Raw model (for completeness)
{
"meta": {
"id": "0c26cf32-4fd4-4641-97dd-88e77e880f5a",
"sha1": "8d52cb15911e8d025a082c413586e2543bac533b",
"sha256": "7765d8304faad1b1230c1ccbb8ce8a20254021d2aca34aafa0bcf8fc9f496fca",
"filenames": [
"hunhell_be.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2022/05/30 15:08:00",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2022/05/30 15:08:00",
"file": {
"type": "PK3",
"size": 79770283,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/8d52cb15911e8d025a082c413586e2543bac533b/8d52cb15911e8d025a082c413586e2543bac533b.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"HIDA",
"HIDA2",
"HUN01",
"HUN02",
"HUN03",
"HUN04",
"HUN05",
"HUN06",
"KEZD"
],
"counts": {
"endoom": 0,
"graphics": 3,
"lumps": 2231,
"maps": 9,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#include Glock.txt\n#include shotgun12.txt\n#include AK.txt\n#include RPG.txt\n#include Kiraly.txt\n#include PKM.txt\n#include PPS.txt\n#include TT.txt\n#include HIUZ.txt\n#include langszoro.txt\n#include cheater.txt\n#include Toll.txt\n\n#include lang.txt\n#include tokens2.txt\n\n#include items2.txt\n#include kocsik.txt\n#include dekor.txt\n#include MH.txt\n\n#include ZombieCpt.txt\n#include AVH1.txt\n#include AVH2.txt\n#include AVH3.txt"
},
{
"source": "pk3",
"name": "gameinfo.txt",
"contents": "STARTUPTITLE = \"HUNDooM - Végső Számadás v1.2 by Thorir\"\nSTARTUPCOLORS = \"FFFFFF\", \"FF0000\"\nSTARTUPTYPE = \"Hexen\""
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "//MENU\nmenu/activate\tmenuopen\nmenu/backup\t\tmenucls\nmenu/choose\t\tmenupick\nmenu/clear\t\tmenucls\nmenu/cursor\t\tmenumove\nmenu/dismiss\tmenupick\nmenu/prompt\t\tmenuopen\n\n//PICKUP\nZIPPER\tZIPPER\nKEVLAR\tKEVLAR\nBOR\tBOR\nCOLA\tCOLA\nVIZ\tVIZ\nFANK\tFANK\nBURGER\tBURGER\nCSIRKE\tCSIRKE\nHPCSOM\tHPCSOM\nKULCS\tKULCS\nWPKUP\tWPKUP\nHELM\tHELM\nCOFFEE\tCOFFEE\n\nOPEN\tOPEN\nCLOSE\tCLOSE\nSOPEN\tSOPEN\nSCLOSE\tSCLOSE\nLOCKED\tLOCKED\nMOPEN\tMOPEN\nMCLOSE\tMCLOSE\nFLUSH\tFLUSH\n\nETETES\tETETES\nFSZBA\tFSZBA\nFIAM\tFIAM\nPLVRT\tPLVRT\nVAGAS\tVAGAS\nVOLNA\tVOLNA\nCPTKIL\tCPTKIL\nANET2\tANET2\nCSAL\tCSAL\nHSZEM\tHSZEM\nISKOLA\tISKOLA\n\n//OKOL\nOKHIT\tOKHIT\nOKSWING\tOKSWING\nRUGDOS\tRUGDOS\nROPP\tROPP\nINTRO\tINTRO\n\n//GLOCK\nGLOKFIR GLOKFIR\nGLOKREL\tGLOKREL\nGLOKSEL\tGLOKSEL\nGLOKLINE\tGLOKLINE\nGMAG\tGMAG\nGLMAGIN\tGLMAGIN\nGLMAGOUT\tGLMAGOUT\n\nDRYFIRE\tDRYFIRE\n\n//PPS\nPPSFIR\tPPSFIR\nPPSMAG\tPPSMAG\n\n//TT\nTTFIR\tTTFIR\n\n//AK47\nAK47FIR\tAK47FIR\nAKIN\tAKIN\nAKOUT\tAKOUT\nLOCK\tLOCK\nAK47SEL\tAK47SEL\nAK47LINE\tAK47LINE\nABOX\tABOX\nAKMAG\tAKMAG\n\n//RPG\nRPGREL\tRPGREL\nRPGLIN\tRPGLIN\nRPGAM\tRPGAM\n\n//PKM\nPKMFIR\tPKMFIR\nPKMLINE\tPKMLINE\nPKAM\tPKAM\n\n//HIÚZ\nHIUZF\tHIUZF\nHIUZLINE\tHIUZLINE\n50UP\t50UP\n\n//lángszóró\nFLAMER\tFLAMER\nFLAMSTOP\tFLAMSTOP\nFBLOW\tFBLOW\nFLMLINE\tFLMLINE\nFLMUP\tFLMUP\nFLMSEL\tFLMSEL\nZIPPO\tZIPPO\n\n//Shotgun\nSTGNPUMP\tSTGNPUMP\nSTGNFIR\tSTGNFIR\nSHELLIN\tSHELLIN\nSTGNLINE\tSTGNLINE\n12BOX\t12BOX\nZSHTG\tZSHTG\n\n//ELLENSÉG\nCPTALRT\tCPTALRT\nCPTDTH\tCPTDTH\nPISI\tPISI\nPISI2\tPISI2\nAVHBOS\tAVHBOS\n\n//ÁVH\nSMGFIR\tSMGFIR\n\n$random ZSALERT { ZSALERT1 ZSALERT2 ZSALERT3 ZSALERT4 ZSALERT5 }\n\nZSALERT1\tZSALERT1\nZSALERT2\tZSALERT2\nZSALERT3\tZSALERT3\nZSALERT4\tZSALERT4\nZSALERT5\tZSALERT5\n\n$random ZSDEAD { ZSDEAD1 ZSDEAD2 ZSDEAD3 }\n\nZSDEAD1\tZSDEAD1\nZSDEAD2\tZSDEAD2\nZSDEAD3\tZSDEAD3\n\nZSHURT\tZSHURT\n\n//Egysoros\nFARK\tFARK\nALLUNK ALLUNK\nAMATOR\tAMATOR\nBMEG\tBMEG\nBSZDJ\tBSZDJ\nBTERV\tBTERV\nDA\tDA\nKIRUP\tKIRUP\nEMBER\tEMBER\nETETES\tETETES\nFIAM\tFIAM\nFONTOS\tFONTOS\nFSZBA\tFSZBA\nGYAVA\tGYAVA\nKRVA\tKRVA\nRIASZT\tRIASZT\nPLVRT\tPLVRT\nTUDAS\tTUDAS\nSTLIN\tSTLIN\nKOMCSI\tKOMCSI\nCSAL\tCSAL\n$volume UDV 0.8\nUDV\tUDV\n\n//MAP\n\n$alias AmbientSound1 SCRM\n$ambient 1 AmbientSound1 surround random 30.0 60.0 0.8\n\n$random SCRM\n{ SCRM1 SCRM2 SCRM3 SCRM4 SCRM5 SCRM6 SCRM7 SCRM8 SCRM9 SCRM9 SCRM10 }\n\nSCRM1\tSCRM1\nSCRM2\tSCRM2\nSCRM3\tSCRM3\nSCRM4\tSCRM4\nSCRM5\tSCRM5\nSCRM6\tSCRM6\nSCRM7\tSCRM7\nSCRM8\tSCRM8\nSCRM9\tSCRM9\nSCRM10\tSCRM10\n\nVER\tVER\nSLAP\tSLAP\nNEVEKET\tNEVEKET\nALARM\tALARM\n\n$alias AmbientSound2 HELL\n$ambient 2 AmbientSound2 surround random 30.0 60.0 0.8\n\n$random HELL {\nHELL1\nHELL2\nHELL3\nHELL4\nHELL5\nHELL6\nHELL7\nHELL8\nHELL9\nHELL10\nHELL11\n}\n\nHELL1 HELL1\nHELL2\tHELL2\nHELL3\tHELL3\nHELL4\tHELL4\nHELL5\tHELL5\nHELL6\tHELL6\nHELL7\tHELL7\nHELL8\tHELL8\nHELL9\tHELL9\nHELL10\tHELL10\nHELL11\tHELL11\n\n$alias AmbientSound3 ALOM\n$ambient 3 AmbientSound3 point continuous 1.0\n\n$alias AmbientSound4 ANETT\n$ambient 4 AmbientSound4 point continuous 1.0\n\nALOM\tALOM\nANETT\tANETT\nJIMMY\tJIMMY\n\n$alias AmbientSound5 JIMMY\n$ambient 5 AmbientSound5 point continuous 0.8\n\n$alias AmbientSound6 AVH\n$ambient 6 AmbientSound6 point random 5.0 10.0 1.0\n\n$random AVH {\nVER\nSLAP\nNEVEKET\nSCRM1\nSCRM7\n}\n\n$alias AmbientSound7 ALARM\n$ambient 7 AmbientSound7 point continuous 0.9\n\n$alias AmbientSound8 CSPL\n$ambient 8 AmbientSound8 point continuous 0.6\n\nCSPL\tCSPL\nITNCLE\tITNCLE\n\n$alias AmbientSound9 ITNCLE\n$ambient 9 AmbientSound9 point continuous 0.6"
},
{
"source": "pk3",
"name": "SNDSEQ.txt",
"contents": ":PolyOpenFast\n play OPEN\n nostopcutoff\nend\n\n:PolyCloseFast\n play CLOSE\n nostopcutoff\nend\n\n[PolyFastNJ\n DOOR 32\n 0 PolyOpenFast\n 1 PolyCloseFast\n 2 PolyOpenFast\n 3 PolyCloseFast\n]\n\n:PolyOpenSlow\n play SOPEN\n nostopcutoff\nend\n\n:PolyCloseSlow\n play SCLOSE\n nostopcutoff\nend\n\n[PolySlowNJ\n DOOR 2\n 0 PolyOpenSlow\n 1 PolyCloseSlow\n 2 PolyOpenSlow\n 3 PolyCloseSlow\n]\n\n:PolyOpenNormal\n play MOPEN\n nostopcutoff\nend\n\n:PolyCloseNormal\n play MCLOSE\n nostopcutoff\nend\n\n[PolyNormalNJ\n DOOR 16\n 0 PolyOpenNormal\n 1 PolyCloseNormal\n 2 PolyOpenNormal\n 3 PolyCloseNormal\n]"
},
{
"source": "pk3",
"name": "LOCKDEFS.txt",
"contents": "Lock 8\n{\n\tKek_Kulcs\n\tMessage \"Ehhez az ajtóhoz szükség lesz a kék kulcsra!\"\n\tRemoteMessage \"Zárva van, szükség van a kék kulcsra!\"\n\tMapcolor 255 0 0\n}\n\nLock 9\n{\n\tSarga_Kulcs\n\tMessage \"Ehhez az ajtóhoz szükség lesz a sárga kulcsra!\"\n\tRemoteMessage \"Zárva van, szükség van a sárga kulcsra!\"\n\tMapcolor 255 0 0\n}\n\nLock 10\n{\n\tPiros_Kulcs\n\tMessage \"Ehhez az ajtóhoz szükség lesz a piros kulcsra!\"\n\tRemoteMessage \"Zárva van, szükség van a piros kulcsra!\"\n\tMapcolor 255 0 0\n}\n\nLock 11\n{\n\tKomcsi_Kulcs\n\tMessage \"Ehhez az ajtóhoz szükség lesz egy különleges kulcsra!\"\n\tRemoteMessage \"Zárva van, szükség van egy speciális kulcsra!\"\n\tMapcolor 255 0 0\n}"
},
{
"source": "pk3",
"name": "mapinfo.txt",
"contents": "GameInfo\n{\n menufontcolor_title = \"RED\"\n menufontcolor_label = \"RED\"\n menufontcolor_value = \"RED\"\n menufontcolor_action = \"RED\"\n menufontcolor_header = \"RED\"\n\tmenufontcolor_quit = \"RED\"\n menufontcolor_highlight = \"GREY\"\n menufontcolor_selection = \"GREY\"\n\tPlayerClasses = \"Doomer\"\n\tquitsound = \"CLOSE\"\n\tquitmessages = \"Biztos, hogy megfutamodsz?\"\n\n}\n\nclearepisodes\n\nepisode KEZD\n{\noptional\nname = \"HunDoom Kampány\"\n}\n\nepisode MAP01\n{\nname = \"Eredeti Doom 2 Kampány\"\n}\n\nepisode KEZD\n{\nname = \"HunDooM\"\n}\n\nmap KEZD \"KEZD\"\n{\nlevelnum = 1\ntitlepatch = \"WILV00\"\nnext = \"HUN01\"\nsky1 = \"SKY1\"\ncluster = 1\npar = 0\nnointermission\nmusic = \"\"\n}\n\nmap HUN01 \"Rendőrörs\"\n{\nlevelnum = 2\ntitlepatch = \"WILV00\"\nnext = \"HUN02\"\nsky1 = \"SKY1\"\ncluster = 2\npar = 0\nnointermission\nmusic = \"D_E2M6\"\n}\n\ncluster 1\n{\n \texittext =\n \t\"A COVID19 járvány második hullámának elfajulásával rengetegen\",\n\t\"haltak meg, ami látszólag felkeltette az alvilág étvágyát és \",\n\t\"portált nyitottak az ország területén. Órák alatt vérszomjas\",\n\t\"démoni hordák lepték el az utcákat, válogatás nélkül\",\n\t\"öldökölve az amúgy is riadt, legyengült lakosságot.\",\n\t\" \",\n\t\"Balszerencsédre ezekben az órákban te éppen a kerületi\",\n\t\"rendőrkapitányság vendgszeretetét élvezed a kijárási\",\n\t\"korlátozás durva megsértése miatt...\",\n\t\"Órák óta senki sem nézett feléd, de az előtér felől\",\n\t\"az imént lövöldözést és sikolyokat hallottál.\",\n\t\" \",\n\t\"azóta pedig síri csend és a vér fémes szaga tölti meg a levegőt.\",\n\t\" \",\n\t\"A cellád félhomályába egyszercsak egy alak botorkál be\",\n\t\"bizonytalan léptekkel. Úgy tűnik észre sem vett...\"\n music = \"TRNSMSN\"\n flat = \"ATVEZ\"\n }\n\ncluster 2\n{\n \texittext =\n \t\"A kaput kinyitva gyorsan a legközelebb parkoló\",\n\t\"kocsiba ugrottál és a belváros felé hajtottál\",\n\t\"- elkerülve a forgalmasabb útszakaszokat.\",\n\t\" \",\n\t\"Talán van rá esély, hogy a város evakuációja nem\",\n\t\"fulladt teljes kudarcba és a túlélők maradékával együtt\",\n\t\"élve megúszhatod ezt az egész borzalmat.\",\n\t\" \",\n\t\"De sajnos úgy fest, hogy a szokásos kátyúkon kívül\",\n\t\"más is nehezíti a közúti forgalmat...\"\n music = \"TRNSMSN\"\n flat = \"ATVEZ\"\n}\n\ncluster 3\n{\n \texittext =\n \t\"A külváros szűk, zegzugos kis utcái közt haladva úgy tűnik,\",\n\t\"ismét zsákutcába futottál. A mindenütt ott fortyogó, tátongó \",\n\t\"kráterek arra kényszerítenek, hogy egy elhagyatott iskola\",\n\t\"épületén vágj keresztül. Sajnos nagyon úgy tűnik, hogy az\",\n\t\"épület megkerülésére nem lesz lehetőséged...\",\n\t\" \",\n\t\"Nagy szerencse, hogy a digitális távoktatás jegyében az\",\n\t\"iskolák már jóideje bezártak, így valószínűleg egy gyerek\",\n\t\"sem rekedt az iskola falai közt és esett áldozatul az\",\n\t\"új tanári karnak... \",\n\t\" \",\n\t\"Amikor legutóbb egy alkalommal pokoli élményként hivatkoztál\",\n\t\"az iskolás éveidre, valószínűleg nem számíatottál arra, hogy\",\n\t\"ez a szófordulat hamarosan sokkal konkrétabb tartalommal\",\n\t\"bővül majd.\"\n music = \"TRNSMSN\"\n flat = \"ATVEZ\"\n}\n\ncluster 4\n{\n \texittext =\n \t\"Megkerülve az utakon tátongó fortyogó krátereket gyalog\",\n\t\"folytattad az utadat a belváros felé. Azonban a szűk utcákon\",\n\t\"haladva az úticélod felé a reményed arra, hogy a közelben\",\n\t\"segítségre lelsz minden sarokkal egyre inkább halványodni kezdett.\",\n\t\" \",\n\t\"Még mindig nem bukkantál egyetlen túlélőre sem, ugyanakkor\",\n\t\"a tetemek száma egyre csak szaporodik. Az aggodalmadat fokozza,\",\n\t\"hogy köztük a civilek mellett egyre több rendőrt, sőt elesett\",\n\t\"honvédet is látsz. Úgy tűnik a démoni invázió olyan elsöprő\",\n\t\"erővel sújtott le a városra, hogy a fegyveres testületek\",\n\t\"állománya sem tudott ellene hatékonyan fellépni.\",\n\t\" \",\n\t\"Nem maradt más lehetőséged, az elszórt fegyvereket és\",\n\t\"ellátmányt összeszedve neked kell visszaküldeni a pokolra\",\n\t\"annyi rohadékot, amennyivel csak elbírsz.\",\n\t\" \",\n\t\"meg kell keresned az invázió gócpontját és valahogyan\",\n\t\"megsemmisíteni az átjárót!\"\n music = \"TRNSMSN\"\n flat = \"ATVEZ\"\n}\n\ncluster 5\n{\n \texittext =\n\t\"Megtaláltad hát a portált, amelyen keresztül a ördögi\",\n\t\"támadás a világunkat érte. A nyomok alapján úgy tűnik,\",\n\t\"hogy a honvédség egy kis különítménye egy merész akció\",\n\t\"keretében előtted már átkelt a túloldara. Nincs más hátra,\",\n\t\"követned kell őket...\",\n\t\" \",\n\t\"A portál túloldalán egyből dögletes bűz csapja meg az orrod.\",\n\t\"A csarnok padlóját, melybe érkeztél vér és tetemek borítják.\",\n\t\"Sajnos úgy néz ki, hogy a milicistákból és katonákból álló\",\n\t\"csapat kelepcébe sétált és mind egy szálig odavesztek.\",\n\t\" \",\n\t\"Ugyanakkor áldozatuk nem volt hiábavaló, hiszen az általuk\",\n\t\"okozott zavarnak és veszteségeknek köszönhetően lehetőséghez\",\n\t\"jutottál, hogy az ellenség vonalai mögé szivárogva végzetes\",\n\t\"csapást mérj a támadókra!\"\n music = \"TRNSMSN\"\n flat = \"ATVEZ\"\n}\n\ncluster 6\n{\n \texittext =\n\t\"A rettentő démonfejedelem halálával pillanatokon belül\",\n\t\"összeomlott a féregjárat, mely összekötötte a pokol\",\n\t\"és az emberiség síkját. A magába zuhanó örvény beszippantott\",\n\t\"és az utolsó pillanatban még éppen sikerült hazajutnod\",\n\t\" \",\n\t\"Napokkal később a honvéd kórházban tértél magadhoz a súlyos\",\n\t\"sérüléseidből lábadozva. Hamarosan az országházban tüntettek ki\",\n\t\"a magyar köztársaság érdemkeresztjével - amit ráadásul az\",\n\t\"általad kiválasztott köztársasági elnök tűzött a melledre.\",\n\t\" \",\n\t\"Neked köszönhetően nem csupán Magyarország, de az egész emberiség\",\n\t\"megmenekült. Nevedet örök időkig a legnagyobb nemzeti hőseinkkel\",\n\t\"említik majd egy napon! Szép munka!\"\n music = \"D_INTER\"\n flat = \"ENDPIC\"\n}\n\ncluster 8\n{\n \texittext =\n\t\"Jó ég, ez meg mi a franc volt?!\",\n\t\"Nagyon úgy tűnik, hogy egy alternatív portálon keresztül,\",\n\t\"kezdted meg utazásodat a pokolba, de a magyar történelem\",\n\t\"egyik legszörnyűbb kora és helyszíne olyan vortexet \",\n\t\"generált a tér-idő kontinuumban, ami letérített a pályádról\",\n\t\" \",\n\t\"Mindenesetre sikeresen keresztül verekedted magad az ávós\",\n\t\"pribékeken és most már valóban - szó szerint - a pokolban\",\n\t\"vagy. Itt az ideje megtalálnod a portál pecsétköveként\",\n\t\"működő démont és elpusztítanod, hogy megmentsd a világodat!\"\n music = \"TRNSMSN\"\n flat = \"ATVEZ\"\n}\n\ncluster 7\n{\n \texittext =\n\t\"Valami rohadtul nem stimmel... Érzed a levegő szagából is.\",\n\t\" \",\n\t\"Ez valószínűleg nem a pokol, vagy legalábbis nem abban\",\n\t\"az értelemben, amiben te abszurd módon bíztál.\",\n\t\"A fojtogató csend hátán korbácsként hasítanak végig a dohos\",\n\t\"falakon keresztűl is időről időre áthatoló elkínzott \",\n\t\"sikolyok.\",\n\t\" \",\n\t\"A fegyvereidtől megfosztva gubbasztasz egy nyirkos cellában,\",\n\t\"melyhez képest még az is otthonosnak tűnik, ahonnan pár \",\n\t\"órája útnak indultál.\",\n\t\" \",\n\t\"A cellád magányába - kísértetiesen hasonló módon - egy\",\n\t\"szúrós tekintetű és nagyonis eleven, bőrkabátos férfi\",\n\t\"lép be...\"\n music = \"TRNSMSN\"\n flat = \"ATVEZ\"\n}\n\nmap HUN02 \"Külvárosi Raktár\"\n{\nlevelnum = 3\ntitlepatch = \"WILV00\"\nnext = \"HUN03\"\nsky1 = \"SKY1\"\ncluster = 3\npar = 0\nnointermission\nmusic = \"D_DOOM\"\n}\n\nmap HUN03 \"Iskola\"\n{\nlevelnum = 4\ntitlepatch = \"WILV00\"\nnext = \"HUN04\"\nsky1 = \"SKY1\"\ncluster = 4\npar = 0\nnointermission\nmusic = \"D_E2M2\"\n}\n\nmap HUN04 \"Belváros\"\n{\nlevelnum = 5\ntitlepatch = \"WILV00\"\nnext = \"HIDA2\"\nsecretnext = \"HIDA\"\nsky1 = \"SKY1\"\n//cluster = 5\npar = 0\nnointermission\nmusic = \"D_DEAD\"\n}\n\nmap HUN05 \"Dis vára\"\n{\nlevelnum = 7\ntitlepatch = \"WILV00\"\nnext = endpic, \"ENDPIC\"\nsky1 = \"SKY3\"\ncluster = 6\npar = 0\nnointermission\nmusic = \"D_E2M5\"\n}\n\nmap HIDA2 \"HIDA2\"\n{\nlevelnum = 6\ntitlepatch = \"WILV00\"\nnext = \"HUN05\"\nsky1 = \"SKY3\"\ncluster = 5\npar = 0\nnointermission\nmusic = \"\"\n}\n\nmap HIDA \"HIDA\"\n{\nlevelnum = 7\ntitlepatch = \"WILV00\"\nnext = \"HUN06\"\nsky1 = \"SKY3\"\ncluster = 7\npar = 0\nnointermission\nmusic = \"\"\n}\n\nmap HUN06 \"Farkaskői AVH központ\"\n{\nlevelnum = 8\ntitlepatch = \"WILV00\"\nnext = \"HUN05\"\nsky1 = \"SKY3\"\ncluster = 8\npar = 0\nnointermission\nmusic = \"GETTHEM\"\n}\n\nclearskills\n\nskill baby\n{\n AmmoFactor = 1\n DamageFactor = 1.0\n SpawnFilter = easy\n TextColor = \"green\"\n name = \"A Katica csoport jelmezbálja\"\n}\n\nskill easy\n{\n AmmoFactor = 1\n DamageFactor = 1.1\n SpawnFilter = easy\n TextColor = \"yellow\"\n name = \"A Kondás Imre szakközép ballagása\"\n}\n\nskill normal\n{\n AmmoFactor = 1\n DamageFactor = 1.5\n Aggressiveness = 1.5\n SpawnFilter = normal\n TextColor = \"orange\"\n name = \"A 2006-os megmozdulások\"\n defaultskill\n}\n\nskill Hard\n{\n AmmoFactor = 1\n Aggressiveness = 2.0\n DamageFactor = 3.0\n SpawnFilter = Hard\n TextColor = \"red\"\n name = \"Az 1956-os forradalom\"\n}\n\nskill nightmare\n{\n AmmoFactor = 1\n //Aggressiveness = 2.0\n \tFastMonsters\n\tDisableCheats\n DamageFactor = 5.0\n SpawnFilter = Hard\n TextColor = \"darkred\"\n name = \"A Tatárjárás\"\n mustconfirm = \"Csak keményen!\""
},
{
"source": "pk3",
"name": "FootSteps.txt",
"contents": "ACTOR Purist : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Purist (Oldschool mode)\"\n\tPlayer.StartItem \"ClassicPistol\"\n\tPlayer.StartItem \"ClassicFist\"\n\tPlayer.StartItem \"Clip2\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsPlayingAsPurist\", 1\n\tPlayer.StartItem \"AmmoDroper\"\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tDamageFactor \"KillMeBot\", 0.0\n\tSpecies \"Marines\"\n}\n\nACTOR BDoomer : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Normal (Rifle Start)\"\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"Clip2\", 30\n\tPlayer.StartItem \"RifleAmmo\", 31\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"BDDualPistolAmmo\", 16\n\tPlayer.StartItem \"DoubleRifleAmmo\", 31\n\tPlayer.StartItem \"ShotgunAmmo\", 10\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"DoublePlasmaAmmo\", 50\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\tPlayer.StartItem \"BDSMGAmmo\", 41\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"GrenadeAmmo\", 2\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tDamageFactor \"KillMeBot\", 0.0\n\tPlayer.StartItem \"AmmoDroper\"\n\tSpecies \"Marines\"\n}\n\nACTOR Doomer2 : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Normal (Pistol Start)\"\n\tPlayer.StartItem \"BrutalPistol\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"Clip1\", 60\n\tPlayer.StartItem \"RifleAmmo\", 31\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"BDSMGAmmo\", 41\n\tPlayer.StartItem \"BDDualPistolAmmo\", 16\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\tPlayer.StartItem \"DoubleRifleAmmo\", 31\n\tPlayer.StartItem \"ShotgunAmmo\", 10\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"DoublePlasmaAmmo\", 50\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"GrenadeAmmo\", 2\n\tPlayer.StartItem \"LeftRifleAmmo\", 31\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tDamageFactor \"KillMeBot\", 0.0\n\tPlayer.StartItem \"AmmoDroper\"\n\tSpecies \"Marines\"\n}\n\nACTOR TacticalDoomer : Doomer\n{\n\tSpeed 0.9\n\tPlayer.RunHealth 999\n\tPlayer.DisplayName \"Tactical (Sprints, Recoil)\"\n\tPlayer.StartItem \"IsTacticalClass\", 1\n Player.StartItem \"Melee_Attacks\"\n Player.StartItem \"IsPlayer\", 1\n Player.StartItem \"JustStartedGame\", 1\n Player.StartItem \"SawFirst\", 1\n Player.StartItem \"GlockFirst\", 1\n Player.StartItem \"AKFirst\", 1\n Player.StartItem \"PKFirst\", 1\n Player.StartItem \"PPSFirst\", 1\n Player.StartItem \"LynxFirst\", 1\n Player.StartItem \"ShotgunFirst\", 1\n Player.StartItem \"FLMFirst\", 1\n Player.StartItem \"KIRFirst\", 1\n Player.StartItem \"TTFirst\", 1\n Player.StartItem \"RPGFirst\", 1\n Player.StartItem \"CheatFirst\", 1\n Player.StartItem \"GlockAmmo\", 17\n Player.StartItem \"AKAmmo\", 30\n Player.StartItem \"LynxAmmo\", 5\n Player.StartItem \"Shotgun12Ammo\", 8\n Player.StartItem \"HandGrenades\", 1\n Player.StartItem \"RPGAmmo\", 1\n\tSpecies \"Marines\"\n}\n\nactor ChaseCam2\n{\n height 0\n radius 0\n +NOGRAVITY\n states\n {\n Spawn:\n NULL A -1\n stop\n }\n}\n\nACTOR FootStep\n{\n Radius 10\n Height 10\n Speed 7\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n +NOTELEPORT\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +NOEXTREMEDEATH\n DamageType Trample\n Damage 0\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\t+THRUACTORS\n\tgravity 1\n\tmass 1000\n Obituary \"%o was stomped to death by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n Death:\n NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n Stop\n }\n}\n\nActor Footstep5: FootStep\n{\n Damage 0\n -CLIENTSIDEONLY\n}\n\nActor Footstep6: FootStep //ACTUAL FOOTSTEP\n{\n Damage (random (5, 5))\n -CLIENTSIDEONLY\n\t-DONTSPLASH\n\t-EXPLODEONWATER\n\t-THRUACTORS\n\tmass 500\n\tHeight 12\n\tRadius 8\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 0 ThrustThingZ(0, 10, 1, 1)\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tNULL A 1\n\t\t\tStop\n Death:\n NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGrass\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath\")\n\n\t\t\tTNT1 A 0 A_playsound(\"floorhard\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n Stop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudFootStep\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\n\t\t\tTNT1 A 0 A_playsound(\"floormetal2\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tSlimy:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorSlimy\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tXDeath:\n NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n Stop\n\n\t\t\t}\n}\n\nActor Footstep8: Footstep6 //Fake footstep. Actually just the player's weight used to damage enemies when standing over them.\n{\n Damage (random (4, 4))\n\t-EXPLODEONWATER\n\t-DOOMBOUNCE\n\n\tDamagetype \"Minor\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tNULL A 4\n\t\t\tStop\n\t\tDeath:\n NULL A 0\n\t\t\tTNT1 A 2\n Stop\n\t\t}\n}\n\nActor Footstep91: FootStep\n{\n Damage (random (1, 1))\n\tRadius 2\n\tHeight 2\n\tMass 9999\n -CLIENTSIDEONLY\n\t-DONTSPLASH\n}\n\nActor Footstep6NoSplash: FootStep6\n{\n +DONTSPLASH\n\tMass 0\n\tHeight 16\n}\n\nActor Footstep6NoDamage: FootStep6\n{\n Damage 0\n}\n\nActor FootstepStrong: Footstep6 //Large footstep when you land from a jump.\n{\n Damage (random (95, 95))\n\t//Speed 0\n\t//Radius 16\n\t//Damage 15\n\t-BLOODSPLATTER\n\t+BLOODLESSIMPACT\n\tDamagetype \"Trample\"\n\t\tStates\n\t\t\t{\n\t\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\tNULL A 2\n\t\t\tStop\n\t\t\tDeath:\n\t\t\t\tNULL A 0\n\t\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\t\t\t\tTNT1 A 2\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\t\tTNT1 A 0 A_SpawnItem(\"LargeMassWaterImpact\")\n\t\t\t\tNULL A 0 A_Explode(60,10,0, 0, 10)\n\t\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")\n\n\t\t\t\tTNT1 A 2\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"XDeath2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"XDeath2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath2\")\n\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\t\tTNT1 A 0 A_playsound(\"LANDS1\", 8)\n\t\t\t\tNULL A 6\n\t\t\t\tStop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tTNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"BrownCloudSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"BrownCloudSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav01\", 1)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav02\", 2)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav03\", 3)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav04\", 4)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"FHVMTL\", 1)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"FHVMTL\", 1)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(150, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tTNT1 A 0 A_playsound(\"floorrock01\", 1)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock02\", 2)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock03\", 3)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock04\", 4)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(300, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(150, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tXDeath2:\n NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n Stop\n }\n}\n\nActor HeavyFootSteps: FootStep\n{\n Damage 1\n -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Mancubus.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(600,10,0)\n\t\t\tstop\n Death:\n tnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,10,0)\n Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,10,0)\n\t\t\tstop\n }\n}\n\nActor PlayerBaronTrample: FootStep\n{\n Damage (random(100,100))\n -CLIENTSIDEONLY\n\t-DONTSPLASH\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Baron.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(80,30,0)\n\t\t\tstop\n Death:\n tnt1 A 1\n\t\t\tNULL A 1 A_Explode(80,30,0)\n Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(80,30,0)\n\t\t\tstop\n }\n}\n\nActor HeavyFootSteps32: FootStep\n{\n Damage 1\n -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Cyberdemon.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(900,10,0)\n\t\t\tstop\n Death:\n tnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,10,0)\n Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,10,0)\n\t\t\tstop\n }\n}\n\nACTOR Bad : PowerupGiver 2305\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type PowerNearDeath\n Powerup.Duration 24\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n NULL A 1\n Stop\n }\n}\n\nActor TnkStep: FootStep\n{\n Damage (random (4, 5))\n -CLIENTSIDEONLY\n\t-DONTSPLASH\n\t-EXPLODEONWATER\n\t-THRUACTORS\n\tmass 500\n\tHeight 12\n\tRadius 8\n\tScale 0.7\n\tRenderstyle Translucent\n\tAlpha 0.2\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 //A_Explode(10,4,0)\n\t\t\tTNT1 A 4\n\t\t\tStop\n Death:\n NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverBlood\", 1, \"Blood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"Nukage\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Slime\")\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 6\n Stop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandDustSmall\", 32, -32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandDustSmall\", 32, 32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudShort\", 2, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudShort\", 2, -32, random (0, 360), 2, random (10, 90))\n\t\t\tNULL A 300\n\t\t\tNULL AAAA 50 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\tDirt:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 A_CustomMissile (\"MudDustFromTrail\", 32, -32, random (0, 360), 2, random (20, 150))\n\t\t\t//TNT1 A 0 A_CustomMissile (\"MudDustFromTrail\", 32, 32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownCloudShort\", 2, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownCloudShort\", 2, -32, random (0, 360), 2, random (10, 90))\n\t\t\tNULL A 300\n\t\t\tNULL AAAA 50 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\tWater:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tBlood:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BloodParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BloodParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tNukage:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"GreenLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"GreenLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tSlime:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tXDeath:\n TNT1 A 1\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 6\n Stop\n\n\t\t\t}\n}\n\nActor Headkicking\n{\nPROJECTILE\n+MISSILE\n+FORCEXYBILLBOARD +DONTSPLASH\n+THRUACTORS +NOGRAVITY\n+NOCLIP +NOBLOOD +NOPAIN\n+CLIENTSIDEONLY\n+PAINLESS\ndamage 0\nradius 0\nheight 0\nspeed 0\nScale 1.2\nMass 99999\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Accelerate\", 1, \"kick\")\n\t\tTNT1 A 1\n\t\tLoop\n\n\tKick:\n\t\tTNT1 A 0 A_Warp(AAPTR_TARGET, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"HeadKicker\", 0, 0, 0, 2, 0)\n\t\tGoto Spawn\n}}\n\nACTOR Headkicker\n{\n Radius 2\n Height 2\n Speed 0\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n\t+DONTSPLASH\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOEXTREMEDEATH\n\t+NOCLIP\n DamageType Headkick\n Damage 0\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\t+NOPAIN\n\t+THRUACTORS\n\tgravity 1\n\tmass 1000\n Obituary \"%o was stomped to death by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tGoto Death\n Death:\n NULL A 0\n\t\t\tNULL A 0 A_Explode(3,20,0)\n Stop\n }\n}\n\nActor BDBodyThud\n{\n\t+CLIENTSIDEONLY\n\t+THRUACTORS\n\tHeight 12\n\tRadius 8\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CheckFloor(\"Sound\")\n\t\t\tTNT1 A 2\n\t\t\tStop\n Sound:\n NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_PlaySound(\"BodyThud\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n Stop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSlimy:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorSlimy\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tXDeath:\n NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n Stop\n\n\t\tWater:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_SpawnItem(\"LargeMassWaterImpact\")\n\t\t\tStop\n\t\t\t}\n}"
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "ClearPlayerClasses\naddplayerclass TacticalDoomer\n\nweaponsection \"Brutal_Doom\"\n\nsetslot 1 Chain_Saw Melee_Attacks\nsetslot 2 Glock KIRALY TT\nsetslot 3 Shotgun12\nsetslot 4 AK PPS\nsetslot 5 RPG\nsetslot 6 PKM\nsetslot 7 HIUZ\nsetslot 8 langszoro\nsetslot 9 Cheater\n//setslot 0 AmmoDroper\n\n addkeysection \"BrutalDoom - Advanced Actions\" BrutalDoomActions\n\n addmenukey \"Kick\" kickem\n alias kickem \"puke 301\"\n defaultbind Q kickem\n\n addmenukey \"Reload\" reload\n alias reload \"puke 303\"\n defaultbind R reload\n\n addmenukey \"Flashlight\" flashlightswitch\n alias flashlightswitch \"puke 313\"\n defaultbind F flashlightswitch\n\n addmenukey \"Toss Grenade\" grenadetoss\n alias grenadetoss \"puke 315\"\n defaultbind G grenadetoss\n\n addkeysection \"Brutal Doom - Interactions\" BrutalDoomInteractions\n\n addmenukey \"Offend\" brutaltaunt\n alias brutaltaunt \"puke 302\"\n defaultbind H brutaltaunt"
},
{
"source": "pk3",
"name": "menudef.txt",
"contents": "DEFAULTLISTMENU\n{\n\tFont \"BigFont\", \"Untranslated\"\n\tLineSpacing 20\n\tIfGame(Doom)\n\t{\n\t\tSelector \"M_SKULL1\", -32, -5\n\t\tFont \"BigUpper\", \"GREY\"\n\t\tLineSpacing 18\n\t}\n\tIfGame(Chex)\n\t{\n\t\tSelector \"M_SKULL1\", -32, -5\n\t\tFont \"BigFont\", \"Green\"\n\t}\n\tIfGame(Strife)\n\t{\n\t\tSelector \"M_CURS1\", -28, -5\n\t}\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tSelector \"M_SLCTR1\", -28, -1\n\t}\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// The main menu. There's a lot of differences here between the games\n//\n//-------------------------------------------------------------------------------------------\n\nLISTMENU \"MainMenu\"\n{\n\tIfGame(Doom, Chex)\n\t{\n\t\tLineSpacing 16\t// This must account for some single-graphic replacements, so it cannot be widened\n\t\tStaticPatch 94, -4, \"M_DOOM\"\n\t\tPosition 97, 72\n\t\tIfOption(ReadThis)\n\t\t{\n\t\t\tPosition 97, 64\n\t\t}\n\t}\n\tIfGame(Strife)\n\t{\n\t\tStaticPatch 84, 2, \"M_STRIFE\"\n\t\tPosition 97, 45\n\t}\n\tIfGame(Heretic)\n\t{\n\t\tStaticPatch 88, 0, \"M_HTIC\"\n\t\tStaticPatch 40, 10, \"M_SKL01\"\n\t\tStaticPatch 232, 10, \"M_SKL00\"\n\t\tPosition 110, 56\n\t}\n\tIfGame(Hexen)\n\t{\n\t\tStaticPatch 88, 0, \"M_HTIC\"\n\t\tStaticPatch 37, 80, \"FBULB0\"\n\t\tStaticPatch 278, 80, \"FBULA0\"\n\t\tPosition 110, 56\n\t}\n\n\tIfGame(Doom, Strife, Chex)\n\t{\n\t\tTextItem \"Új Játék\", \"n\", \"PlayerclassMenu\"\n\t\tifOption(SwapMenu)\n\t\t{\n\t\t\tTextItem \"Betöltés\", \"l\", \"LoadGameMenu\", 0\n\t\t\tTextItem \"Mentés\", \"s\", \"SaveGameMenu\",0\n\t\t\tTextItem \"Beállítások\",\"o\", \"OptionsMenu\", 0\n\t\t}\n\t\telse\n\t\t{\n\t\t\tTextItem \"Beállítások\",\"o\", \"OptionsMenu\", 0\n\t\t\tTextItem \"Betöltés\", \"l\", \"LoadGameMenu\", 0\n\t\t\tTextItem \"Mentés\", \"s\", \"SaveGameMenu\", 0\n\t\t}\n\t\tifOption(ReadThis)\n\t\t{\n\t\t\tPatchItem \"M_RDTHIS\",\"r\", \"ReadThisMenu\", 0\n\t\t}\n\t\tTextItem \"Kilépés\", \"q\", \"QuitMenu\", 0\n\t}\n\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tTextItem \"$MNU_NEWGAME\", \"n\", \"PlayerclassMenu\"\n\t\tTextItem \"$MNU_OPTIONS\", \"o\", \"OptionsMenu\"\n\t\tTextItem \"$MNU_GAMEFILES\", \"g\", \"GameFilesMenu\"\n\t\tTextItem \"$MNU_INFO\", \"i\", \"ReadThisMenu\"\n\t\tTextItem \"$MNU_QUITGAME\", \"q\", \"QuitMenu\"\n\t}\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Text only variant of the main menu for Doom, Strife and Chex Quest to be used with localized content.\n//\n//-------------------------------------------------------------------------------------------\n\nLISTMENU \"MainMenuTextOnly\"\n{\n\tIfGame(Doom, Chex)\n\t{\n\t\tStaticPatch 94, 2, \"M_DOOM\"\n\t\tPosition 97, 72\n\t\tIfOption(ReadThis)\n\t\t{\n\t\t\tPosition 97, 64\n\t\t}\n\t}\n\tIfGame(Strife)\n\t{\n\t\tStaticPatch 84, 2, \"M_STRIFE\"\n\t\tPosition 97, 45\n\t}\n\n\tTextItem \"$MNU_NEWGAME\", \"n\", \"PlayerclassMenu\"\n\tTextItem \"$MNU_OPTIONS\", \"o\", \"OptionsMenu\"\n\tTextItem \"$MNU_LOADGAME\", \"l\", \"LoadGameMenu\"\n\tTextItem \"$MNU_SAVEGAME\", \"s\", \"SaveGameMenu\"\n\tIfOption(ReadThis)\n\t{\n\t\tTextItem \"$MNU_INFO\", \"i\", \"ReadThisMenu\"\n\t}\n\tTextItem \"$MNU_QUITGAME\", \"q\", \"QuitMenu\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Important note about the following template menus:\n// Don't even think about replacing them with something that's not an empty menu\n// with some static elements only. Proper function is not guaranteed then.\n//\n//-------------------------------------------------------------------------------------------\n\n//-------------------------------------------------------------------------------------------\n//\n// The player class menu\n// The init code will set the first item to 'autoselect' if it's the only one.\n//\n//-------------------------------------------------------------------------------------------\n\nListMenu \"PlayerclassMenu\"\n{\n\tIfGame(Doom, Heretic, Hexen, Strife)\n\t{\n\t\tNetgameMessage \"$NEWGAME\"\n\t}\n\tIfGame(Chex)\n\t{\n\t\tNetgameMessage \"$CNEWGAME\"\n\t}\n\n\tIfGame(Doom, Strife, Chex)\n\t{\n\t\tStaticTextCentered 160, 15, \"$MNU_CHOOSECLASS\"\n\t\tPosition 48, 63\n\t\tPlayerDisplay 220, 63, \"20 00 00\", \"80 00 40\"\n\t\tMouseWindow 0, 220\n\t}\n\tIfGame(Heretic)\n\t{\n\t\tStaticTextCentered 160, 15, \"$MNU_CHOOSECLASS\"\n\t\tPosition 80, 50\n\t\tPlayerDisplay 220, 50, \"20 00 00\", \"80 00 40\"\n\t\tMouseWindow 0, 220\n\t}\n\tIfGame(Hexen)\n\t{\n\t\tStaticText 34, 24, \"$MNU_CHOOSECLASS\"\n\t\tPosition 66, 58\n\t\tPlayerDisplay 174, 8, \"00 07 00\", \"40 53 40\"\n\t\tMouseWindow 0, 174\n\t}\n\t// The rest of this menu will be set up based on the actual player definitions.\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// The episode menu\n// The init code will set the first item to 'autoselect' if it's the only one.\n//\n//-------------------------------------------------------------------------------------------\n\nListMenu \"EpisodeMenu\"\n{\n\tIfGame(Doom, Heretic, Hexen, Strife)\n\t{\n\t\tStaticTextCentered 160, 5, \"Melyik kampányt?\"\n\t\tPosition 70, 60\n\t}\n\tIfGame(Chex)\n\t{\n\t\tNetgameMessage \"$CNEWGAME\"\n\t}\n\n\tIfGame(Doom, Chex)\n\t{\n\t\tPosition 48, 63\n\t\tStaticTextCentered 160, 5, \"Melyik kampányt?\"\n\t}\n\tIfGame(Strife)\n\t{\n\t\tPosition 48, 63\n\t\tStaticText 54, 38, \"$MNU_EPISODE\"\n\t}\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tPosition 80, 50\n\t}\n\t// items will be filled in by MAPINFO\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// The skill menu\n// Most of this will be filled in at runtime\n//\n//-------------------------------------------------------------------------------------------\n\nListMenu \"SkillMenu\"\n{\n\n\tIfGame(Strife)\n\t{\n\t\tStaticPatch 96, 14, \"M_NGAME\", 0, \"$MNU_NEWGAME\"\n\t}\n\tIfGame(Doom, Strife, Chex)\n\t{\n\t\tStaticTextCentered 160, 5, \"A kihívás, amire indulsz:\"\n\t\tPosition 70, 60\n\t}\n\tIfGame (Heretic)\n\t{\n\t\tPosition 38, 30\n\t}\n\tIfGame (Hexen)\n\t{\n\t\tStaticText 74, 16, \"$MNU_CHOOSESKILL\"\n\t\tPosition 160, 44\n\t\tcentermenu\n\t}\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Raven's game files menu\n//\n//-------------------------------------------------------------------------------------------\n\nListMenu \"GameFilesMenu\"\n{\n\tPosition 110, 60\n\tTextItem \"Betöltés\", \"l\", \"LoadGameMenu\"\n\tTextItem \"Mentés\", \"s\", \"SaveGameMenu\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Base definition for load game menu. Only the configurable part is done here\n//\n//-------------------------------------------------------------------------------------------\n\nListMenu \"LoadGameMenu\"\n{\n\tIfGame(Doom, Heretic, Hexen, Strife)\n\t{\n\t\t//NetgameMessage \"$LOADNET\"\n\t\tNetgameMessage \"BETÖLTÉS\"\n\t}\n\tIfGame(Chex)\n\t{\n\t\tNetgameMessage \"$CLOADNET\"\n\t}\n\tStaticTextCentered 160, -10, \"$MNU_LOADGAME\"\n\tPosition 80,54\n\tClass \"LoadMenu\"\t// uses its own implementation\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Base definition for save game menu. Only the configurable part is done here\n//\n//-------------------------------------------------------------------------------------------\n\nListMenu \"SaveGameMenu\"\n{\n\t//StaticTextCentered 160, -10, \"$MNU_SAVEGAME\"\n\tStaticTextCentered 160, -10, \"MENTÉS\"\n\tPosition 80,54\n\tClass \"SaveMenu\"\t// uses its own implementation\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// The option menu\n//\n//-------------------------------------------------------------------------------------------\n\nOptionValue \"YesNo\"\n{\n\t0, \"NEM\"\n\t1, \"IGEN\"\n}\n\nOptionValue \"NoYes\"\n{\n\t0, \"IGEN\"\n\t1, \"NEM\"\n}\n\nOptionValue \"OnOff\"\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_ON\"\n}\n\nOptionValue \"OffOn\"\n{\n\t0, \"$OPTVAL_ON\"\n\t1, \"$OPTVAL_OFF\"\n}\n\nOptionValue AutoOffOn\n{\n\t-1, \"$OPTVAL_AUTO\"\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_ON\"\n}\n\nOptionMenuSettings\n{\n\t// These can be overridden if a different menu fonts requires it.\n\tLinespacing 17\n\t/*\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tLinespacing 9\n\t}\n\t*/\n}\n\nDefaultOptionMenu\n{\n\tPosition -15\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tPosition -13\n\t}\n}\n\nOptionMenu \"OptionsMenu\" protected\n{\n\tTitle \"$OPTMNU_TITLE\"\n\tSubmenu \"$OPTMNU_CONTROLS\",\t\t\t\"CustomizeControls\"\n\tSubmenu \"$OPTMNU_MOUSE\",\t\t\t\"MouseOptions\"\n\tSubmenu \"$OPTMNU_JOYSTICK\",\t\t\t\"JoystickOptions\"\n\tStaticText \" \"\n\tSubmenu \"$OPTMNU_PLAYER\",\t\t\t\"NewPlayerMenu\"\n\tSubmenu \"$OPTMNU_GAMEPLAY\",\t\t\t\"GameplayOptions\"\n\tSubmenu \"$OPTMNU_COMPATIBILITY\",\t\"CompatibilityOptions\"\n\tSubmenu \"$OPTMNU_AUTOMAP\",\t\t\t\"AutomapOptions\"\n\tSubmenu \"$OPTMNU_HUD\",\t\t\t\t\"HUDOptions\"\n\tSubmenu \"$OPTMNU_MISCELLANEOUS\",\t\"MiscOptions\"\n\tSubmenu \"$OPTMNU_NETWORK\",\t\t\t\"NetworkOptions\"\n\tSubmenu \"$OPTMNU_SOUND\",\t\t\t\"SoundOptions\"\n\tSubmenu \"$OPTMNU_DISPLAY\",\t\t\t\"VideoOptions\"\n\tSubmenu \"$OPTMNU_VIDEO\",\t\t\t\"VideoModeMenu\"\n\tStaticText \" \"\n\tSubmenu \"$OS_TITLE\", \"os_Menu\"\n\tStaticText \" \"\n\tSafeCommand \"$OPTMNU_DEFAULTS\",\t\"reset2defaults\"\n\tSafeCommand\t\"$OPTMNU_RESETTOSAVED\",\t\"reset2saved\"\n\tCommand \"$OPTMNU_CONSOLE\",\t\t\t\"menuconsole\"\n\tStaticText \" \"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// The player menu\n//\n//-------------------------------------------------------------------------------------------\n\nOptionValue \"Gender\"\n{\n\t0, \"$OPTVAL_MALE\"\n\t1, \"$OPTVAL_FEMALE\"\n\t2, \"$OPTVAL_NEUTRAL\"\n\t3, \"$OPTVAL_OTHER\"\n}\n\nOptionValue \"PlayerTeam\"\n{\n\t// Filled in programmatically\n}\n\nOptionValue \"PlayerColors\"\n{\n\t// Filled in programmatically\n}\n\nOptionValue \"PlayerClass\"\n{\n\t// Filled in programmatically\n}\n\nOptionValue \"PlayerSkin\"\n{\n\t// Filled in programmatically\n}\n\n/*\n\tIfGame(Doom, Heretic, Strife, Chex)\n\t{\n\t\tMouseWindow 0, 220\n\t\tPlayerDisplay 220, 48, \"20 00 00\", \"80 00 40\", 1, \"PlayerDisplay\"\n\t}\n\tIfGame(Hexen)\n\t{\n\t\tMouseWindow 0, 220\n\t\tPlayerDisplay 220, 48, \"00 07 00\", \"40 53 40\", 1, \"PlayerDisplay\"\n\t}\n*/\n\nOptionMenu \"NewPlayerMenu\" protected\n{\n\tTitle \"$MNU_PLAYERSETUP\"\n\tPlayerNameField \"$PLYRMNU_NAME\"\n\tPlayerTeamItem \"$PLYRMNU_TEAM\", \"PlayerTeam\"\n\tPlayerColorItem \"$PLYRMNU_PLAYERCOLOR\", \"PlayerColors\"\n\tPlayerColorSlider \"$PLYRMNU_RED\", 0\n\tPlayerColorSlider \"$PLYRMNU_GREEN\", 1\n\tPlayerColorSlider \"$PLYRMNU_BLUE\", 2\n\tPlayerClassItem \"$PLYRMNU_PLAYERCLASS\", \"PlayerClass\"\n\tPlayerSkinItem \"$PLYRMNU_PLAYERSKIN\", \"PlayerSkin\"\n\tPlayerGenderItem \"$PLYRMNU_PLAYERGENDER\", \"Gender\"\n\tAutoaimSlider \"$PLYRMNU_AUTOAIM\"\n\tPlayerSwitchOnPickupItem \"$PLYRMNU_SWITCHONPICKUP\", \"OffOn\"\n\tOption \"$PLYRMNU_ALWAYSRUN\", cl_run, \"OnOff\"\n\tClass \"NewPlayerMenu\"\n}\n\n// The old player menu is kept for mods that redefine it.\nListMenu \"PlayerMenu\"\n{\n\tStaticTextCentered 160, 6, \"$MNU_PLAYERSETUP\"\n\tFont \"SmallFont\"\n\tLinespacing 14\n\tPosition 48, 36\n\n\tIfGame (Doom, Strife, Chex)\n\t{\n\t\tPlayerNameBox \"$PLYRMNU_NAME\", 0, \"Playerbox\"\n\t\tSelector \"-\", -16, -1\n\t}\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tPlayerNameBox \"$PLYRMNU_NAME\", 5, \"Playerbox\"\n\t\tSelector \"-\", -16, 1\n\t}\n\tIfGame(Doom, Heretic, Strife, Chex)\n\t{\n\t\tMouseWindow 0, 220\n\t\tPlayerDisplay 220, 48, \"20 00 00\", \"80 00 40\", 1, \"PlayerDisplay\"\n\t}\n\tIfGame(Hexen)\n\t{\n\t\tMouseWindow 0, 220\n\t\tPlayerDisplay 220, 48, \"00 07 00\", \"40 53 40\", 1, \"PlayerDisplay\"\n\t}\n\n\tValueText \"$PLYRMNU_TEAM\", \"Team\"\n\tValueText \"$PLYRMNU_PLAYERCOLOR\", \"Color\"\n\tLinespacing 10\n\tSlider \"$PLYRMNU_RED\", \"Red\", 0, 255, 16\n\tSlider \"$PLYRMNU_GREEN\", \"Green\", 0, 255, 16\n\tLinespacing 14\n\tSlider \"$PLYRMNU_BLUE\", \"Blue\", 0, 255, 16\n\tValueText \"$PLYRMNU_PLAYERCLASS\", \"Class\"\n\tValueText \"$PLYRMNU_PLAYERSKIN\", \"Skin\"\n\tValueText \"$PLYRMNU_PLAYERGENDER\", \"Gender\", \"Gender\"\n\tSlider \"$PLYRMNU_AUTOAIM\", \"Autoaim\", 0, 35, 1\n\tValueText \"$PLYRMNU_SWITCHONPICKUP\", \"Switch\", \"OffOn\"\n\tValueText \"$PLYRMNU_ALWAYSRUN\", \"AlwaysRun\", \"OnOff\"\n\tClass \"PlayerMenu\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Controls Menu\n//\n//-------------------------------------------------------------------------------------------\n\nOptionMenu \"CustomizeControls\" protected\n{\n\tTitle \"$CNTRLMNU_TITLE\"\n\n\tSubmenu \"$CNTRLMNU_ACTION\" , \"ActionControlsMenu\"\n\tSubmenu \"$CNTRLMNU_CHAT\" , \"ChatControlsMenu\"\n\tSubmenu \"$CNTRLMNU_WEAPONS\" , \"WeaponsControlMenu\"\n\tSubmenu \"$CNTRLMNU_INVENTORY\" , \"InventoryControlsMenu\"\n\tSubmenu \"$CNTRLMNU_OTHER\" , \"OtherControlsMenu\"\n\tSubmenu \"$CNTRLMNU_POPUPS\" , \"StrifeControlsMenu\"\n\tSubmenu \"$MAPCNTRLMNU_CONTROLS\" , \"MapControlsMenu\"\n}\n\nOptionMenu \"ActionControlsMenu\" protected\n{\n\tTitle \"$CNTRLMNU_ACTION_TITLE\"\n\tScrollTop 2\n\tStaticTextSwitchable \"$CNTRLMNU_SWITCHTEXT1\", \"$CNTRLMNU_SWITCHTEXT2\", \"ControlMessage\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_ATTACK\" , \"+attack\"\n\tControl \"$CNTRLMNU_ALTATTACK\" , \"+altattack\"\n\tControl \"$CNTRLMNU_RELOAD\" , \"+reload\"\n\tControl \"$CNTRLMNU_ZOOM\" , \"+zoom\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_USE\" , \"+use\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_FORWARD\" , \"+forward\"\n\tControl \"$CNTRLMNU_BACK\" , \"+back\"\n\tControl \"$CNTRLMNU_MOVELEFT\" , \"+moveleft\"\n\tControl \"$CNTRLMNU_MOVERIGHT\" , \"+moveright\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_TURNLEFT\" , \"+left\"\n\tControl \"$CNTRLMNU_TURNRIGHT\" , \"+right\"\n\tControl \"$CNTRLMNU_TURN180\" , \"turn180\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_JUMP\" , \"+jump\"\n\tControl \"$CNTRLMNU_CROUCH\" , \"+crouch\"\n\tControl \"$CNTRLMNU_TOGGLECROUCH\" , \"crouch\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_MOVEUP\" , \"+moveup\"\n\tControl \"$CNTRLMNU_MOVEDOWN\" , \"+movedown\"\n\tControl \"$CNTRLMNU_LAND\" , \"land\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_MOUSELOOK\" , \"+mlook\"\n\tControl \"$CNTRLMNU_KEYBOARDLOOK\" , \"+klook\"\n\tControl \"$CNTRLMNU_LOOKUP\" , \"+lookup\"\n\tControl \"$CNTRLMNU_LOOKDOWN\" , \"+lookdown\"\n\tControl \"$CNTRLMNU_CENTERVIEW\" , \"centerview\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_RUN\" , \"+speed\"\n\tControl \"$CNTRLMNU_TOGGLERUN\" , \"toggle cl_run\"\n\tControl \"$CNTRLMNU_STRAFE\" , \"+strafe\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_SCOREBOARD\" , \"+showscores\"\n\tControl \"$CNTRLMNU_TOGGLESCOREBOARD\" , \"togglescoreboard\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_USER1\" , \"+user1\"\n\tControl \"$CNTRLMNU_USER2\" , \"+user2\"\n\tControl \"$CNTRLMNU_USER3\" , \"+user3\"\n\tControl \"$CNTRLMNU_USER4\" , \"+user4\"\n}\n\nOptionMenu \"ChatControlsMenu\" protected\n{\n\tTitle \"$CNTRLMNU_CHAT_TITLE\"\n\tScrollTop 2\n\tStaticTextSwitchable \"$CNTRLMNU_SWITCHTEXT1\", \"$CNTRLMNU_SWITCHTEXT2\", \"ControlMessage\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_SAY\" , \"messagemode\"\n\tControl \"$CNTRLMNU_TEAMSAY\" , \"messagemode2\"\n}\n\nOptionMenu \"WeaponsControlMenu\" protected\n{\n\tTitle \"$CNTRLMNU_WEAPONS_TITLE\"\n\tScrollTop 2\n\tStaticTextSwitchable \"$CNTRLMNU_SWITCHTEXT1\", \"$CNTRLMNU_SWITCHTEXT2\", \"ControlMessage\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_NEXTWEAPON\" , \"weapnext\"\n\tControl \"$CNTRLMNU_PREVIOUSWEAPON\" , \"weapprev\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_SLOT1\" , \"slot 1\"\n\tControl \"$CNTRLMNU_SLOT2\" , \"slot 2\"\n\tControl \"$CNTRLMNU_SLOT3\" , \"slot 3\"\n\tControl \"$CNTRLMNU_SLOT4\" , \"slot 4\"\n\tControl \"$CNTRLMNU_SLOT5\" , \"slot 5\"\n\tControl \"$CNTRLMNU_SLOT6\" , \"slot 6\"\n\tControl \"$CNTRLMNU_SLOT7\" , \"slot 7\"\n\tControl \"$CNTRLMNU_SLOT8\" , \"slot 8\"\n\tControl \"$CNTRLMNU_SLOT9\" , \"slot 9\"\n\tControl \"$CNTRLMNU_SLOT0\" , \"slot 0\"\n}\n\nOptionMenu \"InventoryControlsMenu\" protected\n{\n\tTitle \"$CNTRLMNU_INVENTORY_TITLE\"\n\tScrollTop 2\n\tStaticTextSwitchable \"$CNTRLMNU_SWITCHTEXT1\", \"$CNTRLMNU_SWITCHTEXT2\", \"ControlMessage\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_USEITEM\" , \"invuse\"\n\tControl \"$CNTRLMNU_USEALLITEMS\" , \"invuseall\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_NEXTITEM\" , \"invnext\"\n\tControl \"$CNTRLMNU_PREVIOUSITEM\" , \"invprev\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_DROPITEM\" , \"invdrop\"\n\tControl \"$CNTRLMNU_QUERYITEM\" , \"invquery\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_DROPWEAPON\" , \"weapdrop\"\n}\n\nOptionMenu \"OtherControlsMenu\" protected\n{\n\tTitle \"$CNTRLMNU_OTHER_TITLE\"\n\tScrollTop 2\n\tStaticTextSwitchable \"$CNTRLMNU_SWITCHTEXT1\", \"$CNTRLMNU_SWITCHTEXT2\", \"ControlMessage\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_AUTOMAP\" , \"togglemap\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_CHASECAM\" , \"chase\"\n\tControl \"$CNTRLMNU_COOPSPY\" , \"spynext\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_SCREENSHOT\" , \"screenshot\"\n\tControl \"$CNTRLMNU_CONSOLE\" , \"toggleconsole\"\n\tControl \"$CNTRLMNU_PAUSE\" , \"pause\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_DISPLAY_INC\" , \"sizeup\"\n\tControl \"$CNTRLMNU_DISPLAY_DEC\" , \"sizedown\"\n\tControl \"$CNTRLMNU_TOGGLE_MESSAGES\" , \"togglemessages\"\n\tControl \"$CNTRLMNU_ADJUST_GAMMA\" , \"bumpgamma\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_OPEN_HELP\" , \"menu_help\"\n\tControl \"$CNTRLMNU_OPEN_SAVE\" , \"menu_save\"\n\tControl \"$CNTRLMNU_OPEN_LOAD\" , \"menu_load\"\n\tControl \"$CNTRLMNU_OPEN_OPTIONS\" , \"menu_options\"\n\tControl \"$CNTRLMNU_OPEN_DISPLAY\" , \"menu_display\"\n\tControl \"$CNTRLMNU_EXIT_TO_MAIN\" , \"menu_endgame\"\n\tControl \"$CNTRLMNU_MENU_QUIT\" , \"menu_quit\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_QUICKSAVE\" , \"quicksave\"\n\tControl \"$CNTRLMNU_QUICKLOAD\" , \"quickload\"\n}\n\nOptionMenu \"StrifeControlsMenu\" protected\n{\n\tTitle \"$CNTRLMNU_POPUPS_TITLE\"\n\tScrollTop 2\n\tStaticTextSwitchable \"$CNTRLMNU_SWITCHTEXT1\", \"$CNTRLMNU_SWITCHTEXT2\", \"ControlMessage\"\n\n\tStaticText \"\"\n\tControl \"$CNTRLMNU_MISSION\" , \"showpop 1\"\n\tControl \"$CNTRLMNU_KEYS\" , \"showpop 2\"\n\tControl \"$CNTRLMNU_STATS\" , \"showpop 3\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Mouse Menu\n//\n//-------------------------------------------------------------------------------------------\n\nOptionValue \"Corners\"\n{\n\t-1, \"$OPTVAL_OFF\"\n\t0, \"$OPTVAL_UPPERLEFT\"\n\t1, \"$OPTVAL_UPPERRIGHT\"\n\t2, \"$OPTVAL_LOWERLEFT\"\n\t3, \"$OPTVAL_LOWERRIGHT\"\n}\n\nOptionValue \"MenuMouse\"\n{\n\t0, \"NEM\"\n\t1, \"IGEN\"\n\t2, \"$OPTVAL_TOUCHSCREENLIKE\"\n}\n\nOptionString \"Cursors\"\n{\n\t\"None\", \"$OPTVAL_DEFAULT\"\n\t\"cursor\", \"$OPTSTR_SIMPLEARROW\"\n\t\"doomcurs\", \"$OPTVAL_DOOM\"\n\t\"herecurs\", \"$OPTSTR_HERETIC\"\n\t\"hexncurs\", \"$OPTVAL_HEXEN\"\n\t\"strfcurs\", \"$OPTVAL_STRIFE\"\n\t\"chexcurs\", \"$OPTSTR_CHEX\"\n\t\"-\", \"$OPTSTR_SYSTEMCURSOR\"\n}\n\nOptionMenu \"MouseOptions\" protected\n{\n\tTitle \"$MOUSEMNU_TITLE\"\n\tOption \"$MOUSEMNU_ENABLEMOUSE\",\t\t\"use_mouse\", \"YesNo\"\n\tOption \"$MOUSEMNU_MOUSEINMENU\",\t\t\"m_use_mouse\", \"MenuMouse\", \"use_mouse\"\n\tOption \"$MOUSEMNU_SHOWBACKBUTTON\",\t\"m_show_backbutton\", \"Corners\", \"use_mouse\"\n\tOption \"$MOUSEMNU_CURSOR\",\t\t\t\"vid_cursor\", \"Cursors\"\n\tStaticText \t\"\"\n\tSlider \"$MOUSEMNU_SENSITIVITY\",\t\t\"mouse_sensitivity\", 0.5, 2.5, 0.1\n\tOption \"$MOUSEMNU_NOPRESCALE\",\t\t\"m_noprescale\", \"NoYes\"\n\tOption \"$MOUSEMNU_SMOOTHMOUSE\",\t\t\"smooth_mouse\", \"YesNo\"\n\tStaticText \t\"\"\n\tSlider \"$MOUSEMNU_TURNSPEED\",\t\t\"m_yaw\", 0, 2.5, 0.1\n\tSlider \"$MOUSEMNU_MOUSELOOKSPEED\",\t\"m_pitch\", 0, 2.5, 0.1\n\tSlider \"$MOUSEMNU_FORWBACKSPEED\",\t\"m_forward\", 0, 2.5, 0.1\n\tSlider \"$MOUSEMNU_STRAFESPEED\",\t\t\"m_side\", 0, 2.5, 0.1\n\tStaticText \t\"\"\n\tOption \"$MOUSEMNU_ALWAYSMOUSELOOK\",\t\"freelook\", \"OnOff\"\n\tOption \"$MOUSEMNU_INVERTMOUSE\",\t\t\"invertmouse\", \"OnOff\"\n\tOption \"$MOUSEMNU_LOOKSPRING\",\t\t\"lookspring\", \"OnOff\"\n\tOption \"$MOUSEMNU_LOOKSTRAFE\",\t\t\"lookstrafe\", \"OnOff\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Joystick Menu\n//\n//-------------------------------------------------------------------------------------------\n\nOptionMenu \"JoystickOptionsDefaults\" protected\n{\n\tTitle \"$JOYMNU_OPTIONS\"\n\tOption \"$JOYMNU_ENABLE\", \"use_joystick\", \"YesNo\"\n\tOption \"$JOYMNU_NOMENU\", \"m_blockcontrollers\", \"YesNo\"\n\tIfOption(Windows)\n\t{\n\t\tOption \"$JOYMNU_DINPUT\", \"joy_dinput\", \"YesNo\"\n\t\tOption \"$JOYMNU_XINPUT\", \"joy_xinput\", \"YesNo\"\n\t\tOption \"$JOYMNU_PS2\", \"joy_ps2raw\", \"YesNo\"\n\t}\n\tStaticText \"\"\n\tStaticTextSwitchable \"$JOYMNU_NOCON\", \"$JOYMNU_CONFIG\", \"ConfigureMessage\"\n\tStaticTextSwitchable \" \", \"$JOYMNU_DISABLED1\", \"ConnectMessage1\"\n\tStaticTextSwitchable \" \", \"$JOYMNU_DISABLED2\", \"ConnectMessage2\"\n\n\t// The rest will be filled in by joystick code if devices get connected or disconnected\n}\n\nOptionMenu \"JoystickOptions\" protected\n{\n\tTitle \"$JOYMNU_OPTIONS\"\n}\n\nOptionValue \"JoyAxisMapNames\"\n{\n\t-1, \"$OPTVAL_NONE\"\n\t0, \"$OPTVAL_TURNING\"\n\t1, \"$OPTVAL_LOOKINGUPDOWN\"\n\t2, \"$OPTVAL_MOVINGFORWARD\"\n\t3, \"$OPTVAL_STRAFING\"\n\t4, \"$OPTVAL_MOVINGUPDOWN\"\n}\n\nOptionValue \"Inversion\"\n{\n\t0, \"$OPTVAL_NOTINVERTED\"\n\t1, \"$OPTVAL_INVERTED\"\n}\n\nOptionMenu \"JoystickConfigMenu\" protected\n{\n\tTitle \"$JOYMNU_TITLE\"\n\tClass \"JoystickConfigMenu\"\n\t// Will be filled in by joystick code.\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Video Menu\n//\n//-------------------------------------------------------------------------------------------\n\nOptionValue ColumnMethods\n{\n\t0.0, \"$OPTVAL_ORIGINAL\"\n\t1.0, \"$OPTVAL_OPTIMIZED\"\n}\n\nOptionValue BlendMethods\n{\n\t0.0, \"$OPTVAL_CLASSIC\"\n\t1.0, \"$OPTVAL_PRECISE\"\n}\n\nOptionValue SkyModes\n{\n\t0.0, \"$OPTVAL_NORMAL\"\n\t1.0, \"$OPTVAL_STRETCH\"\n\t2.0, \"$OPTVAL_CAPPED\"\n}\n\nOptionValue RocketTrailTypes\n{\n\t0.0, \"$OPTVAL_OFF\"\n\t1.0, \"$OPTVAL_PARTICLES\"\n\t2.0, \"$OPTVAL_SPRITES\"\n\t3.0, \"$OPTVAL_SPRITESPARTICLES\"\n}\n\nOptionValue BloodTypes\n{\n\t0.0, \"$OPTVAL_SPRITES\"\n\t1.0, \"$OPTVAL_SPRITESPARTICLES\"\n\t2.0, \"$OPTVAL_PARTICLES\"\n}\n\nOptionValue PuffTypes\n{\n\t0.0, \"$OPTVAL_SPRITES\"\n\t1.0, \"$OPTVAL_PARTICLES\"\n\t2.0, \"$OPTVAL_SPRITESPARTICLES\"\n}\n\nOptionValue Wipes\n{\n\t0.0, \"$OPTVAL_NONE\"\n\t1.0, \"$OPTVAL_MELT\"\n\t2.0, \"$OPTVAL_BURN\"\n\t3.0, \"$OPTVAL_CROSSFADE\"\n}\n\nOptionValue Endoom\n{\n\t0.0, \"$OPTVAL_OFF\"\n\t1.0, \"$OPTVAL_ON\"\n\t2.0, \"$OPTVAL_ONLYMODIFIED\"\n}\n\nOptionValue Contrast\n{\n\t0.0, \"$OPTVAL_OFF\"\n\t1.0, \"$OPTVAL_ON\"\n\t2.0, \"$OPTVAL_SMOOTH_1\"\n}\n\nOptionValue Fuzziness\n{\n\t0.0, \"$OPTVAL_TRANSLUCENT\"\n\t1.0, \"$OPTVAL_FUZZ\"\n\t2.0, \"$OPTVAL_SHADOW\"\n}\n\nOptionValue VanillaTrans\n{\n\t0.0, \"$OPTVAL_VTFZDOOM\"\n\t1.0, \"$OPTVAL_VTFVANILLA\"\n\t2.0, \"$OPTVAL_VTAZDOOM\"\n\t3.0, \"$OPTVAL_VTAVANILLA\"\n}\n\nOptionValue GPUSwitch\n{\n\t0.0, \"$OPTVAL_DEFAULT\"\n\t1.0, \"$OPTVAL_DEDICATED\"\n\t2.0, \"$OPTVAL_INTEGRATED\"\n}\n\nOptionMenu \"TrueColorOptions\" protected\n{\n\tTitle \"$TCMNU_TITLE\"\n\tStaticText \" \"\n\tOption \"$TCMNU_MINFILTER\",\t\t\t\t\"r_minfilter\", \"OnOff\"\n\tOption \"$TCMNU_MAGFILTER\",\t\t\t\t\"r_magfilter\", \"OnOff\"\n\tOption \"$TCMNU_MIPMAP\",\t\t\t\t\t\"r_mipmap\", \"OnOff\"\n}\n\nOptionMenu \"SWROptions\" protected\n{\n\tTitle \"$DSPLYMNU_SWOPT\"\n\tSubmenu \"$DSPLYMNU_TCOPT\",\t\t\t\"TrueColorOptions\"\n\tOption \"$DSPLYMNU_BLENDMETHOD\",\t\t\t\t\"r_blendmethod\", \"BlendMethods\"\n\tStaticText \" \"\n\tOption \"$DSPLYMNU_SKYMODE\",\t\t\t\t\t\"r_skymode\", \"SkyModes\"\n\tOption \"$DSPLYMNU_LINEARSKY\",\t\t\t\t\"r_linearsky\", \"OnOff\"\n\tOption \"$DSPLYMNU_GZDFULLBRIGHT\",\t\t\t\"r_fullbrightignoresectorcolor\", \"OnOff\"\n\tOption \"$DSPLYMNU_SCALEFUZZ\",\t\t\t\t\"r_fuzzscale\", \"OnOff\"\n\tOption \"$DSPLYMNU_MODELS\",\t\t\t\t\t\"r_models\", \"OnOff\"\n}\n\nOptionMenu \"VideoOptions\" protected\n{\n\tTitle \"$DSPLYMNU_TITLE\"\n\n\tSubmenu \"$DSPLYMNU_GLOPT\", \t\t\t\"OpenGLOptions\"\n\tSubmenu \"$DSPLYMNU_SWOPT\", \t\t\t\"SWROptions\"\n\tSubmenu \"$DSPLYMNU_VKOPT\",\t\t\t\"VKOptions\"\n\tSubmenu \"$GLMNU_TEXOPT\", \t\t\t\"GLTextureGLOptions\"\n\tSubmenu \"$GLMNU_DYNLIGHT\",\t\t\t\"GLLightOptions\"\n\tStaticText \" \"\n\tSlider \"$DSPLYMNU_SCREENSIZE\",\t\t\t\t\"screenblocks\", \t\t\t\t3.0, 12.0, 1.0, 0\n\n\tSlider \"$DSPLYMNU_GAMMA\",\t\t\t\t\t\"Gamma\",\t\t\t\t\t\t0.75, 3.0, 0.05, 2\n\tSlider \"$DSPLYMNU_BRIGHTNESS\",\t\t\t\t\"vid_brightness\",\t\t\t\t-0.8,0.8, 0.05,2\n\tSlider \"$DSPLYMNU_CONTRAST\",\t\t\t\t\"vid_contrast\",\t \t\t\t\t0.1, 3.0, 0.1\n\tSlider \"$DSPLYMNU_SATURATION\",\t\t\t\t\"vid_saturation\", \t\t\t\t-3.0, 3.0, 0.25, 2\n\tStaticText \" \"\n\tOption \"$DSPLYMNU_WIPETYPE\",\t\t\t\t\"wipetype\", \"Wipes\"\n\tOption \"$DSPLYMNU_DRAWFUZZ\",\t\t\t\t\"r_drawfuzz\", \"Fuzziness\"\n\tOption \"$DSPLYMNU_OLDTRANS\",\t\t\t\t\"r_vanillatrans\", \"VanillaTrans\"\n\tSlider \"$DSPLYMNU_TRANSSOUL\",\t\t\t\t\"transsouls\", 0.25, 1.0, 0.05, 2\n\tOption \"$DSPLYMNU_FAKECONTRAST\",\t\t\t\"r_fakecontrast\", \"Contrast\"\n\tOption \"$DSPLYMNU_ROCKETTRAILS\",\t\t\t\"cl_rockettrails\", \"RocketTrailTypes\"\n\tOption \"$DSPLYMNU_BLOODTYPE\",\t\t\t\t\"cl_bloodtype\", \"BloodTypes\"\n\tOption \"$DSPLYMNU_PUFFTYPE\",\t\t\t\t\"cl_pufftype\", \"PuffTypes\"\n\tSlider \"$DSPLYMNU_MAXPARTICLES\",\t\t\t\"r_maxparticles\", 100, 10000, 100, 0\n\tSlider \"$DSPLYMNU_MAXDECALS\",\t\t\t\t\"cl_maxdecals\", 0, 10000, 100, 0\n\tOption \"$DSPLYMNU_PLAYERSPRITES\",\t\t\t\"r_drawplayersprites\", \"OnOff\"\n\tOption \"$DSPLYMNU_DEATHCAM\",\t\t\t\t\"r_deathcamera\", \"OnOff\"\n\tOption \"$DSPLYMNU_TELEZOOM\",\t\t\t\t\"telezoom\", \"OnOff\"\n\tSlider \"$DSPLYMNU_QUAKEINTENSITY\",\t\t\t\"r_quakeintensity\", 0.0, 1.0, 0.05, 2\n\tOption \"$DSPLYMNU_NOMONSTERINTERPOLATION\",\t\"nomonsterinterpolation\", \"NoYes\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// HUD menu\n//\n//-------------------------------------------------------------------------------------------\n\nOptionValue CrosshairHealthTypes\n{\n\t0.0, \"NEM\"\n\t1.0, \"$OPTVAL_YES_STANDARD\"\n\t2.0, \"$OPTVAL_YES_ENHANCED\"\n}\n\nOptionValue DisplayTagsTypes\n{\n\t0.0, \"$OPTVAL_NONE\"\n\t1.0, \"$OPTVAL_ITEMS\"\n\t2.0, \"$OPTVAL_WEAPONS\"\n\t3.0, \"$OPTVAL_BOTH\"\n}\n\nOptionValue TextColors\n{\n\t0.0, \"$C_BRICK\"\n\t1.0, \"$C_TAN\"\n\t2.0, \"$C_GRAY\"\n\t3.0, \"$C_GREEN\"\n\t4.0, \"$C_BROWN\"\n\t5.0, \"$C_GOLD\"\n\t6.0, \"$C_RED\"\n\t7.0, \"$C_BLUE\"\n\t8.0, \"$C_ORANGE\"\n\t9.0, \"$C_WHITE\"\n\t10.0, \"$C_YELLOW\"\n\t11.0, \"$C_DEFAULT\"\n\t12.0, \"$C_BLACK\"\n\t13.0, \"$C_LIGHTBLUE\"\n\t14.0, \"$C_CREAM\"\n\t15.0, \"$C_OLIVE\"\n\t16.0, \"$C_DARKGREEN\"\n\t17.0, \"$C_DARKRED\"\n\t18.0, \"$C_DARKBROWN\"\n\t19.0, \"$C_PURPLE\"\n\t20.0, \"$C_RED\"\n\t21.0, \"$C_CYAN\"\n\t22.0, \"$C_ICE\"\n\t23.0, \"$C_FIRE\"\n\t24.0, \"$C_SAPPHIRE\"\n\t25.0, \"$C_TEAL\"\n}\n\nOptionValue Crosshairs\n{\n\t// will be filled in from the XHAIRS lump\n}\n\nOptionValue ZDoomHexen\n{\n\t0.0, \"$OPTVAL_ZDOOM\"\n\t1.0, \"$OPTVAL_HEXEN\"\n}\n\nOptionValue ZDoomStrife\n{\n\t0.0, \"$OPTVAL_ZDOOM\"\n\t1.0, \"$OPTVAL_STRIFE\"\n}\n\nOptionMenu \"HUDOptions\" protected\n{\n\tTitle \"$HUDMNU_TITLE\"\n\tSubmenu \"$HUDMNU_SCALEOPT\",\t\t\t\t\"ScalingOptions\"\n\tSubmenu \"$HUDMNU_ALTHUD\",\t\t\t\t\"AltHudOptions\"\n\tSubmenu \"$HUDMNU_MESSAGE\", \t\t\t\t\"MessageOptions\"\n\tSubmenu \"$HUDMNU_FLASH\", \t\t\t\t\"FlashOptions\"\n\tSubmenu \"$DSPLYMNU_SCOREBOARD\", \t\t\"ScoreboardOptions\"\n\tSubmenu \"$HUDMNU_FONTOPTIONS\",\t\t\t\"FontOptions\"\n\tStaticText \" \"\n\tOption \"$HUDMNU_CROSSHAIRON\",\t\t\t\"crosshairon\", \"OnOff\"\n\tOption \"$HUDMNU_CROSSHAIR\",\t\t\t\t\"crosshair\", \"Crosshairs\"\n\tOption \"$HUDMNU_FORCECROSSHAIR\",\t\t\"crosshairforce\", \"OnOff\"\n\tOption \"$HUDMNU_GROWCROSSHAIR\",\t\t\t\"crosshairgrow\", \"OnOff\"\n\tColorPicker \"$HUDMNU_CROSSHAIRCOLOR\", \t\"crosshaircolor\"\n\tOption \"$HUDMNU_CROSSHAIRHEALTH\",\t\t\"crosshairhealth\", \"CrosshairHealthTypes\"\n\tSlider \"$HUDMNU_CROSSHAIRSCALE\",\t\t\"crosshairscale\", 0.0, 2.0, 0.05, 2\n\tStaticText \" \"\n\tOption \"$HUDMNU_NAMETAGS\",\t\t\t\t\"displaynametags\", \"DisplayTagsTypes\"\n\tOption \"$HUDMNU_NAMETAGCOLOR\",\t\t\t\"nametagcolor\", \"TextColors\", \"displaynametags\"\n\tOption \"$HUDMNU_OLDOUCH\",\t\t\t\t\"st_oldouch\", \"OnOff\"\n\tStaticText \" \"\n\tSlider \"$DSPLYMNU_MOVEBOB\",\t\t\t\t\"movebob\", 0, 1.0, 0.05, 2\n\tSlider \"$DSPLYMNU_STILLBOB\",\t\t\t\"stillbob\", 0, 1.0, 0.05, 2\n\tSlider \"$DSPLYMNU_BOBSPEED\",\t\t\t\"wbobspeed\", 0, 2.0, 0.1\n\tStaticText \" \"\n\tSlider \"$DSPLYMNU_MENUDIM\",\t\t\t\t\t\"dimamount\", 0, 1.0, 0.05, 2\n\tColorPicker \"$DSPLYMNU_DIMCOLOR\",\t\t\t\"dimcolor\"\n\n}\n\nOptionMenu \"FlashOptions\" protected\n{\n\tTitle \"$HUDMNU_FLASH\"\n\tOption \"$HUDMNU_HEXENFLASHES\",\t\t\t\"pf_hexenweaps\", \"ZDoomHexen\"\n\tOption \"$HUDMNU_POISONFLASHES\",\t\t\t\"pf_poison\", \"ZDoomHexen\"\n\tOption \"$HUDMNU_ICEFLASHES\",\t\t\t\"pf_ice\", \"ZDoomHexen\"\n\tOption \"$HUDMNU_HAZARDFLASHES\",\t\t\t\"pf_hazard\", \"ZDoomStrife\"\n\tStaticText \" \"\n\tSlider \"$DSPLYMNU_BLOODFADE\",\t\t\t\t\"blood_fade_scalar\", 0.0, 1.0, 0.05, 2\n\tSlider \"$DSPLYMNU_PICKUPFADE\",\t\t\t\t\"pickup_fade_scalar\", 0.0, 1.0, 0.05, 2\n\tSlider \"$DSPLYMNU_WATERFADE\",\t\t\t\t\"underwater_fade_scalar\", 0.0, 1.0, 0.05, 2\n}\n\nOptionMenu \"ScalingOptions\" protected\n{\n\tTitle \"$SCALEMNU_TITLE\"\n\tScaleSlider \"$HUDMNU_UISCALE\",\t\t\t\t\"uiscale\", 0.0, 8.0, 1.0, \"$SCALEMNU_ADAPT\"\n\tStaticText \" \"\n\t// These will need a new control type.\n\tStaticText \"$SCALEMNU_OVERRIDE\", 1\n\tScaleSlider \"$SCALEMNU_MESSAGES\", \t\t\t\"con_scaletext\", 0.0, 8.0, 1.0, \"$SCALEMNU_USEUI\"\n\tScaleSlider \"$SCALEMNU_CONSOLE\", \t\t\t\"con_scale\", 0.0, 8.0, 1.0, \"$SCALEMNU_USEUI\"\n\tScaleSlider \"$SCALEMNU_STATBAR\",\t\t\t\"st_scale\", -1.0, 8.0, 1.0, \"$SCALEMNU_USEUI\", \"$SCALEMNU_USEFS\"\n\tScaleSlider \"$SCALEMNU_HUD\", \t\t\t\t\"hud_scale\", -1.0, 8.0, 1.0, \"$SCALEMNU_USEUI\", \"$SCALEMNU_USEFS\"\n\tScaleSlider \"$SCALEMNU_ALTHUD\",\t\t\t\t\"hud_althudscale\", 0.0, 8.0, 1.0, \"$SCALEMNU_USEUI\"\n\tStaticText \" \"\n\tOption \"$SCALEMNU_HUDASPECT\", \t\t\t\t\"hud_aspectscale\", \"OnOff\"\n}\n//-------------------------------------------------------------------------------------------\n//\n// Alternative HUD\n//\n//-------------------------------------------------------------------------------------------\n\nOptionValue \"AMCoordinates\"\n{\n\t0, \"$OPTVAL_PLAYER\"\n\t1, \"$OPTVAL_MAP\"\n}\n\nOptionValue \"AltHUDAmmo\"\n{\n\t0, \"$OPTVAL_CURRENTWEAPON\"\n\t1, \"$OPTVAL_AVAILABLEWEAPONS\"\n\t2, \"$OPTVAL_ALLWEAPONS\"\n}\n\nOptionValue \"AltHUDTime\"\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_LEVELMILLISECONDS\"\n\t2, \"$OPTVAL_LEVELSECONDS\"\n\t3, \"$OPTVAL_LEVEL\"\n\t4, \"$OPTVAL_HUBSECONDS\"\n\t5, \"$OPTVAL_HUB\"\n\t6, \"$OPTVAL_TOTALSECONDS\"\n\t7, \"$OPTVAL_TOTAL\"\n\t8, \"$OPTVAL_SYSTEMSECONDS\"\n\t9, \"$OPTVAL_SYSTEM\"\n}\n\nOptionValue \"AltHUDLag\"\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_NETGAMESONLY\"\n\t2, \"$OPTVAL_ALWAYS\"\n}\n\nOptionValue \"AltHUDAmmoOrder\"\n{\n\t0, \"$OPTVAL_AMMOIMAGETEXT\"\n\t1, \"$OPTVAL_AMMOTEXTIMAGE\"\n}\n\nOptionMenu \"AltHUDOptions\" protected\n{\n\tTitle \"$ALTHUDMNU_TITLE\"\n\t//Indent 220\n\tOption \"$ALTHUDMNU_ENABLE\",\t\t\t\t\t\"hud_althud\", \"OnOff\"\n\tOption \"$ALTHUDMNU_SHOWSECRETS\",\t\t\t\"hud_showsecrets\", \"OnOff\"\n\tOption \"$ALTHUDMNU_SHOWMONSTERS\",\t\t\t\"hud_showmonsters\", \"OnOff\"\n\tOption \"$ALTHUDMNU_SHOWITEMS\",\t\t\t\t\"hud_showitems\", \"OnOff\"\n\tOption \"$ALTHUDMNU_SHOWSTATS\",\t\t\t\t\"hud_showstats\", \"OnOff\"\n\tOption \"$ALTHUDMNU_SHOWBERSERK\",\t\t\t\"hud_berserk_health\", \"OnOff\"\n\tOption \"$ALTHUDMNU_SHOWWEAPONS\",\t\t\t\"hud_showweapons\", \"OnOff\"\n\tOption \"$ALTHUDMNU_SHOWAMMO\",\t\t\t\t\"hud_showammo\", \"AltHUDAmmo\"\n\tOption \"$ALTHUDMNU_SHOWTIME\",\t\t\t\t\"hud_showtime\", \"AltHUDTime\"\n\tOption \"$ALTHUDMNU_TIMECOLOR\",\t\t\t\t\"hud_timecolor\", \"TextColors\"\n\tOption \"$ALTHUDMNU_SHOWLAG\",\t\t\t\t\"hud_showlag\", \"AltHUDLag\"\n\tOption \"$ALTHUDMNU_AMMOORDER\",\t\t\t\t\"hud_ammo_order\", \"AltHUDAmmoOrder\"\n\tSlider \"$ALTHUDMNU_AMMORED\",\t\t\t\t\"hud_ammo_red\", 0, 100, 1, 0\n\tSlider \"$ALTHUDMNU_AMMOYELLOW\",\t\t\t\t\"hud_ammo_yellow\", 0, 100, 1, 0\n\tSlider \"$ALTHUDMNU_HEALTHRED\",\t\t\t\t\"hud_health_red\", 0, 100, 1, 0\n\tSlider \"$ALTHUDMNU_HEALTHYELLOW\",\t\t\t\"hud_health_yellow\", 0, 100, 1, 0\n\tSlider \"$ALTHUDMNU_HEALTHGREEN\",\t\t\t\"hud_health_green\", 0, 100, 1, 0\n\tSlider \"$ALTHUDMNU_ARMORRED\",\t\t\t\t\"hud_armor_red\", 0, 100, 1, 0\n\tSlider \"$ALTHUDMNU_ARMORYELLOW\",\t\t\t\"hud_armor_yellow\", 0, 100, 1, 0\n\tSlider \"$ALTHUDMNU_ARMORGREEN\",\t\t\t\t\"hud_armor_green\", 0, 100, 1, 0\n\tStaticText \" \"\n\tStaticText \"$ALTHUDMNU_AUTOMAPHUD\", 1\n\toption \"$ALTHUDMNU_TITLECOLOR\",\t\t\t\t\"hudcolor_titl\", \"TextColors\"\n\toption \"$ALTHUDMNU_MAPTIMECOLOR\",\t\t\t\"hudcolor_ltim\", \"TextColors\"\n\toption \"$ALTHUDMNU_HUBTIMECOLOR\",\t\t\t\"hudcolor_time\", \"TextColors\"\n\toption \"$ALTHUDMNU_TOTALTIMECOLOR\",\t\t\t\"hudcolor_ttim\", \"TextColors\"\n\toption \"$ALTHUDMNU_COORDINATECOLOR\",\t\t\"hudcolor_xyco\", \"TextColors\"\n\toption \"$ALTHUDMNU_COORDINATEMODE\",\t\t\t\"map_point_coordinates\", \"AMCoordinates\"\n\toption \"$ALTHUDMNU_STATSNAMECOLOR\",\t\t\t\"hudcolor_statnames\", \"TextColors\"\n\toption \"$ALTHUDMNU_STATSCOLOR\",\t\t\t\t\"hudcolor_stats\", \"TextColors\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Misc menu\n//\n//-------------------------------------------------------------------------------------------\n\nOptionValue Autosave\n{\n\t0,\t\"$OPTVAL_ALWAYS\"\n\t1,\t\"$OPTVAL_SCRIPTSONLY\"\n\t2,\t\"$OPTVAL_NEVER\"\n}\n\nOptionValue dehopt\n{\n\t0,\t\"$OPTVAL_NEVER\"\n\t1,\t\"$OPTVAL_ALL\"\n\t2,\t\"$OPTVAL_ONLYLASTONE\"\n}\n\nOptionMenu \"MiscOptions\" protected\n{\n\tTitle \"$MISCMNU_TITLE\"\n\t//Indent 220\n\tIfOption(Windows)\n\t{\n\t\tOption \"$MISCMNU_MERGEKEYS\", \t\t\t\"k_mergekeys\", \"OnOff\"\n\t\tOption \"$MISCMNU_WINFULLSCREENTOGGLE\",\t\"k_allowfullscreentoggle\", \"OnOff\"\n\t}\n\tIfOption(Mac)\n\t{\n\t\tOption \"$MISCMNU_MACFULLSCREENTOGGLE\",\t\"k_allowfullscreentoggle\", \"OnOff\"\n\t}\n\tOption \"$MISCMNU_QUERYIWAD\",\t\t\t\t\"queryiwad\", \"OnOff\"\n\tStaticText \" \"\n\tOption \"$MISCMNU_ALLCHEATS\",\t\t\t\t\"allcheats\", \"OnOff\"\n\tOption \"$MISCMNU_ENABLEAUTOSAVES\",\t\t\t\"disableautosave\", \"Autosave\"\n\tOption \"$MISCMNU_SAVELOADCONFIRMATION\",\t\t\t\"saveloadconfirmation\", \"OnOff\"\n\tSlider \"$MISCMNU_AUTOSAVECOUNT\",\t\t\t\"autosavecount\", 1, 20, 1, 0\n\tOption \"$MISCMNU_QUICKSAVEROTATION\",\t\t\t\"quicksaverotation\", \"OnOff\"\n\tSlider \"$MISCMNU_QUICKSAVECOUNT\",\t\t\t\"quicksaverotationcount\", 1, 20, 1, 0\n\tOption \"$MISCMNU_DEHLOAD\",\t\t\t\t\t\"dehload\", \"dehopt\"\n\tOption \"$MISCMNU_ENABLESCRIPTSCREENSHOTS\",\t\t\"enablescriptscreenshot\", \"OnOff\"\n\tOption \"$MISCMNU_INTERSCROLL\",\t\t\t\t\"nointerscrollabort\", \"OffOn\"\n\tStaticText \" \"\n\tOption \"$MISCMNU_CACHENODES\",\t\t\t\t\"gl_cachenodes\", \"OnOff\"\n\tSlider \"$MISCMNU_CACHETIME\",\t\t\t\t\"gl_cachetime\", 0.0, 2.0, 0.1\n\tSafeCommand \"$MISCMNU_CLEARNODECACHE\",\t\t\"clearnodecache\"\n\tStaticText \" \"\n\tOption \"$OPTMNU_LANGUAGE\", \"language\", \"LanguageOptions\"\n\tIfOption(Windows)\n\t{\n\t\tStaticText \" \"\n\t\tOption\t\"$DSPLYMNU_SHOWENDOOM\",\t\t\t\"showendoom\", \"Endoom\"\n\t}\n\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Automap Menu\n//\n//-------------------------------------------------------------------------------------------\n\nOptionValue MapColorTypes\n{\n\t0, \"$OPTVAL_CUSTOM\"\n\t1, \"$OPTVAL_TRADITIONALDOOM\"\n\t2, \"$OPTVAL_TRADITIONALSTRIFE\"\n\t3, \"$OPTVAL_TRADITIONALRAVEN\"\n}\n\nOptionValue SecretTypes\n{\n\t0, \"$OPTVAL_NEVER\"\n\t1, \"$OPTVAL_ONLYWHENFOUND\"\n\t2, \"$OPTVAL_ALWAYS\"\n}\n\nOptionValue RotateTypes\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_ON\"\n\t2, \"$OPTVAL_ONFOROVERLAYONLY\"\n}\n\nOptionValue OverlayTypes\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_OVERLAYNORMAL\"\n\t2, \"$OPTVAL_OVERLAYONLY\"\n}\n\nOptionValue MaplabelTypes\n{\n\t0, \"$OPTVAL_NEVER\"\n\t1, \"$OPTVAL_ALWAYS\"\n\t2, \"$OPTVAL_NOTFORHUBS\"\n}\n\nOptionValue STSTypes\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_FRONT\"\n\t2, \"$OPTVAL_ANIMATED\"\n\t3, \"$OPTVAL_ROTATED\"\n}\n\nOptionValue MapBackTypes\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_ON\"\n\t2, \"$OPTVAL_MAPDEFINEDCOLORSONLY\"\n}\n\nOptionValue MapTriggers\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_NODOORS\"\n\t2, \"$OPTVAL_ON\"\n}\n\nOptionString MapMarkFont\n{\n\t\"AMMNUMx\", \"$OPTVAL_DEFAULT\"\n\t\"SmallFont\", \"$OPTVAL_SMALL\"\n\t\"BigFont\", \"$OPTVAL_LARGE\"\n\t\"ConsoleFont\", \"$OPTVAL_CONSOLE\"\n}\n\nOptionMenu AutomapOptions protected\n{\n\tTitle \"$AUTOMAPMNU_TITLE\"\n\n\tOption \"$AUTOMAPMNU_COLORSET\",\t\t\t\t\"am_colorset\", \"MapColorTypes\"\n\tOption \"$AUTOMAPMNU_CUSTOMCOLORS\",\t\t\t\"am_customcolors\", \"YesNo\"\n\tSubmenu \"$AUTOMAPMNU_SETCUSTOMCOLORS\",\t\t\"MapColorMenu\"\n\n\tStaticText \"\"\n\tSubmenu \"$AUTOMAPMNU_CONTROLS\",\t\t\t\t\"MapControlsMenu\"\n\n\tStaticText \"\"\n\tOption \"$AUTOMAPMNU_ROTATE\",\t\t\t\t\"am_rotate\", \"RotateTypes\"\n\tOption \"$AUTOMAPMNU_OVERLAY\",\t\t\t\t\"am_overlay\", \"OverlayTypes\"\n\tOption \"$AUTOMAPMNU_TEXTURED\",\t\t\t\t\"am_textured\", \"OnOff\"\n\tOption \"$AUTOMAPMNU_FOLLOW\",\t\t\t\t\"am_followplayer\", \"OnOff\"\n\n\tStaticText \"\"\n\tOption \"$AUTOMAPMNU_SHOWITEMS\",\t\t\t\t\"am_showitems\", \"OnOff\"\n\tOption \"$AUTOMAPMNU_SHOWMONSTERS\",\t\t\t\"am_showmonsters\", \"OnOff\"\n\tOption \"$AUTOMAPMNU_SHOWSECRETS\",\t\t\t\"am_showsecrets\", \"OnOff\"\n\tOption \"$AUTOMAPMNU_SHOWTIME\",\t\t\t\t\"am_showtime\", \"OnOff\"\n\tOption \"$AUTOMAPMNU_SHOWTOTALTIME\",\t\t\t\"am_showtotaltime\", \"OnOff\"\n\tOption \"$AUTOMAPMNU_SHOWMAPLABEL\",\t\t\t\"am_showmaplabel\", \"MaplabelTypes\"\n\n\tStaticText \"\"\n\tOption \"$AUTOMAPMNU_SHOWKEYS\",\t\t\t\t\"am_showkeys\", \"OnOff\"\n\tOption \"$AUTOMAPMNU_SHOWKEYS_ALWAYS\",\t\t\t\"am_showkeys_always\", \"OnOff\"\n\n\tStaticText \"\"\n\tOption \"$AUTOMAPMNU_MAPSECRETS\",\t\t\t\"am_map_secrets\", \"SecretTypes\"\n\tOption \"$AUTOMAPMNU_DRAWMAPBACK\",\t\t\t\"am_drawmapback\", \"MapBackTypes\"\n\tOption \"$AUTOMAPMNU_SHOWTRIGGERLINES\",\t\t\"am_showtriggerlines\", \"MapTriggers\"\n\tOption \"$AUTOMAPMNU_SHOWTHINGSPRITES\",\t\t\"am_showthingsprites\", \"STSTypes\"\n\n\tStaticText \"\"\n\tOption \"$AUTOMAPMNU_PTOVERLAY\",\t\t\t\t\"am_portaloverlay\", \"OnOff\"\n\tSlider \"$AUTOMAPMNU_EMPTYSPACEMARGIN\",\t\t\"am_emptyspacemargin\", 0, 90, 5, 0\n\n\tStaticText \"\"\n\tOption \"$AUTOMAPMNU_MARKFONT\",\t\t\t\t\"am_markfont\", \"MapMarkFont\"\n\tOption \"$AUTOMAPMNU_MARKCOLOR\",\t\t\t\t\"am_markcolor\", \"TextColors\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Automap Controls\n//\n//-------------------------------------------------------------------------------------------\n\nOptionMenu MapControlsMenu protected\n{\n\tTitle \"$MAPCNTRLMNU_TITLE\"\n\tScrollTop 2\n\tStaticTextSwitchable \t\"$CNTRLMNU_SWITCHTEXT1\", \"$CNTRLMNU_SWITCHTEXT2\", \"ControlMessage\"\n\n\tStaticText \"\"\n\tMapControl \"$MAPCNTRLMNU_PANLEFT\",\t\t\t\"+am_panleft\"\n\tMapControl \"$MAPCNTRLMNU_PANRIGHT\",\t\t\t\"+am_panright\"\n\tMapControl \"$MAPCNTRLMNU_PANUP\",\t\t\t\"+am_panup\"\n\tMapControl \"$MAPCNTRLMNU_PANDOWN\",\t\t\t\"+am_pandown\"\n\n\tStaticText \"\"\n\tMapControl \"$MAPCNTRLMNU_ZOOMIN\",\t\t\t\"+am_zoomin\"\n\tMapControl \"$MAPCNTRLMNU_ZOOMOUT\",\t\t\t\"+am_zoomout\"\n\n\tStaticText \"\"\n\tMapControl \"$MAPCNTRLMNU_TOGGLEZOOM\",\t\t\"am_gobig\"\n\tMapControl \"$MAPCNTRLMNU_TOGGLEFOLLOW\",\t\t\"am_togglefollow\"\n\tMapControl \"$MAPCNTRLMNU_TOGGLEGRID\",\t\t\"am_togglegrid\"\n\tMapControl \"$MAPCNTRLMNU_TOGGLETEXTURE\",\t\"am_toggletexture\"\n\n\tStaticText \"\"\n\tMapControl \"$MAPCNTRLMNU_SETMARK\",\t\t\t\"am_setmark\"\n\tMapControl \"$MAPCNTRLMNU_CLEARMARK\",\t\t\"am_clearmarks\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Automap Colors\n//\n//-------------------------------------------------------------------------------------------\n\nOptionMenu MapColorMenu protected\n{\n\tTitle \"$MAPCOLORMNU_TITLE\"\n\tSafeCommand \"$MAPCOLORMNU_DEFAULTMAPCOLORS\", \t\t\"am_restorecolors\"\n\tStaticText \" \"\n\tSubmenu \"$MAPCOLORMNU_CHEATMODE\",\t\t\t\t\t\"MapColorMenuCheats\"\n\tSubmenu \"$MAPCOLORMNU_OVERLAY\",\t\t\t\t\t\t\"MapColorMenuOverlay\"\n\tSubmenu \"$MAPCOLORMNU_OVCHEATMODE\",\t\t\t\t\t\"MapColorMenuCheatsOverlay\"\n\tStaticText \" \"\n\tColorPicker \"$MAPCOLORMNU_BACKCOLOR\",\t\t\t\t\"am_backcolor\"\n\tColorPicker \"$MAPCOLORMNU_YOURCOLOR\",\t\t\t\t\"am_yourcolor\"\n\tColorPicker \"$MAPCOLORMNU_WALLCOLOR\",\t\t\t\t\"am_wallcolor\"\n\tColorPicker \"$MAPCOLORMNU_FDWALLCOLOR\",\t\t\t\t\"am_fdwallcolor\"\n\tColorPicker \"$MAPCOLORMNU_CDWALLCOLOR\",\t\t\t\t\"am_cdwallcolor\"\n\tColorPicker \"$MAPCOLORMNU_EFWALLCOLOR\",\t\t\t\t\"am_efwallcolor\"\n\tColorPicker \"$MAPCOLORMNU_GRIDCOLOR\",\t\t\t\t\"am_gridcolor\"\n\tColorPicker \"$MAPCOLORMNU_XHAIRCOLOR\",\t\t\t\t\"am_xhaircolor\"\n\tColorPicker \"$MAPCOLORMNU_NOTSEENCOLOR\",\t\t\t\"am_notseencolor\"\n\tColorPicker \"$MAPCOLORMNU_LOCKEDCOLOR\",\t\t\t\t\"am_lockedcolor\"\n\tColorPicker \"$MAPCOLORMNU_INTRALEVELCOLOR\",\t\t\t\"am_intralevelcolor\"\n\tColorPicker \"$MAPCOLORMNU_INTERLEVELCOLOR\",\t\t\t\"am_interlevelcolor\"\n\tColorPicker \"$MAPCOLORMNU_SECRETSECTORCOLOR\",\t\t\"am_secretsectorcolor\"\n\tColorPicker \"$MAPCOLORMNU_UNEXPLOREDSECRETCOLOR\",\t\"am_unexploredsecretcolor\"\n\tColorPicker \"$MAPCOLORMNU_SPECIALWALLCOLOR\",\t\t\"am_specialwallcolor\"\n\tColorPicker \"$MAPCOLORMNU_PORTAL\",\t\t\t\t\t\"am_portalcolor\"\n}\n\nOptionMenu MapColorMenuCheats protected\n{\n\tTitle \"$MAPCOLORMNU_CHEATMODE\"\n\tColorPicker \"$MAPCOLORMNU_TSWALLCOLOR\",\t\t\t\t\"am_tswallcolor\"\n\tColorPicker \"$MAPCOLORMNU_SECRETWALLCOLOR\",\t\t\t\"am_secretwallcolor\"\n\tColorPicker \"$MAPCOLORMNU_THINGCOLOR\",\t\t\t\t\"am_thingcolor\"\n\tColorPicker \"$MAPCOLORMNU_MONSTERCOLOR\",\t\t\t\"am_thingcolor_monster\"\n\tColorPicker \"$MAPCOLORMNU_NONCOUNTINGMONSTERCOLOR\",\t\"am_thingcolor_ncmonster\"\n\tColorPicker \"$MAPCOLORMNU_FRIENDCOLOR\",\t\t\t\t\"am_thingcolor_friend\"\n\tColorPicker \"$MAPCOLORMNU_ITEMCOLOR\",\t\t\t\t\"am_thingcolor_item\"\n\tColorPicker \"$MAPCOLORMNU_COUNTITEMCOLOR\",\t\t\t\"am_thingcolor_citem\"\n}\n\nOptionMenu MapColorMenuOverlay protected\n{\n\tTitle \"$MAPCOLORMNU_OVERLAY\"\n\tColorPicker \"$MAPCOLORMNU_YOURCOLOR\",\t\t\t\t\"am_ovyourcolor\"\n\tColorPicker \"$MAPCOLORMNU_WALLCOLOR\",\t\t\t\t\"am_ovwallcolor\"\n\tColorPicker \"$MAPCOLORMNU_FDWALLCOLOR\",\t\t\t\t\"am_ovfdwallcolor\"\n\tColorPicker \"$MAPCOLORMNU_CDWALLCOLOR\",\t\t\t\t\"am_ovcdwallcolor\"\n\tColorPicker \"$MAPCOLORMNU_EFWALLCOLOR\",\t\t\t\t\"am_ovefwallcolor\"\n\tColorPicker \"$MAPCOLORMNU_NOTSEENCOLOR\",\t\t\t\"am_ovunseencolor\"\n\tColorPicker \"$MAPCOLORMNU_LOCKEDCOLOR\",\t\t\t\t\"am_ovlockedcolor\"\n\tColorPicker \"$MAPCOLORMNU_INTRALEVELCOLOR\",\t\t\t\"am_ovtelecolor\"\n\tColorPicker \"$MAPCOLORMNU_INTERLEVELCOLOR\",\t\t\t\"am_ovinterlevelcolor\"\n\tColorPicker \"$MAPCOLORMNU_SECRETSECTORCOLOR\",\t\t\"am_ovsecretsectorcolor\"\n\tColorPicker \"$MAPCOLORMNU_SPECIALWALLCOLOR\",\t\t\"am_ovspecialwallcolor\"\n\tColorPicker \"$MAPCOLORMNU_PORTAL\",\t\t\t\t\t\"am_ovportalcolor\"\n}\n\nOptionMenu MapColorMenuCheatsOverlay protected\n{\n\tTitle \"$MAPCOLORMNU_OVCHEATMODE\"\n\tColorPicker \"$MAPCOLORMNU_TSWALLCOLOR\",\t\t\t\t\"am_ovotherwallscolor\"\n\tColorPicker \"$MAPCOLORMNU_SECRETWALLCOLOR\",\t\t\t\"am_ovsecretwallcolor\"\n\tColorPicker \"$MAPCOLORMNU_THINGCOLOR\",\t\t\t\t\"am_ovthingcolor\"\n\tColorPicker \"$MAPCOLORMNU_MONSTERCOLOR\",\t\t\t\"am_ovthingcolor_monster\"\n\tColorPicker \"$MAPCOLORMNU_NONCOUNTINGMONSTERCOLOR\",\t\"am_ovthingcolor_ncmonster\"\n\tColorPicker \"$MAPCOLORMNU_FRIENDCOLOR\",\t\t\t\t\"am_ovthingcolor_friend\"\n\tColorPicker \"$MAPCOLORMNU_ITEMCOLOR\",\t\t\t\t\"am_ovthingcolor_item\"\n\tColorPicker \"$MAPCOLORMNU_COUNTITEMCOLOR\",\t\t\t\"am_ovthingcolor_citem\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Color Picker\n//\n//-------------------------------------------------------------------------------------------\n\nOptionMenu ColorPickerMenu protected\n{\n\tTitle \"$MNU_COLORPICKER\"\n\t// This menu will be created by the calling code\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Messages\n//\n//-------------------------------------------------------------------------------------------\n\nOptionValue MessageLevels\n{\n\t0.0, \"$OPTVAL_ITEMPICKUP\"\n\t1.0, \"$OPTVAL_OBITUARIES\"\n\t2.0, \"$OPTVAL_CRITICALMESSAGES\"\n}\n\nOptionValue DevMessageLevels\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_ERRORS\"\n\t2, \"$OPTVAL_WARNINGS\"\n\t3, \"$OPTVAL_NOTIFICATIONS\"\n\t4, \"$OPTVAL_EVERYTHING\"\n}\n\nOptionMenu MessageOptions protected\n{\n\tTitle \t\"$MSGMNU_TITLE\"\n\tOption \"$MSGMNU_SHOWMESSAGES\",\t\t\t\t\"show_messages\", \"OnOff\"\n\tOption \"$MSGMNU_SHOWOBITUARIES\",\t\t\t\"show_obituaries\", \"OnOff\"\n\tOption \"$MSGMNU_SHOWSECRETS\",\t\t\t\t\"cl_showsecretmessage\", \"OnOff\"\n\tOption \"$MSGMNU_MESSAGELEVEL\", \t\t\t\t\"msg\", \"MessageLevels\"\n\tOption \"$MSGMNU_DEVELOPER\", \t\t\t\t\"developer\", \"DevMessageLevels\"\n\tOption \"$MSGMNU_CENTERMESSAGES\",\t\t\t\"con_centernotify\", \"OnOff\"\n\tOption \"$MSGMNU_SUBTITLES\",\t\t\t\t\t\"inter_subtitles\", \"OnOff\"\n\tStaticText \" \"\n\tStaticText \"$MSGMNU_MESSAGECOLORS\", 1\n\tStaticText \" \"\n\tOption \"$MSGMNU_ITEMPICKUP\",\t\t\t\t\"msg0color\", \"TextColors\"\n\tOption \"$MSGMNU_OBITUARIES\",\t\t\t\t\"msg1color\", \"TextColors\"\n\tOption \"$MSGMNU_CRITICALMESSAGES\",\t\t\t\"msg2color\", \"TextColors\"\n\tOption \"$MSGMNU_CHATMESSAGES\",\t\t\t\t\"msg3color\", \"TextColors\"\n\tOption \"$MSGMNU_TEAMMESSAGES\",\t\t\t\t\"msg4color\", \"TextColors\"\n\tOption \"$MSGMNU_CENTEREDMESSAGES\",\t\t\t\"msgmidcolor\", \"TextColors\"\n\tStaticText \" \"\n\tOption \"$MSGMNU_SCREENSHOTMESSAGES\",\t\t\"screenshot_quiet\",\t\"OffOn\"\n\tOption \"$MSGMNU_LONGSAVEMESSAGES\",\t\t\t\"longsavemessages\",\t\"OnOff\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Scoreboard\n//\n//-------------------------------------------------------------------------------------------\n\nOptionMenu ScoreboardOptions protected\n{\n\tTitle \"$SCRBRDMNU_TITLE\"\n\tStaticText \"$SCRBRDMNU_COOPERATIVE\", 1\n\tStaticText \" \"\n\tOption \"$SCRBRDMNU_ENABLE\",\t\t\t\t\"sb_cooperative_enable\", \"YesNo\"\n\tOption \"$SCRBRDMNU_HEADERCOLOR\",\t\t\"sb_cooperative_headingcolor\", \"TextColors\"\n\tOption \"$SCRBRDMNU_YOURCOLOR\",\t\t\t\"sb_cooperative_yourplayercolor\", \"TextColors\"\n\tOption \"$SCRBRDMNU_OTHERPLAYERCOLOR\",\t\"sb_cooperative_otherplayercolor\", \"TextColors\"\n\tStaticText \" \"\n\tStaticText \" \"\n\tStaticText \"$SCRBRDMNU_DEATHMATCH\", 1\n\tStaticText \" \"\n\tOption \"$SCRBRDMNU_ENABLE\",\t\t\t\t\"sb_deathmatch_enable\",\t\"YesNo\"\n\tOption \"$SCRBRDMNU_HEADERCOLOR\",\t\t\"sb_deathmatch_headingcolor\", \"TextColors\"\n\tOption \"$SCRBRDMNU_YOURCOLOR\",\t\t\t\"sb_deathmatch_yourplayercolor\", \"TextColors\"\n\tOption \"$SCRBRDMNU_OTHERPLAYERCOLOR\",\t\"sb_deathmatch_otherplayercolor\", \"TextColors\"\n\tStaticText \" \"\n\tStaticText \" \"\n\tStaticText \"$SCRBRDMNU_TEAMDEATHMATCH\", 1\n\tStaticText \" \"\n\tOption \"$SCRBRDMNU_ENABLE\",\t\t\t\t\"sb_teamdeathmatch_enable\", \"YesNo\"\n\tOption \"$SCRBRDMNU_HEADERCOLOR\",\t\t\"sb_teamdeathmatch_headingcolor\", \"TextColors\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Font options\n//\n//-------------------------------------------------------------------------------------------\n\nOptionMenu FontOptions protected\n{\n\tTitle \"$HUDMNU_FONTOPTIONS\"\n\tOption \"$FONTMNU_LOG\",\t\t\t\t\t\"log_vgafont\", \"YesNo\"\n\tOption \"$FONTMNU_DLG\",\t\t\t\t\t\"dlg_vgafont\", \"YesNo\"\n}\n\n/*=======================================\n *\n * Gameplay Options (dmflags) Menu\n *\n *=======================================*/\n\nOptionValue SmartAim\n{\n\t0.0, \"$OPTVAL_OFF\"\n\t1.0, \"$OPTVAL_ON\"\n\t2.0, \"$OPTVAL_NEVERFRIENDS\"\n\t3.0, \"$OPTVAL_ONLYMONSTERS\"\n}\n\nOptionValue FallingDM\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_OLD\"\n\t2, \"$OPTVAL_HEXEN\"\n\t3, \"$OPTVAL_STRIFE\"\n}\n\nOptionValue JumpCrouchFreeLook\n{\n\t0, \"$OPTVAL_DEFAULT\"\n\t1, \"$OPTVAL_OFF\"\n\t2, \"$OPTVAL_ON\"\n}\n\nOptionMenu GameplayOptions protected\n{\n\tPosition -35\n\tTitle \t\"$GMPLYMNU_TITLE\"\n\t//Indent 222\n\tSubmenu \"$GMPLYMNU_DEATHMATCH\",\t\t\t\t\"DeathmatchOptions\"\n\tSubmenu \"$GMPLYMNU_COOPERATIVE\",\t\t\t\"CoopOptions\"\n\tStaticText \" \"\n\tOption \"$GMPLYMNU_TEAMPLAY\",\t\t\t\t\"teamplay\",\t\"OnOff\"\n\tSlider\t\"$GMPLYMNU_TEAMDAMAGE\",\t\"teamdamage\", 0, 1, 0.05,2\n\tStaticText \" \"\n\tOption \"$GMPLYMNU_SMARTAUTOAIM\",\t\t\t\"sv_smartaim\", \"SmartAim\"\n\tStaticText \" \"\n\tOption \"$GMPLYMNU_FALLINGDAMAGE\",\t\t\t\"sv_fallingdamage\", \"FallingDM\"\n\tOption \"$GMPLYMNU_DROPWEAPON\",\t\t\t\t\"sv_weapondrop\", \"YesNo\"\n\tOption \"$GMPLYMNU_DOUBLEAMMO\",\t\t\t\t\"sv_doubleammo\", \"YesNo\"\n\tOption \"$GMPLYMNU_INFINITEAMMO\",\t\t\t\"sv_infiniteammo\", \"YesNo\"\n\tOption \"$GMPLYMNU_INFINITEINVENTORY\",\t\t\"sv_infiniteinventory\", \"YesNo\"\n\tOption \"$GMPLYMNU_NOMONSTERS\",\t\t\t\t\"sv_nomonsters\", \"YesNo\"\n\tOption \"$GMPLYMNU_NOMONSTERSTOEXIT\",\t\t\"sv_killallmonsters\", \"YesNo\"\n\tOption \"$GMPLYMNU_MONSTERSRESPAWN\",\t\t\t\"sv_monsterrespawn\", \"YesNo\"\n\tOption \"$GMPLYMNU_NORESPAWN\",\t\t\t\t\"sv_norespawn\", \"YesNo\"\n\tOption \"$GMPLYMNU_ITEMSRESPAWN\",\t\t\t\"sv_itemrespawn\", \"YesNo\"\n\tOption \"$GMPLYMNU_SUPERRESPAWN\",\t\t\t\"sv_respawnsuper\", \"YesNo\"\n\tOption \"$GMPLYMNU_FASTMONSTERS\",\t\t\t\"sv_fastmonsters\", \"YesNo\"\n\tOption \"$GMPLYMNU_DEGENERATION\",\t\t\t\"sv_degeneration\", \"YesNo\"\n\tOption \"$GMPLYMNU_NOAUTOAIM\",\t\t\t\t\"sv_noautoaim\", \"NoYes\"\n\tOption \"$GMPLYMNU_ALLOWSUICIDE\",\t\t\t\"sv_disallowsuicide\", \"NoYes\"\n\tOption \"$GMPLYMNU_ALLOWJUMP\",\t\t\t\t\"sv_jump\", \"JumpCrouchFreeLook\"\n\tOption \"$GMPLYMNU_ALLOWCROUCH\",\t\t\t\t\"sv_crouch\", \"JumpCrouchFreeLook\"\n\tOption \"$GMPLYMNU_ALLOWFREELOOK\",\t\t\t\"sv_freelook\", \"JumpCrouchFreeLook\"\n\tOption \"$GMPLYMNU_ALLOWFOV\",\t\t\t\t\"sv_nofov\", \"NoYes\"\n\tOption \"$GMPLYMNU_BFGFREEAIM\",\t\t\t\t\"sv_nobfgaim\", \"NoYes\"\n\tOption \"$GMPLYMNU_ALLOWAUTOMAP\",\t\t\t\"sv_noautomap\", \"NoYes\"\n\tOption \"$GMPLYMNU_AUTOMAPALLIES\",\t\t\t\"sv_noautomapallies\", \"NoYes\"\n\tOption \"$GMPLYMNU_ALLOWSPYING\",\t\t\t\t\"sv_disallowspying\", \"NoYes\"\n\tOption \"$GMPLYMNU_CHASECAM\",\t\t\t\t\"sv_chasecam\", \"YesNo\"\n\tOption \"$GMPLYMNU_DONTCHECKAMMO\",\t\t\t\"sv_dontcheckammo\", \"NoYes\"\n\tOption \"$GMPLYMNU_KILLBOSSSPAWNS\",\t\t\t\"sv_killbossmonst\", \"YesNo\"\n\tOption \"$GMPLYMNU_NOCOUNTENDMONSTER\",\t\t\"sv_nocountendmonst\", \"NoYes\"\n\tClass \"GameplayMenu\"\n}\n\nOptionMenu DeathmatchOptions protected\n{\n\tPosition -35\n\tTitle \t\"$GMPLYMNU_DEATHMATCH\"\n\n\tOption \"$GMPLYMNU_WEAPONSSTAY\",\t\t\t\t\"sv_weaponstay\", \"YesNo\"\n\tOption \"$GMPLYMNU_ALLOWPOWERUPS\",\t\t\t\"sv_noitems\", \"NoYes\"\n\tOption \"$GMPLYMNU_ALLOWHEALTH\",\t\t\t\t\"sv_nohealth\", \"NoYes\"\n\tOption \"$GMPLYMNU_ALLOWARMOR\",\t\t\t\t\"sv_noarmor\", \"NoYes\"\n\tOption \"$GMPLYMNU_SPAWNFARTHEST\",\t\t\t\"sv_spawnfarthest\", \"YesNo\"\n\tOption \"$GMPLYMNU_SAMEMAP\",\t\t\t\t\t\"sv_samelevel\", \"YesNo\"\n\tOption \"$GMPLYMNU_FORCERESPAWN\",\t\t\t\"sv_forcerespawn\", \"YesNo\"\n\tOption \"$GMPLYMNU_ALLOWEXIT\",\t\t\t\t\"sv_noexit\", \"NoYes\"\n\tOption \"$GMPLYMNU_BARRELSRESPAWN\",\t\t\t\"sv_barrelrespawn\", \"YesNo\"\n\tOption \"$GMPLYMNU_RESPAWNPROTECTION\",\t\t\"sv_respawnprotect\", \"YesNo\"\n\tOption \"$GMPLYMNU_LOSEFRAG\",\t\t\t\t\"sv_losefrag\", \"YesNo\"\n\tOption \"$GMPLYMNU_KEEPFRAGS\",\t\t\t\t\"sv_keepfrags\", \"YesNo\"\n\tOption \"$GMPLYMNU_NOTEAMSWITCH\",\t\t\t\"sv_noteamswitch\", \"YesNo\"\n\tClass \"GameplayMenu\"\n}\n\nOptionMenu CoopOptions protected\n{\n\tPosition -35\n\tTitle \t\"$GMPLYMNU_COOPERATIVE\"\n\n\tOption \"$GMPLYMNU_MULTIPLAYERWEAPONS\",\t \t\"sv_noweaponspawn\", \"NoYes\"\n\tOption \"$GMPLYMNU_LOSEINVENTORY\",\t\t\t\"sv_cooploseinventory\", \"YesNo\"\n\tOption \"$GMPLYMNU_KEEPKEYS\",\t\t\t\t\"sv_cooplosekeys\", \"NoYes\"\n\tOption \"$GMPLYMNU_KEEPWEAPONS\",\t\t\t\t\"sv_cooploseweapons\", \"NoYes\"\n\tOption \"$GMPLYMNU_KEEPARMOR\",\t\t\t\t\"sv_cooplosearmor\", \"NoYes\"\n\tOption \"$GMPLYMNU_KEEPPOWERUPS\",\t\t\t\"sv_cooplosepowerups\", \"NoYes\"\n\tOption \"$GMPLYMNU_KEEPAMMO\",\t\t\t\t\"sv_cooploseammo\", \"NoYes\"\n\tOption \"$GMPLYMNU_LOSEHALFAMMO\",\t\t\t\"sv_coophalveammo\", \"YesNo\"\n\tOption \"$GMPLYMNU_SPAWNWHEREDIED\",\t\t\t\"sv_samespawnspot\", \"YesNo\"\n\tClass \"GameplayMenu\"\n}\n\n/*=======================================\n *\n * Compatibility Options Menu\n *\n *=======================================*/\n\nOptionValue CompatModes\n{\n\t0, \"$OPTVAL_DEFAULT\"\n\t1, \"$OPTVAL_DOOM\"\n\t2, \"$OPTVAL_DOOMSTRICT\"\n\t3, \"$OPTVAL_BOOM\"\n\t6, \"$OPTVAL_BOOMSTRICT\"\n\t5, \"$OPTVAL_MBF\"\n\t4, \"$OPTVAL_ZDOOM2063\"\n}\n\nOptionMenu \"CompatibilityOptions\" protected\n{\n\tPosition -35\n\tTitle \"$CMPTMNU_TITLE\"\n\tOption \"$CMPTMNU_MODE\",\t\t\t\t\t\t\t\"compatmode\", \"CompatModes\", \"\", 1\n\tStaticText \" \"\n\tSubmenu \"$CMPTMNU_ACTORBEHAVIOR\",\t\t\t\t\"CompatActorMenu\"\n\tSubmenu \"$CMPTMNU_DEHACKEDBEHAVIOR\",\t\t\t\"CompatDehackedMenu\"\n\tSubmenu \"$CMPTMNU_MAPACTIONBEHAVIOR\",\t\t\t\"CompatMapMenu\"\n\tSubmenu \"$CMPTMNU_PHYSICSBEHAVIOR\",\t\t\t\t\"CompatPhysicsMenu\"\n\tSubmenu \"$CMPTMNU_RENDERINGBEHAVIOR\",\t\t\t\"CompatRenderMenu\"\n\tSubmenu \"$CMPTMNU_SOUNDBEHAVIOR\",\t\t\t\t\"CompatSoundMenu\"\n\tClass \"CompatibilityMenu\"\n}\n\nOptionMenu \"CompatActorMenu\" protected\n{\n\tPosition -35\n\tTitle \"$CMPTMNU_ACTORBEHAVIOR\"\n\tOption \"$CMPTMNU_CORPSEGIBS\",\t\t\t\t\t\"compat_CORPSEGIBS\", \"YesNo\"\n\tOption \"$CMPTMNU_NOBLOCKFRIENDS\",\t\t\t\t\"compat_NOBLOCKFRIENDS\", \"YesNo\"\n\tOption \"$CMPTMNU_LIMITPAIN\",\t\t\t\t\t\"compat_LIMITPAIN\", \"YesNo\"\n\tOption \"$CMPTMNU_MBFMONSTERMOVE\",\t\t\t\t\"compat_MBFMONSTERMOVE\", \"YesNo\"\n\tOption \"$CMPTMNU_CROSSDROPOFF\",\t\t\t\t\t\"compat_CROSSDROPOFF\", \"YesNo\"\n\tOption \"$CMPTMNU_DROPOFF\",\t\t\t\t\t\t\"compat_DROPOFF\", \"YesNo\"\n\tOption \"$CMPTMNU_INVISIBILITY\",\t\t\t\t\t\"compat_INVISIBILITY\", \"YesNo\"\n\tOption \"$CMPTMNU_MINOTAUR\",\t\t\t\t\t\t\"compat_MINOTAUR\", \"YesNo\"\n\tOption \"$CMPTMNU_NOTOSSDROPS\",\t\t\t\t\t\"compat_NOTOSSDROPS\", \"YesNo\"\n\tClass \"CompatibilityMenu\"\n}\n\nOptionMenu \"CompatDehackedMenu\" protected\n{\n\tPosition -35\n\tTitle \"$CMPTMNU_DEHACKEDBEHAVIOR\"\n\tOption \"$CMPTMNU_DEHHEALTH\",\t\t\t\t\t\"compat_DEHHEALTH\", \"YesNo\"\n\tOption \"$CMPTMNU_MUSHROOM\",\t\t\t\t\t\t\"compat_MUSHROOM\", \"YesNo\"\n\tClass \"CompatibilityMenu\"\n}\n\nOptionMenu \"CompatMapMenu\" protected\n{\n\tPosition -35\n\tTitle \"$CMPTMNU_MAPACTIONBEHAVIOR\"\n\tOption \"$CMPTMNU_USEBLOCKING\",\t\t\t\t\t\"compat_USEBLOCKING\", \"YesNo\"\n\tOption \"$CMPTMNU_ANYBOSSDEATH\",\t\t\t\t\t\"compat_ANYBOSSDEATH\", \"YesNo\"\n\tOption \"$CMPTMNU_NODOORLIGHT\",\t\t\t\t\t\"compat_NODOORLIGHT\", \"YesNo\"\n\tOption \"$CMPTMNU_LIGHT\",\t\t\t\t\t\t\"compat_LIGHT\", \"YesNo\"\n\tOption \"$CMPTMNU_SHORTTEX\",\t\t\t\t\t\t\"compat_SHORTTEX\", \"YesNo\"\n\tOption \"$CMPTMNU_STAIRS\",\t\t\t\t\t\t\"compat_stairs\", \"YesNo\"\n\tOption \"$CMPTMNU_FLOORMOVE\",\t\t\t\t\t\"compat_floormove\", \"YesNo\"\n\tOption \"$CMPTMNU_POINTONLINE\",\t\t\t\t\t\"compat_pointonline\", \"YesNo\"\n\tOption \"$CMPTMNU_MULTIEXIT\",\t\t\t\t\t\"compat_multiexit\", \"YesNo\"\n\tOption \"$CMPTMNU_TELEPORT\",\t\t\t\t\t\t\"compat_teleport\", \"YesNo\"\n\tOption \"$CMPTMNU_PUSHWINDOW\",\t\t\t\t\t\"compat_pushwindow\", \"YesNo\"\n\tOption \"$CMPTMNU_CHECKSWITCHRANGE\",\t\t\t\t\"compat_checkswitchrange\", \"YesNo\"\n\tOption \"$CMPTMNU_RAILINGHACK\",\t\t\t\t\t\"compat_railing\", \"YesNo\"\n\tClass \"CompatibilityMenu\"\n}\n\nOptionMenu \"CompatPhysicsMenu\" protected\n{\n\tPosition -35\n\tTitle \"$CMPTMNU_PHYSICSBEHAVIOR\"\n\tOption \"$CMPTMNU_NOPASSOVER\",\t\t\t\t\t\"compat_nopassover\", \"YesNo\"\n\tOption \"$CMPTMNU_BOOMSCROLL\",\t\t\t\t\t\"compat_BOOMSCROLL\", \"YesNo\"\n\tOption \"$CMPTMNU_BADANGLES\",\t\t\t\t\t\"compat_badangles\", \"YesNo\"\n\tOption \"$CMPTMNU_WALLRUN\",\t\t\t\t\t\t\"compat_WALLRUN\", \"YesNo\"\n\tOption \"$CMPTMNU_RAVENSCROLL\",\t\t\t\t\t\"compat_RAVENSCROLL\", \"YesNo\"\n\tOption \"$CMPTMNU_TRACE\",\t\t\t\t\t\t\"compat_TRACE\", \"YesNo\"\n\tOption \"$CMPTMNU_HITSCAN\",\t\t\t\t\t\t\"compat_HITSCAN\", \"YesNo\"\n\tOption \"$CMPTMNU_MISSILECLIP\",\t\t\t\t\t\"compat_MISSILECLIP\", \"YesNo\"\n\tOption \"$CMPTMNU_EXPLODE1\",\t\t\t\t\t\t\"compat_explode1\", \"YesNo\"\n\tOption \"$CMPTMNU_EXPLODE2\",\t\t\t\t\t\t\"compat_explode2\", \"YesNo\"\n\tClass \"CompatibilityMenu\"\n}\n\nOptionMenu \"CompatRenderMenu\" protected\n{\n\tPosition -35\n\tTitle \"$CMPTMNU_RENDERINGBEHAVIOR\"\n\tOption \"$CMPTMNU_POLYOBJ\",\t\t\t\t\t\t\"compat_POLYOBJ\", \"YesNo\"\n\tOption \"$CMPTMNU_MASKEDMIDTEX\",\t\t\t\t\t\"compat_MASKEDMIDTEX\", \"YesNo\"\n\tOption \"$CMPTMNU_SPRITESORT\",\t\t\t\t\t\"compat_SPRITESORT\", \"YesNo\"\n\tClass \"CompatibilityMenu\"\n}\n\nOptionMenu \"CompatSoundMenu\" protected\n{\n\tPosition -35\n\tTitle \"$CMPTMNU_SOUNDBEHAVIOR\"\n\tOption \"$CMPTMNU_SOUNDSLOTS\",\t\t\t\t\t\"compat_soundslots\", \"YesNo\"\n\tOption \"$CMPTMNU_SILENTPICKUP\",\t\t\t\t\t\"compat_SILENTPICKUP\", \"YesNo\"\n\tOption \"$CMPTMNU_SILENTINSTANTFLOORS\",\t\t\t\"compat_silentinstantfloors\", \"YesNo\"\n\tOption \"$CMPTMNU_SECTORSOUNDS\",\t\t\t\t\t\"compat_SECTORSOUNDS\", \"YesNo\"\n\tOption \"$CMPTMNU_SOUNDCUTOFF\",\t\t\t\t\t\"compat_soundcutoff\", \"YesNo\"\n\tOption \"$CMPTMNU_SOUNDTARGET\",\t\t\t\t\t\"compat_SOUNDTARGET\", \"YesNo\"\n\tClass \"CompatibilityMenu\"\n}\n\n/*=======================================\n *\n * Sound Options Menu\n *\n *=======================================*/\n\nOptionValue SampleRates\n{\n\t0,\t\t\"$OPTVAL_DEFAULT\"\n\t4000,\t\"$OPTVAL_4000HZ\"\n\t8000,\t\"$OPTVAL_8000HZ\"\n\t11025,\t\"$OPTVAL_11025HZ\"\n\t22050,\t\"$OPTVAL_22050HZ\"\n\t32000,\t\"$OPTVAL_32000HZ\"\n\t44100,\t\"$OPTVAL_44100HZ\"\n\t48000,\t\"$OPTVAL_48000HZ\"\n}\n\nOptionValue BufferSizes\n{\n\t 0, \"$OPTVAL_DEFAULT\"\n\t 64, \"$OPTVAL_64SAMPLES\"\n\t 128, \"$OPTVAL_128SAMPLES\"\n\t 256, \"$OPTVAL_256SAMPLES\"\n\t 512, \"$OPTVAL_512SAMPLES\"\n\t1024, \"$OPTVAL_1024SAMPLES\"\n\t2048, \"$OPTVAL_2048SAMPLES\"\n\t4096, \"$OPTVAL_4096SAMPLES\"\n}\n\nOptionValue BufferCounts\n{\n\t 0, \"$OPTVAL_DEFAULT\"\n\t 2, \"2\"\n\t 3, \"3\"\n\t 4, \"4\"\n\t 5, \"5\"\n\t 6, \"6\"\n\t 7, \"7\"\n\t 8, \"8\"\n\t 9, \"9\"\n\t 10, \"10\"\n\t 11, \"11\"\n\t 12, \"12\"\n}\n\nOptionString SoundOutputsWindows\n{\n\t\"Default\",\t\t\"$OPTVAL_DEFAULT\"\n\t\"DirectSound\",\t\"$OPTSTR_DIRECTSOUND\"\n\t\"WASAPI\",\t\t\"$OPTSTR_WASAPI\"\n\t\"ASIO\",\t\t\t\"$OPTSTR_ASIO\"\n\t\"WaveOut\",\t\t\"$OPTSTR_WAVEOUT\"\n\t\"No sound\",\t\t\"$OPTSTR_NOSOUND\"\n}\n\nOptionString SoundOutputsUnix\n{\n\t\"Default\",\t\t\"$OPTVAL_DEFAULT\"\n\t\"OSS\",\t\t\t\"$OPTSTR_OSS\"\n\t\"ALSA\",\t\t\t\"$OPTSTR_ALSA\"\n\t\"SDL\",\t\t\t\"$OPTSTR_SDL\"\n\t\"ESD\",\t\t\t\"$OPTSTR_ESD\"\n\t\"PulseAudio\",\t\"$OPTSTR_PULSEAUDIO\"\n\t\"No sound\",\t\t\"$OPTSTR_NOSOUND\"\n}\n\nOptionString SoundOutputsMac\n{\n\t\"Core Audio\",\t\t\"$OPTSTR_COREAUDIO\"\n\t\"No sound\",\t\t\t\"$OPTSTR_NOSOUND\"\n}\n\nOptionString ALDevices\n{\n\t// filled in by the sound code\n}\n\nOptionString ALResamplers\n{\n\t// filled in by the sound code\n}\n\nOptionString SpeakerModes\n{\n\t\"Auto\",\t\t\"$OPTSTR_AUTO\"\n\t\"Mono\",\t\t\"$OPTSTR_MONO\"\n\t\"Stereo\",\t\"$OPTSTR_STEREO\"\n\t\"Prologic\",\t\"$OPTSTR_PROLOGIC\"\n\t\"Quad\",\t\t\"$OPTSTR_QUAD\"\n\t\"Surround\",\t\"$OPTSTR_SURROUND\"\n\t\"5.1\",\t\t\"$OPTSTR_5POINT1\"\n\t\"7.1\",\t\t\"$OPTSTR_7POINT1\"\n}\n\nOptionString Resamplers\n{\n\t\"NoInterp\",\t\t\"$OPTSTR_NOINTERPOLATION\"\n\t\"Linear\",\t\t\"$OPTVAL_LINEAR_1\"\n\t\"Cubic\",\t\t\"$OPTVAL_CUBIC\"\n\t\"Spline\",\t\t\"$OPTSTR_SPLINE\"\n}\n\nOptionMenu OpenALSoundItems protected\n{\n\tTitle \"$OPENALMNU_TITLE\"\n\tOption \"$OPENALMNU_PLAYBACKDEVICE\",\t\t\"snd_aldevice\",\t\t\"ALDevices\"\n\tOption \"$OPENALMNU_ENABLEEFX\",\t\t\t\"snd_efx\",\t\t\t\"OnOff\"\n\tOption \"$OPENALMNU_RESAMPLER\",\t\t\t\"snd_alresampler\",\t\"ALResamplers\"\n}\n\nOptionValue MidiDevices\n{\n\t// filled in by the sound code\n}\n\nOptionMenu SoundOptions protected\n{\n\tTitle \"$SNDMNU_TITLE\"\n\tSlider \"$MODMNU_MASTERVOLUME\",\t\t\"snd_mastervolume\", 0, 1, 0.05, 2\n\tStaticText \" \"\n\tSlider \"$SNDMNU_SFXVOLUME\",\t\t\t\"snd_sfxvolume\", 0, 1, 0.05, 2\n\tSlider \"$SNDMNU_MUSICVOLUME\",\t\t\"snd_musicvolume\", 0, 1, 0.05, 2\n\tStaticText \" \"\n\tSlider \"$SNDMNU_MENUVOLUME\",\t\t\"snd_menuvolume\", 0, 1, 0.05, 2\n\tStaticText \" \"\n\tOption \"$SNDMNU_MIDIDEVICE\",\t\t\"snd_mididevice\", \"MidiDevices\"\n\tStaticText \" \"\n\tOption \"$SNDMNU_UNDERWATERREVERB\",\t\"snd_waterreverb\", \"OnOff\"\n\tOption \"$SNDMNU_RANDOMIZEPITCHES\",\t\"snd_pitched\", \"OnOff\"\n\tSlider \"$SNDMNU_CHANNELS\",\t\t\t\"snd_channels\", 64, 256, 8, 0\n\tStaticText \" \"\n\tSubmenu \"$SNDMNU_ADVANCED\",\t\t\t\"AdvSoundOptions\"\n\tSubmenu \"$OPTMNU_REVERB\",\t\t\t\"ReverbEdit\"\n}\n\n/*=======================================\n *\n * Advanced Sound Options Menu\n *\n *=======================================*/\n\nOptionValue GusMemory\n{\n\t0, \"$OPTVAL_UNLIMITED\"\n\t1, \"$OPTVAL_256K\"\n\t2, \"$OPTVAL_512K\"\n\t3, \"$OPTVAL_768K\"\n\t4, \"$OPTVAL_1024K\"\n}\n\nOptionValue OplCores\n{\n\t0, \"$OPTVAL_MAMEOPL2\"\n\t1, \"$OPTVAL_DOSBOXOPL3\"\n\t2, \"$OPTVAL_JAVAOPL3\"\n\t3, \"$OPTVAL_NUKEDOPL3\"\n}\n\nOptionMenu AdvSoundOptions protected\n{\n\tTitle \"$ADVSNDMNU_TITLE\"\n\tOption \"$ADVSNDMNU_SAMPLERATE\",\t\t\t\"snd_samplerate\", \"SampleRates\"\n\tOption \"$ADVSNDMNU_HRTF\",\t\t\t\t\"snd_hrtf\", \"AutoOffOn\"\n\tStaticText \" \"\n\tOption \"$SNDMNU_BACKGROUND\",\t\t\t\"i_soundinbackground\", \"OnOff\"\n\tStaticText \" \"\n\n\tifoption(openal)\n\t{\n\tStaticText \" \"\n\t\tSubmenu \"$SNDMNU_OPENAL\",\t\t\"OpenALSoundItems\"\n\t}\n\n\tStaticText \" \"\n\tSubmenu \"$SNDMNU_MIDIPLAYER\",\t\t\"MidiPlayerOptions\"\n\tSubmenu \"$SNDMNU_MODREPLAYER\",\t\t\"ModReplayerOptions\"\n\tStaticText \" \"\n\tCommand \"$SNDMNU_RESTART\",\t\t\t\"snd_reset\"\n}\n\nOptionMenu GusConfigMenu protected\n{\n\tTitle \"$ADVSNDMNU_SELCONFIG\"\n}\n\nOptionMenu WildMidiConfigMenu protected\n{\n\tTitle \"$ADVSNDMNU_SELCONFIG\"\n}\n\nOptionMenu TimidityConfigMenu protected\n{\n\tTitle \"$ADVSNDMNU_SELCONFIG\"\n}\n\nOptionMenu FluidPatchsetMenu protected\n{\n\tTitle \"$ADVSNDMNU_SELCONFIG\"\n}\n\nOptionMenu ADLBankMenu protected\n{\n\tTitle \"$ADVSNDMNU_OPLBANK\"\n}\n\nOptionMenu ADLMIDICustomBanksMenu protected\n{\n\tTitle \"$ADVSNDMNU_OPLBANKFILE\"\n}\n\nOptionMenu OPNMIDICustomBanksMenu protected\n{\n\tTitle \"$ADVSNDMNU_OPNBANKFILE\"\n}\n\n/*=======================================\n *\n * Module Replayer Options Menu\n *\n *=======================================*/\n\nOptionValue ModReplayers\n{\n\t0.0, \"$OPTVAL_SOUNDSYSTEM\"\n\t1.0, \"$OPTVAL_FOO_DUMB\"\n}\n\nOptionValue ModQuality\n{\n\t0.0, \"$OPTVAL_ALIASING\"\n\t1.0, \"$OPTVAL_LINEAR_1\"\n\t2.0, \"$OPTVAL_CUBIC\"\n\t3.0, \"$OPTVAL_BLEP\"\t\t// Band-limited step\n\t4.0, \"$OPTVAL_LINEARSLOW\"\n\t5.0, \"$OPTVAL_BLAM\"\t\t// Band-limited linear\n\t6.0, \"$OPTVAL_CUBICSLOW\"\n\t7.0, \"$OPTVAL_SINC\"\n}\n\nOptionValue ModVolumeRamps\n{\n\t0.0, \"$OPTVAL_NONE\"\n\t1.0, \"$OPTVAL_NOTEONOFFONLY\"\n\t2.0, \"$OPTVAL_FULLRAMPING\"\n}\n\nOptionMenu ModReplayerOptions protected\n{\n\tTitle \"$MODMNU_TITLE\"\n\tSlider \"$MODMNU_MASTERVOLUME\",\t\t\t\"mod_dumb_mastervolume\", 1, 16, 0.5, 1\n\tOption \"$ADVSNDMNU_SAMPLERATE\",\t\t\t\"mod_samplerate\", \"SampleRates\"\n\tOption \"$MODMNU_QUALITY\",\t\t\t\t\"mod_interp\", \"ModQuality\"\n\tOption \"$MODMNU_VOLUMERAMPING\",\t\t\t\"mod_volramp\", \"ModVolumeRamps\"\n\tStaticText \" \"\n\tOption \"$MODMNU_CHIPOMATIC\",\t\t\t\"mod_autochip\", \"OnOff\"\n\t// TODO if the menu system is ever rewritten: Provide a decent\n\t// mechanism to edit the chip-o-matic settings like you can with\n\t// the foo_dumb preferences in foobar2000.\n}\n\n/*=======================================\n *\n * MIDI player\n *\n *=======================================*/\n\n OptionValue TimidityReverb\n {\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_STANDARD\"\n\t2, \"$ADVSNDMNU_GLOBAL\"\n\t3, \"$ADVSNDMNU_FREEVERB\"\n\t4, \"$ADVSNDMNU_GLOBAL_FREEVERB\"\n }\n\n OptionMenu MidiPlayerOptions protected\n {\n\tTitle \"$SNDMNU_MIDIPLAYER\"\n\tSubmenu \"$ADVSNDMNU_FLUIDSYNTH\", \"FluidsynthOptions\", 0, 1\n\tSubmenu \"$ADVSNDMNU_TIMIDITY\", \"TimidityOptions\", 0, 1\n\tSubmenu \"$ADVSNDMNU_GUSEMULATION\", \"GUSOptions\", 0, 1\n\tSubmenu \"$ADVSNDMNU_WILDMIDI\", \"WildMidiOptions\", 0, 1\n\tSubmenu \"$ADVSNDMNU_OPLSYNTHESIS\", \"OPLOptions\", 0, 1\n\tSubmenu \"$ADVSNDMNU_ADLMIDI\", \"ADLOptions\", 0, 1\n\tSubmenu \"$ADVSNDMNU_OPNMIDI\", \"OPNOptions\", 0, 1\n }\n\n OptionMenu FluidsynthOptions protected\n {\n\tTitle \"$ADVSNDMNU_FLUIDSYNTH\"\n\tLabeledSubMenu \"$ADVSNDMNU_SELCONFIG\",\t\t\"fluid_patchset\", \"FluidPatchsetMenu\"\n\tSlider \"$ADVSNDMNU_FLUIDGAIN\",\t\t\t\"fluid_gain\", 0, 10, 0.5, 1\n\tOption \"$ADVSNDMNU_REVERB\", \t\t\t\"fluid_reverb\", \"OnOff\"\n\tOption \"$ADVSNDMNU_CHORUS\", \t\t\t\"fluid_chorus\", \"OnOff\"\n\tSlider \"$ADVSNDMNU_MIDIVOICES\", \t\t\"fluid_voices\", 16, 4096, 16, 0\n\t// other CVARs need to be revieved for usefulness\n }\n\n OptionMenu TimidityOptions protected\n {\n\tTitle \"$ADVSNDMNU_TIMIDITY\"\n\tLabeledSubMenu \"$ADVSNDMNU_SELCONFIG\",\t\t\"timidity_config\", \"TimidityConfigMenu\"\n\tOption \"$ADVSNDMNU_REVERB\", \t\t\t\"timidity_reverb\", \"TimidityReverb\"\n\tSlider \"$ADVSNDMNU_REVERB_LEVEL\", \t\t\"timidity_reverb_level\", 9, 127, 1, 0\n\tOption \"$ADVSNDMNU_CHORUS\", \t\t\t\"timidity_chorus\", \"OnOff\"\n\t// other CVARs need to be revieved for usefulness\n }\n\n OptionMenu GUSOptions protected\n {\n\tTitle \"$ADVSNDMNU_GUSEMULATION\"\n\tLabeledSubMenu \"$ADVSNDMNU_SELCONFIG\",\t\t\"midi_config\", \"GusConfigMenu\"\n\tSlider \"$ADVSNDMNU_MIDIVOICES\",\t\t\t\"midi_voices\", 16, 256, 4, 0\n\tOption \"$ADVSNDMNU_DMXGUS\", \t\t\t\"midi_dmxgus\", \"OnOff\"\n\tOption \"$ADVSNDMNU_GUSMEMSIZE\", \t\t\"gus_memsize\", \"GusMemory\"\n }\n\n OptionMenu WildMidiOptions protected\n {\n\tTitle \"$ADVSNDMNU_WILDMIDI\"\n\tLabeledSubMenu \"$ADVSNDMNU_SELCONFIG\",\t\t\"wildmidi_config\", \"WildMidiConfigMenu\"\n\tOption \"$ADVSNDMNU_REVERB\", \t\t\t\"wildmidi_reverb\", \"OnOff\"\n\tOption \"$ADVSNDMNU_ADVRESAMPLING\",\t\t\"wildmidi_enhanced_resampling\", \"OnOff\"\n }\n\n OptionMenu OPLOptions protected\n {\n \tTitle \"$ADVSNDMNU_OPLSYNTHESIS\"\n\tOption \"$ADVSNDMNU_OPLCORES\", \t\t\t\"opl_core\", \"OplCores\"\n\tSlider \"$ADVSNDMNU_OPLNUMCHIPS\", \t\t\"opl_numchips\", 1, 8, 1, 0\n\tOption \"$ADVSNDMNU_OPLFULLPAN\",\t\t\t\"opl_fullpan\", \"OnOff\"\n }\n\n OptionValue AdlVolumeModels\n {\n\t0, \"$ADLVLMODEL_AUTO\"\n\t1, \"$ADLVLMODEL_GENERIC\"\n\t2, \"$ADLVLMODEL_NATIVE\"\n\t3, \"$ADLVLMODEL_DMX\"\n\t4, \"$ADLVLMODEL_APOGEE\"\n\t5, \"$ADLVLMODEL_WIN9X\"\n }\n\n OptionValue ADLOplCores\n {\n\t0, \"$OPTVAL_NUKEDOPL3\"\n\t1, \"$OPTVAL_NUKEDOPL3174\"\n\t2, \"$OPTVAL_DOSBOXOPL3\"\n }\n\n OptionValue OpnCores\n {\n\t0, \"$OPTVAL_MAMEOPN2\"\n\t1, \"$OPTVAL_NUKEDOPN2\"\n\t2, \"$OPTVAL_GENSOPN2\"\n }\n\n OptionMenu ADLOptions protected\n {\n\tTitle \"$ADVSNDMNU_ADLMIDI\"\n\tOption \"$ADVSNDMNU_OPLCORES\",\t\t \"adl_emulator_id\", \"ADLOplCores\"\n\tOption \"$ADVSNDMNU_RUNPCMRATE\",\t\t \"adl_run_at_pcm_rate\", \"OnOff\"\n\tSlider \"$ADVSNDMNU_ADLNUMCHIPS\", \t \"adl_chips_count\", 1, 32, 1, 0\n\tOption \"$ADVSNDMNU_OPLFULLPAN\", \t \"adl_fullpan\", \"OnOff\"\n\tOption \"$ADVSNDMNU_VLMODEL\",\t\t \"adl_volume_model\", \"AdlVolumeModels\"\n\tStaticText \"\"\n\tLabeledSubmenu \"$ADVSNDMNU_OPLBANK\", \"adl_bank\", \"ADLBankMenu\"\n\tStaticText \"\"\n\tOption \"$ADVSNDMNU_ADLCUSTOMBANK\", \t \"adl_use_custom_bank\", \"OnOff\"\n\tLabeledSubmenu \"$ADVSNDMNU_OPLBANKFILE\", \"adl_custom_bank\", \"ADLMIDICustomBanksMenu\"\n }\n\n OptionMenu OPNOptions protected\n {\n\tTitle \"$ADVSNDMNU_OPNMIDI\"\n\tOption \"$ADVSNDMNU_OPNCORES\",\t\t \"opn_emulator_id\", \"OpnCores\"\n\tOption \"$ADVSNDMNU_RUNPCMRATE\",\t\t \"opn_run_at_pcm_rate\", \"OnOff\"\n\tSlider \"$ADVSNDMNU_OPNNUMCHIPS\", \t \"opn_chips_count\", 1, 32, 1, 0\n\tOption \"$ADVSNDMNU_OPLFULLPAN\", \t \"opn_fullpan\", \"OnOff\"\n\tStaticText \"\"\n\tOption \"$ADVSNDMNU_OPNCUSTOMBANK\", \t \"opn_use_custom_bank\", \"OnOff\"\n\tLabeledSubmenu \"$ADVSNDMNU_OPNBANKFILE\", \"opn_custom_bank\", \"OPNMIDICustomBanksMenu\"\n }\n\n/*=======================================\n *\n * Change Renderer Menu\n *\n *=======================================*/\n\nOptionValue \"RenderMode\"\n{\n\t0, \"$OPTVAL_SWDOOM\"\n\t1, \"$OPTVAL_SWDOOMTC\"\n\t2, \"$OPTVAL_SWPOLY\"\n\t3, \"$OPTVAL_SWPOLYTC\"\n\t4, \"$OPTVAL_HWPOLY\"\n}\n\n/*=======================================\n *\n * Video mode menu\n *\n *=======================================*/\n\nOptionValue ForceRatios\n{\n\t0.0, \"$OPTVAL_OFF\"\n\t3.0, \"4:3\"\n\t1.0, \"16:9\"\n\t5.0, \"17:10\"\n\t2.0, \"16:10\"\n\t4.0, \"5:4\"\n\t6.0, \"21:9\"\n}\nOptionValue Ratios\n{\n\t0.0, \"4:3\"\n\t4.0, \"5:4\"\n\t1.0, \"16:9\"\n\t2.0, \"16:10\"\n\t3.0, \"17:10\"\n\t6.0, \"21:9\"\n\t -1, \"$OPTVAL_ALL\"\n}\nOptionValue ScaleModes\n{\n\t0, \"$OPTVAL_SCALENEAREST\"\n\t1, \"$OPTVAL_SCALELINEAR\"\n\t2, \"640x400\"\n\t3, \"960x600\"\n\t4, \"1280x800\"\n\t5, \"$OPTVAL_CUSTOM\"\n}\nOptionValue CropAspect\n{\n\t0, \"$OPTVAL_STRETCH\"\n\t1, \"$OPTVAL_LETTERBOX\"\n}\n\nOptionMenu VideoModeMenu protected\n{\n\tTitle \"$VIDMNU_TITLE\"\n\n\tOption \"$VIDMNU_RENDERMODE\",\t\t\"vid_rendermode\", \"RenderMode\"\n\tOption \"$VIDMNU_FULLSCREEN\",\t\t\"fullscreen\", \"YesNo\"\n\n\tIfOption(Mac)\n\t{\n\t\tOption \"$VIDMNU_HIDPI\",\t\t\t\"vid_hidpi\", \"YesNo\"\n\t}\n\tIfOption(Windows)\n\t{\n\t\tOption \"$DSPLYMNU_GPUSWITCH\",\t\t\tvid_gpuswitch, \"GPUSwitch\"\n\t}\n\n\tOption \"$VIDMNU_FORCEASPECT\",\t\t\"vid_aspect\", \"ForceRatios\"\n\tOption \"$VIDMNU_CROPASPECT\",\t\t\"vid_cropaspect\", \"CropAspect\"\n\tOption \"$VIDMNU_SCALEMODE\",\t\t\t\"vid_scalemode\", \"ScaleModes\"\n\tSlider \"$VIDMNU_SCALEFACTOR\",\t\t\"vid_scalefactor\", 0.25, 2.0, 0.25, 2\n\n\tStaticText \" \"\n\tOption \"$DSPLYMNU_VSYNC\",\t\t\t\t\t\"vid_vsync\", \"OnOff\"\n\tOption \"$DSPLYMNU_CAPFPS\",\t\t\t\t\t\"cl_capfps\", \"OffOn\"\n\n\tStaticText \"\"\n\tStaticText \"$VIDMNU_CUSTOMRES\"\n\tTextField \"$VIDMNU_CUSTOMX\", menu_resolution_custom_width\n\tTextField \"$VIDMNU_CUSTOMY\", menu_resolution_custom_height\n\tOption \"$VIDMNU_USELINEAR\", \"vid_scale_customlinear\", \"YesNo\"\n\tStaticText \"\"\n\tCommand \"$VIDMNU_APPLYW\", \"menu_resolution_commit_changes 0\"\n\tCommand \"$VIDMNU_APPLYFS\", \"menu_resolution_commit_changes 1\"\n\tStaticText \"\"\n\n\tSubMenu \"$VIDMNU_RESPRESET\", CustomResolutionMenu\n}\n\nOptionMenu CustomResolutionMenu protected\n{\n\tTitle \"$VIDMNU_RESPRESETTTL\"\n\n\tStaticText \"$VIDMNU_RESPRESETHEAD\"\n\tStaticText \"\"\n\tStaticText \"$VIDMNU_ASPECT43\"\n\tCommand \"640x480\", \"menu_resolution_set_custom 640 480\"\n\tCommand \"1024x768\", \"menu_resolution_set_custom 1024 768\"\n\tCommand \"1280x960\", \"menu_resolution_set_custom 1280 960\"\n\tCommand \"1600x1200\", \"menu_resolution_set_custom 1600 1200\"\n\tStaticText \"\"\n\tStaticText \"$VIDMNU_ASPECT54\"\n\tCommand \"1280x1024\", \"menu_resolution_set_custom 1280 1024\"\n\tStaticText \"\"\n\tStaticText \"$VIDMNU_ASPECT169\"\n\tCommand \"960x540\", \"menu_resolution_set_custom 960 540\"\n\tCommand \"(720p HD) 1280x720\", \"menu_resolution_set_custom 1280 720\"\n\tCommand \"1366x768\", \"menu_resolution_set_custom 1366 768\"\n\tCommand \"(1080p HD) 1920x1080\", \"menu_resolution_set_custom 1920 1080\"\n\tCommand \"(1440p HD) 2560x1440\", \"menu_resolution_set_custom 2560 1440\"\n\tCommand \"(4K UHD) 3840x2160\", \"menu_resolution_set_custom 3840 2160\"\n\tStaticText \"\"\n\tStaticText \"$VIDMNU_ASPECT1610\"\n\tCommand \"960x600\", \"menu_resolution_set_custom 960 600\"\n\tCommand \"1280x800\", \"menu_resolution_set_custom 1280 800\"\n\tCommand \"1440x900\", \"menu_resolution_set_custom 1440 900\"\n\tCommand \"1680x1050\", \"menu_resolution_set_custom 1680 1050\"\n\tCommand \"1920x1200\", \"menu_resolution_set_custom 1920 1200\"\n}\n\n/*=======================================\n *\n * Network options menu\n *\n *=======================================*/\n\nOptionMenu NetworkOptions protected\n{\n\tTitle \"$NETMNU_TITLE\"\n\tStaticText \"$NETMNU_LOCALOPTIONS\", 1\n\tOption \"$NETMNU_MOVEPREDICTION\",\t\t\"cl_noprediction\", \"OffOn\"\n\tOption \"$NETMNU_LINESPECIALPREDICTION\",\t\"cl_predict_specials\", \"OnOff\"\n\tSlider \"$NETMNU_PREDICTIONLERPSCALE\",\t\"cl_predict_lerpscale\", 0.0, 0.5, 0.05, 2\n\tSlider \"$NETMNU_LERPTHRESHOLD\",\t\t\t\"cl_predict_lerpthreshold\", 0.1, 16.0, 0.1\n\tStaticText \" \"\n\tStaticText \"$NETMNU_HOSTOPTIONS\", 1\n\tOption \"$NETMNU_EXTRATICS\",\t\t\t\t\"net_extratic\", \"ExtraTicMode\"\n\tOption \"$NETMNU_TICBALANCE\",\t\t\t\"net_ticbalance\", \"OnOff\"\n\n}\n\nOptionValue ExtraTicMode\n{\n\t0, \"$OPTVAL_NONE\"\n\t1, \"1\"\n\t2, \"$OPTVAL_ALLUNACKNOWLEDGED\"\n}\n\nOptionValue \"LookupOrder\"\n{\n\t0, \"$OPTVAL_OBVERSEFIRST\"\n\t1, \"$OPTVAL_REVERSEFIRST\"\n}\n\nOptionValue \"SpriteclipModes\"\n{\n\t0, \"$OPTVAL_NEVER\"\n\t1, \"$OPTVAL_SMART\"\n\t2, \"$OPTVAL_ALWAYS\"\n\t3, \"$OPTVAL_SMARTER\"\n}\n\nOptionValue \"EnhancedStealth\"\n{\n\t0, \"$OPTVAL_NEVER\"\n\t1, \"$OPTVAL_INFRAREDONLY\"\n\t2, \"$OPTVAL_INFRAREDANDTORCH\"\n\t3, \"$OPTVAL_ANYFIXEDCOLORMAP\"\n}\n\nOptionValue \"FilterModes\"\n{\n\t0, \"$OPTVAL_NONE\"\n\t1, \"$OPTVAL_NONENEARESTMIPMAP\"\n\t5, \"$OPTVAL_NONELINEARMIPMAP\"\n\t6, \"$OPTVAL_NONETRILINEAR\"\n\t2, \"$OPTVAL_LINEAR_2\"\n\t3, \"$OPTVAL_BILINEAR\"\n\t4, \"$OPTVAL_TRILINEAR\"\n}\n\nOptionValue \"TonemapModes\"\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_UNCHARTED2\"\n\t2, \"$OPTVAL_HEJLDAWSON\"\n\t3, \"$OPTVAL_REINHARD\"\n\t4, \"$OPTVAL_LINEAR_3\"\n\t5, \"$OPTVAL_PALETTE\"\n}\n\nOptionValue \"SSAOModes\"\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_LOW\"\n\t2, \"$OPTVAL_MEDIUM\"\n\t3, \"$OPTVAL_HIGH\"\n}\n\nOptionValue \"FXAAQuality\"\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_LOW\"\n\t2, \"$OPTVAL_MEDIUM\"\n\t3, \"$OPTVAL_HIGH\"\n\t4, \"$OPTVAL_EXTREME\"\n}\n\nOptionValue \"Anisotropy\"\n{\n\t1, \"$OPTVAL_OFF\"\n\t2, \"$OPTVAL_2X\"\n\t4, \"$OPTVAL_4X\"\n\t8, \"$OPTVAL_8X\"\n\t16, \"$OPTVAL_16X\"\n}\n\nOptionValue \"Multisample\"\n{\n\t1, \"$OPTVAL_OFF\"\n\t2, \"$OPTVAL_2X\"\n\t4, \"$OPTVAL_4X\"\n\t8, \"$OPTVAL_8X\"\n\t16, \"$OPTVAL_16X\"\n\t32, \"$OPTVAL_32X\"\n}\n\nOptionValue \"Colormaps\"\n{\n\t0, \"$OPTVAL_USEASPALETTE\"\n\t1, \"$OPTVAL_BLEND\"\n}\n\nOptionValue \"LightingModes\"\n{\n\t0, \"$OPTVAL_STANDARD\"\n\t1, \"$OPTVAL_BRIGHT\"\n\t2, \"$OPTVAL_DOOM\"\n\t3, \"$OPTVAL_DARK\"\n\t4, \"$OPTVAL_LEGACY\"\n\t8, \"$OPTVAL_SOFTWARE\"\n\t16, \"$OPTVAL_VANILLA\"\n}\n\nOptionValue \"Precision\"\n{\n\t0, \"$OPTVAL_SPEED\"\n\t1, \"$OPTVAL_QUALITY\"\n}\n\nOptionValue \"DitherModes\"\n{\n\t0, \"$OPTVAL_OFF\"\n\t-1, \"$OPTVAL_ON\"\n\t6, \"6 BPC\"\n\t8, \"8 BPC\"\n\t10, \"10 BPC\"\n\t12, \"12 BPC\"\n}\n\nOptionValue \"Hz\"\n{\n\t0, \"$OPTVAL_OPTIMAL\"\n\t60, \"$OPTVAL_60\"\n\t70, \"$OPTVAL_70\"\n\t72, \"$OPTVAL_72\"\n\t75, \"$OPTVAL_75\"\n\t85, \"$OPTVAL_85\"\n\t100, \"$OPTVAL_100\"\n}\n\nOptionValue \"BillboardModes\"\n{\n\t0, \"$OPTVAL_YAXIS\"\n\t1, \"$OPTVAL_XYAXIS\"\n}\n\nOptionValue \"Particles\"\n{\n\t0, \"$OPTVAL_SQUARE\"\n\t1, \"$OPTVAL_ROUND\"\n\t2, \"$OPTVAL_SMOOTH_2\"\n}\n\nOptionValue \"HqResizeModes\"\n{\n 0, \"$OPTVAL_OFF\"\n 1, \"$OPTVAL_SCALENX\"\n 2, \"$OPTVAL_HQNX\"\n 3, \"$OPTVAL_HQNXMMX\"\n 4, \"$OPTVAL_NXBRZ\"\n 5, \"$OPTVAL_OLD_NXBRZ\"\n 6, \"$OPTVAL_NORMALNX\"\n}\n\nOptionValue \"HqResizeMultipliers\"\n{\n 1, \"$OPTVAL_OFF\"\n 2, \"2x\"\n 3, \"3x\"\n 4, \"4x\"\n 5, \"5x\"\n 6, \"6x\"\n}\n\nOptionValue \"HqResizeModesNoMMX\"\n{\n 0, \"$OPTVAL_OFF\"\n 1, \"$OPTVAL_SCALENX\"\n 2, \"$OPTVAL_HQNX\"\n 4, \"$OPTVAL_NXBRZ\"\n 5, \"$OPTVAL_OLD_NXBRZ\"\n 6, \"$OPTVAL_NORMALNX\"\n}\n\nOptionValue \"FogMode\"\n{\n\t0, \"$OPTVAL_OFF\"\n\t1, \"$OPTVAL_STANDARD\"\n\t2, \"$OPTVAL_RADIAL\"\n}\n\nOptionValue \"FuzzStyle\"\n{\n\t0, \"$OPTVAL_SHADOW\"\n\t1, \"$OPTVAL_PIXELFUZZ\"\n\t2, \"$OPTVAL_SMOOTHFUZZ\"\n\t3, \"$OPTVAL_SWIRLYFUZZ\"\n\t4, \"$OPTVAL_TRANSLUCENTFUZZ\"\n\t6, \"$OPTVAL_NOISE\"\n\t7, \"$OPTVAL_SMOOTHNOISE\"\n\t8, \"$OPTVAL_SOFTWARE\"\n\t//5, \"$OPTVAL_JAGGEDFUZZ\" I can't see any difference between this and 4 so it's disabled for now.\n}\n\nOptionValue VRMode\n{\n\t0, \"$OPTVAL_NORMAL\"\n\t1, \"$OPTVAL_GREENMAGENTA\"\n\t2, \"$OPTVAL_REDCYAN\"\n\t9, \"$OPTVAL_AMBERBLUE\"\n\t3, \"$OPTVAL_SBSFULL\"\n\t4, \"$OPTVAL_SBSNARROW\"\n\t11, \"$OPTVAL_TOPBOTTOM\"\n\t12, \"$OPTVAL_ROWINTERLEAVED\"\n\t13, \"$OPTVAL_COLUMNINTERLEAVED\"\n\t14, \"$OPTVAL_CHECKERBOARD\"\n\t5, \"$OPTVAL_LEFTEYE\"\n\t6, \"$OPTVAL_RIGHTEYE\"\n\t7, \"$OPTVAL_QUADBUFFERED\"\n}\n\nOptionValue ShadowMapQuality\n{\n\t128, \"128\"\n\t256, \"256\"\n\t512, \"512\"\n\t1024, \"1024\"\n}\n\nOptionValue ShadowMapFilter\n{\n\t0, \"$OPTVAL_NEAREST\"\n\t1, \"$OPTVAL_PCF_LOW\"\n\t2, \"$OPTVAL_PCF_MEDIUM\"\n\t3, \"$OPTVAL_PCF_HIGH\"\n}\n\nOptionMenu \"GLTextureGLOptions\" protected\n{\n\tTitle \"$GLTEXMNU_TITLE\"\n\tOption \"$GLTEXMNU_TEXFILTER\",\t\tgl_texture_filter,\t\t\t\t\"FilterModes\"\n\tOption \"$GLTEXMNU_ANISOTROPIC\",\t\tgl_texture_filter_anisotropic,\t\"Anisotropy\"\n\tOption \"$GLTEXMNU_ENABLEHIRES\",\t\tgl_texture_usehires,\t\t\t\"YesNo\"\n\n\tifOption(MMX)\n\t{\n\t\tOption \"$GLTEXMNU_HQRESIZE\",\t\tgl_texture_hqresizemode,\t\t\"HqResizeModes\"\n\t}\n\telse\n\t{\n\t\tOption \"$GLTEXMNU_HQRESIZE\",\t\tgl_texture_hqresizemode,\t\t\"HqResizeModesNoMMX\"\n\t}\n\tOption \"$GLTEXMNU_HQRESIZEMULT\",\tgl_texture_hqresizemult,\t\t\"HqResizeMultipliers\"\n\tStaticText \"!HQRESIZE_WARNING!\"\n\n\tOption \"$GLTEXMNU_RESIZETEX\",\t\tgl_texture_hqresize_textures,\t\"OnOff\"\n\tOption \"$GLTEXMNU_RESIZESPR\",\t\tgl_texture_hqresize_sprites,\t\"OnOff\"\n\tOption \"$GLTEXMNU_RESIZEFNT\",\t\tgl_texture_hqresize_fonts,\t\t\"OnOff\"\n\tOption \"$GLTEXMNU_PRECACHETEX\",\t\tgl_precache,\t\t\t\t\t\"YesNo\"\n\tOption \"$GLTEXMNU_SORTDRAWLIST\", \tgl_sort_textures,\t\t\t\t\"YesNo\"\n\tClass \"GLTextureGLOptions\"\n}\n\nOptionMenu \"GLLightOptions\" protected\n{\n\tTitle \"$GLLIGHTMNU_TITLE\"\n\tOption \"$TCMNU_DYNLIGHTS\",\t\t\t\t\t\"r_dynlights\", \"OnOff\"\n\tOption \"$GLLIGHTMNU_LIGHTSENABLED\",\t\t\tgl_lights,\t\t\t\t\"OnOff\"\n\tOption \"$GLLIGHTMNU_LIGHTSPRITES\",\t\t\tgl_light_sprites,\t\t\"YesNo\"\n\tOption \"$GLLIGHTMNU_LIGHTPARTICLES\",\t\tgl_light_particles,\t\t\"YesNo\"\n\tOption \"$GLLIGHTMNU_LIGHTSHADOWMAP\",\t\tgl_light_shadowmap,\t\t\"YesNo\"\n\tOption \"$GLLIGHTMNU_LIGHTSHADOWMAPQUALITY\", gl_shadowmap_quality,\t\"ShadowMapQuality\"\n\tOption \"$GLLIGHTMNU_LIGHTSHADOWMAPFILTER\", \tgl_shadowmap_filter,\t\"ShadowMapFilter\"\n}\n\nOptionMenu \"OpenGLOptions\" protected\n{\n\tTitle \"$GLMNU_TITLE\"\n\tSubmenu \"$GLPREFMNU_VRMODE\",\t\t\t\t\"VR3DMenu\"\n\tSubmenu \"$GLMNU_POSTPROCESS\",\t\t\t\t\"PostProcessMenu\"\n\tStaticText \" \"\n\tOption \"$GLPREFMNU_SECLIGHTMODE\",\t\t\tgl_lightmode,\t\t\t\t\t\"LightingModes\"\n\tOption \"$GLPREFMNU_SWLMBANDED\",\t\t\t\tgl_bandedswlight,\t\t\t\t\"OnOff\"\n\tOption \"$GLPREFMNU_FOGMODE\",\t\t\t\tgl_fogmode,\t\t\t\t\t\t\"FogMode\"\n\tOption \"$GLPREFMNU_FOGFORCEFULLBRIGHT\",\t\tgl_brightfog,\t\t\t\t\t\"YesNo\"\n\tSlider \"$GLPREFMNU_WPNLIGHTSTR\",\t\t\tgl_weaponlight,\t\t\t\t\t0,32, 2\n\tOption \"$GLPREFMNU_ENVIRONMENTMAPMIRROR\",\tgl_mirror_envmap,\t\t\t\t\"OnOff\"\n\tOption \"$GLPREFMNU_ENV\",\t\t\t\t\tgl_enhanced_nightvision,\t\t\"OnOff\"\n\tOption \"$GLPREFMNU_ENVSTEALTH\",\t\t\t\tgl_enhanced_nv_stealth,\t\t\t\"EnhancedStealth\"\n\tOption \"$GLPREFMNU_SPRCLIP\",\t\t\t\tgl_spriteclip,\t\t\t\t\t\"SpriteclipModes\"\n\tOption \"$GLPREFMNU_SPRBLEND\",\t\t\t\tgl_sprite_blend,\t\t\t\t\"OnOff\"\n\tOption \"$GLPREFMNU_FUZZSTYLE\",\t\t\t\tgl_fuzztype,\t\t\t\t\t\"FuzzStyle\"\n\tOption \"$GLPREFMNU_SPRBILLBOARD\",\t\t\tgl_billboard_mode,\t\t\t\t\"BillboardModes\"\n\tOption \"$GLPREFMNU_SPRBILLFACECAMERA\",\t\tgl_billboard_faces_camera,\t\t\"OnOff\"\n\tOption \"$GLPREFMNU_PARTICLESTYLE\",\t\t\tgl_particles_style,\t\t\t\t\"Particles\"\n\tOption \"$GLPREFMNU_RENDERQUALITY\",\t\t\tgl_render_precise,\t\t\t\t\"Precision\"\n\tStaticText \" \"\n\tSlider \"$GLPREFMNU_MENUBLUR\",\t\t\t\tgl_menu_blur, 0, 5.0, 0.5, 2\n\tStaticText \" \"\n\tOption \"$GLPREFMNU_MULTISAMPLE\", \t\t\tgl_multisample,\t\t\t\t\t\"Multisample\"\n}\n\nOptionMenu \"VR3DMenu\" protected\n{\n\tTitle \"$GLPREFMNU_VRMODE\"\n\tOption \"$GLMNU_3DMODE\",\t\t\t\t\tvr_mode, \t\t\t\t\t\t\"VRMode\"\n\tIfOption(Windows)\n\t{\n\t\tOption \"$GLPREFMNU_VRQUADSTEREO\",\t\t\tvr_enable_quadbuffered,\t\t\t\"OnOff\"\n\t}\n\tSlider \"$GLPREFMNU_VRIPD\",\t\t\t\t\tvr_ipd,\t\t\t\t\t\t\t0.041, 0.073, 0.001, 3\n\tSlider \"$GLPREFMNU_VRSCREENDIST\",\t\t\tvr_screendist,\t\t\t\t\t0.2, 10.0, 0.1, 1\n}\n\nOptionMenu \"PostProcessMenu\" protected\n{\n\tTitle \"$GLMNU_POSTPROCESS\"\n\tOption \"$GLPREFMNU_BLOOM\",\t\t \t\t\tgl_bloom,\t\t\t\t\t\t\"OnOff\"\n\tOption \"$GLPREFMNU_LENS\",\t\t \t\t\tgl_lens,\t\t\t\t\t\t\"OnOff\"\n\tOption \"$GLPREFMNU_SSAO\",\t\t \t\t\tgl_ssao,\t\t\t\t\t\t\"SSAOModes\"\n\tSlider \"$GLPREFMNU_SSAO_PORTALS\",\t\t\tgl_ssao_portals,\t\t\t\t0.0, 4.0, 1.0, 0\n\tOption \"$GLPREFMNU_FXAA\",\t\t \t\t\tgl_fxaa,\t\t\t\t\t\t\"FXAAQuality\"\n\tOption \"$GLPREFMNU_DITHER\",\t\t \t\t\tgl_dither_bpc,\t\t\t\t\t\"DitherModes\"\n\tOption \"$GLPREFMNU_TONEMAP\", \t\t\t\tgl_tonemap,\t\t\t\t\t\t\"TonemapModes\"\n\tStaticText \" \"\n\tSlider \"$GLPREFMNU_PALTONEMAPPOWER\",\t\tgl_paltonemap_powtable,\t\t\t0.2, 3.0, 0.1, 1\n\tOption \"$GLPREFMNU_PALTONEMAPORDER\",\t\tgl_paltonemap_reverselookup,\t\"LookupOrder\"\n}\n\nOptionMenu \"ReverbEdit\" protected\n{\n\tClass \"ReverbEdit\"\n\tTitle \"$OPTMNU_REVERB\"\n\tStaticTextSwitchable \t\"\", \"\", \"EvironmentName\", 1\n\tStaticTextSwitchable \t\"\", \"\", \"EvironmentID\"\n\tStaticText \" \"\n\tSubmenu \"$REVMNU_SELECT\", \"ReverbSelect\"\n\tOption \"$REVMNU_TEST\", \"eaxedit_test\", OnOff\n\tStaticText \" \"\n\tSubmenu \"$REVMNU_NEW\", \"ReverbNew\"\n\tSubmenu \"$REVMNU_SAVE\", \"ReverbSave\"\n\tSubmenu \"$REVMNU_EDIT\", \"ReverbSettings\"\n}\n\nOptionMenu \"ReverbSelect\" protected\n{\n\tClass \"ReverbSelect\"\n\tTitle \"$REVMNU_SELECT\"\n\t// filled in by code\n}\n\nOptionMenu \"ReverbSettings\" protected\n{\n\tTitle \"$REVMNU_EDIT\"\n\tSafeCommand \"$REVMNU_REVERT\", \"revertenvironment\"\n\tStaticText \" \"\n\tSliderReverbEditOption \"$REVMNU_Environment_Size\", 1, 100, 0.01, 3, 1\n\tSliderReverbEditOption \"$REVMNU_Environment_Diffusion\", 0, 1, 0.01, 3, 2\n\tSliderReverbEditOption \"$REVMNU_Room\", -10000, 0, 1, 0, 3\n\tSliderReverbEditOption \"$REVMNU_Room_HF\", -10000, 0, 1, 0, 4\n\tSliderReverbEditOption \"$REVMNU_Room_LF\", -10000, 0, 1, 0, 5\n\tSliderReverbEditOption \"$REVMNU_Decay_Time\", 1, 200, 0.01, 3, 6\n\tSliderReverbEditOption \"$REVMNU_Decay_HF_Ratio\", 1, 20, 0.01, 3, 7\n\tSliderReverbEditOption \"$REVMNU_Decay_LF_Ratio\", 1, 20, 0.01, 3, 8\n\tSliderReverbEditOption \"$REVMNU_Reflections\", -10000, 1000, 1, 0, 9\n\tSliderReverbEditOption \"$REVMNU_Reflections_Delay\", 0, 0.3, 1, 3, 10\n\tSliderReverbEditOption \"$REVMNU_Reflections_Pan_X\", -2000, 2000, 1, 3, 11\n\tSliderReverbEditOption \"$REVMNU_Reflections_Pan_Y\", -2000, 2000, 1, 3, 12\n\tSliderReverbEditOption \"$REVMNU_Reflections_Pan_Z\", -2000, 2000, 1, 3, 13\n\tSliderReverbEditOption \"$REVMNU_Reverb\", -10000, 2000, 1, 0, 14\n\tSliderReverbEditOption \"$REVMNU_Reverb_Delay\", 0, 0.1, 0.01, 3, 15\n\tSliderReverbEditOption \"$REVMNU_Reverb_Pan_X\", -2000, 2000, 1, 3, 16\n\tSliderReverbEditOption \"$REVMNU_Reverb_Pan_Y\", -2000, 2000, 1, 3, 17\n\tSliderReverbEditOption \"$REVMNU_Reverb_Pan_Z\", -2000, 2000, 1, 3, 18\n\tSliderReverbEditOption \"$REVMNU_Echo_Time\", 0.075, 0.25, 0.005, 3, 19\n\tSliderReverbEditOption \"$REVMNU_Echo_Depth\", 0, 1, 0.01, 3, 20\n\tSliderReverbEditOption \"$REVMNU_Modulation_Time\", 0.04, 4, 0.01, 3, 21\n\tSliderReverbEditOption \"$REVMNU_Modulation_Depth\",0, 1, 0.01, 3, 22\n\tSliderReverbEditOption \"$REVMNU_Air Absorption_HF\", -100, 0, 0.01, 3, 23\n\tSliderReverbEditOption \"$REVMNU_HF_Reference\", 10000, 200000, 1, 3, 24\n\tSliderReverbEditOption \"$REVMNU_LF_Reference\",20, 10000, 0.1, 3, 25\n\tSliderReverbEditOption \"$REVMNU_Room_Rolloff_Factor\",0, 10, 0.01, 3, 26\n\tSliderReverbEditOption \"$REVMNU_Diffusion\",0, 100, 0.01, 3, 27\n\tSliderReverbEditOption \"$REVMNU_Density\",0, 100, 0.01, 3, 28\n\tStaticText \" \"\n\tReverbOption \"$REVMNU_Reflections_Scale\", 29, OnOff\n\tReverbOption \"$REVMNU_Reflections_Delay_Scale\", 30, OnOff\n\tReverbOption \"$REVMNU_Decay_Time_Scale\", 31, OnOff\n\tReverbOption \"$REVMNU_Decay_HF_Limit\", 32, OnOff\n\tReverbOption \"$REVMNU_Reverb_Scale\", 33, OnOff\n\tReverbOption \"$REVMNU_Reverb_Delay_Scale\", 34, OnOff\n\tReverbOption \"$REVMNU_Echo_Time_Scale\", 35, OnOff\n\tReverbOption \"$REVMNU_Modulation_Time_Scale\", 36, OnOff\n}\n\nOptionMenu \"ReverbNew\" protected\n{\n\tTitle \"$REVMNU_NEW\"\n\tReverbSelect \"$REVMNU_Based_on\", \"ReverbSelect\"\n\tTextField \"$REVMNU_Name\", \"reverbedit_name\"\n\tNumberField \"$REVMNU_ID_1\", \"reverbedit_id1\", 0, 255\n\tNumberField \"$REVMNU_ID_2\", \"reverbedit_id2\", 0, 255\n\tCommand \"$REVMNU_Create\", \"createenvironment\", 0, 1\n}\n\nOptionMenu \"ReverbSave\" protected\n{\n\tClass \"ReverbSave\"\n\tTitle \"$REVMNU_SAVE\"\n\tCommand \"$REVMNU_Save\", \"savereverbs\"\n\tTextField \"$REVMNU_File_name\", \"reverbsavename\"\n\tStaticText \"\"\n\tStaticText \"$REVMNU_Environments_to_save\"\n\t// Rest is filled in by code.\n}\n\n/*=======================================\n *\n * Language menu\n *\n *=======================================*/\n\nOptionString \"LanguageOptions\"\n{\n\t\"auto\", \"Auto\"\n\t\"default\", \"English (US)\"\n\t\"eng\", \"English (UK)\"\n\t\"cs\", \"Česky (Czech)\"\n\t\"de\", \"Deutsch (German)\"\n\t\"es\", \"Español (España) (Castilian Spanish)\"\n\t\"esm\", \"Español (Latino) (Latin American Spanish)\"\n\t\"fi\", \"Suomi (Finnish)\"\n\t\"fr\", \"Français (French)\"\n\t\"it\", \"Italiano (Italian)\"\n\t\"jp\", \"日本語 (Japanese)\"\n\t\"ko\", \"한국의 (Korean)\"\n\t\"nl\", \"Nederlands (Dutch)\"\n\t\"pl\", \"Polski (Polish)\"\n\t\"ptg\", \"Português (European Portuguese)\"\n\t\"pt\", \"Português do Brasil (Brazilian Portuguese)\"\n\t\"ru\", \"Русский (Russian)\"\n\t\"sr\", \"Српски (Serbian)\"\n}\n\n/*=======================================\n *\n * Option Search menu\n *\n *=======================================*/\n\nOptionMenu \"os_Menu\"\n{\n\tClass \"os_Menu\"\n\tTitle \"$OS_TITLE\"\n}\n\nOptionValue \"os_isanyof_values\"\n{\n\t0, \"$OS_ALL\"\n\t1, \"$OS_ANY\"\n}\n\n/*=======================================\n *\n * Vulkan Menu\n *\n *=======================================*/\n\nOptionMenu \"vkoptions\"\n{\n\tTitle \"$VK_TITLE\"\n\tStaticText \"$VK_WARNING\"\n\tStaticText \"$VK_RESTART\"\n\tStaticText \"\"\n\tOption \"$VKMNU_ENABLE\",\t\t\t\t\"vid_enablevulkan\", \"OnOff\"\n\tTextField \"$VKMNU_DEVICE\",\t\t\tvk_device\n\tOption \"$VKMNU_HDR\",\t\t\t\t\"vk_hdr\", \"OnOff\"\n}"
},
{
"source": "pk3",
"name": "PKM.txt",
"contents": "Actor PKM : BrutalWeapon 20013\n{\n\tObituary \"%o a PKM pusztító tűzerejének áldozata lett.\"\n\tWeapon.UpSound \"PKMSSEL\"\n\tInventory.PickupSound \"WPKUP\"\n\tInventory.PickupMessage \"PKM géppuska\"\n\tWeapon.Kickback 100\n\tWeapon.AmmoType1 \"PKAmmo\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive1 50\n\tDecal \"BulletChip\"\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+NOEXTREMEDEATH\n\t+WEAPON.NOALERT\n\tTag \"PKM\"\n\tStates\n\t{\n\n\tWarmUp:\n\t\tPKMS A 0\n\t\tPKMS A 0 A_TakeInventory(\"PKFirst\", 1)\n\t\tGoto LetsGetStarted\n\n\tLetsGetStarted:\n\t\tPKMS A 1 A_PlaySound(\"PKMLINE\", 2)\n\t\tGoto Ready\n\n\tReady3:\n\tReady:\n\t\tTNT1 A 0 A_SetCrosshair(61)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tPKMS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PKFIRst\",1,\"WarmUp\")\n\t\tGoto Ready3\n\n\tReady2:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n TNT1 A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_TakeInventory(\"MGIsOverSOmething\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"MachinegunCheck\", 0, 0, 0, 12, 0, -45)\n\t\tRIFF A 0 A_FireCustomMissile(\"MachinegunCheck\", 0, 0, 0, 12, 0, -50)\n\t\tRIFF A 0 A_FireCustomMissile(\"MachinegunCheck\", 0, 0, 0, 12, 0, -40)\n\t\tPKIS B 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t//RPDG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t//RPDG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIFInventory(\"MGIsOverSomething\", 1, \"Ready2\")\n\t\tPKIS B 1\n\n\tReady4:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"MGIsOverSOmething\", 1)\n\t\tPKMS J 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFF A 0 A_FireCustomMissile(\"MachinegunCheck\", 0, 0, 0, 12, 0, -45)\n\t\tRIFF A 0 A_FireCustomMissile(\"MachinegunCheck\", 0, 0, 0, 12, 0, -50)\n\t\tRIFF A 0 A_FireCustomMissile(\"MachinegunCheck\", 0, 0, 0, 12, 0, -40)\n\t\t//RPDG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\t//RPDG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIFInventory(\"MGIsOverSomething\", 1, \"Ready2\")\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPKMS A 1\n\t\tPKSP A 1\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tAKRL A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t TNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n TNT1 A 0\n PKSP A 1 A_PlaySound(\"CLIPIN\")\n\t\tPKMS A 2\n\t\tTNT1 A 0 A_GunFLash\n TNT1 AAAAAAAA 0\n\n\tCheckSprint:\n\t\tPKMS A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPKMS A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPKMS A 0 A_JumpIfInventory(\"M60Deployed\", 1, \"Ready4\")\n\n\tStartSprint:\n\t\tPKMS A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPKMS A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tPKMS A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPKMS A 0 A_ZoomFactor(1.0)\n\t\tPKMS A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPKMS A 0\n\t\tPKMS A 0 A_JumpIfInventory(\"Accelerate\", 1, 1)\n\t\tGoto Ready3\n\t\tPKSP A 0 offset(-9,32)\n\t\tPKMS A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPKMS A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tPKMS A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tPKMS A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tPKMS A 0 offset(-9,32)\n\t\tPKSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tPKSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tPKSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tPKSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tPKSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tPKSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tPKSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tPKMS A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPKMS A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n PKMS A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n PKMS A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPKMS A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tPKMS A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tPKSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tPKSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tPKSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tPKSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tPKSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tPKSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tPKSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tPKMS A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPKMS A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tPKMS A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tPKMS A 0 A_PlaySound(\"Tired\", 2)\n\t\tPKMS A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tPKMS A 5 A_WeaponReady\n\t\tPKMS A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tPKMS A 5 A_WeaponReady\n\t\tPKMS A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tPKMS A 5 A_WeaponReady\n\t\tPKMS A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tPKMS A 5 A_WeaponReady\n\t\tPKMS A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tPKMS A 5 A_WeaponReady\n\t\tGoto Ready3\n\n\tStopSprint:\n\t\tPKSP A 1\n\t\tPKMS A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n\tFire:\n\t\tPKMS A 0 A_JumpIfInventory(\"PKAmmo\",1,2)\n Goto NoAmmo\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIFInventory(\"M60Deployed\", 1, \"Fire2\")\n\t\tTNT1 A 0 A_Takeinventory(\"PKAmmo\",1)\n\t\tTNT1 A 0 A_PlaySound(\"PKMFIR\", 1)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tPKMF A 1 BRIGHT A_FireBullets(7, 7, -1, 45, \"MachineGunBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tPKMF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\tPKMF B 1 A_ZoomFactor(0.85)\n\t\tTNT1 A 0 A_Recoil(0.5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, -5, 0, 0)\n\t\tPKMS A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-4)\n\t\tPKMS A 0 A_FireCustomMissile(\"MGLinks\",5,0,8,-4)\n\t\tPKMF A 1 A_SetPitch(pitch-3.0)\n\t\tPKMF C 2 A_ZoomFactor(1.00)\n\t\tPKMS A 3 A_ReFire\n\t\tGoto Ready\n\n\tFire2:\n\t\tPKMS A 0 A_JumpIfInventory(\"PKAmmo\",1,2)\n Goto NoAmmo\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"PKAmmo\",1)\n\t\tTNT1 A 0 A_PlaySound(\"PKMFIR\", 1)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tPKIS C 1 BRIGHT A_FireBullets(4, 4, -1, 45, \"MachineGunBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunFireSmoke\", random(-0.3,0.3), 0, 0, 0, 0, random(-0.3,0.3))\n\t\tPKMF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0, 0, random(-1,1))\n\t\tPKIS D 1 A_ZoomFactor(1.9)\n\t\tPKMS A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-4)\n\t\tPKMS A 0 A_FireCustomMissile(\"MGLinks\",5,0,8,-4)\n\t\tPKIS C 1 BRIGHT\n\t\tPKIS B 1 A_ZoomFactor(2.00)\n\t\tPKIS B 1\n\t\tTNT1 A 0 SetPlayerProperty(0, 0, 0)\n\t\tTNT1 A 0 A_JumpIFInventory(\"MGIsOverSomething\", 1, \"Ready2\")\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready4\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIFInventory(\"M60Deployed\", 1, \"StopAlt\")\n\t\tPKMS ABCDEFGHI 1\n\t\tTNT1 A 0 A_GiveInventory(\"M60Deployed\", 1)\n\t\tGoto Ready4\n\n\tStopAlt:\n\t\tTNT1 A 0\n\t\tPKMS IHGFEDCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"M60Deployed\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MGIsOverSOmething\", 1)\n\t\tGoto Ready3\n\n\tNoAmmo:\n\t\tTNT1 A 0 A_JumpIFInventory(\"M60Deployed\", 1, \"StopAlt\")\n\t\tPKMS A 0\n\t\tPKMS A 0 A_ZoomFactor(1.0)\n\t\tPKMS A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tPKMS A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\tNoAmmo2:\n\t\tPKMS A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t PKMS A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tPKMS A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tPKMS A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tPKMS A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tPKMS A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tPKMS A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tPKME A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tPKMS A 0 A_JumpIfInventory(\"PKAmmo\",1,2)\n\t\tgoto NoAmmo2\n\t\tTNT1 A 0\n\t\tGoto Ready3\n\n\tDoKick:\n\t\tTNT1 AA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TAkeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PowerLightAmp\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, \"SlideAttack\")\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RifleSelected\", 1, \"RifleBash\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tRPGG A 0 A_JumpIfInventory(\"PKAmmo\",1,2)\n Goto NoAmmo2\n\t\tTNT1 AA 0\n\t\tGoto Ready3\n\n\tFlash:\n\t\tTNT1 A 2 bright\n\t\tStop\n\tSpawn:\n\t\tPKMG A -1\n\t\tStop\n\t}\n}\n\nActor PKAmmo : Ammo\n{\n \tGame Doom\n\tInventory.Icon \"PKMGA0\"\n\tInventory.Amount 100\n\tInventory.MaxAmount 400\n\tAmmo.BackpackAmount 50\n\tAmmo.BackpackMaxAmount 200\n\t}\n\n\tACTOR PKBox : PKAmmo Replaces Cell 20109\n{\n\tInventory.PickupMessage \"PKM rakasz\"\n\tInventory.Amount 100\n\tInventory.Icon \"PKAMA0\"\n\tInventory.PickupSound \"PKAM\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tPKAM A -1\n\t\tStop\n\t}\n}\n\nActor MachinegunCheck\n{\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t+HITTARGET\n\tradius 8\n\theight 2\n\tspeed 24\n\tScale 0.3\n\t\tstates\n\t\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 2 BRIGHT\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CheckFloor(\"IsOverSomething\")\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 2\n\t\t\tStop\n\t\tXdeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInTargetINventory(\"IsSandbag\", 1, \"IsOverSomething2\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tIsOverSomething:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"MGIsOverSomething\", 1)\n\t\t\tStop\n\t\tIsOverSomething2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RadiusGive(\"MGIsOverSomething\", 100, RGF_PLAYERS, 1)\n\t\t\tStop\n\t\t\t}\n}\n\nActor CoverCheck: MachinegunCheck\n{\nSpeed 32\nradius 10\nheight 12\n\t\tstates\n\t\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 3\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 2 BRIGHT\n\t\t\tStop\n\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RadiusGive(\"MGIsOverSomething\", 100, RGF_MONSTERS, 1)\n\t\t\tStop\n\n\t\tXdeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInTargetINventory(\"IsSandbag\", 1, \"Death\")\n\t\t\tTNT1 A 0 A_JumpIfInTargetINventory(\"IsPlant\", 1, \"Death\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\t\t}\n}\n\nActor CoverCheck2: CoverCheck\n{\nradius 1\n}\n\nActor GunnerCoverCheck: CoverCheck\n{\nradius 4\n\t\tstates\n\t\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 3\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 2 BRIGHT\n\t\t\tStop\n\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RadiusGive(\"MGIsOverSomething\", 100, RGF_MONSTERS, 1)\n\t\t\tStop\n\n\t\tXdeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInTargetINventory(\"IsSandbag\", 1, \"Death\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\t\t}\n}\n\nActor GunnerCoverCheck2: GunnerCoverCheck\n{\nSpeed 45\n}"
},
{
"source": "pk3",
"name": "langszoro.txt",
"contents": "Actor Langszoro : BrutalWeapon 20014\n{\n\tObituary \"%o elégett.\"\n\tWeapon.UpSound \"\"\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Lángszóró - az egyetlen fegyver mivel nyerhetek...!\"\n\tWeapon.Kickback 100\n\tWeapon.AmmoType1 \"gas2\"\n\tWeapon.AmmoGive1 100\n\tWeapon.AmmoUse 1\n\tScale 0.9\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+NOEXTREMEDEATH\n\t+WEAPON.NOALERT\n\tTag \"Lángszóró\"\n\tStates\n\t{\n\n\tWarmUp:\n\t\tFLMT A 0\n\t\tFLMT A 0 A_TakeInventory(\"FLMFirst\", 1)\n\t\tGoto LetsGetStarted\n\n\tLetsGetStarted:\n\t\tLXRO A 1 A_PlaySound(\"FLMLINE\", 2)\n\t\tLXRO B 5\n\t\tLXRO CDEF 1\n\t\tLXRO G 5 A_PlaySound(\"ZIPPO\", 3)\n\t\tLXRO HIHIHIHIHIHIHI 1\n\t\tLXRO G 1 A_PlaySound(\"FLMUP\", 4)\n\t\tLXRO G 4\n\t\tLXRO FEDC 1\n\t\tLXRO B 3\n\t\tLXRO A 1\n\t\tGoto Ready\n\n\tReady:\n\tReady3:\n\tReload:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n\t\tFLMT A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"FLMFirst\",1,\"WarmUp\")\n\t\tFLMT A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n FLMT A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n FLMT A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tFLMT A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tFLMT A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tFLMT A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tFLMT A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tFLMT A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tFLMT A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\n\tStartSprint:\n\t\tFLMT A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tFLMT A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tFLMT A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tFLMT A 0 A_ZoomFactor(1.0)\n\t\tFLMT A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tFLMT A 0 offset(-9,32)\n\t\tFLMT A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tFLMT A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tFLMT A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tFLMT A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 15)\n\t\tFLMT A 0 offset(-9,32)\n\t\tFLMT A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tFLMT A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tFLMT A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tFLMT A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tFLMT A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tFLMT A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tFLMT A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tTNT1 C 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tFLMT A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n FLMT A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tFLMT A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 8)\n\t\tFLMT A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tFLMT A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tFLMT A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tFLMT A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tFLMT A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tFLMT A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tFLMT A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tFLMT A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tFLMT A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tFLMT A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tFLMT A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tFLMT A 0 A_PlaySound(\"Tired\", 2)\n\t\tFLMT A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tFLMT A 1 A_WeaponReady\n\t\tFLMT A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tFLMT A 1 A_WeaponReady\n\t\tFLMT A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tFLMT A 1 A_WeaponReady\n\t\tFLMT A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tFLMT A 1 A_WeaponReady\n\t\tFLMT A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tFLMT A 1 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tFLMT A 1\n\t\tFLMT A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDryFire:\n\t FLMT A 1\n\t\tFLMT A 0 A_PlaySound(\"weapons/empty\")\n\t\tGoto Ready+6\n\n\tDeselect:\n\t FLMT A 0 A_StopSound(CHAN_WEAPON)\n\t\tFLMT A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tFLMT A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tFLMT A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tFLMT A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tFLMT A 0 A_Giveinventory(\"FlameCannonSelected\",1)\n\t\tFLMT A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tFLMT A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tFLMT AAA 1 A_Raise\n\n\t\tFLMT A 0 A_PlaySound(\"BFGREADY\")\n TNT1 AAA 0\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t\tFLMT A 0 A_GunFlash\n\t\tGoto Ready\n\n Spawn:\n FLMT F 1\n Loop\n\n Fire:\n FLMT A 0\n\t\tFLMT A 0 A_JumpIf(waterlevel > 1, \"DryFire\")\n FLMT A 0 A_JumpIfInventory(\"gas2\", 1, \"Flamethrower\")\n\t\tFLMT A 0 A_StopSound(CHAN_WEAPON)\n\t\tGoto DryFire\n\n\tFlamethrower:\n FLMT A 0 BRIGHT A_FireCustomMissile(\"FlamethrowerMissile\", 0, 1, 0, -12, 0, 8)\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"Shotgunparticles2\", random(-12,12), 0, 0, -2, 0, random(-9,9))\n\t\tFLMT A 0 A_PlaySound(\"FLAMER\", CHAN_WEAPON, 1, 1)\n\n\t\tFLMT A 0 A_TakeInventory(\"gas2\", 4)\n\t\tFLMT BC 1 BRIGHT A_SetAngle(random(1, -1) + angle)\n\t\tFLMT A 0 BRIGHT A_SetPitch(random(1, -1) + pitch)\n\n\t\tFLMT A 0 BRIGHT A_FireCustomMissile(\"FlamethrowerMissileProper\", 0, 1, 0, -12, 0, 8)\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"Shotgunparticles2\", random(-12,12), 0, 0, -2, 0, random(-9,9))\n\t\tFLMT A 0 A_PlaySound(\"FLAMER\", CHAN_WEAPON, 1, 1)\n\t\tFLMT A 0 A_TakeInventory(\"gas2\", 4)\n\t\tFLMT BC 1 BRIGHT\n\n\t\tFLMT A 0 BRIGHT A_FireCustomMissile(\"FlamethrowerMissileProper\", 0, 1, 0, -12, 0, 8)\n\t\tFLMT A 0 BRIGHT A_FireCustomMissile(\"Shotgunparticles2\", random(-12,12), 0, 0, -2, 0, random(-9,9))\n\t\tFLMT A 0 A_PlaySound(\"FLAMER\", CHAN_WEAPON, 1, 1)\n\t\tFLMT A 0 A_TakeInventory(\"gas2\", 4)\n\t\tFLMT BC 1 BRIGHT\n\n\t\tFLMT A 0 BRIGHT A_FireCustomMissile(\"FlamethrowerMissileProper\", 0, 1, 0, -12, 0, 8)\n\t\tFLMT A 0 BRIGHT A_FireCustomMissile(\"Shotgunparticles2\", random(-12,12), 0, 0, -2, 0, random(-9,9))\n\t\tFLMT A 0 A_PlaySound(\"FLAMER\", CHAN_WEAPON, 1, 1)\n\t\tFLMT A 0 A_TakeInventory(\"gas2\", 4)\n\t\tFLMT BC 1 BRIGHT\n\n\t\tFLMT A 0 A_TakeInventory(\"gas2\", 4)\n\t\tFLMT BC 1 BRIGHT A_SetAngle(random(1, -1) + angle)\n\t\tFLMT A 0 BRIGHT A_SetPitch(random(1, -1) + pitch)\n\n\t\tFLMT A 0 BRIGHT A_FireCustomMissile(\"FlamethrowerMissileProper\", 0, 1, 0, -12, 0, 8)\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"Shotgunparticles2\", random(-12,12), 0, 0, -2, 0, random(-9,9))\n\t\tFLMT A 0 A_PlaySound(\"FLAMER\", CHAN_WEAPON, 1, 1)\n\t\tFLMT A 0 A_TakeInventory(\"gas2\", 4)\n\t\tFLMT BC 1 BRIGHT\n\n\t\tFLMT A 0 BRIGHT A_FireCustomMissile(\"FlamethrowerMissileProper\", 0, 1, 0, -12, 0, 8)\n\t\tFLMT A 0 BRIGHT A_FireCustomMissile(\"Shotgunparticles2\", random(-12,12), 0, 0, -2, 0, random(-9,9))\n\t\tFLMT A 0 A_PlaySound(\"FLAMER\", CHAN_WEAPON, 1, 1)\n\t\tFLMT A 0 A_TakeInventory(\"gas2\", 4)\n\t\tFLMT BC 1 BRIGHT\n\n\t\tFLMT A 0 BRIGHT A_FireCustomMissile(\"FlamethrowerMissileProper\", 0, 1, 0, -12, 0, 8)\n\t\tFLMT A 0 BRIGHT A_FireCustomMissile(\"Shotgunparticles2\", random(-12,12), 0, 0, -2, 0, random(-9,9))\n\t\tFLMT A 0 A_PlaySound(\"FLAMER\", CHAN_WEAPON, 1, 1)\n\t\tFLMT A 0 A_TakeInventory(\"gas2\", 4)\n\t\tFLMT BC 1 BRIGHT\n\t\tFLMT A 0 A_Refire\n\t\tFLMT A 0 A_PlaySound(\"FLAMSTOP\", CHAN_WEAPON)\n\t\tGoto Ready+6\n\t}\n}\n\nActor gas2 : Ammo\n{\n \tGame Doom\n\tInventory.Icon \"GSLNA0\"\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 25\n\tAmmo.BackpackMaxAmount 200\n\t}\n\nACTOR napalm : gas2 Replaces CellPack 20118\n{\n\tInventory.PickupMessage \"Gyújtófolyadék\"\n\tInventory.Amount 50\n\tInventory.Icon \"GSLNA0\"\n\tInventory.PickupSound \"AKMAG\"\n\tScale 1.1\n\tStates\n\t{\n\tSpawn:\n\t\tGSLN A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Glock.txt",
"contents": "Actor Glock : BrutalWeapon 20010\n{\nobituary \"%o bekapott egy 9 mm-st.\"\n //attacksound \"GLOKFIR\"\n decal \"BulletChip\"\n inventory.pickupmessage \"Glock 17 pisztoly\"\n Inventory.PickupSound \"WPKUP\"\n //Weapon.UpSound \"GLOKSEL\"\n Weapon.AmmoType1 \"9mm\"\n Weapon.AmmoType2 \"GlockAmmo\"\n weapon.ammouse1 0\n weapon.ammouse2 0\n Weapon.AmmoGive1 7\n Weapon.AmmoGive2 0\n scale 0.75\n\t//+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\tTag \"Glock 17\"\n states\n {\n WarmUp:\n\t\tGLOK A 0\n\t\tGLOK A 0 A_TakeInventory(\"GlockFirst\", 1)\n\t\tGoto LetsGetStarted\n\n\tLetsGetStarted:\n\t\tGLOK A 2 A_PlaySound(\"GLOKLINE\", CHAN_VOICE, 1, 0)\n\t\tGLOR A 5\n\t\tGLOR P 1\n\t\tGLOR QR 1\n\t\tGLOR S 1 A_PlaySound(\"GLOKSEL\", 3)\n\t\tGLOR TSRQP 1\n\t\tGLOR A 2\n\t\tGoto Ready\n\n \tReady3:\n\tReady:\n\t\tTNT1 A 0 A_SetCrosshair(57)\n\t\tGLOK A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GlockFirst\",1,\"WarmUp\")\n GLOK A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n GLOK A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tGLOK A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tGLOK A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n GLOK A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tGLOK A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tGLOK A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tGLOK A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tReady2:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tGLIS B 1 A_WeaponReady (WRF_ALLOWRELOAD)\n\t\tLoop\n\n\tCheckSprint:\n\t\tGLOK A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGLOK A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\n\tStartSprint:\n\t\tGLOK A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGLOK A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPISP A 0 offset(-9,32)\n\t\tGLOK A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tGLOK A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tGLOK A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tGLOK A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tGLOK A 0 offset(-9,32)\n\t\tGLSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tGLSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tGLSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tGLSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tGLSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tGLSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tGLSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tGLOK A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tGLOK A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n GLOK A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n GLOK A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tGLOK A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tGLOK A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tGLSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tGLSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tGLSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tGLSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tGLSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tGLSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tGLSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tGLOK A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tGLOK A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tGLOK A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGLOK A 0 A_PlaySound(\"Tired\", 2)\n\t\tGLOK A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGLOK A 5 A_WeaponReady\n\t\tGLOK A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGLOK A 5 A_WeaponReady\n\t\tGLOK A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGLOK A 5 A_WeaponReady\n\t\tGLOK A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGLOK A 5 A_WeaponReady\n\t\tGLOK A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGLOK A 5 A_WeaponReady\n\t\tGoto Ready\n\n\tStopSprint:\n\t\tGLOK A 1\n\t\tGLOK A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tGLOR A 1\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tGLOP A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tGLOK A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tGLOK A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tGLOK A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tGLOK A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t GLOK A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n GLOK A 0 A_PlaySound(\"GLOCKSEL\")\n\t\tGLSP A 1\n\t\tGLOR A 1\n GLOK A 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"GlockAmmo\",1,2)\n Goto NoAmmo\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n TNT1 A 0 A_PlaySound(\"GLOKFIR\")\n\t\tPIST F 0 A_AlertMonsters\n\t\t//TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tGLOF A 1 BRIGHT A_FireBullets (2, 2, -1, 15, \"WeakPuff\", FBF_NORANDOM)\n\t\tRIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n //TNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-2,2), 0, -1, 0)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"GlockAmmo\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n GLOF B 1\n\t\tGLOK A 0 A_ZoomFactor(0.94)\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(pitch-1.2)\n\t\tGLOK BCD 1\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tGLOK A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tGLOK A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tGLOK A 0 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tGLOK A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tGLOK A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tGLOK A 0 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tGLOK A 2\n\tGoto Ready3\n\n\tFire2:\n TNT1 A 0 A_JumpIfInventory(\"GlockAmmo\",1,2)\n Goto NoAmmo\n\t\tTNT1 A 0\n \tTNT1 A 0 A_PlaySound(\"GLOKFIR\")\n\t\tPIST F 0 A_AlertMonsters\n\t\t//TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tGLOK A 0 A_ZoomFactor(1.9)\n\t\tGLIS C 2 BRIGHT A_FireBullets (1, 1, -1, 15, \"WeakPuff\", FBF_NORANDOM)\n \tRI2F A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 4, 0, random(-1,1))\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"GlockAmmo\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",8,0,8,-4)\n \tGLIS D 2\n\t\t//RIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(pitch-0.75)\n\t\tRIFG A 0 A_ZoomFactor(2.0)\n\t\tGLIS B 5\n\t\tGoto Ready2\n\n\tAltFire:\n \tTNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n \tTNT1 A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tGLOK A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tGLOK A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tGLIS A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tGLIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tGLIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tGLIS A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\tNoAim:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tGLIS A 1\n Goto Ready+6\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tGLOK A 0\n\t\tPIST F 0 A_Giveinventory(\"GunEmpty\",1)\n\t\tGLOK A 0 A_ZoomFactor(1.0)\n\t\tGLOK A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tGLOK A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tGLOK A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\tNoAmmo2:\n\t\tGLOK A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t GLOK A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tGLOK A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tGLOK A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tGLOK A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tGLOK A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tGLOK A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tGLOK A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tGLOK A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tGLOK A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"Ready3\")\n\t\tGLOK A 0 A_JumpIfInventory(\"9mm\",1,\"Reload\")\n\t\tGLOK A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\tReload:\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GlockAmmo\",18,\"ready\")\n TNT1 A 0 A_JumpIfInventory(\"9mm\",1,2)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tGLOK A 2\n\t\tGLOR P 1\n\t\tGLOR A 1\n\t\tGLOR B 6\n\t\tTNT1 A 0 A_PlaySound(\"GLMAGOUT\")\n\t\tGLOR CDEF 1\n\t\tGLOR B 15 A_FireCustomMissile(\"EmptyGLOKMag\",-5,0,8,-4)\n\t\tGLOR GHIJKL 1\n\t\tGLOR M 12 A_PlaySound(\"GLMAGIN\")\n\t\tGLOR NO 1\n\t\tGLOR B 8\n\t\tGLOR A 1\n\t\tGLOR P 1\n\t\tGLOK A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGLOK A 0 A_JumpIfInventory(\"GlockAmmo\",1,\"InsertBullets2\")//15+1 effect\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_JumpIfInventory(\"GlockAmmo\",17,15)\n\t\tRIFG A 0 A_JumpIfInventory(\"9mm\",1,3)\n\t\tGoto FinishReloading\n TNT1 AAAAAA 0\n\t\tRIFG A 0 A_Giveinventory(\"GlockAmmo\",1)\n\t\tRIFG A 0\n\t\tRIFG A 0 A_Takeinventory(\"9mm\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFG A 0 A_Refire\n Goto FinishReloading\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFG A 0 A_Refire\n Goto FinishReloading\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_JumpIfInventory(\"GlockAmmo\",18,15)\n\t\tRIFG A 0 A_JumpIfInventory(\"9mm\",1,3)\n\t\tGoto FinishReloading\n TNT1 AAAAAA 0\n\t\tRIFG A 0 A_Giveinventory(\"GlockAmmo\",1)\n\t\tRIFG A 0\n\t\tRIFG A 0 A_Takeinventory(\"9mm\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFG A 0 A_Refire\n Goto FinishReloading\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFG A 0 A_Refire\n Goto FinishReloading\n\n\tFinishReloading:\n\t\tRIFG A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GunEmpty\",1,2)\n\t\tGoto Ready3\n\t\tTNT1 A 0\n\t\tGLOR A 4\n\t\tGLOR P 1\n\t\tGLOR QR 1\n\t\tGLOR S 1 A_PlaySound(\"GLOKSEL\", 3)\n\t\tGLOR TSRQP 1\n\t\tGLOR A 2\n\t\tTNT1 A 0 A_Takeinventory(\"GunEmpty\",1)\n\t\tPIST F 0 A_Refire\n\t\tGoto Ready\n\n\tUnload:\n\t\tGLOK A 1 A_WeaponReady\n\t\tGLOK A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGLOK A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tGLOK A 0 A_JumpIfInventory(\"GlockAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tGLOK A 0 A_Takeinventory(\"Zoomed\",1)\n GLOK A 0 A_ZoomFactor(1.0)\n\t\tGLOK A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tGLOK A 0 A_Takeinventory(\"Reloading\",1)\n GLOR A 2\n\t\tGLOR B 12\n\t\tGLOR ON 1\n\t\tGLOR M 6 A_PlaySound(\"GLMAGOUT\")\n\t\tGLOR LKJIHG 1\n\t\tGLOR B 6\n\t\tGLOR A 1\n\t\tGLOK A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tGLOK A 0 A_JumpIfInventory(\"GlockAmmo\",1,\"RemoveBullets\")\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tGLOK A 0 A_JumpIfInventory(\"GlockAmmo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tGLOK A 0 A_Takeinventory(\"GlockAmmo\",1)\n\t\tGLOK A 0 A_Giveinventory(\"9mm\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tGLOK A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tGLOK A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tGLOK A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tGLOK A 0 A_Refire\n Goto Ready\n\n\tSpawn:\n\t\tGLOI A -1\n\t\tStop\n\t\t}\n\t}\n\n Actor GlockAmmo : Ammo\n{\n \tGame Doom\n\tInventory.Icon \"GLOIA0\"\n\tInventory.Amount 18\n\tInventory.MaxAmount 18\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 18\n}\n\nActor 9mm : Ammo\n{\n \tGame Doom\n\tInventory.Icon \"9MMAA0\"\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 50\n\tAmmo.BackpackMaxAmount 400\n\t}\n\nACTOR GlockMag : 9mm replaces Clip1Drop 20123\n{\n\tInventory.PickupMessage \"Pisztoly tár\"\n\tInventory.Amount 10\n\tInventory.Icon \"GMAGA0\"\n\tInventory.PickupSound \"GMAG\"\n\tScale 1.15\n\tStates\n\t{\n\tSpawn:\n\t\tGMAG A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Shotgun12.txt",
"contents": "Actor Shotgun12 : BrutalWeapon 20011\n{\n Weapon.SelectionOrder 1300\n Weapon.AmmoUse 0\n Weapon.AmmoGive1 6\n Weapon.AmmoGive2 0\n Weapon.Kickback 200\n Weapon.SlotNumber 3\n Scale 0.95\n Weapon.AmmoType1 \"12Shell\"\n Weapon.AmmoType2 \"Shotgun12Ammo\"\n Inventory.PickupMessage \"Sörétes puska\"\n Decal \"BulletChip\"\n Inventory.PickupSound \"WPKUP\"\n Obituary \"%o ólommérgezést kapott.\"\n Tag \"$TAG_SHOTGUN\"\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOFIRE\n\tTag \"Soretes puska\"\n States\n {\n\n WarmUp:\n\t\tSTGN A 0\n\t\tSTGN A 0 A_TakeInventory(\"ShotgunFirst\", 1)\n\t\tGoto LetsGetStarted\n\n\tLetsGetStarted:\n\t\tSTGN A 1\n\t\tSTGC A 1 A_PlaySound(\"STGNPUMP\")\n\t\tSTGC BCDEFGH 1\n\t\tSTGC GFEDCBA 1\n\t\tSTGN A 1 A_PlaySound(\"STGNLINE\", 2)\n\t\tGoto Ready\n\n\tCheckSprint:\n\t\tSTGN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSTGN A 0 A_Takeinventory(\"Zoomed\",1)\n STGN A 0 A_ZoomFactor(1.0)\n\t\tSTGN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSTGN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSTGN A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\n\tStartSprint:\n\t\tSTGN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSTGN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSTGN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSTGN A 0 A_ZoomFactor(1.0)\n\t\tSTGN A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSTGC D 0 offset(-9,32)\n\t\tSTGN A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSTGN A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tSTGN A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSTGN A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tSTGN A 0 offset(-9,32)\n\t\tSTGC D 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tSTGC D 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tSTGC D 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tSTGC D 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tSTGC D 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tSTGC D 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tSTGC D 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tSTGN A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSTGN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n STGN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n STGN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSTGN A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tSTGN A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tSTGC D 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tSTGC D 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tSTGC D 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tSTGC D 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tSTGC D 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tSTGC D 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tSTGC D 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tSTGN A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSTGN A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tSTGN A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tSTGN A 0 A_PlaySound(\"Tired\", 2)\n\t\tSTGN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSTGN A 5 A_WeaponReady\n\t\tSTGN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSTGN A 5 A_WeaponReady\n\t\tSTGN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSTGN A 5 A_WeaponReady\n\t\tSTGN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSTGN A 5 A_WeaponReady\n\t\tSTGN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSTGN A 5 A_WeaponReady\n\t\tGoto Ready\n\n\tStopSprint:\n\t\tSTGC D 1\n\t\tSTGN A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n\t\tSTGN A 0\n\t\tSTGN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSTGN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSTGN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSTGN A 0 A_Takeinventory(\"UseShotgunStrap\",1)\n STGN A 0 A_ZoomFactor(1.0)\n\t\tSTGC ABCD 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n Select:\n\t\tSTGN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSTGN A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tSTGN A 0 A_Giveinventory(\"ShotgunSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tSTGN A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tSTGN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tTNT1 AAAA 1 A_Raise\n\n\tSelectAnimation:\n TNT1 AAAA 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n STGC DCBA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tSTGN A 0 A_GunFlash\n\n\tReady:\n\tReady3:\n\t\tTNT1 A 0 A_SetCrosshair(61)\n STGN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n STGN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n STGN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSTGN A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSTGN A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSTGN A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSTGN A 0 A_JumpIfInventory(\"Zoomed\",1,\"REady2\")\n\t\tSTGN A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunFirst\",1,\"WarmUp\")\n\t\tSTGN A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSTGN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n Loop\n\n\tReady2:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSGIS B 1 A_WeaponReady (WRF_ALLOWRELOAD)\n\t\tLoop\n\n Fire:\n \tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Shotgun12Ammo\",1,1)\n Goto NoAmmo\n\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\tTNT1 A 0 A_AlertMonsters\n STGN A 0 A_ZoomFactor(0.96)\n\tSTGF A 0 A_PlaySound(\"STGNFIR\")\n\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n STGF A 1\n\tSTGN A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\tTNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\tSTGN A 0 A_Takeinventory(\"Shotgun12Ammo\",1)\n\tTNT1 A 0 A_Recoil(0.25)\n\tSTGF B 1 BRIGHT A_FireBullets (5, 1, 4, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\tSTGF C 1 BRIGHT A_FireBullets (2.5, 2.5, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t//STGN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t//STGN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\tSTGF A 1 A_SetPitch(pitch-12)\n\tSTGF C 1 A_ZoomFactor(1.00)\n\t//STGN A 0 A_SetPitch(-6.0 + pitch)\n\tSTGN A 1 A_SetPitch(+1.0 + pitch)\n\tSTGN A 1 A_SetPitch(+1.0 + pitch)\n\tSTGN A 1 A_SetPitch(+2.0 + pitch)\n\tSTGN A 5\n STGC A 1 A_PlaySound(\"STGNPUMP\")\n\tSTGC BCDEFGH 1\n\tSTGC A 0 A_FireCustomMissile(\"ShotCaseSpawn\",5,0,6,-14)\n\tSTGC GFEDCBA 1\n STGN A 5\n Goto Ready\n\n\tAltFire:\n STGN A 0\n\t\tSTGN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSTGN A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tSTGN A 0 A_Giveinventory(\"Zoomed\",1)\n STGN A 0 A_ZoomFactor(2.0)\n\t\tSTGN A 0 A_Giveinventory(\"ADSmode\",1)\n\t\t//STGN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump3\")\n STGN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSGIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSTGN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSGIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSTGN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSGIS B 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSTGN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSGIS B 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSTGN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSTGN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSTGN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\t//STGN A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\tNoAim:\n TNT1 AAAAAA 0\n\t\tSTGN A 0 A_Takeinventory(\"Zoomed\",1)\n STGN A 0 A_ZoomFactor(1.0)\n\t\tSTGN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSTGN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSGIS A 2\n Goto Ready\n\n \tFire2:\n\t\tSTGN A 0 A_Takeinventory(\"Reloading\",1)\n STGN A 0 A_JumpIfInventory(\"Shotgun12Ammo\",1,1)\n Goto NoAmmo\n\t\t//STGN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n STGN A 0 A_AlertMonsters\n STGN A 0 A_PlaySound(\"STGNFIR\", 1)\n\t\tSTGN A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t\tSTGN A 0 A_FireBullets (5, 1, 4, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSTGN A 0 A_FireBullets (2.5, 2.5, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\t//STGN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\t//STGN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSTGN A 0 A_SetPitch(-7.0)\n\t\tSTGN A 0\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5), 0, 0, 0, 0, random(-5,5))\n\t\t//STGN A 0 A_SetPitch(-10.0 + pitch)\n\t\tSTGN A 0 A_Takeinventory(\"Shotgun12Ammo\",1)\n SGIS C 1 BRIGHT A_SetPitch(+2.0 + pitch)\n\t\tSGIS D 1 BRIGHT A_ZoomFactor(1.8)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tSGIS C 1 BRIGHT A_ZoomFactor(2.0)\n\t\tSGIS B 5 A_SetPitch(+2.0 + pitch)\n\t\tSTGN A 1 A_ZoomFactor(1.0)\n\t\tSTGN A 3\n\t\tSTGC A 1 A_PlaySound(\"STGNPUMP\")\n\t\tSTGC BCDEFGH 1\n\t\tSTGC A 0 A_FireCustomMissile(\"ShotCaseSpawn\",5,0,0,-9)\n\t\tSTGC GFEDCBA 1\n\t\tSTGN A 3\n\t\tSGIS A 2\n\t\tSGIS B 2 A_ZoomFactor(2.0)\n\t\tgoto ready2\n\n\tNotFullEmpty:\n TNT1 A 0 A_TakeInventory(\"Shotgun12Ammo\",1)\n\t\tSTGC H 3\n\t\tSTGC GFEDCB 2\n\t\tSTGC A 1\n\t\tSTGC A 7\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tSTGN A 0\n\t\tSTGN A 0 A_ZoomFactor(1.0)\n\t\tSTGN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSTGN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSTGN A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\tNoAmmo2:\n\t\tSTGN A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t STGN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSTGN A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSTGN A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSTGN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSTGN A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tSTGN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSTGN A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tSTGN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSTGN A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"Ready3\")\n\t\tSTGN A 0 A_JumpIfInventory(\"12Shell\",1,\"Reload\")\n\t\tSTGN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shotgun12Ammo\", 8, \"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"12Shell\",1,3)\n Goto NoAmmo\n\t\tTNT1 A 0 A_JumpIfInventory(\"12Shell\",1,1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shotgun12Ammo\",8,\"Ready\")\n\t\t//TNT1 A 0 A_GiveInventory(\"Reloading\",1)\n\t\tSTGN A 0 A_Takeinventory(\"Zoomed\",1)\n STGN A 0 A_ZoomFactor(1.0)\n\t\tSTGC ABCD 1\n\n\tReloadRepeat:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shotgun12Ammo\", 8, \"ReloadFinish\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"12Shell\", 1, \"Skip7\")\n\t\tGoto ReloadFinish\n\n\t712Shells:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shotgun12Ammo\", 7, \"ReloadFinish\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"12Shell\", 1, 1)\n\t\tGoto ReloadFinish\n\n\tSkip7:\n\t\tTNT1 A 0 A_GiveInventory(\"Shotgun12Ammo\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"12Shell\",1)\n\t\tSTGR AB 1\n\t\tSTGR C 1 A_PlaySound(\"SHELLIN\")\n\t\tSTGR DEFGHI 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOBOB)\n\t\tGoto ReloadRepeat\n\t\tSTGR AB 1\n\t\tSTGR C 1 A_PlaySound(\"SHELLIN\")\n\t\tSTGR DEFGHI 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOBOB)\n\t\tGoto ReloadRepeat\n\n\tReloadFinish:\n\t\tSTGC B 1 A_PlaySound(\"STGNPUMP\")\n\t\tSTGC CDEFGH 1\n\t\tSTGC GFEDCBA 1\n\t\t//TNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tGoto Ready\n\n //Flash:\n SHTF A 4 Bright A_Light1\n SHTF B 3 Bright A_Light2\n Goto LightDone\n Spawn:\n 12SG A -1\n Stop\n }\n }\n\nACTOR Shotgun12Ammo : Ammo\n{\n\tGame Doom\n\tInventory.Icon \"12SGA0\"\n\tInventory.Amount 8\n\tInventory.MaxAmount 8\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 8\n\t}\n\nActor 12Shell : Ammo\n{\n \tGame Doom\n\tInventory.Icon \"12BXA0\"\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 10\n\tAmmo.BackpackMaxAmount 100\n\t}\n\n\tACTOR Shells_12 : 12Shell 20111\n{\n\tInventory.PickupMessage \"Sörétes lőszer\"\n\tInventory.Amount 4\n\tInventory.Icon \"SHELA0\"\n\tInventory.PickupSound \"SHELLIN\"\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tSHEL A -1\n\t\tStop\n\t}\n}\n\n\tACTOR 12ShellBox : 12Shell Replaces SHellBox 21029\n{\n\tInventory.PickupMessage \"Egy láda Sörétes lőszer\"\n\tInventory.Amount 20\n\tInventory.Icon \"12BXA0\"\n\tInventory.PickupSound \"12box\"\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\t12BX A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Tracers.txt",
"contents": "//Tracing projectiles goes here\n\nActor Tracer: FastProjectile\n{\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t// +BLOODSPLATTER\n\t+NOEXTREMEDEATH\n\tdamage 0\n\tradius 2\n\theight 2\n\tspeed 140\n\trenderstyle ADD\n\talpha 0.9\n\tscale .15\n\tDamagetype \"Weak\"\n\t\tstates\n\t\t\t{\n\t\tSpawn:\n\t\t\tTRAC A 1 BRIGHT\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\t\t//TNT1 A 0 A_JumpIfInTargetInventory(\"IsTacticalClass\", 1, \"Tactical\")\n\t\t\ttnt1 a 2\n\t\t\tStop\n\n\t\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\tStop\n\n\t\tTactical:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Explode(8, 50)\n\t\t\tStop\n\t\t\t}\n}\n\nActor DecorativeTracer: Tracer\n{\n//-DONTSPLASH\n//seesound \"weapons/minigunfire\"\n//damagetype Minigun\n-DONTSPLASH\n}\n\nActor MonsterTracer: Tracer\n{\n+BLOODSPLATTER\n+THRUGHOST\n-DONTSPLASH\n+MISSILE\n-DONTHURTSPECIES\nspeed 50\nFastSpeed 80\ndamage (random(8,8))\nDecal \"BulletDecalNew1\"\nDamageType MonsterBullet\nStates\n{\n\tSpawn:\n\t\tTRAC A 1 BRIGHT\n\t\tTNT1 A 0 ThrustThingZ(0,random(-8, 8),0,1)\n\t\tTRAC A 1 BRIGHT\n\t\tGoto Spawn2\n\n\tSpawn2:\n\t\tTRAC A 1 BRIGHT\n\t\tLoop\n\nDeath:\n TNT1 A 1 A_SpawnItem(\"HitPuffTracer\")\n\t//TNT1 A 0 A_SpawnItemEx (\"MonsterPenetrator\",cos(-pitch)*25,0,0+(sin(pitch)*25),cos(-pitch)*100,0,sin(pitch)*100,0,SXF_TRANSFERPITCH)\n TNT1 A 0\n\tTNT1 A 0 //A_PlaySound(\"bulletwhistle\")\n\tStop\n\nXDeath:\n TNT1 A 0\n\tTNT1 A 0 //A_PlaySound(\"bulletwhistle\")\n\tStop\n}\n}\n\nActor ShotgunguyTracer: Tracer\n{\n+BLOODSPLATTER\n+THRUGHOST\n-DONTSPLASH\n+MISSILE\ndamage (random(12,12))\nDecal \"BulletDecalNew1\"\nDamageType MonsterShotgunBullet\nStates\n{\n\tSpawn:\n\t\tTRAC A 1 BRIGHT\n\t\tTNT1 A 0 ThrustThingZ(0,random(-8, 8),0,1)\n\t\tTRAC A 1 BRIGHT\n\t\tGoto Spawn2\n\n\tSpawn2:\n\t\tTRAC A 1 BRIGHT\n\t\tLoop\n\n\tDeath:\n TNT1 A 1 A_SpawnItem(\"HitPuffTracer\")\n\t//TNT1 A 0 A_SpawnItemEx (\"MonsterPenetrator\",cos(-pitch)*25,0,0+(sin(pitch)*25),cos(-pitch)*100,0,sin(pitch)*100,0,SXF_TRANSFERPITCH)\n TNT1 A 0\n\tTNT1 A 0 //A_PlaySound(\"bulletwhistle\")\n\tStop\n\n\tXDeath:\n TNT1 A 0\n\tTNT1 A 0 //A_PlaySound(\"bulletwhistle\")\n\tStop\n}\n}\n\nActor ZombieManTracer: MonsterTracer\n{\ndamage (random(11,11))\n}\n\nActor CptTracer: MonsterTracer\n{\nspeed 55\ndamage (random(40,60))\n}\n\nActor MonsterMinigunTracer: MonsterTracer\n{\n+BLOODSPLATTER\n+THRUGHOST\n-DONTSPLASH\nspeed 50\n\ndamage (random(9,9))\nseesound \"DSMINIGUN\"\ndamagetype MonsterMinigun\nDecal \"BulletDecalNew1\"\n\nStates\n{\nSpawn:\n\t\tTRAC A 1 BRIGHT\n\n\t\tTRAC A -1 BRIGHT\n\t\tLoop\n\tDeath:\n TNT1 A 1 A_SpawnItem(\"HitPuffTracer\")\n\t//TNT1 A 0 A_SpawnItemEx (\"MonsterPenetrator\",cos(-pitch)*25,0,0+(sin(pitch)*25),cos(-pitch)*100,0,sin(pitch)*100,0,SXF_TRANSFERPITCH)\n TNT1 A 0\n\tTNT1 A 0 //A_PlaySound(\"bulletwhistle\")\n\tStop\n\n\tXDeath:\n TNT1 A 0\n\tTNT1 A 0 //A_PlaySound(\"bulletwhistle\")\n\tStop\n}\n}\n\nActor MeatShieldTracer: Tracer\n{\n+BLOODSPLATTER\n+THRUSPECIES\n-DONTSPLASH\nspeed 200\nSpecies \"Marines\"\ndamage (random(25,25))\nDecal \"BulletDecalNew1\"\nDamageType FriendBullet\nStates\n{\nDeath:\n TNT1 A 1 A_SpawnItem(\"HitPuffTracer\")\n Stop\n\nSpawn:\n\tTRAC A 1 BRIGHT\n\tLoop\n}\n}\n\nActor MarineTracer: Tracer\n{\n+BLOODSPLATTER\n+THRUGHOST\n-DONTSPLASH\n-GHOST\n-THRUGHOST\n+THRUSPECIES\n+MTHRUSPECIES\nspeed 100\ndamage (random(12,12))\nDecal \"BulletDecalNew1\"\nDamageType FriendBullet\nStates\n{\nDeath:\n TNT1 A 1 A_SpawnItem(\"HitPuffTracer\")\n Stop\nXDEath:\nTNT1 A 0\n//TNT1 A 0 A_Explode(2, 5)\nTNT1 A 1\nStop\n}\n}\n\nActor MarineStrongTracer: MarineTracer\n{\ndamage (random(16,16))\nStates\n{\n\tSpawn:\n\t\tTRAC A 1 BRIGHT\n\t\tTNT1 A 0 ThrustThingZ(0,random(-9, 9),0,1)\n\t\tTRAC A 1 BRIGHT\n\t\tGoto Spawn2\n\n\tSpawn2:\n\t\tTRAC A 1 BRIGHT\n\t\tLoop\n}\n}\n\nActor MarineShotgunTracer: MarineTracer\n{\ndamage (random(14,14))\ndamagetype Shotgun\nStates\n{\n\tSpawn:\n\t\tTRAC A 1 BRIGHT\n\t\tTNT1 A 0 ThrustThingZ(0,random(-9, 9),0,1)\n\t\tTRAC A 1 BRIGHT\n\t\tGoto Spawn2\n\n\tSpawn2:\n\t\tTRAC A 1 BRIGHT\n\t\tLoop\n}\n}\n\nActor Alerter: MonsterTracer\n{\n-BLOODSPLATTER\n+THRUGHOST\n+DONTSPLASH\n-ACTIVATEIMPACT\n-ACTIVATEMCROSS\n-ACTIVATEPCROSS\nspeed 200\nradius 12\nheight 12\ndamage (random(1,1))\nDamageType Avoid\nDecal \"None\"\nStates\n{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n\t\tLoop\nDeath:\n TNT1 A 0\n Stop\n}\n}\n\nActor RocketGlassBreaker: Alerter\n{\nspeed 55\nRadius 4\nHeight 2\ndamage (random(1,1))\nDamageType Normal\nDecal \"None\"\n}\n\nActor RareAlerter: Alerter\n{\nSpeed 70\n+THRUACTORS\nStates\n{\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump(246, \"Death\")\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 100\n\t\tLoop\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Stop\n TNT1 A 0\n Stop\n\n}\n}\n\nActor Taunter: MonsterTracer\n{\n\n-BLOODSPLATTER\n+THRUGHOST\n+DONTSPLASH\nradius 16\nheight 16\nspeed 100\ndamage (random(1,1))\nDamageType Taunt\nDecal \"None\"\n//-ACTIVATEIMPACT\n//-ACTIVATEPCROSS\n//-ACTIVATEMCROSS\n//CANPUSHWALLS\n//CANUSEWALLS\nStates\n{\n\tSpawn:\n\t\tPUZZ Z 1 BRIGHT\n\t\tLoop\nXDeath:\nMelee:\nDeath:\n TNT1 A 1\n\t//TNT1 AAAA 0 A_CustomMissile (\"LongExplosionSpawner\", 20, 0, random (0, 360), 2, random (0, 180))\n //TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionSpawner\", 20, 0, random (0, 180), 2, random (0, 180))\n\t//TNT1 AAAAA 0 A_SpawnItem(\"BarrelExplosion\")\n\tTNT1 A 100\n\n\tStop\n}\n}\n\nActor MastermindTracer: Tracer\n{\n+BLOODSPLATTER\n+THRUGHOST\n-DONTSPLASH\n+FORCERADIUSDMG\nspeed 80\ndamage (random(18,18))\nscale 1.0\nRenderStyle Add\nAlpha 0.9\nseesound \"SSHFIRE\"\ndamagetype ExplosiveImpact\nDecal \"Scorch\"\nObituary \"$OB_SPIDER\"\nStates\n{\n\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail2\", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail3\", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail4\", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail5\", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail6\", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail7\", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail8\", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail9\", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n Loop\n\tXDeath:\n\tDeath:\n\t\tEXPL A 0 A_Explode (6, 120, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"WhiteShockwaveSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"BDExplosionparticles\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\")\n\t\tTNT1 A 0 Radius_QUake(4, 3, 0, 15, 0)\n\t\tXPAC ABCDEFGHIJ 1 BRIGHT\n\t\tStop\n}\n}\n\nActor AAGunTracer: MastermindTracer\n{\nspeed 120\ndamage (random(34,35))\ndamagetype ExplosiveImpact\nObituary \"$OB_SPIDER\"\n+FORCERADIUSDMG\nStates\n{\n\tXDeath:\n\tDeath:\n\t\tEXPL A 0 A_Explode (10, 180, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t XXXX A 0 A_CustomMissile (\"CameraShake\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItem(\"WhiteShockwaveSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\")\n\t\tTNT1 A 4 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n Stop\n}\n}\n\nActor SuperMastermindTracer: MastermindTracer\n{\nSpeed 120\nDamage (random(25,30))\nHeight 24\n}\n\nactor MastermindTracerTrail\n{\n Scale 0.13\n RenderStyle Add\n Alpha 0.9\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n SPRK A 2 BRIGHT\n stop\n }\n}\n\nactor MastermindTracerTrail2: MastermindTracerTrail { Alpha 0.85 }\nactor MastermindTracerTrail3: MastermindTracerTrail { Alpha 0.80 }\nactor MastermindTracerTrail4: MastermindTracerTrail { Alpha 0.75 }\nactor MastermindTracerTrail5: MastermindTracerTrail { Alpha 0.70 }\nactor MastermindTracerTrail6: MastermindTracerTrail { Alpha 0.65 }\nactor MastermindTracerTrail7: MastermindTracerTrail { Alpha 0.60 }\nactor MastermindTracerTrail8: MastermindTracerTrail { Alpha 0.55 }\nactor MastermindTracerTrail9: MastermindTracerTrail { Alpha 0.50 }\nactor MastermindTracerTrail10: MastermindTracerTrail { Alpha 0.45 }\nactor MastermindTracerTrail11: MastermindTracerTrail { Alpha 0.40 }\nactor MastermindTracerTrail12: MastermindTracerTrail { Alpha 0.35 }\nactor MastermindTracerTrail13: MastermindTracerTrail { Alpha 0.30 }\nactor MastermindTracerTrail14: MastermindTracerTrail { Alpha 0.25 }\nactor MastermindTracerTrail15: MastermindTracerTrail { Alpha 0.20 }\nactor MastermindTracerTrail16: MastermindTracerTrail { Alpha 0.15 }\nactor MastermindTracerTrail17: MastermindTracerTrail { Alpha 0.10 }\nactor MastermindTracerTrail18: MastermindTracerTrail { Alpha 0.05 }\n\nActor NaziAlerter: Tracer\n{\n-BLOODSPLATTER\n+THRUGHOST\nspeed 150\nDecal \"None\"\nRadius 16\nHeight 16\nDamageType KillMe\nDamage 2\nStates\n{\nSpawn:\nPOSS A 25\nLoop\nDeath:\n TNT1 A 1\n Stop\n}\n}\n\nActor WallPenetrationHitscan: FastProjectile\n{\nProjectile\n+RANDOMIZE\n+FORCEXYBILLBOARD\n+DONTSPLASH\ndamage 0\nradius 2\nheight 2\nspeed 900\nrenderstyle ADD\nalpha 0.9\nscale .3\nstates\n\t{\n\tSpawn:\n\t\tTRAC A 1 BRIGHT\n\t\tLoop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_CheckFloor(\"XDeath\")\n\tTNT1 A 0 A_CheckCeiling(\"XDeath\")\n\tTNT1 A 0 A_SpawnItemEx (\"Penetrator\",cos(-pitch)*24,0,0+(sin(pitch)*24),cos(-pitch)*100,0,sin(pitch)*100,0,SXF_TRANSFERPITCH)\n\ttnt1 A 2\n Stop\nXDeath:\nTNT1 A 0\nStop\n\t}\n}\n\nActor SpawnBulletDecalBackwards: FastProjectile\n{\nProjectile\n+RANDOMIZE\n+FORCEXYBILLBOARD\n+DONTSPLASH\n+THRUACTORS\ndamage 0\nradius 2\nheight 2\nspeed 50\nrenderstyle ADD\nDecal \"BulletDecalNew1\"\nalpha 0.9\nscale .3\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n\t\tLoop\nDeath:\n\tTNT1 A 0 A_SpawnItem(\"HitPuffTracer\")\n\tTNT1 A 10\n Stop\nXDeath:\nTNT1 A 0\nStop\n\t}\n}\n\nActor SpawnRocketDecalBackwards: FastProjectile\n{\nProjectile\n+RANDOMIZE\n+FORCEXYBILLBOARD\n+DONTSPLASH\n+THRUACTORS\ndamage 0\nradius 6\nheight 2\nspeed 50\nrenderstyle ADD\nDecal \"Scorch\"\nalpha 0.9\nscale .3\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n\t\tLoop\nDeath:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_CustomMissile (\"PLasmaSmoke\", 2, 0, random (0, 360), 2, random (10, 60))\n Stop\nXDeath:\nTNT1 A 0\nStop\n\t}\n}\n\nActor Penetrator: MarineTracer\n{\ndamage (random(8,10))\n//Decal \"BulletDecalNew1\"\nDecal \"none\"\nDamageType FriendBullet\n-SKYEXPLODE\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile(\"SpawnBulletDecalBackwards\", 0, 0, 0)\n\t\tTRAC A 10 BRIGHT\n\t\tsTOP\n\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_CheckFloor(\"XDeath\")\n\tTNT1 A 0 A_CheckCeiling(\"XDeath\")\n TNT1 A 1 A_SpawnItem(\"HitPuffTracer\")\n\tStop\n\nDeathSpecial:\n\n Stop\nXDEath:\nTNT1 A 0\n//TNT1 A 0 A_Explode(2, 5)\nTNT1 A 1\nStop\n}\n}\n\nActor RocketPenetrator: MarineTracer\n{\ndamage (random(2,4))\nDecal \"BulletDecalNew1\"\nDamageType FriendBullet\n-SKYEXPLODE\n+RIPPER\nDamageType \"ExplosiveImpact\"\nDecal \"Scorch\"\nStates\n{\n\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_CheckFloor(\"XDeath\")\nTNT1 A 0 A_CheckCeiling(\"XDeath\")\nTNT1 A 0 A_CustomMissile(\"SpawnRocketDecalBackwards\", 0, 0, 0)\nTNT1 AAA 1 A_SpawnItem(\"RocketPenetrationExplosion\")\nStop\n\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_CheckFloor(\"XDeath\")\n\tTNT1 A 0 A_CheckCeiling(\"XDeath\")\n\ttnt1 A 10\n Stop\nXDEath:\nTNT1 A 0\n//TNT1 A 0 A_Explode(2, 5)\nTNT1 A 1\nStop\n}\n}\n\nActor MonsterPenetrator: MarineTracer\n{\ndamage (random(2,3))\nDecal \"BulletDecalNew1\"\nDamageType MonsterBullet\n-SKYEXPLODE\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile(\"SpawnBulletDecalBackwards\", 0, 0, 0)\n\t\tTRAC A 10 BRIGHT\n\t\tsTOP\n\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_CheckFloor(\"XDeath\")\n\tTNT1 A 0 A_CheckCeiling(\"XDeath\")\n\n TNT1 A 1 A_SpawnItem(\"HitPuffTracer\")\n Stop\nXDEath:\nTNT1 A 0\n//TNT1 A 0 A_Explode(2, 5)\nTNT1 A 1\nStop\n}\n}\n\nActor DistantFireSoundRifle: Tracer\n{\nSpeed 0\n+NOCLIP\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"FARRIF\", 1)\n\t\tTNT1 A 40\n\t\tStop\n}}\n\nActor DistantFireSoundShotgun: Tracer\n{\nSpeed 0\n+NOCLIP\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"FARSHT\", 1)\n\t\tTNT1 A 40\n\t\tStop\n}}\n\nActor DistantFireSoundHMG: Tracer\n{\nSpeed 0\n+NOCLIP\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"FARHMG\", 1)\n\t\tTNT1 A 40\n\t\tStop\n}}\n\nActor DistantFireSoundMachinegun: Tracer\n{\nSpeed 0\n+NOCLIP\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"FARMGN\", 1)\n\t\tTNT1 A 40\n\t\tStop\n}}\n\nActor DistantFireSoundSSG: Tracer\n{\nSpeed 0\n+NOCLIP\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"FARSSG\", 1)\n\t\tTNT1 A 40\n\t\tStop\n}}"
},
{
"source": "pk3",
"name": "Grenades.txt",
"contents": "ACTOR HandGrenades : BrutalWeapon\n{\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 1\n\tWeapon.SelectionOrder 99999\n\tWeapon.AmmoType1 \"GrenadeAmmo\"\n\tObituary \"%o elkapta %k gránátját.\"\n AttackSound \"None\"\n Inventory.PickupSound \"AmmoAPIN\"\n\tInventory.Pickupmessage \"Kézigránát\"\n\n +WEAPON.NOAUTOAIM\n +WEAPON.NOALERT\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n Scale 0.2\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\n\t\tGoto NoGrenades\n\t\tGRHO AB 1\n\t\tGoto Steady\n\n\tSteady:\n\t\tGRHO C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tNoGrenades:\n\t\tTNT1 A 1 A_WeaponReady\n\t\tGoto Ready\n\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredGrenade\", 1, \"DropGrenade\")\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tDropGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenadeDroped\", random(-2,2), 1, 0, 0, 0, 0)\n\t\tGoto Deselect\n\n\tSelect:\n\t\tGRWG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t GRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\n\tHold:\n\t TNT1 A 1\n\t\tTNT1 A 1 A_Refire\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 1, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 3\n\t\tGoto Ready\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenades\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t GRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\n\tAltHold:\n\t TNT1 A 1\n\t\tTNT1 A 1 A_Refire\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenadeAlt\", 0, 1, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 3\n\t\tGoto Ready\n\n \tSpawn:\n\t\tGRND H -1\n\t\tStop\n\n\tCheckSprint:\n\t\tGRHO A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGRND F 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\n\tStartSprint:\n\t\tGRHO A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGRND F 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPISP A 0 offset(-9,32)\n\t\tGRND F 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tGRND F 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tGRND F 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tGRND F 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tGRND F 0 offset(-9,32)\n\t\tGRHO A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tGRND F 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tGRND F 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n GRND F 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tGRND F 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tGRND F 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tGRHO A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tGRND F 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tGRND F 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tGRHO A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGRND F 0 A_PlaySound(\"Tired\", 2)\n\t\tGRND F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGRND F 5 A_WeaponReady\n\t\tGRND F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGRND F 5 A_WeaponReady\n\t\tGRND F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGRND F 5 A_WeaponReady\n\t\tGRND F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGRND F 5 A_WeaponReady\n\t\tGRND F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGRND F 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tGRHO A 1\n\t\tGRND F 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\t}\n}\n\nACTOR HandGrenade\n{\n\tRadius 4\n\tHeight 4\n\tProjectile\n\tSpeed 30\n Damage (random (2, 2))\n Gravity 0.7\n\tScale 0.18\n\tProjectile\n\t+MISSILE\n -NOGRAVITY\n -BLOODSPLATTER\n\t-EXTREMEDEATH\n\t+EXPLODEONWATER\n\t+SKYEXPLODE\n\t+BOUNCEONFLOORS\n\t+BOUNCEONWALLS\n\t+BOUNCEONCEILINGS\n\t-NOTELEPORT\n\t+THRUSPECIES\n\tSpecies \"Marines\"\n\tBounceFactor 0.5\n\tWallBounceFactor 0.17\n Health 5\n SeeSound \"GRNBNCE\"\n\tDeathSound \"none\"\n\tObituary \"%o elkapta %k gránátját.\"\n\tStates\n\t{\n\tSpawn:\n\t\tGRND ABCDEFGH 2\n\t\tTNT1 A 0 A_GiveInventory(\"GrenadeTime\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeTime\", 3, \"Explode\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_AlertMonsters(200)\n\t GRND H 16\n\t\tTNT1 A 0 A_GiveInventory(\"GrenadeTime\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeTime\", 3, \"Explode\")\n\t\tLoop\n\n\tExplode:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"FragGrenadeExplosion\")\n\t\tTNT1 AA 0\n\t\tStop\n\t}\n}\n\nActor FakeGrenade: HandGrenade\n{\nSeeSound \"None\"\nDamage (random (5, 5))\n\tStates\n\t{\nSpawn:\n\t\tTNT1 ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor HandGrenadeDroped: HandGrenade\n{\nSpeed 4\n}\n\nActor HandGrenadeAlt: HandGrenade\n{\nSpeed 8\n}\n\nactor FragGrenadeExplosion\n{\n+NOBLOCKMAP\n+MISSILE\n+DONTSPLASH\nDamagetype \"Shrapnel\"\nDeathSound \"Explosion\"\nHeight 32\nStates {\n Spawn:\n\tTNT1 A 0\n\n\t\tTNT1 A 0 A_Explode(100,500)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"BDExplosionparticlesBig\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBEXP B 0 BRIGHT A_Scream\n TNT1 A 0 A_ALertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AAAAA 12 //A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n Stop}}"
},
{
"source": "pk3",
"name": "tokens2.txt",
"contents": "Actor MGIsOverSomething : Inventory\n{\ninventory.maxamount 1\n+INVENTORY.UNDROPPABLE\n}\n\nActor M60Deployed : Inventory\n{\ninventory.maxamount 1\n}\n\n//Actor JustStartedGame : Inventory\n//{\n//inventory.maxamount 1\n//}\n\nActor GunEmpty : Inventory\n{\ninventory.maxamount 1\n}\n\nActor AKFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CheatFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PPSFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor TTFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor LYNXFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SAWFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor KIRFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PKFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ShotgunFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GlockFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FLMFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RPGFirst : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Hugyoz : Inventory\n{\ninventory.maxamount 1\n}"
},
{
"source": "pk3",
"name": "AK.txt",
"contents": "Actor AK : BrutalWeapon 20012\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 15\n\tWeapon.AmmoType2 \"AKAmmo\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"762ammo\"\n\tObituary \"%o szembekerült egy AK-val.\"\n Inventory.PickupSound \"WPKUP\"\n\tInventory.Pickupmessage \"AK63D gépkarabély\"\n \t +WEAPON.NOAUTOAIM\n \t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOFIRE\n\tWeapon.SelectionOrder 500\n \tScale 0.80\n\tTag \"AK63D\"\n\tStates\n\t{\n\n\tWarmUp:\n\t\tAK47 A 0\n\t\tAK47 A 0 A_TakeInventory(\"AKFIRST\", 1)\n\t\tGoto LetsGetStarted\n\n\tLetsGetStarted:\n\t\tAK47 A 1 A_PlaySound(\"AK47LINE\", 2)\n\t\tAK4R I 3\n\t\tAK4R JKLM 1\n\t\tAK4R L 1\n\t\tAK4R K 3\n\t\tAK4R L 1 A_PlaySound(\"LOCK\", 3)\n\t\tAK4R M 3\n\t\tAK4R MLKJ 1\n\t\tAK4R I 2\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tAK47 A 0\n\t\tAK47 A 0 A_ZoomFactor(1.0)\n\t\tAK47 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tAK47 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tAK47 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tAK47 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t AK47 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAK47 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tAK47 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAK47 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tAK47 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tAK47 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tAK47 A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tAK47 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tAK47 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"Ready3\")\n\t\tAK47 A 0 A_JumpIfInventory(\"762ammo\",1,\"Reload\")\n\t\tAK47 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\tSelectAnimation:\n TNT1 A 0\n AKRL A 1 A_PlaySound(\"CLIPIN\")\n\t\tAK47 A 1\n\t\tTNT1 A 0 A_GunFLash\n TNT1 AAAAAAAA 0\n\n\tReady3:\n\tReady:\n\t\tTNT1 A 0 A_SetCrosshair(59)\n \tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n \tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n \tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tAK47 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AKFIRst\",1,\"WarmUp\")\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tAK47 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAK47 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\n\tStartSprint:\n\t\tAK47 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAK47 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tAK47 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tAK47 A 0 A_ZoomFactor(1.0)\n\t\tAK47 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tAK47 A 0\n\t\tAK47 A 0 A_JumpIfInventory(\"Accelerate\", 1, 1)\n\t\tGoto Ready3\n\t\tAKSP A 0 offset(-9,32)\n\t\tAK47 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tAK47 A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAK47 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAK47 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tAK47 A 0 offset(-9,32)\n\t\tAKSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAKSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tAKSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAKSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tAKSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAKSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tAKSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAK47 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAK47 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AK47 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n AK47 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tAK47 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tAK47 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAKSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tAKSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAKSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tAKSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAKSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tAKSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAKSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tAK47 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAK47 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tAK47 A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAK47 A 0 A_PlaySound(\"Tired\", 2)\n\t\tAK47 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAK47 A 5 A_WeaponReady\n\t\tAK47 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAK47 A 5 A_WeaponReady\n\t\tAK47 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAK47 A 5 A_WeaponReady\n\t\tAK47 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAK47 A 5 A_WeaponReady\n\t\tAK47 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAK47 A 5 A_WeaponReady\n\t\tGoto Ready3\n\n\tStopSprint:\n\t\tAKSP A 1\n\t\tAK47 A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n\tReady2:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tAKIS B 1 A_WeaponReady (WRF_ALLOWRELOAD)\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tAK47 A 1\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tAKRL A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t TNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n Fire:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"AKAmmo\",1,1)\n Goto NoAmmo\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tTNT1 A 0 A_PlaySound(\"AK47FIR\", 6)\n\t\tTNT1 A 0 A_Takeinventory(\"AKAmmo\",1)\n\t\tPPSG A 0 A_JumpifInventory(\"AKAmmo\",1,2)\n\t\tPIST F 0 A_Giveinventory(\"GunEmpty\",1)\n\t\tTNT1 A 0\n\t\tAK4F A 1 BRIGHT A_AlertMonsters\n\t\tAK4F B 1 A_FireBullets (4, 4, -1, 23, \"HitPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tAK4F A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, -5, 0, 0)\n\t\tAK4F B 1 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\tAK4F A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tAK4F A 0 A_SetPitch(pitch-2.0)\n\t\tAK47 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",8,0,8,-4)\n TNT1 A 0 A_ZoomFactor(1.00)\n\t\tAK47 A 2\n TNT1 A 0 A_Refire\n\t\tGoto Ready+6\n\n\tFire2:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"AKAmmo\",1,1)\n\t\tGoto NoAmmo\n\t\tTNT1 A 0 A_PlaySound(\"AK47FIR\", 6)\n\t\tTNT1 A 0 A_Takeinventory(\"AKAmmo\",1)\n\t\tPPSG A 0 A_JumpifInventory(\"AKAmmo\",1,2)\n\t\tPIST F 0 A_Giveinventory(\"GunEmpty\",1)\n\t\tTNT1 A 0\n\t\tAKIS C 2 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_FireBullets (2, 2, -1, 23, \"HitPuff\", FBF_NORANDOM)\n\t\tAKIS D 1 A_ZoomFactor(1.9)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tAKIS A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 2, 0, 0)\n AKIS A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-4)\n\t\tAKIS A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tAKIS A 0 A_SetPitch(pitch-1.0)\n AKIS B 2 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n TNT1 A 0 A_Refire\n\t\tGoto Ready2\n\n\tAltFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tAK47 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tAK47 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tAKIS A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tAKIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tAKIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tAKIS A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\tNoAim:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tAKIS A 1\n Goto Ready+6\n\n\tReload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tAK47 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AKAmmo\",31,\"ready\")\n TNT1 A 0 A_JumpIfInventory(\"762ammo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tAK4R I 1\n\t\tAK4R A 1\n\t\tAK4R B 3\n\t\tTNT1 A 0 A_PlaySound(\"AKOUT\")\n\t\tAK4R CDEFG 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyAKMag\",-5,0,8,-4)\n\t\tAK4R H 28\n\t\tTNT1 A 0 A_PlaySound(\"AKIN\")\n\t\tAK4R GFEDC 1\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AKAmmo\",1,\"InsertBullets2\")//30+1 effect\n\t\tGoto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tAK47 A 0 A_JumpIfInventory(\"AKAmmo\",30,15)\n\t\tAK47 A 0 A_JumpIfInventory(\"762ammo\",1,3)\n\t\tGoto FinishReloading\n TNT1 AAAAAA 0\n\t\tAK47 A 0 A_Giveinventory(\"AKAmmo\",1)\n\t\tAK47 A 0\n\t\tAK47 A 0 A_Takeinventory(\"762ammo\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tAK47 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tAK47 A 0 A_Refire\n Goto FinishReloading\n\t\tTNT1 AAAA 0\n\t\tAK47 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tAK47 A 0 A_Refire\n Goto FinishReloading\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tAK47 A 0 A_JumpIfInventory(\"AKAmmo\",31,15)\n\t\tAK47 A 0 A_JumpIfInventory(\"762ammo\",1,3)\n\t\tGoto FinishReloading\n TNT1 AAAAAA 0\n\t\tAK47 A 0 A_Giveinventory(\"AKAmmo\",1)\n\t\tAK47 A 0\n\t\tAK47 A 0 A_Takeinventory(\"762ammo\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tAK47 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tAK47 A 0 A_Refire\n Goto FinishReloading\n\t\tTNT1 AAAA 0\n\t\tAK47 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tAK47 A 0 A_Refire\n Goto FinishReloading\n\n\tFinishReloading:\n\t\tAK47 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GunEmpty\", 1, \"Cock\")\n\t\tAK4R B 3\n\t\tAK4R A 1\n\t\tAK4R I 1\n\t\tGoto Ready3\n\n\tCock:\n\t\tAK4R I 3\n\t\tAK4R JKLM 1\n\t\tAK4R L 1\n\t\tAK4R K 3\n\t\tAK4R L 1 A_PlaySound(\"LOCK\", 3)\n\t\tAK4R M 3\n\t\tAK4R MLKJ 1\n\t\tAK4R I 2\n\t\tAK47 A 0 A_Takeinventory(\"GunEmpty\",1)\n\t\tAK47 A 0 A_Refire\n\t\tGoto Ready3\n\n\tTurboReload:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"AKAmmo\",30,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"762ammo\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"AKAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"762ammo\",1)\n\t\tGoto TurboReload\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_ReFire\n Goto Ready\n\n\tUnload:\n\t\tAK47 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_JumpIfInventory(\"AKAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tAK4R I 1\n\t\tAK4R A 1\n\t\tAK4R B 3\n\t\tTNT1 A 0 A_PlaySound(\"AKOUT\")\n\t\tAK4R CDEFG 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tAK4R H 20\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"AKAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"AKAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"762ammo\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tAK4R CB 1\n\t\tAK4R A 1\n\t\tAK4R I 1\n\t\tTNT1 A 0 A_PlaySound(\"DryFire\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+6\n\n \tSpawn:\n\t\tAK4I A -1\n\t\tStop\n\t}\n}\n\nActor AKAmmo : Ammo\n{\n \tGame Doom\n\tInventory.Icon \"AK4IA0\"\n\tInventory.Amount 31\n\tInventory.MaxAmount 31\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 31\n}\n\nActor 762ammo : Ammo\n{\n \tGame Doom\n\tInventory.Icon \"AKBXA0\"\n\tInventory.Amount 100\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 30\n\tAmmo.BackpackMaxAmount 400\n}\n\n\tACTOR AKMag : 762Ammo replaces clip 20020\n{\n\tInventory.PickupMessage \"AK tár\"\n\tInventory.Amount 15\n\tInventory.Icon \"AMAGA0\"\n\tInventory.PickupSound \"AKMAG\"\n\tScale 1.15\n\tStates\n\t{\n\tSpawn:\n\t\tAMAG A -1\n\t\tStop\n\t}\n}\n\n\tACTOR AKBox : 762Ammo replaces clipbox 21025\n{\n\tInventory.PickupMessage \"Egy láda AK lőszer\"\n\tInventory.Amount 100\n\tInventory.Icon \"AKBXA0\"\n\tInventory.PickupSound \"12box\"\n\tScale 1.15\n\tStates\n\t{\n\tSpawn:\n\t\tAKBX A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "HIUZ.txt",
"contents": "Actor Hiuz : BrutalWeapon 20990\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType2 \"LynxAmmo\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"50ammo\"\n\tObituary \"%ot darabokra robbantották egy rombolópuskával.\"\n \tAttackSound \"None\"\n \tInventory.PickupSound \"WPKUP\"\n\tInventory.Pickupmessage \"Gepárd M6 Hiúz rombolópuska\"\n \t+WEAPON.NOAUTOAIM\n \t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOFIRE\n\tWeapon.SelectionOrder 700\n \tScale 1.33\n\tTag \"Hiúz\"\n\n\tStates\n\t{\n\n\tWarmUp:\n\t\tHIUZ A 0\n\t\tHIUZ A 0 A_TakeInventory(\"LYNXFIRST\", 1)\n\t\tGoto LetsGetStarted\n\n\tLetsGetStarted:\n\t\tHIUZ A 1 A_PlaySound(\"HIUZLINE\", 2)\n\t\tHIUR O 3\n\t\tHIUR PQ 1\n\t\tHIUR R 3\n\t\tHIUR S 1 A_PlaySound(\"LOCK\", 3)\n\t\tHIUR T 3\n\t\tHIUR S 1\n\t\tHIUR R 3\n\t\tHIUR PQ 1\n\t\tHIUR O 3\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tHIUZ A 0\n\t\tPIST F 0 A_Giveinventory(\"GunEmpty\",1)\n\t\tHIUZ A 0 A_ZoomFactor(1.0)\n\t\tHIUZ A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tHIUZ A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tHIUZ A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\tNoAmmo2:\n\t\tHIUZ A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t HIUZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHIUZ A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tHIUZ A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tHIUZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tHIUZ A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tHIUZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tHIUZ A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tHIUZ A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tHIUZ A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"Ready3\")\n\t\tHIUZ A 0 A_JumpIfInventory(\"50ammo\",1,\"Reload\")\n\t\tHIUZ A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\tSelectAnimation:\n TNT1 A 0\n HIUR C 1 A_PlaySound(\"CLIPIN\")\n\t\tHIUZ A 1\n\t\tTNT1 A 0 A_GunFLash\n TNT1 AAAAAAAA 0\n\n\tReady3:\n\tReady:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tHIUZ A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LYNXFIRST\",1,\"WarmUp\")\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tHIUZ A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHIUZ A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\n\tStartSprint:\n\t\tHIUZ A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHIUZ A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tHIUZ A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tHIUZ A 0 A_ZoomFactor(1.0)\n\t\tHIUZ A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tHIUZ A 0\n\t\tHIUZ A 0 A_JumpIfInventory(\"Accelerate\", 1, 1)\n\t\tGoto Ready3\n\t\tHISP A 0 offset(-9,32)\n\t\tHIUZ A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tHIUZ A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tHIUZ A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tHIUZ A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tHIUZ A 0 offset(-9,32)\n\t\tHISP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tHISP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tHISP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tHISP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tHISP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tHISP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tHISP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tHIUZ A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tHIUZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HIUZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n HIUZ A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tHIUZ A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tHIUZ A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tHISP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tHISP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tHISP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tHISP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tHISP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tHISP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tHISP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tHIUZ A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tHIUZ A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tHIUZ A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tHIUZ A 0 A_PlaySound(\"Tired\", 2)\n\t\tHIUZ A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tHIUZ A 5 A_WeaponReady\n\t\tHIUZ A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tHIUZ A 5 A_WeaponReady\n\t\tHIUZ A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tHIUZ A 5 A_WeaponReady\n\t\tHIUZ A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tHIUZ A 5 A_WeaponReady\n\t\tHIUZ A 0 A_TakeInventory(\"UsedStamina\", 4)\n\t\tHIUZ A 5 A_WeaponReady\n\t\tGoto Ready3\n\n\tStopSprint:\n\t\tHISP A 1\n\t\tHIUZ A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n\tReady2:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tHIIS B 1 A_WeaponReady (WRF_ALLOWRELOAD)\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tHIUZ A 1\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tHIUR C 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t TNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n Fire:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"LynxAmmo\",1,1)\n Goto NoAmmo\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tTNT1 A 0 A_PlaySound(\"HIUZF\", 6)\n\t\tTNT1 A 0 A_Takeinventory(\"LynxAmmo\",1)\n\t\tHIUF A 1 BRIGHT A_AlertMonsters\n\t\tHIUF B 1 A_FireBullets (12, 12, -1, 240, \"MachineGunBulletPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_ZoomFactor(0.80)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tHIUF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, -5, 0, 0)\n\t\tTNT1 A 0 A_Recoil(1.0)\n\t\tHIUF C 1 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\tHIUF A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tHIUF A 0 A_SetPitch(pitch-10.0)\n\t\tHIUZ A 0 A_FireCustomMissile(\"20MMBrass\",5,0,8,-4)\n TNT1 A 0 A_ZoomFactor(1.00)\n\t\tHIUZ A 15\n\t\tGoto Ready+6\n\n\tFire2:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"LynxAmmo\",1,1)\n\t\tGoto NoAmmo\n\t\tTNT1 A 0 A_PlaySound(\"HIUZF\", 6)\n\t\tTNT1 A 0 A_Takeinventory(\"LynxAmmo\",1)\n\t\tHIIS C 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_Recoil(0.5)\n\t\tHIUF A 0 A_FireBullets (0.5, 0.5, -1, 240, \"MachineGunBulletPuff\", FBF_NORANDOM)\n\t\tHIIS D 1 BRIGHT A_ZoomFactor(3.7)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tAKIS A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 2, 0, 0)\n\t\tAKIS A 0 A_FireCustomMissile(\"DecorativeTracer\", 0, 0, 0, 2, 0, 0)\n \t\tAKIS A 0 A_FireCustomMissile(\"20MMBrass\",5,0,8,-4)\n\t\tAKIS A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tAKIS A 0 A_SetPitch(pitch-7.0)\n \tHIIS B 30 A_ZoomFactor(4.0)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tGoto Ready2\n\n\tAltFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(4.0)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tHIIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tHIIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tAKIS A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tHIIS B 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tHIIS B 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tAKIS A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\tNoAim:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tHIIS A 1\n\t\tHIUZ A 1\n Goto Ready+6\n\n\tReload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tHIUZ A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LynxAmmo\",6,\"ready\")\n TNT1 A 0 A_JumpIfInventory(\"50ammo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tHIUR A 2\n\t\tHIUR B 1\n\t\tHIUR CDEFG 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tHIUR H 15\n\t\tTNT1 A 0 A_PlaySound(\"AKOUT\")\n\t\tHIUR IJKLM 1\n\t\tHIUR U 30\n\t\tTNT1 A 0 A_PlaySound(\"AKIN\")\n\t\tHIUR MLKJI 1\n\t\tHIUR H 15\n\t\tHIUR GFEDC 1\n\t\tHIUR B 1\n\t\tHIUR A 2\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"LynxAmmo\",1,\"InsertBullets2\")//30+1 effect\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tHIUZ A 0 A_JumpIfInventory(\"LynxAmmo\",5,15)\n\t\tHIUZ A 0 A_JumpIfInventory(\"50ammo\",1,3)\n\t\tGoto FinishReloading\n TNT1 AAAAAA 0\n\t\tHIUZ A 0 A_Giveinventory(\"LynxAmmo\",1)\n\t\tHIUZ A 0\n\t\tHIUZ A 0 A_Takeinventory(\"50ammo\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tHIUZ A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tHIUZ A 0 A_Refire\n Goto FinishReloading\n\t\tTNT1 AAAA 0\n\t\tHIUZ A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tHIUZ A 0 A_Refire\n Goto FinishReloading\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tHIUZ A 0 A_JumpIfInventory(\"LynxAmmo\",6,15)\n\t\tHIUZ A 0 A_JumpIfInventory(\"50ammo\",1,3)\n\t\tGoto FinishReloading\n TNT1 AAAAAA 0\n\t\tHIUZ A 0 A_Giveinventory(\"LynxAmmo\",1)\n\t\tHIUZ A 0\n\t\tHIUZ A 0 A_Takeinventory(\"50ammo\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tHIUZ A 0 A_Takeinventory(\"Reloading\",1)\n\t\tHIUZ A 0 A_Refire\n Goto FinishReloading\n\t\tTNT1 AAAA 0\n\t\tHIUZ A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tHIUZ A 0 A_Refire\n Goto FinishReloading\n\n\tFinishReloading:\n\t\tHIUZ A 0\n\t\tAK47 A 0 A_JumpIfInventory(\"GunEmpty\",1,2)\n\t\tGoto Ready3\n\t\tHIUR O 3\n\t\tHIUR PQ 1\n\t\tHIUR R 3\n\t\tHIUR S 1 A_PlaySound(\"LOCK\", 3)\n\t\tHIUR T 3\n\t\tHIUR S 1\n\t\tHIUR R 3\n\t\tHIUR PQ 1\n\t\tHIUR O 3\n\t\tHIUZ A 0 A_Takeinventory(\"GunEmpty\",1)\n\t\tHIUZ A 0 A_Refire\n\t\tGoto Ready3\n\n\tTurboReload:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"LynxAmmo\",5,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"50ammo\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"LynxAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"50ammo\",1)\n\t\tGoto TurboReload\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_ReFire\n Goto Ready\n\n\tUnload:\n\t\tHIUZ A 1 A_WeaponReady\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_JumpIfInventory(\"LynxAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_PlaySound(\"HIUZREL\")\n\t\tHIUR I 1\n\t\tHIUR A 1\n\t\tHIUR B 3\n\t\tHIUR CDEFG 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tHIUR H 20\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"LynxAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"LynxAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"50ammo\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tHIUR CB 1\n\t\tHIUR A 1\n\t\tHIUR I 1\n\t\tTNT1 A 0 A_PlaySound(\"DryFire\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+6\n\n \tSpawn:\n\t\tLYNX A -1\n\t\tStop\n\t}\n}\n\nActor LynxAmmo : Ammo\n{\n \tGame Doom\n\tInventory.Icon \"LYNXA0\"\n\tInventory.Amount 6\n\tInventory.MaxAmount 6\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 6\n}\n\nActor 50ammo : Ammo\n{\n \tGame Doom\n\tInventory.Icon \"50BMA0\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 15\n}\n\n\tACTOR 50Bullet : 50ammo 20991\n{\n\tInventory.PickupMessage \".50-es lőszer\"\n\tInventory.Amount 1\n\tInventory.Icon \"50BMA0\"\n\tInventory.PickupSound \"50UP\"\n\tScale 0.67\n\tStates\n\t{\n\tSpawn:\n\t\t50BM A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "TT.txt",
"contents": "Actor TT : BrutalWeapon 20994\n{\nobituary \"%ore lesújtott a proletariátus ökle.\"\n //attacksound \"GLOKFIR\"\n decal \"BulletChip\"\n inventory.pickupmessage \"Tokarev pisztoly\"\n Inventory.PickupSound \"WPKUP\"\n //Weapon.UpSound \"GLOKSEL\"\n Weapon.AmmoType1 \"TokarevAmmo\"\n Weapon.AmmoType2 \"TTAmmo\"\n weapon.ammouse1 0\n weapon.ammouse2 0\n Weapon.AmmoGive1 8\n Weapon.AmmoGive2 0\n scale 0.75\n\t//+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+WEAPON.CHEATNOTWEAPON\n\tTag \"TT-33\"\n states\n {\n WarmUp:\n\t\tTT33 A 0\n\t\tTT33 A 0 A_TakeInventory(\"TTFirst\", 1)\n\t\tGoto LetsGetStarted\n\n\tLetsGetStarted:\n\t\tTT33 A 2 A_PlaySound(\"TTLINE\", 2)\n\t\tTTRL P 6\n\t\tTTRL QRT 1\n\t\tTTRL U 3 A_PlaySound(\"GLOKSEL\", 3)\n\t\tTTRL V 1\n\t\tTTRL W 3\n\t\tTTRL V 1\n\t\tTTRL U 3\n\t\tTTRL TRQ 1\n\t\tTTRL P 4\n\t\tGoto Ready\n\n \tReady3:\n\tReady:\n\t\tTNT1 A 0 A_SetCrosshair(57)\n\t\tTT33 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TTFirst\",1,\"WarmUp\")\n TT33 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TT33 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTT33 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTT33 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TT33 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTT33 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTT33 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTT33 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tReady2:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tTTIS B 1 A_WeaponReady (WRF_ALLOWRELOAD)\n\t\tLoop\n\n\tCheckSprint:\n\t\tTT33 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTT33 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\n\tStartSprint:\n\t\tTT33 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTT33 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tTT33 A 0 offset(-9,32)\n\t\tTT33 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTT33 A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tTT33 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tTT33 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tTT33 A 0 offset(-9,32)\n\t\tTTSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tTTSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tTTSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tTTSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tTTSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tTTSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tTTSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tTT33 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTT33 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TT33 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TT33 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTT33 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tTT33 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tTTSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tTTSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tTTSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTTSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tTTSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tTTSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tTTSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTT33 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTT33 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tTT33 A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tTT33 A 0 A_PlaySound(\"Tired\", 2)\n\t\tTT33 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tTT33 A 5 A_WeaponReady\n\t\tTT33 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tTT33 A 5 A_WeaponReady\n\t\tTT33 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tTT33 A 5 A_WeaponReady\n\t\tTT33 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tTT33 A 5 A_WeaponReady\n\t\tTT33 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tTT33 A 5 A_WeaponReady\n\t\tGoto Ready\n\n\tStopSprint:\n\t\tTT33 A 1\n\t\tTT33 A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTTRL P 1\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tTTRL B 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tTT33 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tTT33 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTT33 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTT33 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t \tTT33 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n \tTT33 A 0 A_PlaySound(\"GLOCKSEL\")\n\t\tTTRL B 1\n\t\tTTRL P 1\n TT33 A 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"TTAmmo\",1,2)\n Goto NoAmmo\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n PIST F 0 A_PlaySound(\"TTFIR\", 6)\n\t\tPIST F 0 A_AlertMonsters\n\t\tTTFR A 1 BRIGHT A_FireBullets (3, 3, -1, 16, \"WeakPuff\", FBF_NORANDOM)\n\t\tRIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 A 0 A_Takeinventory(\"TTAmmo\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n TTFR B 1\n\t\tTT33 A 0 A_ZoomFactor(0.92)\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(pitch-1.2)\n\t\tTTFR C 2\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tTT33 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTT33 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTT33 A 0 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tTT33 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTT33 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTT33 A 0 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tTT33 A 2\n\tGoto Ready3\n\n\tFire2:\n TNT1 A 0 A_JumpIfInventory(\"TTAmmo\",1,2)\n Goto NoAmmo\n\t\tTNT1 A 0\n PIST F 0 A_PlaySound(\"TTFIR\", 6)\n\t\tPIST F 0 A_AlertMonsters\n\t\t//TNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tTT33 A 0 A_ZoomFactor(1.9)\n\t\tTTIS C 2 BRIGHT A_FireBullets (2, 2, -1, 16, \"WeakPuff\", FBF_NORANDOM)\n RI2F A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 4, 0, random(-1,1))\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"TTAmmo\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",8,0,8,-4)\n TTIS D 2\n\t\t//RIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(pitch-0.75)\n\t\tRIFG A 0 A_ZoomFactor(2.0)\n\t\tTTIS B 5\n\t\tGoto Ready2\n\n\tAltFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tTT33 A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tTT33 A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tTTIS A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tTTIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tTTIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tTTIS A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\tNoAim:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTTIS A 1\n Goto Ready+6\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tTT33 A 0\n\t\tPIST F 0 A_Giveinventory(\"GunEmpty\",1)\n\t\tTT33 A 0 A_ZoomFactor(1.0)\n\t\tTT33 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTT33 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTT33 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\tNoAmmo2:\n\t\tTT33 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t \tTT33 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTT33 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTT33 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTT33 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tTT33 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTT33 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTT33 A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tTT33 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTT33 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"Ready3\")\n\t\tTT33 A 0 A_JumpIfInventory(\"TokarevAmmo\",1,\"Reload\")\n\t\tTT33 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\tReload:\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TTAmmo\",9,\"ready\")\n TNT1 A 0 A_JumpIfInventory(\"TokarevAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTT33 A 2\n\t\tTTRL P 1\n\t\tTTRL B 6\n\t\tTNT1 A 0 A_PlaySound(\"GLMAGOUT\")\n\t\tTTRL CDEF 1\n\t\tTTRL B 15 A_FireCustomMissile(\"EmptyTTMag\",-5,0,8,-4)\n\t\tTTRL AGHIJKL 1\n\t\tTTRL M 10 A_PlaySound(\"GLMAGIN\")\n\t\tTTRL NOA 1\n\t\tTTRL B 3\n\t\tTTRL P 1\n\t\tTT33 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tTT33 A 0 A_JumpIfInventory(\"TTAmmo\",1,\"InsertBullets2\")//8+1 effect\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_JumpIfInventory(\"TTAmmo\",8,15)\n\t\tRIFG A 0 A_JumpIfInventory(\"TokarevAmmo\",1,3)\n\t\tGoto FinishReloading\n TNT1 AAAAAA 0\n\t\tRIFG A 0 A_Giveinventory(\"TTAmmo\",1)\n\t\tRIFG A 0\n\t\tRIFG A 0 A_Takeinventory(\"TokarevAmmo\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFG A 0 A_Refire\n Goto FinishReloading\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFG A 0 A_Refire\n Goto FinishReloading\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_JumpIfInventory(\"TTAmmo\",9,15)\n\t\tRIFG A 0 A_JumpIfInventory(\"TokarevAmmo\",1,3)\n\t\tGoto FinishReloading\n TNT1 AAAAAA 0\n\t\tRIFG A 0 A_Giveinventory(\"TTAmmo\",1)\n\t\tRIFG A 0\n\t\tRIFG A 0 A_Takeinventory(\"TokarevAmmo\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFG A 0 A_Refire\n Goto FinishReloading\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFG A 0 A_Refire\n Goto FinishReloading\n\n\tFinishReloading:\n\t\tRIFG A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GunEmpty\",1,2)\n\t\tGoto Ready3\n\t\tTNT1 A 0\n\t\tTTRL P 6\n\t\tTTRL QRT 1\n\t\tTTRL U 3 A_PlaySound(\"GLOKSEL\", 3)\n\t\tTTRL V 1\n\t\tTTRL W 3\n\t\tTTRL V 1\n\t\tTTRL U 3\n\t\tTTRL TRQ 1\n\t\tTTRL P 4 A_Takeinventory(\"GunEmpty\",1)\n\t\tPIST F 0 A_Refire\n\t\tGoto Ready\n\n\tUnload:\n\t\tTT33 A 1 A_WeaponReady\n\t\tTT33 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tTT33 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTT33 A 0 A_JumpIfInventory(\"TTAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tTT33 A 0 A_Takeinventory(\"Zoomed\",1)\n TT33 A 0 A_ZoomFactor(1.0)\n\t\tTT33 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tTT33 A 0 A_Takeinventory(\"Reloading\",1)\n TTRL A 2\n\t\tTTRL B 12\n\t\tTTRL ON 1\n\t\tTTRL M 6 A_PlaySound(\"GLMAGOUT\")\n\t\tTTRL LKJIHG 1\n\t\tTTRL B 6\n\t\tTTRL A 1\n\t\tTT33 A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tTT33 A 0 A_JumpIfInventory(\"TTAmmo\",1,\"RemoveBullets\")\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tTT33 A 0 A_JumpIfInventory(\"TTAmmo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tTT33 A 0 A_Takeinventory(\"TTAmmo\",1)\n\t\tTT33 A 0 A_Giveinventory(\"TokarevAmmo\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTT33 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTT33 A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tTT33 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTT33 A 0 A_Refire\n Goto Ready\n\n\tSpawn:\n\t\tTKRV A -1\n\t\tStop\n\t\t}\n\t}\n\n Actor TTAmmo : Ammo\n{\n \tGame Doom\n\tInventory.Icon \"TKRVA0\"\n\tInventory.Amount 9\n\tInventory.MaxAmount 9\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 9\n}\n\n\tACTOR TTMag : TokarevAmmo 21003\n{\n\tInventory.PickupMessage \"TT tár\"\n\tInventory.Amount 8\n\tInventory.Icon \"TMAGA0\"\n\tInventory.PickupSound \"GMAG\"\n\tScale 1.05\n\tStates\n\t{\n\tSpawn:\n\t\tTMAG A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "PPS.txt",
"contents": "Actor PPS : BrutalWeapon 20993\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 35\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.SelectionOrder 2500\n\tWeapon.AmmoType1 \"TokarevAmmo\"\n\tWeapon.AmmoType2 \"PPSHAmmo\"\n\tObituary \"%o ellenforradalmi tevékenységet folytatott.\"\n Inventory.PickupSound \"WPKUP\"\n\tInventory.Pickupmessage \"PPS géppisztoly\"\n \t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.CHEATNOTWEAPON\n\t+FORCEXYBILLBOARD\n\tTag \"PPS géppisztoly\"\n \tScale 0.85\n\tStates\n\t{\n\n\tWarmUp:\n\t\tTT33 A 0\n\t\tTT33 A 0 A_TakeInventory(\"PPSFirst\", 1)\n\t\tGoto LetsGetStarted\n\n\tLetsGetStarted:\n\t\tTNT1 A 0 A_PlaySound(\"DA\", 3)\n\t\tPPSR CBA 1\n\t\tPPSR KLMMMM 1\n\t\tTNT1 A 0 A_PlaySound(\"Lock\", 1)\n\t\tPPSR NOOONMM 1\n\t\tPPSR M 4\n\t\tPPSR LK 1\n\t\tGoto Ready3\n\n \tSpawn:\n\t\tWPPS A -1\n\t\tStop\n\n\t\tCheckSprint:\n\t\tPPSP A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPPSP A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPPSP A 0\n\n\tStartSprint:\n\t\tPPSP A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPPSP A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tPPSP A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPPSP A 0 A_ZoomFactor(1.0)\n\t\tPPSP A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPPSP A 0\n\t\tPPSP A 0 A_JumpIfInventory(\"Accelerate\", 1, 1)\n\t\tGoto Ready3\n\t\tPPSP A 0 offset(-9,32)\n\t\tPPSP A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPPSP A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tPPSP A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tPPSP A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tPPSP A 0 offset(-9,32)\n\t\tPPSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tPPSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tPPSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tPPSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tPPSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tPPSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tPPSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tPPSP A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPPSP A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n PPSP A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n PPSP A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPPSP A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tPPSP A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tPPSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tPPSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tPPSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tPPSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tPPSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tPPSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tPPSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tPPSP A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPPSP A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tPPSP A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tPPSP A 0 A_PlaySound(\"Tired\", 2)\n\t\tPPSP A 0 A_TakeInventory(\"UsedStamina\", 3)\n\t\tPPSP A 5 A_WeaponReady\n\t\tPPSP A 0 A_TakeInventory(\"UsedStamina\", 3)\n\t\tPPSP A 5 A_WeaponReady\n\t\tPPSP A 0 A_TakeInventory(\"UsedStamina\", 3)\n\t\tPPSP A 5 A_WeaponReady\n\t\tPPSP A 0 A_TakeInventory(\"UsedStamina\", 3)\n\t\tPPSP A 5 A_WeaponReady\n\t\tPPSP A 0 A_TakeInventory(\"UsedStamina\", 3)\n\t\tPPSP A 5 A_WeaponReady\n\t\tGoto Ready3\n\n\tStopSprint:\n\t\tPPSP A 1\n\t\tPPSP A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n\tWarmUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PPSFIRST\", 1)\n\t\tGoto LetsGetStarted\n\n\tLetsGetStarted:\n\t\tPPSR A 3 A_PlaySound(\"DA\", 3)\n\t\tPPSR KLMMMM 1\n\t\tTNT1 A 0 A_PlaySound(\"Lock\", 1)\n\t\tPPSR NOOONMM 1\n\t\tPPSR M 4\n\t\tPPSR LK 1\n\t\tGoto Ready3\n\n\tReady:\n\tReady3:\n\t\tTNT1 A 0 A_SetCrosshair(61)\n \tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n \t \tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n \tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tPPSG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PPSFIRST\",1,\"WarmUp\")\n\t\tGoto Ready3\n\n\tReady2:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n \tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n \tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n \tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tPSIS B 1 A_WeaponReady (WRF_ALLOWRELOAD)\n\t\tLoop\n\n\tDeselect:\n\t\tPPSG A 0\n\t\tPPSG A 0 A_TakeInventory(\"TossGrenade\", 1)\n \t\tPPSG A 0 A_TakeInventory(\"Reloading\",1)\n\t\tPPSG A 0 A_TakeInventory(\"Unloading\",1)\n \tPPSG A 0 A_ZoomFactor(1.0)\n\t\tPPSG AAAAA 1 A_Lower\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tPPSG A 0\n\t\tPPSG AAAAA 1 A_Raise\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tGoto Ready3\n\n \tFire:\n \tPPSG A 0 A_JumpIfInventory(\"PPSHAmmo\",1,2)\n \tGoto NoAmmo\n \tTNT1 AA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tPPSG A 0 A_AlertMonsters\n\t\tPPSG A 0 A_PlaySound(\"PPSFIR\", 1)\n\t\tPPSF A 1 BRIGHT A_FireBullets (5.0, 5.0, -1, 18, \"WeakPuff\", FBF_NORANDOM)\n\t\tPPSG A 0 A_ZoomFactor(0.97)\n\t\tPPSF B 1 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, -5, 0, 0)\n\t\tPPSG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n //PPSF A 0 A_FireCustomMissile(\"Tracer\", random(-3,3), 0, 0, 0, 0, random(-3,3))\n\t\tPPSG A 0 A_SetPitch(pitch-2.0)\n\t\tPPSG A 0 A_Takeinventory(\"PPSHAmmo\",1)\n\t\tPPSG A 0 A_JumpifInventory(\"PPSHAmmo\",1,2)\n\t\tPIST F 0 A_Giveinventory(\"GunEmpty\",1)\n\t\tTNT1 A 0\n\t\tPPSF C 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,6,-14)\n\t\tPPSG A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetANgle(angle+random(-1, 1))\n\t\tPPSG A 0 A_JumpIfInventory(\"PPSHAmmo\",1,2)\n \tGoto NoAmmo\n \tTNT1 AA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tPPSG A 0 A_AlertMonsters\n\t\tPPSG A 0 A_PlaySound(\"PPSFIR\", 5)\n\t\tPPSF C 1 BRIGHT A_FireBullets (6.0, 6.0, -1, 18, \"WeakPuff\", FBF_NORANDOM)\n\t\tPPSG A 0 A_ZoomFactor(0.95)\n\t\tPPSF D 1 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, -5, 0, 0)\n\t\t//PPSG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n \tPPSF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\tPPSG A 0 A_Takeinventory(\"PPSHAmmo\",1)\n\t\tPPSF C 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,6,-14)\n\t\tPPSG A 0 A_SetPitch(pitch-2.5)\n\t\tPPSG A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetANgle(angle+random(-1, 1))\n\t\tPPSG A 0 A_Refire\n\t\tGoto Ready3\n\n\t Fire2:\n \tPPSG A 0 A_JumpIfInventory(\"PPSHAmmo\",1,2)\n \tGoto NoAmmo\n \tTNT1 AA 0\n\t\tPPSG A 0 A_AlertMonsters\n\t\tPPSG A 0 A_PlaySound(\"PPSFIR\", 1)\n\t\tPSIS C 1 BRIGHT A_FireBullets (3, 3, -1, 18, \"WeakPuff\", FBF_NORANDOM)\n\t\tPPSG A 0 A_ZoomFactor(1.95)\n\t\tPSIS D 1 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 2, 0, 0)\n\t\tPPSG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n //PPSF A 0 A_FireCustomMissile(\"Tracer\", random(-3,3), 0, 0, 0, 0, random(-3,3))\n\t\tPPSG A 0 A_SetPitch(pitch-1.5)\n\t\tPPSG A 0 A_Takeinventory(\"PPSHAmmo\",1)\n\t\tPPSG A 0 A_JumpifInventory(\"PPSHAmmo\",1,2)\n\t\tPIST F 0 A_Giveinventory(\"GunEmpty\",1)\n\t\tTNT1 A 0\n\t\tPPSF C 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,8,-4)\n\t\tPPSG A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_SetANgle(angle+random(-1, 1))\n\t\tPPSG A 0 A_JumpIfInventory(\"PPSHAmmo\",1,2)\n \tGoto NoAmmo\n \tTNT1 AA 0\n\t\tPPSG A 0 A_AlertMonsters\n\t\tPPSG A 0 A_PlaySound(\"PPSFIR\", 5)\n\t\tPSIS C 1 BRIGHT A_FireBullets (3.5, 3.5, -1, 18, \"WeakPuff\", FBF_NORANDOM)\n\t\tPPSG A 0 A_ZoomFactor(1.92)\n\t\tPSIS D 1 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 2, 0, 0)\n\t\tPPSG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n \t \tPPSF A 0 A_FireCustomMissile(\"DecorativeTracer\",0,0,0,0)\n\t\tPPSG A 0 A_Takeinventory(\"PPSHAmmo\",1)\n\t\tPPSF C 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,8,-4)\n\t\tPPSG A 0 A_SetPitch(pitch-1.8)\n\t\tPPSG A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_SetANgle(angle+random(-1, 1))\n\t\tPPSG A 0 A_Refire\n\t\tGoto Ready2\n\n\tAltFire:\n \tTNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n \tTNT1 A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tPPSG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tPPSG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tAKIS A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tPSIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tPSIS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tAKIS A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\tNoAim:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n \tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPSIS A 1\n Goto Ready+6\n\n \tReload:\n\t\tPPSG A 0 A_WeaponReady\n\t\tPPSG A 0 A_ZoomFactor(1.0)\n\t\tPPSG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tPPSG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPPSG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tPPSG A 0 A_JumpIfInventory(\"PPSHAmmo\",71,\"Ready3\")\n \tPPSG A 0 A_JumpIfInventory(\"TokarevAmmo\",1,3)\n Goto NoAmmo\n \tTNT1 AAA 0\n\t\tPPSG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tPPSG A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPPSG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tPPSP A 0\n \tPPSR AABCDDDD 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_PLaySound(\"AKOUT\", 3)\n\t\tPPSR EFGHI 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"EmptyPPSMag\",-5,0,8,-4)\n\t\tPPSR J 24\n \t\tPPSR I 1\n\t\tTNT1 A 0 A_PLaySound(\"AKIN\", 4)\n\t\tPPSR HGFED 1\n\t\tPPSR D 8\n\t\tGoto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tPPSG A 0 A_JumpIfInventory(\"PPSHAmmo\",71,\"FinishReload\")\n\t\tPPSG A 0 A_JumpIfInventory(\"TokarevAmmo\",1,3)\n\t\tGoto FinishReload\n TNT1 AAAAAA 0\n\t\tPPSG A 0 A_Giveinventory(\"PPSHAmmo\",1)\n\t\tPPSG A 0 A_Takeinventory(\"TokarevAmmo\",1)\n\t\tGoto InsertBullets\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPPSG A 0 A_Takeinventory(\"Reloading\",1)\n Goto FinishReload\n\t\tTNT1 AAAA 0\n\t\tPPSG A 0 A_Takeinventory(\"Reloading\",1)\n Goto FinishReload\n\n\tFinishReload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GunEmpty\", 1, \"Cock\")\n\t\tPPSR CBA 1\n\t\tPPSG A 1\n\t\tPPSR A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto Ready3\n\n\tCock:\n\t\tPPSR CBA 1\n\t\tPPSR KLMMMM 1\n\t\tTNT1 A 0 A_PlaySound(\"Lock\", 1)\n\t\tPPSR NOOONMM 1\n\t\tPPSR M 4\n\t\tPPSR A 0 A_Takeinventory(\"GunEmpty\",1)\n\t\tPPSR LK 1\n\t\tGoto Ready3\n\n\tUnload:\n\t\tPPSG A 1 A_WeaponReady\n\t\tPPSG A 0 A_ZoomFactor(1.0)\n\t\tPPSG A 0 A_Takeinventory(\"Unloading\",1)\n PPSG A 0 A_JumpIfInventory(\"PPSHAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tPPSG A 0 A_Takeinventory(\"Zoomed\",1)\n PPSG A 0 A_PLaySound(\"RELO2\", 4)\n\t\tPPSR ABCDEFGHIJ 1\n\t\tPPSG A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPPSG A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tPPSG A 0 A_JumpIfInventory(\"PPSHAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tPPSG A 0 A_Takeinventory(\"PPSHAmmo\",1)\n\t\tPPSG A 0 A_Giveinventory(\"TokarevAmmo\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tPPSR P 1\n\t\tTNT1 A 0 A_PlaySound(\"DryFire\")\n\t\tTNT1 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+6\n\n\tNoAmmo:\n\t\tPPSG A 0\n\t\tPPSG A 0 A_ZoomFactor(1.0)\n\t\tPPSG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tPPSG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPPSG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\n\tNoAmmo2:\n\t\tPPSG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t \tPPSG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tPPSG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tPPSG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tPPSG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tPPSG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tPPSG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tPPSG A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tPPSG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPPSG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"Ready3\")\n\t\tPPSG A 0 A_JumpIfInventory(\"TokarevAmmo\",1,\"Reload\")\n\t\tPPSG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\t}\n}\n\nACTOR PPSHAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 71\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 71\n Inventory.Icon \"WPPSA0\"\n}\n\nACTOR TokarevAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 300\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 600\n Inventory.Icon \"PPSZB0\"\n}\n\nACTOR PPSMag : TokarevAmmo 20995\n{\n\tInventory.PickupMessage \"Csigatár\"\n\tInventory.Amount 71\n\tInventory.Icon \"PPSZB0\"\n\tInventory.PickupSound \"PPSMAG\"\n\tScale 0.7\n\tStates\n\t{\n\tSpawn:\n\t\tPPSZ B -1\n\t\tStop\n\t}\n}"
}
]
},
"maps": []
}