Raw model (for completeness)
{
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"sha1": "e0ba310b79216cab57306d7d0cc637a12f58100f",
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"cerulean_horizon_modern_v0.abc.02g1e3.pk3"
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"ZDOOM"
],
"iwad": [
"PLUTONIA"
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"filename": null,
"added": "2014-05-22 20:36:55",
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"name": null,
"description": null,
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"added": "2014-05-22 20:36:55",
"file": {
"type": "PK3",
"size": 38571405,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/e0ba310b79216cab57306d7d0cc637a12f58100f/e0ba310b79216cab57306d7d0cc637a12f58100f.pk3.gz",
"corrupt": false
},
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"lumps": 3994,
"maps": 0,
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{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "// Well this is decorative. :P\n\n//Melee Button Press\n\nActor Boolean : Inventory\n{\n Inventory.MaxAmount 1\n +UNDROPPABLE\n -INVBAR\n}\n\nActor MeleePressed : Boolean {}\nActor DropShellsActor : Boolean {}\n\nActor GameIsCoop : Boolean {}\nActor GameIsSinglePlayer : Boolean {}\n\nActor ItemAlreadySpawned : Boolean {}\n\nACTOR MeleeSelected : Boolean {}\nACTOR 919Selected : Boolean {}\nACTOR ZekeSelected : Boolean {}\nACTOR DahliaSelected : Boolean {}\nACTOR AmmoBoxSelected : Boolean {}\nACTOR ToolBoxSelected : Boolean {}\n\nActor StartMelee : CustomInventory\n{\n -INVBAR\n +UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 1\n States\n {\n Use:\n TNT1 A 0 A_GiveInventory(\"MeleePressed\", 1)\n\t TNT1 A 0 A_GiveInventory(\"MakeHellFireBurst\", 1)\n Fail\n }\n}\n\nActor StopMelee : CustomInventory\n{\n -INVBAR\n +UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 1\n States\n {\n Use:\n TNT1 A 0 A_TakeInventory(\"MeleePressed\", 1)\n\t TNT1 A 0 A_TakeInventory(\"MakeHellFireBurst\", 1)\n Fail\n }\n}\n\n//Reload Button Press\n\nActor Reloading : Boolean {}\n\nActor StartReload : CustomInventory\n{\n -INVBAR\n +UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 1\n States\n {\n Use:\n TNT1 A 0 A_GiveInventory(\"Reloading\", 1)\n Fail\n }\n}\n\nActor StopReload : CustomInventory\n{\n -INVBAR\n +UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 1\n States\n {\n Use:\n TNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n Fail\n }\n}\n\nActor DropCurrentShells : CustomInventory\n{\n -INVBAR\n +UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 1\n States\n {\n Use:\n TNT1 A 0 A_GiveInventory(\"DropShellsActor\", 1)\n Fail\n }\n}\n\nACTOR MeleeButtonActor : CustomInventory\n{\n -INVBAR\n +UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 1\n States\n {\n Use:\n\t TNT1 A 0 A_JumpIfInventory(\"GameIsSinglePlayer\",1,\"UseSingle\")\n\t TNT1 A 0 A_JumpIfInventory(\"IsMel\",1,\"MelMeleeButton\")\n\t Fail\n\t MelMeleeButton:\n\t TNT1 A 0 A_JumpIfInventory(\"MeleeSelected\",1,\"MelMeleeSwitch\")\n\t TNT1 A 0 A_GiveInventory(\"MelMeleePickupItem\")\n\t Fail\n\t MelMeleeSwitch:\n\t TNT1 A 0 A_JumpIfInventory(\"919Selected\",1,\"Mel919Switch\")\n\t TNT1 A 0 A_JumpIfInventory(\"ZekeSelected\",1,\"MelZekeSwitch\")\n\t TNT1 A 0 A_JumpIfInventory(\"DahliaSelected\",1,\"MelDahliaSwitch\")\n\t TNT1 A 0 A_JumpIfInventory(\"AmmoBoxSelected\",1,\"MelAmmoBoxSwitch\")\n\t TNT1 A 0 A_JumpIfInventory(\"ToolBoxSelected\",1,\"MelToolBoxSwitch\")\n\t Goto Mel919Switch\n\t Mel919Switch:\n\t TNT1 A 0 A_GiveInventory(\"Mel919mPistolPickupItem\")\n\t Fail\n\t MelZekeSwitch:\n\t //TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"GetShellPoolCVAR\") == false,\"MelZekeNoPoolSwitch\")\n\t TNT1 A 0 A_GiveInventory(\"MelZekeShotgunPickupItem\")\n\t Fail\n\t //MelZekeNoPoolSwitch:\n\t //TNT1 A 0 A_SelectWeapon(\"MelZekeShotgunNoPool\")\n\t //Fail\n\t MelDahliaSwitch:\n\t TNT1 A 0 A_GiveInventory(\"MelDahliaCrossbowPickupItem\")\n\t Fail\n\t MelAmmoBoxSwitch:\n\t TNT1 A 0 A_GiveInventory(\"MelAmmoBox50PickupItem\")\n\t Fail\n\t MelToolBoxSwitch:\n\t TNT1 A 0 A_GiveInventory(\"MelToolboxPickupItem\")\n\t Fail\n\n UseSingle:\n\t TNT1 A 0 A_JumpIfInventory(\"IsMel\",1,\"MelMeleeButtonSingle\")\n\t Fail\n\t MelMeleeButtonSingle:\n\t TNT1 A 0 A_JumpIfInventory(\"MeleeSelected\",1,\"MelMeleeSwitchSingle\")\n\t TNT1 A 0 A_SelectWeapon(\"MelMelee\")\n\t Fail\n\t MelMeleeSwitchSingle:\n\t TNT1 A 0 A_JumpIfInventory(\"919Selected\",1,\"Mel919SwitchSingle\")\n\t TNT1 A 0 A_JumpIfInventory(\"ZekeSelected\",1,\"MelZekeSwitchSingle\")\n\t TNT1 A 0 A_JumpIfInventory(\"DahliaSelected\",1,\"MelDahliaSwitchSingle\")\n\t TNT1 A 0 A_JumpIfInventory(\"AmmoBoxSelected\",1,\"MelAmmoBoxSwitchSingle\")\n\t TNT1 A 0 A_JumpIfInventory(\"ToolBoxSelected\",1,\"MelToolBoxSwitchSingle\")\n\t Goto Mel919SwitchSingle\n\t Mel919SwitchSingle:\n\t TNT1 A 1 A_SelectWeapon(\"Mel919mPistol\")\n\t Fail\n\t MelZekeSwitchSingle:\n\t //TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"GetShellPoolCVAR\") == false,\"MelZekeNoPoolSwitchSingle\")\n\t TNT1 A 1 A_SelectWeapon(\"MelZekeShotgun\")\n\t Fail\n\t //MelZekeNoPoolSwitchSingle:\n\t //TNT1 A 0 A_SelectWeapon(\"MelZekeShotgunNoPool\")\n\t //Fail\n\t MelDahliaSwitchSingle:\n\t TNT1 A 1 A_SelectWeapon(\"MelDahliaCrossbow\")\n\t Fail\n\t MelAmmoBoxSwitchSingle:\n\t TNT1 A 1 A_SelectWeapon(\"MelAmmoBox50\")\n\t Fail\n\t MelToolBoxSwitchSingle:\n\t TNT1 A 1 A_SelectWeapon(\"MelToolbox\")\n\t Fail\n }\n}\n\nACTOR MelMeleePickupItem : CustomInventory\n{\n +INVENTORY.ALWAYSPICKUP\n States\n {\n Pickup:\n TNT1 A 0 A_SelectWeapon(\"MelMelee\")\n\tTNT1 A 1\n Stop\n }\n}\n\nACTOR Mel919mPistolPickupItem : CustomInventory\n{\n +INVENTORY.ALWAYSPICKUP\n States\n {\n Pickup:\n TNT1 A 0 A_SelectWeapon(\"Mel919mPistol\")\n\tTNT1 A 1\n Stop\n }\n}\n\nACTOR MelZekeShotgunPickupItem : CustomInventory\n{\n +INVENTORY.ALWAYSPICKUP\n States\n {\n Pickup:\n TNT1 A 0 A_SelectWeapon(\"MelZekeShotgun\")\n\tTNT1 A 1\n Stop\n }\n}\n\nACTOR MelDahliaCrossbowPickupItem : CustomInventory\n{\n +INVENTORY.ALWAYSPICKUP\n States\n {\n Pickup:\n TNT1 A 0 A_SelectWeapon(\"MelDahliaCrossbow\")\n\tTNT1 A 1\n Stop\n }\n}\n\nACTOR MelAmmoBox50PickupItem : CustomInventory\n{\n +INVENTORY.ALWAYSPICKUP\n States\n {\n Pickup:\n TNT1 A 0 A_SelectWeapon(\"MelAmmoBox50\")\n\tTNT1 A 1\n Stop\n }\n}\n\nACTOR MelToolboxPickupItem : CustomInventory\n{\n +INVENTORY.ALWAYSPICKUP\n States\n {\n Pickup:\n TNT1 A 0 A_SelectWeapon(\"MelToolbox\")\n\tTNT1 A 1\n Stop\n }\n}\n\n//\n#include \"Actors/Characters/DEC_MEL.txt\" // Mel's Player Stuff\n#include \"Actors/Characters/DEC_VEX.txt\" // Vexler's Player Stuff\n//#include \"Actors/Characters/DEC_MAC.txt\" // Little Mac's Player Stuff\n\n//Enemies\n#include \"Actors/Enemies/DEC_ENEM.txt\" // Generic Enemy Stuff\n#include \"Actors/Enemies/DEC_PZMB.txt\" // Pistol / Rifle Zombie Enemies\n#include \"Actors/Enemies/DEC_SZMB.txt\" // Shotgun Zombie Enemies\n#include \"Actors/Enemies/DEC_CZMB.txt\" // Commando Zombie Enemies\n#include \"Actors/Enemies/DEC_IMP.txt\" // Imp Enemies\n#include \"Actors/Enemies/DEC_LSOUL.txt\"// Lost Soul enemies\n#include \"Actors/Enemies/DEC_ARCH.txt\"// //Archvile enemies\n//#include \"Actors/Enemies/DEC_SCIE.txt\" // Scientist Enemies\n\n//Weapons\n#include \"Actors/Weapons/DEC_WEP1.txt\" // Slot 1 Weapons (Mel Melee)\n#include \"Actors/Weapons/DEC_WEP2.txt\" // Slot 2 Weapons (919m)\n#include \"Actors/Weapons/DEC_WEP3.txt\" // Slot 3 Weapons (Zeke)\n#include \"Actors/Weapons/DEC_WEP3b.txt\"// Slot 3 Weapons, continued (Dahlia, Leviathan)\n#include \"Actors/Weapons/DEC_WEP4.txt\" // Slot 4 Weapons (Ammobox 50)\n#include \"Actors/Weapons/DEC_WEP5.txt\" // Slot 5 Weapons\n//#include \"Actors/Weapons/DEC_PNOT.txt\" // Punch-Out!!\n#include \"Actors/DEC_SFX.txt\" //Special Effects (Casings, Smoke, Etc.)\n#include \"Actors/DEC_TEMP.txt\" //Blanked out and replaced actors for the alpha\n\n//Items\n#include \"Actors/DEC_ITEM.txt\"\n\n//Zand Coop Compatibility\n//#include \"Actors/COOP_COMPAT.txt\""
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "clearplayerclasses\naddplayerclass SpacePirate\n//addplayerclass Vexler\n//addplayerclass LittleMac\n\naddkeysection \"The Space Pirate Neo\" ew_keysection\naddmenukey \"Reload\" Reload\naddmenukey \"Special/Melee\" +Pirate_Melee\naddmenukey \"Drop Current Zeke Shells\" Pirate_ShellDrop\naddmenukey \"Quick Switch Melee\" Pirate_MSwitch\n\ndefaultbind r +Reload\nalias Reload \"use StartReload\" //\"give Reloading\"\n//alias -Reload \"use StopReload\" //\"take Reloading 1\"\n\ndefaultbind q +Pirate_Melee\nalias +Pirate_Melee \"use StartMelee\" //\"give Melee\"\nalias -Pirate_Melee \"use StopMelee\" //\"give Melee\"\n\ndefaultbind p Pirate_ShellDrop\nalias Pirate_ShellDrop \"use DropCurrentShells\"\n\nalias Pirate_MSwitch \"use MeleeButtonActor\""
},
{
"source": "pk3",
"name": "LANGUAGE.txt",
"contents": "[enu default]\n\nQUITMSG = \"It's okay,\\nI'm sure you can make a living doing\\nsomething less lucrative.\";\nQUITMSG1 = \"Outlaws never go down easy,\\nno matter what happens.\";\nQUITMSG2 = \"It's just like it is with the stars,\\nthere are bright ones,\\nand there are those that are dim.\";\nQUITMSG3 = \"If someone were unfortunate enough\\nto make an enemy of the Anten Seven\\nand forced to fight against them,\\nI would say only this\\n\\n...farewell, friend.\";\nQUITMSG4 = \"No one's gonna draw you a map.\\nYou have to walk your own path.\";\nQUITMSG5 = \"Believe in yourself and create your own destiny.\\n\\nDon't fear fate.\";\nQUITMSG6 = \"What exactly awaits at\\nthe Galatic Leyline?\";\nQUITMSG7 = \"Go to the Galactic Leyline.\\nNo one can stop you.\";\nQUITMSG8 = \"Grab what you want and rip through the dark\\nas you run Through The Night!\";\nQUITMSG9 = \"Are you gonna just keep running away?\";\nQUITMSG10 = \"Nothing good can ever come from\\nstaying with normal people.\";\nQUITMSG11 = \"You must search for your own dreams young outlaw,\\nand then fight.\\n\\nFight to make them all yours.\";\nQUITMSG12 = \"The Space Pirate v0.1.3 coming soon\\n''Vexler Unbound''\";\nQUITMSG13 = \"If there is the slimmest chance,\\nno matter how small,\\nyou have to go for it.\\nNever give up hope.\\nThat's what it means to be an outlaw.\";\nQUITMSG14 = \"Whaddya doing in my mod? Get outta here.\\n...GET OUTTA HERE!\";\nDOSY = \"[Press the Y Key to exit]\";\nTXT_YES = \"[Yes]\";\nTXT_NO = \"[No]\";\n\nSTSTR_DQDON = \"Omni-Shields on! [+Invincibility!]\";\nSTSTR_DQDOFF = \"Omni-Shields off. [-Invincibility!]\";\nSTSTR_KFAADDED = \"You've been gifted a hyper space arsenal with keys to match.\";\nSTSTR_FAADDED = \"You've been gifted a hyper space arsenal.\";\nSTSTR_NCON = \"Try to save myself, myself keeps slipping away...[+Ghost]\";\nSTSTR_NCOFF = \"Tried to overcome the complications and the catches...[-Ghost]\";\nSTSTR_BEHOLD = \"We should be able to beam you down something useful.\";\nSTSTR_BEHOLDX = \"Use this wisely!\";\nSTSTR_CHOPPERS = \"A chainsaw? What's with you and brutality, anyway?\";\nTXT_BUDDHAON = \"You have this strange sense of invulnerability...\";\nTXT_BUDDHAOFF = \"But now it looks like that feeling is gone.\";\nTXT_DEFAULTPICKUPMSG = \"Goddammit Ross.\";\n\nOB_SUICIDE = \"%o took matters into %p own hands.\";\nOB_FALLING = \"%o took a lesson in gravity.\";\nOB_CRUSH = \"%o would fit nicely into a thermos now.\";\nOB_EXIT = \"Hey look everybody! %o tried to exit! That's what happens.\";\nOB_WATER = \"%o is sleeping with this fishes. RIP %o.\";\nOB_SLIME = \"%o became radioactive, that can't be good.\";\nOB_LAVA = \"Fire burns?! Well I'm glad %o found out for the rest of us.\";\nOB_BARREL = \"%o went KABOOM! Yikes!\";\nOB_KILLEDSELF = \"%o couldn't take it anymore.\";\nOB_VOODOO = \"%o attempts to destroy some dimensional anomaly...and fails.\";\nOB_MONTELEFRAG = \"%o imploded thanks to the unperfected art of teleporting.\";\nOB_DEFAULT = \"%o fell asleep. FOREVER.\";\nOB_FRIENDLY1 = \"%k and %o had a bit of a falling out, you see.\";\nOB_FRIENDLY2 = \"%k took an opportunity to kill %o when they least expected it.\";\nOB_FRIENDLY3 = \"I'm sure %o would've forgiven %k for that shot.\";\nOB_FRIENDLY4 = \"%k told %o to get outta here. With lethal force.\";"
},
{
"source": "pk3",
"name": "MAPINFO.txt",
"contents": "gameinfo\n{\n\tdimcolor = \"#000000\"\n\tdimamount = \"0.5\"\n\ttitlemusic = \"TSPTitle\"\n\tcreditpage = \"SP_CRED\"\n\ttitlepage = \"SP_TITLE\"\n\tintermissioncounter = false\n\tPlayerClasses = \"SpacePirate\"//, \"Vexler\"\n\t//armoricons = \"FLRMA0\", 0.5, \"PSRMA0\"\n\tpausesign = \"SP_PAUSE\"\n\tcursorpic = \"M_SPCRS1\"\n\tmenufontcolor_title = \"GREEN\"\n menufontcolor_label = \"GREEN\"\n menufontcolor_value = \"GREEN\"\n menufontcolor_action = \"GREEN\"\n menufontcolor_header = \"GREEN\"\n menufontcolor_highlight = \"GREEN\"\n menufontcolor_selection = \"GREEN\"\n}\n\n//Song is \"King of the Streets\" by LazerHawk\n\n//skill dante\n//{\n// damagefactor = 255\n// monsterhealth = 0.001\n// spawnfilter = Hard\n// name = \"Death to Pirates\"\n// textcolor = blue\n// mustconfirm = \"Everything dies in one hit, including you! Ready for this?\"\n//}\n//This will probably coming soon."
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "//////////////////////\n// Mel Player Sounds\n//////////////////////\n\n$playeralias\tMelody Melody \t*pain100\tmel/pain100\n$playeralias\tMelody Melody \t*pain75\t\tmel/pain75\n$playeralias\tMelody Melody \t*pain50\t\tmel/pain50\n$playeralias\tMelody Melody \t*pain25\t\tmel/pain25\n$playeralias\tMelody\t Melody \t*death\t\tmel/death\n$playeralias\tMelody Melody \t*xdeath\t\tmel/xdeath\n$playeralias\tMelody Melody \t*gibbed\t\tmel/xdeath\n$playeralias\tMelody Melody \t*grunt\t\tmel/land\n$playeralias\tMelody\t Melody \t*jump\t\tmel/jump\n$playersound Melody\t Melody *land melland\n$playeralias Melody\t Melody *usefail mel/unf\n$playeralias\tMelody \tMelody \t*melee mel/meleeyell\n$playeralias\tMelody \tMelody \t*strongmelee mel/strongmeleeyell\n\n$random mel/pain25 { melpn101 melpn102 melpn103 melpn104 }\nmelpn101 melpn101\nmelpn102 melpn102\nmelpn103 melpn103\nmelpn104 melpn104\n\n$random mel/pain50 { melpn751 melpn752 melpn753 melpn754 }\nmelpn751 melpn751\nmelpn752 melpn752\nmelpn753 melpn753\nmelpn754 melpn754\n\n$random mel/pain75 { melpn501 melpn502 melpn503 melpn504 }\nmelpn501 melpn501\nmelpn502 melpn502\nmelpn503 melpn503\nmelpn504 melpn504\n\n$random mel/pain100 { melpn251 melpn252 melpn253 melpn254 }\nmelpn251 melpn251\nmelpn252 melpn252\nmelpn253 melpn253\nmelpn254 melpn254\n\n$random mel/death { meldth1 meldth2 }\nmeldth1 meldth1\nmeldth2 meldth2\n\n$random mel/xdeath { melxdth1 melxdth2 }\nmelxdth1 melxdth1\nmelxdth2 melxdth2\n\n$random mel/land { melland1 melland2 melland3 }\nmelland1 melland1\nmelland2 melland2\nmelland3 melland3\n\n$random mel/unf { melunf1 melunf2 }\nmelunf1 melunf1\nmelunf2 melunf2\n\n$random mel/jump { meljump1 meljump2 meljump3 }\nmeljump1 meljump1\nmeljump2 meljump2\nmeljump3 meljump3\n\n//////////////////\n//Mel's Melee\n//////////////////\n\n$random mel/meleeyell { mel/meleeyell1 mel/meleeyell2 mel/meleeyell3 mel/meleeyell4 mel/meleeyell5 mel/meleeyell6 null null null null null null null null null null null null null null null null }\nmel/meleeyell1 melha1\nmel/meleeyell2 melha2\nmel/meleeyell3 melha3\nmel/meleeyell4 melha4\nmel/meleeyell5 melha5\nmel/meleeyell6 melha6\n\n$random mel/strongmeleeyell { mel/strongmeleeyell1 mel/strongmeleeyell2 mel/strongmeleeyell3 mel/strongmeleeyell4 mel/strongmeleeyell5 mel/strongmeleeyell6 null null null null null null null null null null }\nmel/strongmeleeyell1 melsha1\nmel/strongmeleeyell2 melsha2\nmel/strongmeleeyell3 melsha3\nmel/strongmeleeyell4 melsha4\nmel/strongmeleeyell5 melsha5\nmel/strongmeleeyell6 melsha6\n\n////////////////////\n//Mel's Pickup Lines\n////////////////////\n\nmelflavpickup/Kushiel\t\t\t\t\tMELPGLV\n$random melflavpickup/persephone { melflavpickup/persphone1 melflavpickup/persphone2 melflavpickup/persphone3 melflavpickup/persphone4 }\nmelflavpickup/persphone1 MELPBZK1\nmelflavpickup/persphone2 MELPBZK2\nmelflavpickup/persphone3 MELPBZK3\nmelflavpickup/persphone4 MELPBZK4\nmelflavpickup/Pistol\t\t\t\t\tMELPPST\nmelflavpickup/Deagle MELPDEAG\nmelflavpickup/zekeshotgun\t\t\t\tMELPSHT\nmelflavpickup/Crossbow\t\t\t\t\tMELPCBOW\nmelflavpickup/Ammobox50\t\t\t\tMELPCUZI\n$random melflavpickup/RocketNailgunLauncher {melflavpickup/RocketLauncher1 melflavpickup/RocketLauncher2}\nmelflavpickup/RocketLauncher1\t\t\tMELPCNL\nmelflavpickup/RocketLauncher2\t\t\tMELPCRL\n$random melflavpickup/flamethrower {melflavpickup/Flamethrower1 melflavpickup/Flamethrower2}\nmelflavpickup/Flamethrower1\t\t\tMELPCFL1\nmelflavpickup/Flamethrower2\t\t\tMELPCFL2\n$random melflavpickup/caster { melflavpickup/caster1 melflavpickup/caster2 melflavpickup/caster3 }\nmelflavpickup/caster1 MELPCAS1\nmelflavpickup/caster2 MELPCAS2\nmelflavpickup/caster3 MELPCAS3\n\n//////////////////\n//Mel Caster Lines\n//////////////////\n$random melcaster/badshell { melcaster/badshell1 melcaster/badshell2 melcaster/badshell3 melcaster/badshell4 melcaster/badshell5 }\nmelcaster/badshell1 MELCSBD1\nmelcaster/badshell2 MELCSBD2\nmelcaster/badshell3 MELCSBD3\nmelcaster/badshell4 MELCSBD4\nmelcaster/badshell5 MELCSBD5\n$random melcaster/mehshell { melcaster/mehshell1 melcaster/mehshell2 melcaster/mehshell3}\nmelcaster/mehshell1 MELCSEH1\nmelcaster/mehshell2 MELCSEH2\nmelcaster/mehshell3 MELCSEH3\n$random melcaster/goodshell { melcaster/goodshell1 melcaster/goodshell2 melcaster/goodshell3 melcaster/goodshell4 }\nmelcaster/goodshell1 MELCSGD1\nmelcaster/goodshell2 MELCSGD2\nmelcaster/goodshell3 MELCSGD3\nmelcaster/goodshell4 MELCSGD4\n$random melcaster/rareshell { melcaster/rareshell1 melcaster/rareshell2 melcaster/rareshell3 melcaster/rareshell4 melcaster/rareshell5 }\nmelcaster/rareshell1 MELCSRE1\nmelcaster/rareshell2 MELCSRE2\nmelcaster/rareshell3 MELCSRE3\nmelcaster/rareshell4 MELCSRE4\nmelcaster/rareshell5 MELCSRE5\nmelcaster/number9 MELCSN91\nmelcaster/number11 MELCSN11\n$random melcaster/number13 { melcaster/number131 melcaster/number132 }\nmelcaster/number131 MELCS131\nmelcaster/number132 MELCS132\n$random melcaster/dud { melcaster/dud1 melcaster/dud2 }\nmelcaster/dud1 MELCSDD1\nmelcaster/dud2 MELCSDD2\n$random melcaster/line { melcaster/line1 melcaster/line2 melcaster/line3 melcaster/line4 melcaster/line5 melcaster/line6 melcaster/line7 }\nmelcaster/line1 MELCSHT1\nmelcaster/line2 MELCSHT2\nmelcaster/line3 MELCSHT3\nmelcaster/line4 MELCSHT4\nmelcaster/line5 MELCSHT5\nmelcaster/line6 MELCSHT6\nmelcaster/line7 MELCSHT7\n\n//////////////////\n//Mel Taunts\n//////////////////\n\n//Kushiel Taunts\n$random mel/kushieltaunt { mel/kushieltaunt1 mel/kushieltaunt2 mel/kushieltaunt3 mel/kushieltaunt4 }\nmel/kushieltaunt1 MELOLK1\nmel/kushieltaunt2 MELOLK2\nmel/kushieltaunt3 MELOLK3\nmel/kushieltaunt4 MELOLK4\n//Melee Taunts\n$random mel/meleetaunt { mel/meleetaunt1 mel/meleetaunt2 mel/meleetaunt3 mel/meleetaunt4 mel/meleetaunt5 }\nmel/meleetaunt1 melolm1\nmel/meleetaunt2 melolm2\nmel/meleetaunt3 melolm3\nmel/meleetaunt4 melolm4\nmel/meleetaunt5 melolm5\n//Generic Taunts\n$random mel/generictaunt { mel/generictaunt1 mel/generictaunt2 mel/generictaunt3 mel/generictaunt4 mel/generictaunt5 mel/generictaunt6 mel/generictaunt7 mel/generictaunt8 mel/generictaunt9 mel/generictaunt10 mel/generictaunt11 mel/generictaunt12 mel/generictaunt13 mel/generictaunt14 mel/generictaunt15 mel/generictaunt16 mel/generictaunt17 mel/generictaunt18 mel/generictaunt19 mel/generictaunt20 mel/generictaunt21 mel/generictaunt22 mel/generictaunt23 mel/generictaunt24 mel/generictaunt25 mel/generictaunt26 mel/generictaunt27 mel/generictaunt28 mel/generictaunt29 }\nmel/generictaunt1 melolg1\nmel/generictaunt2 melolg2\nmel/generictaunt3 melolg3\nmel/generictaunt4 melolg4\nmel/generictaunt5 melolg5\nmel/generictaunt6 melolg6\nmel/generictaunt7 melolg7\nmel/generictaunt8 melolg8\nmel/generictaunt9 melolg9\nmel/generictaunt10 melolg10\nmel/generictaunt11 melolg11\nmel/generictaunt12 melolg12\nmel/generictaunt13 melolg13\nmel/generictaunt14 melolg14\nmel/generictaunt15 melolg15\nmel/generictaunt16 melolg16\nmel/generictaunt17 melolg17\nmel/generictaunt18 melolg18\nmel/generictaunt19 melolg19\nmel/generictaunt20 melolg20\nmel/generictaunt21 melolg21\nmel/generictaunt22 melolg22\nmel/generictaunt23 melolg23\nmel/generictaunt24 melolg24\nmel/generictaunt25 melolg25\nmel/generictaunt26 melolg26\nmel/generictaunt27 melolg27\nmel/generictaunt28 melolg28\nmel/generictaunt29 melolg29\n//AAAAAAAA Taunts\n$random mel/revanenttaunt { mel/revanenttaunt1 mel/revanenttaunt2 }\nmel/revanenttaunt1 melolr1\nmel/revanenttaunt2 melolr2\n//Cultist Taunt\nmel/cultisttaunt melolc1\n\n//////////////////////\n// Robo Mel Player Sounds\n//////////////////////\n\n$playeralias\tMelody Other \t*pain100\trobomel/pain100\n$playeralias\tMelody Other \t*pain75\t\trobomel/pain75\n$playeralias\tMelody Other \t*pain50\t\trobomel/pain50\n$playeralias\tMelody Other \t*pain25\t\trobomel/pain25\n$playeralias\tMelody\t Other \t*death\t\trobomel/death\n$playeralias\tMelody Other \t*xdeath\t\trobomel/xdeath\n$playeralias\tMelody Other \t*gibbed\t\trobomel/xdeath\n$playeralias\tMelody Other \t*grunt\t\trobomel/land\n$playeralias\tMelody\t Other \t*jump\t\trobomel/jump\n$playersound Melody\t Other *land melland\n$playeralias Melody\t Other *usefail robomel/unf\n$playeralias\tMelody \tOther \t*melee robomel/meleeyell\n$playeralias\tMelody \tOther \t*strongmelee robomel/strongmeleeyell\n\n$random robomel/pain25 { robomelpn101 robomelpn102 robomelpn103 robomelpn104 }\nrobomelpn101 relpn101\nrobomelpn102 relpn102\nrobomelpn103 relpn103\nrobomelpn104 relpn104\n\n$random robomel/pain50 { robomelpn751 robomelpn752 robomelpn753 robomelpn754 }\nrobomelpn751 relpn751\nrobomelpn752 relpn752\nrobomelpn753 relpn753\nrobomelpn754 relpn754\n\n$random robomel/pain75 { robomelpn501 robomelpn502 robomelpn503 robomelpn504 }\nrobomelpn501 relpn501\nrobomelpn502 relpn502\nrobomelpn503 relpn503\nrobomelpn504 relpn504\n\n$random robomel/pain100 { robomelpn251 robomelpn252 robomelpn253 robomelpn254 }\nrobomelpn251 relpn251\nrobomelpn252 relpn252\nrobomelpn253 relpn253\nrobomelpn254 relpn254\n\n$random robomel/death { robomeldth1 robomeldth2 }\nrobomeldth1 reldth1\nrobomeldth2 reldth2\n\n$random robomel/xdeath { robomelxdth1 robomelxdth2 }\nrobomelxdth1 relxdth1\nrobomelxdth2 relxdth2\n\n$random robomel/land { robomelland1 robomelland2 }\nrobomelland1 relland1\nrobomelland2 relland2\n\n$random robomel/unf { robomelunf1 robomelunf2 }\nrobomelunf1 relunf1\nrobomelunf2 relunf2\n\n$random robomel/jump { robomeljump1 robomeljump2 robomeljump3 }\nrobomeljump1 reljump1\nrobomeljump2 reljump2\nrobomeljump3 reljump3\n\n//////////////////\n//Robo Mel's Melee\n//////////////////\n\n$random robomel/meleeyell { robomel/meleeyell1 robomel/meleeyell2 robomel/meleeyell3 robomel/meleeyell4 robomel/meleeyell5 robomel/meleeyell6 null null null null null null null null null null null null null null null null }\nrobomel/meleeyell1 relha1\nrobomel/meleeyell2 relha2\nrobomel/meleeyell3 relha3\nrobomel/meleeyell4 relha4\nrobomel/meleeyell5 relha5\nrobomel/meleeyell6 relha6\n\n$random robomel/strongmeleeyell { robomel/strongmeleeyell1 robomel/strongmeleeyell2 robomel/strongmeleeyell3 robomel/strongmeleeyell4 robomel/strongmeleeyell5 robomel/strongmeleeyell6 null null null null null null null null null null }\nrobomel/strongmeleeyell1 relsha1\nrobomel/strongmeleeyell2 relsha2\nrobomel/strongmeleeyell3 relsha3\nrobomel/strongmeleeyell4 relsha4\nrobomel/strongmeleeyell5 relsha5\nrobomel/strongmeleeyell6 relsha6\n\n/////////////////////////\n//Robo Mel's Pickup Lines\n/////////////////////////\n\nmelflavpickuprobo/Kushiel\t\t\t\t\tRELPGLV\nmelflavpickuprobo/Pistol\t\t\t\t\tRELPPST\nmelflavpickuprobo/zekeshotgun\t\t\t\tRELPSHT\nmelflavpickuprobo/Crossbow\t\t\t\t\tRELPCBOW\nmelflavpickuprobo/Ammobox50\t\t\t\tRELPCUZI\n$random melflavpickuprobo/RocketNailgunLauncher {melflavpickuprobo/RocketLauncher1 melflavpickuprobo/RocketLauncher2}\nmelflavpickuprobo/RocketLauncher1\t\t\tRELPCNL\nmelflavpickuprobo/RocketLauncher2\t\t\tRELPCRL\n$random melflavpickuprobo/Flamethrower {melflavpickuprobo/Flamethrower1 melflavpickuprobo/Flamethrower2}\nmelflavpickuprobo/Flamethrower1\t\t\tRELPCFL1\nmelflavpickuprobo/Flamethrower2\t\t\tRELPCFL2\n\n///////////////////////\n// Vexler Player Sounds\n///////////////////////\n\n$playeralias\tVexler Vexler \t*pain100\tvex/pain100\n$playeralias\tVexler Vexler \t*pain75\t\tvex/pain75\n$playeralias\tVexler Vexler \t*pain50\t\tvex/pain50\n$playeralias\tVexler Vexler \t*pain25\t\tvex/pain25\n$playeralias\tVexler\t Vexler \t*death\t\tvex/death\n$playeralias\tVexler Vexler \t*xdeath\t\tvex/xdeath\n$playeralias\tVexler Vexler \t*gibbed\t\tvex/xdeath\n$playeralias\tVexler Vexler \t*grunt\t\tvex/land\n$playeralias\tVexler\t Vexler \t*jump\t\tvex/jump\n$playersound Vexler\t Vexler *land melland\n$playeralias Vexler\t Vexler *usefail vex/unf\n$playeralias\tVexler \tVexler \t*melee vex/meleeyell\n$playeralias\tVexler \tVexler \t*strongmelee vex/strongmeleeyell\n\n$random vex/pain25 { vexpn101 vexpn102 vexpn103 vexpn104 }\nvexpn101 vexpn101\nvexpn102 vexpn102\nvexpn103 vexpn103\nvexpn104 vexpn104\n\n$random vex/pain50 { vexpn751 vexpn752 vexpn753 vexpn754 }\nvexpn751 vexpn751\nvexpn752 vexpn752\nvexpn753 vexpn753\nvexpn754 vexpn754\n\n$random vex/pain75 { vexpn501 vexpn502 vexpn503 vexpn504 }\nvexpn501 vexpn501\nvexpn502 vexpn502\nvexpn503 vexpn503\nvexpn504 vexpn504\n\n$random vex/pain100 { vexpn251 vexpn252 vexpn253 vexpn254 }\nvexpn251 vexpn251\nvexpn252 vexpn252\nvexpn253 vexpn253\nvexpn254 vexpn254\n\n$random vex/death { vexdth1 vexdth2 vexdth3 }\nvexdth1 vexdth1\nvexdth2 vexdth2\nvexdth3 vexdth3\n\n$random vex/xdeath { vexxdth1 vexxdth2 vexxdth3 }\nvexxdth1 vexxdth1\nvexxdth2 vexxdth2\nvexxdth3 vexxdth3\n\n$random vex/land { vexland1 vexland2 vexland3 }\nvexland1 vexland1\nvexland2 vexland2\nvexland3 vexland3\n\n$random vex/unf { vexunf1 vexunf2 }\nvexunf1 vexunf1\nvexunf2 vexunf2\n\n$random vex/jump { vexjump1 vexjump2 vexjump3 }\nvexjump1 vexjump1\nvexjump2 vexjump2\nvexjump3 vexjump3\n\n////////////////\n//Vexler's Melee\n////////////////\n\n$random vex/meleeyell { vex/meleeyell1 vex/meleeyell2 vex/meleeyell3 vex/meleeyell4 vex/meleeyell5 vex/meleeyell6 vex/meleeyell7 null null null null null null null null null null null null null null null null }\nvex/meleeyell1 vexha1\nvex/meleeyell2 vexha2\nvex/meleeyell3 vexha3\nvex/meleeyell4 vexha4\nvex/meleeyell5 vexha5\nvex/meleeyell6 vexha6\nvex/meleeyell7 vexha7\n\n$random vex/strongmeleeyell { vex/strongmeleeyell1 vex/strongmeleeyell2 vex/strongmeleeyell3 vex/strongmeleeyell4 null null null null null null null null null null }\nvex/strongmeleeyell1 vexsha1\nvex/strongmeleeyell2 vexsha2\nvex/strongmeleeyell3 vexsha3\nvex/strongmeleeyell4 vexsha4\n\n/////////////////////////\n//Vexler's Pickup Lines\n/////////////////////////\n\n//vexflavpickup/Kushiel\t\t\t\t\tMELPGLV\n//$random vexflavpickup/persephone { vexflavpickup/persphone1 vexflavpickup/persphone2 vexflavpickup/persphone3 vexflavpickup/persphone4 }\n//vexflavpickup/persphone1 MELPBZK1\n//vexflavpickup/persphone2 MELPBZK2\n//vexflavpickup/persphone3 MELPBZK3\n//vexflavpickup/persphone4 MELPBZK4\n//vexflavpickup/Pistol\t\t\t\t\tMELPPST\n//vexflavpickup/Deagle MELPDEAG\n//vexflavpickup/zekeshotgun\t\t\t\tMELPSHT\n//vexflavpickup/Crossbow\t\t\t\t\tMELPCBOW\n//vexflavpickup/Ammobox50\t\t\t\tMELPCUZI\n//$random vexflavpickup/RocketNailgunLauncher {vexflavpickup/RocketLauncher1 vexflavpickup/RocketLauncher2}\n//vexflavpickup/RocketLauncher1\t\t\tMELPCNL\n//vexflavpickup/RocketLauncher2\t\t\tMELPCRL\n//$random vexflavpickup/flamethrower {vexflavpickup/Flamethrower1 vexflavpickup/Flamethrower2}\n//vexflavpickup/Flamethrower1\t\t\tMELPCFL1\n//vexflavpickup/Flamethrower2\t\t\tMELPCFL2\n//$random vexflavpickup/caster { vexflavpickup/caster1 vexflavpickup/caster2 vexflavpickup/caster3 }\n//vexflavpickup/caster1 MELPCAS1\n//vexflavpickup/caster2 MELPCAS2\n//vexflavpickup/caster3 MELPCAS3\n\n//Universal Melee Sounds\n$random basicmelee/miss { basicmelee/miss1 basicmelee/miss2 basicmelee/miss3 basicmelee/miss4 basicmelee/miss5 }\nbasicmelee/miss1 bmlmiss1\nbasicmelee/miss2 bmlmiss2\nbasicmelee/miss3 bmlmiss3\nbasicmelee/miss4 bmlmiss4\nbasicmelee/miss5 bmlmiss5\n\n$random strongmelee/miss { strongmelee/miss1 strongmelee/miss2 strongmelee/miss3 strongmelee/miss4 strongmelee/miss5 }\nstrongmelee/miss1 smlmiss1\nstrongmelee/miss2 smlmiss2\nstrongmelee/miss3 smlmiss3\nstrongmelee/miss4 smlmiss4\nstrongmelee/miss5 smlmiss5\n\n$random basicmelee/wall { basicmelee/wall1 basicmelee/wall2 basicmelee/wall3 basicmelee/wall4 }\nbasicmelee/wall1 bmlwall1\nbasicmelee/wall2 bmlwall2\nbasicmelee/wall3 bmlwall3\nbasicmelee/wall4 bmlwall4\n\n$random basicmelee/contact { basicmelee/contact1 basicmelee/contact2 basicmelee/contact3 basicmelee/contact4 }\nbasicmelee/contact1 bmlhit1\nbasicmelee/contact2 bmlhit2\nbasicmelee/contact3 bmlhit3\nbasicmelee/contact4 bmlhit4\n\n$random strongmelee/wall { strongmelee/wall1 strongmelee/wall2 strongmelee/wall3 strongmelee/wall4 }\nstrongmelee/wall1 smlwall1\nstrongmelee/wall2 smlwall2\nstrongmelee/wall3 smlwall3\nstrongmelee/wall4 smlwall4\n\n$random strongmelee/contact { strongmelee/contact1 strongmelee/contact2 strongmelee/contact3 strongmelee/contact4 strongmelee/contact5 }\nstrongmelee/contact1 smlhit1\nstrongmelee/contact2 smlhit2\nstrongmelee/contact3 smlhit3\nstrongmelee/contact4 smlhit4\nstrongmelee/contact5 smlhit5\n\n$random uppercutmelee/contact { uppercutmelee/contact1 uppercutmelee/contact2 }\nuppercutmelee/contact1 umlhit1\nuppercutmelee/contact2 umlhit2\n\nmagpull magpull\nmagpush magpush\nmagphit magphit\nmagsling magsling\nmaghit maghit\nmagloop magloop\n\n//MA919m Pistol\n$random 919m/fire { 919m/fire1 919m/fire2 919m/fire3 }\n919m/fire1 PSTFR1\n919m/fire2 PSTFR2\n919m/fire3 PSTFR3\n\n919m/magout pstmgout\n919m/magin1 pstmgin1\n919m/magin2 pstmgin2\n919m/slide pstsld\n919m/cock pstcock\n919m/dry pstempty\n919m/autoselect pstfas\n919m/autodeselect pstfau\n\n919m/select pstsel\n919m/deselect pstdsel\n919m/magflip pstflip\n\n//Zeke Shotgun\n$random zekeshotgun/fire { zekeshotgun/fire1 zekeshotgun/fire2 zekeshotgun/fire3 }\nzekeshotgun/fire1 zekshot1\nzekeshotgun/fire2 zekshot2\nzekeshotgun/fire3 zekshot3\n$random zekeshotgun/doublefire { zekeshotgun/doublefire1 zekeshotgun/doublefire2 zekeshotgun/doublefire3 }\nzekeshotgun/doublefire1 zekdsht1\nzekeshotgun/doublefire2 zekdsht2\nzekeshotgun/doublefire3 zekdsht3\n$random zekeshotgun/pump { zekeshotgun/pump1 zekeshotgun/pump2 zekeshotgun/pump3 }\nzekeshotgun/pump1 zekpump1\nzekeshotgun/pump2 zekpump2\nzekeshotgun/pump3 zekpump3\n$random zekeshotgun/load { zekeshotgun/load1 zekeshotgun/load2 zekeshotgun/load3 }\nzekeshotgun/load1 zekload1\nzekeshotgun/load2 zekload2\nzekeshotgun/load3 zekload3\nzekeshotgun/up zekup1\nzekeshotgun/down zekdown\n\nzekeshotgun/unload1 zekunl1\nzekeshotgun/unload2 zekunl2\n\nzekeshotgun/elfire zekelsht\nzekeshotgun/pofire zekposht\nzekeshotgun/hefire zekfrsht\n\n//Dahlia Crossbow\n$random dahlia/fire { dahlia/fire1 dahlia/fire2 dahlia/fire3 }\ndahlia/fire1 crsbwfr1\ndahlia/fire2 crsbwfr2\ndahlia/fire3 crsbwfr3\ndahlia/up crsbup\ndahlia/down crsbdown\n$random dahlia/load { dahlia/load1 dahlia/load2 dahlia/load3 }\ndahlia/load1 crsbld1\ndahlia/load2 crsbld2\ndahlia/load3 crsbld3\ndahlia/ammo2 crsbam2\ndahlia/ammo1 crsbam1\ndahlia/beep crsbbeep\n\n$limit dahlia/impact 0\n$random dahlia/impact { dahlia/impact1 dahlia/impact2 dahlia/impact3 }\ndahlia/impact1 CRSBIPW1\ndahlia/impact2 CRSBIPW2\ndahlia/impact3 CRSBIPW3\n\n$limit dahlia/impactenemy 0\n$random dahlia/impactenemy { dahlia/impactenemy1 dahlia/impactenemy2 dahlia/impactenemy3 }\ndahlia/impactenemy1 CRSBIPE1\ndahlia/impactenemy2 CRSBIPE2\ndahlia/impactenemy3 CRSBIPE3\n\n$limit dahlia/boltexplode 0\n$random dahlia/boltexplode { dahlia/boltexplode1 dahlia/boltexplode2 dahlia/boltexplode3 }\ndahlia/boltexplode1 CRSBEXP1\ndahlia/boltexplode2 CRSBEXP2\ndahlia/boltexplode3 CRSBEXP3\n\n//Ammo Box 50\n$random ammobox/fire { ammobox/fire1 ammobox/fire2 ammobox/fire3 }\nammobox/fire1 aboxfr1\nammobox/fire2 aboxfr2\nammobox/fire3 aboxfr3\nammobox/out aboxcout\nammobox/in aboxcin\nammobox/pull aboxpull\nammobox/up ab50up\nammobox/down ab50down\n\n//Hmm\nmp40/pickup mp40pck\n$random mipfowty/fire { mp40/fire1 mp40/fire2 mp40/fire3 }\nmp40/fire1 mp40fr1\nmp40/fire2 mp40fr2\nmp40/fire3 mp40fr3\nmipfowty/out mp40out\nmipfowty/in mp40in\nmipfowty/bolt1 mp40bt1\nmipfowty/bolt2 mp40bt2\nmipfowty/up mp40up\nmipfowty/down mp40down\n\n//Kirratech Orion\norion/start kostart\norion/stop kostop\norion/shootloops koshoot\norion/overheat koovheat\norion/up koup\norion/down kodown\n\norionen/start kestart\norionen/stop kestop\norionen/shootloops keshoot\norionen/overheat keovheat\n\n//The Toolbox\ntoolbox/equip RLNGUP2\ntoolbox/deequip RLNGDWN2\ntoolbox/on RLNGUP\ntoolbox/off RLNGDOWN\ntoolbox/prime RLNGSTC\ntoolbox/rocket RLNGRLST\ntoolbox/grind RLNGRND\ntoolbox/nailgun RLNGNGST\ntoolbox/empty RLNGNO\ntoolbox/reload1 RLNGLD1\ntoolbox/reload2 RLNGLD2\n\ntoolbox/ammo1 RLNGAM1\ntoolbox/ammo2 RLNGAM2\n\n$limit toolbox/nailgunimpact 0\n$random toolbox/nailgunimpact { toolbox/nailgunimpact1 toolbox/nailgunimpact2 toolbox/nailgunimpact3 toolbox/nailgunimpact4 toolbox/nailgunimpact5 toolbox/nailgunimpact6 toolbox/nailgunimpact6 toolbox/nailgunimpact7 toolbox/nailgunimpact8 }\ntoolbox/nailgunimpact1 RLNGIMW1\ntoolbox/nailgunimpact2 RLNGIMW2\ntoolbox/nailgunimpact3 RLNGIMW3\ntoolbox/nailgunimpact4 RLNGIMW4\ntoolbox/nailgunimpact5 RLNGIMW5\ntoolbox/nailgunimpact6 RLNGIMW6\ntoolbox/nailgunimpact7 RLNGIMW7\ntoolbox/nailgunimpact8 RLNGIMW8\n\n$limit toolbox/nailgunflesh 0\n$random toolbox/nailgunflesh { toolbox/nailgunflesh1 toolbox/nailgunflesh2 toolbox/nailgunflesh3 }\ntoolbox/nailgunflesh1 RLNGIMF1\ntoolbox/nailgunflesh2 RLNGIMF2\ntoolbox/nailgunflesh3 RLNGIMF3\n\n$limit toolbox/rocketimpact 0\n$random toolbox/rocketimpact { toolbox/rocketimpact1 toolbox/rocketimpact2 toolbox/rocketimpact3 }\ntoolbox/rocketimpact1 RLNGEXP1\ntoolbox/rocketimpact2 RLNGEXP2\ntoolbox/rocketimpact3 RLNGEXP3\n\n$limit toolbox/rocketfly 0\n$random toolbox/rocketfly { toolbox/rocketfly1 toolbox/rocketfly2 toolbox/rocketfly3 }\ntoolbox/rocketfly1 RLNGFLY1\ntoolbox/rocketfly2 RLNGFLY2\ntoolbox/rocketfly3 RLNGFLY3\n\n//Weapon Junk\n$random weapons/casing { weapons/casing1 weapons/casing2 weapons/casing3 }\nweapons/casing1\t\t\tdscasin1\nweapons/casing2\t\t\tdscasin2\nweapons/casing3\t\t\tdscasin3\n\n$random weapons/smallclip { sc1 sc2 sc3 sc4 sc5 sc6 }\nsc1 dsbounc1\nsc2 dsbounc2\nsc3 dsbounc3\nsc4 dsbounc4\nsc5 dsbounc5\nsc6 dsbounc6\n\n//Menu Sounds\n$random menu/backup { backup1 backup2 }\nbackup1 backup1\nbackup2 backup2\nmenu/prompt prompt\nmenu/change change\nmenu/choose choose\nmenu/cursor cursor\nmenu/invalid invalid\nmenu/activate activate\nmenu/dismiss dismiss\nmenu/clear clear\nmenu/quit1 quit\n$random menu/quit2 { secretmessage menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 menu/quit1 }//menu/quit2 quit\nsecretmessage quit2\n\n//Zombie Rifle Sound\nrifle/fire dsarfire\n\n//Zombie Sounds\n$random zombie/sight {zombie/sight1 zombie/sight2 zombie/sight3 zombie/sight4 zombie/sight5 zombie/sight6 zombie/sight7 zombie/sight8 zombie/sight9 zombie/sight10 zombie/sight11 zombie/sight12}\nzombie/sight1 zmsi1\nzombie/sight2 zmsi2\nzombie/sight3 zmsi3\nzombie/sight4 zmsi4\nzombie/sight5 zmsi5\nzombie/sight6 zmsi6\nzombie/sight7 zmsi7\nzombie/sight8 zmsi8\nzombie/sight9 zmsi9\nzombie/sight10 zmsi10\nzombie/sight11 zmsi11\nzombie/sight12 zmsi12\n\n$random zombie/pain {zombie/pain1 zombie/pain2 zombie/pain3 zombie/pain4 zombie/pain5 zombie/pain6 zombie/pain7 zombie/pain8 zombie/pain9 zombie/pain10 zombie/pain11zombie/pain11 zombie/pain12 zombie/pain13}\nzombie/pain1 zmpain1\nzombie/pain2 zmpain2\nzombie/pain3 zmpain3\nzombie/pain4 zmpain4\nzombie/pain5 zmpain5\nzombie/pain6 zmpain6\nzombie/pain7 zmpain7\nzombie/pain8 zmpain8\nzombie/pain9 zmpain9\nzombie/pain10 zmpain10\nzombie/pain11 zmpain11\nzombie/pain12 zmpain12\nzombie/pain13 zmpain13\n\n$random zombie/idle {zombie/idle1 zombie/idle2 zombie/idle3 zombie/idle4 zombie/idle5 zombie/idle6 zombie/idle7 zombie/idle8 zombie/idle9 zombie/idle10 zombie/idle11 zombie/idle12 zombie/idle13 zombie/idle14 zombie/idle15 zombie/idle16 zombie/idle17}\nzombie/idle1 zmidle1\nzombie/idle2 zmidle2\nzombie/idle3 zmidle3\nzombie/idle4 zmidle4\nzombie/idle5 zmidle5\nzombie/idle6 zmidle6\nzombie/idle7 zmidle7\nzombie/idle8 zmidle8\nzombie/idle9 zmidle9\nzombie/idle10 zmidle10\nzombie/idle11 zmidle11\nzombie/idle12 zmidle12\nzombie/idle13 zmidle13\nzombie/idle14 zmidle14\nzombie/idle15 zmidle15\nzombie/idle16 zmidle16\nzombie/idle17 zmidle17\n\n$random zombie/death {zombie/death1 zombie/death2 zombie/death3 zombie/death4 zombie/death5 zombie/death6}\nzombie/death1 zmdeath1\nzombie/death2 zmdeath2\nzombie/death3 zmdeath3\nzombie/death4 zmdeath4\nzombie/death5 zmdeath5\nzombie/death6 zmdeath6\n\n//Female Zombie Sounds\n$random fzombie/sight {fzombie/sight1 fzombie/sight2 fzombie/sight3 fzombie/sight4 fzombie/sight5 fzombie/sight6 fzombie/sight7 fzombie/sight8}\nfzombie/sight1 fzsi1\nfzombie/sight2 fzsi2\nfzombie/sight3 fzsi3\nfzombie/sight4 fzsi4\nfzombie/sight5 fzsi5\nfzombie/sight6 fzsi6\nfzombie/sight7 fzsi7\nfzombie/sight8 fzsi8\n\n$random fzombie/pain {fzombie/pain1 fzombie/pain2 fzombie/pain3 fzombie/pain4 fzombie/pain5 fzombie/pain6 fzombie/pain7 fzombie/pain8}\nfzombie/pain1 fzpain1\nfzombie/pain2 fzpain2\nfzombie/pain3 fzpain3\nfzombie/pain4 fzpain4\nfzombie/pain5 fzpain5\nfzombie/pain6 fzpain6\nfzombie/pain7 fzpain7\nfzombie/pain8 fzpain8\n\n$random fzombie/idle {fzombie/idle1 fzombie/idle2 fzombie/idle3 fzombie/idle4 fzombie/idle5 fzombie/idle6}\nfzombie/idle1 fzidle1\nfzombie/idle2 fzidle2\nfzombie/idle3 fzidle3\nfzombie/idle4 fzidle4\nfzombie/idle5 fzidle5\nfzombie/idle6 fzidle6\n\n$random fzombie/death {fzombie/death1 fzombie/death2 fzombie/death3 fzombie/death4}\nfzombie/death1 fzdeath1\nfzombie/death2 fzdeath2\nfzombie/death3 fzdeath3\nfzombie/death4 fzdeath4\n\n//Zombie Commando Sounds\n$random czombie/sight {czombie/sight1 czombie/sight2 czombie/sight3 czombie/sight4 czombie/sight5 czombie/sight6 czombie/sight7 czombie/sight8 czombie/sight9 czombie/sight10 czombie/sight11 czombie/sight12 czombie/sight13 czombie/sight14}\nczombie/sight1 zcsi1\nczombie/sight2 zcsi2\nczombie/sight3 zcsi3\nczombie/sight4 zcsi4\nczombie/sight5 zcsi5\nczombie/sight6 zcsi6\nczombie/sight7 zcsi7\nczombie/sight8 zcsi8\nczombie/sight9 zcsi9\nczombie/sight10 zcsi10\nczombie/sight11 zcsi11\nczombie/sight12 zcsi12\nczombie/sight13 zcsi13\nczombie/sight14 zcsi14\n\n$random czombie/pain {czombie/pain1 czombie/pain2 czombie/pain3 czombie/pain4 czombie/pain5 czombie/pain6}\nczombie/pain1 zcpain1\nczombie/pain2 zcpain2\nczombie/pain3 zcpain3\nczombie/pain4 zcpain4\nczombie/pain5 zcpain5\nczombie/pain6 zcpain6\n\n$random czombie/idle {czombie/idle1 czombie/idle2 czombie/idle3 czombie/idle4 czombie/idle5 czombie/idle6 czombie/idle7}\nczombie/idle1 zcidle1\nczombie/idle2 zcidle2\nczombie/idle3 zcidle3\nczombie/idle4 zcidle4\nczombie/idle5 zcidle5\nczombie/idle6 zcidle6\nczombie/idle7 zcidle7\n\n$random czombie/attack {czombie/attack1 czombie/attack2 czombie/attack3 czombie/attack4 czombie/attack5 czombie/attack6}\nczombie/attack1 zcatk1\nczombie/attack2 zcatk2\nczombie/attack3 zcatk3\nczombie/attack4 zcatk4\nczombie/attack5 zcatk5\nczombie/attack6 zcatk6\n\n$random czombie/death {czombie/death1 czombie/death2 czombie/death3 czombie/death4 czombie/death5 czombie/death6}\nczombie/death1 zcdth1\nczombie/death2 zcdth2\nczombie/death3 zcdth3\nczombie/death4 zcdth4\nczombie/death5 zcdth5\nczombie/death6 zcdth6\nczombie/death7 zcdth7\n\n//Specialty Zombie (Judgment Pistol) Sound\n$random swat/sight { swatsight1 swatsight2 swatsight3 swatsight4 swatsight5 swatsight6 swatsight7 swatsight8 swatsight9 swatsight0 }\n$random swat/pain { swatpain1 swatpain2 swatpain3 swatpain swatpain5 swatpain6 swatpain7 swatpain8 swatpain9 }\n$random swat/death { swatdeath1 swatdeath2 swatdeath3 swatdeath4 swatdeath5 swatdeath6 swatdeath7 swatdeath8 swatdeath9 swatdeath0 }\nswatsight1 swatsit1\nswatsight2 swatsit2\nswatsight3 swatsit3\nswatsight4 swatsit4\nswatsight5 swatsit5\nswatsight6 swatsit6\nswatsight7 swatsit7\nswatsight8 swatsit8\nswatsight9 swatsit9\nswatsight0 swatsit0\nswatpain1 swatpn1\nswatpain2 swatpn2\nswatpain3 swatpn3\nswatpain4 swatpn4\nswatpain5 swatpn5\nswatpain6 swatpn6\nswatpain7 swatpn7\nswatpain8 swatpn8\nswatpain9 swatpn9\nswatdeath1 swatdth1\nswatdeath2 swatdth2\nswatdeath3 swatdth3\nswatdeath4 swatdth4\nswatdeath5 swatdth5\nswatdeath6 swatdth6\nswatdeath7 swatdth7\nswatdeath8 swatdth8\nswatdeath9 swatdth9\nswatdeath0 swatdth0\njudgment/clipout dsjdout\njudgment/clipin dsjdin\njudgment/cliphit dsjdhit\njudgment/enemy DSJDENEM\n\n//Scientist Zombie Weapons\nKnifeHit DSKNIFE\nCrowbarHit DSCBAR\nSteam/Loop\tSTEMLOOP\nSteam/Fire\tSTEMFIRE\nhazmat/tazer\tDSTAZER\n\n//Imp Sounds\n$random xmimp/sight {xmimp/sight1 xmimp/sight2 xmimp/sight3 xmimp/sight4 xmimp/sight5 xmimp/sight6 xmimp/sight7 xmimp/sight8}\nxmimp/sight1 impsi1\nxmimp/sight2 impsi2\nxmimp/sight3 impsi3\nxmimp/sight4 impsi4\nxmimp/sight5 impsi5\nxmimp/sight6 impsi6\nxmimp/sight7 impsi7\nxmimp/sight8 impsi8\n\n$random xmimp/idle {xmimp/idle1 xmimp/idle2 xmimp/idle3 xmimp/idle4 xmimp/idle5 xmimp/idle6 xmimp/idle7 xmimp/idle8 xmimp/idle9 xmimp/idl10 xmimp/idl11 xmimp/idl12}\nxmimp/idle1 impidle1\nxmimp/idle2 impidle2\nxmimp/idle3 impidle3\nxmimp/idle4 impidle4\nxmimp/idle5 impidle5\nxmimp/idle6 impidle6\nxmimp/idle7 impidle7\nxmimp/idle8 impidle8\nxmimp/idle9 impidle9\nxmimp/idl10 impidl10\nxmimp/idl11 impidl11\nxmimp/idl12 impidl12\n\n$random xmimp/pain {xmimp/pain1 xmimp/pain2 xmimp/pain3 xmimp/pain4 xmimp/pain5 xmimp/pain6 xmimp/pain7 xmimp/pain8 xmimp/pain9}\nxmimp/pain1 imppa1\nxmimp/pain2 imppa2\nxmimp/pain3 imppa3\nxmimp/pain4 imppa4\nxmimp/pain5 imppa5\nxmimp/pain6 imppa6\nxmimp/pain7 imppa7\nxmimp/pain8 imppa8\nxmimp/pain9 imppa9\n\n$random xmimp/death {xmimp/death1 xmimp/death2 xmimp/death3 xmimp/death4 xmimp/death5 xmimp/death6 xmimp/death7 xmimp/death8 xmimp/death9 xmimp/death10xmimp/death11}\nxmimp/death1 impde1\nxmimp/death2 impde2\nxmimp/death3 impde3\nxmimp/death4 impde4\nxmimp/death5 impde5\nxmimp/death6 impde6\nxmimp/death7 impde7\nxmimp/death8 impde8\nxmimp/death9 impde9\nxmimp/death10 impde10\nxmimp/death11 impde11\n\n//Lost Soul Sounds\n$Random Forgotten/Sight { 3FORSIG1 3FORSIG2 3FORSIG3 }\n3FORSIG1\t3FORSIG1\n3FORSIG2\t3FORSIG2\n3FORSIG3\t3FORSIG3\n$Random Forgotten/Active { 3FORACT1 3FORACT2 3FORACT3 }\n3FORACT1\t3FORACT1\n3FORACT2\t3FORACT2\n3FORACT3\t3FORACT3\n3FORACT4\t3FORACT4\n$Random Forgotten/Pain { 3FORPAI1 3FORPAI2 3FORPAI3 }\n3FORPAI1\t3FORPAI1\n3FORPAI2\t3FORPAI2\n3FORPAI3\t3FORPAI3\n$Random Forgotten/Death { 3FORDEA1 3FORDEA2 3FORDEA3 }\n3FORDEA1\t3FORDEA1\n3FORDEA2\t3FORDEA2\n3FORDEA3\t3FORDEA3\n$Random LostSoul/Explode { SOULEXP1 SOULEXP2 SOULEXP3 }\nSOULEXP1 SOULEXP1\nSOULEXP2 SOULEXP2\nSOULEXP3 SOULEXP3\n\nrictus/sight\t\tRICTSEE\nrictus/death\t\tRICTDIE\nrictus/active\t\tFIRE09\nrictus/pain\t\tRICTPAIN\n\n//Armor Pickups\n\narmor/lightarmor larmpck1\narmor/heavyarmor harmpck1\narmor/armorshard sarmpck1\n\n//Health Pickups\n\nhealth/supercharge SURCHRGE\nhealth/medkit MDKPCK1\nhealth/stimpack STMPPCK\nhealth/healthbonus HLBNPCK\n\n//Shotgun sounds (half life 1 sounds)\n\n$limit Weapons/ShockShell 0\n$random Weapons/ShockShell {Weapons/ShockShell1 Weapons/ShockShell2 Weapons/ShockShell3}\nWeapons/ShockShell1\tspark1\nWeapons/ShockShell2\tspark2\nWeapons/ShockShell3\tspark3\nWeapons/ShockShell4\tspark4\n\n$limit Weapons/ShockArc 0\n$random Weapons/ShockArc {Weapons/ShockArc1 Weapons/ShockArc2 Weapons/ShockArc3 Weapons/ShockArc4 Weapons/ShockArc5 Weapons/ShockArc6 Weapons/ShockArc7 Weapons/ShockArc8 Weapons/ShockArc9 Weapons/ShockArc10 Weapons/ShockArc11 Weapons/ShockArc12 Weapons/ShockArc13 Weapons/ShockArc14 Weapons/ShockArc15 Weapons/ShockArc16}\n\nWeapons/ShockArc1\tDSHOCK01\nWeapons/ShockArc2\tDSHOCK02\nWeapons/ShockArc3\tDSHOCK03\nWeapons/ShockArc4\tDSHOCK04\nWeapons/ShockArc5\tDSHOCK05\nWeapons/ShockArc6\tDSHOCK06\nWeapons/ShockArc7\tDSHOCK07\nWeapons/ShockArc8\tDSHOCK08\nWeapons/ShockArc9\tDSHOCK09\nWeapons/ShockArc10\tDSHOCK10\nWeapons/ShockArc11\tDSHOCK11\nWeapons/ShockArc12\tDSHOCK12\nWeapons/ShockArc13\tDSHOCK13\nWeapons/ShockArc14\tDSHOCK14\nWeapons/ShockArc15\tDSHOCK15\nWeapons/ShockArc16\tDSHOCK16\n\n$limit Weapons/PoisonShell 0\nWeapons/PoisonShell\tHL1STEAM\n\n//Shotgun sounds (hexen sounds)\n\n$limit Weapons/HellShell 0\nWeapons/HellShell\tHELL\n\n$limit Weapons/HellShell2 0\n$random Weapons/HellShell2 {Weapons/ShockShell3 Weapons/HellShell4 Weapons/HellShell5 Weapons/HellShell6}\n\nWeapons/HellShell3\tHELL3\nWeapons/HellShell4\tHELL4\nWeapons/HellShell5\tHELL5\nWeapons/HellShell6\tHELL6\n\n$limit Weapons/HellShell7 0\nWeapons/HellShell7\tHELL7"
},
{
"source": "pk3",
"name": "actors/COOP_COMPAT.txt",
"contents": "Actor Boolean2 : Inventory\n{\n Inventory.MaxAmount 1\n +UNDROPPABLE\n -INVBAR\n}\n\nActor GameIsCoop : Boolean2 {}\n\nActor IsPlayer00 : Boolean2 {}\nActor IsPlayer01 : Boolean2 {}\nActor IsPlayer02 : Boolean2 {}\nActor IsPlayer03 : Boolean2 {}\nActor IsPlayer04 : Boolean2 {}\nActor IsPlayer05 : Boolean2 {}\nActor IsPlayer06 : Boolean2 {}\nActor IsPlayer07 : Boolean2 {}\nActor IsPlayer08 : Boolean2 {}\nActor IsPlayer09 : Boolean2 {}\n\nACTOR TSPPlayer00DamageProtection : PowerProtection\n{\n DamageFactor \"Player00Damage\", 0\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer01DamageProtection : PowerProtection\n{\n DamageFactor \"Player01Damage\", 0\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer02DamageProtection : PowerProtection\n{\n DamageFactor \"Player02Damage\", 0\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer03DamageProtection : PowerProtection\n{\n DamageFactor \"Player03Damage\", 0\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer04DamageProtection : PowerProtection\n{\n DamageFactor \"Player04Damage\", 0\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer05DamageProtection : PowerProtection\n{\n DamageFactor \"Player05Damage\", 0\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer06DamageProtection : PowerProtection\n{\n DamageFactor \"Player06Damage\", 0\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer07DamageProtection : PowerProtection\n{\n DamageFactor \"Player07Damage\", 0\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer08DamageProtection : PowerProtection\n{\n DamageFactor \"Player08Damage\", 0\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer09DamageProtection : PowerProtection\n{\n DamageFactor \"Player09Damage\", 0\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer00DPG : PowerupGiver\n{\n Inventory.MaxAmount 1\n Powerup.Type \"TSPPlayer00DamageProtection\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer01DPG : PowerupGiver\n{\n Inventory.MaxAmount 1\n Powerup.Type \"TSPPlayer01DamageProtection\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer02DPG : PowerupGiver\n{\n Inventory.MaxAmount 1\n Powerup.Type \"TSPPlayer02DamageProtection\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer03DPG : PowerupGiver\n{\n Inventory.MaxAmount 1\n Powerup.Type \"TSPPlayer03DamageProtection\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer04DPG : PowerupGiver\n{\n Inventory.MaxAmount 1\n Powerup.Type \"TSPPlayer04DamageProtection\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer05DPG : PowerupGiver\n{\n Inventory.MaxAmount 1\n Powerup.Type \"TSPPlayer05DamageProtection\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer06DPG : PowerupGiver\n{\n Inventory.MaxAmount 1\n Powerup.Type \"TSPPlayer06DamageProtection\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer07DPG : PowerupGiver\n{\n Inventory.MaxAmount 1\n Powerup.Type \"TSPPlayer07DamageProtection\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer08DPG : PowerupGiver\n{\n Inventory.MaxAmount 1\n Powerup.Type \"TSPPlayer08DamageProtection\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPPlayer09DPG : PowerupGiver\n{\n Inventory.MaxAmount 1\n Powerup.Type \"TSPPlayer09DamageProtection\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.PERSISTENTPOWER\n}\n\n////////////////////////\n//Shock Shell Projectiles\n////////////////////////\n\nactor ShockPelletPlayer00 : ShockPellet\n{\n DamageType \"Player00Damage\"\n Species \"Player\"\n +THRUSPECIES\n States\n {\n Death:\n\tTNT1 A 0\n\tPLSE B 1 Bright\n\tPLSE C 1 Bright\n\tPLSE D 1 Bright\n\tPLSE E 1 Bright\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ShockShell\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer00\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer00\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer00\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer00\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer00\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer00\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer00\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer00\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 2\n\tstop\n }\n}\n\nactor ShockScatterPlayer00 : ShockScatter\n{\n DamageType \"Player00Damage\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterArcEndPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 0 A_GiveInventory(\"ShockCanDie\",1)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer00\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tStop\n\t}\n}\n\nactor ShockScatterArcPlayer00 : ShockScatterArc\n{\n DamageType \"Player00Damage\"\n}\n\nactor ShockScatterArcEndPlayer00 : ShockScatterArcEnd\n{\n DamageType \"Player00Damage\"\n}\n\nactor ShockPelletPlayer01 : ShockPellet\n{\n DamageType \"Player01Damage\"\n Species \"Player\"\n +THRUSPECIES\n States\n {\n Death:\n\tTNT1 A 0\n\tPLSE B 1 Bright\n\tPLSE C 1 Bright\n\tPLSE D 1 Bright\n\tPLSE E 1 Bright\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ShockShell\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer01\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer01\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer01\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer01\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer01\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer01\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer01\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer01\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 2\n\tstop\n }\n}\n\nactor ShockScatterPlayer01 : ShockScatter\n{\n DamageType \"Player01Damage\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterArcEndPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 0 A_GiveInventory(\"ShockCanDie\",1)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer01\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tStop\n\t}\n}\n\nactor ShockScatterArcPlayer01 : ShockScatterArc\n{\n DamageType \"Player01Damage\"\n}\n\nactor ShockScatterArcEndPlayer01 : ShockScatterArcEnd\n{\n DamageType \"Player01Damage\"\n}\n\nactor ShockPelletPlayer02 : ShockPellet\n{\n DamageType \"Player02Damage\"\n Species \"Player\"\n +THRUSPECIES\n States\n {\n Death:\n\tTNT1 A 0\n\tPLSE B 1 Bright\n\tPLSE C 1 Bright\n\tPLSE D 1 Bright\n\tPLSE E 1 Bright\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ShockShell\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer02\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer02\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer02\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer02\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer02\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer02\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer02\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer02\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 2\n\tstop\n }\n}\n\nactor ShockScatterPlayer02 : ShockScatter\n{\n DamageType \"Player02Damage\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterArcEndPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 0 A_GiveInventory(\"ShockCanDie\",1)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer02\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tStop\n\t}\n}\n\nactor ShockScatterArcPlayer02 : ShockScatterArc\n{\n DamageType \"Player02Damage\"\n}\n\nactor ShockScatterArcEndPlayer02 : ShockScatterArcEnd\n{\n DamageType \"Player02Damage\"\n}\n\nactor ShockPelletPlayer03 : ShockPellet\n{\n DamageType \"Player03Damage\"\n Species \"Player\"\n +THRUSPECIES\n States\n {\n Death:\n\tTNT1 A 0\n\tPLSE B 1 Bright\n\tPLSE C 1 Bright\n\tPLSE D 1 Bright\n\tPLSE E 1 Bright\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ShockShell\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer03\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer03\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer03\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer03\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer03\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer03\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer03\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer03\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 2\n\tstop\n }\n}\n\nactor ShockScatterPlayer03 : ShockScatter\n{\n DamageType \"Player03Damage\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterArcEndPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 0 A_GiveInventory(\"ShockCanDie\",1)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer03\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tStop\n\t}\n}\n\nactor ShockScatterArcPlayer03 : ShockScatterArc\n{\n DamageType \"Player03Damage\"\n}\n\nactor ShockScatterArcEndPlayer03 : ShockScatterArcEnd\n{\n DamageType \"Player03Damage\"\n}\n\nactor ShockPelletPlayer04 : ShockPellet\n{\n DamageType \"Player04Damage\"\n Species \"Player\"\n +THRUSPECIES\n States\n {\n Death:\n\tTNT1 A 0\n\tPLSE B 1 Bright\n\tPLSE C 1 Bright\n\tPLSE D 1 Bright\n\tPLSE E 1 Bright\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ShockShell\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer04\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer04\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer04\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer04\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer04\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer04\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer04\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer04\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 2\n\tstop\n }\n}\n\nactor ShockScatterPlayer04 : ShockScatter\n{\n DamageType \"Player04Damage\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterArcEndPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 0 A_GiveInventory(\"ShockCanDie\",1)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer04\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tStop\n\t}\n}\n\nactor ShockScatterArcPlayer04 : ShockScatterArc\n{\n DamageType \"Player04Damage\"\n}\n\nactor ShockScatterArcEndPlayer04 : ShockScatterArcEnd\n{\n DamageType \"Player04Damage\"\n}\n\nactor ShockPelletPlayer05 : ShockPellet\n{\n DamageType \"Player05Damage\"\n Species \"Player\"\n +THRUSPECIES\n States\n {\n Death:\n\tTNT1 A 0\n\tPLSE B 1 Bright\n\tPLSE C 1 Bright\n\tPLSE D 1 Bright\n\tPLSE E 1 Bright\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ShockShell\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer05\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer05\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer05\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer05\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer05\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer05\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer05\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer05\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 2\n\tstop\n }\n}\n\nactor ShockScatterPlayer05 : ShockScatter\n{\n DamageType \"Player05Damage\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterArcEndPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 0 A_GiveInventory(\"ShockCanDie\",1)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer05\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tStop\n\t}\n}\n\nactor ShockScatterArcPlayer05 : ShockScatterArc\n{\n DamageType \"Player05Damage\"\n}\n\nactor ShockScatterArcEndPlayer05 : ShockScatterArcEnd\n{\n DamageType \"Player05Damage\"\n}\n\nactor ShockPelletPlayer06 : ShockPellet\n{\n DamageType \"Player06Damage\"\n Species \"Player\"\n +THRUSPECIES\n States\n {\n Death:\n\tTNT1 A 0\n\tPLSE B 1 Bright\n\tPLSE C 1 Bright\n\tPLSE D 1 Bright\n\tPLSE E 1 Bright\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ShockShell\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer06\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer06\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer06\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer06\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer06\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer06\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer06\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer06\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 2\n\tstop\n }\n}\n\nactor ShockScatterPlayer06 : ShockScatter\n{\n DamageType \"Player06Damage\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterArcEndPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 0 A_GiveInventory(\"ShockCanDie\",1)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer06\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tStop\n\t}\n}\n\nactor ShockScatterArcPlayer06 : ShockScatterArc\n{\n DamageType \"Player06Damage\"\n}\n\nactor ShockScatterArcEndPlayer06 : ShockScatterArcEnd\n{\n DamageType \"Player06Damage\"\n}\n\nactor ShockPelletPlayer07 : ShockPellet\n{\n DamageType \"Player07Damage\"\n Species \"Player\"\n +THRUSPECIES\n States\n {\n Death:\n\tTNT1 A 0\n\tPLSE B 1 Bright\n\tPLSE C 1 Bright\n\tPLSE D 1 Bright\n\tPLSE E 1 Bright\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ShockShell\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer07\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer07\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer07\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer07\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer07\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer07\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer07\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer07\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 2\n\tstop\n }\n}\n\nactor ShockScatterPlayer07 : ShockScatter\n{\n DamageType \"Player07Damage\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterArcEndPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 0 A_GiveInventory(\"ShockCanDie\",1)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer07\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tStop\n\t}\n}\n\nactor ShockScatterArcPlayer07 : ShockScatterArc\n{\n DamageType \"Player07Damage\"\n}\n\nactor ShockScatterArcEndPlayer07 : ShockScatterArcEnd\n{\n DamageType \"Player07Damage\"\n}\n\nactor ShockPelletPlayer08 : ShockPellet\n{\n DamageType \"Player08Damage\"\n Species \"Player\"\n +THRUSPECIES\n States\n {\n Death:\n\tTNT1 A 0\n\tPLSE B 1 Bright\n\tPLSE C 1 Bright\n\tPLSE D 1 Bright\n\tPLSE E 1 Bright\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ShockShell\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer08\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer08\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer08\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer08\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer08\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer08\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer08\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer08\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 2\n\tstop\n }\n}\n\nactor ShockScatterPlayer08 : ShockScatter\n{\n DamageType \"Player08Damage\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterArcEndPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 0 A_GiveInventory(\"ShockCanDie\",1)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer08\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tStop\n\t}\n}\n\nactor ShockScatterArcPlayer08 : ShockScatterArc\n{\n DamageType \"Player08Damage\"\n}\n\nactor ShockScatterArcEndPlayer08 : ShockScatterArcEnd\n{\n DamageType \"Player08Damage\"\n}\n\nactor ShockPelletPlayer09 : ShockPellet\n{\n DamageType \"Player09Damage\"\n Species \"Player\"\n +THRUSPECIES\n States\n {\n Death:\n\tTNT1 A 0\n\tPLSE B 1 Bright\n\tPLSE C 1 Bright\n\tPLSE D 1 Bright\n\tPLSE E 1 Bright\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ShockShell\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer09\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer09\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer09\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer09\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer09\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer09\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer09\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterPlayer09\",0,0,0,random(-1,1),random(-1,1),random(-1,1),random(-180, 180),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tTNT1 A 2\n\tstop\n }\n}\n\nactor ShockScatterPlayer09 : ShockScatter\n{\n DamageType \"Player09Damage\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ShockScatterArcEndPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 0 A_GiveInventory(\"ShockCanDie\",1)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_ChangeVelocity (random(-1,1), random(-1,1), random(-1,1), 0)\n\tTNT1 A 0 A_ScaleVelocity(0.9)\n\tTNT1 A 1 A_SpawnItemEx(\"ShockScatterArcPlayer09\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tStop\n\t}\n}\n\nactor ShockScatterArcPlayer09 : ShockScatterArc\n{\n DamageType \"Player09Damage\"\n}\n\nactor ShockScatterArcEndPlayer09 : ShockScatterArcEnd\n{\n DamageType \"Player09Damage\"\n}"
},
{
"source": "pk3",
"name": "actors/DEC_ITEM.txt",
"contents": "//===========================================================================\n//\n// Armor\n//\n// Sprites by Sangelothi, BloodyAcid, Infirnex, and Marty Kirra\n//\n//===========================================================================\n\nACTOR TSPGreenArmorPickup : CustomInventory Replaces GreenArmor\n{\n Radius 20\n Height 16\n Inventory.PickupMessage \"Equipped yourself with a ballistic armor vest. [+100 Armor]\"\n Inventory.PickupSound \"armor/lightarmor\"\n Inventory.Icon \"FLRMA0\"\n States\n {\n Spawn:\n FLRM A 13\n FLRM B 7 Bright\n Loop\n Pickup:\n\tTNT1 A 0 A_JumpIfInventory(\"BasicArmor\", 100, \"PickupFail\")\n\t//TNT1 A 0 A_TakeInventory(\"TSPBlueDamageReduction\",9)\n\t//TNT1 A 0 A_TakeInventory(\"TSPBlueArmorDamage\",9)\n\tTNT1 A 0 A_GiveInventory(\"TSPGreenArmor\")\n\t//TNT1 A 0 A_GiveInventory(\"TSPGreenArmorDamage\")\n\t//TNT1 A 1 ACS_NamedExecuteAlways(\"TSPArmorScript\")\n Stop\n PickupFail:\n\tFLRM A 1\n Fail\n }\n}\n\nACTOR TSPBlueArmorPickup : CustomInventory Replaces BlueArmor\n{\n Radius 20\n Height 16\n Inventory.PickupMessage \"Equipped yourself with a palladium-alloy armor. [+200 Armor]\"\n Inventory.PickupSound \"armor/heavyarmor\"\n Inventory.Icon \"PSRMA0\"\n States\n {\n Spawn:\n PSRM A 13\n PSRM B 7 Bright\n Loop\n Pickup:\n\tTNT1 A 0 A_JumpIfInventory(\"BasicArmor\", 200, \"PickupFail\")\n\t//TNT1 A 0 A_TakeInventory(\"TSPGreenDamageReduction\",9)\n\t//TNT1 A 0 A_TakeInventory(\"TSPGreenArmorDamage\",9)\n\tTNT1 A 0 A_GiveInventory(\"TSPBlueArmor\")\n\t//TNT1 A 0 A_GiveInventory(\"TSPBlueArmorDamage\")\n\t//TNT1 A 1 ACS_NamedExecuteAlways(\"TSPArmorScript\")\n Stop\n PickupFail:\n\tFLRM A 1\n Fail\n }\n}\n\nACTOR TSPGreenArmor : BasicArmorPickup\n{\n Radius 20\n Height 16\n Inventory.PickupMessage \"Equipped yourself with a ballistic armor vest. [+100 Armor]\"\n Inventory.PickupSound \"armor/lightarmor\"\n Inventory.Icon \"FLRMA0\"\n Armor.SavePercent 34\n Armor.SaveAmount 100\n States\n {\n Spawn:\n FLRM A 13\n FLRM B 7 Bright\n Loop\n }\n}\n\nACTOR TSPBlueArmor : BasicArmorPickup\n{\n Radius 20\n Height 16\n Inventory.PickupMessage \"Equipped yourself with a palladium-alloy armor. [+200 Armor]\"\n Inventory.PickupSound \"armor/heavyarmor\"\n Inventory.Icon \"PSRMA0\"\n Armor.SavePercent 50\n Armor.SaveAmount 200\n States\n {\n Spawn:\n PSRM A 13\n PSRM B 7 Bright\n Loop\n }\n}\n\nACTOR TSPGreenDamageReduction : PowerProtection\n{\n DamageFactor \"Normal\", 0.95\n //+INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPGreenArmorDamage : PowerupGiver\n{\n Inventory.MaxAmount 0\n Powerup.Type \"TSPGreenDamageReduction\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n //+INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPBlueDamageReduction : PowerProtection\n{\n DamageFactor \"Normal\", 0.90\n //+INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPBlueArmorDamage : PowerupGiver\n{\n Inventory.MaxAmount 0\n Powerup.Type \"TSPBlueDamageReduction\"\n Powerup.Duration 0x7FFFFFFF\n +INVENTORY.AUTOACTIVATE\n //+INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPArmorBonus : BasicArmorBonus replaces ArmorBonus\n{\n Radius 20\n Height 16\n Inventory.PickupMessage \"Found a nano-shield. [+1 Armor]\"\n Inventory.PickupSound \"armor/armorshard\"\n Inventory.Icon \"ARSDD0\"\n Armor.SavePercent 100\n Armor.SaveAmount 1\n Armor.MaxSaveAmount 300\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n States\n {\n Spawn:\n\tARSD ABCDCB 6\n Loop\n }\n}\n\n//===========================================================================\n//\n// Health\n//\n// Sprites by Sangelothi, BloodyAcid, zrrion the insect,\n// Captain Toenail, and Marty Kirra\n//\n//===========================================================================\n\nACTOR TSPMegaSphereBlueArmor : TSPBlueArmor\n{\n Armor.SavePercent 50\n Armor.SaveAmount 250\n}\n\nACTOR TSPMegasphere : Megasphere replaces Megasphere\n{\n Inventory.PickupMessage \"Picked up the Miracle Sphere! [+250 Armor][+200 Health]\"\n Inventory.PickupSound \"health/supercharge\"\n +INVENTORY.BIGPOWERUP\n +FLOATBOB\n States\n {\n Spawn:\n SPOT ABCDCB 3 Bright\n Loop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TSPMegaSphereBlueArmor\", 1)\n TNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n\t//TNT1 A 0 A_GiveInventory(\"TSPBlueArmorDamage\")\n\t//TNT1 A 1 ACS_NamedExecuteAlways(\"TSPArmorScript\")\n Stop\n }\n}\n\nACTOR TSPMedikit : Medikit Replaces Medikit\n{\n Inventory.PickupMessage \"Picked up a field-grade medikit. [+25 Health]\"\n Health.LowMessage 25, \"Picked up a MUCH needed medikit. [+25 Health]\"\n Inventory.PickupSound \"health/medkit\"\n Inventory.Icon \"MDK1A0\"\n States\n {\n Spawn:\n MDK1 ABCDEFG 5\n Loop\n }\n}\n\nACTOR TSPStimpack : Stimpack Replaces Stimpack\n{\n Inventory.PickupMessage \"Picked up a quick-fix medkit. [+10 Health]\"\n Health.LowMessage 25, \"Picked up a MUCH needed quick-fix kit. [+10 Health]\"\n Inventory.PickupSound \"health/stimpack\"\n States\n {\n Spawn:\n STPK A 1\n Loop\n }\n}\n\nACTOR TSPHealthBonus : HealthBonus Replaces HealthBonus\n{\n Inventory.PickupMessage \"Picked up a vial of veti-gel. [+1 Health]\"\n Health.LowMessage 25, \"Picked up a vial of veti-gel. Better find some more. [+1 Health]\"\n Inventory.PickupSound \"health/healthbonus\"\n States\n {\n Spawn:\n ASRM ABCDEFG 7\n Loop\n }\n}\n\nACTOR Over100Health : Inventory\n{\n\tInventory.MaxAmount 1\n\t+UNDROPPABLE\n}\n\nACTOR TSPBerserk : Berserk Replaces Berserk\n{\n States\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"PowerStrength\")\n TNT1 A 0 HealThing(100, 0)\n TNT1 A 0 A_SelectWeapon(\"MelMelee\")\n Stop\n }\n}\n\n//Not yet since zand doesn't support +NOSEEINVISIBLE\n//But maybe soon since state jumps are possible for hitscanners to check for the damagepowerup, if tedious\n\nACTOR TSPBlurSphere : BlurSphere {}\n\nACTOR TSPBlurSpherePickup : CustomInventory //Replaces BlurSphere\n{\n Game Doom\n SpawnID 135\n +COUNTITEM\n +VISIBILITYPULSE\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.BIGPOWERUP\n RenderStyle Translucent\n Inventory.PickupMessage \"$GOTINVIS\" // \"Partial Invisibility\"\n States\n {\n Spawn:\n PINS ABCD 6 Bright\n Loop\n Pickup:\n\tTNT1 A 0 A_GiveInventory(\"TSPBlurSphere\")\n\tTNT1 A 0 A_GiveInventory(\"TSPInvisDamage\")\n Stop\n }\n}\n\nACTOR TSPInvisDamageReduction : PowerProtection\n{\n DamageFactor \"Normal\", 0.9\n //+INVENTORY.PERSISTENTPOWER\n}\n\nACTOR TSPInvisDamage : PowerupGiver\n{\n Inventory.MaxAmount 0\n Powerup.Type \"TSPInvisDamageReduction\"\n Powerup.Duration -60\n +INVENTORY.AUTOACTIVATE\n //+INVENTORY.PERSISTENTPOWER\n}\n\n//===========================================================================\n//\n// Miscellaneous\n//\n//===========================================================================\n\nACTOR BackpackSpawner replaces Backpack\n{\n DropItem PoisonShellThrown 150\n\tDropItem PoisonShellThrown 150\n DropItem HellFireShellThrown 150\n\tDropItem HellFireShellThrown 150\n\tDropItem HellFireShellThrown 150\n DropItem HellFireShellThrown 150\n\tDropItem ElectricShellThrown 250\n DropItem ElectricShellThrown 250\n DropItem ElectricShellThrown 250\n DropItem ElectricShellThrown 250\n\tDropItem ElectricShellThrown 250\n DropItem ElectricShellThrown 250\n DropItem ElectricShellThrown 250\n DropItem ElectricShellThrown 250\n DropItem BuckshotShellThrown 255\n DropItem BuckshotShellThrown 255\n DropItem BuckshotShellThrown 255\n DropItem BuckshotShellThrown 255\n DropItem BuckshotShellThrown 255\n DropItem BuckshotShellThrown 255\n DropItem BuckshotShellThrown 255\n DropItem BuckshotShellThrown 255\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx(\"BackPack2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n TNT1 A 1 A_NoBlocking\n Stop\n }\n}\n\nACTOR BackPack2 : BackPack {}\n\nACTOR TSPRadSuit : CustomInventory Replaces RadSuit\n{\n Game Doom\n Height 46\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n States\n {\n Spawn:\n SUIT A -1 Bright\n Loop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"GasSuit\", 1)\n TNT1 A 0 A_GiveInventory(\"RadSuit\", 1)\n Stop\n }\n}\n\nACTOR GasSuitProtection : PowerProtection\n{\n DamageFactor \"GasShellDamage\", 0\n}\n\nACTOR GasSuit : PowerupGiver\n{\n Inventory.MaxAmount 0\n Powerup.Type \"GasSuitProtection\"\n Powerup.Duration -60\n +INVENTORY.AUTOACTIVATE\n}\n\n//New Barrel that's invulnerable to your punches. YOU WELCOME ERIC.\n\nACTOR SPSplosiveBarrel : ExplosiveBarrel Replaces ExplosiveBarrel\n{\n DamageFactor \"Melee\", 0.0\n DamageFactor \"Uppercut\", 0.0\n DamageFactor \"Sling\", 0.0\n +PUSHABLE\n +SLIDESONWALLS\n //+FORCEPAIN\n Obituary \"%o went KABOOM! Nice going %o!\"\n States\n {\n Pain.Sling:\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Spawn\n }\n}\n\nACTOR TSPWeaponPickupNoise : PowerProtection\n{\n DamageFactor \"none\", 1.0\n SeeSound \"misc/w_pkup\"\n}\n\nACTOR TSPItemPickupNoise : PowerProtection\n{\n DamageFactor \"none\", 1.0\n SeeSound \"misc/i_pkup\"\n}"
},
{
"source": "pk3",
"name": "actors/DEC_SFX.txt",
"contents": "//Bullet Casings taken from ww-diaz-v3, by WildWeasel\n\nACTOR 9mmCasingSpawner //Borrowed from the in-limbo ZNew mod\n{\n\tSpeed 15\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+NOCLIP\n\t+THRUACTORS\n\tStates\n\t{\n Spawn:\n TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0 ACS_ExecuteWithResult(857,12)\n\t //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,\"Toaster1\")\n\t //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,\"Toaster2\")\n\t Goto SpawnAfterScript\n Toaster1:\n Goto SpawnAfterScript\n Toaster2:\n TNT1 A 0\n Stop\n SpawnAfterScript:\n\t TNT1 AA 1 A_CustomMissile(\"WWPistolCasing\",0,0,random(-100,-80),2,random(-15,15))\n\t Stop\n\t}\n}\n\nACTOR WWPistolCasing\n{\n\tHeight 2\n\tRadius 2\n\tSpeed 10\n\tScale 0.15\n\tBounceFactor 0.4\n\tMass 4\n\tPROJECTILE\n +CLIENTSIDEONLY\n\t+DOOMBOUNCE\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\tSeesound \"weapons/casing\"\n\tStates\n\t{\n Spawn:\n TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0 ACS_ExecuteWithResult(857,12)\n\t //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,\"Toaster1\")\n\t //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,\"Toaster2\")\n\t Goto SpawnAfterScript\n Toaster1:\n Goto SpawnAfterScript\n Toaster2:\n TNT1 A 0\n Stop\n SpawnAfterScript:\n\t SCAC A 0 A_Playsound(\"NULL\")\n\t SCAC ABCDE 2 A_CustomMissile(\"PisCaseSmoke\",0,0,0,2,0)\n\t Goto Spawn+1\n\tDeath:\n\t SCAC A 0 A_Jump(64,4)\n\t SCAC A 0 A_Jump(85,4)\n\t SCAC A 0 A_Jump(128,4)\n\t SCAC A 350\n\t Stop\n\t SCAC B 350\n\t Stop\n\t SCAC C 350\n\t Stop\n\t SCAC E 350\n\t Stop\n\t}\n}\n\nACTOR PisCaseSmoke\n{\n Radius 1\n Height 1\n +CLIENTSIDEONLY\n +NOCLIP\n +THRUACTORS\n Scale 0.0625\n Speed 0\n RENDERSTYLE Add\n ALPHA 0.25\n States\n {\n Spawn:\n TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0 ACS_ExecuteWithResult(857,12)\n\t //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,\"Toaster1\")\n\t //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,\"Toaster2\")\n\t Goto SpawnAfterScript\n Toaster1:\n Goto SpawnAfterScript\n Toaster2:\n TNT1 A 0\n Stop\n SpawnAfterScript:\n SMOK ABCDEFGHIJKLMNOPQ 1\n Stop\n }\n}\n\nACTOR SpentClip1 //Pistol Clip\n{\n Scale 0.75\n Radius 3\n Height 3\n Speed 0\n Mass 5\n\t+CLIENTSIDEONLY\n -NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t+THRUACTORS\n DeathSound \"weapons/smallclip\"\n States\n {\n Spawn:\n TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0\n TNT1 A 0 ACS_ExecuteWithResult(857,12)\n\t //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,\"Toaster1\")\n //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,\"Toaster2\")\n Goto SpawnAfterScript\n Toaster1:\n Goto SpawnAfterScript\n Toaster2:\n TNT1 A 0\n Stop\n SpawnAfterScript:\n CLP1 C 3\n Loop\n Death:\n CLP1 I 1000\n CLP1 IIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.05)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/DEC_TEMP.txt",
"contents": "//This is here so any \"non-canon\" items will be replaced.\n\nACTOR TempPlasmaRifle : CustomInventory replaces PlasmaRifle\n{\n Inventory.PickupMessage \"[Marston Arms RPG-2090 (The Toolbox)] [Class: Projectile Weapon, Slot 5]\"\n\t+INVENTORY.AUTOACTIVATE\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 128\n\tDropItem TSPPistolAmmo 128\n\tDropItem TSPPistolAmmo 128\n\tDropItem AmmoBoxAmmo 255\n\tDropItem AmmoBoxAmmo 255\n\tDropItem AmmoBoxAmmo 255\n\tDropItem HellFireShellThrown 128\n\tDropItem HellFireShellThrown 128\n\tDropItem ElectricShellThrown 128\n\tDropItem ElectricShellThrown 128\n\tDropItem PoisonShellThrown 128\n\tDropItem PoisonShellThrown 128\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 1\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_NoBlocking\n\t TNT1 A 1 A_GiveInventory(\"ItemAlreadySpawned\",1)\n\t Goto Spawn2\n\tSpawn2:\n RNLP A -1\n\t Loop\n\tPickup:\n\t TNT1 A 0 A_JumpIfInventory(\"IsMel\",1,\"MelPickup\")\n\t TNT1 A 0 A_JumpIfInventory(\"IsVexler\",1,\"MelPickup\")\n\t Fail\n\tVexlerPickup:\n\t TNT1 A 0 A_JumpIfInventory(\"MelToolbox\", 1, \"AmmoCheck\")\n\t TNT1 A 0 A_GiveInventory(\"MelToolbox\", 1)\n\t TNT1 A 0 A_GiveInventory(\"ToolboxAmmo\", 10)\n\t TNT1 A 0 A_GiveInventory(\"ToolBoxJustPickedUp\", 1)\n\t TNT1 A 0 ACS_ExecuteAlways(859)\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(860,1) >= 1,\"PretendPickupFail\")\n\t TNT1 A 1\n\t Stop\n\tMelPickup:\n\t TNT1 A 0 A_JumpIfInventory(\"MelToolbox\", 1, \"AmmoCheck\")\n\t TNT1 A 0 A_GiveInventory(\"MelToolbox\", 1)\n\t TNT1 A 0 A_GiveInventory(\"ToolboxAmmo\", 10)\n\t TNT1 A 0 A_GiveInventory(\"ToolBoxJustPickedUp\", 1)\n\t TNT1 A 0 ACS_ExecuteAlways(859)\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(860,1) >= 1,\"PretendPickupFail\")\n\t TNT1 A 1\n\t Stop\n\tAmmoCheck:\n TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(860,1) >= 1,\"PickupFail\")\n\t TNT1 A 0 A_JumpIfInventory(\"ToolboxAmmo\", 0, \"PickupFail\")\n\t TNT1 A 0 A_GiveInventory(\"ToolBoxAmmo\", 10)\n\t Stop\n\tPretendPickupFail:\n\t TNT1 A 0 ACS_ExecuteAlways(857,0,17)\n DCBP A 1\n Fail\n\tPickupFail:\n RNLP A 1\n Fail\n\t}\n}\n\nACTOR TempBFG9000 : CustomInventory replaces BFG9000\n{\n Inventory.PickupMessage \"[Marston Arms RPG-2090 (The Toolbox)] [Class: Projectile Weapon, Slot 5]\"\n\t+INVENTORY.AUTOACTIVATE\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 128\n\tDropItem ToolboxAmmo 128\n\tDropItem TSPPistolAmmo 255\n\tDropItem TSPPistolAmmo 128\n\tDropItem TSPPistolAmmo 128\n\tDropItem AmmoBoxAmmo 255\n\tDropItem AmmoBoxAmmo 255\n\tDropItem AmmoBoxAmmo 255\n\tDropItem AmmoBoxAmmo 255\n\tDropItem HellFireShellThrown 200\n\tDropItem HellFireShellThrown 128\n\tDropItem ElectricShellThrown 200\n\tDropItem ElectricShellThrown 128\n\tDropItem PoisonShellThrown 200\n\tDropItem PoisonShellThrown 128\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 1\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_JumpIfInventory(\"ItemAlreadySpawned\",1,\"Spawn2\")\n\t TNT1 A 1 A_NoBlocking\n\t TNT1 A 1 A_GiveInventory(\"ItemAlreadySpawned\",1)\n\t Goto Spawn2\n\tSpawn2:\n RNLP A -1\n\t Loop\n\tPickup:\n\t TNT1 A 0 A_JumpIfInventory(\"IsMel\",1,\"MelPickup\")\n\t TNT1 A 0 A_JumpIfInventory(\"IsVexler\",1,\"MelPickup\")\n\t Fail\n\tVexlerPickup:\n\t TNT1 A 0 A_JumpIfInventory(\"MelToolbox\", 1, \"AmmoCheck\")\n\t TNT1 A 0 A_GiveInventory(\"MelToolbox\", 1)\n\t TNT1 A 0 A_GiveInventory(\"ToolboxAmmo\", 10)\n\t TNT1 A 0 A_GiveInventory(\"ToolBoxJustPickedUp\", 1)\n\t TNT1 A 0 ACS_ExecuteAlways(859)\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(860,1) >= 1,\"PretendPickupFail\")\n\t TNT1 A 1\n\t Stop\n\tMelPickup:\n\t TNT1 A 0 A_JumpIfInventory(\"MelToolbox\", 1, \"AmmoCheck\")\n\t TNT1 A 0 A_GiveInventory(\"MelToolbox\", 1)\n\t TNT1 A 0 A_GiveInventory(\"ToolboxAmmo\", 10)\n\t TNT1 A 0 A_GiveInventory(\"ToolBoxJustPickedUp\", 1)\n\t TNT1 A 0 ACS_ExecuteAlways(859)\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(860,1) >= 1,\"PretendPickupFail\")\n\t TNT1 A 1\n\t Stop\n\tAmmoCheck:\n TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(860,1) >= 1,\"PickupFail\")\n\t TNT1 A 0 A_JumpIfInventory(\"ToolboxAmmo\", 0, \"PickupFail\")\n\t TNT1 A 0 A_GiveInventory(\"ToolBoxAmmo\", 10)\n\t Stop\n\tPretendPickupFail:\n\t TNT1 A 0 ACS_ExecuteAlways(857,0,17)\n DCBP A 1\n Fail\n\tPickupFail:\n RNLP A 1\n Fail\n\t}\n}\n\nACTOR TempChainsaw replaces Chainsaw\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MessyShellSpawner\", 1,0)\n\t\tTNT1 A 0 A_SpawnItem(\"TSPPistolAmmo\", 1,0)\n\t\tStop\n\t}\n}\n\nACTOR TempCellAmmoSpawn replaces Cell\n{\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 128\n\tDropItem ToolboxAmmo 128\n\tDropItem TSPPistolAmmo 255\n\tDropItem TSPPistolAmmo 128\n\tDropItem TSPPistolAmmo 128\n\tDropItem HellFireShellThrown 128\n\tDropItem HellFireShellThrown 128\n\tDropItem ElectricShellThrown 128\n\tDropItem ElectricShellThrown 128\n\tDropItem PoisonShellThrown 128\n\tDropItem PoisonShellThrown 128\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"ToolboxRocketBox\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\t}\n}\n\nACTOR TempCellAmmoSpawn2 replaces CellPack\n{\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 255\n\tDropItem ToolboxAmmo 128\n\tDropItem ToolboxAmmo 128\n\tDropItem TSPPistolAmmo 255\n\tDropItem TSPPistolAmmo 128\n\tDropItem TSPPistolAmmo 128\n\tDropItem HellFireShellThrown 200\n\tDropItem HellFireShellThrown 128\n\tDropItem ElectricShellThrown 200\n\tDropItem ElectricShellThrown 128\n\tDropItem PoisonShellThrown 200\n\tDropItem PoisonShellThrown 128\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"ToolboxRocketBox\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/characters/DEC_MEL.txt",
"contents": "ACTOR SpacePirate : DoomPlayer\n{\n\tPlayer.ViewHeight 47\n\tPlayer.AttackZOffset 20\n\tPlayer.StartItem \"IsMel\", 1\n Player.StartItem \"StartMelee\", 1\n\tPlayer.StartItem \"StopMelee\", 1\n Player.StartItem \"StartReload\", 1\n\tPlayer.StartItem \"StopReload\", 1\n\tPlayer.StartItem \"DropCurrentShells\", 1\n\tPlayer.StartItem \"MeleeButtonActor\", 1\n\tPlayer.StartItem \"Mel919MPistol\"\n\tPlayer.StartItem \"MelMelee\"\n\tPlayer.StartItem \"AutoPistolMag\", 15\n\tPlayer.StartItem \"TSPPistolAmmo\", 60\n\tPlayer.StartItem \"BuckshotShellSelected\", 1\n\tPlayer.StartItem \"ShotgunMag\", 8\n\tPlayer.StartItem \"BuckshotShellSelected\", 1\n\tPlayer.StartItem \"BuckshotLoaded\", 1\n\tPlayer.StartItem \"AmmoboxMag\", 50\n\tPlayer.StartItem \"MP40Mag\", 30\n\tPlayer.StartItem \"ToolboxMag\", 5\n\tPlayer.SoundClass \"Melody\"\n\tPlayer.DisplayName \"Mel\"\n\tPlayer.Face MCW\n\t//Player.Portrait \"Mel_Port\"\n\tPlayer.WeaponSlot 1, MelCustomCrossbow, MelMelee\n\tPlayer.WeaponSlot 2, Mel919mPistol\n\tPlayer.WeaponSlot 3, MelDahliaCrossbow, MelZekeShotgun, MelZekeShotgunNoPool\n\tPlayer.WeaponSlot 4, MelAmmoBox50, MelMipFowty\n\tPlayer.WeaponSlot 5, MelToolbox\n Species \"Player\"\n\t//+THRUSPECIES\n\tDamageFactor \"Poison\", 2.0\n\tDamageFactor \"Player\", 0.0\n\tPainChance \"Sling\", 255\n\tDamageFactor \"GasShellDamagePlayer\", 0\n\t//DamageFactor \"GasShellDamage\", 1.5\n\t//DamageFactor \"Shrapnel\", 0.5\n States\n {\n Pain.Sling:\n PLAY G 0 HealThing(1)\n\t PLAY G 4\n PLAY G 4 A_Pain\n Goto Spawn\n }\n}\n\nACTOR IsMel : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\n//actor MelReady : Boolean {}\n//actor MelWaiting: Boolean { Inventory.MaxAmount 15 }\n//actor MelTaunted : Boolean {}\n//actor MelTauntCooldown: Boolean { Inventory.MaxAmount 5 }\n//actor MelBossSee : Boolean {}\n//actor MelBallgag : Boolean {}\n\n//actor MelTaunt : CustomInventory\n//{\n// Inventory.MaxAmount 0\n// +AUTOACTIVATE\n// States\n// {\n// Spawn:\n// TNT1 A 0\n// stop\n// UseStop:\n// TNT1 A 0\n// stop\n// }\n//}\n\n//actor MelTauntMelee : MelTaunt\n//{\n// States\n// {\n// Pickup:\n// TNT1 A 0 A_JumpIfInventory(\"MelTauntCooldown\", 1, \"UseStop\")\n// TNT1 A 0 A_JumpIfInventory(\"MelBallgag\", 1, \"UseStop\")\n//\t\tTNT1 A 9\n// TNT1 A 0 A_PlaySound(\"mel/meleetaunt\", 2)\n// TNT1 A 0 A_GiveInventory(\"MelTauntCooldown\", 5)\n// stop\n// }\n//}"
},
{
"source": "pk3",
"name": "actors/characters/DEC_VEX.txt",
"contents": "ACTOR Vexler : DoomPlayer\n{\n\tPlayer.ViewHeight 49\n\tPlayer.AttackZOffset 22\n\tPlayer.JumpZ 8.5\n\tPlayer.ForwardMove 1.2, 1.2\n\tPlayer.SideMove 0.7, 0.7\n\tPlayer.StartItem \"IsVexler\", 1\n Player.StartItem \"StartMelee\", 1\n\tPlayer.StartItem \"StopMelee\", 1\n Player.StartItem \"StartReload\", 1\n\tPlayer.StartItem \"StopReload\", 1\n\tPlayer.StartItem \"DropCurrentShells\", 1\n\tPlayer.StartItem \"MeleeButtonActor\", 1\n\tPlayer.StartItem \"Mel919MPistol\"\n\tPlayer.StartItem \"MelMelee\"\n\tPlayer.StartItem \"AutoPistolMag\", 15\n\tPlayer.StartItem \"TSPPistolAmmo\", 60\n\tPlayer.StartItem \"BuckshotShellSelected\", 1\n\tPlayer.StartItem \"ShotgunMag\", 8\n\tPlayer.StartItem \"BuckshotShellSelected\", 1\n\tPlayer.StartItem \"BuckshotLoaded\", 1\n\tPlayer.StartItem \"AmmoboxMag\", 50\n\tPlayer.StartItem \"MP40Mag\", 30\n\tPlayer.StartItem \"ToolboxMag\", 5\n\tPlayer.SoundClass \"Vexler\"\n\tPlayer.DisplayName \"Vexler\"\n\t//Player.Portrait \"Mel_Port\"\n\tPlayer.WeaponSlot 1, MelCustomCrossbow, MelMelee\n\tPlayer.WeaponSlot 2, Mel919mPistol\n\tPlayer.WeaponSlot 3, MelDahliaCrossbow, MelZekeShotgun, MelZekeShotgunNoPool\n\tPlayer.WeaponSlot 4, MelAmmoBox50, MelMipFowty\n\tPlayer.WeaponSlot 5, MelToolbox\n Species \"Player\"\n\t+THRUSPECIES\n\tDamageFactor \"Poison\", 2.0\n\tDamageFactor \"GasShellDamage\", 1.5\n\tDamageFactor \"Shrapnel\", 0.5\n}\n\nACTOR IsVexler : Inventory\n{\n\tInventory.MaxAmount 1\n}"
},
{
"source": "pk3",
"name": "actors/enemies/DEC_ARCH.txt",
"contents": "//New Archvile Variant with different healing sequence\n//Not currently in game, lemme know what you think though\n\nACTOR TSPSuperArchvile Replaces Archvile\n{\n PainChance \"GasShellDamagePlayer\", 0\n DamageFactor \"GasShellDamagePlayer\", 0.52\n Health 700\n Radius 20\n Height 56\n Mass 500\n Speed 8\n PainChance 10\n PainChance \"Melee\", 90\n PainChance \"Sling\", 255\n Monster\n MaxTargetRange 896\n +QUICKTORETALIATE\n +FLOORCLIP\n +NOTARGET\n SeeSound \"vile/sight\"\n PainSound \"vile/pain\"\n DeathSound \"vile/death\"\n ActiveSound \"vile/active\"\n MeleeSound \"vile/stop\"\n Obituary \"$OB_VILE\"\n States\n {\n Spawn:\n VILE AB 10 A_Look\n Loop\n See:\n VILE AAAABBBBCCCCDDDDEEEFFEFF 1 A_VileChase\n Loop\n Missile:\n VILE G 0 A_Jump(90,\"See\")\n\tVILE G 0 Bright A_VileStart\n VILE G 10 Bright A_FaceTarget\n VILE H 8 Bright A_VileTarget\n VILE IJKLMN 8 Bright A_FaceTarget\n VILE O 8 Bright A_VileAttack\n VILE P 20 Bright\n Goto See\n Pain:\n TNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_RemoveChildren(1)\n\tVILE Q 5\n VILE Q 5 A_Pain\n Goto See\n Pain.Sling:\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_RemoveChildren(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n Goto Pain\n Pain.Melee:\n TNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_RemoveChildren(1)\n\tVILE Q 10\n VILE Q 5 A_Pain\n Goto See\n Death:\n TNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_KillChildren\n\tVILE Q 7\n VILE R 7 A_Scream\n VILE S 7 A_NoBlocking\n VILE TUVWXY 7\n VILE Z -1\n Stop\n Heal:\n VILE A 0 A_Jump(180,\"SuperHealStart\")\n\tVILE \"[\\]\" 8 Bright\n Goto See\n\n SuperHealStart:\n TNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION,70)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION,70)\n\tVILE M 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION,70)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION,70)\n\tVILE M 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION,70)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION,70)\n\tVILE M 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION,70)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION,70)\n\tVILE M 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION,70)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION,70)\n\tVILE M 1 Bright\n\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE L 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE L 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE L 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE L 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE L 1 Bright\n\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE K 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE K 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE K 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE K 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE K 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE K 1 Bright\n\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE J 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE J 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE J 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE J 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE J 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE J 1 Bright\n\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE I 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE I 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE I 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE I 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE I 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE I 1 Bright\n\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\n\tGoto SuperHeal\n\n SuperHeal:\n\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,180,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-10,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,170,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-20,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,160,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-30,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,150,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-40,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,140,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-50,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,130,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-60,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,120,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-70,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,110,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-80,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,100,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-90,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,90,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-100,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,80,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-110,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,70,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-120,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,60,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-130,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,50,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-140,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,40,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-150,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,30,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-160,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,20,SXF_NOCHECKPOSITION)\n\n\tTNT1 AAA 0 A_SpawnItemEx(\"ArchRezActor\",0,0,0,0,0,0,Random(-180,180),SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-170,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,10,SXF_NOCHECKPOSITION)\n\n\tGoto SuperHeal2\n\n SuperHeal2:\n\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,180,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-10,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,170,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-20,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,160,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-30,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,150,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-40,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,140,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-50,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,130,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-60,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,120,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-70,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,110,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-80,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,100,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-90,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,90,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-100,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,80,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-110,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,70,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-120,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,60,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-130,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,50,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-140,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,40,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-150,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,30,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-160,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,20,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-170,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,10,SXF_NOCHECKPOSITION)\n\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,180,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-10,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,170,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-20,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,160,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-30,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,150,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-40,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,140,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-50,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,130,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-60,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,120,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-70,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,110,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-80,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,100,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-90,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,90,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-100,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,80,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-110,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,70,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-120,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,60,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-130,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,50,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-140,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,40,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-150,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,30,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-160,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,20,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-170,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,10,SXF_NOCHECKPOSITION)\n\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,180,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-10,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,170,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-20,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,160,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-30,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,150,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-40,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,140,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-50,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,130,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-60,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,120,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-70,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,110,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-80,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,100,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-90,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,90,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-100,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,80,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-110,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,70,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-120,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,60,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-130,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,50,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-140,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,40,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-150,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,30,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-160,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,20,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-170,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,10,SXF_NOCHECKPOSITION)\n\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,180,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-10,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,170,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-20,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,160,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-30,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,150,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-40,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,140,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-50,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,130,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-60,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,120,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-70,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,110,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-80,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,100,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-90,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,90,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-100,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,80,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-110,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,70,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-120,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,60,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-130,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,50,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-140,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,40,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-150,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,30,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-160,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,20,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-170,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,10,SXF_NOCHECKPOSITION)\n\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,180,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-10,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,170,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-20,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,160,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-30,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,150,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-40,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,140,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-50,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,130,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-60,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,120,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-70,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,110,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-80,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,100,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-90,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,90,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-100,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,80,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-110,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,70,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-120,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,60,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-130,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,50,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-140,SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,40,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-150,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,30,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-160,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,20,SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 0 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,-170,SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright A_SpawnItemEx(\"ArchCircleFire\",60,0,0,0,0,0,10,SXF_NOCHECKPOSITION)\n\n\tGoto SuperHealFinish\n\n SuperHealFinish:\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleA\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE H 1 Bright\n\n\tTNT1 A 0 A_RemoveChildren(1)\n\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticle\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\t//TNT1 A 0 A_SpawnItemEx(\"ArchCircleFireParticleB\",Random(0,58),0,0,0,0,(Random(10,30)/10),Random(-180,180),SXF_NOCHECKPOSITION)\n\tVILE G 1 Bright\n\n Goto See\n }\n}\n\nactor ArchCircleFire\n{\n Radius 2\n Height 2\n Renderstyle Add\n +NOBLOCKMAP\n +THRUACTORS\n +NOINTERACTION\n +CLIENTSIDEONLY\n +NOGRAVITY\n +BRIGHT\n +NOTELEPORT\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteWithResult(857,12)\n\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,\"Toaster1\")\n\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,\"Toaster2\")\n\tGoto SpawnAfterScript\n Toaster1:\n Goto SpawnAfterScript\n Toaster2:\n CFC8 A 1\n\tCFC8 B 1\n\t//TNT1 A 0 A_SetScale(0.7)\n\tCFC7 C 1\n\tCFC7 D 1\n\t//TNT1 A 0 A_SetScale(0.6)\n\tCFC6 E 1 A_Fadeout(0.05)\n\tCFC6 F 1 A_Fadeout(0.05)\n\t//TNT1 A 0 A_SetScale(0.5)\n\tCFC5 G 1 A_Fadeout(0.05)\n\tCFC5 H 1 A_Fadeout(0.05)\n\t//TNT1 A 0 A_SetScale(0.4)\n\tCFC4 I 1 A_Fadeout(0.05)\n\tCFC4 J 1 A_Fadeout(0.05)\n\t//TNT1 A 0 A_SetScale(0.3)\n\tCFC3 K 1 A_Fadeout(0.05)\n\tCFC3 L 1 A_Fadeout(0.05)\n\t//TNT1 A 0 A_SetScale(0.2)\n\tCFC2 M 1 A_Fadeout(0.05)\n\tCFC2 N 1 A_Fadeout(0.05)\n\t//TNT1 A 0 A_SetScale(0.1)\n\tCFC1 O 1 A_Fadeout(0.05)\n\tCFC1 P 1 A_Fadeout(0.05)\n\tGoto Spawn2A\n Spawn2A:\n CFC1 ABCDEFGHIJKLMNOP 1 A_Fadeout(0.1)\n Loop\n SpawnAfterScript:\n\tCFC8 A 1\n\tCFC8 B 1\n\t//TNT1 A 0 A_SetScale(0.7)\n\tCFC7 C 1\n\tCFC7 D 1\n\t//TNT1 A 0 A_SetScale(0.6)\n\tCFC6 E 1 A_Fadeout(0.01)\n\tCFC6 F 1 A_Fadeout(0.01)\n\t//TNT1 A 0 A_SetScale(0.5)\n\tCFC5 G 1 A_Fadeout(0.01)\n\tCFC5 H 1 A_Fadeout(0.01)\n\t//TNT1 A 0 A_SetScale(0.4)\n\tCFC4 I 1 A_Fadeout(0.01)\n\tCFC4 J 1 A_Fadeout(0.01)\n\t//TNT1 A 0 A_SetScale(0.3)\n\tCFC3 K 1 A_Fadeout(0.01)\n\tCFC3 L 1 A_Fadeout(0.01)\n\t//TNT1 A 0 A_SetScale(0.2)\n\tCFC2 M 1 A_Fadeout(0.01)\n\tCFC2 N 1 A_Fadeout(0.01)\n\t//TNT1 A 0 A_SetScale(0.1)\n\tCFC1 O 1 A_Fadeout(0.01)\n\tCFC1 P 1 A_Fadeout(0.01)\n\tGoto Spawn2\n Spawn2:\n CFC1 ABCDEFGHIJKLMNOP 1 A_Fadeout(0.05)\n Loop\n }\n}\n\nactor ArchCircleFireParticle\n{\n Radius 2\n Height 2\n Renderstyle Add\n +NOBLOCKMAP\n +THRUACTORS\n +NOINTERACTION\n +CLIENTSIDEONLY\n +NOGRAVITY\n +BRIGHT\n +NOTELEPORT\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteWithResult(857,12)\n\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,\"Toaster1\")\n\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,\"Toaster2\")\n\tGoto SpawnAfterScript\n Toaster1:\n Goto SpawnAfterScript\n Toaster2:\n TNT1 A 0\n Stop\n SpawnAfterScript:\n\tTNT1 A 0\n\tCFC4 I 1 A_Fadeout(0.01)\n\tCFC4 J 1 A_Fadeout(0.01)\n\t//TNT1 A 0 A_SetScale(0.3)\n\tCFC3 K 1 A_Fadeout(0.01)\n\tCFC3 L 1 A_Fadeout(0.01)\n\t//TNT1 A 0 A_SetScale(0.2)\n\tCFC2 M 1 A_Fadeout(0.01)\n\tCFC2 N 1 A_Fadeout(0.01)\n\t//TNT1 A 0 A_SetScale(0.1)\n\tCFC1 O 1 A_Fadeout(0.01)\n\tCFC1 P 1 A_Fadeout(0.01)\n\tGoto Spawn2\n Spawn2:\n CFC1 ABCDEFGHIJKLMNOP 1 A_Fadeout(0.01)\n Loop\n }\n}\n\nACTOR ArchCircleFireParticleA : ArchCircleFireParticle\n{\n States\n {\n Toaster1:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR ArchCircleFireParticleB : ArchCircleFireParticle\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tCFC4 I 1 A_Fadeout(0.01)\n\tCFC4 J 1 A_Fadeout(0.01)\n\t//TNT1 A 0 A_SetScale(0.3)\n\tCFC3 K 1 A_Fadeout(0.01)\n\tCFC3 L 1 A_Fadeout(0.01)\n\t//TNT1 A 0 A_SetScale(0.2)\n\tCFC2 M 1 A_Fadeout(0.01)\n\tCFC2 N 1 A_Fadeout(0.01)\n\t//TNT1 A 0 A_SetScale(0.1)\n\tCFC1 O 1 A_Fadeout(0.01)\n\tCFC1 P 1 A_Fadeout(0.01)\n\tGoto Spawn2\n }\n}\n\nACTOR ArchRezActor\n{\n Speed 8\n Radius 10\n Height 6\n Monster\n Health 100\n +THRUACTORS\n -SOLID\n -SHOOTABLE\n +NORADIUSDMG\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",0)\n\tTNT1 A 0 A_Jump(128,\"Spawn2\")\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",1)\n\tGoto Spawn2\n Spawn2:\n\tTNT1 A 1 A_VileChase\n\tTNT1 A 1 A_Wander\n Loop\n Heal:\n TNT1 A 1\n Goto Spawn\n Death:\n TNT1 A 1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/enemies/DEC_CZMB.txt",
"contents": "//===========================================================================\n// Chaingunner Replacements\n//===========================================================================\n\nACTOR MKChaingunguySpawner : RandomSpawner replaces Chaingunguy\n{\n\tDropItem \"ChaingunnerVanilla\", 255,100\n\tDropItem \"ChaingunnerV1\", 255, 100\n\tDropItem \"ChaingunnerV2\", 255, 100\n//\tDropItem \"ChaingunnerV3\", 255, 100\n//\tDropItem \"AmmoboxZombie1\", 255, 100\n//\tDropItem \"AmmoboxZombie2\", 255, 100\n}\n\nACTOR SPChaingunner //: Chaingunguy\n{\n Health 70\n Radius 19\n Height 56\n Mass 100\n Speed 3\n PainChance 170\n\tPainChance \"Sling\", 255\n Monster\n +FLOORCLIP\n dropitem TSPPistolAmmo 255\n\tdropitem TSPPistolAmmo 255\n dropitem TSPPistolAmmo 255\n\tdropitem TSPArmorBonus 255\n\tdropitem TSPArmorBonus 255\n\tdropitem TSPArmorBonus 255\n\tdropitem TSPArmorBonus 255\n\tdropitem TSPArmorBonus 255\n\tDropitem \"AmmoBox50DroppedPickup\"\n\tPainChance \"GasShellDamagePlayer\", 17\n\tSeeSound \"czombie/sight\"\n\tPainSound \"czombie/pain\"\n\tDeathSound \"czombie/death\"\n\tActiveSound \"czombie/idle\"\n\tPainChance \"Melee\", 220\n\tPainChance \"Sling\", 255\n\tStates\n\t{\n Spawn:\n CPOS AB 10 A_Look\n Loop\n\tSee:\n\t CPOS AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n\t loop\n Missile:\n CPOS E 0 A_Jump(140,\"See\")\n\t CPOS E 10 A_FaceTarget\n CPOS FE 4 Bright A_CPosAttack\n CPOS F 1 A_CPosRefire\n Goto Missile+2\n Pain:\n CPOS G 3\n CPOS G 3 A_Pain\n Goto See\n Pain.Sling:\n\t TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n Death:\n CPOS H 5\n CPOS I 5 A_Scream\n CPOS J 5 A_NoBlocking\n CPOS KLM 5\n CPOS N -1\n Stop\n XDeath:\n CPOS O 5\n CPOS P 5 A_XScream\n CPOS Q 5 A_NoBlocking\n CPOS RS 5\n CPOS T -1\n Stop\n Raise:\n CPOS N 5\n CPOS MLKJIH 5\n Goto See\n\t}\n}\n\nACTOR ChaingunnerVanilla : SPChaingunner\n{\n\tDropitem \"AmmoBox50DroppedPickup\" //use this for chaingunners rather than the default ab50 since it gives the correct (half) ammo\n\tObituary \"%o met a zombie wielding some heavy weaponry.\"\n\tAttackSound \"\"\n\tPainChance \"Sling\", 255\n\tStates\n\t{\n\tSpawn:\n CPOS A 10 A_Look\n loop\n\tSee:\n\t CPOS AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n\t loop\n\tMissile:\n\t CPOS E 0 A_Jump(140,\"See\")\n\t CPOS U 0 A_PlaySound(\"czombie/attack\", 2)\n\t CPOS U 0 A_PlaySound(\"orionen/start\", 6)\n\t CPOS U 15 A_FaceTarget\n\tRapidFire:\n\t CPOS U 0 A_PlaySound(\"orionen/shootloops\", 1, True)\n\t CPOS EF 2 bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, \"BulletPuff\", 0, CBAF_NORANDOM)\n\t CPOS E 4 A_MonsterRefire(40, \"StopFiring\")\n\t Goto Rapidfire\n\tStopFiring:\n\t CPOS U 0 A_StopSound(1)\n\t CPOS U 10 A_PlaySound(\"orionen/stop\", 6)\n\t Goto See\n Pain.Sling:\n\t TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n\tPain:\n\t CPOS U 0 A_StopSound(1)\n CPOS G 3\n CPOS G 3 A_Pain\n Goto See\n\tDeath:\n\t CPOS U 0 A_StopSound(1)\n\t CPOS H 5\n CPOS I 5 A_Scream\n CPOS J 5 A_NoBlocking\n CPOS KLM 5\n CPOS N -1\n Stop\n\tXDeath:\n\t CPOS U 0 A_StopSound(1)\n CPOS O 5\n CPOS P 5 A_XScream\n CPOS Q 5 A_NoBlocking\n CPOS RS 5\n CPOS T -1\n Stop\n\t }\n}\n\nACTOR ChaingunnerV1 : SPChaingunner\n{\n\tDropitem \"AmmoBox50DroppedPickup\" //use this for chaingunners rather than the default ab50 since it gives the correct (half) ammo\n\tObituary \"%o is now a bullet-ridden corpse thanks to a heavy weapons zombie.\"\n\tAttackSound \"\"\n\tPainChance \"Sling\", 255\n\tStates\n\t{\n\tSpawn:\n CZV1 A 10 A_Look\n loop\n\tSee:\n\t CZV1 AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n\t loop\n\tMissile:\n\t CZV1 U 0 A_PlaySound(\"czombie/attack\", 2)\n\t CZV1 U 0 A_PlaySound(\"orionen/start\", 6)\n\t CZV1 U 15 A_FaceTarget\n\tRapidFire:\n\t CZV1 U 0 A_PlaySound(\"orionen/shootloops\", 1, True)\n\t CZV1 EF 2 bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, \"BulletPuff\", 0, CBAF_NORANDOM)\n\t CZV1 E 4 A_MonsterRefire(40, \"StopFiring\")\n\t Goto Rapidfire\n\tStopFiring:\n\t CZV1 U 0 A_StopSound(1)\n\t CZV1 U 10 A_PlaySound(\"orionen/stop\", 6)\n\t Goto See\n Pain.Sling:\n\t TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n\tPain:\n\t CZV1 U 0 A_StopSound(1)\n CZV1 G 3\n CZV1 G 3 A_Pain\n Goto See\n Death.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n\tDeath:\n\t CZV1 U 0 A_StopSound(1)\n\t CZV1 H 5\n CZV1 I 5 A_Scream\n CZV1 J 5 A_NoBlocking\n CZV1 KL 5\n CZV1 M -1\n Stop\n\tXDeath:\n\t CZV1 U 0 A_StopSound(1)\n CZV1 N 5\n CZV1 O 5 A_XScream\n CZV1 P 5 A_NoBlocking\n CZV1 QR 5\n CZV1 S -1\n Stop\n\tRaise:\n\t CZV1 M 5\n CZV1 LKJIH 5\n Goto See\n\t }\n}\n\nACTOR ChaingunnerV2 : SPChaingunner\n{\n\tDropitem \"AmmoBox50DroppedPickup\" //use this for chaingunners rather than the default ab50 since it gives the correct (half) ammo\n\tObituary \"%o met a zombie wielding a deadly heavy weapon.\"\n\tAttackSound \"\"\n\tPainChance \"Sling\", 255\n\tStates\n\t{\n\tSpawn:\n CZV2 A 10 A_Look\n loop\n\tSee:\n\t CZV2 AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n\t loop\n\tMissile:\n\t CZV2 E 0 A_Jump(140,\"See\")\n\t CZV2 U 0 A_PlaySound(\"czombie/attack\", 2)\n\t CZV2 U 0 A_PlaySound(\"orionen/start\", 6)\n\t CZV2 U 15 A_FaceTarget\n\tRapidFire:\n\t CZV2 U 0 A_PlaySound(\"orionen/shootloops\", 1, True)\n\t CZV2 EF 2 bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, \"BulletPuff\", 0, CBAF_NORANDOM)\n\t CZV2 E 4 A_MonsterRefire(40, \"StopFiring\")\n\t Goto Rapidfire\n\tStopFiring:\n\t CZV2 U 0 A_StopSound(1)\n\t CZV2 U 10 A_PlaySound(\"orionen/stop\", 6)\n\t Goto See\n Pain.Sling:\n\t TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n\tPain:\n\t CZV2 U 0 A_StopSound(1)\n CZV2 G 3\n CZV2 G 3 A_Pain\n Goto See\n Death.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n\tDeath:\n\t CZV2 U 0 A_StopSound(1)\n\t CZV2 H 5\n CZV2 I 5 A_Scream\n CZV2 J 5 A_NoBlocking\n CZV2 KLMNO 5\n CZV2 P -1\n Stop\n\tXDeath:\n\t CZV3 U 0 A_StopSound(1)\n CZV3 Q 5\n CZV3 R 5 A_XScream\n CZV3 S 5 A_NoBlocking\n CZV3 TUVWX 5\n CZV3 Y -1\n Stop\n\tRaise:\n\t CZV2 P 5\n CZV2 ONMLK 5\n Goto See\n\t }\n}\n\nACTOR ChaingunnerV3 : SPChaingunner\n{\n\tDropitem \"AmmoBox50DroppedPickup\" //use this for chaingunners rather than the default ab50 since it gives the correct (half) ammo\n\tObituary \"%o now joins the ranks of the dead thanks to a heavy weapons zombie.\"\n\tAttackSound \"\"\n\tPainChance \"Sling\", 255\n\tStates\n\t{\n\tSpawn:\n CZV2 A 10 A_Look\n loop\n\tSee:\n\t CZV2 AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n\t loop\n\tMissile:\n\t CZV2 E 0 A_Jump(140,\"See\")\n\t CZV2 U 0 A_PlaySound(\"czombie/attack\", 2)\n\t CZV2 U 0 A_PlaySound(\"orionen/start\", 6)\n\t CZV2 U 15 A_FaceTarget\n\tRapidFire:\n\t CZV2 U 0 A_PlaySound(\"orionen/shootloops\", 1, True)\n\t CZV2 EF 2 bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, \"BulletPuff\", 0, CBAF_NORANDOM)\n\t CZV2 E 4 A_MonsterRefire(40, \"StopFiring\")\n\t Goto Rapidfire\n\tStopFiring:\n\t CZV2 U 0 A_StopSound(1)\n\t CZV2 U 10 A_PlaySound(\"orionen/stop\", 6)\n\t Goto See\n Pain.Sling:\n\t TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n\tPain:\n\t CZV2 U 0 A_StopSound(1)\n CZV2 G 3\n CZV2 G 3 A_Pain\n Goto See\n Death.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n\tDeath:\n\t CZV2 U 0 A_StopSound(1)\n\t CZV2 H 5\n CZV2 I 5 A_Scream\n CZV2 J 5 A_NoBlocking\n CZV2 KLMNO 5\n CZV2 P -1\n Stop\n\tXDeath:\n\t CZV3 U 0 A_StopSound(1)\n CZV3 Q 5\n CZV3 R 5 A_XScream\n CZV3 S 5 A_NoBlocking\n CZV3 TUVWX 5\n CZV3 Y -1\n Stop\n\tRaise:\n\t CZV2 P 5\n CZV2 ONMLK 5\n Goto See\n\t }\n}\n\n//GITGUD replacements\n\nACTOR MKChaingunguySpawnerGG : RandomSpawner\n{\n\tDropItem \"ChaingunnerVanillaGG\", 255,100\n\tDropItem \"ChaingunnerV1GG\", 255, 100\n\tDropItem \"ChaingunnerV2GG\", 255, 100\n//\tDropItem \"ChaingunnerV3GG\", 255, 100\n//\tDropItem \"AmmoboxZombie1GG\", 255, 100\n//\tDropItem \"AmmoboxZombie2GG\", 255, 100\n}\n\nACTOR SPChaingunnerGG : SPChaingunner\n{\n\tStates\n\t{\n Missile:\n TNT1 A 0 A_Jump(200,\"See\")\n\t CPOS E 10 A_FaceTarget\n CPOS FE 4 Bright A_CPosAttack\n CPOS F 1 A_CPosRefire\n Goto Missile+2\n\t}\n}\n\nACTOR ChaingunnerVanillaGG : SPChaingunner\n{\n\tStates\n\t{\n\tMissile:\n\t TNT1 A 0 A_Jump(200,\"See\")\n\t CPOS U 0 A_PlaySound(\"czombie/attack\", 2)\n\t CPOS U 0 A_PlaySound(\"orionen/start\", 6)\n\t CPOS U 15 A_FaceTarget\n\t Goto Rapidfire\n\t }\n}\n\nACTOR ChaingunnerV1GG : SPChaingunner\n{\n\tStates\n\t{\n\tMissile:\n\t TNT1 A 0 A_Jump(200,\"See\")\n\t CZV1 U 0 A_PlaySound(\"czombie/attack\", 2)\n\t CZV1 U 0 A_PlaySound(\"orionen/start\", 6)\n\t CZV1 U 15 A_FaceTarget\n\t Goto RapidFire\n\t }\n}\n\nACTOR ChaingunnerV2GG : SPChaingunner\n{\n\tStates\n\t{\n\tMissile:\n\t TNT1 A 0 A_Jump(200,\"See\")\n\t CZV2 U 0 A_PlaySound(\"czombie/attack\", 2)\n\t CZV2 U 0 A_PlaySound(\"orionen/start\", 6)\n\t CZV2 U 15 A_FaceTarget\n\t Goto RapidFire\n\t }\n}\n\nACTOR ChaingunnerV3GG : ChaingunnerV3\n{\n\tStates\n\t{\n\tMissile:\n\t TNT1 A 0 A_Jump(200,\"See\")\n\t CZV2 U 0 A_PlaySound(\"czombie/attack\", 2)\n\t CZV2 U 0 A_PlaySound(\"orionen/start\", 6)\n\t CZV2 U 15 A_FaceTarget\n\t Goto RapidFire\n\t }\n}"
},
{
"source": "pk3",
"name": "actors/enemies/DEC_ENEM.txt",
"contents": "//These used to inherit from their respective doom counterparts but the see state requires them to not inherit or stupid shit happens\n\nACTOR TSPCaco replaces Cacodemon\n{\n BloodColor \"00 00 FF\"\n PainChance \"GasShellDamagePlayer\", 13\n //+SEEINVISIBLE\n Health 400\n Radius 31\n Height 56\n Mass 400\n Speed 3\n PainChance 128\n PainChance \"Melee\", 205\n PainChance \"Sling\", 255\n Monster\n +FLOAT\n +NOGRAVITY\n SeeSound \"caco/sight\"\n PainSound \"caco/pain\"\n DeathSound \"caco/death\"\n ActiveSound \"caco/active\"\n Obituary \"$OB_CACO\"\n HitObituary \"$OB_CACOHIT\"\n States\n {\n Spawn:\n HEAD A 10 A_Look\n Loop\n See:\n HEAD A 1 A_Chase\n Loop\n Missile:\n HEAD B 0 A_Jump(90,\"See\")\n\tHEAD BC 5 A_FaceTarget\n HEAD D 5 Bright A_HeadAttack\n Goto See\n Pain:\n HEAD E 3\n HEAD E 3 A_Pain\n HEAD F 6\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain.Melee\n Pain.Melee:\n HEAD E 5\n HEAD E 3 A_Pain\n HEAD F 7\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n HEAD G 8\n HEAD H 8 A_Scream\n HEAD IJ 8\n HEAD K 8 A_NoBlocking\n HEAD L -1 A_SetFloorClip\n Stop\n Raise:\n HEAD L 8 A_UnSetFloorClip\n HEAD KJIHG 8\n Goto See\n }\n}\n\nACTOR TSPBaron replaces BaronOfHell\n{\n BloodColor \"00 66 00\"\n PainChance \"GasShellDamagePlayer\", 5\n //+SEEINVISIBLE\n Health 1000\n Radius 24\n Height 64\n Mass 1000\n Speed 3\n PainChance 50\n PainChance \"Melee\", 150\n PainChance \"Sling\", 255\n Monster\n +FLOORCLIP\n +BOSSDEATH\n SeeSound \"baron/sight\"\n PainSound \"baron/pain\"\n DeathSound \"baron/death\"\n ActiveSound \"baron/active\"\n Obituary \"$OB_BARON\"\n HitObituary \"$OB_BARONHIT\"\n States\n {\n Spawn:\n BOSS AB 10 A_Look\n Loop\n See:\n BOSS AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n Loop\n Melee:\n\tBOSS EF 8 A_FaceTarget\n BOSS G 8 A_BruisAttack\n Goto See\n Missile:\n BOSS E 0 A_Jump(140,\"See\")\n\tBOSS EF 8 A_FaceTarget\n BOSS G 8 A_BruisAttack\n Goto See\n Pain:\n BOSS H 2\n BOSS H 2 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain.Melee\n Pain.Melee:\n BOSS H 5\n BOSS H 3 A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n BOSS I 8\n BOSS J 8 A_Scream\n BOSS K 8\n BOSS L 8 A_NoBlocking\n BOSS MN 8\n BOSS O -1 A_BossDeath\n Stop\n Raise:\n BOSS O 8\n BOSS NMLKJI 8\n Goto See\n }\n}\n\nACTOR TSPKnight : TSPBaron replaces HellKnight\n{\n BloodColor \"00 66 00\"\n PainChance \"GasShellDamagePlayer\", 5\n PainChance \"Melee\", 180\n PainChance \"Sling\", 255\n //+SEEINVISIBLE\n Health 500\n -BOSSDEATH\n SeeSound \"knight/sight\"\n ActiveSound \"knight/active\"\n PainSound \"knight/pain\"\n DeathSound \"knight/death\"\n HitObituary \"$OB_KNIGHTHIT\"\n Obituary \"$OB_KNIGHT\"\n States\n {\n Spawn:\n BOS2 AB 10 A_Look\n Loop\n See:\n BOS2 AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n Loop\n Melee:\n \tBOS2 EF 8 A_FaceTarget\n BOS2 G 8 A_BruisAttack\n Goto See\n Missile:\n BOS2 E 0 A_Jump(140,\"See\")\n\tBOS2 EF 8 A_FaceTarget\n BOS2 G 8 A_BruisAttack\n Goto See\n Pain:\n BOS2 H 2\n BOS2 H 2 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain.Melee\n Pain.Melee:\n BOS2 H 5\n BOS2 H 5 A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n BOS2 I 8\n BOS2 J 8 A_Scream\n BOS2 K 8\n BOS2 L 8 A_NoBlocking\n BOS2 MN 8\n BOS2 O -1\n Stop\n Raise:\n BOS2 O 8\n BOS2 NMLKJI 8\n Goto See\n }\n}\n\nACTOR TSPDemon Replaces Demon\n{\n PainChance \"GasShellDamagePlayer\", 18\n Health 150\n PainChance 180\n PainChance \"Melee\", 225\n PainChance \"Sling\", 255\n Speed 7\n Radius 30\n Height 56\n Mass 400\n Monster\n +FLOORCLIP\n SeeSound \"demon/sight\"\n AttackSound \"demon/melee\"\n PainSound \"demon/pain\"\n DeathSound \"demon/death\"\n ActiveSound \"demon/active\"\n Obituary \"$OB_DEMONHIT\" // \"%o was bit by a demon.\"\n States\n {\n Spawn:\n SARG AB 10 A_Look\n Loop\n See:\n SARG AAAABBBBCCCCDDDD 1 A_Chase\n Loop\n Melee:\n //SARG E 0 A_Jump(90,\"See\")\n\tSARG EF 8 A_FaceTarget\n SARG G 8 A_SargAttack\n Goto See\n Pain:\n SARG H 2\n SARG H 2 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain.Melee\n Pain.Melee:\n SARG H 5\n SARG H 5 A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n SARG I 8\n SARG J 8 A_Scream\n SARG K 4\n SARG L 4 A_NoBlocking\n SARG M 4\n SARG N -1\n Stop\n Raise:\n SARG N 5\n SARG MLKJI 5\n Goto See\n }\n}\n\nACTOR TSPSpectre : TSPDemon Replaces Spectre\n{\n PainChance \"GasShellDamagePlayer\", 18\n PainChance \"Melee\", 225\n PainChance \"Sling\", 255\n +SHADOW\n RenderStyle OptFuzzy\n Alpha 0.5\n SeeSound \"spectre/sight\"\n AttackSound \"spectre/melee\"\n PainSound \"spectre/pain\"\n DeathSound \"spectre/death\"\n ActiveSound \"spectre/active\"\n HitObituary \"$OB_SPECTREHIT\" // \"%o was eaten by a spectre.\"\n States\n {\n Spawn:\n SARG AB 10 A_Look\n Loop\n See:\n SARG AAAABBBBCCCCDDDD 1 A_Chase\n Loop\n Melee:\n //SARG E 0 A_Jump(90,\"See\")\n\tSARG EF 8 A_FaceTarget\n SARG G 8 A_SargAttack\n Goto See\n Pain:\n SARG H 2\n SARG H 2 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain.Melee\n Pain.Melee:\n SARG H 5\n SARG H 5 A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n SARG I 8\n SARG J 8 A_Scream\n SARG K 4\n SARG L 4 A_NoBlocking\n SARG M 4\n SARG N -1\n Stop\n Raise:\n SARG N 5\n SARG MLKJI 5\n Goto See\n }\n}\n\nACTOR TSPFatso Replaces Fatso\n{\n PainChance \"GasShellDamagePlayer\", 8\n DamageFactor \"GasShellDamagePlayer\", 0.52\n //+SEEINVISIBLE\n Health 600\n Radius 48\n Height 64\n Mass 1000\n Speed 2\n PainChance 80\n PainChance \"Melee\", 200\n PainChance \"Sling\", 255\n Monster\n +FLOORCLIP\n +BOSSDEATH\n SeeSound \"fatso/sight\"\n PainSound \"fatso/pain\"\n DeathSound \"fatso/death\"\n ActiveSound \"fatso/active\"\n Obituary \"$OB_FATSO\"\n States\n {\n Spawn:\n FATT AB 15 A_Look\n Loop\n See:\n FATT AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDDEEEEEEEEFFFFFFFF 1 A_Chase\n Loop\n Missile:\n FATT G 0 A_Jump(190,\"See\")\n\tFATT G 20 A_FatRaise\n FATT H 10 Bright A_FatAttack1\n FATT IG 5\n FATT H 10 Bright A_FatAttack2\n FATT IG 5\n FATT H 10 Bright A_FatAttack3\n FATT IG 5\n Goto See\n Pain:\n FATT J 3\n FATT J 3 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain.Melee\n Pain.Melee:\n FATT J 5\n FATT J 5 A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n FATT K 6\n FATT L 6 A_Scream\n FATT M 6 A_NoBlocking\n FATT NOPQRS 6\n FATT T -1 A_BossDeath\n Stop\n Raise:\n FATT R 5\n FATT QPONMLK 5\n Goto See\n }\n}\nACTOR TSPPainElemental Replaces PainElemental\n{\n PainChance \"GasShellDamagePlayer\", 13\n //+SEEINVISIBLE\n Health 400\n Radius 31\n Height 56\n Mass 400\n Speed 3\n PainChance 128\n PainChance \"Melee\", 205\n PainChance \"Sling\", 255\n Monster\n +FLOAT\n +NOGRAVITY\n SeeSound \"pain/sight\"\n PainSound \"pain/pain\"\n DeathSound \"pain/death\"\n ActiveSound \"pain/active\"\n States\n {\n Spawn:\n PAIN A 10 A_Look\n Loop\n See:\n PAIN AAAAAABBBBBBCCCCCC 1 A_Chase\n Loop\n Missile:\n PAIN D 0 A_Jump(140,\"See\")\n\tPAIN D 5 A_FaceTarget\n PAIN E 5 A_FaceTarget\n PAIN F 4 Bright A_FaceTarget\n PAIN F 1 Bright A_PainAttack(\"TSPRictus\")\n Goto See\n Pain:\n PAIN G 6\n PAIN G 6 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain.Melee\n Pain.Melee:\n PAIN G 5\n PAIN G 10 A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n PAIN H 8 Bright\n PAIN I 8 Bright A_Scream\n PAIN JK 8 Bright\n PAIN L 8 Bright A_PainDie(\"TSPRictus\")\n PAIN M 8 Bright\n Stop\n Raise:\n PAIN MLKJIH 8\n Goto See\n }\n}\nACTOR TSPRevenant Replaces Revenant\n{\n PainChance \"GasShellDamagePlayer\", 10\n //+SEEINVISIBLE\n Health 300\n Radius 20\n Height 56\n Mass 500\n Speed 5\n PainChance 100\n PainChance \"Melee\", 205\n PainChance \"Sling\", 255\n Monster\n MeleeThreshold 196\n +MISSILEMORE\n +FLOORCLIP\n SeeSound \"skeleton/sight\"\n PainSound \"skeleton/pain\"\n DeathSound \"skeleton/death\"\n ActiveSound \"skeleton/active\"\n MeleeSound \"skeleton/melee\"\n HitObituary \"$OB_UNDEADHIT\" // \"%o was punched by a revenant.\"\n Obituary \"$OB_UNDEAD\" // \"%o couldn't evade a revenant's fireball.\"\n States\n {\n Spawn:\n SKEL AB 10 A_Look\n Loop\n See:\n SKEL AAAABBBBCCCCDDDDEEEFFEFF 1 A_Chase\n Loop\n Melee:\n\tSKEL G 1 A_FaceTarget\n SKEL G 6 A_SkelWhoosh\n SKEL H 6 A_FaceTarget\n SKEL I 6 A_SkelFist\n Goto See\n Missile:\n SKEL G 0 A_Jump(90,\"See\")\n\tSKEL J 1 Bright A_FaceTarget\n SKEL J 9 Bright A_FaceTarget\n SKEL K 10 A_SkelMissile\n SKEL K 10 A_FaceTarget\n Goto See\n Pain:\n SKEL L 5\n SKEL L 5 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain.Melee\n Pain.Melee:\n SKEL L 5\n SKEL L 7 A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n SKEL LM 7\n SKEL N 7 A_Scream\n SKEL O 7 A_NoBlocking\n SKEL P 7\n SKEL Q -1\n Stop\n Raise:\n SKEL Q 5\n SKEL PONML 5\n Goto See\n }\n}\n\nACTOR TSPArachnotron Replaces Arachnotron\n{\n PainChance \"GasShellDamagePlayer\", 13\n //+SEEINVISIBLE\n Health 500\n Radius 64\n Height 64\n Mass 600\n Speed 4\n PainChance 128\n PainChance \"Melee\", 105\n PainChance \"Sling\", 255\n Monster\n +FLOORCLIP\n +BOSSDEATH\n SeeSound \"baby/sight\"\n PainSound \"baby/pain\"\n DeathSound \"baby/death\"\n ActiveSound \"baby/active\"\n Obituary \"$OB_BABY\"\n States\n {\n Spawn:\n BSPI AB 10 A_Look\n Loop\n See:\n BSPI A 20\n\tGoto See2\n See2:\n BSPI A 0 A_BabyMetal\n BSPI AAAAAABBBBBBCCCCCC 1 A_Chase\n BSPI D 0 A_BabyMetal\n BSPI DDDDDDEEEEEEFFFFFF 1 A_Chase\n Goto See2\n Missile:\n BSPI A 0 A_Jump(140,\"See2\")\n\tBSPI A 20 Bright A_FaceTarget\n BSPI G 4 Bright A_BspiAttack\n BSPI H 4 Bright\n BSPI H 1 Bright A_SpidRefire\n Goto Missile+2\n Pain:\n BSPI I 3\n BSPI I 3 A_Pain\n Goto See2\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain.Melee\n Pain.Melee:\n BSPI I 5\n BSPI I 5 A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n BSPI J 20 A_Scream\n BSPI K 7 A_NoBlocking\n BSPI LMNO 7\n BSPI P -1 A_BossDeath\n Stop\n Raise:\n BSPI P 5\n BSPI ONMLKJ 5\n Goto See2\n }\n}\n\nACTOR TSPArchvile //Replaces Archvile\n{\n PainChance \"GasShellDamagePlayer\", 0\n DamageFactor \"GasShellDamagePlayer\", 0.52\n Health 700\n Radius 20\n Height 56\n Mass 500\n Speed 8\n PainChance 10\n PainChance \"Melee\", 155\n PainChance \"Sling\", 255\n Monster\n MaxTargetRange 896\n +QUICKTORETALIATE\n +FLOORCLIP\n +NOTARGET\n SeeSound \"vile/sight\"\n PainSound \"vile/pain\"\n DeathSound \"vile/death\"\n ActiveSound \"vile/active\"\n MeleeSound \"vile/stop\"\n Obituary \"$OB_VILE\"\n States\n {\n Spawn:\n VILE AB 10 A_Look\n Loop\n See:\n VILE AAAABBBBCCCCDDDDEEEFFEFF 1 A_VileChase\n Loop\n Missile:\n VILE G 0 A_Jump(90,\"See\")\n\tVILE G 0 Bright A_VileStart\n VILE G 10 Bright A_FaceTarget\n VILE H 8 Bright A_VileTarget\n VILE IJKLMN 8 Bright A_FaceTarget\n VILE O 8 Bright A_VileAttack\n VILE P 20 Bright\n Goto See\n Heal:\n VILE \"[\\]\" 10 Bright\n Goto See\n Pain:\n VILE Q 5\n VILE Q 5 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain.Melee\n Pain.Melee:\n VILE Q 10\n VILE Q 5 A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n VILE Q 7\n VILE R 7 A_Scream\n VILE S 7 A_NoBlocking\n VILE TUVWXY 7\n VILE Z -1\n Stop\n }\n}\n\nACTOR TSPCyberdemon Replaces Cyberdemon\n{\n +DONTRIP\n DamageFactor \"GasShellDamagePlayer\", 0 //because boss and mouth too high for breathing poison\n //+SEEINVISIBLE\n Health 4000\n Radius 40\n Height 110\n Mass 1000\n Speed 6\n PainChance 20\n PainChance \"Melee\", 40\n PainChance \"Sling\", 255\n Monster\n MinMissileChance 160\n +BOSS\n +MISSILEMORE\n +FLOORCLIP\n +NORADIUSDMG\n +DONTMORPH\n +BOSSDEATH\n DropItem CustomCrossbow 10\n SeeSound \"cyber/sight\"\n PainSound \"cyber/pain\"\n DeathSound \"cyber/death\"\n ActiveSound \"cyber/active\"\n Obituary \"$OB_CYBORG\"\n States\n {\n Spawn:\n CYBR AB 10 A_Look\n Loop\n See:\n CYBR A 0 A_Hoof\n\tCYBR AAAAAABBBBBBCCCCCC 1 A_Chase\n\tCYBR D 0 A_Metal\n\tCYBR DDDDDD 1 A_Chase\n\tloop\n Missile:\n CYBR E 0 A_Jump(140,\"See\")\n\tCYBR E 6 A_FaceTarget\n CYBR F 12 A_CyberAttack\n CYBR E 12 A_FaceTarget\n CYBR F 12 A_CyberAttack\n CYBR E 12 A_FaceTarget\n CYBR F 12 A_CyberAttack\n Goto See\n Pain:\n CYBR G 10 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto See\n Pain.Melee:\n CYBR G 5\n CYBR G 15 A_Pain\n Goto See\n Death:\n CYBR H 10\n CYBR I 10 A_Scream\n CYBR JKL 10\n CYBR M 10 A_NoBlocking\n CYBR NO 10\n CYBR P 30\n CYBR P -1 A_BossDeath\n Stop\n }\n}\n\nACTOR TSPSpiderMastermind Replaces SpiderMastermind\n{\n +DONTRIP\n DamageFactor \"GasShellDamagePlayer\", 0 //because boss and mouth too high for breathing poison\n Health 3000\n Radius 100\n Height 100\n Mass 1000\n Speed 4\n PainChance 40\n PainChance \"Melee\", 5\n PainChance \"Sling\", 255\n Monster\n MinMissileChance 160\n +BOSS\n +MISSILEMORE\n +FLOORCLIP\n +NORADIUSDMG\n +DONTMORPH\n +BOSSDEATH\n DropItem CustomCrossbow 10\n SeeSound \"spider/sight\"\n AttackSound \"spider/attack\"\n PainSound \"spider/pain\"\n DeathSound \"spider/death\"\n ActiveSound \"spider/active\"\n Obituary \"$OB_SPIDER\"\n States\n {\n Spawn:\n SPID AB 10 A_Look\n Loop\n See:\n SPID A 0 A_Metal\n SPID AAAAAABBBBBB 1 A_Chase\n SPID C 0 A_Metal\n SPID CCCCCCDDDDDD 1 A_Chase\n SPID E 0 A_Metal\n SPID EEEEEEFFFFFF 1 A_Chase\n Loop\n Missile:\n SPID A 0 A_Jump(140,\"See\")\n\tSPID A 20 Bright A_FaceTarget\n SPID G 4 Bright A_SPosAttackUseAtkSound\n SPID H 4 Bright A_SPosAttackUseAtkSound\n SPID H 1 Bright A_SpidRefire\n Goto Missile+2\n Pain:\n SPID I 3\n SPID I 3 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto See\n Pain.Melee:\n SPID I 5\n SPID I 5 A_Pain\n Goto See\n Death:\n SPID J 20 A_Scream\n SPID K 10 A_NoBlocking\n SPID LMNOPQR 10\n SPID S 30\n SPID S -1 A_BossDeath\n Stop\n }\n}\n\nACTOR TSPWolfensteinSS replaces WolfensteinSS\n{\n Health 50\n Radius 20\n Height 56\n Speed 8\n PainChance 170\n PainChance \"Melee\", 235\n PainChance \"Sling\", 255\n Monster\n +FLOORCLIP\n SeeSound \"wolfss/sight\"\n PainSound \"wolfss/pain\"\n DeathSound \"wolfss/death\"\n ActiveSound \"wolfss/active\"\n AttackSound \"wolfss/attack\"\n Obituary \"$OB_WOLFSS\"\n Dropitem TSPPistolAmmo 255\n DropItem MelMipFowty 30\n States\n {\n Spawn:\n SSWV AB 10 A_Look\n Loop\n See:\n SSWV AABBCCDD 3 A_Chase\n Loop\n Missile:\n SSWV E 10 A_FaceTarget\n SSWV F 10 A_FaceTarget\n SSWV G 4 Bright A_CPosAttack\n SSWV F 6 A_FaceTarget\n SSWV G 4 Bright A_CPosAttack\n SSWV F 1 A_CPosRefire\n Goto Missile+1\n Pain:\n SSWV H 3\n SSWV H 3 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain.Melee\n Pain.Melee:\n SSWV H 6\n SSWV H 6 A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n SSWV I 5\n SSWV J 5 A_Scream\n SSWV K 5 A_NoBlocking\n SSWV L 5\n SSWV M -1\n Stop\n XDeath:\n SSWV N 5\n SSWV O 5 A_XScream\n SSWV P 5 A_NoBlocking\n SSWV QRSTU 5\n SSWV V -1\n Stop\n Raise:\n SSWV M 5\n SSWV LKJI 5\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "actors/enemies/DEC_IMP.txt",
"contents": "//===========================================================================\n// Imp Replacements\n//===========================================================================\n\nACTOR ImpSpawner : RandomSpawner replaces DoomImp\n{\n\tDropItem \"ImpVanilla\"\n\tDropItem \"ImpVariant1\"\n\tDropItem \"ImpVariant2\"\n\tDropItem \"ImpVariant3\"\n\n}\n//===========================================================================\n//\n// Imp (Variant 0)\n//\n// by id Software (New Sounds by Trent Reznor)\n//\n//===========================================================================\n\nactor ImpVanilla //: DoomImp\n{\n Health 60\n\t Radius 18\n\t Height 56\n\t Mass 100\n\t Speed 3\n\t PainChance 200\n\t PainChance \"Sling\", 255\n\t Monster\n\t +FLOORCLIP\n\t Species \"DoomImp\"\n\t obituary \"%o was caught by a devilish Imp!\"\n\t HitObituary \"%o's heart was clawed out by an Imp!\"\n\t SeeSound \"xmimp/sight\"\n\t PainSound \"xmimp/pain\"\n\t DeathSound \"xmimp/death\"\n\t ActiveSound \"xmimp/idle\"\n\t Painchance \"Melee\", 235\n\t PainChance \"Sling\", 255\n\t PainChance \"GasShellDamagePlayer\", 20\n States\n {\n Spawn:\n\t TROO A 10 A_Look\n\t\tLoop\n\t See:\n\t TROO AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n\t Loop\n\t Melee:\n\t\tTROO EF 8 A_FaceTarget\n\t\tTROO G 6 A_TroopAttack\n\t\tGoto See\n\t Missile:\n\t\tTROO E 0 A_Jump(140,\"See\")\n\t\tTROO EF 8 A_FaceTarget\n\t\tTROO G 6 A_TroopAttack\n\t\tGoto See\n\t Pain:\n\t\tTROO H 2\n\t\tTROO H 2 A_Pain\n\t\tGoto See\n\t Pain.Sling:\n\t TNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t\tGoto Pain.Melee\n\t Pain.Melee:\n\t TROO H 6\n\t TROO H 8 A_Pain\n\t Goto See\n\t Death.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n\t Death:\n\t\tTROO I 8\n\t\tTROO J 8 A_Scream\n\t\tTROO K 6\n\t\tTROO L 6 A_NoBlocking\n\t\tTROO M -1\n\t\tStop\n\t XDeath:\n\t\tTROO N 5\n\t\tTROO O 5 A_XScream\n\t\tTROO P 5\n\t\tTROO Q 5 A_NoBlocking\n\t\tTROO RST 5\n\t\tTROO U -1\n\t\tStop\n\t Raise:\n\t\tTROO MLKJI 8\n\t\tGoto See\n\t }\n}\n\n//===========================================================================\n//\n// Imp (Variant 1)\n//\n// by ItsNaturetoDie (modified by Marty Kirra)\n// Sprites by Vader and ItsNaturetoDie\n//\n//===========================================================================\n\nActor ImpVariant1 //: DoomImp\n{\n Health 50\n Radius 18\n Height 56\n Mass 100\n Speed 4\n PainChance 200\n\tPainChance \"Sling\", 255\n Monster\n +FLOORCLIP\n\tSpecies \"DoomImp\"\n\tSeeSound \"xmimp/sight\"\n\tPainSound \"xmimp/pain\"\n\tDeathSound \"xmimp/death\"\n\tActiveSound \"xmimp/idle\"\n\tPainChance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 20\n obituary \"%o was caught by a devilish Imp!\"\n\tHitObituary \"%o's heart was clawed out by an Imp!\"\n States\n {\n Spawn:\n\t IMV1 A 10 A_Look\n\t Loop\n\tSee:\n\t IMV1 AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n\t loop\n Melee:\n IMV1 EF 8 A_FaceTarget\n\t IMV1 G 6 A_TroopAttack\n\t Goto See\n\tMissile:\n\t IMV1 E 0 A_Jump(140,\"See\")\n\t IMV1 EF 8 A_FaceTarget\n\t IMV1 G 6 A_TroopAttack\n\t Goto See\n Pain:\n\t IMV1 H 2\n\t IMV1 H 2 A_Pain\n\t Goto See\n Pain.Sling:\n\t TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain.Melee\n\tPain.Melee:\n\t IMV1 H 6\n\t IMV1 H 8 A_Pain\n\t Goto See\n Death:\n\t IMV1 I 8\n\t IMV1 J 8 A_Scream\n\t IMV1 K 6\n\t IMV1 L 6 A_Fall\n\t IMV1 M -1\n\t Stop\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n Raise:\n\t IMV1 ML 8\n\t IMV1 KJI 6\n\t Goto See\n }\n}\n\n//===========================================================================\n//\n// Imp (Variant 2)\n//\n// by ItsNaturetoDie (modified by Marty Kirra)\n// Sprites by Vader and ItsNaturetoDie\n//\n//===========================================================================\n\nActor ImpVariant2 //: DoomImp\n{\n Health 70\n Radius 18\n Height 56\n Mass 100\n Speed 3\n PainChance 200\n\tPainChance \"Sling\", 255\n Monster\n +FLOORCLIP\n\tSpecies \"DoomImp\"\n\tSeeSound \"xmimp/sight\"\n\tPainSound \"xmimp/pain\"\n\tDeathSound \"xmimp/death\"\n\tActiveSound \"xmimp/idle\"\n\tPainChance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 20\n obituary \"%o was caught by a devilish Imp!\"\n\tHitObituary \"%o's heart was clawed out by an Imp!\"\n States\n {\n Spawn:\n\t IMV2 A 10 A_Look\n\t Loop\n\tSee:\n\t IMV2 AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n\t loop\n Melee:\n\t IMV2 EF 8 A_FaceTarget\n\t IMV2 G 6 A_TroopAttack\n\t Goto See\n Missile:\n\t IMV2 E 0 A_Jump(140,\"See\")\n\t IMV2 EF 8 A_FaceTarget\n\t IMV2 G 6 A_TroopAttack\n\t Goto See\n Pain:\n\t IMV2 H 2\n\t IMV2 H 2 A_Pain\n\t Goto See\n\tPain.Sling:\n\t TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain.Melee\n\tPain.Melee:\n\t IMV2 H 6\n\t IMV2 H 8 A_Pain\n\t Goto See\n Death:\n\t IMV2 I 8\n\t IMV2 J 8 A_Scream\n\t IMV2 K 6\n\t IMV2 L 6 A_Fall\n\t IMV2 M -1\n\t Stop\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n Raise:\n\t IMV2 ML 8\n\t IMV2 KJI 6\n\t Goto See\n }\n}\n\n//===========================================================================\n//\n// Imp (Variant 3)\n//\n// by Marty Kirra\n// Sprites by ???\n//\n//===========================================================================\n\nActor ImpVariant3 //: DoomImp\n{\n Health 40\n Radius 18\n Height 56\n Mass 100\n Speed 6\n PainChance 200\n\tPainChance \"Sling\", 255\n Monster\n +FLOORCLIP\n\tSpecies \"DoomImp\"\n\tSeeSound \"xmimp/sight\"\n\tPainSound \"xmimp/pain\"\n\tDeathSound \"xmimp/death\"\n\tActiveSound \"xmimp/idle\"\n\tPainChance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 20\n obituary \"%o was caught by a devilish Imp!\"\n\tHitObituary \"%o's heart was clawed out by an Imp!\"\n States\n {\n Spawn:\n\t IMV3 A 10 A_Look\n\t Loop\n\tSee:\n\t IMV3 AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n\t loop\n Melee:\n\t IMV3 EF 8 A_FaceTarget\n\t IMV3 G 6 A_TroopAttack\n\t Goto See\n Missile:\n\t IMV3 E 0 A_Jump(140,\"See\")\n\t IMV3 EF 8 A_FaceTarget\n\t IMV3 G 6 A_TroopAttack\n\t Goto See\n Pain:\n\t IMV3 H 2\n\t IMV3 H 2 A_Pain\n\t Goto See\n\tPain.Sling:\n\t TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain.Melee\n Pain.Melee:\n\t IMV3 H 6\n\t IMV3 H 8 A_Pain\n\t Goto See\n Death:\n\t IMV3 I 8\n\t IMV3 J 8 A_Scream\n\t IMV3 K 6\n\t IMV3 L 6 A_Fall\n\t IMV3 M -1\n\t Stop\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n\tXDeath:\n\t IMV3 N 5\n\t IMV3 O 5 A_XScream\n\t IMV3 P 5\n\t IMV3 Q 5 A_NoBlocking\n\t IMV3 RST 5\n\t IMV3 U -1\n\t Stop\n Raise:\n\t IMV3 ML 8\n\t IMV3 KJI 6\n\t Goto See\n }\n}"
},
{
"source": "pk3",
"name": "actors/enemies/DEC_LSOUL.txt",
"contents": "//===========================================================================\n// Lost Soul Replacements\n//===========================================================================\n\nACTOR LostSoulSpawner : RandomSpawner replaces LostSoul\n{\n\tDropItem \"LostSoulV1\"\n\tDropItem \"LostSoulV2\"\n\tDropItem \"LostSoulV3\"\n}\n\n//===========================================================================\n//\n// Lost Soul\n//\n// by Ghastly_Death (Sprites by Captain Toenail, color variants by Marty Kirra)\n//\n//===========================================================================\nActor LostSoulV1\n{\n obituary \"%o was taken over by a wandering Lost Soul.\"\n health 100\n Radius 16\n Height 56\n mass 50\n speed 3\n painchance 230\n Painchance \"Melee\", 230\n PainChance \"Sling\", 255\n PainSound \"Forgotten/Pain\"\n SeeSound \"Forgotten/Sight\"\n DeathSound \"Forgotten/Death\"\n ActiveSound \"Forgotten/Active\"\n DamageFactor \"GasShellDamagePlayer\", 0 //because skeleton\n Damage 3\n MONSTER\n +FLOORCLIP\n +FLOAT\n +NOGRAVITY\n +NOICEDEATH\n +DONTFALL\n +NOBLOOD\n //+SEEINVISIBLE\n states\n {\n Spawn:\n 1FOR A 0 Bright\n 1FOR AAAAAABBBBBB 1 Bright A_Look\n 1FOR AAAAAABBBBBB 1 Bright A_Look\n 1FOR AAAAAABBBBBB 1 Bright A_Look\n 1FOR AAAAAABBBBBB 1 Bright A_Look\n 1FOR AAAAAABBBBBB 1 Bright A_Look\n 1FOR A 0 Bright A_Jump(16, 1)\n Loop\n 1FOR A 0 Bright A_PlaySound(\"Forgotten/Active\")\n Loop\n See:\n 1FOR AAAAAABBBBBB 1 Bright A_Chase\n Loop\n Missile:\n 1FOR C 10 Bright A_FaceTarget\n 1FOR D 0 Bright A_PlaySound(\"Forgotten/Sight\")\n 1FOR D 4 Bright A_SkullAttack\n 1FOR CCCC 1 Bright\n 1FOR C 0 A_Jump(16, 6)\n 1FOR DDDD 1 Bright\n 1FOR D 0 A_Jump(16, 1)\n Goto Missile+4\n 1FOR C 0\n Goto Missile+2\n Pain.Sling:\n\tTNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain\n Pain:\n 1FOR E 3 Bright\n 1FOR E 3 Bright A_Pain\n Goto See\n Pain.Melee:\n 1FOR E 5 Bright\n 1FOR E 4 Bright A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n 1FOR EF 4 Bright\n 1FOR G 6 Bright A_Scream\n\t1FOR G 0 A_PlaySound(\"LostSoul/Explode\", 0)\n 1FOR H 6 Bright\n 1FOR I 6 Bright A_NoBlocking\n 1FOR J 6\n Stop\n }\n}\n\nActor LostSoulV2\n{\n obituary \"%o was possessed by an angry Lost Soul.\"\n health 100\n Radius 16\n Height 56\n mass 50\n speed 3\n painchance 230\n Painchance \"Melee\", 230\n PainChance \"Sling\", 255\n PainSound \"Forgotten/Pain\"\n SeeSound \"Forgotten/Sight\"\n DeathSound \"Forgotten/Death\"\n ActiveSound \"Forgotten/Active\"\n DamageFactor \"GasShellDamagePlayer\", 0 //because skeleton\n Damage 3\n MONSTER\n //+SEEINVISIBLE\n +FLOORCLIP\n +FLOAT\n +NOGRAVITY\n +NOICEDEATH\n +DONTFALL\n +NOBLOOD\n states\n {\n Spawn:\n 2FOR A 0 Bright\n 2FOR AAAAAABBBBBB 1 Bright A_Look\n 2FOR AAAAAABBBBBB 1 Bright A_Look\n 2FOR AAAAAABBBBBB 1 Bright A_Look\n 2FOR AAAAAABBBBBB 1 Bright A_Look\n 2FOR AAAAAABBBBBB 1 Bright A_Look\n 2FOR A 0 Bright A_Jump(16, 1)\n Loop\n 2FOR A 0 Bright A_PlaySound(\"Forgotten/Active\")\n Loop\n See:\n 2FOR AAAAAABBBBBB 1 Bright A_Chase\n Loop\n Missile:\n 2FOR C 10 Bright A_FaceTarget\n 2FOR D 0 Bright A_PlaySound(\"Forgotten/Sight\")\n 2FOR D 4 Bright A_SkullAttack\n 2FOR CCCC 1 Bright\n 2FOR C 0 A_Jump(16, 6)\n 2FOR DDDD 1 Bright\n 2FOR D 0 A_Jump(16, 1)\n Goto Missile+4\n 2FOR C 0\n Goto Missile+2\n Pain.Sling:\n\tTNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain\n Pain:\n 2FOR E 3 Bright\n 2FOR E 3 Bright A_Pain\n Goto See\n Pain.Melee:\n 2FOR E 5 Bright\n 2FOR E 4 Bright A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n 2FOR EF 4 Bright\n 2FOR G 6 Bright A_Scream\n\t2FOR G 0 A_PlaySound(\"LostSoul/Explode\", 0)\n 2FOR H 6 Bright\n 2FOR I 6 Bright A_NoBlocking\n 2FOR J 6\n Stop\n }\n}\n\nActor LostSoulV3\n{\n obituary \"%o's body was seized by an dismal Lost Soul.\"\n health 100\n Radius 16\n Height 56\n mass 50\n speed 3\n painchance 230\n Painchance \"Melee\", 230\n PainChance \"Sling\", 255\n PainSound \"Forgotten/Pain\"\n SeeSound \"Forgotten/Sight\"\n DeathSound \"Forgotten/Death\"\n ActiveSound \"Forgotten/Active\"\n DamageFactor \"GasShellDamagePlayer\", 0 //because skeleton\n Damage 3\n MONSTER\n //+SEEINVISIBLE\n +FLOORCLIP\n +FLOAT\n +NOGRAVITY\n +NOICEDEATH\n +DONTFALL\n +NOBLOOD\n states\n {\n Spawn:\n 3FOR A 0 Bright\n 3FOR AAAAAABBBBBB 1 Bright A_Look\n 3FOR AAAAAABBBBBB 1 Bright A_Look\n 3FOR AAAAAABBBBBB 1 Bright A_Look\n 3FOR AAAAAABBBBBB 1 Bright A_Look\n 3FOR AAAAAABBBBBB 1 Bright A_Look\n 3FOR A 0 Bright A_Jump(16, 1)\n Loop\n 3FOR A 0 Bright A_PlaySound(\"Forgotten/Active\")\n Loop\n See:\n 3FOR AAAAAABBBBBB 1 Bright A_Chase\n Loop\n Missile:\n 3FOR C 10 Bright A_FaceTarget\n 3FOR D 0 Bright A_PlaySound(\"Forgotten/Sight\")\n 3FOR D 4 Bright A_SkullAttack\n 3FOR CCCC 1 Bright\n 3FOR C 0 A_Jump(16, 6)\n 3FOR DDDD 1 Bright\n 3FOR D 0 A_Jump(16, 1)\n Goto Missile+4\n 3FOR C 0\n Goto Missile+2\n Pain.Sling:\n\tTNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto Pain\n Pain:\n 3FOR E 3 Bright\n 3FOR E 3 Bright A_Pain\n Goto See\n Pain.Melee:\n 3FOR E 5 Bright\n 3FOR E 4 Bright A_Pain\n Goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n 3FOR EF 4 Bright\n 3FOR G 6 Bright A_Scream\n\t3FOR G 0 A_PlaySound(\"LostSoul/Explode\", 0)\n 3FOR H 6 Bright\n 3FOR I 6 Bright A_NoBlocking\n 3FOR J 6\n Stop\n }\n}\n\n//Rictus, a new monster by Captain Toenail//\n\nactor TSPRictus\n{\n obituary \"%o was charred by a rictus.\"\n health 50\n radius 16\n height 56\n mass 50\n speed 3\n Damage 3\n painchance 128\n Painchance \"Melee\", 230\n PainChance \"Sling\", 255\n seesound \"rictus/sight\"\n deathsound \"rictus/death\"\n activesound \"rictus/active\"\n painsound \"rictus/pain\"\n DamageFactor \"GasShellDamagePlayer\", 0 //because skeleton\n MONSTER\n ////+SEEINVISIBLE\n +FLOAT\n +NOGRAVITY\n +NOICEDEATH\n +NOBLOOD\n +DONTFALL\n //+FIRERESIST\n //+DONTHURTSPECIES\n states\n {\n Spawn:\n RICT A 1 A_Look\n RICT AA 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT A 0 A_LoopActiveSound\n loop\n See:\n RICT A 1 A_Chase\n RICT AA 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT A 0 A_LoopActiveSound\n loop\n Missile:\n RICT A 1 A_FaceTarget\n RICT AA 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT A 1\n RICT AA 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT A 1\n RICT AA 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT A 1\n RICT AA 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\n RICT B 1 A_FaceTarget\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT B 1\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT B 1\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT B 1\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n Goto Missile2\n Missile2:\n RICT A 0 A_LoopActiveSound\n\n RICT A 1 A_SkullAttack(14)\n RICT AA 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT A 1\n RICT AA 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT A 1\n RICT AA 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT A 1\n RICT AA 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT A 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\n RICT B 1 //A_SkullAttack(14)\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT B 1\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT B 1\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT B 1\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\n Goto Missile2\n\n Pain.Sling:\n\tTNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\tGoto See\n Pain:\n RICT B 1\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT B 1\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT B 1\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\n RICT B 1 A_Pain\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT B 1\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n RICT B 1\n RICT BB 0 A_SpawnItemEx(\"RictusFire\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireA\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n\tRICT B 0 A_SpawnItemEx(\"RictusFireB\",(random(-50,-30)/10),(random(20,-20)/10),(random(20,-20)/10),(random(-20,-10)/10),(random(20,-20)/10),(random(10,30)/10),(random(-300,300)/10),SXF_NOCHECKPOSITION)\n goto See\n Death.Uppercut:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\tGoto Death\n Death:\n DRFX G 1 A_ScreamAndUnblock\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2A\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP AAA 0 A_SpawnItemEx(\"RictusFire2B\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\n DRFX H 1\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2A\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP AAA 0 A_SpawnItemEx(\"RictusFire2B\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\n DRFX I 1\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2A\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP AAA 0 A_SpawnItemEx(\"RictusFire2B\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\n\tDRFX J 1\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2A\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2B\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\n\tDRFX K 1\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2A\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2B\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\n\tDRFX L 1\n\tSHAP AA 0 A_SpawnItemEx(\"RictusFire2\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP A 0 A_SpawnItemEx(\"RictusFire2A\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n\tSHAP A 0 A_SpawnItemEx(\"RictusFire2B\",0,0,0,cos(-pitch+Random(-90,90))*3,0,sin(-pitch+Random(-90,90))*3,Random(-180,180),SXF_NOCHECKPOSITION)\n stop\n }\n}\n\nactor RictusFire\n{\n Radius 2\n Height 2\n Renderstyle Add\n +NOBLOCKMAP\n +THRUACTORS\n +NOINTERACTION\n +CLIENTSIDEONLY\n +NOGRAVITY\n //+MISSILE\n +BRIGHT\n +NOTELEPORT\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteWithResult(857,12)\n\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,\"Toaster1\")\n\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,\"Toaster2\")\n\tGoto SpawnAfterScript\n Toaster1:\n Goto SpawnAfterScript\n Toaster2:\n TNT1 A 0\n Stop\n SpawnAfterScript:\n\tTNT1 A 0\n\tTNT1 A 0 A_ScaleVelocity(0.8)\n\tTNT1 A 0 A_Jump(255,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\",\"Spawn7\",\"Spawn8\",\"Spawn9\",\"Spawn10\")\n\tGoto Spawn1\n Spawn1:\n CFC1 ABCDEFG 1\n\tGoto Spawn1A\n Spawn1A:\n CFC1 HIJKLMNOPABCDEFG 1 A_Fadeout(0.15)\n Loop\n Spawn2:\n CFC2 ABCDEFG 1\n\tGoto Spawn2A\n Spawn2A:\n CFC2 HIJKLMNOPABCDEFG 1 A_Fadeout(0.15)\n Loop\n Spawn3:\n CFC3 ABCDEFG 1\n\tGoto Spawn3A\n Spawn3A:\n CFC3 HIJKLMNOPABCDEFG 1 A_Fadeout(0.15)\n Loop\n Spawn4:\n CFC4 ABCDEFG 1\n\tGoto Spawn4A\n Spawn4A:\n CFC4 HIJKLMNOPABCDEFG 1 A_Fadeout(0.15)\n Loop\n Spawn5:\n CFC5 ABCDEFG 1\n\tGoto Spawn5A\n Spawn5A:\n CFC5 HIJKLMNOPABCDEFG 1 A_Fadeout(0.15)\n Loop\n Spawn6:\n CFC6 ABCDEFG 1\n\tGoto Spawn6A\n Spawn6A:\n CFC6 HIJKLMNOPABCDEFG 1 A_Fadeout(0.15)\n Loop\n Spawn7:\n CFC7 ABCDEFG 1\n\tGoto Spawn7A\n Spawn7A:\n CFC7 HIJKLMNOPABCDEFG 1 A_Fadeout(0.15)\n Loop\n Spawn8:\n CFC8 ABCDEFG 1\n\tGoto Spawn8A\n Spawn8A:\n CFC8 HIJKLMNOPABCDEFG 1 A_Fadeout(0.15)\n Loop\n Spawn9:\n CFC9 ABCDEFG 1\n\tGoto Spawn9A\n Spawn9A:\n CFC9 HIJKLMNOPABCDEFG 1 A_Fadeout(0.15)\n Loop\n Spawn10:\n CFCF ABCDEFG 1\n Goto SpawnB\n Spawn10A:\n CFCF HIJKLMNOPABCDEFG 1 A_Fadeout(0.15)\n Loop\n }\n}\n\nACTOR RictusFireA : RictusFire\n{\n States\n {\n Toaster1:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR RictusFireB : RictusFire\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_ScaleVelocity(0.8)\n\tTNT1 A 0 A_Jump(255,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\",\"Spawn7\",\"Spawn8\",\"Spawn9\",\"Spawn10\")\n\tGoto Spawn1\n }\n}\n\nactor RictusFire2\n{\n Radius 2\n Height 2\n Renderstyle Add\n +NOBLOCKMAP\n +THRUACTORS\n +NOINTERACTION\n +NOGRAVITY\n //+MISSILE\n +BRIGHT\n +NOTELEPORT\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteWithResult(857,12)\n\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) == 1,\"Toaster1\")\n\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(857,11) >= 2,\"Toaster2\")\n\tGoto SpawnAfterScript\n Toaster1:\n Goto SpawnAfterScript\n Toaster2:\n TNT1 A 0\n Stop\n SpawnAfterScript:\n\tTNT1 A 0\n\tTNT1 A 0 A_ScaleVelocity(0.8)\n\tTNT1 A 0 A_Jump(256,\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n\tGoto Spawn2\n Spawn2:\n CFC2 ABCDEF 1\n\tGoto Spawn2A\n Spawn2A:\n CFC2 GHIJKLMNOPABCDEF 1 A_Fadeout(0.15)\n Loop\n Spawn3:\n CFC3 ABCDEF 1\n\tGoto Spawn3A\n Spawn3A:\n CFC3 GHIJKLMNOPABCDEF 1 A_Fadeout(0.15)\n Loop\n Spawn4:\n CFC4 ABCDEF 1\n\tGoto Spawn4A\n Spawn4A:\n CFC4 GHIJKLMNOPABCDEF 1 A_Fadeout(0.15)\n Loop\n Spawn5:\n CFC5 ABCDEF 1\n\tGoto Spawn5A\n Spawn5A:\n CFC5 GHIJKLMNOPABCDEF 1 A_Fadeout(0.15)\n Loop\n Spawn6:\n CFC6 ABCDEF 1\n\tGoto Spawn6A\n Spawn6A:\n CFC6 GHIJKLMNOPABCDEF 1 A_Fadeout(0.15)\n Loop\n }\n}\n\nACTOR RictusFire2A : RictusFire2\n{\n States\n {\n Toaster1:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR RictusFire2B : RictusFire2\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 A_ScaleVelocity(0.8)\n\tTNT1 A 0 A_Jump(256,\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n\tGoto Spawn2\n }\n}"
},
{
"source": "pk3",
"name": "actors/enemies/DEC_PZMB.txt",
"contents": "//===========================================================================\n// ZombieMan Replacements\n//===========================================================================\n\nACTOR MKZombieSpawner : RandomSpawner replaces ZombieMan\n{\n\tDropItem \"PistolZombie\", 255,100\n\tDropItem \"RifleZombieVanilla\", 255, 100\n\tDropItem \"RifleZombieV1\", 255, 100\n\tDropItem \"RifleZombieV2\", 255, 100\n\tDropItem \"RifleZombieV3\", 255, 100\n\tDropItem \"RifleZombieV4\", 255, 100\n\tDropItem \"RifleZombieV5\", 255, 100\n\tDropItem \"FemaleZombieV1\", 255, 100\n//\tDropItem \"Cultist\", 255, 100\n\tDropItem \"JudgmentZombie\", 255, 15\n}\n\n//===========================================================================\n//\n// Pistol Zombie\n//\n// by WildWeasel and Captain Red, modified by Marty Kirra)\n// Sprites by Captain Red\n//\n//===========================================================================\n\nactor PistolZombie //: ZombieMan\n{\n\t Health 20\n Radius 19\n Height 56\n Mass 100\n Speed 2\n Painchance 200\n\t PainChance \"GasShellDamagePlayer\", 20\n\t PainChance \"Melee\", 235\n\t PainChance \"Sling\", 255\n\t SeeSound \"zombie/sight\"\n\t PainSound \"zombie/pain\"\n\t DeathSound \"zombie/death\"\n\t ActiveSound \"zombie/idle\"\n\t AttackSound \"919m/fire\"\n\t Obituary \"%o received a slug to the chest.\"\n Dropitem TSPPistolAmmo 255\n\t MONSTER\n +FLOORCLIP\n states\n {\n Spawn:\n ZMP1 A 10 A_Look\n loop\n\t See:\n\t\tZMP1 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t loop\n\t Missile:\n\t ZMP1 E 0 A_Jump(120,\"See\")\n\t\tZMP1 E 0 A_JumpIfInventory(\"AutoPistolMag\",12,\"Reload\")\n ZMP1 E 10 A_FaceTarget\n ZMP1 F 4 BRIGHT A_CustomBulletAttack(8,3,1,3)\n\t\tZMP1 F 0 A_CustomMissile(\"WWPistolCasing\",32,10,random(260,280))\n\t\tZMP1 E 0 A_GiveInventory(\"AutoPistolMag\",1)\n goto See\n\t Reload:\n\t ZMP1 E 0 A_TakeInventory(\"AutoPistolMag\",12)\n\t\tZMP1 E 8 A_PlaySound(\"919m/magout\")\n\t\tZMP1 E 8 A_CustomMissile(\"SpentClip1\",32,10,random(260,280))\n\t\tZMP1 D 16 A_PlaySound(\"919m/magin2\")\n\t\tgoto See\n Pain:\n ZMP1 G 3\n ZMP1 G 3 A_Pain\n\t\tgoto See\n Pain.Sling:\n\t TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n\t Pain.Melee:\n\t ZMP1 G 6\n ZMP1 G 8 A_Pain\n\t\tgoto See\n//\t Death.Melee:\n//\t TNT1 A 0 A_GiveToTarget(\"MelTauntMelee\",1)\n Death:\n\t\tZMP1 H 5\n ZMP1 I 5 A_Scream\n\t\tZMP1 J 5 A_NoBlocking\n ZMP1 K 5\n ZMP1 L -1\n stop\n\t Death.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t\tTNT1 A 0 Thrustthingz(0,27,0,1)\n\t\tGoto Death\n XDeath:\n ZMP1 M 5\n ZMP1 N 5 A_XScream\n ZMP1 O 5 A_NoBlocking\n ZMP1 PQRST 5\n ZMP1 U -1\n stop\n\t Ice:\n\t ZMP1 W 5 A_GenericFreezeDeath\n\t ZMP1 W 1 A_FreezeDeathChunks\n wait\n Raise:\n\t\tZMP1 KJIH 5\n\t\tgoto See\n }\n}\n\n//===========================================================================\n//\n// Rifle Zombie (Vanilla)\n//\n// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)\n// Sprites by idsoftware\n//\n//===========================================================================\n\nACTOR RifleZombieVanilla //: ZombieMan\n{\n Health 20\n\tRadius 19\n Height 56\n Mass 100\n\tSpeed 2\n\tPainchance 200\n Painchance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 20\n\tSeeSound \"zombie/sight\"\n\tPainSound \"zombie/pain\"\n\tDeathSound \"zombie/death\"\n\tActiveSound \"zombie/idle\"\n\tAttackSound \"rifle/fire\"\n\tObituary \"%o was taken out by a member of the walking dead.\"\n\tDropitem TSPPistolAmmo 255\n\tDropitem \"AmmoBoxAmmo\" 30\n\tMONSTER\n +FLOORCLIP\n\tStates\n\t{\n Spawn:\n POSS A 10 A_Look\n Loop\n\tSee:\n\t POSS AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t loop\n\tMissile:\n POSS E 0 A_Jump(120,\"See\")\n\t POSS E 10 A_FaceTarget\n POSS F 2 Bright A_CustomBulletAttack(8,3,1,1)\n POSS E 1\n\t POSS E 0 A_FaceTarget\n POSS F 2 Bright A_CustomBulletAttack(8,3,1,1)\n POSS E 1\n\t POSS E 0 A_FaceTarget\n POSS F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t POSS E 5\n Goto See\n\tPain:\n\t POSS G 3\n POSS G 3 A_Pain\n\t Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n\tPain.Melee:\n\t POSS G 6\n POSS G 8 A_Pain\n\t goto See\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n Death:\n POSS H 5\n POSS I 5 A_Scream\n POSS J 5 A_NoBlocking\n POSS K 5\n POSS L -1\n Stop\n XDeath:\n POSS M 5\n POSS N 5 A_XScream\n POSS O 5 A_NoBlocking\n POSS PQRST 5\n POSS U -1\n Stop\n Raise:\n POSS K 5\n POSS JIH 5\n Goto See\n \t}\n}\n\n//===========================================================================\n//\n// Rifle Zombie (Variant One)\n//\n// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)\n// Sprites by ???\n//\n//===========================================================================\n\nACTOR RifleZombieV1 //: ZombieMan\n{\n Health 35\n Speed 3\n Radius 19\n Height 56\n Mass 100\n PainChance 180\n\tPainChance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 18\n\tDropItem TSPPistolAmmo 255\n\tDropitem \"AmmoBoxAmmo\" 30\n\tSeeSound \"zombie/sight\"\n\tPainSound \"zombie/pain\"\n\tDeathSound \"zombie/death\"\n\tActiveSound \"zombie/idle\"\n\tAttackSound \"rifle/fire\"\n\tObituary \"%o joined the ranks of the undead.\"\n\tMONSTER\n +FLOORCLIP\n\tStates\n\t{\n Spawn:\n ZMV1 A 10 A_Look\n Loop\n\tSee:\n\t ZMV1 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t loop\n Missile:\n ZMV1 E 0 A_Jump(120,\"See\")\n\t ZMV1 E 10 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV1 E 1\n\t ZMV1 E 0 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV1 E 1\n\t ZMV1 E 0 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV1 E 5\n Goto See\n Pain:\n ZMV1 G 3\n ZMV1 G 3 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n\tPain.Melee:\n\t ZMV1 G 6\n ZMV1 G 8 A_Pain\n Goto See\n Death:\n ZMV1 H 5\n ZMV1 I 5 A_Scream\n ZMV1 J 5 A_Fall\n ZMV1 K 5\n ZMV1 L -1\n Stop\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n XDeath:\n ZMV1 O 5\n ZMV1 P 5 A_XScream\n ZMV1 Q 5\n ZMV1 R 5 A_Fall\n ZMV1 ST 5\n ZMV1 U -1\n Stop\n Raise:\n ZMV1 LKJIH 5\n Goto See\n }\n}\n\n//===========================================================================\n//\n// Rifle Zombie (Variant Two)\n//\n// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)\n// Sprites by Marty Kirra and Draken\n//\n//===========================================================================\n\nACTOR RifleZombieV2 //: ZombieMan\n{\n Health 35\n Radius 19\n Height 56\n Mass 100\n Speed 3\n PainChance 180\n\tPainChance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 18\n\tDropItem TSPPistolAmmo 255\n\tDropitem \"AmmoBoxAmmo\" 30\n\tSeeSound \"zombie/sight\"\n\tPainSound \"zombie/pain\"\n\tDeathSound \"zombie/death\"\n\tActiveSound \"zombie/idle\"\n\tAttackSound \"rifle/fire\"\n\tObituary \"%o was riddled with bullets thanks to a zombie.\"\n\tMONSTER\n +FLOORCLIP\n\tStates\n\t{\n Spawn:\n ZMV2 A 10 A_Look\n Loop\n\tSee:\n\t ZMV2 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t loop\n Missile:\n ZMV2 E 0 A_Jump(120,\"See\")\n\t ZMV2 E 10 A_FaceTarget\n ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV2 E 1\n\t ZMV2 E 0 A_FaceTarget\n ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV2 E 1\n\t ZMV2 E 0 A_FaceTarget\n ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV2 E 5\n Goto See\n Pain:\n ZMV2 G 3\n ZMV2 G 3 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n Pain.Melee:\n ZMV2 G 6\n ZMV2 G 8 A_Pain\n Goto See\n Death:\n ZMV2 H 5\n ZMV2 I 5 A_Scream\n ZMV2 J 5 A_Fall\n ZMV2 K 5\n ZMV2 L -1\n Stop\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n XDeath:\n ZMV2 O 5\n ZMV2 P 5 A_XScream\n ZMV2 Q 5\n ZMV2 R 5 A_Fall\n ZMV2 ST 5\n ZMV2 U -1\n Stop\n Ice:\n ZMV2 W 5 A_GenericFreezeDeath\n\t ZMV2 W 1 A_FreezeDeathChunks\n\t wait\n Raise:\n ZMV2 LKJIH 5\n Goto See\n }\n}\n\n//===========================================================================\n//\n// Rifle Zombie (Variant Three)\n//\n// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)\n// Sprites by Xim\n//\n//===========================================================================\n\nACTOR RifleZombieV3 //: ZombieMan\n{\n Health 35\n Radius 19\n Height 56\n Mass 100\n Speed 3\n PainChance 180\n\tPainChance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 18\n\tDropItem TSPPistolAmmo 255\n\tDropitem \"AmmoBoxAmmo\" 30\n\tSeeSound \"zombie/sight\"\n\tPainSound \"zombie/pain\"\n\tDeathSound \"zombie/death\"\n\tActiveSound \"zombie/idle\"\n\tAttackSound \"rifle/fire\"\n\tObituary \"%o met their demise at the hands of a zombie.\"\n\tMONSTER\n +FLOORCLIP\n\tStates\n\t{\n Spawn:\n ZMV3 A 10 A_Look\n Loop\n\tSee:\n\t ZMV3 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t loop\n Missile:\n ZMV3 E 0 A_Jump(120,\"See\")\n\t ZMV3 E 10 A_FaceTarget\n ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV3 E 1\n\t ZMV3 E 0 A_FaceTarget\n ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV3 E 1\n\t ZMV3 E 0 A_FaceTarget\n ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV3 E 5\n Goto See\n Pain:\n ZMV3 G 3\n ZMV3 G 3 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n\tPain.Melee:\n\t ZMV3 G 6\n ZMV3 G 8 A_Pain\n Goto See\n Death:\n ZMV3 H 5\n ZMV3 I 5 A_Scream\n ZMV3 J 5 A_Fall\n ZMV3 K 5\n ZMV3 L -1\n Stop\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n XDeath:\n ZMV3 O 5\n ZMV3 P 5 A_XScream\n ZMV3 Q 5\n ZMV3 R 5 A_Fall\n ZMV3 ST 5\n ZMV3 U -1\n Stop\n Ice:\n ZMV3 W 5 A_GenericFreezeDeath\n\t ZMV3 W 1 A_FreezeDeathChunks\n\t wait\n Raise:\n ZMV3 LKJIH 5\n Goto See\n }\n}\n\n//===========================================================================\n//\n// Rifle Zombie (Variant Four)\n//\n// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)\n// Sprites by Vader\n//\n//===========================================================================\n\nACTOR RifleZombieV4 //: ZombieMan\n{\n Health 35\n Radius 19\n Height 56\n Mass 100\n Speed 3\n PainChance 180\n\tPainChance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 18\n\tDropItem TSPPistolAmmo 255\n\tDropitem \"AmmoBoxAmmo\" 30\n\tSeeSound \"zombie/sight\"\n\tPainSound \"zombie/pain\"\n\tDeathSound \"zombie/death\"\n\tActiveSound \"zombie/idle\"\n\tAttackSound \"rifle/fire\"\n\tObituary \"%o met their demise at the hands of a former human.\"\n\tMONSTER\n +FLOORCLIP\n\tStates\n\t{\n Spawn:\n ZMV4 A 10 A_Look\n Loop\n\tSee:\n\t ZMV4 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t loop\n Missile:\n ZMV4 E 0 A_Jump(120,\"See\")\n\t ZMV4 E 10 A_FaceTarget\n ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV4 E 1\n\t ZMV4 E 0 A_FaceTarget\n ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV4 E 1\n\t ZMV4 E 0 A_FaceTarget\n ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV4 E 5\n Goto See\n Pain:\n ZMV4 G 3\n ZMV4 G 3 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n Pain.Melee:\n ZMV4 G 6\n ZMV4 G 8 A_Pain\n Goto See\n Death:\n ZMV4 H 5\n ZMV4 I 5 A_Scream\n ZMV4 J 5 A_Fall\n ZMV4 K 5\n ZMV4 L -1\n Stop\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n XDeath:\n ZMV4 O 5\n ZMV4 P 5 A_XScream\n ZMV4 Q 5\n ZMV4 R 5 A_Fall\n ZMV4 ST 5\n ZMV4 U -1\n Stop\n\t wait\n Raise:\n ZMV4 LKJIH 5\n Goto See\n }\n}\n\n//===========================================================================\n//\n// Rifle Zombie (Variant Five)\n//\n// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)\n// Sprites by Marty Kirra and Toke\n//\n//===========================================================================\n\nACTOR RifleZombieV5 //: ZombieMan\n{\n Health 35\n Radius 19\n Height 56\n Mass 100\n Speed 3\n PainChance 180\n\tPainChance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 18\n\tDropItem TSPPistolAmmo 255\n\tDropitem \"AmmoBoxAmmo\" 30\n\tSeeSound \"zombie/sight\"\n\tPainSound \"zombie/pain\"\n\tDeathSound \"zombie/death\"\n\tActiveSound \"zombie/idle\"\n\tAttackSound \"rifle/fire\"\n\tObituary \"%o fell victim to a rifle zombie.\"\n\tMONSTER\n +FLOORCLIP\n\tStates\n\t{\n Spawn:\n ZMV5 A 10 A_Look\n Loop\n\tSee:\n\t ZMV5 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t loop\n Missile:\n ZMV5 E 0 A_Jump(120,\"See\")\n\t ZMV5 E 10 A_FaceTarget\n ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV5 E 1\n\t ZMV5 E 0 A_FaceTarget\n ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV5 E 1\n\t ZMV5 E 0 A_FaceTarget\n ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV5 E 5\n Goto See\n Pain:\n ZMV5 G 3\n ZMV5 G 3 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n Pain.Melee:\n ZMV5 G 6\n ZMV5 G 8 A_Pain\n Goto See\n Death:\n ZMV5 H 5\n ZMV5 I 5 A_Scream\n ZMV5 J 5 A_Fall\n ZMV5 K 5\n ZMV5 L -1\n Stop\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n XDeath:\n ZMV5 O 5\n ZMV5 P 5 A_XScream\n ZMV5 Q 5\n ZMV5 R 5 A_Fall\n ZMV5 ST 5\n ZMV5 U -1\n Stop\n Raise:\n ZMV5 LKJIH 5\n Goto See\n }\n}\n\n//===========================================================================\n//\n// Female Zombie (Variant One)\n//\n// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)\n// Sprites by Lazerus and Marty Kirra\n//\n//===========================================================================\n\nACTOR FemaleZombieV1 //: ZombieMan\n{\n Health 35\n Radius 19\n Height 56\n Mass 100\n Speed 4\n PainChance 200\n\tPainChance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 20\n\tDropItem TSPPistolAmmo 255\n\tDropitem \"AmmoBoxAmmo\" 30\n\tSeeSound \"fzombie/sight\"\n\tPainSound \"fzombie/pain\"\n\tDeathSound \"fzombie/death\"\n\tActiveSound \"fzombie/idle\"\n\tAttackSound \"rifle/fire\"\n\tObituary \"%o no longer lives thanks to a zombie.\"\n\tMONSTER\n +FLOORCLIP\n\tStates\n\t{\n Spawn:\n FMZ1 A 10 A_Look\n Loop\n\tSee:\n\t FMZ1 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t loop\n Missile:\n FMZ1 E 0 A_Jump(120,\"See\")\n\t FMZ1 E 10 A_FaceTarget\n FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n FMZ1 E 1\n\t FMZ1 E 0 A_FaceTarget\n FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n FMZ1 E 1\n\t FMZ1 E 0 A_FaceTarget\n FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t FMZ1 E 5\n Goto See\n Pain:\n FMZ1 G 3\n FMZ1 G 3 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n\tPain.Melee:\n\t FMZ1 G 6\n\t FMZ1 G 8 A_Pain\n\t Goto See\n Death:\n FMZ1 H 5\n FMZ1 I 5 A_Scream\n FMZ1 J 5 A_Fall\n FMZ1 K 5\n FMZ1 L -1\n Stop\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n XDeath:\n FMZ1 O 5\n FMZ1 P 5 A_XScream\n FMZ1 Q 5\n FMZ1 R 5 A_Fall\n FMZ1 ST 5\n FMZ1 U -1\n Stop\n\t wait\n Raise:\n FMZ1 LKJIH 5\n Goto See\n }\n}\n\n//===========================================================================\n//\n// Rifle Zombie (Variant One)\n//\n// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)\n// Sprites by ???\n//\n//===========================================================================\n\nACTOR Cultist //: ZombieMan\n{\n Health 35\n Radius 19\n Height 56\n Mass 100\n Speed 3\n PainChance 180\n\tPainChance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 18\n\tDropItem TSPPistolAmmo 255\n\tDropitem \"AmmoBoxAmmo\" 30\n\tSeeSound \"cultist/sight\"\n\tPainSound \"cultist/pain\"\n\tDeathSound \"cultist/death\"\n\tActiveSound \"cultist/idle\"\n\tAttackSound \"cultist/fire\"\n\tObituary \"%o fell prey to the Cult of Baphomet's legion.\"\n\tMONSTER\n +FLOORCLIP\n\tStates\n\t{\n Spawn:\n ZMV1 A 10 A_Look\n Loop\n\tSee:\n\t ZMV1 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t loop\n Missile:\n ZMV1 E 0 A_Jump(120,\"See\")\n\t ZMV1 E 10 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV1 E 1\n\t ZMV1 E 0 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV1 E 1\n\t ZMV1 E 0 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV1 E 5\n Goto See\n Pain:\n ZMV1 G 3\n ZMV1 G 3 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n Death:\n ZMV1 H 5\n ZMV1 I 5 A_Scream\n ZMV1 J 5 A_Fall\n ZMV1 K 5\n ZMV1 L -1\n Stop\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n XDeath:\n ZMV1 O 5\n ZMV1 P 5 A_XScream\n ZMV1 Q 5\n ZMV1 R 5 A_Fall\n ZMV1 ST 5\n ZMV1 U -1\n Stop\n Raise:\n ZMV1 LKJIH 5\n Goto See\n }\n}\n\n//===========================================================================\n//\n// Specialty Zombie (Judgment Pistol)\n//\n// by WildWeasel\n// Sprites by Gothic99 and Marty Kirra\n//\n//===========================================================================\n\nACTOR JudgmentZombie //: ZombieMan\n{\n Health 55\n Radius 19\n Height 56\n Mass 100\n Speed 7\n PainChance 200\n\tPainChance \"Melee\", 200\n\tPainChance \"Sling\", 255\n\t//PainChance \"GasShellDamagePlayer\", 5\n\tDamageFactor \"GasShellDamagePlayer\", 0 //because mask\n\tDropItem TSPPistolAmmo 255\n\tDropItem TSPPistolAmmo 255\n\tDropitem \"AmmoBoxAmmo\" 30\n\tSeeSound \"swat/sight\"\n\tPainSound \"swat/pain\"\n\tDeathSound \"swat/death\"\n\tActiveSound \"zombie/idle\"\n\tAttackSound \"judgment/enemy\"\n\tObituary \"%o was judged and found guilty.\"\n\tMONSTER\n +FLOORCLIP\n States\n {\n\tSpawn:\n\t JDGZ A 10 A_Look\n\t Loop\n\tSee:\n\t JDGZ A 0 A_JumpIfInventory(\"JudgmentClip\",12,\"Reload\")\n\t JDGZ AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n\t loop\n\tMissile:\n\t JDGZ E 0 A_Jump(120,\"See\")\n\t JDGZ E 2 A_FaceTarget\n JDGZ F 0 A_CustomMissile(\"WWPistolCasing\",32,10,random(260,280))\n\t JDGZ F 2 BRIGHT A_CustomBulletAttack(5,2,1,8)\n\t JDGZ E 3 A_GiveInventory(\"JudgmentClip\",1)\n\t Goto See\n\tReload:\n\t JDGZ E 0 A_TakeInventory(\"JudgmentClip\",12)\n\t JDGZ E 8 A_PlaySound(\"judgment/clipout\")\n\t JDGZ D 12 A_CustomMissile(\"SpentClip1\",32,10,random(260,280))\n\t JDGZ E 8 A_PlaySound(\"judgment/clipin\")\n\t JDGZ E 4\n\t JDGZ D 4 A_PlaySound(\"judgment/cliphit\")\n\t JDGZ D 5\n\t JDGZ E 2 A_PlaySound(\"judgment/slide\")\n\t Goto See\n\tPain:\n\t JDGZ G 4\n\t JDGZ G 4 A_Pain\n\t Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain\n\tPain.Melee:\n\t JDGZ G 6\n\t JDGZ G 8 A_Pain\n\t Goto See\n\tDeath:\n\t JDGZ H 4\n\t JDGZ I 4 A_Scream\n\t JDGZ J 4 A_NoBlocking\n\t JDGZ KLM 4\n\t JDGZ N -1\n\t Stop\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n\tXDeath:\n JDGZ O 5\n JDGZ P 5 A_XScream\n JDGZ Q 5 A_NoBlocking\n JDGZ RSTU 5\n JDGZ V -1\n stop\n\tRaise:\n\t JDGZ NMLKJIH 3\n\t Goto See\n\t}\n}\n\nACTOR JudgmentClip : Ammo\n{\n\tInventory.MaxAmount 12\n}\n\n//GG Replacements\n\nACTOR MKZombieSpawnerGG : RandomSpawner\n{\n\tDropItem \"PistolZombieGG\", 255,100\n\tDropItem \"RifleZombieVanillaGG\", 255, 100\n\tDropItem \"RifleZombieV1GG\", 255, 100\n\tDropItem \"RifleZombieV2GG\", 255, 100\n\tDropItem \"RifleZombieV3GG\", 255, 100\n\tDropItem \"RifleZombieV4GG\", 255, 100\n\tDropItem \"RifleZombieV5GG\", 255, 100\n\tDropItem \"FemaleZombieV1GG\", 255, 100\n//\tDropItem \"CultistGG\", 255, 100\n\tDropItem \"JudgmentZombieGG\", 255, 15\n}\n\nactor PistolZombieGG : PistolZombie\n{\n states\n {\n\t Missile:\n\t ZMP1 E 0 A_Jump(200,\"See\")\n\t\tZMP1 E 0 A_JumpIfInventory(\"AutoPistolMag\",12,\"Reload\")\n ZMP1 E 10 A_FaceTarget\n ZMP1 F 4 BRIGHT A_CustomBulletAttack(8,3,1,3)\n\t\tZMP1 F 0 A_CustomMissile(\"WWPistolCasing\",32,10,random(260,280))\n\t\tZMP1 E 0 A_GiveInventory(\"AutoPistolMag\",1)\n goto See\n }\n}\n\nACTOR RifleZombieVanillaGG : RifleZombieVanilla\n{\n\tStates\n\t{\n\tMissile:\n POSS E 0 A_Jump(200,\"See\")\n\t POSS E 10 A_FaceTarget\n POSS F 2 Bright A_CustomBulletAttack(8,3,1,1)\n POSS E 1\n\t POSS E 0 A_FaceTarget\n POSS F 2 Bright A_CustomBulletAttack(8,3,1,1)\n POSS E 1\n\t POSS E 0 A_FaceTarget\n POSS F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t POSS E 5\n Goto See\n \t}\n}\n\nACTOR RifleZombieV1GG : RifleZombieV1\n{\n\tStates\n\t{\n Missile:\n ZMV1 E 0 A_Jump(200,\"See\")\n\t ZMV1 E 10 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV1 E 1\n\t ZMV1 E 0 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV1 E 1\n\t ZMV1 E 0 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV1 E 5\n Goto See\n }\n}\n\nACTOR RifleZombieV2GG : RifleZombieV2\n{\n\tStates\n\t{\n Missile:\n ZMV2 E 0 A_Jump(200,\"See\")\n\t ZMV2 E 10 A_FaceTarget\n ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV2 E 1\n\t ZMV2 E 0 A_FaceTarget\n ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV2 E 1\n\t ZMV2 E 0 A_FaceTarget\n ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV2 E 5\n Goto See\n }\n}\n\nACTOR RifleZombieV3GG : RifleZombieV3\n{\n\tStates\n\t{\n Missile:\n ZMV3 E 0 A_Jump(200,\"See\")\n\t ZMV3 E 10 A_FaceTarget\n ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV3 E 1\n\t ZMV3 E 0 A_FaceTarget\n ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV3 E 1\n\t ZMV3 E 0 A_FaceTarget\n ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV3 E 5\n Goto See\n }\n}\n\nACTOR RifleZombieV4GG : RifleZombieV4\n{\n\tStates\n\t{\n Missile:\n ZMV4 E 0 A_Jump(200,\"See\")\n\t ZMV4 E 10 A_FaceTarget\n ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV4 E 1\n\t ZMV4 E 0 A_FaceTarget\n ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV4 E 1\n\t ZMV4 E 0 A_FaceTarget\n ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV4 E 5\n Goto See\n }\n}\n\nACTOR RifleZombieV5GG : RifleZombieV5\n{\n\tStates\n\t{\n Missile:\n ZMV5 E 0 A_Jump(200,\"See\")\n\t ZMV5 E 10 A_FaceTarget\n ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV5 E 1\n\t ZMV5 E 0 A_FaceTarget\n ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV5 E 1\n\t ZMV5 E 0 A_FaceTarget\n ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV5 E 5\n Goto See\n }\n}\n\nACTOR FemaleZombieV1GG : FemaleZombieV1\n{\n\tStates\n\t{\n Missile:\n FMZ1 E 0 A_Jump(200,\"See\")\n\t FMZ1 E 10 A_FaceTarget\n FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n FMZ1 E 1\n\t FMZ1 E 0 A_FaceTarget\n FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n FMZ1 E 1\n\t FMZ1 E 0 A_FaceTarget\n FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t FMZ1 E 5\n Goto See\n }\n}\n\nACTOR CultistGG : Cultist\n{\n\tStates\n\t{\n Missile:\n ZMV1 E 0 A_Jump(200,\"See\")\n\t ZMV1 E 10 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV1 E 1\n\t ZMV1 E 0 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n ZMV1 E 1\n\t ZMV1 E 0 A_FaceTarget\n ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)\n\t ZMV1 E 5\n Goto See\n }\n}\n\nACTOR JudgmentZombieGG : JudgmentZombie\n{\n States\n {\n\tMissile:\n\t JDGZ E 0 A_Jump(200,\"See\")\n\t JDGZ E 2 A_FaceTarget\n JDGZ F 0 A_CustomMissile(\"WWPistolCasing\",32,10,random(260,280))\n\t JDGZ F 2 BRIGHT A_CustomBulletAttack(5,2,1,8)\n\t JDGZ E 3 A_GiveInventory(\"JudgmentClip\",1)\n\t Goto See\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/enemies/DEC_SCIE.txt",
"contents": "//===========================================================================\n// Scientists, all by Scalliano\n//===========================================================================\n\nACTOR Scientist : RandomSpawner\n{\n\tDropItem \"FemaleScientist\"\n\tDropItem \"FemaleScientist2\"\n\tDropItem \"FemaleScientist3\"\n\tDropItem \"FemaleScientist4\"\n\tDropItem \"ZombieScientist\"\n\tDropItem \"ZombieScientist2\"\n\tDropItem \"ZombieScientist3\"\n\tDropItem \"ZombieScientist4\"\n\tDropItem \"HazmatZombie\"\n\n}\n\nACTOR FemaleScientist\n{\n Game Doom\n obituary \"%o was stabbed by a zombie scientist.\"\n health 15\n mass 90\n speed 3\n Radius 19\n Height 52\n painchance 200\n PainChance \"GasShellDamagePlayer\", 20\n\tSeeSound \"fzombie/sight\"\n\tPainSound \"fzombie/pain\"\n\tDeathSound \"fzombie/death\"\n\tActiveSound \"fzombie/idle\"\n MONSTER\n +FLOORCLIP\n States\n {\n Spawn:\n FSZK AB 10 A_Look\n loop\n See:\n\tFSZK AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\tloop\n Melee:\n FSZK E 4 A_FaceTarget\n FSZK F 8 A_CustomMeleeAttack (random (1, 5) *5, \"KnifeHit\", \"skeleton/swing\")\n FSZK E 4\n goto See\n Pain:\n FSZK G 3\n FSZK G 3 A_Pain\n goto See\n Death:\n FSZK H 5\n FSZK I 5 A_Scream\n FSZK J 5 A_NoBlocking\n FSZK K 5\n FSZK L 5\n FSZK M 5\n FSZK N -1\n stop\n XDeath:\n FSZK O 5\n FSZK P 5 A_XScream\n FSZK Q 5 A_NoBlocking\n FSZK RSTUV 5\n FSZK W -1\n stop\n Raise:\n FSZK MLKJIH 5\n goto See\n }\n}\n\nACTOR FemaleScientist2\n{\n Game Doom\n obituary \"%o was bludgeoned to death by a zombie scientist.\"\n health 15\n mass 90\n speed 3\n Radius 19\n Height 52\n painchance 200\n PainChance \"GasShellDamagePlayer\", 20\n\tSeeSound \"fzombie/sight\"\n\tPainSound \"fzombie/pain\"\n\tDeathSound \"fzombie/death\"\n\tActiveSound \"fzombie/idle\"\n MONSTER\n +FLOORCLIP\n States\n {\n Spawn:\n FSZW AB 10 A_Look\n loop\n See:\n\tFSZW AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\tloop\n Melee:\n FSZW E 4 A_FaceTarget\n FSZW F 8 A_CustomMeleeAttack (random (1, 5) *5, \"skeleton/melee\", \"skeleton/swing\")\n FSZW D 4\n goto See\n Pain:\n FSZW G 3\n FSZW G 3 A_Pain\n goto See\n Death:\n FSZW H 5\n FSZW I 5 A_Scream\n FSZW J 5 A_NoBlocking\n FSZW K 5\n FSZW L 5\n FSZW M 5\n FSZW N -1\n stop\n XDeath:\n FSZW O 5\n FSZW P 5 A_XScream\n FSZW Q 5 A_NoBlocking\n FSZW RSTUV 5\n FSZW W -1\n stop\n Raise:\n FSZW MLKJIH 5\n goto See\n }\n}\n\nACTOR FemaleScientist3\n{\n Game Doom\n obituary \"%o was bludgeoned to death by a zombie scientist.\"\n health 15\n mass 90\n speed 3\n Radius 19\n Height 52\n painchance 200\n PainChance \"GasShellDamagePlayer\", 20\n\tSeeSound \"fzombie/sight\"\n\tPainSound \"fzombie/pain\"\n\tDeathSound \"fzombie/death\"\n\tActiveSound \"fzombie/idle\"\n MONSTER\n +FLOORCLIP\n States\n {\n Spawn:\n FSZC AB 10 A_Look\n loop\n See:\n\tFSZC AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\tloop\n Melee:\n FSZC E 4 A_FaceTarget\n FSZC F 8 A_CustomMeleeAttack (random (1, 5) *5, \"knifehit\", \"skeleton/swing\")\n FSZC D 4\n goto See\n Pain:\n FSZC G 3\n FSZC G 3 A_Pain\n goto See\n Death:\n FSZC H 5\n FSZC I 5 A_Scream\n FSZC J 5 A_NoBlocking\n FSZC K 5\n FSZC L 5\n FSZC M 5\n FSZC N -1\n stop\n XDeath:\n FSZC O 5\n FSZC P 5 A_XScream\n FSZC Q 5 A_NoBlocking\n FSZC RSTUV 5\n FSZC W -1\n stop\n Raise:\n FSZC MLKJIH 5\n goto See\n }\n}\n\nACTOR FemaleScientist4\n{\n Game Doom\n obituary \"%o was poisoned by a zombie scientist.\"\n health 30\n mass 90\n speed 3\n Radius 19\n Height 52\n painchance 200\n PainChance \"GasShellDamagePlayer\", 20\n\tSeeSound \"fzombie/sight\"\n\tPainSound \"fzombie/pain\"\n\tDeathSound \"fzombie/death\"\n\tActiveSound \"fzombie/idle\"\n MONSTER\n +FLOORCLIP\n States\n {\n Spawn:\n FSZS AB 10 A_Look\n loop\n See:\n\tFSZS A 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS A 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS A 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS A 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS A 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS A 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS A 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS A 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS B 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS B 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS B 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS B 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS B 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS B 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS B 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS B 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS C 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS C 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS C 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS C 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS C 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS C 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS C 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS C 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS D 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS D 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS D 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS D 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS D 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS D 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS D 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tFSZS D 1 A_Chase\n\tTNT1 A 0 A_JumpIfCloser (128, \"Squirt\")\n\tloop\n Melee:\n FSZS E 4 A_FaceTarget\n FSZS E 0 A_SkelWhoosh\n FSZS F 8 A_CustomMeleeAttack (random (1, 5) *3, \"knifehit\", \"skeleton/swing\")\n FSZS F 0 A_CustomMissile (\"PoisonDrop\", 32, 8, 0, CMF_OFFSETPITCH, 12)\n\tgoto See\n Squirt:\n FSZS E 4 A_FaceTarget\n FSZS F 0 A_PlaySound (\"skeleton/swing\")\n FSZS F 1 A_CustomMissile (\"PoisonDrop\", 32, 8, 0, CMF_OFFSETPITCH, 12)\n FSZS F 1 A_CustomMissile (\"DummyDrop\", 32, 8, 0, CMF_OFFSETPITCH, 12)\n FSZS F 1 A_CustomMissile (\"DummyDrop\", 32, 8, 0, CMF_OFFSETPITCH, 12)\n FSZS F 1 A_CustomMissile (\"DummyDrop\", 32, 8, 0, CMF_OFFSETPITCH, 12)\n FSZS F 1 A_CustomMissile (\"PoisonDrop\", 32, 8, 0, CMF_OFFSETPITCH, 12)\n FSZS F 1 A_CustomMissile (\"DummyDrop\", 32, 8, 0, CMF_OFFSETPITCH, 12)\n FSZS F 1 A_CustomMissile (\"DummyDrop\", 32, 8, 0, CMF_OFFSETPITCH, 12)\n FSZS F 1 A_CustomMissile (\"DummyDrop\", 32, 8, 0, CMF_OFFSETPITCH, 12)\n FSZS D 4\n goto See\n Pain:\n FSZS G 3\n FSZS G 3 A_Pain\n goto See\n Death:\n FSZS H 5\n FSZS I 5 A_Scream\n FSZS J 5 A_NoBlocking\n FSZS K 5\n FSZS L 5\n FSZS M 5\n FSZS N -1\n stop\n XDeath:\n FSZS O 5\n FSZS P 5 A_XScream\n FSZS Q 5 A_NoBlocking\n FSZS RSTUV 5\n FSZS W -1\n stop\n Raise:\n FSZS MLKJIH 5\n goto See\n }\n}\n\nactor PoisonDrop\n{\n Game Doom\n Radius 3\n Height 3\n Scale 0.5\n Speed 10\n FastSpeed 15\n Damage 1\n PoisonDamage 5\n Alpha 1\n bloodcolor \"DarkGreen\"\n Decal \"BloodSplat\"\n Projectile\n -NOGRAVITY\n +RANDOMIZE\n states\n {\n Spawn:\n POIS ABCD 4\n goto Active\n Active:\n POIS D 4\n loop\n Death:\n TNT1 A 0\n stop\n }\n}\n\nactor DummyDrop\n{\n Game Doom\n Radius 3\n Height 3\n Scale 0.5\n Speed 10\n FastSpeed 15\n Damage 0\n Alpha 1\n bloodcolor \"DarkGreen\"\n Decal \"BloodSplat\"\n Projectile\n -NOGRAVITY\n +RANDOMIZE\n states\n {\n Spawn:\n POIS ABCD 4\n goto Active\n Active:\n POIS D 4\n loop\n Death:\n TNT1 A 0\n stop\n }\n}\n\nACTOR ZombieScientist\n{\n Game Doom\n obituary \"%o was axe-murdered by a zombie scientist.\"\n health 20\n mass 90\n speed 2\n Radius 19\n Height 52\n painchance 200\n PainChance \"GasShellDamagePlayer\", 20\n\tSeeSound \"zombie/sight\"\n\tPainSound \"zombie/pain\"\n\tDeathSound \"zombie/death\"\n\tActiveSound \"zombie/idle\"\n MONSTER\n +FLOORCLIP\n States\n {\n Spawn:\n SCZA AB 10 A_Look\n loop\n See:\n SCZA AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n loop\n Melee:\n SCZA E 8 A_FaceTarget\n SCZA F 16 A_CustomMeleeAttack (random (2, 6) *5, \"KnifeHit\", \"skeleton/swing\")\n SCZA E 4\n goto See\n Pain:\n SCZA G 3\n SCZA G 3 A_Pain\n goto See\n Death:\n SCZA H 5\n SCZA I 5 A_Scream\n SCZA J 5 A_NoBlocking\n SCZA K 5\n SCZA L 5\n SCZA M 5\n SCZA N -1\n stop\n XDeath:\n SCZA O 5\n SCZA P 5 A_XScream\n SCZA Q 5 A_NoBlocking\n SCZA RSTUV 5\n SCZA W -1\n stop\n Raise:\n SCZA MLKJIH 5\n goto See\n }\n}\n\nACTOR ZombieScientist2\n{\n Game Doom\n obituary \"%o was pried open by a zombie scientist.\"\n health 20\n mass 90\n speed 2\n Radius 19\n Height 52\n painchance 200\n PainChance \"GasShellDamagePlayer\", 20\n seesound \"grunt/sight\"\n painsound \"grunt/pain\"\n deathsound \"grunt/death\"\n activesound \"grunt/active\"\n MONSTER\n +FLOORCLIP\n States\n {\n Spawn:\n SCZC AB 10 A_Look\n loop\n See:\n SCZC AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n loop\n Melee:\n SCZC E 8 A_FaceTarget\n SCZC F 16 A_CustomMeleeAttack (random (2, 6) *5, \"CrowbarHit\", \"skeleton/swing\")\n SCZC E 4\n goto See\n Pain:\n SCZC G 3\n SCZC G 3 A_Pain\n goto See\n Death:\n SCZC H 5\n SCZC I 5 A_Scream\n SCZC J 5 A_NoBlocking\n SCZC K 5\n SCZC L 5\n SCZC M 5\n SCZC N -1\n stop\n XDeath:\n SCZC O 5\n SCZC P 5 A_XScream\n SCZC Q 5 A_NoBlocking\n SCZC RSTUV 5\n SCZC W -1\n stop\n Raise:\n SCZC MLKJIH 5\n goto See\n }\n}\n\nACTOR ZombieScientist3\n{\n Game Doom\n obituary \"%o was axe-murdered by a zombie scientist.\"\n health 20\n mass 90\n speed 2\n Radius 19\n Height 52\n painchance 200\n PainChance \"GasShellDamagePlayer\", 20\n\tSeeSound \"zombie/sight\"\n\tPainSound \"zombie/pain\"\n\tDeathSound \"zombie/death\"\n\tActiveSound \"zombie/idle\"\n MONSTER\n +FLOORCLIP\n States\n {\n Spawn:\n SCZH AB 10 A_Look\n loop\n See:\n SCZH AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n loop\n Melee:\n SCZH E 8 A_FaceTarget\n SCZH F 16 A_CustomMeleeAttack (random (2, 6) *5, \"skeleton/melee\", \"skeleton/swing\")\n SCZH E 4\n goto See\n Pain:\n SCZH G 3\n SCZH G 3 A_Pain\n goto See\n Death:\n SCZH H 5\n SCZH I 5 A_Scream\n SCZH J 5 A_NoBlocking\n SCZH K 5\n SCZH L 5\n SCZH M 5\n SCZH N -1\n stop\n XDeath:\n SCZH O 5\n SCZH P 5 A_XScream\n SCZH Q 5 A_NoBlocking\n SCZH RSTUV 5\n SCZH W -1\n stop\n Raise:\n SCZH MLKJIH 5\n goto See\n }\n}\n\nACTOR ZombieScientist4\n{\n Game Doom\n obituary \"%o was put out by a zombie scientist.\"\n health 40\n mass 90\n speed 2\n Radius 19\n Height 52\n painchance 200\n PainChance \"GasShellDamagePlayer\", 20\n\tSeeSound \"zombie/sight\"\n\tPainSound \"zombie/pain\"\n\tDeathSound \"zombie/death\"\n\tActiveSound \"zombie/idle\"\n MeleeRange 128\n MONSTER\n +FLOORCLIP\n States\n {\n Spawn:\n SCFE AB 10 A_Look\n loop\n See:\n SCFE AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n loop\n Melee:\n SCFE E 1 A_FaceTarget\n SCFE E 1 A_PlaySound (\"Steam/Fire\")\n SCFE F 1 A_CustomMissile (\"HalonParticle\", 32, 8, (0.1)*Random(-3, 3), CMF_OFFSETPITCH, (0.1)*Random(-3, 3))\n SCFE F 1 A_CustomMissile (\"DummyHalonParticle\", 32, 8, (0.1)*Random(-3, 3), CMF_OFFSETPITCH, (0.1)*Random(-3, 3))\n SCFE F 1 A_CustomMissile (\"DummyHalonParticle\", 32, 8, (0.1)*Random(-3, 3), CMF_OFFSETPITCH, (0.1)*Random(-3, 3))\n SCFE F 1 A_CustomMissile (\"DummyHalonParticle\", 32, 8, (0.1)*Random(-3, 3), CMF_OFFSETPITCH, (0.1)*Random(-3, 3))\n SCFE F 1 A_CustomMissile (\"HalonParticle\", 32, 8, (0.1)*Random(-3, 3), CMF_OFFSETPITCH, (0.1)*Random(-3, 3))\n SCFE F 1 A_CustomMissile (\"DummyHalonParticle\", 32, 8, (0.1)*Random(-3, 3), CMF_OFFSETPITCH, (0.1)*Random(-3, 3))\n SCFE F 1 A_CustomMissile (\"DummyHalonParticle\", 32, 8, (0.1)*Random(-3, 3), CMF_OFFSETPITCH, (0.1)*Random(-3, 3))\n SCFE F 1 A_CustomMissile (\"DummyHalonParticle\", 32, 8, (0.1)*Random(-3, 3), CMF_OFFSETPITCH, (0.1)*Random(-3, 3))\n goto See\n Pain:\n SCFE G 3\n SCFE G 3 A_Pain\n goto See\n Death:\n SCFE H 5\n SCFE I 5 A_Scream\n SCFE J 5 A_NoBlocking\n SCFE K 5\n SCFE L 5\n SCFE M 5\n SCFE N -1\n stop\n XDeath:\n SCFE O 5\n SCFE P 5 A_XScream\n SCFE Q 5 A_NoBlocking\n SCFE RSTUV 5\n SCFE W -1\n stop\n Raise:\n SCFE MLKJIH 5\n goto See\n }\n}\n\nActor HalonParticle\n{\n Height 1\n Radius 1\n Speed 5\n +Missile\n +NoGravity\n +NoBlockMap\n RenderStyle Add\n Damage 2\n DamageType Ice\n Scale 0.4\n Alpha 0.65\n States\n {\n Spawn:\n STEM A 2 A_SetTranslucent(0.6, 1)\n STEM B 2 A_SetTranslucent(0.55, 1)\n STEM C 2 A_SetTranslucent(0.5, 1)\n STEM D 2 A_SetTranslucent(0.45, 1)\n STEM E 2 A_SetTranslucent(0.4, 1)\n STEM F 2 A_SetTranslucent(0.35, 1)\n STEM G 2 A_SetTranslucent(0.3, 1)\n STEM H 2 A_SetTranslucent(0.25, 1)\n STEM I 2 A_SetTranslucent(0.2, 1)\n STEM J 2 A_SetTranslucent(0.15, 1)\n STEM K 2 A_SetTranslucent(0.1, 1)\n STEM L 2 A_SetTranslucent(0.05, 1)\n Stop\n }\n}\n\nActor DummyHalonParticle\n{\n Height 1\n Radius 1\n Speed 5\n +Missile\n +NoGravity\n +NoBlockMap\n RenderStyle Add\n Scale 0.4\n Alpha 0.65\n States\n {\n Spawn:\n STEM A 2 A_SetTranslucent(0.6, 1)\n STEM B 2 A_SetTranslucent(0.55, 1)\n STEM C 2 A_SetTranslucent(0.5, 1)\n STEM D 2 A_SetTranslucent(0.45, 1)\n STEM E 2 A_SetTranslucent(0.4, 1)\n STEM F 2 A_SetTranslucent(0.35, 1)\n STEM G 2 A_SetTranslucent(0.3, 1)\n STEM H 2 A_SetTranslucent(0.25, 1)\n STEM I 2 A_SetTranslucent(0.2, 1)\n STEM J 2 A_SetTranslucent(0.15, 1)\n STEM K 2 A_SetTranslucent(0.1, 1)\n STEM L 2 A_SetTranslucent(0.05, 1)\n Stop\n }\n}\n\nACTOR HazmatZombie\n{\n Game Doom\n obituary \"%o was electrocuted by a zombie scientist.\"\n health 20\n mass 90\n speed 2\n Radius 19\n Height 52\n painchance 200\n //PainChance \"GasShellDamagePlayer\", 20\n DamageFactor \"GasShellDamagePlayer\", 0 //because mask\n\tSeeSound \"zombie/sight\"\n\tPainSound \"zombie/pain\"\n\tDeathSound \"zombie/death\"\n\tActiveSound \"zombie/idle\"\n attacksound \"hazmat/tazer\"\n MONSTER\n +FLOORCLIP\n States\n {\n Spawn:\n HMZP AB 10 A_Look\n loop\n See:\n HMZP AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n loop\n Melee:\n HMZP E 4 A_FaceTarget\n HMZP F 4 Bright A_CustomMeleeAttack (random (2, 12) *3)\n HMZP E 4\n goto See\n Pain:\n HMZP G 3\n HMZP G 3 A_Pain\n goto See\n Death:\n HMZP H 5\n HMZP I 5 A_Scream\n HMZP J 5 A_NoBlocking\n HMZP K 5\n HMZP L -1\n stop\n XDeath:\n HMZP M 5\n HMZP N 5 A_XScream\n HMZP O 5 A_NoBlocking\n HMZP PQRST 5\n HMZP U -1\n stop\n Raise:\n HMZP LKJIH 5\n goto See\n }\n}"
},
{
"source": "pk3",
"name": "actors/enemies/DEC_SZMB.txt",
"contents": "//===========================================================================\n// ShotgunGuy Replacements\n//===========================================================================\n\nACTOR MKShotgunguySpawner : RandomSpawner replaces ShotgunGuy\n{\n\tDropItem \"ShotgunGuyVanilla\", 255,100\n\t//DropItem \"AmmoboxZombie1\", 255, 10\n\t//DropItem \"AmmoboxZombie2\", 255, 10\n}\n\n//===========================================================================\n//\n// Shotgun Zombie (Vanilla)\n//\n// by Marty Kirra\n// Sprites by idsoftware\n//\n//===========================================================================\n\nACTOR ShotgunGuyVanilla //: ShotgunGuy\n{\n Health 30\n Radius 18\n Height 56\n Mass 100\n Speed 3\n PainChance 170\n Monster\n +FLOORCLIP\n\tSeeSound \"zombie/sight\"\n\tPainSound \"zombie/pain\"\n\tDeathSound \"zombie/death\"\n\tActiveSound \"zombie/idle\"\n\tAttackSound \"zekeshotgun/fire\"\n\tPainChance \"Melee\", 235\n\tPainChance \"Sling\", 255\n\tPainChance \"GasShellDamagePlayer\", 17\n\tObituary \"%o was blasted by a shotgun-wielding zombie.\"\n\tDropItem BuckshotShellThrown 50\n\tDropItem BuckshotShellThrown 50\n\tDropItem BuckshotShellThrown 50\n\tDropItem BuckshotShellThrown 127\n\tDropItem BuckshotShellThrown 127\n\tDropItem BuckshotShellThrown 127\n\tDropItem BuckshotShellThrown 255\n\tDropItem BuckshotShellThrown 255\n\tDropItem ShotgunPickup 255\n\t//DropItem DropBuckshotShellSpawner 255 These guys are the pretty 4-shell things\n\tStates\n\t{\n Spawn:\n SPOS A 10 A_Look\n Loop\n\tSee:\n\t SPOS AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase\n\t loop\n\tMissile:\n SPOS E 0 A_Jump(140,\"See\") //Put here because it was murder before with the new see states\n\t SPOS E 10 A_FaceTarget\n SPOS F 10 Bright A_CustomBulletAttack(10,2,9,1)\n SPOS E 10 A_PlaySound(\"zekeshotgun/pump\")\n Goto See\n Pain:\n SPOS G 3\n SPOS G 3 A_Pain\n Goto See\n Pain.Sling:\n TNT1 A 0 HealThing(1)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"MagSlingShot\", 32, 0)\n\t Goto Pain.Melee\n\tPain.Melee:\n\t SPOS G 6\n\t SPOS G 8 A_Pain\n\t Goto See\n\tDeath.Uppercut:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)\n\t TNT1 A 0 Thrustthingz(0,27,0,1)\n\t Goto Death\n Death:\n SPOS H 5\n SPOS I 5 A_Scream\n SPOS J 5 A_NoBlocking\n SPOS K 5\n SPOS L -1\n Stop\n XDeath:\n SPOS M 5\n SPOS N 5 A_XScream\n SPOS O 5 A_NoBlocking\n SPOS PQRST 5\n SPOS U -1\n Stop\n Raise:\n SPOS L 5\n SPOS KJIH 5\n Goto See\n }\n}\n\n//GG Replacements\n\nACTOR MKShotgunguySpawnerGG : RandomSpawner\n{\n\tDropItem \"ShotgunGuyVanillaGG\", 255,100\n\t//DropItem \"AmmoboxZombie1GG\", 255, 10\n\t//DropItem \"AmmoboxZombie2GG\", 255, 10\n}\n\nACTOR ShotgunGuyVanillaGG : ShotgunGuyVanilla\n{\n\tStates\n\t{\n\tMissile:\n SPOS E 0 A_Jump(220,\"See\")\n\t SPOS E 10 A_FaceTarget\n SPOS F 10 Bright A_CustomBulletAttack(10,2,9,1)\n SPOS E 10 A_PlaySound(\"zekeshotgun/pump\")\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/DEC_WEP1.txt",
"contents": "//===========================================================================\n//\n// Mel's Melee Style\n//\n// by Marty Kirra\n// Sprites by Marty Kirra, Blox, Scuba Steve, Banjo Entertainment\n//\n//\n//===========================================================================\n\nACTOR MelMelee : Weapon\n{\n Inventory.PickupMessage \"You relearned your fighting style you apparently dropped [Class: Melee, Slot 1]\"\n Obituary \"%o learned why %k is the king of the iron fist.\"\n Weapon.Kickback 100\n //Weapon.BobStyle Alpha\n //Weapon.BobSpeed 1.5\n //Weapon.BobRangeY 1.0\n //Weapon.BobRangeX 0.5\n Tag \"Melee\"\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.MELEEWEAPON\n +WEAPON.NOALERT\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n +NOEXTREMEDEATH\n\t+INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n \tTNT1 A -1\n \tLoop\n\tDeselect:\n\t TNT1 A 0 A_TakeInventory(\"MeleeSelected\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ComboCoolDown\", 1, \"ComboDeselect\")\n\t TNT1 A 0 A_JumpIfInventory(\"MelPistolCombo\", 1, \"PistolComboDeselect\")\n\t MLED ABCDE 1\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_TakeInventory(\"MelPrimaryCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelAlternateCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelMachCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelPistolCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"ComboCoolDown\", 99)\n\tDeselectLoop:\n\t TNT1 A 1 A_Lower\n\t\tLoop\n\tPistolComboDeselect:\n\t\tTNT1 A 0 A_TakeInventory(\"MelPrimaryCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelAlternateCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelMachCombo\", 99)\n\t TNT1 A 5 A_Lower\n\t\tLoop\n ComboDeselect:\n\t\tTNT1 A 0 A_TakeInventory(\"MelPrimaryCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelAlternateCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelMachCombo\", 99)\n\t TNT1 A 4 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_GiveInventory(\"MeleeSelected\", 1)\n\t\tTNT1 A 4 SetPlayerProperty(0,1,2)\n\t\tMLEU ABCDE 1\n\tSelectLoop:\n\t\tMLEG A 1 A_Raise\n\t\tLoop\n\tReady:\n\t TNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t MLEG A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MagPushToken\", 1,\"MagPush\")\n\t TNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t ML1F A 0 A_JumpIfInventory(\"MelMachCombo\",4,\"AfterMelee\") //made so you can't knifehand again after the Rapid Fire Finish\n\t ML1F A 0 A_JumpIfInventory(\"MelMachCombo\",3,\"RapidFireFinish\")\n\t ML1F A 0 A_JumpIfInventory(\"MelMachCombo\",2,\"CrossDuo\")\n\t ML1F A 0 A_JumpIfInventory(\"MelMachCombo\",1,\"CrossPunch\")\n\t ML1F A 0 A_JumpIfInventory(\"MelAlternateCombo\",2,\"KnifeHand\")\n\t ML1F A 0 A_JumpIfInventory(\"MelPrimaryCombo\",3,\"ScorpionTailFinisher\")\n\t\tML1F A 0 A_JumpIfInventory(\"MelPrimaryCombo\",2,\"LeftOverhead\")\n\t\tML1F A 0 A_JumpIfInventory(\"MelPrimaryCombo\",1,\"RightHook\")\n\t ML1F A 0 A_PlaySoundEX(\"basicmelee/miss\", 5)\n\t ML1F ABCD 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"FireBerserk\")\n\t\tML1F E 1 A_CustomPunch(5,0,0,\"BasicMeleePuff\",70)\n\t\tGoto FireA\n\tFireBerserk:\n\t\tML1F E 1 A_CustomPunch(10,0,0,\"BasicMeleePuff\",70)\n\t\tGoto FireA\n\tFireA:\n\t\tML1F FGJK 1\n TNT1 A 0 A_GiveInventory(\"MelPrimaryCombo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tGoto AfterMelee\n\tRightHook:\n\t ML2F A 0 A_PlaySoundEX(\"basicmelee/miss\", 5)\n\t\tML2F ABC 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"RightHookBerserk\")\n\t\tML2F D 1 A_CustomPunch(6,0,0,\"BasicMeleePuff\",70)\n\t\tGoto RightHookA\n\tRightHookBerserk:\n\t\tML2F D 1 A_CustomPunch(12,0,0,\"BasicMeleePuff\",70)\n\t\tGoto RightHookA\n\tRightHookA:\n\t\tML2F EH 1\n\t\tTNT1 A 0 A_GiveInventory(\"MelPrimaryCombo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tGoto AfterMelee\n\tLeftOverhead:\n\t ML2F A 0 A_PlaySoundEX(\"basicmelee/miss\", 5)\n\t\tML2F A 0 A_PlaySound(\"*melee\")\n\t\tML3F ABC 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"LeftOverheadBerserk\")\n\t\tML3F E 1 A_CustomPunch(6,0,0,\"BasicMeleePuff\",70)\n\t\tGoto LeftOverheadA\n\tLeftOverheadBerserk:\n\t\tML3F E 1 A_CustomPunch(12,0,0,\"BasicMeleePuff\",70)\n\t\tGoto LeftOverheadA\n\tLeftOverheadA:\n\t\tML3F FGJ 1\n\t\tTNT1 A 0 A_GiveInventory(\"MelPrimaryCombo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 3\n\t\tGoto AfterMelee\n\tScorpionTailFinisher:\n\t TNT1 A 5 A_PlaySound(\"*strongmelee\")\n\t ML2F A 0 A_PlaySoundEX(\"strongmelee/miss\", 5)\n\t\tML4F ABC 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"ScorpionTailFinisherBerserk\")\n\t\tML4F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tML4F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tML4F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tML4F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tML4F D 1 A_CustomPunch(7,0,0,\"UppercutMeleePuff\",90)\n\t\tGoto ScorpionTailFinisherA\n\tScorpionTailFinisherBerserk:\n\t\tML4F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tML4F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tML4F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tML4F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tML4F D 1 A_CustomPunch(14,0,0,\"UppercutMeleePuff\",90)\n\t\tGoto ScorpionTailFinisherA\n\tScorpionTailFinisherA:\n\t\tML4F E 2\n\t\tML4F DCBA 1\n\t\tTNT1 A 8\n\t\tGoto AfterMelee\n\tKnifeHand:\n\t ML2F A 0 A_PlaySoundEX(\"strongmelee/miss\", 5)\n\t\tML5F ABC 1\n\t\tML5F D 1 A_CustomPunch(7,0,0,\"StrongMeleePuff\",70)\n\t\tML5F EFGHI 1\n\t\tTNT1 A 0 A_GiveInventory(\"MelMachCombo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 5\n\t\tGoto AfterMelee\n\tCrossPunch:\n\t TNT1 A 2 A_PlaySound(\"*melee\")\n\t ML2F A 0 A_PlaySoundEX(\"basicmelee/miss\", 5)\n\t\tML6F AB 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"CrossPunchBerserk\")\n\t\tML6F D 1 A_CustomPunch(6,0,0,\"BasicMeleePuff\",70)\n\t\tGoto CrossPunchA\n\tCrossPunchBerserk:\n\t\tML6F D 1 A_CustomPunch(12,0,0,\"BasicMeleePuff\",70)\n\t\tGoto CrossPunchA\n\tCrossPunchA:\n\t\tML6F CBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"MelPrimaryCombo\", 99)\n\t\tTNT1 A 0 A_GiveInventory(\"MelMachCombo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 3\n\t\tGoto AfterMelee\n\tCrossDuo:\n\t TNT1 A 1\n\t ML2F A 0 A_PlaySoundEX(\"basicmelee/miss\", 5)\n\t\tML7F AB 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"CrossDuoBerserk\")\n\t\tML7F D 1 A_CustomPunch(6,0,0,\"BasicMeleePuff\",70)\n\t\tGoto CrossDuoA\n\tCrossDuoBerserk:\n\t\tML7F D 1 A_CustomPunch(12,0,0,\"BasicMeleePuff\",70)\n\t\tGoto CrossDuoA\n\tCrossDuoA:\n\t\tML7F CBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"MelPrimaryCombo\", 99)\n\t\tTNT1 A 0 A_GiveInventory(\"MelMachCombo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 3\n\t\tGoto AfterMelee\n\tRapidFireFinish:\n\t TNT1 A 1 A_PlaySound(\"*strongmelee\")\n\t ML2F A 0 A_PlaySoundEX(\"strongmelee/miss\", 5)\n\t\tML8F ABD 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"RapidFireFinishBerserk\")\n\t\tML8F E 5 A_CustomPunch(8,0,0,\"StrongMeleePuff\",90)\n\t\tGoto RapidFireFinishA\n\tRapidFireFinishBerserk:\n\t\tML8F E 5 A_CustomPunch(16,0,0,\"StrongMeleePuff\",90)\n\t\tGoto RapidFireFinishA\n\tRapidFireFinishA:\n\t\tML8F DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"MelPrimaryCombo\", 99)\n\t\tTNT1 A 0 A_GiveInventory(\"MelMachCombo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 AAAAAAAAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"MelAlternateCombo\", 99)\n\t\tTNT1 A 6\n\t\tGoto AfterMelee\n\tAltFire:\n\t TNT1 A 0 A_JumpIfInventory(\"MagPushToken\", 1,\"MagPush\")//TNT1 A 0 A_JumpIfInventory(\"MagSlingToken\", 1,\"MagSling\")\n\t ML1F A 0 A_JumpIfInventory(\"MelAlternateCombo\",4,\"StingrayFinisher\")\n\t\tML1F A 0 A_JumpIfInventory(\"MelAlternateCombo\",2,\"ViperFinisher\")\n\t\tML1F A 0 A_JumpIfInventory(\"MelAlternateCombo\",1,\"UpperKick\")\n\t ML1F A 0 A_JumpIfInventory(\"MelPrimaryCombo\",3,\"AzureKnee\")\n\t ML1F A 0 A_JumpIfInventory(\"MelPrimaryCombo\",2,\"StreetSweeperFinisher\")\n\t\tML1F A 0 A_PlaySoundEX(\"basicmelee/miss\", 5)\n\t MK4F ABC 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"AltFireBerserk\")\n\t\tMK4F D 1 A_CustomPunch(6,0,0,\"BasicMeleePuff\",90)\n\t\tGoto AltFireA\n\tAltFireBerserk:\n\t\tMK4F D 1 A_CustomPunch(12,0,0,\"BasicMeleePuff\",90)\n\t\tGoto AltFireA\n\tAltFireA:\n\t\tMK4F EFGH 1\n\t\tTNT1 A 0 A_GiveInventory(\"MelAlternateCombo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 3\n\t\tGoto AfterMelee\n UpperKick:\n\t TNT1 A 3\n\t ML2F A 0 A_PlaySoundEX(\"basicmelee/miss\", 5)\n\t\tML2F A 0 A_PlaySound(\"*melee\")\n\t MK5F ABC 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"UpperKickBerserk\")\n\t\tMK5F D 2 A_CustomPunch(6,0,0,\"BasicMeleePuff\",90)\n\t\tGoto UpperKickA\n\tUpperKickBerserk:\n\t\tMK5F D 2 A_CustomPunch(12,0,0,\"BasicMeleePuff\",90)\n\t\tGoto UpperKickA\n\tUpperKickA:\n\t\tMK5F EFG 1\n\t\tTNT1 A 0 A_GiveInventory(\"MelAlternateCombo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 3\n\t\tGoto AfterMelee\n ViperFinisher:\n\t TNT1 A 3 A_PlaySound(\"*strongmelee\")\n\t ML2F A 0 A_PlaySoundEX(\"strongmelee/miss\", 5)\n\t MK6F AB 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"ViperFinisherBerserk\")\n\t\tMK3F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tMK6F C 2 A_CustomPunch(9,0,0,\"StrongMeleePuff\",90)\n\t\tGoto ViperFinisherA\n\tViperFinisherBerserk:\n\t\tMK3F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tMK6F C 2 A_CustomPunch(18,0,0,\"StrongMeleePuff\",90)\n\t\tGoto ViperFinisherA\n\tViperFinisherA:\n\t\tMK6F DEF 1\n\t\tTNT1 A 8\n\t\tGoto AfterMelee\n\tStreetSweeperFinisher:\n\t TNT1 A 4 A_PlaySound(\"*strongmelee\")\n\t ML2F A 0 A_PlaySoundEX(\"strongmelee/miss\", 5)\n\t\tMK1F ABC 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"StreetSweeperFinisherBerserk\")\n\t\tMK3F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tMK1F D 1 A_CustomPunch(9,0,0,\"StrongMeleePuff\",90)\n\t\tGoto StreetSweeperFinisherA\n\tStreetSweeperFinisherBerserk:\n\t\tMK3F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tMK1F D 1 A_CustomPunch(18,0,0,\"StrongMeleePuff\",90)\n\t\tGoto StreetSweeperFinisherA\n\tStreetSweeperFinisherA:\n\t\tMK1F EFGHI 1\n\t\tTNT1 A 5\n\t\tGoto AfterMelee\n\tAzureKnee:\n\t TNT1 A 2\n\t ML2F A 0 A_PlaySoundEX(\"basicmelee/miss\", 5)\n\t\tMK2F ABC 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"AzureKneeBerserk\")\n\t\tMK2F D 3 A_CustomPunch(6,0,0,\"BasicMeleePuff\",70)\n\t\tGoto AzureKneeA\n\tAzureKneeBerserk:\n\t\tMK2F D 3 A_CustomPunch(12,0,0,\"BasicMeleePuff\",70)\n\t\tGoto AzureKneeA\n\tAzureKneeA:\n\t\tMK2F CBA 1\n\t\tTNT1 A 0 A_GiveInventory(\"MelAlternateCombo\", 4)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeleePressed\",1,\"SPMeleeMelee\")\n\t TNT1 A 1 A_WeaponReady\n\t\tTNT1 A 6\n\t\tGoto AfterMelee\n\tStingRayFinisher:\n\t TNT1 A 3 A_PlaySound(\"*strongmelee\")\n\t\tML2F A 0 A_PlaySoundEX(\"strongmelee/miss\", 5)\n\t\tMK3F ABCD 1\n\t\tML1F D 0 A_JumpIfInventory(\"PowerStrength\",1,\"StingRayFinisherBerserk\")\n\t\tMK3F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(1,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 1 A_CustomPunch(9,0,0,\"StrongMeleePuff\",90)\n\t\tGoto StingRayFinisherA\n\tStingRayFinisherBerserk:\n\t\tMK3F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 0 A_CustomPunch(2,0,0,\"BlankMeleePuff\",90)\n\t\tMK3F E 1 A_CustomPunch(18,0,0,\"StrongMeleePuff\",90)\n\t\tGoto StingRayFinisherA\n\tStingRayFinisherA:\n\t\tMK3F FGHI 1\n\t\tTNT1 A 0 A_GiveInventory(\"MelPistolCombo\", 1)//allows you to do the pistol combo\n\t\tTNT1 A 0 A_TakeInventory(\"MelPrimaryCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelAlternateCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelMachCombo\", 99)\n\t\tTNT1 A 5 A_WeaponReady\n\t\tGoto AfterMelee\n\tAfterMelee:\n\t\tTNT1 A 0 A_TakeInventory(\"MelPrimaryCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelAlternateCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelMachCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MelPistolCombo\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MagPushToken\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MagSlingToken\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"ComboCoolDown\", 99)\n\t MLED EDCBA 1\n\t\tMLEG A 1\n\t\tGoto Ready\n\tSPMeleeMelee:\n\t TNT1 A 0 A_JumpIfInventory(\"ComboCoolDown\", 1, \"MagPull\")\n\t\tTNT1 A 0 A_GiveInventory(\"MagPushToken\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MagSlingToken\", 1)\n\t\tMLED ABCDE 1\n\t\tTNT1 A 5 A_WeaponReady\n\tMagPull:\n\t TNT1 A 2 A_TakeInventory(\"ComboCoolDown\", 99)\n\t MLGF A 0 A_PlaySound(\"magpull\",6)\n\t MLGF ABCDEFGH 1\n\t\tTNT1 A 0 A_SetBlend(\"39 99 0\", 0.4, 15)\n\t\tMLGF I 1 A_FireCustomMissile(\"MagPullProjectile\", 0, 0, 0, 0)\n\t\tMLGF JKLM 1\n\t\tTNT1 A 0 A_TakeInventory(\"MagPushToken\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MagSlingToken\", 99)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 4\n\t\tTNT1 AAAAAAAAAAAAA 1 A_WeaponReady\n\t\tGoto AfterMelee\n\tMagPush:\n\t TNT1 A 2 A_TakeInventory(\"ComboCoolDown\", 99)\n\t MLGF A 0 A_PlaySound(\"magpush\", 6)\n\t MLGF ABCDEFGH 1\n\t\tTNT1 A 0 A_SetBlend(\"18 65 32\", 0.4, 15)\n\t\tMLGF I 0 A_SpawnItemEx (\"MagPushProjectileReflective\",0,0,18,cos(-pitch)*60,0,sin(-pitch)*60,0,SXF_NOCHECKPOSITION)\n\t\tMLGF I 0 A_SpawnItemEx (\"MagPushProjectileReflective\",0,15,18,cos(-pitch)*60,0,sin(-pitch)*60,0,SXF_NOCHECKPOSITION)\n\t\tMLGF I 0 A_SpawnItemEx (\"MagPushProjectileReflective\",0,-15,18,cos(-pitch)*60,0,sin(-pitch)*60,0,SXF_NOCHECKPOSITION)\n\t\tMLGF I 1 A_SpawnItemEx (\"MagPushProjectile\",20,0,18,cos(-pitch)*200,0,sin(-pitch)*200,0,SXF_NOCHECKPOSITION)\n\t\tMLGF HGFEDCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"MagPushToken\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MagSlingToken\", 99)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 4\n\t\tTNT1 AAAAAAAAAAAAA 1 A_WeaponReady\n\t\tGoto AfterMelee\n\tMagSling:\n\t TNT1 A 2 A_TakeInventory(\"ComboCoolDown\", 99)\n\t MLGF A 0 A_PlaySound(\"magsling\", 6)\n\t MLGF ABCDEFGH 1\n\t\tTNT1 A 0 A_SetBlend(\"45 55 20\", 0.4, 15)\n\t\tMLGF I 0 A_FireCustomMissile(\"MagSlingActivate\", 0, 0, 0, 0)\n\t\tMLGF JKLM 1\n\t\tTNT1 A 0 A_TakeInventory(\"MagPushToken\", 99)\n\t\tTNT1 A 0 A_TakeInventory(\"MagSlingToken\", 99)\n\t\tTNT1 A 0 A_GiveInventory(\"ComboCoolDown\", 1)\n\t\tTNT1 A 6\n\t\tTNT1 AAAAAAAAAAAAA 1 A_WeaponReady\n\t\tGoto AfterMelee\n\t\t }\n}\n\nACTOR MagPullProjectile : LoreShot\n{\n Speed 140\n Damage 1\n Height 20\n Radius 20\n SeeSound \"magloop\"\n DeathSound \"maghit\"\n DamageType Melee\n Obituary \"%o was allured by %k's magnetic personality.\"\n Projectile\n States\n {\n Spawn:\n TNT1 AAAAAAAAAAA 2\n stop\n Death:\n TNT1 A 1 A_Scream\n Stop\n }\n}\n\nACTOR MagPushProjectileReflective //this is a completely new actor\n{\n Height 30\n Radius 15\n Scale 4.0\n Monster\n +REFLECTIVE\n +DEFLECT\n +NOBLOOD\n +INVULNERABLE\n +NOGRAVITY\n +THRUSPECIES\n\n Species \"Player\"\n States\n {\n Spawn:\n TNT1 AAAAAAA 1\n Stop\n Death:\n TNT1 A 1 A_Scream\n Stop\n }\n}\n\nACTOR MagPushProjectile : FastProjectile //this replaces the same-named actor\n{\n Damage 1\n Height 30\n Radius 30\n Scale 6.0\n SeeSound \"\"\n DeathSound \"magphit\"\n DamageType Melee\n Obituary \"%k was rejected by %o magnetic push.\"\n //ProjectileKickback 70000\n Projectile\n +STRIFEDAMAGE\n +THRUSPECIES\n Species \"Player\"\n States\n {\n Spawn:\n TNT1 AAAAAAA 1\n Stop\n Death:\n TNT1 A 0 A_RadiusThrust(2000,6)\n\t TNT1 A 1 A_Scream\n Stop\n }\n}\n\nACTOR MagSlingActivate : FastProjectile\n{\n Speed 200\n Damage (1)\n Height 20\n Radius 20\n SeeSound \"\"\n DeathSound \"maghit\"\n DamageType \"Sling\"\n Obituary \"%k was rejected by %o magnetic push.\"\n Projectile\n -NOBLOCKMAP\n +NOBLOOD\n //+FORCEPAIN\n States\n {\n Spawn:\n TNT1 AAAA 1\n stop\n Death:\n TNT1 A 1 A_Scream\n Stop\n }\n}\n\nACTOR MagSlingShot : LoreShot\n{\n Speed 160\n Height 20\n Radius 20\n Damage 0\n SeeSound \"\"\n DeathSound \"maghit\"\n DamageType Sling\n Obituary \"%o was allured by %k's magnetic personality.\"\n Projectile\n //+FORCEPAIN\n States\n {\n Spawn:\n TNT1 AAAAAAAA 2\n stop\n Death:\n TNT1 A 1 A_Scream\n Stop\n }\n}\n\nACTOR MelPrimaryCombo : Inventory\n{\n Inventory.MaxAmount 99\n Inventory.Icon TNT1A0\n}\n\nACTOR MelAlternateCombo : Inventory\n{\n Inventory.MaxAmount 99\n Inventory.Icon TNT1A0\n}\n\nACTOR MelMachCombo : Inventory\n{\n Inventory.MaxAmount 99\n Inventory.Icon TNT1A0\n}\n\nACTOR MelPistolCombo : Inventory\n{\n Inventory.MaxAmount 99\n Inventory.Icon TNT1A0\n}\n\nACTOR MagPushToken: Inventory\n{\n Inventory.MaxAmount 99\n Inventory.Icon TNT1A0\n}\n\nACTOR MagSlingToken: Inventory\n{\n Inventory.MaxAmount 99\n Inventory.Icon TNT1A0\n}\n\n//This is used to switch weapons without weird graphic stuff happening.\nACTOR ComboCooldown: Inventory\n{\n Inventory.MaxAmount 99\n Inventory.Icon TNT1A0\n}\n\nACTOR BasicMeleePuff\n{\n ActiveSound \"\"\n AttackSound \"basicmelee/wall\"\n SeeSound \"basicmelee/contact\"\n DamageType Melee\n +NOGRAVITY\n +NOEXTREMEDEATH\n +PUFFONACTORS\n Decal \"none\"\n States\n {\n Spawn:\n \t\tTNT1 A 0\n \tTNT1 A 1\n \tstop\n \tCrash:\n\t \tTNT1 A 0\n\t \tTNT1 A 1\n\t \tstop\n \tMelee:\n\t \tTNT1 A 0\n\t \tTNT1 A 1\n\t \tstop\n }\n}\n\nACTOR StrongMeleePuff\n{\n ActiveSound \"\"\n AttackSound \"strongmelee/wall\"\n SeeSound \"strongmelee/contact\"\n +NOGRAVITY\n +NOEXTREMEDEATH\n +PUFFONACTORS\n Decal \"none\"\n States\n {\n Spawn:\n \t\tTNT1 A 0\n \tTNT1 A 1\n \tstop\n \tCrash:\n\t \tTNT1 A 0\n\t \tTNT1 A 1\n\t \tstop\n \tMelee:\n\t \tTNT1 A 0\n\t \tTNT1 A 1\n\t \tstop\n }\n}\n\nACTOR UppercutMeleePuff\n{\n ActiveSound \"\"\n AttackSound \"strongmelee/wall\"\n SeeSound \"uppercutmelee/contact\"\n +NOGRAVITY\n +NOEXTREMEDEATH\n +PUFFONACTORS\n DamageType Melee\n DamageType Uppercut\n Decal \"none\"\n States\n {\n Spawn:\n \t\tTNT1 A 0\n \tTNT1 A 1\n \tstop\n \tCrash:\n\t \tTNT1 A 0\n\t \tTNT1 A 1\n\t \tstop\n \tMelee:\n\t \tTNT1 A 0\n\t \tTNT1 A 1\n\t \tstop\n }\n}\n\nACTOR BlankMeleePuff\n{\n ActiveSound \"\"\n AttackSound \"\"\n SeeSound \"\"\n +NOGRAVITY\n +NOEXTREMEDEATH\n +PUFFONACTORS\n Decal \"none\"\n States\n {\n Spawn:\n \t\tTNT1 A 0\n \tTNT1 A 1\n \tstop\n \tCrash:\n\t \tTNT1 A 0\n\t \tTNT1 A 1\n\t \tstop\n \tMelee:\n\t \tTNT1 A 0\n\t \tTNT1 A 1\n\t \tstop\n }\n}"
}
]
},
"maps": []
}