complex-dust-v1.7pre11.pk3

PK3 40 MiB 0 map(s)

Counts

endoom0
graphics0
lumps4649
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0c43d759-fb2c-4699-952f-56b97b646e34",
    "sha1": "811cc281261f200be042718bb2158503aba33d17",
    "sha256": "9c82b372df8aa7a03e3d700f2c73269e4a64dd57f881340561d306360eaa43c4",
    "filenames": [
      "complex-dust-v1.7pre11.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-03-28 00:13:56",
      "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": "2018-03-28 00:13:56",
    "file": {
      "type": "PK3",
      "size": 41993233,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/811cc281261f200be042718bb2158503aba33d17/811cc281261f200be042718bb2158503aba33d17.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 4649,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "README.txt",
        "contents": "This is DustedPandemonic/Hecatia's Complex Doom addon.\nThe only requirements are LCA and, of course, Complex Doom.\n\nCredits are listed below.\n\nIf credits aren't listed for something, that means that I was\nnot able to find an author of the specific item (or I'm just lazy).\n\nTripwire Interactive: Gore Imp, Cerebral Caco, Cerebral Imp, and Infernal Cybernoble sounds (Killing Floor)\nNakkemake: Old Desolator sprites\nVader: Nether Imp and Terror sphere sprites\nDamien Daurio: Gore Imp sprites (edited by Dusted)\nNeoworm: Chaos Soul sprites (edited by TiberiumSoul)\nBen2k9: Cyber Baron sprites\nRaven Software: Dark Bishop sprites and sounds (Hexen), Legendary Archon sounds (Hexen 2), Chaos Soul, Desolator, Spec Ops Zombie, Overseer, and Hierophant sounds (Quake 4)\nid Software: Legendary Vile sounds (Doom 3)\nFreedoom: Dark Bishop death sound\nTeam Shanghai Alice: Spider Masterspark attack sounds (Touhou)\nGhastly_Dragon: Spec Ops Zombie sprites, Code\nXim: Spec Ops Zombie sprites\nVegeta: Spec Ops Zombie sprites\nMagicWazard: Spec Ops Zombie and Salvation sphere sprites\nHacx: Unstability sphere sprites\nEriance: Doom Sphere sprites, Plasma Repeater sprites, Explosive Shotgun sprites, Hierophant sprites, Plasma Repeater code, Hierophant code\nRelic Entertainment: Former Admiral sounds (Dawn of War)\nLord Cylarne/Ultimate Apocalypse Team: Legendary Necromancer, Legendary Vile, Pain lord, and Overseer sounds (Dawn of War Ultimate Apocalypse mod)\nGeneral Roasterock: Legendary Afrit sprites\nPillowblaster: Code for various effects\nP.H.O.B.O.S: Leg Salvation Sphere idle sound\nosjclatchford: Hell Staff sprites\nCraneo: Explosive Railgun sprites, Tesla Rifle sprites\nArkore: Adding DoomEdNums to all enemies, weapons, and items\nDaedalus: Code\nHarbinger: Code\nLegendary: Code\nTitanium: Code\n\nMusic for the enemies that have them:\nLegendary Phase Imp \"Audiomachine - There Will Be Blood\"\nTrue Legendary Zombie \"Audiomachine - Lost Raiders\"\nBloody Flandre \"AGENT 0 - Bloody Law\"\nLegendary Necromancer \"Dark Souls II OST - Royal Rat Authority\"\nLegendary Vile \"Dark Souls OST - Manus, Father of the Abyss\"\nLegendary Afrit \"Dark Souls OST - Black Dragon Kalameet\"\nLegendary Archon of Hell \"Dark Souls OST - Ornstein & Smough\"\nSacrosanct Overseer \"The Dark Side of Phobos - Iron Cathedral\""
      },
      {
        "source": "pk3",
        "name": "CHANGELOG.txt",
        "contents": "--1.7--\nAdded Repeater Zombie\nAdded Sacrosanct Overseer\nAdded alternative sprites for the Legendary Imp and Legendary Hell Knight\nRenamed Dark Bishop effects for compatibility reasons\nFixed Salvation Sphere AGAIN JESUS FUCK\nFixed Legendary Archvile GLDefs\nGave DoomEdNums to all enemies, weapons, and items\nNew sprites for Dark Cybernoble\nNew sprites for Cerebral Cacodemon\nNew sprites for Spider Masterspark\nNew sprites for Legendary Salvation Sphere\nAdded Damagetypes and Species to Bloody Flandre stuff\nFixed some incorrectly colored pixels on the Dark Bishop\nEdited True Legendary Zombie sprites\nSpider Masterspark laser is fancier and stronger\nSpider Masterspark can now turn when firing the laser\nMoved Plasma Repeater to slot 6\nRemoved teleport ability from Hades Spheres\nAdded proper player skin for the Plasma Repeater\nAdded temporary fist skins for the Hell Staff and Fantasy Staff\nChanged how the Overseer summons Baby Overseers\nFixed the MP40 not being selectable\nGave Bloody Flandre an \"enraged\" form that activates at low health\nFixed Infernal Cyber Noble death sprites\nTemporarily removed the Legendary Salvation Sphere loop sound until I can find a workaround for this shit\nReplaced the Rage Syringe with one that doesn't blind you with red (acts the exact same stats-wise)\nReplaced Legendary Necromancer active sound\nChanged up Legendary Archvile attacks\nAdded new Legendary Tormentor laser attack to the Legendary Archvile\nReplaced sounds for Infernal Cybernoble\nLegendary Phase Imp scale is changed\nChanged the Mancutank's rocket attack\n\n--1.6--\nAdded Legendary Afrit\nAdded Legendary Archon\nAdded Explosive Shotgun Zombie\nAdded Explosive Shotgun\nAdded Explosive Shotgun attack to Infernal Cybernoble\nAdded Phase Cyberdemon\nAdded Hierophant\nAdded Fantasy Staff\nCompletely redid the Complex Options menu\nAdded a new ammo type that the Hell Staff, Spellbook, and Fantasy Staff use\nEnemies are edited to drop the new ammo\nSBARINFO edited to have the new ammo appear on top of the bullets\nAdded and removed various attacks from the Legendary Necromancer\nAdded alternative new sprites for the Legendary Revenant (temporary until LCA updates)\nRevamped the lightning effects seen in the Legendary Necromancer and Bloody Flandre\nReplaced Desolator sprites (body is red instead of blue)\nFixed/replaced some old HPBar names\nChanged the Spec Ops Railgunner attack to a laser projectile\nNew option to change the way the Complex Doom Railgunner attacks (enabled by default)\nNew option to change the way the Legendary Revenant dies (enabled by default)\nLegendary Revenant can now drop a Salvation Sphere\nRenamed all ACS scripts\nChanged all enemy spawners to RandomSpawners, because it really should've been done a long time ago tbh\nNerfed a Dark Bishop attack\nAdded a new Dark Bishop attack\nNerfed Hellstaff shots for the Cerebral Cacodemon and Cerebral Redeemer\nCerebral Redeemer can now spawn in place of Cacos (is as rare as a Leg Redeemer/other rarer cacos)\nMancutank rockets are no longer perfectly accurate\nAdded a looping idle sound for the Legendary Salvation Sphere\nNerfed one Legendary Phase Imp attack\nGave the Dark Cybernoble a Demon Tech Railgun attack, that also means he can drop it too!\n\n--1.5.1--\nFixed Hell Staff not doing damage to Cacos\nPain Lord Soul will now upgrade the Occult Spellbook if you don't have the weapon selected\nRe-added the life leech alt fire for Hell Staff, and changed the primary fire\nRemoved explosive minigun spinning sound from Former Admiral\nPrevented friendly marines from damaging each other and players\nGave friendly marines their proper sounds\nAdded a Railgun Marine to the Marine Beacon\nReplaced the Leg AK drop for the Leg Necromancer with a rare Plasmatic Cannon drop\n\n--1.5-- : \"welcome to the  b a l a n c e  z o n e\" update\nSprites and sounds added for Legendary Archon and Sacrosanct Overseer (code is nowhere near complete, however you can summon the Archon)\nFixed MODELDEF for Baby Overseer 10K projectile\nFixed some DECORATE formatting to make it much easier for me to edit things\nProperly added the Leg Phase Imp to the imp spawner, this time he is more common\nAdded GLDef lights for just about everything\nMoved and separated all GLDefs into a GLDefs folder for better organization\nFixed the Salvation Sphere buddha glitch (hopefully)\nChaos/Nether lightning projectiles are no longer ripper projectiles\nCerebral Imp's health lowered to 350\nCerebral Imp red ball was majorly nerfed (because wow, 50 splash damage)\nCerebral Imp red ball slightly homes in on its target now\nCerebral Imp now has a BFG15k attack\nCerebral Imp XDeath now causes it to \"explode\", and can randomly trigger upon a normal death\nAdded charge-up to Cerebral Caco's and Redeemer's BFG15k attack\nChanged the way the Cerebral Caco and Redeemer does the 15K attack\nIncreased Demon Tech BFG 10K drop rate for Cerebral Caco\nRemoved the Pain Lord's floor fire attack and replaced it with a barrage of dark matter\nAdded Vanilla Mode compatibility for some stuff\nAdded melee lunge attack to Gore Imp\nChanged the look of all Hell Staff type attacks   //implemented from Touhou Doom Boss Rush\nFixed Pain Lord XDeath\nThe Salvation Sphere now cannot be picked up if you have the Legendary Salvation Sphere\nFixed the Legendary AK47 not appearing in its weapon slot\nFixed the Chaos Elemental staying invisible (hopefully)\nAdded more delay to the Overseer's and Baby Overseer's railgun attack\nBloody Flandre's health lowered to 3600\nDecreased chance for True Leg Zombie to resurrect from dead Leg Zombies\nLegendary Phase Imp's \"PhaseRun\" that is activated by the Pain state now causes it to be non-shootable, then restores to shootable later on\nRemoved explosive minigun spinning sound from Mancutank\n\n--1.4--\nFixed things for LCA 1.5.9.5 compatibility\nAdded Dark Cyber Noble\nAdded Infernal Cyber Noble   //i should stop making cyber nobles\nAdded Overseer\nAdded Baby Overseer\nAdded Chaos Elemental\nAdded Legendary Vile (may RNGesus have mercy)\nAdded Plasma Repeater (dropped by Overseer and Baby Overseer)\nHopefully fixed Salvation Sphere for multiplayer\nAdded a buddha script for the Salvation Sphere so you don't die with it\nAdded +INVENTORY.UNDROPPABLE to Salvation Sphere\nChanged Salvation Sphere \"activation\" via ACS scripts, no longer requires a new player actor to be used\nNerfed Gore Imp yet again\nRemoved Phase Caco (there's already a lot of cacos)\nAdded various drops to various enemies, courtesy of Titanium's patch\nAdded HPBar compatibility, also courtesy of Titanium's patch\nReplaced sprites for Impure Vile\nAdded a slight Legendary resistance to Bloody Flandre\nAdded Spider Masterspark back to the spawnlist\nAdded Cacodemon species to Cerebral Caco, Dark Bishop, and Legendary Necromancer\nChanged Railgun drop rate for Spec Ops Railgunner\nTemporarily removed Hell Staff altfire until I think of something different\nReplaced the Nether/Chaos lightning projectiles with something much fancier\n\n--1.3--\nAdded Former Admiral\n(Mostly) finished Pain Lord\nAdded Cerebral Imp\nAdded Legendary Necromancer\nAdded Friendly Marine Beacon (dropped by Former Admiral)\nFixed things for LCA 1.5.9 compatibility\nRandomMons spawns have been commented out (there's a seperate patch that adds RM spawns)\nThe Complex Options menu now works for Zandronum 3.0 (won't work for Zandro 2.1.2 though)\nAdded the ability to disable certain features from the mod (with CVars)\nSlightly changed behaviors for the Legendary Phase Imp\nChanged a few things for the Phase Caco\nIncreased the rate at which the Leg Zombie will resurrect into the True Leg Zombie\nGave Drain Rune and Power Shard drops to the True Leg Zombie (in honor of LCA 1.5.9)\nGave new sprites to the True Leg Zombie, based off of the new Leg Zombie sprites in LCA 1.5.9\nRemoved A_Explosion states from Chaos Soul\nGave +INVENTORY.UNDROPPABLE to Hell Staff because every other Complex weapon has it\nAdded Occult Spellbook; dropped by Leg Necromancer, Bloody Flandre, and Impure Vile\nAdded Pain Lord Soul (can be used to upgrade the Spellbook or give you a soulsphere's worth of health)\nRemoved AMBUSH flag from Bloody Flandre\nNerfed Gore Imp for the 50th time\nRemoved the universal DamageFactor from Bloody Flandre, making her easier to kill\nChanged the Dark Bishop's drops\n\n--1.2.1--\nFixed sprite conflicts\n\n--1.2--\nEdited GLDefs\nAdded more sounds to the Cerebral Cacodemon\nGave Cyber Baron the ability to shoot homing missiles\nAdded Phase Cacodemon\nAdded Dark Bishop\nAdded Impure Vile\nAdded Bloody Flandre\nAdded Spec Ops Zombies\nAdded Cerebral Incarnate\nAdded Cerebral Redeemer\nAdded Spider Masterspark (still kinda incomplete tho)\nSlightly buffed Legendary Phase Imp\nIncreased chance for True Leg Zombie to spawn from dead Leg Zombies (might be too much now)\nAdded 5 powerup spheres: Salvation, Doom (quad damage), Terror, Vampirism, and Unstability (better invuln)\nNerfed Nether Imp and Gore Imp again\nSpawners are now compatible with RandomMons\n\n--1.1--\nAdded Chaos Soul\nAdded Desolator\nAdded Legendary Phase Imp\nAdded True Legendary Zombie (regular Leg Zombie is edited for him to spawn)\nAdded Mancutank\nAdded Cyber Baron\nNerfed Nether Imp\nNerfed Gore Imp\n\n--1--\nAdded Mechtre\nAdded Void Fiend\nAdded Nether Imp\nAdded Gore Imp\nAdded Cerebral Cacodemon\nAdded Hell Staff"
      },
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "server int dust_nolegphase = 0;\nserver int dust_notlegzomb = 0;\nserver int dust_nobflan = 0;\nserver int dust_nospidermasterspark = 0;\nserver int dust_nolegmage = 0;\nserver int dust_nolegvile = 0;\nserver int dust_nosacrosanct = 0;\nserver int dust_nolegarchon = 0;\nserver int dust_nolegafrit = 0;\n\nserver int dust_altrailgunner = 1;\nserver int dust_altlegrev = 1;\n\n//HPBar stuff\n\nserver noarchive string hpbar_name_AlternateRailgunner = \"Railgunner\";\nserver noarchive string hpbar_name_AlternateLegRev = \"\\c[z3]Legendary Revenant\\c-\";\n\nserver noarchive string hpbar_name_GoreImp = \"\\c[g9]Gore Imp\\c-\";\nserver noarchive string hpbar_name_NetherImp = \"\\cmNether Imp\\c-\";\nserver noarchive string hpbar_name_CerebralCaco = \"\\c[m6]Cerebral Cacodemon\\c-\";\nserver noarchive string hpbar_name_Mechtre = \"\\c[g9]Mechtre\\c-\";\nserver noarchive string hpbar_name_VoidFiend = \"\\c[o5]Void Fiend\\c-\";\nserver noarchive string hpbar_name_ChaosSoul = \"\\c[q9]Chaos Soul\\c-\";\nserver noarchive string hpbar_name_TrueLegZombie = \"\\c[l5]True\\c- \\c[z3]Legendary Zombie\\c-\";\nserver noarchive string hpbar_name_PainLord = \"\\c[o7]Painlord\\c-\";\nserver noarchive string hpbar_name_LegendaryPhaseImp = \"\\c[z3]Legendary Phase Imp\\c-\";\nserver noarchive string hpbar_name_Desolator = \"\\c[a6]Desolator\\c-\";\nserver noarchive string hpbar_name_CyberBaron = \"Cyber Baron\";\nserver noarchive string hpbar_name_Mancutank = \"\\c[j6]Mancutank\\c-\";\nserver noarchive string hpbar_name_DarkBishop = \"\\c[g3]Dark Bishop\\c-\";\nserver noarchive string hpbar_name_SpiderMasterspark = \"\\c[n7]Spider \\c[n4]Master\\c[n5]spark\\c-\";\nserver noarchive string hpbar_name_ImpureVile = \"\\c[l5]Impure Vile\\c-\";\nserver noarchive string hpbar_name_SpecOpsRailgunner = \"\\cuSpec \\crOps \\csRailgunner\\c-\";\nserver noarchive string hpbar_name_SpecOpsMachinegunner = \"\\cuSpec \\crOps \\csMachinegunner\\c-\";\nserver noarchive string hpbar_name_SpecOpsShotgunner = \"\\cuSpec \\crOps \\csShotgunner\\c-\";\nserver noarchive string hpbar_name_CerebralIncarnate  = \"\\c[m6]Cerebral Incarnate\\c-\";\nserver noarchive string hpbar_name_CerebralRedeemer = \"\\c[m6]Cerebral Redeemer\\c-\";\nserver noarchive string hpbar_name_FormerAdmiral = \"\\cuFormer \\cmAdmiral\\c-\";\nserver noarchive string hpbar_name_LegendaryNecromancer = \"\\c[z3]Legendary Necromancer\\c-\";\nserver noarchive string hpbar_name_CerebralImp = \"\\c[m6]Cerebral Imp\\c-\";\nserver noarchive string hpbar_name_DarkCybernoble = \"\\cqDark Cyber Noble\\c-\";\nserver noarchive string hpbar_name_InfernalCybernoble = \"\\c[g5]Infernal Cyber Noble\\c-\";\nserver noarchive string hpbar_name_Overseer = \"\\c[a6]Overseer\\c-\";\nserver noarchive string hpbar_name_LegendaryVile = \"\\c[z3]Legendary Archvile\\c-\";\nserver noarchive string hpbar_name_BabyOverseer = \"\\c[a6]Baby Overseer\\c-\";\nserver noarchive string hpbar_name_BabyOverseerMinion = \"\\c[a6]Baby Overseer\\c-\";\nserver noarchive string hpbar_name_ChaosElemental = \"\\c[q9]Chaos Elemental\\c-\";\nserver noarchive string hpbar_name_LegendaryArchon = \"\\c[z3]Legendary Archon Of Hell\\c-\";\nserver noarchive string hpbar_name_LegendaryAfrit = \"\\c[z3]Legendary Afrit\\c-\";\nserver noarchive string hpbar_name_ExplosiveShotgunZombie = \"\\cuExplosive \\crShotgunner\\c-\";\nserver noarchive string hpbar_name_PhaseCyberdemon = \"\\c[j8]Phase Cyberdemon\\c-\";\nserver noarchive string hpbar_name_Hierophant = \"\\c[w6]Hierophant\\c-\";\n\nserver noarchive int hpbar_track_TrueLegZombie = 1;\nserver noarchive int hpbar_track_LegendaryPhaseImp = 1;\nserver noarchive int hpbar_track_Desolator = 1;\nserver noarchive int hpbar_track_BloodyFlandre = 1;\nserver noarchive int hpbar_track_SpiderMasterspark = 1;\nserver noarchive int hpbar_track_ImpureVile = 1;\nserver noarchive int hpbar_track_LegendaryNecromancer = 1;\nserver noarchive int hpbar_track_Overseer = 1;\nserver noarchive int hpbar_track_LegendaryVile = 1;\nserver noarchive int hpbar_track_LegendaryArchon = 1;\nserver noarchive int hpbar_track_LegendaryAfrit = 1;\nserver noarchive int hpbar_track_SacrosanctOverseer = 1;\nserver noarchive int hpbar_track_PhaseCyberdemon = 1;\nserver noarchive int hpbar_track_AlternateLegRev = 1;\nserver noarchive int hpbar_track_Hierophant = 1;"
      },
      {
        "source": "pk3",
        "name": "Actors/LCAedits.txt",
        "contents": "Actor LegendaryZombie2 : LegendaryZombie replaces LegendaryZombie\n{\n  States\n  {\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DisableTLegZomb\") == 1, \"Death2\")\n    TNT1 A 0 A_Jump(36,\"TrueLeg\")\n  Death2:\n    TNT1 A 0 A_Jump(36,\"LegendarySoul\")\n    TNT1 A 0 A_StopSound(6)\n\tLPOS H 5 A_Scream\n    LPOS I 5 A_Fall\n    LPOS J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n    LPOS K 5\n    LPOS L -1\n\tStop\n  TrueLeg:\n    TNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLPOS H 5 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    LPOS I 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    LPOS J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    LPOS K 5\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    LPOS L 140\n\tLPOS L 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tLPOS LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLPOS L 0 A_PlaySoundEx(\"TLegZomb/Resurrect\",7,0,0.4)\n\tTLZO LKJGH 15 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegendaryZombie\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0\n\tStop\n}\n}\n\nActor AlternateLegRev : LegendaryRevenant replaces LegendaryRevenant\n{\nDropItem \"BossLifeEssence\", 256\nDropItem \"BossArmorBonusMax\", 256\nDropItem \"LegendaryArmor\", 127, 1\nDropItem \"LegendaryRune\", 100, 1\nDropItem \"LegDemonRune\", 64, 1\nDropItem \"LegAmmoSphere\", 88, 1\nDropItem \"LDemonAmmo\", 256\nDropItem \"LDemonAmmoBox\", 256\nDropItem \"Legendary Plasmatic Cannon\", 180, 1\nDropItem \"SalvationSphere\", 100, 1\nStates\n{\n  Death:\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckForAltLegRevDeath\") == 1, \"Death2\")\n\tTNT1 A 0 A_StopSound(6)\n\tLREV LM 7\n\tLREV N 7 A_Scream\n\tLREV O 7 A_NoBlocking\n\tLREV P 7\n\tLREV Q 17\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128),-9999)\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128),-9999)\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128),-9999)\n\tLREV Q -1\n\tStop\n  Death2:\n\tTNT1 A 0 A_StopSound(6)\n\tLREV LLLLL 3 A_SpawnItemEx(\"PainfulDeathKaboom\",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_Scream\n\tLREX AAABBBCCCDDDEEE 2 Bright A_SpawnItemEx(\"PainfulDeathKaboom\",random(-32,32),random(-40,40),random(16,48),random(-10,10),random(-10,10),random(0,10),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_NoBlocking\n\tLREX FFGGHH 3 Bright A_SpawnItemEx(\"PainfulDeathKaboom\",random(-32,32),random(-40,40),random(16,48),random(-10,10),random(-10,10),random(0,10),0,SXF_TRANSFERPOINTERS)\n\tLREX IJ 8\n\tLREX K 17\n\tLREX KKKKKKKKKKKKK 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128),-9999)\n\tLREX KKKKKKKKKKKKK 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREX KKKKKKKKKKKKK 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128),-9999)\n\tLREX KKKKKKKKKKKKK 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREX KKKKKKKKKKKKK 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128),-9999)\n\tLREX K -1\n\tStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/ComplexEdits.txt",
        "contents": "ACTOR AlternateRailgunner : Railgunner replaces Railgunner\n{\n  States\n  {\n  Missile:\n\tRPOS E 18 A_FaceTarget\n\tRPOS E 2\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckForRailgunnerAttack\") == 1, \"Missile2\")\n\tTNT1 A 0 Bright A_PlaySound(\"railgunner/chargedshot\")\n\tTNT1 A 0 Bright A_CustomMissile(\"RailgunImpactRed\",30)\n\tRPOS F 5 Bright A_CustomRailgun(Random(15, 25), 0, \"Red\", None, RGF_NOPIERCING, 1)\n\tRPOS E 40\n\tGoto See\n  Missile2:\n\tTNT1 A 0 Bright A_PlaySound(\"monsters/fusionfire\")\n\tRPOS F 5 Bright A_CustomMissile(\"SpecOpsLaser\",30,0,0)\n\tRPOS E 40\n\tGoto See\n  }\n}\n\nACTOR PureRage2 : PureRage replaces PureRage\n{\n  States\n  {\n  Pickup:\n\tTNT1 A 0 A_GiveInventory(\"ResistanceGiverThatDoesntFuckingBlindYou\",1)\n\tTNT1 A 0 A_SelectWeapon(\"Melee\")\n\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\tTNT1 A 0 HealThing(100,0)\n\tStop\n\t}\n}\n\nACTOR ResistanceGiverThatDoesntFuckingBlindYou : PowerupGiver\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type HalfDamage\n\tPowerup.Duration -20\n\tPowerup.Color None\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Spawner.txt",
        "contents": "ACTOR DustZombieSpawner : RandomSpawner Replaces ZombiemanSpawner\n{\nDropItem \"PlasmaGunner\", 256, 61\nDropItem \"RailGunner\", 256, 28\nDropItem \"DemonTechZombie\", 256, 8\nDropItem \"SpecOpsRailgunner\", 256, 4\nDropItem \"RocketZombie\", 256, 3\nDropItem \"LegendaryZombie\", 256, 1\n}\n\nActor DustShotgunnerSpawner : RandomSpawner Replaces ShotgunZombieSpawner\n{\nDropItem \"ShotgunZombie\", 256, 46\nDropItem \"AssaultShotgunZombie\", 256, 32\nDropItem \"SuperShotgunZombie\", 256, 16\nDropItem \"QuadShotgunZombie\", 256, 6\nDropItem \"SpecOpsShotgunner\", 256, 5\nDropItem \"ExplosiveShotgunZombie\", 256, 3\nDropItem \"Hexa-ShotgunZombie\", 256, 3\nDropItem \"EraserZombie\", 256, 2\nDropItem \"DTDevastatorZombie\", 256, 1\nDropItem \"ShotgunCommando\", 256, 1\nDropItem \"LegendaryAssaultCaptain\", 256, 1\n}\n\nACTOR DustChaingunnerSpawner : ChainZombieSpawner Replaces ChainZombieSpawner\n{\nDropItem \"AssaultRifleZombie\", 256, 56\nDropItem \"Chaingunner\", 256, 28\nDropItem \"Minigunner\", 256, 14\nDropItem \"SpecOpsMachinegunner\", 256, 9\nDropItem \"ExplosiveMinigunner\", 256, 5\nDropItem \"FreezerZombie\", 256, 4\nDropItem \"DemonicZombie\", 256, 3\nDropItem \"RepeaterZombie\", 256, 2\nDropItem \"BFGZombieman\", 256, 2\nDropItem \"BFG10KGeneral\", 256, 2\nDropItem \"FormerAdmiral\", 256, 1\nDropItem \"LegendaryStealthTrooper\", 256, 1\nDropItem \"LegendaryCommando\", 256, 1\n}\n\nACTOR DustImpSpawner : RandomSpawner Replaces ImpSpawner\n{\nDropItem \"Imp\", 256, 61\nDropItem \"VoidImp\", 256, 26\nDropItem \"Devil\", 256, 10\nDropItem \"PhaseImp\", 256, 3\nDropItem \"NetherImp\", 256, 3\nDropItem \"GoreImp\", 256, 3\nDropItem \"CerebralImp\", 256, 2\nDropItem \"Poltergeist\", 256, 2\nDropItem \"AnnihilatorImp\", 256, 1\nDropItem \"LegendaryImp\", 256, 1\nDropItem \"LegendaryPhaseImp\", 256, 1\n}\n\nACTOR DustRevenantSpawner : RandomSpawner Replaces SkeletonSpawner\n{\nDropItem \"Guardian\", 256, 83\nDropItem \"Cadaver\", 256, 9\nDropItem \"HellfireRevenant\", 256, 5\nDropItem \"Famine\", 256, 3\nDropItem \"CerebralIncarnate\", 256, 2\nDropItem \"LegendaryRevenant\", 256, 1\n}\n\nActor DustCacoSpawn : RandomSpawner Replaces CacodemonSpawner\n{\nDropItem \"Cacodemon~\", 256, 84\nDropItem \"Watcher\", 256, 10\nDropItem \"Cacomental\", 256, 6\nDropItem \"DarkBishop\", 256, 5\nDropItem \"BFGCacodemon\", 256, 2\nDropItem \"CerebralCaco\", 256, 2\nDropItem \"CerebralRedeemer\", 256, 1\nDropItem \"LegendaryRedeemer\", 256, 1\nDropItem \"LegendaryNecromancer\", 256, 1\nDropItem \"BloodyFlandre\", 256, 1 //tbh I don't know where else to put her for right now\n}\n\nACTOR DustPainInTheAssSpawner : RandomSpawner Replaces PainSpawner\n{\nDropItem \"SoulKeeper\", 256, 81\nDropItem \"Defiler\", 256, 10\nDropItem \"PoisonElemental\", 256, 6\nDropItem \"BombElemental\", 256, 3\nDropItem \"CerebralRedeemer\", 256, 2\nDropItem \"ChaosElemental\", 256, 2\nDropItem \"LegendaryTormentor\", 256, 1\n}\n\nACTOR DustSoulSpawner : RandomSpawner Replaces SoulSpawner\n{\nDropItem \"TerrorSoul\", 256, 62\nDropItem \"ForgottenOne\", 256, 24\nDropItem \"PoisonSoul\", 256, 10\nDropItem \"Rictus\", 256, 6\nDropItem \"ChaosSoul\", 256, 2\n}\n\nACTOR DustSpectreSpawner : RandomSpawner Replaces SpectreSpawner\n{\nDropItem \"Spectre~\", 256, 70\nDropItem \"Lurker\", 256, 24\nDropItem \"VoidFiend\", 256, 12\nDropItem \"Spook\", 256, 8\nDropItem \"Mechtre\", 256, 8\n}\n\nACTOR DustHellKnightSpawner : RandomSpawner Replaces MinorSpawner\n{\nDropItem \"HellKnight~\", 256, 83\nDropItem \"PyroDemon\", 256, 9\nDropItem \"CyberNoble\", 256, 5\nDropItem \"HellDuke\" 256, 3\nDropItem \"DarkCyberNoble\" 256, 3\nDropItem \"SandSpirit\" 256, 2\nDropItem \"LegendaryHellKnight\" 256, 1\n}\n\nACTOR DustBaronSpawner : RandomSpawner Replaces NobleReplacer\n{\nDropItem \"BaronOfHell~\", 256, 83\nDropItem \"BruiserDemon\", 256, 14\nDropItem \"CyberBaron\", 256, 11\nDropItem \"Cybruiser\", 256, 8\nDropItem \"PainLord\", 256, 7\nDropItem \"RictusIncarnate\", 256, 5\nDropItem \"InfernalCyberNoble\", 256, 3\nDropItem \"PhaseOverlord\", 256, 3\nDropItem \"Cydestroyer\", 256, 2\nDropItem \"LegendaryCyberNoble\", 256, 1\nDropItem \"LegendaryAfrit\", 256, 1\nDropItem \"LegendaryArchon\", 256, 1\n}\n\nACTOR DustFatassSpawner : RandomSpawner Replaces FattyReplacer\n{\nDropItem \"Hectebus\", 256, 83\nDropItem \"Daedabus\", 256, 17\nDropItem \"Behemoth\", 256, 8\nDropItem \"Barbatos\", 256, 6\nDropItem \"Mancutank\", 256, 5\nDropItem \"FreezerBehemoth\", 256, 2\nDropItem \"LegendaryBehemoth\", 256, 1\n}\n\nACTOR DustCyberSpawner : RandomSpawner Replaces CyberReplacer\n{\nDropItem \"CyberLord\", 256, 200\nDropItem \"DarkCyberdemon\", 256, 30\nDropItem \"Desolator\", 256, 23\nDropItem \"PhaseCyberdemon\", 256, 18\nDropItem \"Cardinal\", 256, 15\nDropItem \"DarkAnnihilator\", 256, 13\nDropItem \"Cardihilator\", 256, 9\nDropItem \"LegendaryCyberdemon\", 256, 4\nDropItem \"LegendaryAnnihilator\", 256, 2\nDropItem \"LegendaryCardinal\", 256, 1\n}\n\nACTOR DustMastermindSpawner : RandomSpawner Replaces MastermindReplacer\n{\nDropItem \"Demolisher\", 256, 100\nDropItem \"DarkDemolisher\", 256, 17\nDropItem \"SpiderMasterspark\", 256, 14\nDropItem \"CerebralSentient\", 256, 10\nDropItem \"Overseer\", 256, 8\nDropItem \"CerebralCardinal\", 256, 5\nDropItem \"LegendarySentient\", 256, 2\n}\n\nACTOR DustArachnoSpawner : RandomSpawner Replaces ArachReplacer\n{\nDropItem \"Dualachnotron\", 256, 100\nDropItem \"Fusionite\", 256, 17\nDropItem \"BabyDemolisher\", 256, 8\nDropItem \"BabySentient\", 256, 6\nDropItem \"BabyOverseer\", 256, 4\nDropItem \"LegendaryBabySentient\", 256, 2\n}\n\nActor DustVileSpawner : RandomSpawner Replaces VileSpawner\n{\nDropItem \"Exile\", 256, 88\nDropItem \"Diabolist\", 256, 8\nDropItem \"ImpureVile\", 256, 6\nDropItem \"Hierophant\", 256, 4\nDropItem \"Infernalist\", 256, 4\nDropItem \"DarkHellion\", 256, 4\nDropItem \"Velocirator\", 256, 2\nDropItem \"LegendaryVile\", 256, 1\n}\n\nACTOR DustInvulnSpawner : RandomSpawner Replaces InvulnerabilitySphere\n{\nDropItem \"ModdedInvulnerabilitySphere\", 256, 90\nDropItem \"DoomSphereDust\", 256, 30\nDropItem \"UnbelieveabilitySphere\", 256, 10\nDropItem \"UnstabilitySphere\", 256, 5\n}\n\nACTOR DustBlurSpawner : RandomSpawner Replaces BlurSphere\n{\nDropItem \"ModdedBlurSphere\", 256, 90\nDropItem \"HasteSphere\", 256, 10\nDropItem \"VampirismSphere\", 256, 10\nDropItem \"TerrorSphere\", 256, 10\n}\n\nACTOR DustSoulsphereSpawner : RandomSpawner Replaces SoulSphereSpawner\n{\nDropItem \"ModdedSoulSphere\", 256, 90\nDropItem \"LifeSphere\", 256, 10\nDropItem \"SalvationSphere\", 256, 10\nDropItem \"LegendarySphere\", 256, 1\nDropItem \"LegendarySalvationSphere\", 256, 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/DustPlayer.txt",
        "contents": "ACTOR LCAComplexDoomPlayer : DoomPlayer //Based off of LCA's LCA-Player.txt\n{\nSpeed 1\nHealth 100\nGibHealth 50\nRadius 16\nHeight 56\nMass 100\nPainChance 255\nSpecies \"Player\"\nDamageFactor \"Player\", 0.0\nDamageFactor \"Players\", 0.0\nDamageFactor \"PlayerDevBall\", 0.0\nDamageFactor \"PlayerDevBall2\", 0.0\nDamageFactor \"PlayerDevTracer\", 0.0\nDamageFactor \"PlayerExplosive\", 0.0\nDamageFactor \"PlayerDTRG\", 0.0\nDamageFactor \"PDTBFG\", 0.0\nDamageFactor \"PDTBFGTracer\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.0\n-NOSKIN\n+THRUSPECIES//could conflict with PVP gamemodes\n+DONTHARMSPECIES//could conflict with PVP gamemodes\n+MTHRUSPECIES//could conflict with PVP gamemodes\nPlayer.SoundClass \"Marine\"\nPlayer.ColorRange 112, 127\nPlayer.DisplayName \"Doom Guy\"\nPlayer.CrouchSprite \"PLYC\"\nPlayer.StartItem \"Handgun\"\n//Player.StartItem \"Frag Grenade\"\nPlayer.StartItem \"HandGrenadeAmmo\" 2\n//Player.StartItem \"Land Mine\"\nPlayer.StartItem \"MineAmmo\" 2\nPlayer.StartItem \"NewMelee\"\nPlayer.StartItem \"BulletMag\" 60\nPlayer.StartItem \"PistolMagazine\" 16\nPlayer.StartItem \"ShotgunMagazine\" 9\nPlayer.StartItem \"SSGShell\" 2\nPlayer.StartItem \"ShotgunDrum\" 16\nPlayer.StartItem \"QuadShell\" 4\nPlayer.StartItem \"HexaShell\" 6\nPlayer.StartItem \"ARMagazine\" 41\nPlayer.StartItem \"RocketDrum\" 7\nPlayer.StartItem \"GrenadeDrum\" 7\nPlayer.StartItem \"PlasmaCell\" 50\nPlayer.StartItem \"DemonMagazine\" 60\nPlayer.StartItem \"CellCharge\" 50\nPlayer.StartItem \"MP40Mag\" 33\nPlayer.StartItem \"ExplosiveShotgunMagazine\" 9\nPlayer.StartItem \"StartingArmor\"\nStates {\n\tSpawn:\n\t\t\tPLAY A 5\n\t\t\tTNT1 A 0 A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tLoop\n\tSee:\n\t\t\tPLAY A 5\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY B 5\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY C 5\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY D 5\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tTNT1 A 0\n\t\t\tGoto Spawn\n\tMissile:\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY E 1\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\t\tPLAY E 5\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY E 5\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY E 1\n\t\t\tGoto Spawn\n\tMelee:\n\t\t\tPLAY F 1 Bright\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY F 5 Bright\n\t\t\tGoto Missile\n\tKick:\n\t\t\tTNT1 A 0 A_TakeInventory(\"kickAnim\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"KickBerserked\")\n\t\t\tPLAY X 6\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY Y 6\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY Z 6\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY Y 6\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY X 6\n\t\t\tGoto Spawn\n\tKickBerserked:\n\t\t\tPLAY XY 3\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY ZY 3\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY X 6\n\t\t\tGoto Spawn\n\tPain:\n\t\t    PLAY G 0 A_JumpIfInventory(\"SalvationSphere\",1,\"GoingToSalvate\")\n\t\t\tPLAY G 4\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY G 4 A_Pain\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tTNT1 A 0\n\t\t\tGoto Spawn\n\tGoingToSalvate:\n\t\t\tPLAY G 4 A_JumpIfHealthLower(20, \"GoingTo\")\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tPLAY G 4 A_Pain\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\t\tGoto Spawn\n\tGoingTo:\n\t\t\tTNT1 A 0 A_GiveInventory(\"Soulsphere\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"Salvate\")\n\t\t\tTNT1 A 0 A_PlaySound(\"items/salvation\")\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SalvationSphereEnd\",0)\n\t\t\tPLAY G 4 A_TakeInventory(\"SalvationSphere\",1)\n\t\t\tPLAY G 4\n\t\t\tGoto Spawn\n\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"LegendaryRuneItem\",1)\n\t\t\tPLAY H 8\n\t\t\tPLAY I 8 A_PlayerScream\n\t\t\tPLAY J 8 A_NoBlocking\n\t\t\tPLAY K 8\n\t\t\tPLAY L 8 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\t\tPLAY M 8\n\t\t\tPLAY N -1\n\t\t\tStop\n\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"LegendaryRuneItem\",1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\t\tPLAY P 3 A_XScream\n\t\t\tPLAY Q 3 A_NoBlocking\n\t\t\tPLAY RSTUV 3\n\t\t\tPLAY W -1\n\t\t\tStop\n\tIncorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", FALSE)\n\t\tGoto Spawn\n\tCorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", TRUE)\n\t\tGoto Spawn\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/HellStaff.txt",
        "contents": "ACTOR HellStaff : Weapon 17600\n{\n//$Category Weapons/DUST\n//$Sprite HLS2F0\n//$Title \"Hell Staff\"\n  Weapon.KickBack 0\n  Weapon.YAdjust 0\n  Weapon.AmmoType1 \"DustMana\"\n  Weapon.AmmoType2 \"DustMana\"\n  Weapon.AmmoUse1 1\n  Weapon.AmmoUse2 4\n  Weapon.AmmoGive 20\n  inventory.pickupsound \"HellStaff/Pickup\"\n  Attacksound \"HellStaff/LeechFire\"\n  Tag \"Hell Staff\"\n  Weapon.PreferredSkin \"Fist-Marine\"\n  +INVENTORY.UNDROPPABLE\n  Inventory.PickupMessage \"You have acquired the Hell Staff!\"\n  States\n  {\n  Spawn:\n    HLS2 F -1\n    Loop\n  Select:\n    HLS2 A 1 A_Raise\n    Loop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n    HLS2 A 1 A_Lower\n    Goto Deselect+4\n  Ready:\n    HLS2 ABCDCBA 4 A_WeaponReady\n    Loop\n  Fire:\n    HLS2 D 1\n    HLS2 E 2 Bright Offset(0, 48) A_FireCustomMissile(\"HellStaffBall1\",0,1,0,-4)\n    HLS2 D 2 Offset(0, 40)\n    HLS2 D 2 Offset(0, 36) A_ReFire\n    Goto Ready\n  AltFire:\n    HLS2 D 1\n    HLS2 E 4 Bright Offset(0, 48) A_FireCustomMissile(\"HellStaffBall2\",0,1,0,-4)\n    HLS2 D 3 Offset(0, 40)\n    HLS2 D 2 Offset(0, 36) A_ReFire\n    Goto Ready\n  }\n}\n\nACTOR HellStaffBall1 : CacoHellStaffBall1\n{\n  Damage 8\n  DamageType \"Player\"\n  Species \"Player\"\n  +THRUSPECIES\n  States\n  {\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(20,48)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"HellStaffParticle\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n    CLBA B 1 Bright A_FadeOut(0.2)\n    Goto Death+2\n  }\n}\n\nACTOR HellStaffBall2 : CacoHellStaffBall2\n{\n  Damage 8\n  DamageType \"Player\"\n  Species \"Player\"\n  +THRUSPECIES\n  States\n  {\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(20,48)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"HellStaffParticle\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n    CLBA B 1 Bright A_FadeOut(0.2)\n    Goto Death+2\n  XDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(20,48)\n\tTNT1 A 0 A_GiveToTarget(\"HellStaffLifeLeech\",1)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"HellStaffParticle\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n    CLBA B 1 Bright A_FadeOut(0.2)\n    Goto XDeath+3\n  }\n}\n\nActor HellStaffLifeLeech : NewHealthBonus\n{\n  +NOTIMEFREEZE\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.Amount 5\n  Inventory.MaxAmount 200\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/OccultSpellbook.txt",
        "contents": "ACTOR OccultSpellbook : Weapon 17601\n{\n//$Category Weapons/DUST\n//$Sprite OBOKA0\n//$Title \"Occult Spellbook\"\n  Inventory.PickupSound \"HellStaff/Pickup\"\n  Weapon.PreferredSkin \"AdvancedNecronomicon-Marine\"\n  Weapon.AmmoGive1 50\n  Weapon.AmmoUse1 1\n  Weapon.AmmoType1 \"DustMana\"\n  Weapon.AmmoType2 \"DustMana\"\n  Tag \"Occult Spellbook\"\n  Inventory.PickupMessage \"You found the Occult Spellbook! What chaotic sorcery does this thing hold?\"\n  +FLOATBOB\n  +WEAPON.NOALERT\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n\tOBOK A -1\n\tLoop\n  Ready:\n\tSPB0 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Ready2\")\n\tSPB0 A 1 A_WeaponReady\n\tLoop\n  Ready2:\n\tSPB0 U 1 A_WeaponReady\n\tLoop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tSPB0 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Deselect2\")\n\tSPB0 A 1 A_Lower\n\tGoto Deselect+4\n  Deselect2:\n\tSPB0 U 1 A_Lower\n\tLoop\n  Select:\n\tSPB0 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Select2\")\n\tSPB0 A 1 A_Raise\n\tLoop\n  Select2:\n\tSPB0 U 1 A_Raise\n\tLoop\n  Fire:\n\tSPB0 A 0 A_AlertMonsters\n\tSPB0 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Fire2\")\n\tSPB0 A 0 A_JumpIfNoAmmo(\"Ready\")\n\tSPB0 A 10 A_Playsound(\"Spellbook/Charge\")\n\tSPB0 B 6\n\tSPB0 C 5\n\tSPB0 D 3\n\tSPB0 E 4\n\tTNT1 A 0 A_PlaySound(\"Spellbook/Fire1\")\n\tSPB0 E 2 A_RailAttack(10,0,1,\"none\",Red,RGF_SILENT,5)\n\tSPB0 E 2\n  FireContinue:\n\tSPB0 A 0 A_JumpIfNoAmmo(\"Firestop\")\n\tTNT1 A 0 A_PlaySound(\"Spellbook/Fire1\")\n\tSPB0 E 2 A_RailAttack(random(3,6)*2,0,1,\"none\",Red,RGF_SILENT,5)\n\tSPB0 E 2\n\tTNT1 A 0 A_Refire(\"FireContinue\")\n  FireStop:\n\tSPB0 DCBA 4\n\tGoto Ready\n  Fire2:\n\tSPB0 A 0 A_JumpIfInventory(\"DustMana\",15,\"Fire2Continue\")\n\tGoto Ready2\n  Fire2Continue:\n\tSPB0 U 10 A_Playsound(\"Spellbook/Charge\")\n\tSPB0 V 6\n\tSPB0 W 5\n\tSPB0 X 3\n\tSPB0 Y 4\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",15,TIF_NOTAKEINFINITE)\n\tSPB0 Y 10 A_FireCustomMissile(\"PlayerDarkMatterBall\",0,0)\n\tSPB0 XWVU 4\n\tGoto Ready2\n  AltFire:\n\tSPB0 A 0 A_JumpIfInventory(\"OccultDarkMatterToken\",1,\"AltFireContinue\")\n\tTNT1 A 0 A_Print(\"You need souls in order to change spells!\")\n\tGoto Ready\n  AltFireContinue:\n\tSPB0 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"AltFireContinue2\")\n\tTNT1 A 0 A_Print(\"Dark Matter\")\n\tSPB0 A 12 A_GunFlash\n\tTNT1 A 0 A_GiveInventory(\"OccultDarkMatterToken2\")\n\tSPB0 U 12\n\tGoto Ready2\n  AltFireContinue2:\n\tTNT1 A 0 A_Print(\"Occult Lasers\")\n\tSPB0 U 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultDarkMatterToken2\")\n\tSPB0 A 12\n\tGoto Ready\n  Flash:\n\tTNT1 A 0 A_Playsound(\"Soul/Fire\")\n\tSPB9 E 2 Bright\n\tSPB9 D 2 Bright\n\tSPB9 C 2 Bright\n\tSPB9 B 2 Bright\n\tSPB9 A 8 Bright\n\tSPB9 B 2 Bright\n\tSPB9 C 2 Bright\n\tSPB9 D 2 Bright\n\tSPB9 E 2 Bright\n\tStop\n  }\n}\n\nActor OccultDarkMatterToken : Inventory { Inventory.MaxAmount 1 }\nActor OccultDarkMatterToken2 : Inventory { Inventory.MaxAmount 1 }\n\nACTOR PlayerDarkMatterBall : PainLordDarkMatter\n{\n  //Damage 30   might change this idk\n  Damagetype \"Normal\"\n  Species \"Player\"\n  +THRUSPECIES\n  States\n  {\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Playsound(\"PainLord/Explode1\",7)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"BlueKaboom\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"PainLordDeathExplosionSpawner\",0,0,0,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"ShadowVaporSpawnerPlayer\",0,0,0,0,0,0,0,32)\n\tTNT1 A 0 A_Explode(400,200)\n\tTNT1 A 15 Radius_Quake(5,15,0,20,0)\n\tStop\n\t}\n}\n\nACTOR ShadowVaporSpawnerPlayer : ShadowVaporSpawner\n{\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"ShadowVaporPlayer\",0,0,0,random(4,-4),random(4,-4),random(4,-4),random(0,359),32)\n\tPLAY A 2\n\tPLAY BCDEF 4\n\tStop\n  }\n}\n\nACTOR ShadowVaporPlayer : ShadowVapor\n{\n  Species \"Player\"\n  Damagetype \"Player\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/PlasmaRepeater.txt",
        "contents": "Actor PlasmaRepeater : Weapon 17602\n{\n//$Category Weapons/DUST\n//$Sprite REPPA0\n//$Title \"Plasma Repeater\"\n  Inventory.PickupSound \"PlasmaRepeater/Pickup\"\n  Weapon.Upsound \"PlasmaRepeater/Draw\"\n  Inventory.PickupMessage \"You got the Plasma Repeater!\"\n  Obituary \"%o was disintegrated by %k's Plasma Repeater.\"\n  Weapon.AmmoType1 \"NewCell\"\n  Weapon.AmmoType2 \"NewCell\"\n  Weapon.AmmoUse1 1\n  Weapon.AmmoGive1 20\n  Tag \"Plasma Repeater\"\n  Weapon.PreferredSkin \"PlasmaRepeaterMarine\"\n  +Weapon.Explosive\n  States\n  {\n  Spawn:\n    REPP A -1\n    Loop\n  Ready:\n    TNT1 A 0 A_TakeInventory(\"RepeaterSpin\", 3)\n    TNT1 A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n    REPG A 1 A_WeaponReady\n    Loop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n    TNT1 A 0 A_TakeInventory(\"RepeaterSpin\", 3)\n    TNT1 A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n\tTNT1 A 0 A_Lower\n    REPG A 1 A_Lower\n    Goto Deselect+6\n  Select:\n\tTNT1 A 0 A_Raise\n    REPG A 1 A_Raise\n    Loop\n  Fire:\n    //===========Spinup\n    REPG A 0 A_PlaySound(\"PlasmaRepeater/Spin\")\n    REPG A 0 A_JumpIfInventory(\"RepeaterSpin\", 1, 8)\n    REPG A 0 A_JumpIfInventory(\"RepeaterB\", 1, 4)\n    REPG A 0 A_JumpIfInventory(\"RepeaterC\", 1, 4)\n    REPG A 0 A_JumpIfInventory(\"RepeaterD\", 1, 4)\n    REPG A 4\n    REPG B 4\n    REPG C 4\n    REPG D 4 A_GiveInventory(\"RepeaterFrameA\")\n    REPG A 0 A_JumpIfInventory(\"RepeaterSpin\", 2, 9)\n    REPG A 0 A_GiveInventory(\"RepeaterSpin\", 1)\n    REPG A 0 A_JumpIfInventory(\"RepeaterB\", 1, 4)\n    REPG A 0 A_JumpIfInventory(\"RepeaterC\", 1, 4)\n    REPG A 0 A_JumpIfInventory(\"RepeaterD\", 1, 4)\n    REPG A 3\n    REPG B 3\n    REPG C 3\n    REPG D 3 A_GiveInventory(\"RepeaterFrameA\")\n    REPG A 0 A_JumpIfInventory(\"RepeaterB\", 1, 4)\n    REPG A 0 A_JumpIfInventory(\"RepeaterC\", 1, 4)\n    REPG A 0 A_JumpIfInventory(\"RepeaterD\", 1, 4)\n    REPG A 2\n    REPG B 2\n    REPG C 2\n    REPG D 2 A_GiveInventory(\"RepeaterFrameA\")\n    //===========Fire\n    REPG A 0 A_Refire\n    //===========Spindown\n    REPG A 0 A_PlaySound(\"PlasmaRepeater/Down\")\n    REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n    REPG AA 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n    REPG BB 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n    REPG CC 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n    REPG DD 1 A_WeaponReady(11)\n    REPG A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n    REPG AAA 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n    REPG BBB 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n    REPG CCC 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n    REPG DDD 1 A_WeaponReady(11)\n    REPG A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n    REPG AAAA 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n    REPG BBBB 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n    REPG CCCC 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n    REPG DDDD 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n    REPG AAAA 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n    REPG BBBB 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n    REPG CCCC 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n    REPG DDDD 1 A_WeaponReady(11)\n    Goto Ready\n  Hold:\n    //===========Fire\n    REPG E 0 Bright A_Gunflash\n    REPG E 0 Bright A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n    REPG E 1 Bright A_FireCustomMissile(\"PlayerRepeaterPlasma\",frandom(-6,6),1,0,-8)\n    REPG F 1 Bright\n    REPG G 0 Bright A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n    REPG G 1 Bright A_FireCustomMissile(\"PlayerRepeaterPlasma\",frandom(-6,6),1,0,-8)\n    REPG H 1 Bright\n    REPG A 0 A_Refire\n    //===========Spindown\n    REPG A 0 A_PlaySound(\"PlasmaRepeater/Down\")\n    REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n    REPG AA 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n    REPG BB 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n    REPG CC 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n    REPG DD 1 A_WeaponReady(11)\n    REPG A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n    REPG AAA 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n    REPG BBB 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n    REPG CCC 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n    REPG DDD 1 A_WeaponReady(11)\n    REPG A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n    REPG AAAA 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n    REPG BBBB 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n    REPG CCCC 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n    REPG DDDD 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n    REPG AAAA 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n    REPG BBBB 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n    REPG CCCC 1 A_WeaponReady(11)\n    REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n    REPG DDDD 1 A_WeaponReady(11)\n    Goto Ready\n  Flash:\n    TNT1 A 2 A_Light2\n    TNT1 A 2 A_Light1\n    TNT1 A 0 A_Light0\n    Stop\n  }\n}\n\nActor RepeaterSpin : Inventory { Inventory.MaxAmount 2 }\nActor RepeaterB : Inventory { Inventory.MaxAmount 1 }\nActor RepeaterC : Inventory { Inventory.MaxAmount 1 }\nActor RepeaterD : Inventory { Inventory.MaxAmount 1 }\n\nActor RepeaterFrameA : CustomInventory\n{\n  Inventory.MaxAmount 0\n  +Inventory.AutoActivate\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Stop\n  Use:\n    TNT1 A 0 A_TakeInventory(\"RepeaterB\", 1)\n    TNT1 A 0 A_TakeInventory(\"RepeaterC\", 1)\n    TNT1 A 0 A_TakeInventory(\"RepeaterD\", 1)\n    Stop\n  }\n}\n\nActor RepeaterFrameB : RepeaterFrameA\n{\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Stop\n  Use:\n    TNT1 A 0 A_GiveInventory(\"RepeaterB\", 1)\n    TNT1 A 0 A_TakeInventory(\"RepeaterC\", 1)\n    TNT1 A 0 A_TakeInventory(\"RepeaterD\", 1)\n    Stop\n  }\n}\n\nActor RepeaterFrameC : RepeaterFrameA\n{\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Stop\n  Use:\n    TNT1 A 0 A_TakeInventory(\"RepeaterB\", 1)\n    TNT1 A 0 A_GiveInventory(\"RepeaterC\", 1)\n    TNT1 A 0 A_TakeInventory(\"RepeaterD\", 1)\n    Stop\n  }\n}\n\nActor RepeaterFrameD : RepeaterFrameA\n{\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Stop\n  Use:\n    TNT1 A 0 A_TakeInventory(\"RepeaterB\", 1)\n    TNT1 A 0 A_TakeInventory(\"RepeaterC\", 1)\n    TNT1 A 0 A_GiveInventory(\"RepeaterD\", 1)\n    Stop\n  }\n}\n\nACTOR PlayerRepeaterPlasma : OverseerPlasma\n{\nDamage 8\n+THRUSPECIES\nSpecies \"Player\"\nDamagetype \"Player\"\nStates\n\t{\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(20,80)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"Kaboom7\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tOVPL HIJ 3 Bright\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/ExplosiveSG.txt",
        "contents": "ACTOR \"Explosive Shotgun\" : Weapon 17603\n{\n//$Category Weapons/DUST\n//$Sprite HLSPA0\n//$Title \"Explosive Shotgun\"\n  Weapon.SlotNumber 3\n  Weapon.PreferredSkin \"CombatSG-Marine\"\n  Weapon.SelectionOrder 3000\n  Weapon.KickBack 160\n  Weapon.AmmoUse 1\n  Weapon.AmmoType \"ExplosiveShotgunMagazine\"\n  Weapon.AmmoType2 \"NewShell\"\n  Weapon.AmmoGive2 8\n  Obituary \"%o was made extra crispy by %k's Explosive Shotgun.\"\n  Inventory.PickupMessage \"Explosive Shotgun\"\n  Inventory.PickupSound \"weapons/ExplosiveSG/pump\"\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n  Ready:\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/pump\",1)\n\tHLSQ A 1\n\tHLSQ B 1\n\tHLSQ C 1\n\tHLSQ D 1\n\tHLSQ E 1\n\tHLSQ F 1\n\tHLSQ G 1\n\tHLSQ H 1\n  RealyReady:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tHLSA A 1 A_WeaponReady\n\tloop\n  Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLSA A 1 A_Lower\n\tGoto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n\tWait\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/fire\",7)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\t//TNT1 A 0 A_TakeInventory(\"ExplosiveShotgunMagazine\",1,TIF_NOTAKEINFINITE)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-4,4),0,0,0,0,frandom(-3,3))\n\tTNT1 A 0 A_FireBullets(4.0,3.0,8,Random(5,7),\"ModdedBulletPuff\")\n\tHLSF A 1 Bright\n\tHLSF B 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHLSF C 1\n\tHLSF D 1\n\tHLSF E 1\n\t//HLSF F 1\n\tHLSF G 1\n\t//HLSF H 1\n\tHLSF I 1\n\tHLSC A 1\n\tHLSC B 1\n\tHLSC C 1\n\tHLSC D 1\n\tHLSC E 1\n\tHLSC F 1\n\tHLSC G 1\n\tHLSC H 1\n\tHLSC I 1\n\tHLSC J 1\n\tHLSC K 1\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/pump\",1)\n\tHLSC L 1\n\tHLSC M 1\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",30,-1,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tHLSC N 2\n\tHLSC M 1\n\tHLSC L 1\n\tHLSC K 1\n\tHLSC J 1\n\tHLSC I 1\n\tHLSC H 1\n\tHLSC G 1\n\tHLSC F 1\n\tHLSC E 1\n\tHLSC D 1\n\tHLSC C 1\n\tHLSC B 1\n\tHLSC A 1\n\tHLSA A 4\n\tgoto RealyReady\n  Empty:\n\tHLSA A 10 A_PlayWeaponSound(\"weapons/click\")\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"ExplosiveShotgunMagazine\",9,\"RealyReady\")\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,1)\n\tgoto RealyReady\n\tHLSC ABCDEFGH 1\n\tTNT1 A 0 A_JumpIfInventory(\"ExplosiveShotgunMagazine\",1,\"Reload\")\n    HLSR ABCDE 1\n\tHLSR F 1 A_PlaySound(\"Weapons/ShellLoad\")\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ExplosiveShotgunMagazine\",1)\n\tHLSR GHIJ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    HLSR A 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/ExplosiveSG/pump\")\n\tHLSC I 1\n\tHLSC J 1\n\tHLSC K 1\n    HLSC L 1\n    HLSC M 1\n\tHLSC N 2\n\tHLSC M 1\n\tHLSC L 1\n\tHLSC K 1\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,1)\n\tGoto Full\n  Reload:\n    HLSR ABCDE 1\n\tHLSR F 1 A_PlaySound(\"Weapons/ShellLoad\")\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ExplosiveShotgunMagazine\",1)\n\tHLSR GHIJ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    HLSR A 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_JumpIfInventory(\"ExplosiveShotgunMagazine\",9,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n  Full:\n    HLSC H 1\n\tHLSC G 1\n\tHLSC F 1\n\tHLSC E 1\n\tHLSC D 1\n\tHLSC C 1\n\tHLSC B 1\n\tHLSC A 1\n\tHLSA A 4\n\tGoto RealyReady\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto RealyReady\n  GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLSQ H 1\n\tHLSQ G 1\n\tHLSQ F 1\n\tHLSQ E 1\n\tHLSQ D 1\n\tHLSQ C 1\n\tHLSQ B 1\n\tHLSQ A 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tHLSQ A 1\n\tHLSQ B 1\n\tHLSQ C 1\n\tHLSQ D 1\n\tHLSQ E 1\n\tHLSQ F 1\n\tHLSQ G 1\n\tHLSQ H 1\n\tGoto RealyReady\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto RealyReady\n  MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLSQ H 1\n\tHLSQ G 1\n\tHLSQ F 1\n\tHLSQ E 1\n\tHLSQ D 1\n\tHLSQ C 1\n\tHLSQ B 1\n\tHLSQ A 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tHLSQ A 1\n\tHLSQ B 1\n\tHLSQ C 1\n\tHLSQ D 1\n\tHLSQ E 1\n\tHLSQ F 1\n\tHLSQ G 1\n\tHLSQ H 1\n\tGoto RealyReady\n  Spawn:\n\tHLSP A -1\n\tstop\n  }\n}\n\nACTOR ExplosiveShotgunMagazine : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 9\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 9\nInventory.Icon \"HLSPA0\"\n+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/FantasyStaff.txt",
        "contents": "Actor FantasyStaff : Weapon 17604\n{\n//$Category Weapons/DUST\n//$Sprite LTBRA0\n//$Title \"Fantasy Staff\"\n  Inventory.PickupMessage \"You now wield the forgotten Fantasy Staff! Fascinating power awaits you...\"\n  inventory.PickupSound \"HellStaff/Pickup\"\n  Weapon.PreferredSkin \"Fist-Marine\"\n  Obituary \"%o experienced phantasmal power like no other by %k.\"\n  Weapon.AmmoType1 \"DustMana\"\n  Weapon.AmmoType2 \"DustMana\"\n  Weapon.AmmoGive 50\n  Weapon.AmmoUse1 1\n  Weapon.AmmoUse2 1\n  +AMMO_OPTIONAL\n  States\n  {\n  Spawn:\n    LTBR A -1\n    Loop\n  Select:\n    LTBR M 1 A_Raise\n    Loop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n    TNT1 A 0 A_StopSound(7)\n    TNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n    LTBR ON 4 Bright\n    LTBR M 4\n  DeselectLoop:\n    LTBR M 1 A_Lower\n    Loop\n  Ready:\n    LTBR M 4 A_JumpIfNoAmmo(\"Ready2\")\n    LTBR N 0 A_PlaySound(\"FantasyStaff/Recharge\",6)\n    LTBR NO 4 Bright\n  ReadyLoop:\n    TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n    LTBR B 0 Bright A_StopSound(7)\n    LTBR BBBBCCCCDDDDEEEE 1 Bright A_WeaponReady\n    Loop\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n    LTBR F 0 A_PlaySound(\"FantasyStaff/Fire\",7)\n\tLTBR F 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,0,0,-4)\n\tLTBR FF 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,1,0,-4)\n    TNT1 A 0 Bright A_PlaySound(\"FantasyStaff/FireLoop\",6)\n\tLTBR G 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,0,0,-4)\n\tLTBR GG 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,1,0,-4)\n    TNT1 A 0 Bright A_PlaySound(\"FantasyStaff/FireLoop\",6)\n\tLTBR H 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,0,0,-4)\n\tLTBR HH 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,1,0,-4)\n    TNT1 A 0 Bright A_PlaySound(\"FantasyStaff/FireLoop\",6)\n\tLTBR I 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,0,0,-4)\n\tLTBR II 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,1,0,-4)\n    TNT1 A 0 Bright A_PlaySound(\"FantasyStaff/FireLoop\",6)\n    LTBR A 0 A_Refire\n\tTNT1 A 0 A_StopSound(7)\n    LTBR I 0 A_JumpIfInventory(\"DustMana\",1,1)\n    Goto Ready\n    LTBR I 0\n    Goto Ready+4\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"DustMana\",100,\"BetterAltFire\")\n\tTNT1 A 0 A_PlaySound(\"FantasyStaff/Fire3\",7)\n    LTBR G 4 Bright Offset(0,34) A_FireCustomMissile(\"FantasyProjectileWeakPlayer\",0,0,0,-4)\n    LTBR H 4 Bright Offset(0,36)\n    LTBR L 4 Bright Offset(0,32)\n    LTBR A 0 A_Refire\n    Goto Ready+4\n  BetterAltFire:\n    LTBR A 0 Bright A_PlaySound(\"FantasyStaff/Charge\",5)\n    LTBR BCDEBCDEBCDEBCD 2 Bright\n    LTBR FGHIFGHIFGHI 2 Bright\n    LTBR A 0 Bright A_PlaySound(\"FantasyStaff/Fire2\",6)\n    LTBR A 0 Bright A_PlaySound(\"FantasyStaff/Meltdown\",7)\n    LTBR M 3 Bright Offset(0,48) A_FireCustomMissile(\"FantasySealPlayer\",0,0,0,-8)\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",100,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_SetPitch (pitch-3)\n\tTNT1 A 0 A_Recoil(15)\n    LTBR M 2 Offset(0,40)\n    LTBR M 2 Offset(0,36)\n    LTBR M 2 Offset(0,34)\n    LTBR M 10 Offset(0,32)\n    LTBR M 4 A_JumpIfInventory(\"Dustmana\",1,1)\n    LTBR N 0 A_PlaySound(\"FantasyStaff/Recharge\",6)\n\tLTBR MNOB 4 Bright\n    LTBR A 0 A_Refire\n    LTBR I 0 A_JumpIfInventory(\"Dustmana\",1,1)\n    Goto NoAmmo\n    LTBR I 0\n    Goto Ready+4\n  NoAmmo:\n    LTBR ON 4 Bright\n    Goto Ready2\n  Deselect2:\n    LTBR M 1 A_Lower\n    Loop\n  Ready2:\n    LTBR M 0 A_StopSound(7)\n    LTBR M 0 A_JumpIfInventory(\"DustMana\",1,\"Ready\")\n    LTBR M 1 A_WeaponReady\n    Loop\n  }\n}\n\nACTOR FantasySealPlayer : FantasySeal\n{\n  Speed 200\n  Damage 100\n  Damagetype \"Normal\"\n  Species \"Player\"\n  +THRUSPECIES\n  States\n  {\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosionPlayer\",0,0,0,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosionPlayer\",0,0,60,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosionPlayer\",0,0,120,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosionPlayer\",0,0,180,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosionPlayer\",0,0,240,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosionPlayer\",0,0,300,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosion2Player\",0,0,0,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_SpawnItem(\"BlueProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(30,200)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"BlueProjParticleSuperLarge\",0,0,0,frandom(-7,7),frandom(-7,7),frandom(-7,7),random(0,359))\n    CLBB C 1 Bright A_FadeOut(0.2)\n    Goto Death+8\n  }\n}\n\nACTOR FantasySealExplosionPlayer : FantasySealExplosion\n{\n  States\n  {\n  Spawn:\n\tTNT1 AAAAAAAA 1 A_SpawnItemEx(\"FantasySealMiniExplodePlayer\",random(-30,30),random(-30,30),random(-30,30),random(-4,4),random(-4,4),random(-4,4),random(0,359))\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Stop\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"FantasySealMiniExplodePlayer\",random(-100,100),random(-100,100),random(-100,100),random(-4,4),random(-4,4),random(-4,4),random(0,359))\n\tStop\n  }\n}\n\nACTOR FantasySealExplosion2Player : FantasySealExplosionPlayer\n{\n  States\n  {\n  Spawn:\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Stop\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"FantasySealMiniExplodePlayer\",random(-100,100),random(-100,100),random(-100,100),random(-4,4),random(-4,4),random(-4,4),random(0,359))\n\tStop\n  }\n}\n\nACTOR FantasySealMiniExplodePlayer : FantasySealMiniExplode\n{\n  Damagetype \"Player\"\n  Species \"Player\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tBXPO AB 2 Bright A_FadeOut(0.05)\n\tTNT1 A 0 A_Explode(30,75,0,0,40)\n\tBXPO CD 1 Bright A_FadeOut(0.05)\n\tTNT1 A 0 A_Explode(30,75,0,0,40)\n\tBXPO EF 1 Bright A_FadeOut(0.05)\n\tTNT1 A 0 A_Explode(30,75,0,0,40)\n\tBXPO GHIJKLM 1 Bright A_FadeOut(0.05)\n\tStop\n  }\n}\n\nACTOR FantasyStaffBeamPlayer : FantasyStaffBeam\n{\n  Speed 200\n  Damage 4\n  Damagetype \"Player\"\n  Species \"Player\"\n  +THRUSPECIES\n  +PAINLESS\n}\n\nACTOR FantasyProjectileWeakPlayer : FantasyProjectileWeak\n{\n  Damage 7\n  MissileType \"FantasyStaffBeamTrail2\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/GoreImp.txt",
        "contents": "actor GoreImp : Imp 17550\n{\n//$Category Monsters/DUST\n//$Sprite GRIMA1\n//$Title \"Gore Imp\"\n  Obituary \"%o was taken down by a Gore Imp.\"\n  HitObituary \"%o was gored by a Gore Imp.\"\n  Health 90\n  Speed 11\n  Painchance 80\n  DropItem \"LifeEssence\" 125\n  DropItem \"ArmorBonusMax\" 125\n  DropItem \"DustMana\" 70 30\n  Seesound \"GoreImp/Sight\"\n  Painsound \"GoreImp/Pain\"\n  Deathsound \"GoreImp/Death\"\n  Activesound \"GoreImp/Active\"\n  +MISSILEMORE\n  +QUICKTORETALIATE\n  States\n  {\n  Spawn:\n    GRIM A 5 A_Look\n    loop\n  See:\n  \tTNT1 A 0 A_Jump(46,\"Evade\")\n  \tTNT1 A 0 A_Jump(46,\"Rush\")\n    GRIM AABB 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\tGRIM CCDD 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n    loop\n  Rush:\n\tGRIM AABB 1 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\tGRIM CCDD 1 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\tTNT1 A 0 A_Jump(24, \"See\")\n\tloop\n  Evade:\n\tTNT1 A 0 A_Jump(128,7)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,16,0,0)\n\tGRIM AAAA 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,16,0,0)\n\tGRIM AAAA 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Missile\")\n\tGoto See\n  Melee:\n    GRIM EF 5 A_FaceTarget\n    GRIM G 4 A_CustomMeleeAttack(40, \"imps/melee\")\n\tGRIM FE 5 A_FaceTarget\n    Goto See\n  Lunge:\n\tGRIM AA 3 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tGRIM F 2 A_Recoil(-30)\n\tGRIM F 3 A_CustomMissile(\"GoreImpLunge\",18,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_PlaySound(\"imps/melee\")\n\tGRIM F 6\n\tGRIM F 2 A_ScaleVelocity(0.2)\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tGRIM F 1 A_ScaleVelocity(0)\n\tGoto See\n  Missile:\n\tTNT1 A 0 A_JumpIfCloser(250,\"Lunge\")\n\tTNT1 A 0 A_JumpIfHealthLower(30, \"Missile2\")\n\tGRIM EF 4 A_FaceTarget\n\tGRIM G 3 Bright A_CustomMissile(\"GoreImpBall\", 34, 0, 0)\n\tGRIM VW 4 A_FaceTarget\n\tGRIM X 3 Bright A_CustomMissile(\"GoreImpBall\", 34, 0, 0)\n\tTNT1 A 0 A_Jump(64, \"Evade\")\n\tGRIM EF 4 A_FaceTarget\n\tGRIM G 3 Bright A_CustomMissile(\"GoreImpBall\", 34, 0, 0)\n\tGRIM VW 4 A_FaceTarget\n\tGRIM X 3 Bright A_CustomMissile(\"GoreImpBall\", 34, 0, 0)\n\tGoto See\n  Missile2:\n\tGRIM EF 3 A_FaceTarget\n\tGRIM G 2 Bright A_CustomMissile(\"GoreImpBall\", 34, 0, 0)\n\tGRIM VW 3 A_FaceTarget\n\tGRIM X 2 Bright A_CustomMissile(\"GoreImpBall\", 34, 0, 0)\n\tTNT1 A 0 A_Jump(64, \"Evade\")\n\tGRIM EF 3 A_FaceTarget\n\tGRIM G 2 Bright A_CustomMissile(\"GoreImpBall\", 34, 0, 0)\n\tGRIM VW 3 A_FaceTarget\n\tGRIM X 2 Bright A_CustomMissile(\"GoreImpBall\", 34, 0, 0)\n\tGoto See\n  Pain:\n    GRIM H 2\n    GRIM H 2 A_Pain\n    goto See\n  Death:\n    GRIM J 8 A_Scream\n    GRIM K 6\n    GRIM L 6 A_Fall\n    GRIM M -1\n    Stop\n  XDeath:\n    GRIM N 3\n\tGRIM O 3 A_XScream\n\tGRIM P 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tGRIM Q 3 A_Fall\n\tGRIM RST 3\n\tGRIM U -1\n    Stop\n  Raise:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tGRIM MLKJ 6\n\tGoto See\n  }\n}\n\nActor GoreImpLunge : PinkyLunge\n{\n  Species \"Imps\"\n}\n\nACTOR GoreImpBall : DoomImpBall\n{\n  FastSpeed 26\n  Damagetype \"ImpComet\"\n  Speed 18\n  Decal DoomImpScorch\n  Damage 4\n  States\n  {\n  Spawn:\n    GRIB AB 1 Bright A_SpawnItemEx(\"GoreImpBallTrail\",0,0,0,0,0,0,0,128,0)\n    Loop\n   Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_CustomMissile(\"Kaboom10\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n    GRIB CDE 3 Bright\n    Stop\n  }\n}\n\nACTOR GoreImpBallTrail : ImpBallTrail\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n    GRI2 ABCDEF 1 A_FadeOut(0.1)\n\tStop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/NetherImp.txt",
        "contents": "actor NetherImp : Imp 17551\n{\n//$Category Monsters/DUST\n//$Sprite NIMPA1\n//$Title \"Nether Imp\"\n  Obituary \"%o was cursed by a Nether Imp.\"\n  HitObituary \"%o was touched by a Nether Imp.\" // ;)\n  Health 200\n  Speed 9\n  Scale 1.1\n  Painchance 80\n  DropItem \"LifeEssence\" 125\n  DropItem \"ArmorBonusMax\" 125\n  DropItem \"DustMana\" 70 30\n  Seesound \"devil/Sight\"\n  Painsound \"voidimp/Pain\"\n  Deathsound \"devil/Death\"\n  Activesound \"superimp/Active\"\n  BloodColor \"Green\"\n  +MISSILEMORE\n  states\n  {\n  Spawn:\n    NIMP A 5 A_Look\n    loop\n  See:\n  \tTNT1 A 0 A_Jump(46,\"Evade\")\n    NIMP AABB 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\tNIMP CCDD 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n    loop\n  Evade:\n\tTNT1 A 0 A_Jump(128,7)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,16,0,0)\n\tNIMP AAAA 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,16,0,0)\n\tNIMP AAAA 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Missile\")\n\tGoto See\n  Melee:\n    NIMP EF 5 A_FaceTarget\n    NIMP G 4 A_CustomMeleeAttack(20)\n\tNIMP FE 5 A_FaceTarget\n    Goto See\n  Missile:\n    NIMP E 0 A_Jump(256, \"Attack1\", \"Attack2\")\n    Goto See\n  Attack1:\n    NIMP EF 8 Bright A_FaceTarget\n    NIMP G 6 Bright A_CustomMissile(\"NetherLightning\", 34, 0, 0)\n    NIMP FEF 8 Bright A_FaceTarget\n    NIMP G 6 Bright A_CustomMissile(\"NetherLightning\", 34, 0, 0)\n    Goto See\n  Attack2:\n    NIMP IJ 8 Bright A_FaceTarget\n    NIMP K 4 Bright A_CustomMissile(\"NetherBall\", 34, 0, 0)\n    NIMP K 0 A_CustomMissile(\"NetherBall\", 34, 0, 6)\n    NIMP K 4 Bright A_CustomMissile(\"NetherBall\", 34, 0, -6)\n    Goto See\n  Pain:\n    NIMP H 2\n    NIMP H 2 A_Pain\n    goto See\n  Death:\n    NIMP L 8 A_Scream\n    NIMP MN 6\n    NIMP O 6 A_Fall\n    NIMP P -1\n    Stop\n  XDeath:\n    NIMP Q 3\n\tNIMP R 3 A_XScream\n\tNIMP S 3 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tNIMP T 3 A_Fall\n\tNIMP UVW 3\n\tNIMP X -1\n    Stop\n  Raise:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tNIMP PONML 6\n\tGoto See\n  }\n}\n\nactor NetherBall\n{\n  Projectile\n  Damagetype \"ImpComet\"\n  Radius 8\n  Height 6\n  Speed 20\n  Damage 7\n  Renderstyle Add\n  Alpha 0.67\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  Decal DoomImpScorch\n  States\n  {\n  Spawn:\n    IBAL AAAABBBB 1 Bright A_SpawnItemEx (\"NetherImpFireBallFX\", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)\n    Loop\n  Death:\n\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n    IBAL CDE 4 Bright\n    Stop\n  }\n}\n\nACTOR NetherImpFireBallFX : ImpBallTrail\n{\n  RenderStyle Add\n  Alpha 1\n  Scale 0.35\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 A 2\n    FIG1 ABCDEFGHIJKL 1 Bright A_ChangeVelocity(0,0,1)\n    Stop\n  }\n}\n\nACTOR NetherLightning : FastProjectile\n{\n  Damagetype \"ImpComet\"\n  Radius 8\n  Height 6\n  Speed 50\n  Damage 5\n  +FORCEXYBILLBOARD\n  SeeSound \"NetherLightning\"\n  DeathSound \"imp/shotx\"\n  Missileheight 8\n  Missiletype \"NetherLightningTrailSpawner\"\n  Renderstyle Add\n  Scale 0.2\n  States\n  {\n  Spawn:\n\tNLIG ABCDE 1 Bright\n    Loop\n  Death:\n\tTNT1 A 0 A_SpawnItemEx(\"YellowParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"KaboomGoldBabySent\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SetScale(0.75)\n    NLIT ABCDEFG 1 Bright\n    Stop\n  }\n}\n\nactor NetherLightningTrailSpawner : ImpBallTrail\n{\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 AA 0 A_SpawnItemEx(\"NetherLightningTrail\", Random(-5, 5), Random(-5, 5), Random(-5, 5), 0, 0, 0, 0, 160)\n\tStop\n  }\n}\n\nactor NetherLightningTrail : ImpballTrail\n{\n  Scale 0.2\n  Renderstyle Add\n  Alpha 0.8\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 A 1\n    TNT1 A 0 A_Jump(255, \"Puff1\", \"Puff2\", \"Puff3\")\n  Puff1:\n    NLIG F 1 Bright A_FadeOut(0.1)\n    Loop\n  Puff2:\n    NLIG G 1 Bright A_FadeOut(0.1)\n    Loop\n  Puff3:\n    NLIG H 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Mechtre.txt",
        "contents": "ACTOR Mechtre : BullFiend 17552\n{\n//$Category Monsters/DUST\n//$Sprite MCTRA1\n//$Title \"Mechtre\"\nRenderstyle Normal\nHealth 200\nSpeed 14\nMaxTargetRange 350\nDropItem \"LifeEssence\" 105\nDropItem \"ArmorBonusMax\" 105\nSeeSound \"mechtre/sight\"\nPainSound \"mechtre/pain\"\nDeathSound \"mechtre/death\"\nActiveSound \"mechtre/active\"\nAttackSound \"mechtre/attack\"\n+STEALTH\nObituary \"%o was spooked by a Mechtre.\"\nHitObituary \"%o was spooked by a Mechtre.\"\nStates\n{\nSpawn:\n       MCTR A 12 A_Look\n       Loop\nSee:\n       MCTR AABB 2 A_Chase\n\t   TNT1 A 0 A_PlaySound(\"blooddemon/walk\")\n       MCTR CCDD 2 A_Chase\n       TNT1 A 0 A_PlaySound(\"blooddemon/walk\")\n       Loop\nMelee:\n       MCTR EF 5 A_FaceTarget\n       MCTR G 4 A_MeleeAttack\n       MCTR E 5\tA_FaceTarget\n       Goto See\nMissile:\n\t   TNT1 A 0 A_JumpIfCloser(350,1)\n\t   Goto See\n\t   TNT1 A 0 A_PlaySound(\"mechtre/attack\")\n\t   MCTR EF 7 A_FaceTarget\n\t   TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t   TNT1 A 0 ThrustThingZ(0,20,0,1)\n\t   MCTR F 2 A_Recoil(-28)\n\t   MCTR F 3 A_CustomMissile(\"PinkyLunge\",18,0,0,CMF_AIMDIRECTION)\n\t   MCTR G 6\n\t   MCTR G 2 A_ScaleVelocity(0.2)\n\t   TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t   MCTR G 1 A_ScaleVelocity(0)\n\t   Goto See\nPain:\n\t   TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n       MCTR H 4 A_Pain\n       Goto See\nDeath:\n\t   TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n       MCTR I 5\n       MCTR J 5 A_Scream\n       MCTR K 4\n       MCTR L 4 A_NoBlocking\n       MCTR M 4 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n       MCTR N -1\n\t   Stop\nXDeath:\n\t   TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n       MCTX A 3 A_XScream\n       MCTX B 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n       MCTX C 3 A_NoBlocking\n       MCTX D 3 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t   MCTX EFG 3\n       MCTX H -1\n       Stop\nRaise:\n\t   TNT1 A 0\n\t   TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n       MCTR NMLKJI 5\n       Goto See\n       }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/CerebralCaco.txt",
        "contents": "ACTOR CerebralCaco 17553\n{\n//$Category Monsters/DUST\n//$Sprite CCACA1\n//$Title \"Cerebral Caco\"\n  Health 1100\n  Radius 24\n  Height 44\n  Mass 400\n  Meleedamage 8\n  Speed 10\n  PainChance 64\n  Monster\n  +FLOAT\n  +NOGRAVITY\n  +MISSILEEVENMORE\n  +MISSILEMORE\n  +QUICKTORETALIATE\n  +DONTHARMSPECIES\n  DamageFactor \"CacoComet\", 0.0\n  DamageFactor \"WeakenerBall\", 0.0\n  DamageFactor \"SoapOpera\", 0.0\n  Species \"CacoDemon\"\n  SeeSound \"CBcaco/see\"\n  PainSound \"CBcaco/pain\"\n  DeathSound \"CBcaco/death\"\n  ActiveSound \"CBcaco/active\"\n  MeleeSound \"caco/melee\"\n  Obituary \"%o was turned into a pile of mush by a Cerebral Cacodemon.\"\n  DropItem \"HellStaff\" 128\n  DropItem \"BossLifeEssence\" 150\n  DropItem \"BossArmorBonusMax\" 150\n  DropItem \"DemonAmmoBox\" 256\n  DropItem \"BigDustMana\" 128 100\n  DropItem \"DustMana\" 256 30\n  DropItem \"Demon Tech BFG10K\" 60\n  States\n\t{\n  Spawn:\n\tCCAC A 10 A_Look\n\tLoop\n  See:\n\tCCAC A 3 A_Chase\n\tTNT1 A 0 A_Jump(20,\"Evade\")\n\tTNT1 A 0 A_Jump(62,\"Rush\")\n\tLoop\n  Rush:\n\tTNT1 A 0 A_SpawnItemEx(\"CBCacoGhostA\")\n\tCCAC A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CBCacoGhostA\")\n\tCCAC A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CBCacoGhostA\")\n\tCCAC A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CBCacoGhostA\")\n\tCCAC A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CBCacoGhostA\")\n\tCCAC A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CBCacoGhostA\")\n\tCCAC A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CBCacoGhostA\")\n\tCCAC A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"CBCacoGhostA\")\n\tCCAC A 1 A_Chase\n\tTNT1 A 0 A_Jump(87,\"See\")\n\tLoop\n  Evade:\n\tTNT1 A 0 A_Jump(128,7)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,14,0,0)\n\tCCAC AAAA 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,14,0,0)\n\tCCAC AAAA 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n  Missile:\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n    TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(256, \"BFG9500\", \"DTBFG10K\", \"15K\", \"HellStaffHoming\", \"HellStaff\")\n  BFG9500:\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCCAC B 15 Bright A_FaceTarget\n\tCCAC C 10 Bright A_FaceTarget\n\tCCAC D 10 Bright A_CustomMissile(\"CBCacoRedBFGBall\", 15)\n\tCCAC CB 15 A_FaceTarget\n\tGoto See\n  DTBFG10K:\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCCAC B 20 Bright A_FaceTarget\n\tCCAC C 15 Bright A_FaceTarget\n\tCCAC D 10 Bright A_CustomMissile(\"CBCacoDTBFG10KBall\", 15)\n\tCCAC CB 15 A_FaceTarget\n\tGoto See\n  15K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tCCAC BBBBCC 3 Bright A_FaceTarget\n\tCCAC D 8 Bright A_CustomMissile(\"CBCacoBFG15K\", 15, 0, random(-4,4))\n\tCCAC C 4 Bright A_FaceTarget\n\tCCAC D 8 Bright A_CustomMissile(\"CBCacoBFG15K\", 15, 0, random(-4,4))\n\tCCAC C 4 Bright A_FaceTarget\n\tCCAC D 8 Bright A_CustomMissile(\"CBCacoBFG15K\", 15, 0, random(-4,4))\n\tCCAC C 4 Bright A_FaceTarget\n\tCCAC D 8 Bright A_CustomMissile(\"CBCacoBFG15K\", 15, 0, random(-4,4))\n\tCCAC C 4 Bright A_FaceTarget\n\tGoto See\n  HellStaffHoming:\n\tCCAC B 6\n\tCCAC C 6\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall2\", 15, 0, -20)\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall2\", 15, 0, 20)\n\tCCAC D 6 Bright A_CustomMissile(\"CacoHellStaffBall2\", 15)\n\tCCAC BC 6 A_FaceTarget\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall2\", 15, 0, -20)\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall2\", 15, 0, 20)\n\tCCAC D 6 Bright A_CustomMissile(\"CacoHellStaffBall2\", 15)\n\tGoto See\n  HellStaff:\n\tCCAC B 6\n\tCCAC C 6\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall1\", 15, 0, -8)\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall1\", 15, 0, 8)\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall1\", 15, 0, -4)\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall1\", 15, 0, 4)\n\tCCAC D 6 Bright A_CustomMissile(\"CacoHellStaffBall1\", 15)\n\tCCAC BC 6 A_FaceTarget\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall1\", 15, 0, -8)\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall1\", 15, 0, 8)\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall1\", 15, 0, -4)\n\tCCAC D 0 Bright A_CustomMissile(\"CacoHellStaffBall1\", 15, 0, 4)\n\tCCAC D 6 Bright A_CustomMissile(\"CacoHellStaffBall1\", 15)\n\tGoto See\n  Melee:\n    CCAC BC 5 A_FaceTarget\n\tCCAC D 5 A_MeleeAttack\n\tCCAC CB 5 A_FaceTarget\n\tGoto See\n  Pain:\n\tCCAC E 3\n\tCCAC E 3 A_Pain\n\tCCAC F 6\n\tGoto See\n  Death:\n\tCCAC G 8\n\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tCCAC H 8 A_Scream\n\tCCAC IJ 8\n\tCCAC K 8 A_NoBlocking\n\tCCAC L -1 A_SetFloorClip\n\tStop\n\t}\n}\n\nACTOR CBCacoGhostA\n{\n  Radius 2\n  Height 2\n  Speed 0\n  Alpha 0.85\n  Scale 1.0\n  PROJECTILE\n  RENDERSTYLE Translucent\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n  Fade:\n    TNT1 A 1\n\tCCAC A 2 A_FadeOut(0.15)\n\tGoto Fade+1\n  Toaster:\n    TNT1 A 0\n    Stop\n  }\n}\n\nACTOR CacoHellStaffBall1\n{\n  Projectile\n  Radius 12\n  Height 8\n  Speed 30\n  Damage 5\n  Scale 0.75\n  -NOBLOCKMAP\n  RenderStyle Add\n  Species \"Cacodemon\"\n  DamageType \"CacoComet\"\n  SeeSound \"HellStaff/Fire\"\n  DeathSound \"HellStaff/Explode\"\n  States\n  {\n  Spawn:\n    HPRO AABBCC 1 Bright A_SpawnItemEx(\"HellStaffParticle\",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))\n    Loop\n  Death:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"HellStaffParticle\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n    CLBA B 1 Bright A_FadeOut(0.2)\n    Goto Death+1\n  }\n}\n\nACTOR CacoHellStaffBall2 : CacoHellStaffBall1\n{\n  Speed 25\n  Damage 5\n  Scale 0.8\n  +SEEKERMISSILE\n  +FORCERADIUSDMG\n  States\n  {\n  Spawn:\n    HPRO AABBCC 1 Bright A_SpawnItem(\"HellStaffTrail\")\n\tTNT1 A 0 A_SeekerMissile(30, 45)\n    Loop\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(20,48)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"HellStaffParticle\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n    CLBA B 1 Bright A_FadeOut(0.2)\n    Goto Death+2\n  }\n}\n\nACTOR HellStaffParticle\n{\n  +NoInteraction\n  +ClientSideOnly\n  Renderstyle Add\n  Scale 0.05\n  States\n  {\n  Spawn:\n\tTNT1 A 2\n\tCLBA B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.048)\n\tCLBA B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.046)\n\tCLBA B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.044)\n\tCLBA B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.042)\n\tCLBA B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.040)\n\tCLBA B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.038)\n\tCLBA B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.036)\n\tCLBA B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.034)\n\tCLBA B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.032)\n    Stop\n  }\n}\n\nACTOR HellStaffTrail\n{\n  +NoInteraction\n  +ClientSideOnly\n  Renderstyle Add\n  Scale 0.7\n  States\n  {\n  Spawn:\n\tTNT1 A 2\n\tTNT1 A 0 A_Jump(256,\"one\",\"two\",\"three\")\n  One:\n\tHPRO A 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.68)\n\tHPRO A 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.66)\n\tHPRO B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.64)\n\tHPRO B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.62)\n\tHPRO C 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.6)\n\tHPRO C 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.58)\n\tHPRO A 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.56)\n\tHPRO A 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.54)\n\tHPRO B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.52)\n    Stop\n  Two:\n\tHPRO B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.68)\n\tHPRO B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.66)\n\tHPRO C 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.64)\n\tHPRO C 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.62)\n\tHPRO A 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.6)\n\tHPRO A 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.58)\n\tHPRO B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.56)\n\tHPRO B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.54)\n\tHPRO C 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.52)\n    Stop\n  Three:\n\tHPRO C 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.68)\n\tHPRO C 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.66)\n\tHPRO A 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.64)\n\tHPRO A 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.62)\n\tHPRO B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.6)\n\tHPRO B 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.58)\n\tHPRO C 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.56)\n\tHPRO C 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.54)\n\tHPRO A 1 Bright A_FadeOut(0.1)\n\tTNT1 A 0 A_SetScale(0.52)\n    Stop\n  }\n}\n\nACTOR CBCacoRedBFGBall : SentientBFG9500Ball\n{\n  DamageType \"CacoComet\"\n  Species \"Cacodemon\"\n  Obituary \"%o turned into a pile of mush by the Cerebral Cacodemon.\"\n}\n\nACTOR CBCacoDTBFG10KBall : ZombieDTBFG10KBall\n{\n  Species \"Cacodemon\"\n  Obituary \"%o turned into a pile of mush by the Cerebral Cacodemon.\"\n}\n\nACTOR CBCacoBFG15K : Cybruiser15k\n{\n  DamageType \"CacoComet\"\n  Species \"Cacodemon\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/VoidFiend.txt",
        "contents": "ACTOR VoidFiend : Spectre~ 17554\n{\n//$Category Monsters/DUST\n//$Sprite SAR7A1\n//$Title \"Void Fiend\"\n  Renderstyle Add\n  Alpha 0.8\n  Health 200\n  Speed 14\n  MaxTargetRange 350\n  Tag \"Void Fiend\"\n  DropItem \"LifeEssence\" 105\n  DropItem \"ArmorBonusMax\" 105\n  SeeSound \"magma/sight\"\n  PainSound \"monster/psopain\"\n  DeathSound \"magma/death\"\n  ActiveSound \"magma/active\"\n  AttackSound \"magma/attack\"\n  Obituary \"%o was spooked by a Void Fiend.\"\n  HitObituary \"%o was spooked by a Void Fiend.\"\n  States\n  {\n  Spawn:\n\tSAR7 A 12 A_Look\n\tLoop\n  See:\n\tSAR7 AABB 2 A_Chase\n\tSAR7 B 0 A_SpawnItem(\"HeavyFleshStep\",0,0,0,0)\n\tSAR7 CCDD 2 A_Chase\n\tSAR7 D 0 A_SpawnItem(\"HeavyFleshStep\",0,0,0,0)\n\tLoop\n  Melee:\n\tSAR7 EF 5 A_FaceTarget\n\tSAR7 G 4 A_MeleeAttack\n\tSAR7 E 4 A_FaceTarget\n\tGoto See\n  Missile:\n\tTNT1 A 0 A_JumpIfCloser(350,1)\n\tGoto See\n\tTNT1 A 0 A_PlaySound(\"magma/attack\")\n\tSAR7 EF 7 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tSAR7 F 2 A_Recoil(-28)\n\tSAR7 F 3 A_CustomMissile(\"PinkyLunge\",18,0,0,CMF_AIMDIRECTION)\n\tSAR7 G 6\n\tSAR7 G 2 A_ScaleVelocity(0.2)\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tSAR7 G 1 A_ScaleVelocity(0)\n\tGoto See\n  Pain:\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tSAR7 H 4 A_Pain\n\tGoto See\n  Death:\n  XDeath:\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tSAR7 I 5\n\tSAR7 J 5 A_Scream\n\tSAR7 K 4\n\tSAR7 L 4 A_NoBlocking\n\tSAR7 M 4 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tSAR7 N -1\n\tStop\n  Raise:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tSAR7 NMLKJI 5\n\tGoto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/ChaosSoul.txt",
        "contents": "Actor ChaosSoul 17555\n{\n//$Category Monsters/DUST\n//$Sprite CHOSA1\n//$Title \"Chaos Soul\"\nMonster\nHealth 200\nHeight 56\nRadius 16\nScale 1.25\nMass 50\nSpeed 7\nFloatSpeed 7\nDamage (15)\nPainChance \"Souls\", 0\nPainChance 100\n+NoBlood\n+NoBloodDecals\n+FLOAT\n+NOGRAVITY\n+MISSILEMORE\n+MissileEvenMore\n+DontHurtSpecies\n+DontHarmSpecies\n+DONTFALL\n+NOICEDEATH\nSpecies \"Souls\"\nDamagetype \"Souls\"\nDamagetype \"SoulToxic\"\nDamageFactor \"CurseComet\", 0.0\nDamageFactor \"HelementalComet\", 0.0\nDamageFactor \"SoulToxic\", 0.0\nDamageFactor \"BombBreath\", 0.0\nDropItem \"LifeEssence\" 256\nDropItem \"ArmorBonusMax\" 256\nDropItem \"DustMana\" 70\nSeeSound \"ChaosSoul/Sight\"\nAttackSound \"ChaosSoul/Sight\"\nPainSound \"ChaosSoul/pain\"\nDeathSound \"ChaosSoul/death\"\nObituary \"%o was driven insane by a Chaos Soul.\"\nHitObituary \"%o's head was taken by a Chaos Soul.\"\nStates\n  {\n  Spawn:\n\tCHOS A 1 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tLoop\n  See:\n    CHOS A 1 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(10,\"Phase\")\n\tCHOS A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tLoop\n  Phase:\n    TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n    CHOS A 2 A_FaceTarget\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n    CHOS A 1 A_SetTranslucent(0.75)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n    CHOS A 1 A_SetTranslucent(0.50)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n    CHOS A 1 A_SetTranslucent(0.25)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n    CHOS A 1 A_SetTranslucent(0)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tGoto Phased\n  Phased:\n\tTNT1 A 0 A_ExtChase(0,0)\n\tCHOS A 1 A_ExtChase(0,0)\n\tTNT1 A 0 A_JumpIfInTargetLOS(\"Phased\",45)\n\tTNT1 A 0 A_Jump(128,\"Unphase\")\n\tLoop\n  UnPhase:\n    TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n    CHOS A 1 A_SetTranslucent(0)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n    CHOS A 1 A_SetTranslucent(0.25)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n    CHOS A 1 A_SetTranslucent(0.50)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n    CHOS A 1 A_SetTranslucent(0.75)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tTNT1 A 0 A_SetTranslucent(1)\n    CHOS A 2 A_FaceTarget\n\tTNT1 A 0 A_Jump(64,\"Missile\")\n    Goto See\n  Missile:\n\tTNT1 A 0 A_Jump(80,\"Lightning\")\n  Normal:\n    CHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 0 Bright A_FaceTarget\n\tCHOS A 1 Bright A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_SkullAttack(40)\n\tCHOS BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 Bright A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),0,0,0,random(0,360),128)\n    CHOS B 0 Thing_Stop(0)\n\tGoto See\n  Lightning:\n\tTNT1 A 0\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS B 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS B 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS B 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tTNT1 A 0 A_CustomMissile(\"ChaosLightning\",23,0,0)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tCHOS A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"GreenFire3\",random(-5,-9),random(-3,3),random(10,45),random(-1,1),random(-1,1),random(-1,1),random(0,360),128)\n\tTNT1 A 0 A_CustomMissile(\"ChaosLightning\",23,0,0)\n\tCHOS A 1 Bright A_FaceTarget\n\tGoto See\n  Pain:\n    CHOS A 1 A_SetTranslucent(1)\n\tTNT1 A 0\n\tTNT1 A 0 Thing_Stop(0)\n\tCHOS C 5 Bright A_Pain\n\tGoto See\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_SetTranslucent(0.75,1)\n\tCHOS C 4 Bright A_NoGravity\n\tCHOS D 4 Bright A_Scream\n    TNT1 AA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 15, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"Chaos10KEx\", 15, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,15,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tCHOS E 3 Bright\n\tCHOS F 2 Bright A_Fall\n\tCHOS G 4\n\tCHOS H 4\n    Stop\n\t}\n}\n\nActor GreenFire3 : GHellionSmoke\n{\n  Scale 0.3\n}\n\nACTOR ChaosLightning : NetherLightning\n{\n  Damagetype \"ChaosSoul\"\n  Species \"Souls\"\n  Missiletype \"ChaosLightningTrailSpawner\"\n  States\n  {\n  Spawn:\n\tCLIG ABCDE 1 Bright\n    Loop\n  Death:\n\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SetScale(0.75)\n    NLI2 ABCDEFG 1 Bright\n    stop\n  }\n}\n\nactor ChaosLightningTrailSpawner : NetherLightningTrailSpawner\n{\n  States\n  {\n  Spawn:\n    TNT1 AA 0 A_SpawnItemEx(\"ChaosLightningTrail\", Random(-5, 5), Random(-5, 5), Random(-5, 5), 0, 0, 0, 0, 160)\n\tStop\n  }\n}\n\nactor ChaosLightningTrail : NetherLightningTrail\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 A 1\n    TNT1 A 0 A_Jump(255, \"Puff1\", \"Puff2\", \"Puff3\")\n  Puff1:\n    CLIG F 1 Bright A_FadeOut(0.1)\n    Loop\n  Puff2:\n    CLIG G 1 Bright A_FadeOut(0.1)\n    Loop\n  Puff3:\n    CLIG H 1 Bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nACTOR Chaos10KEx : Player10KEx\n{\n  Damage 60\n  +FORCERADIUSDMG\n  DamageType \"ChaosSoul\"\n  Species \"Souls\"\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 AAAA 0 A_CustomMissile(\"Kaboom13\", 0, 0, random(0,360), 2, random(0,360))\n    BFE1 A 4 Bright A_Detonate\n    BFE1 BCDEF 4 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/TrueLegendaryZombie.txt",
        "contents": "ACTOR TrueLegendaryZombie : LegendaryZombie 17500\n{\n//$Category Monsters/DUST\n//$Sprite TLZOA1\n//$Title \"True Legendary Zombie\"\n  Health 1099\n  Speed 10\n  PainChance \"Melee\", 128\n  BloodColor \"Blue\"\n  DropItem \"LegendaryArmor\" 120 1\n  DropItem \"LegAmmoSphere\" 128 1\n  DropItem \"HandGrenadeAmmo\" 235 2\n  DropItem \"MineAmmo\" 235 2\n  DropItem \"Backpack\" 198 1\n  DropItem \"Armorplate\" 205 1\n  DropItem \"Portablemedkit\" 210 1\n  DropItem \"LDemonAmmoBox\" 200\n  DropItem \"LDemonAmmo\" 250\n  DropItem \"LegendaryRune\" 55 1\n  DropItem \"Legendary Plasmatic Rifle\" 256 1\n  DropItem \"DrainRune\" 10\n  DropItem \"LegendaryPowerShard\" 60 1\n  DropItem \"LegendaryCell\" 180\n  DropItem \"LegendaryCellPack\" 150\n  DropItem \"Legendary Railgun\" 125 1\n  DropItem \"TrueLegendaryBFGUpgrade\" 35 1\n  DamageFactor 0.65\n  SeeSound \"TLegZomb/sight\"\n  AttackSound \"Null\"\n  PainSound \"TLegZomb/pain\"\n  DeathSound \"TLegZomb/death\"\n  ActiveSound \"TLegZomb/active\"\n  Obituary \"%o was exterminated by the True Legendary Zombie.\"\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    TLZO A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTLZI A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    Loop\n  See:\n    TNT1 A 0 A_JumpIf(user_music == 1,3)\n    TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,30)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n    TNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    TLZO A 0 A_JumpIfTargetInLOS(\"Strafing\")\n    TLZO AA 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTLZO BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTLZO A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTLZO CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTLZO DD 3 Bright A_Chase\n\tTLZO A 0 A_Jump(80,\"Rush\")\n    TNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n    Loop\n  Rush:\n    TLZO A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"TLegZombieGhostA\",0,0,0,0,0,0,0,128)\n\tTLZO A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TLegZombieGhostA\",0,0,0,0,0,0,0,128)\n\tTLZO A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TLegendaryZombieGhostB\",0,0,0,0,0,0,0,128)\n\tTLZO B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TLegendaryZombieGhostB\",0,0,0,0,0,0,0,128)\n\tTLZO B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"TLegZombieGhostC\",0,0,0,0,0,0,0,128)\n\tTLZO C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TLegZombieGhostC\",0,0,0,0,0,0,0,128)\n\tTLZO C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TLegendaryZombieGhostD\",0,0,0,0,0,0,0,128)\n\tTLZO D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TLegendaryZombieGhostD\",0,0,0,0,0,0,0,128)\n\tTLZO D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(84,\"See\")\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLoop\n  Strafing:\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tTLZO AA 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tTLZO BB 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n    TLZO CC 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tTLZO DD 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n\tGoto See\n  Pause:\n\tTLZO E 0 A_PlaySound(\"weapons/demontechsteam\")\n\tTLZO EEEEEEEE 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n\tGoto See\n  Missile:\n\tTNT1 A 0 A_Jump(40,\"Railgun\",\"SuperPlasma\")\n\tTNT1 A 0 A_Jump(10,\"Rage\")\n  Plasma:\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n    TNT1 A 0 A_SetTranslucent(1)\n\tTLZO EEE 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegendaryProjectile\",32,0,random(-4,4),0)\n\tTNT1 A 0 A_CustomMissile(\"LegendaryProjectile\",32,0,random(-4,4),0)\n\tTLZO F 2 Bright A_PlaySoundEx(\"weapons/DemonTechRifle\",\"Weapon\")\n\tTNT1 A 0 A_Jump(24,\"Pause\")\n\tTNT1 A 0 A_SpidRefire\n    TNT1 A 0 A_PlayWeaponSound(\"BlueDTRFire\")\n\tGoto Plasma+5\n  Railgun:\n\tTNT1 A 0 A_PlaySound(\"legendary/defense\")\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"TLegZRailgunProj\",32,0,random(-2,2),0)\n\tTLZO F 4 Bright A_PlayWeaponSound(\"monsters/darkcyberrail\")\n\tTLZO E 2 Bright\n\tTNT1 A 0 A_Jump(256,\"Plasma\",\"See\")\n  SuperPlasma:\n\tTLZO EEE 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_CustomMissile(\"SuperLegPlasma\",32,0,random(-6,6),0)\n\tTLZO F 2 Bright A_PlaySoundEx(\"weapons/DemonTechRifle\",\"Weapon\")\n    TNT1 A 0 A_PlayWeaponSound(\"BlueDTRFire\")\n\tTLZO EEE 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_CustomMissile(\"SuperLegPlasma\",32,0,random(-6,6),0)\n\tTLZO F 2 Bright A_PlaySoundEx(\"weapons/DemonTechRifle\",\"Weapon\")\n    TNT1 A 0 A_PlayWeaponSound(\"BlueDTRFire\")\n\tTLZO EEE 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_CustomMissile(\"SuperLegPlasma\",32,0,random(-6,6),0)\n\tTLZO F 2 Bright A_PlaySoundEx(\"weapons/DemonTechRifle\",\"Weapon\")\n    TNT1 A 0 A_PlayWeaponSound(\"BlueDTRFire\")\n\tTLZO EEE 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_Jump(256,\"Plasma\",\"See\")\n  Rage:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_Playsound(\"TLegZomb/Sight\",7,1,0,ATTN_NONE)\n\tTNT1 A 0 A_PlaySound(\"legendary/defense\")\n\tTLZO EEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n  Rage2:\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n    TNT1 A 0 A_SetTranslucent(1)\n\tTLZO EEE 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"TLegZombieStrafing\",1)\n\tTNT1 A 0 A_CustomMissile(\"SuperLegPlasma\",32,0,random(-4,4),0)\n\tTLZO F 2 Bright A_PlaySoundEx(\"weapons/DemonTechRifle\",\"Weapon\")\n\tTNT1 A 0 A_Jump(24,\"Pause\")\n\tTNT1 A 0 A_MonsterRefire(240,\"See\")\n    TNT1 A 0 A_PlayWeaponSound(\"BlueDTRFire\")\n\tGoto Rage2+5\n  Pain:\n    TNT1 A 0 A_Jump(10,\"Protection\")\n\tTNT1 A 0 A_Jump(192,\"PainMissile\")\n    TLZO G 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n    TLZO G 0 A_Pain\n\tTLZO GG 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n    Goto See\n  PainMissile:\n    TLZO G 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n    TLZO G 0 A_Pain\n\tTLZO GG 2 Bright A_GiveInventory(\"TLegZombieStrafing\",1)\n    Goto Missile\n  Protection:\n    TNT1 A 0 A_JumpIf(user_protection >= 3,\"Pain\")\n\tTNT1 A 0 A_JumpIf(user_protected == 1,\"Pain\")\n\tTNT1 A 0 A_PlaySound(\"legendary/defense\")\n\tTNT1 A 0 A_FaceTarget\n\tTLZO E 2 Bright ACS_NamedExecuteAlways(\"LegendaryProtection\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tGoto See\n  Death:\n    TNT1 A 0 A_StopSound(6)\n\tTLZO H 5 A_Scream\n    TLZO I 5 A_Fall\n    TLZO J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n    TLZO K 5\n    TLZO L -1\n\tStop\n  XDeath:\n    TNT1 A 0 A_StopSound(6)\n\tTLZO O 3 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n    TLZO P 3 A_XScream\n    TLZO R 3 A_Fall\n    TLZO STUV 3\n    TLZO W -1\n    Stop\n    }\n}\n\nACTOR TLegZombieGhostA\n{\nScale 1.1\nRadius 20\nHeight 56\nSpeed 0\nAlpha 0.7\nPROJECTILE\nRENDERSTYLE Translucent\n+CLIENTSIDEONLY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n    TNT1 A 1\n    TLZO A 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nACTOR TLegendaryZombieGhostB : TLegZombieGhostA\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n    TNT1 A 1\n    TLZO B 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nACTOR TLegZombieGhostC : TLegZombieGhostA\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n    TNT1 A 1\n    TLZO C 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nACTOR TLegendaryZombieGhostD : TLegZombieGhostA\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n    TNT1 A 1\n    TLZO D 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nACTOR TLegendaryZombieGhostE : TLegZombieGhostA\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n    TNT1 A 1\n    TLZO E 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nACTOR TLegendaryZombieGhostF : TLegZombieGhostA\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n    TNT1 A 1\n    TLZO F 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nActor TLegZombieStrafing : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  +COUNTITEM\n  Inventory.Amount 1\n  Inventory.MaxAmount 0\n  +NOTIMEFREEZE\n  States\n  {\n  Pickup:\n    NULL A 1\n\tNULL A 1 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tNULL A 1 A_Jump(188,2)\n\tNULL A 1 A_GiveInventory(\"LegZombieJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegZombieStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegZombieStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegZombieStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegZombieStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,5,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-5,0,0)\n    NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1)\n    Stop\n\tNULL A 1 A_Recoil(1)\n    Stop\n  }\n}\n\nACTOR TLegZRailgunProj : FastProjectile\n{\nRadius 6\nHeight 6\nSpeed 300\nDamage (Random(20,28))\nDeathSound \"cyberrail/impact\"\nDamageType \"Legendary\"\nMissileType \"LegRevRailgunTrail\"\n+RIPPER\n+THRUSPECIES\n+EXTREMEDEATH\n+NOTIMEFREEZE\n+BLOODLESSIMPACT\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 1\n    Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 AA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n    TNT1 AAAAAA 0 A_SpawnItemEx(\"BlueKaboom\",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 1 A_SpawnItem(\"RailgunImpact\")\n\tStop\n\t}\n}\n\nActor SuperLegPlasma : LegendaryProjectile\n{\nProjectile\nHeight 10\nRadius 8\nScale 1\nSpeed 40\nFastSpeed 60\nRenderstyle Add\nDamage (random(30,40))\nDamagetype \"Legendary\"\nStates\n\t{\n\tSpawn:\n\t\tFNBE A 1 Bright A_SpawnItemEx(\"SuperLegPlasmaTrail\",random(3,-3),random(3,-3),random(3,-3),random(1,-1),random(1,-1),random(1,-1),random(0,360))\n\t\tLoop\n\tDeath:\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Explode(120,120)\n\t\tNULL A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"BlueKaboom\",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\t\tTNT1 A 0 A_SpawnItem(\"RailgunImpact\")\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"BouncyLegProjectile\", 0, 0, random(0,360), 2, random(0,360))\n\t\tFNBE AAAAAAAAAAAAA 2 Bright A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor SuperLegPlasmaTrail : AHellionSmoke\n{\nScale 0.8\nRenderStyle Add\nStates\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    FNBE AAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.05,1)\n    Stop\n  Toaster:\n    TNT1 A 0\n    Stop\n  }\n}\n\nActor BouncyLegProjectile : LegendaryProjectile\n{\nSpeed 20\nBouncetype Hexen\nBouncecount 3\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Painlord.txt",
        "contents": "ACTOR PainLord : BaronOfHell~ 17556\n{\n//$Category Monsters/DUST\n//$Sprite PILDA1C1\n//$Title \"Pain Lord\"\n  Health 2000\n  PainChance 25\n  Bloodcolor Blue\n  Scale 1.2\n  Meleedamage 8\n  DropItem \"BossLifeEssence\" 200\n  DropItem \"BossArmorBonusMax\" 200\n  DropItem \"PainLordSoul\" 200\n  DropItem \"ExtraArmor\" 80\n  DropItem \"BigDustMana\" 128 100\n  DropItem \"DustMana\" 256 30\n  +FLOORCLIP\n  +QUICKTORETALIATE\n  +AVOIDMELEE\n  Obituary \"%o was cast with eternal suffering by the Pain Lord.\"\n  HitObituary \"%o got too close to the Pain Lord.\"\n  SeeSound \"Painlord/Sight\"\n  ActiveSound \"Painlord/Active\"\n  PainSound \"Painlord/Pain\"\n  DeathSound \"Painlord/Death\"\n  States\n  {\n  Spawn:\n    PILD A 10 A_Look\n    Loop\n  See:\n    TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PainlordWalkFire\",0,0,0,0,0,0,0,128)\n    PILD AA 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"PainlordWalkFire\",0,0,0,0,0,0,0,128)\n    PILD BB 3 Bright A_Chase\n    TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PainlordWalkFire\",0,0,0,0,0,0,0,128)\n    PILD CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"PainlordWalkFire\",0,0,0,0,0,0,0,128)\n\tPILD DD 3 Bright A_Chase\n    Loop\n  Missile:\n    TNT1 A 0 A_Jump(100,\"DarkMatter\",\"Comets\")\n    TNT1 A 0 A_Jump(40,\"DarkMatterBarrage\")\n  Normal:\n    PILD EF 6 Bright A_FaceTarget\n    PILD G 0 A_Custommissile(\"PainlordBall\", 32, 0, 0)\n\tPILD G 0 A_Custommissile(\"PainlordBall\", 32, 0, 6)\n\tPILD G 5 Bright A_Custommissile(\"PainlordBall\", 32, 0, -6)\n    PILD IJ 6 Bright A_FaceTarget\n    PILD K 0 A_Custommissile(\"PainlordBall\", 32, 0, 0)\n\tPILD K 0 A_Custommissile(\"PainlordBall\", 32, 0, 6)\n\tPILD K 5 Bright A_Custommissile(\"PainlordBall\", 32, 0, -6)\n\tTNT1 A 0 A_Jump(160,\"DarkMatter\",\"See\")\n    PILD MN 8 Bright A_FaceTarget\n\tPILD O 0 Bright A_Custommissile(\"PainlordBall\", 32, 0, 5)\n\tPILD O 0 Bright A_Custommissile(\"PainlordBall\", 32, 0, -5)\n\tPILD O 0 Bright A_Custommissile(\"PainlordBall\", 32, 0, 10)\n\tPILD O 0 Bright A_Custommissile(\"PainlordBall\", 32, 0, -10)\n    PILD O 7 Bright A_Custommissile(\"PainlordBall\", 32, 0, 0)\n    Goto See\n  Comets:\n    PILD EF 6 Bright A_FaceTarget\n\tPILD G 0 Bright A_Custommissile(\"PainLordComet\", 32, 0, random(-6,6))\n\tPILD G 5 Bright A_Custommissile(\"PainLordComet\", 32, 0, 0)\n    PILD IJ 6 Bright A_FaceTarget\n\tPILD G 0 Bright A_Custommissile(\"PainLordComet\", 32, 0, random(-6,6))\n\tPILD K 5 Bright A_Custommissile(\"PainLordComet\", 32, 0, 0)\n\tTNT1 A 0 A_Jump(128,\"DarkMatter\")\n\tTNT1 A 0 A_Jump(64,\"See\")\n    PILD MN 8 Bright A_FaceTarget\n\tPILD O 0 Bright A_Custommissile(\"PainLordComet\", 32, 0, 4)\n\tPILD O 0 Bright A_Custommissile(\"PainLordComet\", 32, 0, -4)\n\tPILD O 0 Bright A_Custommissile(\"PainLordComet\", 32, 0, 12)\n    PILD O 7 Bright A_Custommissile(\"PainLordComet\", 32, 0, -12)\n    Goto See\n  DarkMatter:\n    PILD MN 8 Bright A_FaceTarget\n    PILD O 7 Bright A_Custommissile(\"PainLordDarkMatter\", 32, 0, 0)\n\tTNT1 A 0 A_Jump(64,\"See\")\n    PILD NMN 8 Bright A_FaceTarget\n    PILD O 7 Bright A_Custommissile(\"PainLordDarkMatter\", 32, 0, 0)\n\tTNT1 A 0 A_Jump(64,\"Normal\",\"DarkMatterBarrage\")\n\tGoto See\n  DarkMatterBarrage:\n\tPILD M 1 Bright A_Playsound(\"Painlord/Attack\",4)\n\tPILD MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 Bright A_SpawnItem(\"PainlordSmokeSpawner\")\n    PILD MN 12 Bright A_FaceTarget\n    PILD O 3 Bright A_Custommissile(\"PainLordDarkMatter\", 32, 0, 0)\n    PILD O 0 A_Custommissile(\"PainLordDarkMatter\", 32, 0, -8)\n    PILD O 3 Bright A_Custommissile(\"PainLordDarkMatter\", 32, 0, 8)\n\tTNT1 A 0 A_Jump(128,\"See\")\n\tGoto See\n  Melee:\n    PILD EF 5 Bright A_FaceTarget\n    PILD G 4 Bright A_MeleeAttack\n    PILD FE 3 Bright A_FaceTarget\n    Goto See\n  Pain:\n    PILD Q 10 Bright A_Pain\n    Goto See\n  Death:\n  XDeath:\n\tPILD Q 0 A_SetTranslucent(1.0)\n    PILD Q 0 A_Scream\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(6,200,2,64,8)\n    PILD QQQQQQQQQQ 2 Bright A_SpawnItemEx(\"ShadowVaporSpawner\",0,0,32,0,0,0,0,32)\n    PILD QQQQQQQQQQ 3 Bright A_SpawnItemEx(\"PainLordDeathExplosionSpawner\",0,0,32,0,0,0,0,32)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",32,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"BlueKaboom\", 32, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 32, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_NoBlocking\n    TNT1 A 0 A_Explode(300,200,1)\n    PILD RR 1 A_SpawnItemEx(\"ShadowVaporSpawner\",0,0,32,0,0,0,0,32)\n    PILD RR 1 A_SpawnItemEx(\"PainLordDeathExplosionSpawner\",0,0,32,0,0,0,0,32)\n    PILD SS 1 A_SpawnItemEx(\"ShadowVaporSpawner\",0,0,32,0,0,0,0,32)\n    PILD SS 1 A_SpawnItemEx(\"PainLordDeathExplosionSpawner\",0,0,32,0,0,0,0,32)\n    PILD TT 1 A_SpawnItemEx(\"ShadowVaporSpawner\",0,0,32,0,0,0,0,32)\n    PILD TT 1 A_SpawnItemEx(\"PainLordDeathExplosionSpawner\",0,0,32,0,0,0,0,32)\n\tPILD UV 8\n\tPILD WXY 6\n\tPILD Z -1\n\tStop\n  }\n}\n\nACTOR PainLordSmokeSpawner : RedParticleSpawner\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 A 0 A_SpawnItemEx(\"PainlordBallTrail\",random(-30,30),random(-30,30),random(5,45),0,0,1)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor PainlordWalkFire : DukeWalkFire\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 A 10\n    FRBB ABC 3 Bright\n    TNT1 A 0 A_Jump(191,3)\n    TNT1 A 0 A_CustomMissile(\"PainlordWalkFire\", 0, 24, 0)\n    TNT1 A 0 A_CustomMissile(\"PainlordWalkFire\", 0, -24, 0)\n    FRBB DEFGHIJKLMNO 3 Bright\n    Stop\n  }\n}\n\nActor PainlordBall\n{\n  Projectile\n  Radius 8\n  Height 8\n  Mass 20\n  Speed 25\n  Damage 10\n  RenderStyle Add\n  Alpha 0.90\n  Species \"Nobles\"\n  DamageType \"NobleComet\"\n  SeeSound \"monsters/newfireshoot\"\n  DeathSound \"monsters/newfireexplode\"\n  States\n  {\n  Spawn:\n    VLBB AABB 1 BRIGHT A_SpawnItemEx (\"PainlordBallTrail\", 0, 0, 0, random(0, -2), random(-1, 1), random(-1, 1), 0, 0, 0)\n    Loop\n  Death:\n\tICE9 A 0 BRIGHT A_CustomMissile(\"PainlordBallSplitFire\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n    ICE9 A 0 BRIGHT A_CustomMissile(\"PainlordBallSplitFire\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n    ICE9 A 0 BRIGHT A_CustomMissile(\"PainlordBallSplitFire\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n    ICE9 A 0 BRIGHT A_CustomMissile(\"PainlordBallSplitFire\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n    ICE9 A 0 BRIGHT A_CustomMissile(\"PainlordBallSplitFire\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n    ICE9 A 0 BRIGHT A_CustomMissile(\"PainlordBallSplitFire\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n\tICE9 A 2 BRIGHT A_CustomMissile(\"PainlordBallSplitFire\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n    ICE9 B 2 BRIGHT\n    ICE9 C 2 BRIGHT\n    ICE9 DEF 4 BRIGHT\n    Stop\n  }\n}\n\nACTOR PainlordBallSplitFire\n{\n  Projectile\n  Radius 8\n  Height 6\n  Speed 25\n  Damage 5\n  Renderstyle Add\n  Alpha 0.90\n  Gravity 0.825\n  Species \"Nobles\"\n  DamageType \"NobleComet\"\n  +DROPOFF\n  -NOGRAVITY\n  States\n  {\n  Spawn:\n    VBSB AAAABBBB 1 BRIGHT A_SpawnItemEx (\"PainlordBallTrail\", 0, 0, 0, random(0, -2), random(-1, 1), random(-1, 1), 0, 0, 0)\n    Loop\n  Death:\n    VLBE CBABCDE 4 BRIGHT\n    Stop\n  }\n}\n\nACTOR PainlordBallTrail : ImpBallTrail\n{\n  RenderStyle Add\n  Alpha 1\n  Scale 0.25\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    BMKE A 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n\tBMKE B 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n\tBMKE C 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n\tBMKE D 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n\tBMKE E 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n\tBMKE F 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n\tBMKE G 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n\tBMKE H 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n\tBMKE I 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n\tBMKE J 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n\tBMKE K 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n\tBMKE L 1 Bright A_ChangeVelocity(0,0,0.7)\n\tTNT1 A 0 A_FadeOut\n    Stop\n  }\n}\n\nActor PainLordComet : Comet\n{\n  Damage 5\n  DamageType \"NobleComet\"\n  Species \"Nobles\"\n  +DONTHURTSPECIES\n  Speed 25\n  Decal Scorch\n  States\n  {\n  Spawn:\n\tLNCM AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"PLCometTail\",0,0,0,0,0,0,0,128)\n\tLoop\n  Death:\n\tTNT1 A 0 Bright A_Explode(70,112)\n\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tLNCM DE 3 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"PLCometDeath\",0,0,0,0,0,0,0,128,0)\n\tStop\n  }\n}\n\nACTOR PLCometDeath : CometDeath\n{\n  States\n  {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"BlueKaboom\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tLNCM JJJKKKLLMMNN 1 Bright A_FadeOut(0.065)\n\tStop\n  }\n}\n\nACTOR PLCometTail : CometTail\n{\n  Scale 1.15\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2 Bright\n\tBLUR DEFGHI 2 Bright\n\tStop\n  Toaster:\n    TNT1 A 0\n\tStop\n  }\n}\n\nACTOR PainLordDarkMatter : Comet\n{\n  Speed 32\n  Damage 30\n  Scale 0.5\n  +EXTREMEDEATH\n  +FORCERADIUSDMG\n  RenderStyle Translucent\n  Alpha 0.625\n  Damagetype \"NobleComet\"\n  States\n  {\n  Spawn:\n\tDMGB AA 0 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB A 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB AA 0 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB A 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB AA 0 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB A 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB BB 0 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB B 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB BB 0 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB B 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB BB 0 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB B 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB CC 0 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB C 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB CC 0 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB C 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB CC 0 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB C 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tLoop\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Playsound(\"PainLord/Explode1\",7)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"BlueKaboom\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"PainLordDeathExplosionSpawner\",0,0,0,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"ShadowVaporSpawner\",0,0,0,0,0,0,0,32)\n\tTNT1 A 0 A_Explode(130,200,1)\n\tTNT1 A 15 Radius_Quake(5,15,0,20,0)\n\tStop\n  }\n}\n\nACTOR DarkMatterSpark\n{\n  RenderStyle Translucent\n  Scale 0.75\n  Alpha 0.5\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tVPXS ABCDEFGHIJKL 1 Bright A_FadeOut(0.04)\n\tLoop\n  Toaster:\n    TNT1 A 0\n\tStop\n  }\n}\n\nACTOR ShadowVaporSpawner\n{\n  +NOGRAVITY\n  Renderstyle None\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"ShadowVapor\",0,0,0,random(4,-4),random(4,-4),random(4,-4),random(0,359),32)\n\tPLAY A 2\n\tPLAY BCDEF 4\n\tStop\n  }\n}\n\nACTOR ShadowVapor\n{\n  Projectile\n  DamageType \"NobleComet\"\n  Damage (1)\n  Speed 0\n  Radius 2\n  Height 2\n  Renderstyle Add\n  Scale 0.65\n  Alpha 0.7\n  +NOGRAVITY\n  +RIPPER\n  +BLOODLESSIMPACT\n  States\n  {\n  Spawn:\n\tVPXS MNOPQRSTUVWXYZ 1 Bright A_FadeOut(0.018)\n\tVPXS ABC 2 A_FadeOut(0.018)\n\tStop\n  }\n}\n\nACTOR PainLordDeathExplosionSpawner\n{\n  +NOGRAVITY\n  Renderstyle None\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"PainLordVapor\",0,0,0,random(4,-4),random(4,-4),random(4,-4),random(0,359),32)\n\tPLAY A 2\n\tPLAY BCDEF 4\n\tStop\n  }\n}\n\nACTOR PainLordVapor\n{\n  Radius 2\n  Height 2\n  Renderstyle Add\n  Scale 0.65\n  Alpha 0.9\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Playsound(\"PainLord/Explode2\",7)\n\tICE9 ABCDEF 3\n\tStop\n  }\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.