Counts

endoom0
graphics0
lumps124
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0c9521a9-3f63-4279-afc4-5f34bace6e72",
    "sha1": "80664b42a3331f5c786572c087395d3507a9823b",
    "sha256": "3c10a3d5a6805dc54228258e998de88e81a67f8fcd8948d0cd0324cce46783e9",
    "filenames": [
      "weapon_standalone_handgrenade.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2016-05-12 00:02:35",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2016-05-12 00:02:35",
    "file": {
      "type": "PK3",
      "size": 1530361,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/80664b42a3331f5c786572c087395d3507a9823b/80664b42a3331f5c786572c087395d3507a9823b.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 124,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "analysis": {
      "title": "weapon_standalone_handgrenade.pk3",
      "description": "This standalone PK3 file contains no maps and focuses entirely on custom actor definitions related to grenade explosions and flame effects for ZDoom-compatible engines. It features detailed visual effects such as flame trails, explosion flames, and various smoke types with translucency and bounce physics, enhancing combat visuals without altering gameplay maps. The content is purely graphical and scripting-based, with no IWAD dependencies or level content. It is intended as a weapon or effect addon rather than a playable WAD. The file is small and specialized, suitable for modders seeking enhanced explosion visuals in ZDoom or derived ports.",
      "tags": [
        "explosions",
        "no_maps",
        "small_scale",
        "smoke_effects",
        "visual_effects",
        "weapon_mod",
        "zdoom_compatible"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "EXPLODE.TXT",
        "contents": "ACTOR G_FlameTrails\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tDamage 0\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n    +CLIENTSIDEONLY\n    +NOINTERACTION\n\t+NOCLIP\n\tRenderStyle Add\n    DamageType Flames\n    Scale 0.5\n\tAlpha 1\n\tGravity 0\n\tStates\n\t{\n    Spawn:\n        TNT1 A 2\n        JFRP ABCDEFGH 3 BRIGHT\n        Stop\n\t}\n}\n\nACTOR G_ExplosionFlames: G_FlameTrails\n{\nScale 2.2\nSpeed 2\n\tStates\n\t{\n    Spawn:\n\n        JXPL AA 3 BRIGHT A_SpawnItem(\"G_RedFlare\",0,0)\n        JXPL BCDF 3 BRIGHT\n\t\tJXPL AAA 0 A_CustomMissile (\"G_ExplosionSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n        JXPL GHII 3 BRIGHT\n        Stop\n\t}\n}\n\nACTOR G_ExplosionSmoke\n{\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n    +CLIENTSIDEONLY\n    +NOINTERACTION\n\t+NOGRAVITY\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\tBounceFactor 0.5\n\tRadius 0\n\tHeight 0\n\tAlpha 0.2\n\tRenderStyle Translucent\n\tScale 0.9\n\tSpeed 2\n    States\n    {\n    Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\tJSMO A 20\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\tJSMO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.01)\n\tGoto Death\n\tDeath:\n\t    TNT1 A 0\n    Stop\nStap:\nTNT1 A 0\nStop\n    }\n}\n\nACTOR G_HeavyExplosionSmoke: G_ExplosionSmoke\n{\nSpeed 1\n\tStates\n    {\n    Spawn:\n\tJSMO A 80\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\tJSMO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.01)\n\tGoto Death\n\tDeath:\n\t    TNT1 A 0\n    Stop\nStap:\nTNT1 A 0\nStop\n    }\n}\n\nActor G_BigNeoSmoke: G_HeavyExplosionSmoke\n{\n\tScale 1.4\n\tAlpha 0.12\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\tJSMO A 40\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\tJSMO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_FadeOut(0.002)\n\tGoto Death\n\tDeath:\n\t    TNT1 A 0\n    Stop\nStap:\nTNT1 A 0\nStop\n}\n}\n\nActor G_SpawnedExplosion\n{\n+NOCLIP\n+NOGRAVITY\nstates\n\t{\n\tSpawn:\n TNT1 A 2\n TNT1 A 2 A_PlaySound(\"FAREXPL\")\n JXPL A 0 A_CustomMissile (\"G_BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n JXPL A 0 A_CustomMissile (\"G_ExplosionSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_SpawnItemEx (\"G_ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\nTNT1 AAAA 0 A_CustomMissile (\"G_ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nActor G_SpawnedExplosionSmall\n{\n+NOCLIP\n+NOGRAVITY\nstates\n\t{\n\tSpawn:\n TNT1 A 2\n TNT1 A 2\n JXPL A 0 A_CustomMissile (\"G_BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n JXPL A 0 A_CustomMissile (\"G_ExplosionSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAA 0 A_CustomMissile (\"G_SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nActor G_ExplosionSpawner\n{\n+MISSILE\n+FORCEXYBILLBOARD\ndamage 0\nradius 6\nheight 6\nspeed 40\nrenderstyle ADD\nalpha 0.9\nscale .01\nBounceFactor 0.5\nDecal \"FireworxScorch\"\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAA 2 A_SpawnItem(\"G_SpawnedExplosion\")\n\t\tStop\nDeath:\n    TNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    TNT1 A 10\n    Stop\nXDeath:\nTNT1 A 1\nTNT1 A 10\nStop\n\t}\n}\n\nActor G_SmallExplosionSpawner: G_ExplosionSpawner\n{\nSpeed 30\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAA 2 A_SpawnItem(\"G_SpawnedExplosionSmall\")\n\t\tStop\n\t}\n}\n\nactor G_BarrelKaboom: DeadMarine\n{\n\tGame Doom\n\tStates\n\t{\nSpawn:\nTNT1 A 1\nTNT1 AAAAAA 0 A_CustomMissile(\"G_SmallExplosionSpawner\", 20, 0, random (0, 360), 2, random (0, 180))\nStop\n\t}\n}\n\n/*\nACTOR DetectFloorCrater\n{\n game Doom\n scale 3.4\n speed 0\n health 1\n radius 8\n height 4\n Gravity 0.9\n damage 0\n Renderstyle Translucent\n Alpha 0.70\n\tDamageType Blood\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +FORCEXYBILLBOARD\n   +NODAMAGETHRUST\n   +MOVEWITHSECTOR\n   -DONTSPLASH\n   +DOOMBOUNCE\n   BounceFactor 0.01\n    States\n    {\n     Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 ThrustThingZ(0,-10,0,1)\n\t TNT1 A 4\n\t Stop\n\t Death:\n\t TNT1 A 1\n\t TNT1 A 0 A_SpawnItem(\"G_12SmallFireFocusSpawnerz\")\n\t XXX1 A 2000\n  Stop\n    }\n}\n\nACTOR DetectCeilCrater\n{\n game Doom\n scale 3.4\n speed 0\n health 1\n radius 1\n height 1\n Gravity 0.0\n damage 0\n Renderstyle Translucent\n Alpha 0.70\n\tDamageType Blood\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   -FORCEXYBILLBOARD\n   +NODAMAGETHRUST\n   -DONTSPLASH\n   +NOGRAVITY\n    States\n    {\n     Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 ThrustThingZ(0,35,0,1)\n\t TNT1 A 2\n\t Stop\n\t Death:\n\t XXX1 A 2000\n  Stop\n    }\n}\n*/\n\nActor G_Flare_General\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\nrenderstyle Add\nradius 1\nheight 1\nalpha 0.4\nscale 0.4\n}\n\nActor G_NewExplosionFlare : G_Flare_General\n{\nXScale 0.8\nYScale 0.4\nAlpha 1.0\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tJFLR A 2 bright\n\t\tJFLR AAAAAAAAAAAAAAAA 1 BRIGHT A_FadeOut(0.11)\n\t\tstop\n\t}\n}\n\nActor G_ExplosionFlareSpawner : G_Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem(\"G_NewExplosionFlare\")\n\t\tJL2N AAA 1 BRIGHT\n\n\t\tJL2N A 5\n\t\tstop\n\t}\n}\n\nACTOR G_ExplosionParticleHeavy\n{\n game Doom\n speed 9\n radius 8\n height 1\n Gravity 0.5\n  RenderStyle Add\n  Scale 0.06\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   -RIPPER\n   +BLOODLESSIMPACT\n   +FORCEXYBILLBOARD\n  +FORCEXYBILLBOARD\n  +CLIENTSIDEONLY\n  +DOOMBOUNCE\n    +DONTSPLASH\n\t+THRUACTORS\n   +GHOST\n   Damage 0\n  BounceFactor 0.01\n    States\n    {\n     Spawn:\n       JSPK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.02)\n        stop\n     Death:\n       Stop\n    }\n}\n\nACTOR G_ExplosionParticleVeryFast: G_ExplosionParticleHeavy\n{\n game Doom\n Scale 0.05\n speed 18\n Gravity 0.9\n    States\n    {\n     Spawn:\n\t   TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n       JSPK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.02)\n        stop\n     Death:\n\t   TNT1 A 0\n       Stop\n    }\n}\n\nACTOR G_BarrelExplosionSmokeColumn\n{\n    Radius 0\n    Height 0\n\tAlpha 0.4\n\tRenderStyle Translucent\n\tXScale 1.4\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n\tDamage 0\n    States\n    {\n    Spawn:\n\t    JS17 E 4\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\t\tJS17 ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 5\n\t\tJS17 E 4\n\t\tStop\nStap:\nTNT1 A 0\nStop\n    }\n}\n\nActor G_RedFlare : G_Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tJLNR A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tJLNR B 2 bright\n\t\tstop\n\t}\n}\n\nACTOR G_MediumExplosionFlames: G_ExplosionFlames\n{\nScale 1.3\n\tStates\n\t{\n    Spawn:\n        //FRFX DEFGHIJ 1 BRIGHT A_SpawnItem(\"RedFlare\",0,0)\n        //FRFX K 2 BRIGHT A_SpawnItem(\"RedFlare\",0,0)\n\t\t//JXPL A 0 A_CustomMissile (\"BigSmokes\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t//JXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n        //FRFX LMMN 2 BRIGHT A_SpawnItem(\"RedFlare\",0,0)\n\t\t//JXPL A 0 A_CustomMissile (\"BigSmokes\", 0, 0, random (0, 360), 2, random (0, 360))\n        //FRFX OP 1 BRIGHT\n\t\t//JXPL A 0 A_CustomMissile (\"BigSmokes\", 0, 0, random (0, 360), 2, random (0, 360))\n\n        JXPL AA 2 BRIGHT A_SpawnItem(\"G_RedFlare\",0,0)\n\t\tJXPL A 0 A_CustomMissile (\"G_ExplosionSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n        JXPL BCDF 2 BRIGHT //A_SpawnItem(\"YellowFlare\",0,0)\n        JXPL GHII 2 BRIGHT\n\n        Stop\n\t}\n}\n\nACTOR G_SmallExplosionFlames: G_ExplosionFlames\n{\nScale 0.9\n\tStates\n\t{\n    Spawn:\n        JXPL AA 2 BRIGHT A_SpawnItem(\"G_RedFlare\",0,0)\n        JXPL BCDF 2 BRIGHT\n        JXPL GHII 2 BRIGHT\n        Stop\n\t}\n}\n\nACTOR G_ShrapnelParticle: G_ExplosionParticleHeavy\n{\n speed 20\n Gravity 0.0\n +NOGRAVITY\n  Scale 0.12\n   radius 10\n height 10\n -DOOMBOUNCE\n Damage 0\n  alpha 1.0\n    States\n    {\n     Spawn:\n       JSPK AAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.05)\n        stop\n     Death:\n\t TNT1 A 0\n       Stop\n    }\n}\n\nACTOR G_12SmallFireFocusSpawnerz: G_BarrelExplosionSmokeColumn\n{\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_Jump(128, 4)\nTNT1 A 0 A_SpawnItemEx(\"G_ExplosionSimpleSmokeColumn\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\nTNT1 A 0 A_SpawnItemEx(\"G_SmallFireFocus24\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\nTNT1 AAAA 0\nStop\n}\n}\n\nACTOR G_ExplosionSimpleSmokeColumn: G_BarrelExplosionSmokeColumn\n{\n    Radius 0\n    Height 0\n\tAlpha 0.4\n\tRenderStyle Translucent\n\tXScale 1.5\n\tYScale 0.6\n}\n\nACTOR G_MinimalFlameTrails\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 4\n\tDamage 0\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n\t+MISSILE\n    +CLIENTSIDEONLY\n    +NOINTERACTION\n\t+NOCLIP\n\t+FORCEXYBILLBOARD\n\tRenderStyle Add\n    DamageType Flames\n    Scale 0.4\n\tAlpha 1.0\n\tGravity 0\n\tStates\n\t{\n    Spawn:\n\t    TNT1 A 0\n        JFIR FGGHHII 1 BRIGHT\n\t    Stop\n\t}\n}\n\nActor G_RedFlareSmall : G_RedFlare\n{\nscale 0.15\n}\n\nACTOR G_SmallFireFocus24: G_BarrelExplosionSmokeColumn\n{\n\tAlpha 0.9\n\tRenderStyle Translucent\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM A 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM BCD 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM E 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (70, 110))\n\tJFLM FGH 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM I 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM JKL 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tJFLM M 1 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 24, 0, random (0, 360), 2, random (60, 130))\n\tJFLM N 1 BRIGHT A_SpawnItem(\"G_RedFlareSmall\", 0, 15)\n\tTNT1 AAAAA 3 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 2, 0, random (0, 360), 2, random (60, 130))\n\tTNT1 AAA 8 BRIGHT A_CustomMissile (\"G_MinimalFlameTrails\", 2, 0, random (0, 360), 2, random (60, 130))\n\tStop\n    }\n}"
      }
    ]
  },
  "maps": []
}

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