAMAGETHRUST\n   DeathSound \"weapons/buzz\"\n   States\n   {\n   Spawn:\n      DLIT JKLJKLJKL 3 Bright\n      stop\n   Crash:\n      NULL A 1 Bright\n      stop\n   }\n}\n\nactor \"6-10Bullet\" : FastProjectile {\n    Scale 0.1\n    Height 1\n    Radius 1\n    Damage (random(6,10)*random(1,3))\n    Speed 400\n    Projectile\n    Renderstyle ADD\n    Species \"Player\"\n    +FORCEXYBILLBOARD\n    +DONTSPLASH\n    +BloodSplatter\n    +THRUSPECIES\n    +NOTIMEFREEZE\n    Decal Bulletchip\n    DamageType \"Bullet\"\n    States {\n    Spawn:\n        TRAC A 1 BRIGHT\n        Loop\n    Death:\n        PUFF A 0 A_SpawnItemEx(\"ModdedBulletPuff\")\n        PUFF ABCD 4\n        Stop\n    XDeath:\n        TNT1 A 0\n        Stop\n    }\n}\n\nactor \"30-50Bullet\" : FastProjectile {\n    Scale 0.1\n    Height 1\n    Radius 1\n    Damage (random(30,50)*random(1,3))\n    Speed 400\n    Projectile\n    Renderstyle ADD\n    Species \"Player\"\n    +FORCEXYBILLBOARD\n    +DONTSPLASH\n    +BloodSplatter\n    +THRUSPECIES\n    +NOTIMEFREEZE\n    Decal Bulletchip\n    DamageType \"Legendary\"\n    States {\n    Spawn:\n        TRAC A 1 BRIGHT\n        Loop\n    Death:\n        PUFF A 0 A_SpawnItemEx(\"LegendaryASGBulletPuff\")\n        PUFF ABCD 4\n        Stop\n    XDeath:\n        TNT1 A 0\n        Stop\n    }\n}\n\nactor \"20-28Bullet\" : FastProjectile {\n    Scale 0.1\n    Height 1\n    Radius 1\n    Damage (random(20,28)*random(1,3))\n    Speed 400\n    Projectile\n    Renderstyle ADD\n    Species \"Player\"\n    +FORCEXYBILLBOARD\n    +DONTSPLASH\n    +BloodSplatter\n    +THRUSPECIES\n    +NOTIMEFREEZE\n    Decal Bulletchip\n    DamageType \"Legendary\"\n    States {\n    Spawn:\n        TRAC A 1 BRIGHT\n        Loop\n    Death:\n        PUFF A 0 A_SpawnItemEx(\"LegendaryASGBulletPuff\")\n        PUFF ABCD 4\n        Stop\n    XDeath:\n        TNT1 A 0\n        Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "README.md",
        "contents": "# Nopush\n\nThis addon patches Complex Doom, LCA and RM so that hitscan and explosive weapons do not push friendly players around.\n\n## Howto\n\nLoad the nopush patch AFTER the corresponding mod.\n\n### Vanilla Complex Example\n\n    complex-doom.v26a2.pk3\n    complex-doom.v26a2-nopush-v1.pk3\n    complex-doom-justammo.v4.wad\n\n### LCA Example\n\n    complex-doom.v26a2.pk3\n    complex-doom.v26a2-nopush-v1.pk3\n    complex-doom-justammo.v4.wad\n    lca-v1.5.7.pk3\n    lca-v1.5.7-nopush-v1.pk3\n\n### LCA/RM/HAF Example\n\n    complex-doom.v26a2.pk3\n    complex-doom.v26a2-nopush-v1.pk3\n    lca-v1.5.7.pk3\n    lca-v1.5.7-nopush-v1.pk3\n    randommons-v1.1.4.pk3\n    randommons-v1.1.4-nopush-v1.pk3\n    complex-lca-rm-haf-patch-v1.6.2.pk3\n    complex-doom-justammo.haf.wad\n\n## CVars\n\n* `nopush-explmini`: Set whether the explosive minigun from LCA can push players around. The default is `false` so \"explosive miniguns jump\" works.\n\n## Changelogs\n\n### lca-v1.5.7-nopush-v4\n\n* Puffs generated by devastator while holding the fire key no longer pushes player.\n\n### complex-doom.v26a2-nopush-v4\n\n* Railguns no longer push players.\n\n### complex-doom.v26a2-nopush-v3\n\n* Fixed revived famine's dead corpses blocking bug. (Finally!)\n\n### lca-v1.5.7-nopush-v3\n\n* Add CVar `nopush-explmini`.\n\n### complex-doom.v26a2-nopush-v2\n\n* The handgun is now again able to push players around, this is done so people can destroy land mines.\n\n### lca-v1.5.7-nopush-v2\n\n* Make Legnedary ASG and AK do legendary damage. (Doh!)"
      }
    ]
  },
  "maps": []
}

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