Raw model (for completeness)
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{
"source": "pk3",
"name": "animdefs.txt",
"contents": "// Texture animations\ntexture slmfall1 range slmfall4 tics 8\ntexture wfall1 range wfall4 tics 8\ntexture lfall1 range lfall4 tics 8\ntexture gfall1 range gfall4 tics 8\ntexture ofall1 range ofall4 tics 8\ntexture portalr1 range portalr9 tics 4\ntexture compcg1a range compcg1g tics 4\ntexture compe6a range compe6d tics 4\ntexture fan1 range fan4 tics 3\n\ncameratexture ct_1 128 128\ncameratexture ct_2 128 128\n\nwarp texture wfwater1\nwarp texture a14nuke\nwarp texture wnukage\nwarp texture wlava\nwarp flat sinkinsa\nwarp texture biof1\nwarp texture spwlava\nwarp texture hynuke\nwarp2 texture hywater\nwarp texture e1sky1\nwarp texture wsflr6_4\n\ntexture compex4a\n\tpic compex4a tics 4\n\tpic compex4b tics 4\n\tpic compex4c tics 4\n\tpic compex4d tics 4\n\tpic compex4e tics 4\n\tpic compex4f tics 4\n\tpic compex4g tics 4\n\tpic compex4h tics 4\n\tpic compex4c tics 4\n\tpic compex4d tics 4\n\tpic compex4e tics 4\n\tpic compex4f tics 4\n\tpic compex4g tics 4\n\tpic compex4h tics 4\n\tpic compex4b tics 4\n\ntexture ffieldb1\n\tpic ffieldb1 tics 2\n\tpic ffieldb2 tics 2\n\tpic ffieldb3 tics 2\n\tpic ffieldb4 tics 2\n\tpic ffieldb5 tics 2\n\tpic ffieldb6 tics 2\n\tpic ffieldb7 tics 2\n\tpic ffieldb8 tics 2\n\tpic ffieldb9 tics 2\n\tpic ffieldba tics 2\n\ntexture ffieldr1\n\tpic ffieldr1 tics 2\n\tpic ffieldr2 tics 2\n\tpic ffieldr3 tics 2\n\tpic ffieldr4 tics 2\n\tpic ffieldr5 tics 2\n\tpic ffieldr6 tics 2\n\tpic ffieldr7 tics 2\n\tpic ffieldr8 tics 2\n\tpic ffieldr9 tics 2\n\tpic ffieldra tics 2\n\ntexture a6store9\n\tpic a6store9 tics 4\n\tpic a6storea tics 4\n\tpic a6storeb tics 4\n\ntexture sfall1\n\trange sfall4 tics 8\n\n// =============================================================================\n// Warping flats\nwarp2 texture fwater1\nwarp texture lava1\nwarp texture nukage1\nwarp texture fireblu1\nwarp texture wslime01\nwarp texture slime01\nwarp texture slime05\nwarp texture blood1\nwarp texture oil1\n\ntexture fwater1\n\tpic fwater1 tics 8\n\tpic fwater1 tics 8\n\ntexture lava1\n\tpic lava1 tics 8\n\tpic lava1 tics 8\n\ntexture nukage1\n\tpic nukage1 tics 8\n\tpic nukage1 tics 8\n\ntexture fireblu1\n\tpic fireblu1 tics 8\n\tpic fireblu1 tics 8\n\ntexture slime01\n\tpic slime01 tics 8\n\tpic slime01 tics 8\n\ntexture slime05\n\tpic slime05 tics 8\n\tpic slime05 tics 8\n\ntexture blood1\n\tpic blood1 tics 8\n\tpic blood1 tics 8\n\n// [Cata] For my map.\nwarp2 texture GN_WISQ\n\ntexture CRYSSLI1\n\tpic CRYSSLI1 tics 8\n\tpic CRYSSLI2 tics 8\n\tpic CRYSSLI3 tics 8\n\tpic CRYSSLI4 tics 8"
},
{
"source": "pk3",
"name": "changelog.txt",
"contents": "------------------------------------------------------------\n----- LEGEND\n------------------------------------------------------------\n++ Major Change\n+ New Content\n- Balance / Tweak\n~ Bugfix\n* Note\n\nNote:\tAOW 2.2 is a fork of Zeta made to be in line with AOW 2.1 with added enhancements, bug fixes, and new content.\n\n------------------------------------------------------------\n----- GAMEPLAY\n------------------------------------------------------------\n- \tArmor resistance now increases 1% per grade instead of 2% (grade 1 has 8% protection, grade 2 has 9%, etc).\n- \tEnhanced Refining extra income reduced to $125, from $150.\n- \tExtra Frag Grenades and Flashbangs now cost $150 each, from $200.\n- \tAll maps now have research centre panels in the spawn room as well as in the building itself.\n-\tAnti-troll mechanics are in-place now. Any Orcas, C4's, Nukes/Ions thrown near friendly terminals will disappear.\n-\tNew rank, General, added to round the max HP off at 150 instead of 140.\n-\tTarget identification is now toggled for cloaked Stealth Troopers.\n-\tRepair Pads are now easier to repair.\n\n----- CRATE CHANGES ------\n+ \tAdded Grenade Pack crate, which gives you 4 Frag Grenades and 4 Flashbangs.\n- \tBase Crasher and Base Miracle can no longer occur during Sudden Death, nor 5 minutes before it.\n- \tBase Crasher can no longer occur if any of the team's buildings are below 50% health (OBE/RES/BAR) or 40% health (REF/WF).\n- \tBase Miracle can no longer occur if all of the team's buildings are already at or above 99% health.\n- \tRandom Weapon can no longer give you Plasma Cannon.\n- \tC4 crate now properly sets your maximum C4 amount to 4, so you can safely refill that amount, and can no longer occur if you already have 4.\n\n------------------------------------------------------------\n----- CLASSES\n------------------------------------------------------------\n++\tClasses no longer have armor \"weaknesses\" (Do note that this was the behavior in 2.1 as well).\n\t* They do still have resistance to certain weapon types. For example, flamer is no longer weak against chem\n\tbut is still resistant against fire-based weapons.\n+ \tKarasawa Soldier imported.\n+\tNail-Machine Gunner imported\n+\tChem sprayer has his own skin now.\n+\tThe class purchase sounds are back! OH YEEAAH HEADSHOT TIIIIIME!!!\n- \tChrono Archer: speed reduced to 85%, from 90%;\n- \tShotgunner: speed increased to 90%, from 80%, and grade 1 armor removed;\n- \tTechnician: price increased to $300, from $200;\n- \tMiniGunner has Bullet Resistance again.\n\t(Bullet Resistance is 25% less effective than Energy & Explosion resistances)\n-\tStealth Trooper speed increased to 100%.\n~\tSuicide Bombers can no longer enter terminals once they've pressed \"fire\".\n~\tUtility Teleport Nodes can now be built on of 3D Floors and can no longer be used to teleport out of bounds.\n-\tSome classes no longer do less damage.\n\n------------------------------------------------------------\n----- WEAPONS\n------------------------------------------------------------\n+ \tAll weapon skins now have crouch sprites (except for medic, Nail-MachineGunner, and Quad-Shotgunner).\n+ \tChainsaw rework.\n\t*\tIt is back to its Doom self, and no longer insta-kills everything.\n\t*\tStill shreds people down VERY quickly (firing rate reduced).\n\t*\tAltfire no longer rips through players.\n+\tFlashbangs imported.\n-\tFlashbang stun decay shortened.\n- \tSMG: main and altfire have been swapped.\n- \tGatling Gun: shoots twice as many bullets (but damage per bullet is halved), vertical spread lowered: it is slightly less effective beyond close range.\n- \tChrono Bow: charges nearly twice as fast. Can actually kill things now.\n- \tGrenade Launcher: Grenades have slightly less gravity, thus increased range.\n- \tPlasma Gun: Cools down slightly faster.\n- \tBomb-Squad Gun: Disarms explosives about 30% faster.\n- \tTiberium and Combustion autorifles: Have more devastating altfires on their strong version.\n-\tPlayers no longer spawn with the Pistol\n-\tRemover Gun: Deconstruction speed greatly increased. Can no longer disarm mines.\n-\tFlamethrower and Chemical Sprayer altfire's are now instant.\n-\tShotgunner and SSG have slightly longer range.\n-\tPlayer's can now switch weapons if the PlasmaRifle overheats.\n~ \tSuicide Bomb Pack should consistently play sound now instead of randomly stopping.\n~ \tMissile Launcher's homing no longer stops working randomly. Blast away!\n~\tHand Grenades have kill messages now.\n\n------------------------------------------------------------\n----- MECHS\n------------------------------------------------------------\n+ \tWolverine is now fully team-colored;\n+ \tTitan and Wolverine now have firing sprites for their explosive attacks.\n+\tFail-safes are in place in case of the outcome that a player might not be able to eject from their mech.\n\t*\tNot much of an issue, but sometimes players can get their mechs stuck inside level geometry and they're unable to eject.\n-\tMadcat now has much more Shock ammo and doesn't run through it nearly as fast.\n- \tOrca: price is now $2000.\n-\tRaven: price is now $2000.\n-\tTortoise: price is now $2500\n- \tWolverine: price is now $3000.\n-\tMadcat:\tprice is now $3000.\n-\tTitan:\tprice is now $3500.\n-\tJuggernaut: price is now $5000.\n~\tMechs can no longer switch teams, get out of them first.\n~\tMechs can no longer be cloned (Not to many people knew about this thankfully).\n~\tInstant Juggernaut performs a collision detection check to prevent players from getting stuck inside walls/ceilings.\n\n------------------------------------------------------------\n----- MAPS\n------------------------------------------------------------\n++\tUpdated various maps to the last change Dusk's team did.\n+\tFloating City and Canyon now allow light mechs only.\n+\tSpace Camp and Shattered Remains were edited to be smaller.\n+\tRetextured maps.\n-\tMines in Glacier were removed.\n-\tPurchase Terminals replaced in the War Factories.\n\n------------------------------------------------------------\n----- MISC / BUG FIXES\n------------------------------------------------------------\n*** All ACS has its source available in the file. Anyone can recompile the scripts themselves to verify the lack of \"hidden\" code, which was plentiful in AOW 2.1. ***\n++\tAll CVars had the aow_ prefix changed to zeta_ to prevent conflict with the existing CVars.\n++\tImported Sprees from Cata-WepZ.\n+\tIntel messages revamped, multiple intel messages can now be displayed at once.\n+\tVisual enhancements added to classes.\n+\tTeleporter Nodes can now be repaired.\n-\tPreference menu is now easier to read.\n~\tSandbags should no longer be glitchy when placed near ledges.\n~\tAll Mechs look big and imposing again, instead of being shrunk down.\n~\tRavens no longer spawn when you eject out of a mech.\n~\tMech explosions can no longer damage your own buildings.\n~\tYou can no longer use C4s while piloting a mech.\n~\tYou can no longer equip armor just before picking a class or entering a mech - if you do so, it will be lost.\n~\tInstant Juggernaut no longer keeps your armor.\n~\tAll startup warnings fixed.\n~\tPlayers now correctly respawn with their ranking health instead of 100\n~\tThis no longer changes your hud_scale settings anymore.\n~\tMany, many more hidden ACS fixes.\n~\tFixed the infinite Berserk bug with OpenDeck\n~\tThe Team Autobalance system will no longer try and switch 1. players in mechs and 2. dead players.\n~\tTimed C4 can no longer disarm Nukes/Ions.\n~\tThe preference menu can no longer crash clients."
},
{
"source": "pk3",
"name": "cvarinfo.txt",
"contents": "// [SG] Variables are now stored here, in CVARINFO, rather than being manually\n// set via ConsoleCommand. Comments were copied over.\n\n// [SG] Renamed aow_ prefix to zeta_ on all CVars to avoid conflicts with the\n// existing CVars archived by ACS, so messing with the ini isn't needed\n\n////////////////////////////\n// Core game configuration\n////////////////////////////\n\nserver\tint\t\tzeta_tournamentode\t\t\t=\t\t0;\n\nserver\tint\t\tzeta_surrendermode\t\t\t=\t\t0;\n\nserver\tint\t\tzeta_disablemechs\t\t\t=\t\t0;\n\n// [JD] Added the option for server hosts to delay the buying of mechs\nserver\tint\t\tzeta_mechdelay\t\t\t\t=\t\t0;\n\n// [Dusk] {9/10/12} Server config for absolutely no mechs\nserver\tint\t\tzeta_nomechs\t\t\t\t=\t\t0;\n\n// [Dusk] Alternate experience mode. In altexp, exp needs are lowered\n// to a third, but experience is reset upon death.\nserver\tint\t\tzeta_altexp\t\t\t\t\t=\t\t0;\n\n// [Dusk] {9/10/12} Server config for no radar. Safety measure\n// in case the radar breaks up and bad things happen.\nserver\tint\t\tzeta_noradar\t\t\t\t=\t\t0;\n\n// [Dusk] {10/26/12} If true, the team switcher is disabled.\nserver\tint\t\tzeta_noteamswitcher\t\t\t=\t\t0;\n\n// [SP] How long you can stay on a team before you are never switched.\nserver\tint\t\tzeta_teamstaytime\t\t\t=\t\t2;\n\n// [Dusk] How many minutes until +1 Timed C4 can be purchased. (-1 to disable)\n// [SG] This is also used as the delay for allowing the use of Timed C4s\nserver\tint\t\tzeta_c4delay\t\t\t\t=\t\t-1;\n\n// [Dusk] {10/27/12} If true, players do not get spawn invulnerability upon respawn\nserver\tint\t\tzeta_nospawninvul\t\t\t=\t\t1;\n\n// [Dusk] {11/2/12} Toggle disconnect donate (donation of all money upon disconnect)\nserver\tint\t\tzeta_nodisconnectdonate\t\t=\t\t0;\n\n// [Dusk] {11/19/12} How many seconds must the player be in game until they can donate?\nserver\tint\t\tzeta_donatewait\t\t\t\t=\t\t0;\n\n// [Dusk] {1/16/13} How many seconds does a beacon take to detonate?\nserver\tint\t\tzeta_nukecountdown\t\t\t=\t\t60;\n\n// [Dusk] {2/16/13} Use more powerful nukes? These ones have half the health but\n// come with a DEVASTATING blast that can easily obliterate MULTIPLE buildings.\nserver\tint\t\tzeta_nukesurpreme\t\t\t=\t\t0;\n\n// [Dusk] Tiberium amounts\nserver\tint\t\tzeta_tiberium_self\t\t\t=\t\t225;\nserver\tint\t\tzeta_tiberium_other\t\t\t=\t\t75;\nserver\tint\t\tzeta_tiberium_advperc\t\t=\t\t260;\n\nserver\tint\t\tzeta_ticketpool\t\t\t\t=\t\t0;\nserver\tint\t\tzeta_tickets\t\t\t\t=\t\t75;\n\n// [SP] Time (in minutes) before sudden death.\n// [Dusk] changed default to 45, -1 means immediate\nserver\tint\t\tzeta_suddendeathtime\t\t=\t\t45;\n\n// [Dusk] Sudden death degeneration\nserver\tint\t\tzeta_degeneration\t\t\t=\t\t0;\nserver\tint\t\tzeta_degenerationinterval \t=\t\t10;\n\n// [SG] Tickets awarded for killing buildings\n\nserver\tint\t\tzeta_tickets_repairpad\t\t=\t\t4;\nserver\tint\t\tzeta_tickets_obelisk\t\t=\t\t5;\nserver\tint\t\tzeta_tickets_barracks\t\t=\t\t8;\nserver\tint\t\tzeta_tickets_rescentre\t\t=\t\t8;\nserver\tint\t\tzeta_tickets_refinery\t\t=\t\t10;\nserver\tint\t\tzeta_tickets_warfactory\t\t=\t\t10;\n\n////////////////////////////\n// Credit flow and bonuses\n////////////////////////////\n\nserver\tint\t\tzeta_credflow\t\t\t\t=\t\t4;\n\nserver\tint\t\tzeta_startcredits\t\t\t=\t\t300;\n\nserver\tint\t\tzeta_creditfrag\t\t\t\t=\t\t50;\n\nserver\tint\t\tzeta_bonusamount\t\t\t=\t\t300;\nserver\tint\t\tzeta_bonustime\t\t\t\t=\t\t5;\n\nserver\tint\t\tzeta_medicbonusneed\t\t\t=\t\t175;\n\nserver\tint\t\tzeta_repairbonus\t\t\t=\t\t1;\n\n// [Dusk] {9/6/12} Maximum amount of credits a player can possess.\n// 0 = infinite (well, as infinite as integers go..)\n// [Dusk] {1/16/13} Cap at 30k because of networking issues. The HUD\n// overflows otherwise. If this cap is to be increased, the networking\n// will have to be increased to something.. hackier.\nserver\tint\t\tzeta_creditcap\t\t\t\t=\t\t30000;\n\n////////////////////////////\n// Limits and cooldowns\n////////////////////////////\n\nserver\tint\t\tzeta_juggernautlimit\t\t=\t\t2;\n\n// Plasma Cannon initial delay\nserver\tint\t\tzeta_plasmapurchasedelay\t=\t\t-1;\n\n// [SP] Maximum number of plasma cannons per team. (Set to -1 for unlimited)\nserver\tint\t\tzeta_maxcannonsperteam\t\t=\t\t4;\n\n// [Dusk] Time (in minutes) to determine plasma cannon cooldown. Use -1 to disable\nserver\tint\t\tzeta_plasmacooldown\t\t\t=\t\t-1;\n\n// [SP] How long you have to wait to buy a new superweapon beacon. (Minutes) (Set to -1 to disable wait)\nserver\tint\t\tzeta_nukepurchasedelay\t\t=\t\t5;\n\n// [SP]Maximum number of time cops per team. (Set to -1 for unlimited)\nserver\tint\t\tzeta_maxtimecopsperteam\t\t=\t\t2;\n\n////////////////////////////\n// Client variables\n////////////////////////////\n\n// Use CONFONT for HUD elements\nuser\tint\t\tzeta_cl_confonthud \t\t\t=\t\t0;\n\n// Request information about the killer's health when we get fragged\nuser\tint\t\tzeta_cl_killerhealth\t\t=\t\t0;\n\n// Desired effect level (negative means less, positive means more, 0 means normal)\nuser\tint\t\tzeta_cl_fx\t\t\t\t\t=\t\t0;\n\n// Don't draw any HUD elements\nuser\tint\t\tzeta_cl_nohud\t\t\t\t=\t\t0;\n\n// Always use the radar (but it will only show teammates)\nuser\tint\t\tzeta_cl_alwaysradar\t\t\t=\t\t0;\n\n// [Dusk] {9/15/12} Disables team log completely.\nuser\tint\t\tzeta_cl_noteamlog\t\t\t=\t\t0;\n\n// [Dusk] {10/4/12} CVAR to show team log on the screen.\n// It takes a lot of screen space so I'm disabling it by default\nuser\tint\t\tzeta_cl_fullteamlog\t\t\t=\t\t0;\n\n// [Dusk] {10/27/12} How much to donate?\nuser\tint\t\tzeta_cl_donateamount\t\t=\t\t100;"
},
{
"source": "pk3",
"name": "decaldef.txt",
"contents": "//New Animations\n\nfader GoAway3\n{\n\tDecayStart\t1.0\n\tDecayTime\t10.0\n}\n\nfader DecalFade //Fade for smaller decals that occur commonly, like flame and bullet decals\n{\n\tDecayStart\t30.0\n\tDecayTime\t30.0\n}\n\ncolorchanger ToBlack2\n{\n\tFadeStart\t3.0\n\tFadeTime\t12.0\n}\n\nCombiner FlameAnim\n{\n\tToBlack\n\tDecalFade\n}\n\nCombiner ChemAnim\n{\n\tToBlack2\n\tDecalFade\n}\n\n///////////////////////////////////////////\n// For shotguns, smgs, etc. No rifle weps.\n///////////////////////////////////////////\ndecal BigBulletChip\n{\n\tpic CHIP1\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip\n{\n\tPic PUFFA0\n\tAdd 1.0\n\tFullBright\n\tAnimator GoAway\n\tX-scale 0.45\n\tY-scale 0.45\n\tLowerDecal BigBulletChip\n\tRandomFlipx\n\tRandomFlipy\n}\n\n///////////////////////////////////////////\n// For heavy bullets, ie rifles.\n///////////////////////////////////////////\ndecal BiggerBulletChip\n{\n\tpic CHIP1\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChipBig\n{\n\tPic PUFFA0\n\tAdd 1.0\n\tFullBright\n\tAnimator GoAway\n\tX-scale 0.57\n\tY-scale 0.57\n\tLowerDecal BiggerBulletChip\n\tRandomFlipx\n\tRandomFlipy\n}\n\ndecal PulseScorch\n{\n\tpic CBALSCR1\n\tshade \"00 00 00\"\n\tx-scale 0.4\n\ty-scale 0.3\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal NukeScorch 100 //This decal could be used directly in a map.\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 5.0\n\ty-scale 5.0\n\trandomflipx\n\trandomflipy\n}\n\n// [Dusk] for Titan's 100mm shell\ndecal BiggerScorch 101 {\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 1.5\n\ty-scale 1.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal PCScorch1\n{\n\tpic BFGSCRC1\n\tx-scale 2\n\ty-scale 2\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n}\n\ndecal PCScorch2\n{\n\tpic BFGSCRC2\n\tx-scale 2\n\ty-scale 2\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup PCScorch\n{\n\tPCScorch1\t\t1\n\tPCScorch2\t\t1\n}\n\ndecal PCLightning1\n{\n\tpic BFGLITE1\n\tshade \"40 80 ff\"\n\tfullbright\n\tx-scale 2.0\n\ty-scale 2.0\n\trandomflipx\n\tanimator GoAway3\n\tlowerdecal PCScorch\n}\n\ndecal PCLightning2\n{\n\tpic BFGLITE2\n\tshade \"40 80 ff\"\n\tfullbright\n\tx-scale 2.0\n\ty-scale 2.0\n\trandomflipy\n\tanimator GoAway3\n\tlowerdecal PCScorch\n}\n\ndecalgroup PCLightning\n{\n\tPCLightning1\t1\n\tPCLightning2\t1\n}\n\ndecal PC2Lightning1\n{\n\tpic BFGLITE1\n\tshade \"40 80 ff\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecal PC2Lightning2\n{\n\tpic BFGLITE2\n\tshade \"40 80 ff\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecalgroup PC2Lightning\n{\n\tPC2Lightning1\t1\n\tPC2Lightning2\t1\n}\n\ndecal PCLightning1Red\n{\n\tpic BFGLITE1\n\tshade \"ff 40 40\"\n\tfullbright\n\tx-scale 2.0\n\ty-scale 2.0\n\trandomflipx\n\tanimator GoAway3\n\tlowerdecal PCScorch\n}\n\ndecal PCLightning2Red\n{\n\tpic BFGLITE2\n\tshade \"ff 40 40\"\n\tfullbright\n\tx-scale 2.0\n\ty-scale 2.0\n\trandomflipy\n\tanimator GoAway3\n\tlowerdecal PCScorch\n}\n\ndecalgroup PCLightningRed\n{\n\tPCLightning1Red\t1\n\tPCLightning2Red\t1\n}\n\ndecal PC2Lightning1Red\n{\n\tpic BFGLITE1\n\tshade \"ff 40 40\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecal PC2Lightning2Red\n{\n\tpic BFGLITE2\n\tshade \"ff 40 40\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecalgroup PC2LightningRed\n{\n\tPC2Lightning1Red\t1\n\tPC2Lightning2Red\t1\n}\n\ndecal VoltageScorch1 {\n\tpic BFGLITE1\n\tshade \"00 00 00\"\n\tfullbright\n\tx-scale 0.25\n\ty-scale 0.25\n\trandomflipx\n\tanimator VoltageAnim\n}\n\ndecal VoltageScorch2 {\n\tpic BFGLITE1\n\tshade \"00 00 00\"\n\tfullbright\n\tx-scale 0.25\n\ty-scale 0.25\n\trandomflipy\n}\n\ndecalgroup VoltageScorch {\n\tVoltageScorch1\t1\n\tVoltageScorch2\t1\n}\n\ndecal GaussScorch {\n\tpic BFGLITE1\n\tshade \"00 00 00\"\n\tfullbright\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n\tanimator VoltageAnim\n}\n\ndecal LaserScorch\n{\n\tPic BFGLITE1\n\tShade \"00 00 00\"\n\tFullBright\n\tX-Scale 0.15\n\tY-Scale 0.15\n\tRandomFlipX\n\tRandomFlipY\n}\n\ndecal FlameScorch1\n{\n\tpic CBALSCR1\n\ttranslucent 0.15\n\tshade \"20 10 00\"\n\tfullbright\n\tx-scale 1.25\n\ty-scale 1.25\n\trandomflipx\n\trandomflipy\n\tanimator FlameAnim\n}\n\ndecal FlameScorch2\n{\n\tpic CBALSCR2\n\ttranslucent 0.15\n\tshade \"20 10 00\"\n\tfullbright\n\tx-scale 1.25\n\ty-scale 1.25\n\trandomflipx\n\trandomflipy\n\tanimator FlameAnim\n}\n\ndecalgroup FlameScorch\n{\n\tFlameScorch1\t1\n\tFlameScorch2\t1\n}\n\ndecal ChemScorch1\n{\n\tpic CBALSCR1\n\ttranslucent 0.15\n\tshade \"00 ff 00\"\n\tfullbright\n\trandomflipx\n\trandomflipy\n\tx-scale 1.5\n\ty-scale 1.5\n\tanimator ChemAnim\n}\n\ndecal ChemScorch2\n{\n\tpic CBALSCR2\n\ttranslucent 0.15\n\tshade \"00 ff 00\"\n\tfullbright\n\trandomflipx\n\trandomflipy\n\tx-scale 1.5\n\ty-scale 1.5\n\tanimator ChemAnim\n}\n\n// [Dusk] chemical grenade\ndecal ChemScorchStrong {\n\tpic CBALSCR1\n\tshade \"00 ff 00\"\n\tfullbright\n\trandomflipx\n\trandomflipy\n\tx-scale 1.5\n\ty-scale 1.5\n\tanimator ChemAnim\n}\n\ndecalgroup ChemScorch\n{\n\tChemScorch1\t1\n\tChemScorch2\t1\n}\n\n//Decal Generators; better than editing the DECORATE directly\n// [Dusk] I disagree. TODO: move these to the actors.\n/*\nGenerator MiniNuke NukeScorch\nGenerator IonBomb NukeScorch\nGenerator FlameThrowerFire FlameScorch\nGenerator ChemicalShot ChemScorch\n\nGenerator PlasmaCannonBall PCLightningRed\nGenerator PlasmaCannonBallSmall PC2LightningRed\nGenerator PlasmaCannonBallBlue PCLightning\nGenerator PlasmaCannonBallSmallBlue PC2Lightning\n\nGenerator Handgun BulletChip\nGenerator Boomstick BulletChip\nGenerator DoubleShotgun BulletChip\nGenerator SubMachineGun BulletChip\nGenerator GatlingGun BulletChip\nGenerator MachineGun BulletChip\nGenerator LaserRifle BulletChip\nGenerator LaserChaingun BulletChip\n//Generator AutoShotgun BulletChip\nGenerator Rifle BulletChipBig\nGenerator SniperRifle BulletChipBig\nGenerator SniperRifleWeak BulletChipBig\n//Generator AdvancedSniperRifle BulletChipBig\n*/"
},
{
"source": "pk3",
"name": "decorate.txt",
"contents": "// don't edit the load order unless you know what you're doing\n#include \"actors/crucial/constants.txt\"\n#include \"actors/crucial/skeletal.txt\"\n\n#include \"actors/effects/explosions.txt\"\n#include \"actors/crucial/player.txt\"\n#include \"actors/crucial/acsitems.txt\"\n#include \"actors/crucial/armor.txt\"\n#include \"actors/crucial/puffs.txt\"\n#include \"actors/crucial/deadthings.txt\"\n#include \"actors/crucial/infoitems.txt\"\n#include \"actors/crucial/obelisk.txt\"\n#include \"actors/crucial/terminals.txt\"\n#include \"actors/crucial/btos.txt\"\n#include \"actors/crucial/gameconfig.txt\"\n\n#include \"actors/effects/casings.txt\"\n#include \"actors/effects/gore.txt\"\n#include \"actors/effects/misceffects.txt\"\n#include \"actors/effects/boiling.txt\"\n#include \"actors/effects/gibs.txt\"\n#include \"actors/effects/ion.txt\"\n#include \"actors/effects/nuke.txt\"\n#include \"actors/effects/puffsmoke.txt\"\n#include \"actors/effects/puffspark.txt\"\n#include \"actors/effects/powerpad.txt\"\n#include \"actors/effects/powerplantsmoke.txt\"\n#include \"actors/effects/steam.txt\"\n#include \"actors/effects/muzzles.txt\"\n#include \"actors/effects/laserchaingunlights.txt\"\n#include \"actors/effects/debris.txt\"\n#include \"actors/effects/explosiondebris.txt\"\n#include \"actors/effects/particles.txt\"\n#include \"actors/misc/decorations.txt\"\n#include \"actors/misc/hazards.txt\"\n#include \"actors/misc/shrubs.txt\"\n#include \"actors/misc/debug.txt\"\n#include \"actors/misc/signs.txt\"\n#include \"actors/items/armoritems.txt\"\n#include \"actors/items/backpack.txt\"\n#include \"actors/items/credits.txt\"\n#include \"actors/weapons/bombpack.txt\"\n#include \"actors/items/powerupcrate.txt\"\n#include \"actors/items/secrets.txt\"\n#include \"actors/items/tiberium.txt\"\n#include \"actors/items/beacons.txt\"\n#include \"actors/items/opendeck.txt\"\n#include \"actors/items/proxymine.txt\"\n#include \"actors/items/remotec4.txt\"\n#include \"actors/items/timedc4.txt\"\n#include \"actors/weapons/ammoinfantry.txt\"\n//#include \"actors/weapons/autoshotgun.txt\"\n#include \"actors/weapons/chainsaw.txt\"\n#include \"actors/weapons/chemsprayer.txt\"\n#include \"actors/weapons/cryobow.txt\"\n#include \"actors/weapons/doubleshotgun.txt\"\n#include \"actors/weapons/quadshotgun\"\n#include \"actors/weapons/NailMG\"\n#include \"actors/weapons/fists.txt\"\n#include \"actors/crucial/berserk.txt\"\n#include \"actors/weapons/flamer.txt\"\n#include \"actors/weapons/flashbang.txt\"\n#include \"actors/weapons/fraggrenade.txt\"\n#include \"actors/weapons/gatlinggun.txt\"\n#include \"actors/weapons/gaussrifle.txt\"\n#include \"actors/weapons/grenadelauncher.txt\"\n#include \"actors/weapons/handgun.txt\"\n#include \"actors/weapons/bloodrevolver.txt\"\n#include \"actors/weapons/jumpjet.txt\"\n#include \"actors/weapons/karasawa.txt\"\n#include \"actors/weapons/knife.txt\"\n#include \"actors/weapons/laserchaingun.txt\"\n#include \"actors/weapons/laserrifle.txt\"\n#include \"actors/weapons/machinegun.txt\"\n//#include \"actors/weapons/mortarlauncher.txt\"\n#include \"actors/weapons/artillerycannon.txt\"\n#include \"actors/weapons/missilelauncher.txt\"\n#include \"actors/weapons/plasmacannon.txt\"\n#include \"actors/weapons/plasmarifle.txt\"\n#include \"actors/weapons/repairguns.txt\"\n#include \"actors/weapons/rifle.txt\"\n#include \"actors/weapons/selfheal.txt\"\n#include \"actors/weapons/shockrifle.txt\"\n#include \"actors/weapons/shotgun.txt\"\n#include \"actors/weapons/sniperrifle.txt\"\n//#include \"actors/weapons/sniperrifleadvanced.txt\"\n#include \"actors/weapons/subby.txt\"\n#include \"actors/weapons/tiberiumautorifle.txt\"\n#include \"actors/weapons/combustionautorifle.txt\"\n#include \"actors/weapons/timegun.txt\"\n#include \"actors/weapons/utilitygun.txt\"\n#include \"actors/weapons/bfg2704.txt\"\n#include \"actors/mechs/mechbase.txt\"\n#include \"actors/mechs/mechflamer.txt\"\n#include \"actors/mechs/wolverine.txt\"\n#include \"actors/mechs/juggernaut.txt\"\n#include \"actors/mechs/madcat.txt\"\n#include \"actors/mechs/orca.txt\"\n#include \"actors/mechs/raven.txt\"\n#include \"actors/mechs/titan.txt\"\n#include \"actors/mechs/tortoise.txt\"\n#include \"actors/mechs/rhino.txt\"\n#include \"actors/objects/caches.txt\"\n#include \"actors/objects/items.txt\"\n#include \"actors/objects/gunturret.txt\"\n#include \"actors/objects/mechturret.txt\"\n#include \"actors/objects/miniraven.txt\"\n#include \"actors/objects/minirefinery.txt\"\n#include \"actors/objects/klaxonturret.txt\"\n#include \"actors/objects/precisionturret.txt\"\n#include \"actors/objects/platform.txt\"\n#include \"actors/objects/regens.txt\"\n#include \"actors/objects/razorwire.txt\"\n#include \"actors/objects/repairturret.txt\"\n#include \"actors/objects/artilleryturret.txt\"\n#include \"actors/objects/teleporternode.txt\"\n#include \"actors/objects/geometry.txt\"\n#include \"actors/items/medicationfield.txt\"\n#include \"actors/objects/markers.txt\"\n#include \"actors/marines/marinemisc.txt\"\n#include \"actors/marines/marinebase.txt\"\n#include \"actors/marines/marine-ssg-blue.txt\"\n#include \"actors/marines/marine-ssg-red.txt\"\n#include \"actors/marines/marine-tibrifle-blue.txt\"\n#include \"actors/marines/marine-tibrifle-red.txt\"\n#include \"actors/marines/marine-rocketsoldier-blue.txt\"\n#include \"actors/marines/marine-rocketsoldier-red.txt\"\n#include \"actors/marines/marine-flamer-blue.txt\"\n#include \"actors/marines/marine-flamer-red.txt\"\n#include \"actors/marines/marine-plasma-blue.txt\"\n#include \"actors/marines/marine-plasma-red.txt\"\n#include \"actors/marines/marinebeacon.txt\"\n#include \"actors/marines/compensation.txt\"\n#include \"actors/misc/doomreplacements.txt\"\n#include \"actors/misc/cactus.txt\"\n#include \"actors/misc/admin.txt\"\n#include \"actors/misc/skulltag.txt\""
},
{
"source": "pk3",
"name": "fontdefs.txt",
"contents": "STATUSFONT\n{\n\t0 STANUM0\n\t1 STANUM1\n\t2 STANUM2\n\t3 STANUM3\n\t4 STANUM4\n\t5 STANUM5\n\t6 STANUM6\n\t7 STANUM7\n\t8 STANUM8\n\t9 STANUM9\n\t- STANUM-\n}\n\nINDEXFONT\n{\n\t0 STYSNUM0\n\t1 STYSNUM1\n\t2 STYSNUM2\n\t3 STYSNUM3\n\t4 STYSNUM4\n\t5 STYSNUM5\n\t6 STYSNUM6\n\t7 STYSNUM7\n\t8 STYSNUM8\n\t9 STYSNUM9\n}"
},
{
"source": "pk3",
"name": "gameinfo.txt",
"contents": "// [cata] Gameinfo lump, thanks Zdoom.\nSTARTUPTITLE = \"All Out War 2.2\"\nSTARTUPCOLORS = \"00 ff 00\", \"00 00 00\" // Green text, black background.\nIWAD = doom2.wad"
},
{
"source": "pk3",
"name": "gldefs.txt",
"contents": "Pointlight FLASH1\n{\nColor 0.8 0.8 0.0\nSize 32\n}\n\nObject Flash\n{\n frame TNT1 { light FLASH1 }\n}\n\nPointlight FLASH1\n{\nColor 0.8 0.8 0.0\nSize 32\n}\n\nObject Flash\n{\n frame TNT1 { light FLASH1 }\n}\n\nFlickerlight FLASHBANG\n{\nColor 1.0 1.0 1.0\nSize 3024\nsecondarySize 2024\n\tchance 0.25\n}\n\n/* [TT] Uncomment this once flash bangs are added back\nObject Flashbang-Flare\n{\n frame PPCX { light FLASHBANG }\n}\n*/\n\nflickerlight VPUFF\n{\n\tcolor 0.3 0.3 1.0\n\tsize 10\n\tsecondarySize 16\n\tchance 0.25\n}\n\nObject VoltagePuff\n{\n frame VOLX { light VPUFF }\n}\n\nObject VoltagePuff2\n{\n frame VOLX { light VPUFF }\n}\n\n/* // [TT] Deprecated\nObject VoltagePuffBlue\n{\n frame VOLX { light VPUFF }\n}\n*/\n\n//Object VoltageDecay\n//{\n// frame VOLX { light VPUFF }\n//}\n\nflickerlight VSPARK\n{\n\tcolor 0.3 0.3 1.0\n\tsize 5\n\tsecondarySize 7\n\tchance 0.25\n}\n\n//Object VoltageSpark\n//{\n// frame VOLX { light VSPARK }\n//}\n\nObject HHBulletPuff\n{\n frame PUFFA { light BPUFF1 }\n frame PUFFB { light BPUFF2 }\n}\n\nObject HandgunPuff\n{\n frame PUFFA { light BPUFF1 }\n frame PUFFB { light BPUFF2 }\n}\n\n/* // [TT] Deprecated\nObject HandgunPuffBlue\n{\n frame PUFFA { light BPUFF1 }\n frame PUFFB { light BPUFF2 }\n}\n*/\n\nObject RiflePuff\n{\n frame PUFFA { light BPUFF1 }\n frame PUFFB { light BPUFF2 }\n}\n\n/* // [TT] Deprecated\nObject RiflePuffBlue\n{\n frame PUFFA { light BPUFF1 }\n frame PUFFB { light BPUFF2 }\n}\n*/\n\nflickerlight LPUFF1\n{\n color 1.0 0.0 0.0\n size 6\n secondarySize 8\n chance 0.8\n}\n\nflickerlight LPUFF2\n{\n color 1.0 0.0 0.0\n size 3\n secondarySize 4\n chance 0.8\n}\n\nflickerlight LPUFF1B\n{\n color 0.0 0.0 1.0\n size 6\n secondarySize 8\n chance 0.8\n}\n\nflickerlight LPUFF2B\n{\n color 0.0 0.0 1.0\n size 3\n secondarySize 4\n chance 0.8\n}\n\nObject LaserPuff\n{\n frame VOLX { light LPUFF1 }\n}\n\nObject LaserPuffBlue\n{\n frame VOLX { light LPUFF1B }\n}\n\nflickerlight GPUFF1\n{\n color 1.0 0.0 0.0\n size 12\n secondarySize 16\n chance 0.8\n}\n\nObject GaussPuff\n{\n frame VOLX { light GPUFF1 }\n}\n\nflickerlight GPUFF1B\n{\n color 0.0 0.0 1.0\n size 12\n secondarySize 16\n chance 0.8\n}\n\nObject GaussPuffBlue\n{\n frame VOLX { light GPUFF1B }\n}\n\nFlickerlight ExplosivePuffS\n{\n\tColor 1.0 0.7 0.0\n\tSize 20\n\tSecondarySize 24\n\tChance 0.45\n}\n\nobject ExplosionSmaller\n{\n\tframe TNT1 { light ExplosivePuffS }\n}\n\nFlickerlight ExplosivePuff\n{\n\tColor 1.0 0.7 0.0\n\tSize 28\n\tSecondarySize 32\n\tChance 0.45\n}\n\nobject ExplosionSmall\n{\n\tframe TNT1 { light ExplosivePuff }\n}\n\nFlickerlight ExplosiveSpawn\n{\n\tColor 1.0 0.7 0.0\n\tSize 60\n\tSecondarySize 68\n\tChance 0.45\n}\n\nobject ExplosionMain\n{\n\tframe TNT1 { light ExplosiveSpawn }\n}\n\nFlickerlight ExplosiveSpawnB\n{\n\tColor 1.0 0.7 0.0\n\tSize 104\n\tSecondarySize 112\n\tChance 0.45\n}\n\nobject ExplosionMainLarge\n{\n\tframe TNT1 { light ExplosiveSpawnB }\n}\n\n///////Chemical stuff\n/////////////////////\n\nflickerlight TiberiumShot\n{\n\tcolor 0.1 1.0 0.0\n\tsize 42\n\tsecondarySize 50\n\tchance 0.30\n}\n\nObject TiberiumDart\n{\n\tframe E21X { light TiberiumShot }\n\tframe TNT1 { light Chemical }\n}\n\n/* [TT] Deprecated\nObject TiberiumDartBlue\n{\n\tframe E21X { light TiberiumShot }\n\tframe TNT1 { light Chemical }\n}\n*/\n\nflickerlight Tibcrystalnorm\n{\n\tcolor 0.4 1.0 0.0\n\tsize 39\n\tsecondarySize 34\n\tchance 0.04\n}\n\nObject TiberiumCrystal\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\nObject TiberiumCrystalGiver\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\nObject TiberiumCrystalThrown\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\nObject TiberiumCrystalSitting\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\n/* [TT] Deprecated\nObject TiberiumCrystalThrownBlue\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\nObject TiberiumCrystalSittingBlue\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n*/\n\nObject TiberiumCrystalDropped\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\n//////It's Anthrax D:\n\nflickerlight Anthrax\n{\n\tcolor 0.0 0.6 0.0\n\tsize 30\n\tsecondarySize 40\n\tchance 0.30\n}\n\nflickerlight Chemical\n{\n\tcolor 0.1 1.0 0.0\n\tsize 35\n\tsecondarySize 45\n\tchance 0.30\n}\n\nobject ChemicalCorpse\n{\n\tframe CDT1 { light Chemical }\n\tframe CURNA { light Chemical }\n\tframe CURNB { light Chemical }\n\tframe CURNC { light Chemical }\n\tframe CURND { light Chemical }\n\tframe CURNE { light Chemical }\n\tframe CURNF { light Chemical }\n\tframe CURNG { light Chemical }\n\tframe CURNH { light Chemical }\n\tframe CURNI { light Chemical }\n\tframe CURNJ { light Chemical }\n\tframe CURNK { light Chemical }\n\tframe CURNL { light Chemical }\n\tframe CURNM { light Chemical }\n\tframe CURNN { light Chemical }\n\tframe CURNO { light Chemical }\n\tframe CURNP { light Chemical }\n\tframe CURNQ { light Chemical }\n}\n\nobject ChemicalCorpseFemale\n{\n\tframe CDT1 { light Chemical }\n\tframe CURNA { light Chemical }\n\tframe CURNB { light Chemical }\n\tframe CURNC { light Chemical }\n\tframe CURND { light Chemical }\n\tframe CURNE { light Chemical }\n\tframe CURNF { light Chemical }\n\tframe CURNG { light Chemical }\n\tframe CURNH { light Chemical }\n\tframe CURNI { light Chemical }\n\tframe CURNJ { light Chemical }\n\tframe CURNK { light Chemical }\n\tframe CURNL { light Chemical }\n\tframe CURNM { light Chemical }\n\tframe CURNN { light Chemical }\n\tframe CURNO { light Chemical }\n\tframe CURNP { light Chemical }\n\tframe CURNQ { light Chemical }\n}\n\n/* [TT] Deprecated\nobject ChemFireRemains\n{\n\tframe TIBX { light Chemical }\n}\n*/\n\nobject ChemicalShot\n{\n\tframe TIBX { light Chemical }\n}\n\n/* [TT] Deprecated\nobject ChemicalShotBlue\n{\n\tframe TIBX { light Chemical }\n}\n*/\n\nobject AnthraxDecay\n{\n\tframe TNT1 { light Anthrax }\n}\n\n/* [TT] Deprecated\nobject AnthraxDecayBlue\n{\n\tframe TNT1 { light Anthrax }\n}\n*/\n\nobject AnthraxDecaySpecial\n{\n\tframe TNT1 { light Anthrax }\n}\n\nobject ChemicalShotSmall\n{\n\tframe TIBX { light Anthrax }\n}\n\n///////Fire stuff\n/////////////////\n\nflickerlight Flame\n{\n\tcolor 1.0 0.6 0.0\n\tsize 35\n\tsecondarySize 45\n\tchance 0.30\n}\n\nobject FlameThrowerFire\n{\n\tframe FLMX { light Flame }\n}\n\n/* [TT] Deprecated\nobject FlameThrowerFireBlue\n{\n\tframe FLMX { light Flame }\n}\n*/\n\nflickerlight Burn\n{\n\tcolor 1.0 0.6 0.0\n\tsize 45\n\tsecondarySize 55\n\tchance 0.30\n}\n\nobject BurningCorpse\n{\n\tframe BDT1 { light Burn }\n\tframe BURNA { light Burn }\n\tframe BURNB { light Burn }\n\tframe BURNC { light Burn }\n\tframe BURND { light Burn }\n\tframe BURNE { light Burn }\n\tframe BURNF { light Burn }\n\tframe BURNG { light Burn }\n\tframe BURNH { light Burn }\n\tframe BURNI { light Burn }\n\tframe BURNJ { light Burn }\n\tframe BURNK { light Burn }\n\tframe BURNL { light Burn }\n\tframe BURNM { light Burn }\n\tframe BURNN { light Burn }\n\tframe BURNO { light Burn }\n\tframe BURNP { light Burn }\n\tframe BURNQ { light Burn }\n}\n\nobject BurningCorpseFemale\n{\n\tframe BDT1 { light Burn }\n\tframe BURNA { light Burn }\n\tframe BURNB { light Burn }\n\tframe BURNC { light Burn }\n\tframe BURND { light Burn }\n\tframe BURNE { light Burn }\n\tframe BURNF { light Burn }\n\tframe BURNG { light Burn }\n\tframe BURNH { light Burn }\n\tframe BURNI { light Burn }\n\tframe BURNJ { light Burn }\n\tframe BURNK { light Burn }\n\tframe BURNL { light Burn }\n\tframe BURNM { light Burn }\n\tframe BURNN { light Burn }\n\tframe BURNO { light Burn }\n\tframe BURNP { light Burn }\n\tframe BURNQ { light Burn }\n}\n\nflickerlight FlameDecay\n{\n\tcolor 1.0 0.6 0.0\n\tsize 45\n\tsecondarySize 55\n\tchance 0.30\n}\n\nobject FlameDecay\n{\n\tframe TNT1 { light FlameDecay }\n}\n\n/* [TT] Deprecated\nobject FlameDecayBlue\n{\n\tframe TNT1 { light FlameDecay }\n}\n*/\n\nobject FlameDecayStrong\n{\n\tframe TNT1 { light FlameDecay }\n}\n\n/* [TT] Deprecated\nobject FlameDecayStrongBlue\n{\n\tframe TNT1 { light FlameDecay }\n}\n*/\n\nobject FlameWallDecay\n{\n\tframe TNT1 { light Burn }\n}\n\n/* [TT] Deprecated\nobject FlameWallDecayBlue\n{\n\tframe TNT1 { light Burn }\n}\n*/\n\n//object FlameThrowerFireRemains\n//{\n//\tframe FLMB { light Burn }\n//}\n\n///////Awesome Explosions\n/////////////////////////\n\nobject HeavyMissile\n{\n frame MISR { light ROCKET }\n}\n\n/* [TT] Deprecated\nobject HeavyMissileBlue\n{\n frame MISB { light ROCKET }\n}\n*/\n\nobject HeavyHomingMissile\n{\n frame MISR { light ROCKET }\n}\n\n/* [TT] Deprecated\nobject HeavyHomingMissileBlue\n{\n frame MISB { light ROCKET }\n}\n*/\n\n///////Plasma Related stuff\n///////////////////////////\n\nflickerlight PlasmaReds\n{\n\tcolor 1.0 0.1 0.1\n\tsize 45\n\tsecondarySize 55\n\tchance 0.30\n}\n\nflickerlight Plasma\n{\n\tcolor 0.1 0.1 1.0\n\tsize 45\n\tsecondarySize 55\n\tchance 0.30\n}\n\nObject PlasmaFlame\n{\n frame PLCX { light Plasma }\n}\n\npointlight PlasmaDebris1\n{\n color 0.1 0.1 1.0\n size 80\n}\n\npointlight PlasmaBall1\n{\n color 0.0 0.0 1.0\n size 90\n}\n\npointlight PlasmaBall2\n{\n color 0.0 0.0 1.0\n size 100\n}\n\npointlight PlasmaBall3\n{\n color 0.0 0.0 1.0\n size 110\n}\n\npointlight PlasmaBall4\n{\n color 0.0 0.0 1.0\n size 90\n}\n\npointlight PlasmaBall5\n{\n color 0.0 0.0 1.0\n size 75\n}\n\npointlight PlasmaBall1R\n{\n color 1.0 0.0 0.0\n size 90\n}\n\npointlight PlasmaBall2R\n{\n color 1.0 0.0 0.0\n size 100\n}\n\npointlight PlasmaBall3R\n{\n color 1.0 0.0 0.0\n size 110\n}\n\npointlight PlasmaBall4R\n{\n color 1.0 0.0 0.0\n size 90\n}\n\npointlight PlasmaBall5R\n{\n color 1.0 0.0 0.0\n size 75\n}\n\nObject PlasmaFlameDecay\n{\n frame TNT1A { light PlasmaReds }\n}\n\nObject PlasmaFlameDecayBlue\n{\n frame TNT1A { light Plasma }\n}\n\nObject PlasmaCannonBall\n{\n frame PLS1A { light PlasmaBall1R }\n frame PLS1B { light PlasmaBall2R }\n frame PLS1C { light PlasmaBall3R }\n frame PLS1D { light PlasmaBall2R }\n frame PLS1E { light PlasmaBall4R }\n frame PLS1F { light PlasmaBall5R }\n\tframe PLE1A { light PlasmaBall1R }\n frame PLE1B { light PlasmaBall2R }\n frame PLE1C { light PlasmaBall3R }\n frame PLE1D { light PlasmaBall2R }\n frame PLE1E { light PlasmaBall4R }\n frame PLE1F { light PlasmaBall5R }\n}\n\nObject PlasmaCannonBallSmall\n{\n frame PLS1A { light PlasmaBall1R }\n frame PLS1B { light PlasmaBall2R }\n frame PLS1C { light PlasmaBall3R }\n frame PLS1D { light PlasmaBall2R }\n frame PLS1E { light PlasmaBall4R }\n frame PLS1F { light PlasmaBall5R }\n\tframe PLE1A { light PlasmaBall1R }\n frame PLE1B { light PlasmaBall2R }\n frame PLE1C { light PlasmaBall3R }\n frame PLE1D { light PlasmaBall2R }\n frame PLE1E { light PlasmaBall4R }\n frame PLE1F { light PlasmaBall5R }\n}\n\nObject PlasmaCannonBallBlue\n{\n frame PLS1A { light PlasmaBall1 }\n frame PLS1B { light PlasmaBall2 }\n frame PLS1C { light PlasmaBall3 }\n frame PLS1D { light PlasmaBall2 }\n frame PLS1E { light PlasmaBall4 }\n frame PLS1F { light PlasmaBall5 }\n\tframe PLE1A { light PlasmaBall1 }\n frame PLE1B { light PlasmaBall2 }\n frame PLE1C { light PlasmaBall3 }\n frame PLE1D { light PlasmaBall2 }\n frame PLE1E { light PlasmaBall4 }\n frame PLE1F { light PlasmaBall5 }\n}\n\nObject PlasmaCannonBallSmallBlue\n{\n frame PLS1A { light PlasmaBall1 }\n frame PLS1B { light PlasmaBall2 }\n frame PLS1C { light PlasmaBall3 }\n frame PLS1D { light PlasmaBall2 }\n frame PLS1E { light PlasmaBall4 }\n frame PLS1F { light PlasmaBall5 }\n\tframe PLE1A { light PlasmaBall1 }\n frame PLE1B { light PlasmaBall2 }\n frame PLE1C { light PlasmaBall3 }\n frame PLE1D { light PlasmaBall2 }\n frame PLE1E { light PlasmaBall4 }\n frame PLE1F { light PlasmaBall5 }\n}\n\npointlight PLASMABALL\n{\n color 0.0 0.0 1.0\n size 56\n}\n\nflickerlight PLASMA_X1\n{\n color 0.0 0.0 1.0\n size 64\n secondarySize 72\n chance 0.5\n}\n\nflickerlight PLASMA_X2\n{\n color 0.0 0.0 1.0\n size 80\n secondarySize 88\n chance 0.5\n}\n\nflickerlight PLASMA_X3\n{\n color 0.0 0.0 1.0\n size 64\n secondarySize 72\n chance 0.5\n}\n\nflickerlight PLASMA_X4\n{\n color 0.0 0.0 1.0\n size 32\n secondarySize 40\n chance 0.5\n}\n\npointlight PLASMABALLR\n{\n color 1.0 0.0 0.0\n size 56\n}\n\nflickerlight PLASMA_X1R\n{\n color 1.0 0.0 0.0\n size 64\n secondarySize 72\n chance 0.5\n}\n\nflickerlight PLASMA_X2R\n{\n color 1.0 0.0 0.0\n size 80\n secondarySize 88\n chance 0.5\n}\n\nflickerlight PLASMA_X3R\n{\n color 1.0 0.0 0.0\n size 64\n secondarySize 72\n chance 0.5\n}\n\nflickerlight PLASMA_X4R\n{\n color 1.0 0.0 0.0\n size 32\n secondarySize 40\n chance 0.5\n}\n\nobject PlasmaShotBlue\n{\n frame PLSSA { light PLASMABALL }\n frame PLSSB { light PLASMABALL }\n\n frame PLSEA { light PLASMA_X1 }\n frame PLSEB { light PLASMA_X2 }\n frame PLSEC { light PLASMA_X2 }\n frame PLSED { light PLASMA_X3 }\n frame PLSEE { light PLASMA_X4 }\n}\n\nobject PlasmaShotRed\n{\n frame PLSSA { light PLASMABALLR }\n frame PLSSB { light PLASMABALLR }\n\n frame PLSEA { light PLASMA_X1R }\n frame PLSEB { light PLASMA_X2R }\n frame PLSEC { light PLASMA_X2R }\n frame PLSED { light PLASMA_X3R }\n frame PLSEE { light PLASMA_X4R }\n}\n\n///////Miscellaneous\n////////////////////\n\nflickerlight RepBlue\n{\n\tcolor 0.0 0.0 1.0\n\tsize 30\n\tsecondarySize 42\n\tchance 0.25\n}\n\nflickerlight RepBlueT\n{\n\tcolor 0.0 0.0 1.0\n\tsize 10\n\tsecondarySize 14\n\tchance 0.25\n}\n\nflickerlight RepPurple\n{\n\tcolor 0.75 0.0 0.75\n\tsize 30\n\tsecondarySize 42\n\tchance 0.25\n}\n\nflickerlight RepPurpleT\n{\n\tcolor 0.75 0.0 0.75\n\tsize 10\n\tsecondarySize 14\n\tchance 0.25\n}\n\nflickerlight RepRed\n{\n\tcolor 1.0 0.0 0.0\n\tsize 30\n\tsecondarySize 42\n\tchance 0.25\n}\n\nflickerlight RepRedT\n{\n\tcolor 1.0 0.0 0.0\n\tsize 10\n\tsecondarySize 14\n\tchance 0.25\n}\n\nflickerlight RepYellow\n{\n\tcolor 1.0 1.0 0.0\n\tsize 30\n\tsecondarySize 42\n\tchance 0.25\n}\n\nflickerlight RepYellowT\n{\n\tcolor 1.0 1.0 0.0\n\tsize 10\n\tsecondarySize 14\n\tchance 0.25\n}\n\nobject RepairDisarmPuff\n{\n\tframe PLCX { light RepBlue }\n}\n\nobject RepairTrail\n{\n\tframe PLCX { light RepBlueT }\n}\n\nobject EnhancedRepairDisarmPuff\n{\n\tframe CHMX { light RepPurple }\n}\n\nobject UpgradedRepairTrail\n{\n\tframe CHMX { light RepPurpleT }\n}\n\nobject MedicPuff\n{\n\tframe CHMX { light RepRed }\n}\n\nobject HealTrail\n{\n\tframe CHMX { light RepRedT }\n}\n\nobject DisarmPuff\n{\n\tframe CHMX { light RepYellow }\n}\n\nobject DisarmTrail\n{\n\tframe CHMX { light RepYellowT }\n}\n\npointlight GOLDBALL\n{\n color 1.0 1.0 0.0\n size 56\n}\n\nflickerlight GOLD_X1\n{\n color 1.0 1.0 0.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight GOLD_X2\n{\n color 1.0 1.0 0.0\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight GOLD_X3\n{\n color 1.0 1.0 0.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight GOLD_X4\n{\n color 1.0 1.0 0.0\n size 8\n secondarySize 16\n chance 0.4\n}\n\n/* [TT] Deprecated\nobject GoldenBall1\n{\n frame PLSSA { light GOLDBALL }\n frame PLSSB { light GOLDBALL }\n\n frame PLSEA { light GOLD_X1 }\n frame PLSEB { light GOLD_X2 }\n frame PLSEC { light GOLD_X2 }\n frame PLSED { light GOLD_X3 }\n frame PLSEE { light GOLD_X4 }\n}\n\nobject GoldenBall1Blue\n{\n frame PLSSA { light GOLDBALL }\n frame PLSSB { light GOLDBALL }\n\n frame PLSEA { light GOLD_X1 }\n frame PLSEB { light GOLD_X2 }\n frame PLSEC { light GOLD_X2 }\n frame PLSED { light GOLD_X3 }\n frame PLSEE { light GOLD_X4 }\n}\n*/\n\npointlight GOLDIMPBALL\n{\n color 1.0 1.0 0.0\n size 64\n}\n\nflickerlight GOLDIMPBALL_X1\n{\n color 1.0 1.0 0.0\n size 80\n secondarySize 88\n chance 0.25\n}\n\nflickerlight GOLDIMPBALL_X2\n{\n color 1.0 1.0 0.0\n size 96\n secondarySize 104\n chance 0.25\n}\n\nflickerlight GOLDIMPBALL_X3\n{\n color 1.0 1.0 0.0\n size 112\n secondarySize 120\n chance 0.25\n}\n\nflickerlight GOLDPUFF1\n{\n color 1.0 1.0 0.4\n size 12\n secondarySize 16\n chance 0.8\n}\n\nObject BoostPuffRed\n{\n frame VOLX { light GOLDPUFF1 }\n}\n\nObject BoostPuffBlue\n{\n frame VOLX { light GOLDPUFF1 }\n}\n\nObject FloatPuffRed\n{\n frame VOLX { light GOLDPUFF1 }\n}\n\nObject FloatPuffBlue\n{\n frame VOLX { light GOLDPUFF1 }\n}\n\n/* [TT] Deprecated\nObject SlowPuffRed\n{\n frame VOLX { light GOLDPUFF1 }\n}\n\nObject SlowPuffBlue\n{\n frame VOLX { light GOLDPUFF1 }\n}\n\nObject WeakenPuffRed\n{\n frame VOLX { light GOLDPUFF1 }\n}\n\nObject WeakenPuffBlue\n{\n frame VOLX { light GOLDPUFF1 }\n}\n\nobject GoldenBall2\n{\n frame BAL1A { light GOLDIMPBALL }\n frame BAL1B { light GOLDIMPBALL }\n\n frame BAL1C { light GOLDIMPBALL_X1 }\n frame BAL1D { light GOLDIMPBALL_X2 }\n frame BAL1E { light GOLDIMPBALL_X3 }\n}\n\nobject GoldenBall2Blue\n{\n frame BAL1A { light GOLDIMPBALL }\n frame BAL1B { light GOLDIMPBALL }\n\n frame BAL1C { light GOLDIMPBALL_X1 }\n frame BAL1D { light GOLDIMPBALL_X2 }\n frame BAL1E { light GOLDIMPBALL_X3 }\n}\n*/\n\n//Mech Lights\nflickerlight PulseBall\n{\n\tcolor 0.6 1.0 0.0\n\tsize 30\n\tsecondarySize 40\n\tchance 0.30\n}\n\nobject PulseBall\n{\n\tFrame PLGX { light PulseBall }\n}\n\n/* [TT] Deprecated\nobject PulseBallBlue\n{\n\tFrame PLGX { light PulseBall }\n}\n\nobject PulseBallImpact\n{\n\tFrame PLGX { light PulseBall }\n}\n*/\n\nPointlight PPCBALL\n{\nColor 1.0 1.0 1.0\nSize 100\n}\n\nPointlight PPCBALLBOOM\n{\nColor 1.0 1.0 1.0\nSize 150\n}\n\n/* [TT] Deprecated\nobject ShockCannonBallRed\n{\n\tframe PPCX { light PPCBALL }\n}\n\nobject ShockCannonBallBlue\n{\n\tframe PPCX { light PPCBALL }\n}\n*/\n\nobject ShockCannonBallImpact\n{\n\tframe PPCX { light PPCBALL }\n}\n\nflickerlight GizmoBlue\n{\n color 0.4 0.4 1.0\n size 70\n\tSecondarySize 80\n\tChance 0.5\n}\n\n/* [TT] Deprecated\nobject Utility_PortalBlue\n{\n\tFrame TNT1 { light GizmoBlue }\n}\n*/\n\nflickerlight GizmoRed\n{\n color 1.0 0.0 0.0\n size 70\n\tSecondarySize 80\n\tChance 0.5\n}\n\n/* [TT] Deprecated\nobject Utility_PortalRed\n{\n\tFrame TNT1 { light GizmoRed }\n}\n*/\n\nflickerlight HealRadiusRed\n{\n color 1.0 0.3 0.3\n size 45\n\tSecondarySize 48\n\tChance 0.2\n}\n\nobject MedicationFieldBall\n{\n\tFrame GIZR { light HealRadiusRed }\n}\n\npointlight MarineBeaconBlinkRed\n{\n color 1.0 0.3 0.3\n size 45\n}\n\nobject MarineBeacon\n{\n\tFrame MBCNA { light MarineBeaconBlinkRed }\n}\n\npointlight MarineBeaconBlinkBlue\n{\n color 0.3 0.8 1.0\n size 45\n}\n\nobject MarineBeaconBlue\n{\n\tFrame MBCNA { light MarineBeaconBlinkBlue }\n}"
},
{
"source": "pk3",
"name": "hirestex.txt",
"contents": "remap m_doom m_doomhi\n\n//Volt sparks\nremap VOLXA0 VHRXA0\nremap VOLXB0 VHRXB0\nremap VOLXC0 VHRXC0\nremap VOLXD0 VHRXD0\nremap VOLXE0 VHRXE0\nremap VOLXF0 VHRXF0\n\n//Fire sprites\nremap FLMBA0 FLMBA0H\nremap FLMBB0 FLMBB0H\nremap FLMBC0 FLMBC0H\nremap FLMBD0 FLMBD0H\nremap FLMBE0 FLMBE0H\nremap FLMBF0 FLMBF0H\nremap FLMBG0 FLMBG0H\nremap FLMBH0 FLMBH0H\n\n//Frag Grenade\nremap FRGIA0 FRGIA0H\nremap FRGSA0 FRGSA0H\nremap FRGSB0 FRGSB0H\nremap FRGSC0 FRGSC0H\nremap FRGSD0 FRGSD0H\nremap FRGSE0 FRGSE0H\nremap FRGSF0 FRGSF0H\nremap FRG1A0 FRG1A0H\nremap FRG1B0 FRG1B0H\nremap FRG1C0 FRG1C0H\nremap FRG1D0 FRG1D0H\nremap FRG1E0 FRG1E0H\nremap FRG1F0 FRG1F0H\nremap FRG1G0 FRG1G0H\nremap FRG1H0 FRG1H0H\nremap FRG1I0 FRG1I0H\nremap FRG1J0 FRG1J0H\nremap FRG1K0 FRG1K0H\nremap FRG2A0 FRG2A0H\nremap FRG2B0 FRG2B0H\nremap FRG2C0 FRG2C0H\nremap FRG2D0 FRG2D0H\nremap FRG2E0 FRG2E0H\nremap FRG2F0 FRG2F0H\nremap FRG2G0 FRG2G0H\nremap FRG3A0 FRG3A0H\nremap FRG3B0 FRG3B0H\nremap FRG3C0 FRG3C0H\nremap FRG3D0 FRG3D0H\nremap FRG3E0 FRG3E0H\n\n//Pulse\nremap PLGXA0 PBLST_A0\nremap PLGXB0 PBLST_A1\nremap PLGXC0 PBLST_A2\nremap PLGXD0 PBLST_A3\nremap PLGXE0 PBLST_A4\nremap PPCXA0 UTFLARE3\nremap E21XA1A5 E21HA1A5\nremap E21XA2A8 E21HA2A8\nremap E21XA3A7 E21HA3A7\nremap E21XA4A6 E21HA2A8\nremap CACHB0 UTFLARE4\nremap CACHC0 UTFLARE5\nremap CACHD0 UTFLARE6\n\n//Tiberium\nremap TIBEA0 TIBEA0H\n\n//Mini-nuke\nremap NKE1A0 NKE2A0\nremap NKE1B0 NKE2B0\nremap NKE1C0 NKE2C0\nremap NKE1D0 NKE2D0\nremap NKE1E0 NKE2E0\nremap NKE1F0 NKE2F0\nremap NKE1G0 NKE2G0\nremap NKE1H0 NKE2H0\nremap NKE1I0 NKE2I0\nremap NKE1J0 NKE2J0\nremap NKE1K0 NKE2K0\nremap NKE1L0 NKE2L0\nremap NKE1M0 NKE2M0\nremap NKE1N0 NKE2N0\nremap NKE1O0 NKE2O0\nremap NKE1P0 NKE2P0\nremap NKE1Q0 NKE2Q0\nremap NKE1R0 NKE2R0\nremap NKE1S0 NKE2S0\nremap NKE1T0 NKE2T0\nremap NKE1U0 NKE2U0\n\n//Gauss rifle\n//Blue & Pickup\nremap gauba0 gauxa0\nremap gaubb0 gauxb0\nremap gaubc0 gauxc0\nremap gaubd0 gauxd0\nremap gaube0 gauxe0\nremap gaubf0 gauxf0\nremap gaubg0 gauxg0\nremap gaubh0 gauxh0\nremap gaubi0 gauxi0\nremap gaubj0 gauxj0\nremap gaubk0 gauxk0\nremap gaubl0 gauxl0\nremap gaubm0 gauxm0\nremap gaubn0 gauxn0\nremap gaubo0 gauxo0\n\n//Pickup\nremap gausx0 gausx0\n\n//Red\n\nremap gausa0 gauya0\nremap gausb0 gauyb0\nremap gausc0 gauyc0\nremap gausd0 gauyd0\nremap gause0 gauye0\nremap gausf0 gauyf0\nremap gausg0 gauyg0\nremap gaush0 gauyh0\nremap gausi0 gauyi0\nremap gausj0 gauyj0\nremap gausk0 gauyk0\nremap gausl0 gauyl0\nremap gausm0 gauym0\nremap gausn0 gauyn0\nremap gauso0 gauyo0"
},
{
"source": "pk3",
"name": "keyconf.txt",
"contents": "// =============================================================================\n// AOW KEYCONF\nweaponsection AOW2\nsetslot 0 RemoverGun RepairGun HealGun BombSquadGun\nsetslot 1 Unarmed EagerBeaver FragGrenade Flashbang RemoteC4 Knife\nsetslot 2 Handgun Rifle SniperRifleWeak SniperRifle BloodRevolver advancedsniperrifle\nsetslot 3 Boomstick DoubleShotgun AutoShotgun \"Quad Shotgun\"\nsetslot 4 SubMachineGun MachineGun GatlingGun JumpjetGatlingGun \"Nail-Machine Gun\"\nsetslot 5 GrenadeLauncher MissileLauncher ArtilleryCannon MortarLauncher\nsetslot 6 Flamer CombustionAutorifleWeak CombustionAutorifle ChemicalSprayer TiberiumAutorifleWeak TiberiumAutorifle\nsetslot 7 LaserRifle LaserChaingun GaussRifle ShockRifle PlasmaGun StealthLaserRifle Karasawa\nsetslot 8 ChronoBow PlasmaCannon TimeGun UtilityGun BFG2704\n\nclearplayerclasses\naddplayerclass Player\n\n// =============================================================================\n// Key section\naddkeysection \"All Out War 2\" AOW2Keybinds\naddmenukey \"Donation: Open/close menu\" donationmenu\naddmenukey \"Donation: Change name\" donationname\naddmenukey \"Donation: Donate $100\" donationgive\naddmenukey \"Surrender\" surrender\naddmenukey \"Switch to weaker team\" teamswitch\naddmenukey \"Sell Current Weapon\" sellweapon\naddmenukey \"Use self-heal\" useselfheal\naddmenukey \"Use timed C4\" usec4\naddmenukey \"Open preferences\" aow_preferences\naddmenukey \"Use Frag Grenade\" usefraggrenade\naddmenukey \"Use Flashbang\" useflashbang\naddmenukey \"Remote C4 Detonator\" usedetonator\n\ndefaultbind g usefraggrenade\ndefaultbind f useflashbang\ndefaultbind r usedetonator\n\n// =============================================================================\n// ALIAS CCMDS\nalias sellweapon \"puke 950\"\nalias donationmenu \"puke 988 0\"\nalias donationname \"puke 988 1\"\nalias donationgive \"puke 984 $__aow_donatee $aow_cl_donateamount\"\nalias donateall \"puke 984 255\"\n\nalias surrender \"puke 342\"\nalias spectatorteleport \"puke 940\"\n\n// Weapons\nalias usefraggrenade \"puke 828 0\"\nalias useflashbang \"puke 828 1\"\nalias usedetonator \"puke 828 2\"\n\n// Items\nalias useselfheal \"use SelfHealItem\"\nalias usec4 \"use TimedC4\"\n\n// Player number of our own self\nalias whoami \"puke 946\"\n\n// Request to switch to the other team\nalias teamswitch \"puke 942\"\n\n// Stats information\nalias showarmor \"puke 981\"\nalias showspeed \"puke 921\"\n\n// AI marine information\nalias dumpmarinestats \"puke -967\"\n\n// Insta-refreshes the HUD\nalias updatehud \"puke -931\"\n\n// Manual command to ask for a snapshot. I think this would be useful\n// in case something gets screwed up. There's already been problems\n// with credits syncing...\nalias getsnapshot \"puke -932\"\n\n// Open preferences\nalias aow_preferences \"puke -803\"\n\n// Version information\nalias aow_versioninfo \"puke -813\"\n\n// =============================================================================\n// RCON ADMIN COMMANDS\nalias gamemaster \"puke 941 %1 3\"\nalias forceblue \"puke 941 %1 1\"\nalias forcered \"puke 941 %1 2\"\nalias teamshuffle \"puke 962\"\n\nalias tournamentmode \"set aow_tournamentmode 1;set aow_maxcannonsperteam 1;set aow_jugglimit 1;set aow_suddendeathtime 30;set aow_tickets 40;echo Tournament set-up complete - please restart the map.\"\n\n// =============================================================================\n// GAMEMASTER COMMANDS\nalias a_warp \"puke 945 1 %1 %2\"\nalias a_teleport \"puke 945 2 %1\"\nalias a_crate \"puke 945 3 %1\"\nalias a_berserk \"puke 945 6\"\nalias a_resign \"puke 945 7\"\nalias a_givebeacon \"puke 945 8\"\nalias a_admin \"puke 945 9\"\nalias a_team \"puke 945 10 %1\"\nalias a_forcered \"puke 945 10 1\"\nalias a_forceblue \"puke 945 10 0\"\nalias a_utility \"puke 945 11\"\nalias a_speed \"puke 945 12 %1\"\nalias a_opendeck \"puke 945 14\"\nalias a_notarget \"puke 945 15\"\nalias a_exit \"puke 945 16\"\nalias a_health \"puke 945 17 %1\"\nalias a_fly \"puke 945 18\""
},
{
"source": "pk3",
"name": "language.txt",
"contents": "[enu default]\n// =============================================================================\n// Item pickups... not very populated here.\nGOTBFG2704 = \"You swiped the prototype BFG2704! And those nerds in R&D thought a glass wall would stop you...\";\n\n// =============================================================================\n// Miscallenous/environment obits\nOB_FALLING = \"%o butted heads with gravity.\";\nOB_CRUSH = \"%o was flattened.\";\nOB_WATER = \"%o swam like a brick.\"; // Psychic\nOB_AIRSTRIKE = \"%o couldn't hide from an airstrike.\";\n\n// =============================================================================\n// Weapon obits\nOB_ADMIN = \"%o was taught discipline by %k.\";\nOB_ARTILLERYCANNON = \"%o was demolished by %k's artillery cannon.\";\nOB_BERSERK = \"\\cG%o \\cGgot %p shit punched the FUCK out by %k.\";\nOB_BFG2704 = \"%o was recognized posthumously by the UAC for %p contributions to %k's unauthorized BFG 2704 testing.\";\nOB_BOMBPACK = \"%o \\cIwas wiped off the face of Earth by %k.\";\nOB_DOUBLESHOTGUN = \"%o was splattered by %k's double shotgun.\";\nOB_CHAINSAW = \"%o was shredded down by %k's chainsaw.\";\nOB_CHAINSAW_ALT = \"%o\\cG was mutilated to bits by %k\\cG's thrown chainsaw!\";\nOB_CHEMICALS = \"%o chokes in %k's chemicals.\";\nOB_CHEMSPRAYER = \"%o was poisoned by %k's chemical sprayer.\";\nOB_CHEMSPRAYER_GRENADE = \"%o was mutated by %k's chemical grenade.\";\nOB_CHRONOBOW = \"%o was torn out of timestream by %k's chrono bow.\";\nOB_FIREDECAY = \"%o burns in %k's firestorm.\";\nOB_FIST = \"%o was knocked out hard by %k.\";\nOB_FLAMER = \"%o was reduced to ashes by %k's flamethrower.\";\nOB_FLAMER_GRENADE = \"%o was set ablaze by %k's phosphorus grenade.\";\nOB_GATLING = \"%o was drilled by %k's gatling gun.\";\nOB_GAUSS = \"%o had %p torso busted by %k's gauss rifle.\";\nOB_GRENADE = \"%o gulped down %k's grenade.\";\nOB_GRENADE_ALT = \"%o tripped over %k's grenade.\";\nOB_IONCANNON = \"%o was obliterated by %k's \\chIon Cannon.\";\nOB_LASERCHAINGUN = \"%o was incinerated by %k's laser chaingun.\";\nOB_LASERRIFLE = \"%o was burned by %k's laser rifle.\";\nOB_KAMIKAZE = \"%k make %o go boom!\";\nOB_KARASAWA = \"%o was fried by %k's karasawa.\";\nOB_KNIFE = \"%o \\cKwas cut up by %k!\";\nOB_MACHINEGUN = \"%o was perforated by %k's machinegun.\";\nOB_MINIRAVEN_RED = \"%o was pecked by a \\cgRed\\c- mini-Raven.\";\nOB_MINIRAVEN_BLUE = \"%o was pecked by a \\chBlue\\c- mini-Raven.\";\nOB_MISSILELAUNCHER = \"%o was blown out of %p boots by %k's missile.\";\nOB_MINE = \"%o tripped over a proxy mine.\";\nOB_MINEBARREL = \"%o was mined down into the ground by %k.\";\nOB_NUKE = \"%o was disintegrated by %k's \\cgNuclear Strike.\";\nOB_OBELISK_BLUE = \"%o couldn't hide from the \\chBlue Obelisk\\c-.\";\nOB_OBELISK_RED = \"%o couldn't hide from the \\cgRed Obelisk\\c-.\";\nOB_PLASMARIFLE = \"%o was melted to a slab by %k's plasma gun.\";\nOB_PLASMACANNON_RED = \"%o was annihilated by %k's \\caplasma cannon.\";\nOB_PLASMACANNON_BLUE = \"%o was annihilated by %k's \\cnplasma cannon.\";\nOB_PLASMACANNON_ALT_RED = \"%o couldn't escape %k's \\caplasma cannon.\";\nOB_PLASMACANNON_ALT_BLUE = \"%o couldn't escape %k's \\cnplasma cannon.\";\nOB_REVOLVER = \"%o was executed Western-style by %k.\";\nOB_REMOTEC4 = \"%o couldn't spot %k's Remote C4.\";\nOB_RIFLE = \"%o was crippled by %k's rifle.\";\nOB_RIFLEGRENADE = \"%o was popped by %k's rifle grenade.\";\nOB_SEEKERMISSILE = \"%o was sought and destroyed by %k's seeker missile.\";\nOB_SHOCKRIFLE = \"%o was overloaded by %k's shock rifle.\";\nOB_SHOTGUN = \"%o was smacked by %k's shotgun.\";\nOB_SNIPER = \"%o found %k's bullet in %p head.\";\nOB_SUBBY = \"%o was whittled down by %k's sub-machinegun.\";\nOB_FRAGGRENADE = \"%o was blown to pieces by %k's frag grenade.\";\nOB_FRAGGRENADESHRAPNEL = \"%o was finished off by %k's frag grenade shrapnel.\";\nOB_FLASHBANG = \"%o was blinded to death by %k's flashbang.\";\nOB_TIBAUTORIFLE = \"%o was skewered by %k's tiberium autorifle.\";\nOB_TIBAUTORIFLEEXPLOSION = \"%o was mutated by %k's tiberium autorifle.\";\nOB_COMBAUTORIFLE = \"%o was ignited by %k's combustion autorifle.\";\nOB_COMBAUTORIFLEEXPLOSION = \"%o was set ablaze by %k's combustion autorifle.\";\n\n// =============================================================================\n// Mech obits\nOB_ORCA = \"%o was pinned down by %k's Orca.\";\nOB_RAVEN = \"%o was pecked by %k's Raven.\";\nOB_MADCAT = \"%o was shocked out by %k's Mad Cat.\";\nOB_TITAN = \"%o was crushed by %k's Titan.\";\nOB_JUGGERNAUT = \"%o was ground to bits by %k's Juggernaut MKII.\";\nOB_TORTOISE = \"%o couldn't crack the shell of %k's Tortoise.\";\n\nOB_MECHJUNK = \"%o was caught playing with %k's junk!\";\nOB_MECHEXPLOSION = \"%o chose the wrong day to inspect %k's mech.\";\n\n// =============================================================================\n// AI marine obits\nOB_MARINE_ROCKET_BLUE = \"%o was blown out of %p boots by a \\chBlue marine's\\c- missile.\";\nOB_MARINE_ROCKET_RED = \"%o was blown out of %p boots by \\cgRed marine's\\c- missile.\";\nOB_MARINE_SSG_BLUE = \"%o was splattered by a \\chBlue marine's\\c- double shotgun.\";\nOB_MARINE_SSG_RED = \"%o was splattered by a \\cgRed marine's\\c- double shotgun.\";\nOB_MARINE_TIBRIFLE_BLUE = \"%o was skewered by a \\chBlue marine's\\c- tiberium autorifle.\";\nOB_MARINE_TIBRIFLE_RED = \"%o was skewered by a \\cgRed marine's\\c- tiberium autorifle.\";"
},
{
"source": "pk3",
"name": "loadacs.txt",
"contents": "AOW2SCRP"
},
{
"source": "pk3",
"name": "mapinfo.txt",
"contents": "clearepisodes\nclearskills\n\ndefaultmap {\n\tallowrespawn\n\tsmoothlighting\n\tclipmidtextures\n}\n\nepisode aow01 {\n\tname = \"A New War\"\n}\n\nmap aow01 \"Red Zone\" {\n\tnext = \"aow02\"\n\tsky1 = \"stsky2\"\n\tmusic = \"d_aow01\"\n\tlevelnum = 1\n}\n\nmap aow02 \"Barrens\" {\n\tnext = \"aow03\"\n\tsky1 = \"stsky2\"\n\tmusic = \"d_aow02\"\n\tlevelnum = 2\n}\n\nmap aow03 \"Oasis\" {\n\tnext = \"aow04\"\n\tsky1 = \"sky04\", 0.1\n\tmusic = \"d_aow03\"\n\tlevelnum = 3\n}\n\nmap aow04 \"Glacier\" {\n\tnext = \"aow05\"\n\tsky1 = \"stsky14\"\n\tmusic = \"d_aow04\"\n\tlevelnum = 4\n}\n\nmap aow05 \"Valley\" {\n\tnext = \"aow06\"\n\tmusic = \"d_aow05\"\n\tsky1 = \"skyFOG0\", 0.1\n\tlevelnum = 5\n}\n\nmap aow06 \"Floating City\" {\n\tnext = \"aow07\"\n\tsky1 = \"stars\"\n\tmusic = \"d_aow06\"\n\tlevelnum = 6\n}\n\nmap aow07 \"Canyon\" {\n\tnext = \"aow08\"\n\tsky1 = \"stsky2\"\n\tmusic = \"d_aow07\"\n\tlevelnum = 7\n}\n\nmap aow08 \"Renegade 2030\" {\n\tnext = \"aow09\"\n\tmusic = \"d_aow08\"\n\tsky1 = \"stars\"\n\tlevelnum = 8\n}\n\nmap aow09 \"Infected\" {\n\tnext = \"aow10\"\n\tsky1 = \"sky7\", 0.1\n\tmusic = \"d_aow09\"\n\tlevelnum = 9\n}\n\nmap aow10 \"Renegade 2032\" {\n\tnext = \"aow11\"\n\tmusic = \"d_aow08\"\n\tsky1 = \"stars\"\n\tlevelnum = 10\n}\n\nmap aow11 \"Waste Plant\" {\n\tnext = \"aow12\"\n\tmusic = \"d_aow11\"\n\tsky1 = \"sky14\"\n\tlevelnum = 11\n}\n\nmap aow12 \"Missile Site\" {\n\tnext = \"aow13\"\n\tmusic = \"d_aow12\"\n\tsky1 = \"sky14\"\n\tlevelnum = 12\n}\n\nmap aow13 \"Space Camp\" {\n\tmusic = \"d_aow13\"\n\tsky1 = \"softsky\"\n\tlevelnum = 13\n\tnext = \"aow14\"\n}\n\nmap aow14 \"Shattered Remains\" {\n\tmusic = \"d_aow14\"\n\tsky1 = \"softsky\"\n\tlevelnum = 14\n\tnext = \"aow15\"\n}\n\nmap aow15 \"Surface Tension Reloaded\" {\n\tmusic = \"d_aow15\"\n\tsky1 = \"sky14\"\n\tlevelnum = 15\n\tnext = \"aow01\"\n}\n\nskill Normal {\n\tname = \"Normal\"\n\tdamagefactor = 1.0\n\taggressiveness = 1.0\n\tammofactor = 2.0 // Do we really need this?\n\tspawnfilter = easy\n\tmustconfirm = \"Start an offline game? (y/n)\"\n}"
},
{
"source": "pk3",
"name": "mapnotes.txt",
"contents": "//////////////////////////////////////////\n//\tBLUE TERMINAL LINDEF TAGS\n//////////////////////////////////////////\nBarracks: 1\nRefinery: 5\nResearch: 7\nWarfactory: 9\nObelisk: 11\n\n//////////////////////////////////////////\n//\tBLUE SECTOR REDDEN TAGS\n//////////////////////////////////////////\nBarracks: 1\nRefinery: 5\nResearch: 7\nWarfactory: 9 and 10\nObelisk: 19\nRepair: 13 and 14\n\n//////////////////////////////////////////\n//\tRED TERMINAL LINDEF TAGS\n//////////////////////////////////////////\nBarracks: 2\nRefinery: 6\nResearch: 8\nWarfactory: 10\nObelisk: 12\n\n//////////////////////////////////////////\n//\tRED SECTOR REDDEN TAGS\n//////////////////////////////////////////\nBarracks: 3\nRefinery: 6\nResearch: 8\nWarfactory: 11 and 12\nObelisk: 20\nRepair: 15 and 16"
},
{
"source": "pk3",
"name": "modeldef.txt",
"contents": "Model ProxyMineRed\n{\n Path \"Models\\Proxy\"\n Model 0 \"proxy.md3\"\n Skin 0 \"w_c4-p.png\"\n Scale 2.5 2.5 2.5\n\n FrameIndex PC4T A 0 0\n}\n\nModel ProxyMineBlue\n{\n Path \"Models\\Proxy\"\n Model 0 \"proxy.md3\"\n Skin 0 \"w_c4-p.png\"\n Scale 2.5 2.5 2.5\n\n FrameIndex PC4T A 0 0\n}\n\nModel Utility_MinesMarker\n{\n Path \"Models\\Proxy\"\n Model 0 \"proxy.md3\"\n Skin 0 \"w_c4-p.png\"\n Scale 2.5 2.5 2.5\n\n FrameIndex PC4T A 0 0\n}\n\nModel Utility_MiniRefCacheRed\n{\n\tPath \"Models/Mini-Refinery\"\n\n\tModel 0 \"MiniRef.md3\"\n\tSkin 0 \"MiniRefRed.PNG\"\n\tModel 1 \"MiniRefTib.md3\"\n\tSkin 1 \"Nukage.png\"\n\n\tScale 3.75 3.75 3.75\n\n\tFrameIndex MREF A 0 0\n}\nModel Utility_MiniRefCacheBlue\n{\n\tPath \"Models/Mini-Refinery\"\n\n\tModel 0 \"MiniRef.md3\"\n\tSkin 0 \"MiniRefBlue.PNG\"\n\tModel 1 \"MiniRefTib.md3\"\n\tSkin 1 \"Nukage.png\"\n\n\tScale 3.75 3.75 3.75\n\n\tFrameIndex MREF A 0 0\n}\nModel Utility_MiniRefCacheMarker\n{\n\tPath \"Models/Mini-Refinery\"\n\n\tModel 0 \"MiniRef.md3\"\n\tSkin 0 \"MiniRefBlue.PNG\"\n\tModel 1 \"MiniRefTib.md3\"\n\tSkin 1 \"Nukage.png\"\n\n\tScale 3.75 3.75 3.75\n\n\tFrameIndex MREF A 0 0\n}\n\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem01.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX G 0 0\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem02.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX H 0 1\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem03.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX I 0 2\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem04.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX J 0 3\n}\n\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem05.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX A 0 4\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem06.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX B 0 5\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem07.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX C 0 6\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem08.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX D 0 7\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem12.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX E 0 8\n}\nModel ChemicalDeathShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem16.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 10 10 10\n\n\tFrameIndex CHMX F 0 9\n}\n\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem01.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX A 0 0\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem02.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX B 0 1\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem03.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX C 0 2\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem04.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX D 0 3\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem05.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX E 0 4\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem06.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX F 0 5\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem07.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX G 0 6\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem08.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX H 0 7\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem09.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX I 0 8\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem10.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX J 0 9\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem11.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX K 0 10\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem12.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX L 0 11\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem13.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX M 0 12\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem14.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX N 0 13\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem15.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX O 0 14\n}\nModel ChemicalShot\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem16.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX P 0 15\n\tFrameIndex TIBX Q 0 16\n}\n\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem01.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX A 0 0\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem02.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX B 0 1\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem03.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX C 0 2\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem04.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX D 0 3\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem05.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX E 0 4\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem06.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX F 0 5\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem07.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX G 0 6\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem08.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX H 0 7\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem09.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX I 0 8\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem10.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX J 0 9\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem11.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX K 0 10\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem12.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX L 0 11\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem13.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX M 0 12\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem14.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX N 0 13\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem15.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX O 0 14\n}\nModel ChemicalShotDummy\n{\n\tPath \"Models\\Flames\"\n\n\tModel 0 \"ChemicalShot.md3\"\n\tSkin 0 \"Chem16.png\"\n\n\tALIGNANGLE\n\tALIGNPITCH\n\n\tScale 5.0 5.0 5.0\n\n\tFrameIndex TIBX P 0 15\n\tFrameIndex TIBX Q 0 16\n}\n\nModel Utility_CacheMarker\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel MedicalCache\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_MedicalCacheMarker\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel AmmoCache\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_AmmoCacheMarker\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel SuperCache\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel SuperCacheMapSpawned\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_SuperCacheMarker\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_GlobalMedicCacheRed\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\nModel Utility_GlobalMedicCacheBlue\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\nModel Utility_GlobalAmmoCacheRed\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\nModel Utility_GlobalAmmoCacheBlue\n{\n\tPath \"Models\\Cache\"\n\n\tModel 0 \"WeaponLocker.md3\"\n\tSkin 0 \"WLockerskin1.png\"\n\tModel 1 \"WeaponLockerLights.md3\"\n\tSkin 1 \"WLockerskin2.png\"\n\n\tScale 7.0 7.0 7.0\n\n\tFrameIndex CACH A 0 0\n}\n\n///////////////////SANDBAGS MODEL\nModel SandbagWall // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"sandbag.md3\" // Model index, model file\n Skin 0 \"sandbag.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 2.0 1.75 2.0 // Scale values\n\n FrameIndex BAGG A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel Utility_SandbagsMarker // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"sandbag.md3\" // Model index, model file\n Skin 0 \"sandbag.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 2.0 1.75 2.0 // Scale values\n\n FrameIndex BAGG A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\n///////////////////TIMED C4 MODEL\nModel TimedC4Armed // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 115.0 115.0 160.0 // Scale values\n\n FrameIndex TC4T R 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel TimedC4Thrown // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 115.0 115.0 160.0 // Scale values\n\n FrameIndex TC4T R 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n/*Model TimedC4ArmedE // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 115.0 115.0 160.0 // Scale values\n\n FrameIndex TC4T R 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel TimedC4ThrownE // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 115.0 115.0 160.0 // Scale values\n\n FrameIndex TC4T R 0 0 // The sprite lump, sprite frame, model index, frame number\n}*/\nModel TimedC4ArmedBlue // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 115.0 115.0 160.0 // Scale values\n\n FrameIndex TC4T B 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel TimedC4ThrownBlue // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 115.0 115.0 160.0 // Scale values\n\n FrameIndex TC4T B 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n/*Model TimedC4ArmedEBlue // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 115.0 115.0 160.0 // Scale values\n\n FrameIndex TC4T B 0 0 // The sprite lump, sprite frame, model index, frame number\n}\nModel TimedC4ThrownEBlue // Name of actor in DECORATE\n{\n Path \"models/weapons\" // Path to model in PK3\n Model 0 \"timedc4.md3\" // Model index, model file\n Skin 0 \"timedc4.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 115.0 115.0 160.0 // Scale values\n\n FrameIndex TC4T B 0 0 // The sprite lump, sprite frame, model index, frame number\n}*/\n\n///////////////////MADCAT MODEL\nModel MadCat // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 6.0 6.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n /*FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number*/\n}\n\nModel MadCatUsed // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 6.0 6.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n /*FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number*/\n}\n\nModel MadCatSwitchPickup // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 6.0 6.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n /*FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number*/\n}\n\nModel DamagedMadcat // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 6.0 6.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n /*FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number*/\n}\n\nModel EjectedMadCat // Name of actor in DECORATE\n{\n Path \"models/madcat\" // Path to model in PK3\n Model 0 \"MadCat.md3\" // Model index, model file\n Skin 0 \"MadCat.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 6.0 6.0 7.0 // Scale values\n\n FrameIndex MADC K 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC B 0 2 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC C 0 3 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC D 0 4 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC E 0 5 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC F 0 6 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC G 0 7 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC H 0 8 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC I 0 9 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC J 0 10 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC L 0 11 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC M 0 12 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC N 0 13 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC O 0 14 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC P 0 15 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Q 0 16 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC R 0 17 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC S 0 18 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC T 0 19 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC U 0 20 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC V 0 21 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC W 0 22 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC X 0 23 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Y 0 24 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MADC Z 0 25 // The sprite lump, sprite frame, model index, frame number\n /*FrameIndex MAD2 A 0 26 // The sprite lump, sprite frame, model index, frame number\n FrameIndex MAD2 B 0 27 // The sprite lump, sprite frame, model index, frame number*/\n}\n\n///////////////////ORCA MODEL\nModel Orca\n{\n Path \"models/orca\" // Path to model in PK3\n Model 0 \"Orca.md3\" // Model index, model file\n Skin 0 \"Orca.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 8.0 8.0 11.0 // Scale values\n zoffset 20\n\n FrameIndex ORCV A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex ORCV B 0 1\n}\n\nModel EjectedOrca\n{\n Path \"models/orca\" // Path to model in PK3\n Model 0 \"Orca.md3\" // Model index, model file\n Skin 0 \"Orca.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 8.0 8.0 11.0 // Scale values\n zoffset 20\n\n FrameIndex ORCV A 0 1 // The sprite lump, sprite frame, model index, frame number\n FrameIndex ORCV B 0 1\n}\n\n///////////////////RAVEN MODEL\nModel Raven // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 9.0 9.0 11.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\nModel RavenUsed // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 9.0 9.0 11.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel RavenSwitchPickup // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 9.0 9.0 11.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel DamagedRaven // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 9.0 9.0 11.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel EjectedRaven // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 9.0 9.0 11.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel Utility_MiniRavenRed // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 9.0 9.0 11.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n}\n\nModel Utility_MiniRavenBlue // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 9.0 9.0 11.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n}\n\nModel Utility_RavenMarker // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 9.0 9.0 11.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel Utility_Raven // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 9.0 9.0 11.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n FrameIndex RAVN U 0 21\n FrameIndex RAVN V 0 22\n FrameIndex RAVN W 0 23\n FrameIndex RAVN X 0 24\n FrameIndex RAVN Y 0 25\n FrameIndex RAVN Z 0 26\n FrameIndex RAV2 A 0 27\n FrameIndex RAV2 B 0 28\n}\n\nModel Utility_MiniRavenMarker // Name of actor in DECORATE\n{\n Path \"models/raven\" // Path to model in PK3\n Model 0 \"Raven.md3\" // Model index, model file\n Skin 0 \"Raven.png\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 9.0 9.0 11.0 // Scale values\n\n FrameIndex RAVN I 0 0 // The sprite lump, sprite frame, model index, frame number\n FrameIndex RAVN A 0 1\n FrameIndex RAVN B 0 2\n FrameIndex RAVN C 0 3\n FrameIndex RAVN D 0 4\n FrameIndex RAVN E 0 5\n FrameIndex RAVN F 0 6\n FrameIndex RAVN G 0 7\n FrameIndex RAVN H 0 8\n FrameIndex RAVN J 0 9\n FrameIndex RAVN K 0 11\n FrameIndex RAVN L 0 12\n FrameIndex RAVN M 0 13\n FrameIndex RAVN N 0 14\n FrameIndex RAVN O 0 15\n FrameIndex RAVN P 0 16\n FrameIndex RAVN Q 0 17\n FrameIndex RAVN R 0 18\n FrameIndex RAVN S 0 19\n FrameIndex RAVN T 0 20\n}\n\nmodel RazorWire\n{\n Path \"models/weapons\"\n Model 0 \"razor.md2\"\n Skin 0 \"razor.png\"\n Scale 3.0 1.7 3.0\n FrameIndex WIRE A 0 0\n}\n\nmodel RazorWireBlue\n{\n Path \"models/weapons\"\n Model 0 \"razor.md2\"\n Skin 0 \"razor.png\"\n Scale 3.0 1.7 3.0\n FrameIndex WIRE A 0 0\n}\n\nmodel Utility_RazorwireMarker\n{\n Path \"models/weapons\"\n Model 0 \"razor.md2\"\n Skin 0 \"razor.png\"\n Scale 3.0 1.7 3.0\n FrameIndex WIRE A 0 0\n}\n\nModel PowerupCrate\n{\n\tPath \"Models\\Crate\"\n\n\tModel 0 \"Crate.md3\"\n\tSkin 0 \"Crate.png\"\n\n\tScale 0.25 0.25 0.25\n\n\tFrameIndex UCRT A 0 0\n}\n\nModel IonCannonBeaconThrown\n{\n\tPath \"Models\\Beacons\"\n\tModel 0 \"ionbeacon.md3\"\n\tSkin 0 \"f_gm_ionb.png\"\n\tModel 1 \"IonPanel.md3\"\n\tSkin 1 \"w_beacondisp.png\"\n\n\tScale 25.0 25.0 25.0\n\n\tFrameIndex BEAC D 0 0\n}\n\nModel IonCannonBeaconArmed\n{\n\tPath \"Models\\Beacons\"\n\tModel 0 \"ionbeacon.md3\"\n\tSkin 0 \"f_gm_ionb.png\"\n\tModel 1 \"IonPanel.md3\"\n\tSkin 1 \"w_beacondisp.png\"\n\n\tScale 25.0 25.0 25.0\n\n\tFrameIndex BEAC D 0 0\n}\n\nModel NuclearStrikeBeaconThrown\n{\n\tPath \"Models\\Beacons\"\n\tModel 0 \"nukebeacon.md3\"\n\tSkin 0 \"f_gm_nuke.png\"\n\n\tScale 37.5 37.5 37.5\n\n\tFrameIndex BEAC C 0 0\n}\n\nModel NuclearStrikeBeaconArmed\n{\n\tPath \"Models\\Beacons\"\n\tModel 0 \"nukebeacon.md3\"\n\tSkin 0 \"f_gm_nuke.png\"\n\n\tScale 37.5 37.5 37.5\n\n\tFrameIndex BEAC C 0 0\n}"
},
{
"source": "pk3",
"name": "sbarinfo.txt",
"contents": "Height 32;\nInterpolateHealth True, 100;\nInterpolateArmor True, 100;\n\n// Fullscreen HUD\n\nstatusbar fullscreen, forcescaled, fullscreenoffsets {\n\t// Blue HUD\n\tInInventory Not IsRed {\n\t\tdrawimage \"IS2_AMMO\", -110, -20;\n\t\tdrawimage \"IS2_HPI\", 5, -17;\n\t\tdrawimage \"IS2_RANK\", -115, -46;\n\t\t//drawimage \"IS2-INTF\", 100, 0;\n\t}\n\n\t// Red HUD\n\tInInventory IsRed {\n\t\tdrawimage \"IS2RAMMO\", -110, -20;\n\t\tdrawimage \"IS2RHPI\", 5, -17;\n\t\tdrawimage \"IS2RRANK\", -115, -46;\n\t\t//drawimage \"IS2RINTF\", 100, 0;\n\t}\n\n\t// Health. For admin morph health is not relevant.\n\tInInventory Not PowerAdministrator {\n\t\tInInventory IsConsolePlayer {\n\t\t\t// Draw in colors based on health. A client-side ACS script sets\n\t\t\t// the amount of HUD_HealthType based on health.\n\n\t\t\t// > 100% health, use white color\n\t\t\tInInventory HUD_HealthType, 3 {\n\t\t\t\tdrawnumber 4, INDEXFONT, White, health, 52, -13, 0;\n\t\t\t}\n\n\t\t\t// Exactly 100% health, use dark green\n\t\t\tInInventory Not HUD_HealthType, 3 {\n\t\t\t\tInInventory HUD_HealthType, 2 {\n\t\t\t\t\tdrawnumber 4, INDEXFONT, DarkGreen, health, 52, -13, 0;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Green if >50% or yellow if 25-49%\n\t\t\tInInventory Not HUD_HealthType, 2 {\n\t\t\t\tInInventory HUD_HealthType, 1 {\n\t\t\t\t\tdrawnumber 4, INDEXFONT, Green, health, 52, -13, 0, Yellow, 50;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Critical health, use blinking red if still alive. HUD_HealthBlink\n\t\t\t// is given if the player is still alive, black if dead.\n\t\t\tInInventory Not HUD_HealthType {\n\t\t\t\tInInventory HUD_HealthBlink {\n\t\t\t\t\tdrawnumber 4, INDEXFONT, Red, health, 52, -13, 0, Black, 0;\n\t\t\t\t}\n\n\t\t\t\tInInventory Not HUD_HealthBlink {\n\t\t\t\t\tdrawnumber 4, INDEXFONT, Black, health, 52, -13, 0;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tInInventory Not IsConsolePlayer {\n\t\t\t// The health we're looking for is not the consoleplayer's.\n\t\t\t// We're coop-spying someone.\n\t\t\tdrawnumber 4, INDEXFONT, White, health, 52, -13, 0;\n\t\t}\n\t}\n\n\t// Ammo numbers. Some weapons don't show ammo2 to cut redundancy.\n\tIsSelected Not \"JuggernautWeapons\" { IsSelected Not \"WolverineWeapons\", \"TitanWeapons\" {\n\tIsSelected Not \"MadCatWeapons\" { IsSelected Not \"GatlingGun\", \"SubMachineGun\" {\n\tIsSelected Not \"Handgun\" { IsSelected Not \"MachineGun\", \"GaussRifle\" {\n\tIsSelected Not \"GrenadeLauncher\" {\n\t\tdrawnumber 3, INDEXFONT, White, ammo2, -17, -13, 0;\n\t}}}}}\n\t\tdrawnumber 3, INDEXFONT, White, ammo1, -45, -13, 0;\n\t}}\n\n\t// Harvester's tiberium symbol. I guess this should use the new design?\n\tInInventory IsHarvester {\n\t\tInInventory TiberiumCrystal {\n\t\t\tdrawimage \"TIBE-YES\", -26, -75;\n\t\t}\n\t\tInInventory Not TiberiumCrystal {\n\t\t\tdrawimage \"TIBE-NO\", -26, -75;\n\t\t}\n\t}\n\n\t// Armor modifiers\n\tInInventory Not PowerExplosiveResistance || PowerEnergyResistance {\n\tInInventory Not PowerBulletResistance || PowerBulletProof {\n\tInInventory Not PowerFireProof || PowerChemicalProof {\n\t\tdrawimage \"a_nomod\", 60, -15;\n\t}}}\n\n\tInInventory PowerFireProof {drawimage \"a_fire\", 60, -15;}\n\tInInventory PowerChemicalProof {drawimage \"a_chem\", 60, -15;}\n\tInInventory PowerExplosiveResistance {drawimage \"a_explo\", 60, -15;}\n\tInInventory PowerEnergyResistance {drawimage \"a_energy\", 60, -15;}\n\tInInventory PowerBulletResistance {drawimage \"a_bullet\", 60, -15;}\n\tInInventory PowerBulletProof {drawimage \"a_bproof\", 60, -15;}\n\n\t// Armor grades\n\tInInventory PowerGradeNeg1Armor {drawimage \"a_graden\", 60, -15;}\n\tInInventory PowerGrade1Armor {drawimage \"a_grade1\", 60, -15;}\n\tInInventory PowerGrade2Armor {drawimage \"a_grade2\", 60, -15;}\n\tInInventory PowerGrade3Armor {drawimage \"a_grade3\", 60, -15;}\n\tInInventory PowerGrade4Armor {drawimage \"a_grade4\", 60, -15;}\n\tInInventory PowerGrade5Armor {drawimage \"a_grade5\", 60, -15;}\n\n\t// Progress bar for armor changing\n\tInInventory IsChangingArmor { InInventory Not CancelChangingArmor {\n\t\tDrawBar \"progbar1\", \"progbar2\", ArmorChangeProgress, horizontal, 18, -30;\n\t} }\n\n\t// Jetpack fuel bar\n\tInInventory Jetpack {\n\t\tDrawImage \"fuelicon\", -65, -57;\n\t\tDrawBar \"progbr1o\", \"progbar2\", JetpackFuel, horizontal, -50, -60;\n\t}\n\n\t// Frag Grenades\n\tInInventory FragGrenadeAmmo\n\t{\n\t\tInInventory IsRed\n\t\t{\n\t\t\tdrawimage \"ICONADER\", -58, -29;\n\t\t}\n\n\t\tInInventory Not IsRed\n\t\t{\n\t\t\tdrawimage \"ICONADEB\", -58, -29;\n\t\t}\n\t drawnumber 1, INDEXFONT, White, ammo FragGrenadeAmmo, -45, -27;\n\t}\n\n\t// Flashbangs\n\tInInventory FlashbangAmmo {\n\t\tInInventory IsRed {\n\t\t\tdrawimage \"ICOBANGR\", -30, -29;\n\t\t}\n\tInInventory Not IsRed {\n\t\t\tdrawimage \"ICOBANGB\", -30, -29;\n\t\t}\n\t\tdrawnumber 1, INDEXFONT, White, ammo FlashbangAmmo, -17, -27;\n\t}\n\n\t// Kamikaze\n\tInInventory IsKamikaze {\n\t\tInInventory IsRed {\n\t\t\tdrawimage \"ICOKAMIR\", -114, -29;\n\t\t}\n\tInInventory Not IsRed {\n\t\t\tdrawimage \"ICOKAMIB\", -114, -29;\n\t\t}\n\t}\n\n\t// Firepower Upgrade\n\tInInventory PowerFirepowerUpgrade {\n\t\tInInventory IsRed {\n\t\t\tdrawimage \"ICOFIRER\", -86, -29;\n\t\t}\n\tInInventory Not IsRed {\n\t\t\tdrawimage \"ICOFIREB\", -86, -29;\n\t\t}\n\t}\n\n\t// Powerup display\n\t// Berserk (300)\n\t// Blursphere (60?)\n\t// Speed upgrade (60)\n\t// Fatigue (60)\n\t// Thermal cloak (90)\n\t// Iron Curtain (30)\n\t// Time gun effects\n\tInInventory PowerBerserk {\n\t\tDrawImage \"prh_back\", -45, -80;\n\t\tDrawImage \"prh_pstr\", -45, -80;\n\t\tDrawBar \"prh_barr\", \"prh_barx\", PowerupTime BerserkSwitch, vertical, -43, -78;\n\t}\n\n\tInInventory PowerInvisibility {\n\t\tInInventory Not PowerBerserk {\n\t\t\tDrawImage \"prh_back\", -45, -80;\n\t\t\tDrawImage \"prh_blur\", -45, -80;\n\t\t\tDrawBar \"prh_barg\", \"prh_barx\", PowerupTime Blursphere, vertical, -43, -78;\n\t\t}\n\t}\n\n\tInInventory PowerSpeedUpgrade {\n\t\tInInventory Not PowerInvisibility || PowerBerserk {\n\t\t\tDrawImage \"prh_back\", -45, -80;\n\t\t\tDrawImage \"prh_sped\", -45, -80;\n\t\t\tDrawBar \"prh_barg\", \"prh_barx\", PowerupTime SpeedUpgrade, vertical, -43, -78;\n\t\t}\n\t}\n\n\tInInventory PowerFatigue {\n\t\tInInventory Not PowerInvisibility || PowerBerserk {\n\t\tInInventory Not PowerSpeedUpgrade {\n\t\t\tDrawImage \"prh_back\", -45, -80;\n\t\t\tDrawImage \"prh_fati\", -45, -80;\n\t\t\tDrawBar \"prh_barr\", \"prh_barx\", PowerupTime SpeedDowngrade, vertical, -43, -78;\n\t\t}}\n\t}\n\n\tInInventory PowerThermalCloak {\n\t\tInInventory Not PowerInvisibility || PowerBerserk {\n\t\tInInventory Not PowerSpeedUpgrade || PowerFatigue {\n\t\t\tDrawImage \"prh_back\", -45, -80;\n\n\t\t\t// Draw the enemy team's obelisk as the icon, since that's what is\n\t\t\t// getting silenced out.\n\t\t\tInInventory IsBlue {\n\t\t\t\tDrawImage \"prh_thrr\", -45, -80;\n\t\t\t}\n\n\t\t\tInInventory Not IsBlue {\n\t\t\t\tDrawImage \"prh_thrb\", -45, -80;\n\t\t\t}\n\n\t\t\tDrawBar \"prh_barg\", \"prh_barx\", PowerupTime ThermalCloak, vertical, -43, -78;\n\t\t}}\n\t}\n\n\tInInventory PowerIronCurtain {\t// [SG] Iron Curtain already has a colormap, leave it lower priority\n\t\tInInventory Not PowerInvisibility || PowerBerserk {\n\t\tInInventory Not PowerSpeedUpgrade || PowerFatigue {\n\t\tInInventory Not PowerThermalCloak {\n\t\t\tDrawImage \"prh_back\", -45, -80;\n\t\t\tDrawImage \"prh_invu\", -45, -80;\n\t\t\tDrawBar \"prh_barw\", \"prh_barx\", PowerupTime IronCurtain, vertical, -43, -78;\n\t\t}}}\n\t}\n\n\tInInventory PowerTimeGunFloat {\n\t\tInInventory Not PowerInvisibility || PowerBerserk {\n\t\tInInventory Not PowerSpeedUpgrade || PowerFatigue {\n\t\tInInventory Not PowerThermalCloak || PowerIronCurtain {\n\t\t\tDrawImage \"prh_back\", -45, -80;\n\t\t\tDrawImage \"prh_timf\", -45, -80;\n\t\t\tDrawBar \"prh_baro\", \"prh_barx\", PowerupTime TimeGunFloat, vertical, -43, -78;\n\t\t}}}\n\t}\n\n\tInInventory PowerTimeGunBoost {\n\t\tInInventory Not PowerInvisibility || PowerBerserk {\n\t\tInInventory Not PowerSpeedUpgrade || PowerFatigue {\n\t\tInInventory Not PowerThermalCloak || PowerTimeGunFloat {\n\t\tInInventory Not PowerIronCurtain {\n\t\t\tDrawImage \"prh_back\", -45, -80;\n\t\t\tDrawImage \"prh_tims\", -45, -80;\n\t\t\tDrawBar \"prh_baro\", \"prh_barx\", PowerupTime TimeGunBoost, vertical, -43, -78;\n\t\t}}}}\n\t}\n\n\tDrawSelectedInventory alwaysshowcounter, INDEXFONT, -85, -25, -87, -13, White, 0;\n}\n\nstatusbar normal\n{\n\tdrawimage \"STBAR\", 0, 168;\n\tdrawimage \"STTPRCNT\", 90, 171;\n\tdrawimage \"STTPRCNT\", 221, 171;\n\tdrawnumber 3, STATUSFONT, untranslated, ammo1, 44, 171;\n\tdrawnumber 3, STATUSFONT, untranslated, health, 90, 171;\n\tdrawnumber 3, STATUSFONT, untranslated, ammo2, 221, 171;\n\n\t//keys\n\tdrawswitchableimage BlueCard && BlueSkull, \"nullimage\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", 239, 171;\n\tdrawswitchableimage YellowCard && YellowSkull, \"nullimage\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", 239, 181;\n\tdrawswitchableimage RedCard && RedSkull, \"nullimage\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", 239, 191;\n\n\tdrawnumber 3, INDEXFONT, untranslated, ammo NewClipAmmo, 288, 173;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo RifleAmmo, 288, 179;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo MissileAmmo, 288, 185;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo LaserRifleAmmo, 288, 191;\n\n\tdrawnumber 3, INDEXFONT, untranslated, ammo MachineGunAmmo, 314, 173;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo RifleGrenadeAmmo, 314, 179;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo GrenadeAmmo, 314, 185;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo GaussRifleAmmo, 314, 191;\n\tgamemode deathmatch, teamgame\n\t{\n\t\tdrawnumber 2, STATUSFONT, untranslated, frags, 138, 171;\n\t}\n\tgamemode cooperative, singleplayer\n\t{\n\t\tdrawimage \"STARMS\", 104, 168;\n\t\tdrawswitchableimage weaponslot 2, \"STGNUM2\", \"STYSNUM2\", 111, 172;\n\t\tdrawswitchableimage weaponslot 3, \"STGNUM3\", \"STYSNUM3\", 123, 172;\n\t\tdrawswitchableimage weaponslot 4, \"STGNUM4\", \"STYSNUM4\", 135, 172;\n\t\tdrawswitchableimage weaponslot 5, \"STGNUM5\", \"STYSNUM5\", 111, 182;\n\t\tdrawswitchableimage weaponslot 6, \"STGNUM6\", \"STYSNUM6\", 123, 182;\n\t\tdrawswitchableimage weaponslot 7, \"STGNUM7\", \"STYSNUM7\", 135, 182;\n\t}\n\tgamemode cooperative, deathmatch, teamgame\n\t{\n\t\tdrawimage translatable \"STFBANY\", 144, 169;\n\t}\n\tdrawselectedinventory INDEXFONT, 143, 168;\n}\n\nstatusbar inventoryfullscreen, fullscreenoffsets {\n\tdrawinventorybar Doom, translucent|alwaysshow|alwaysshowcounter, 5, INDEXFONT, 18, -44, 38, -29, White;\n}"
},
{
"source": "pk3",
"name": "skininfo.txt",
"contents": "/////////////////////////////////////////NEW DOOM MARINES\n{\nname = \"MarineKnife\"\nsprite = PKNI\nCrouchSprite=PKNC\n}\n\n{\nname = \"MarineChainsaw\"\nsprite = PLA0\nCrouchSprite=PL8C\n}\n\n{\nname = \"MarineAdmin\"\nsprite = ADMN\n}\n\n{\nname = \"MarineTimegun\"\nsprite = PTGN\nCrouchSprite=PSNC\n}\n\n{\nname = \"MarineShockRifle\"\nsprite = PLRF\nCrouchSprite=PLRC\n}\n\n/////////////////////////////////////////DOOM MARINES\n{\nname = \"MarineMedic\"\nsprite = PMED\n}\n\n{\nname = \"MarineFist\"\nsprite = PLA1\nCrouchSprite=PL1C\n}\n\n{\nname = \"MarinePistol\"\nsprite = PLA2\nCrouchSprite=PL2C\n}\n\n{\nname = \"MarineShotgun\"\nsprite = PLA3\nCrouchSprite=PL3C\n}\n\n{\nname = \"MarineSSG\"\nsprite = PLA9\nCrouchSprite=PL9C\n}\n\n{\nname = \"MarineChaingun\"\nsprite = PLA4\nCrouchSprite=PL4C\n}\n\n{\nname = \"MarineRockets\"\nsprite = PLA5\nCrouchSprite=PL5C\n}\n\n{\nname = \"MarinePlasma\"\nsprite = PLA6\nCrouchSprite=PL6C\n}\n\n{\nname = \"MarineBFG\"\nsprite = PLA7\nCrouchSprite=PL7C\n}\n\n{\nname = \"MarineMinigun\"\nsprite = PL42\nCrouchSprite=P42C\n}\n\n{\nname = \"MarineGrenade\"\nsprite = PGRN\nCrouchSprite=PGRC\n}\n\n{\nname = \"MarineRailgun\"\nsprite = PRAI\nCrouchSprite=PRAC\n}\n\n{\nname = \"MarineBFG10k\"\nsprite = PB10\nCrouchSprite=P10C\n}\n\n{\nname = \"MarineBackpack\"\nsprite = PBAK\nCrouchSprite=PBPC\n}\n\n{\nname = \"MarineSMG\"\nsprite = PSMG\nCrouchSprite=PSMC\n}\n\n{\nname = \"MarineMachineGun\"\nsprite = MGMR\nCrouchSprite=PMGC\n}\n\n{\nname = \"MarineAssaultGrenade\"\nsprite = PAGR\nCrouchSprite=PAGC\n}\n\n{\nname = \"MarineSRockets\"\nsprite = PL5S\nCrouchSprite=P5SC\n}\n\n{\nname = \"MarineFlamer\"\nsprite = PFLM\nCrouchSprite=PFLC\n}\n\n{\nname = \"MarineSniper\"\nsprite = PSNP\nCrouchSprite=PSPC\n}\n\n{\nname = \"MarineKarasawa\"\nsprite = PKSW\nCrouchSprite=PKWC\n}\n\n{\nname = \"Quad_Shotgun_Marine\"\nsprite = PQST\ncrouchsprite = PLYCA\n}\n\n{\nname = \"Nailgun(MG)_Marine\"\nsprite = PNLG\ncrouchsprite = PLYCA\n}\n\n{\nname = \"MarineChem\"\nsprite = PBIC\nCrouchSprite=PBCC\n}\n\n{\n\tname = \"MarineAutoShotty\"\n\tsprite = PASG\n\tCrouchSprite = PASC\n}\n\n /*// [SG] Mech classes have +NOSKIN, these only cause problems\n/////////////////////////////////////////MECHS\n{\nname = \"RavenMech\"\nsprite = RAVN\nscale = 0.5\nclass = \"Raven\"\nhidden = True\n}\n\n{\nname = \"WolverineMech\"\nsprite = ROB1\nscale = 1.75\nclass = \"Wolverine\"\nhidden = True\n}\n\n{\nname = \"TitanMech\"\nsprite = ROB3\nscale = 1.1\nclass = \"Titan\"\nhidden = True\n}\n\n{\nname = \"MadCatMech\"\nsprite = MADC\nscale = 0.6\nclass = \"MadCat\"\nhidden = True\n}\n\n{\nname = \"OrcaVTOL\"\nsprite = ORCV\nscale = 0.5\nclass = \"Orca\"\nhidden = True\n}\n\n{\nname = \"Juggernaut\"\nsprite = TERM\nscale = 1.8\nclass = \"Juggernaut\"\nhidden = True\n}\n*/"
},
{
"source": "pk3",
"name": "sndinfo.txt",
"contents": "//[Cata] Mortar launcher\nBARLFIRE BARLFIRE\nBARLRELD BARLRELD\n\nMORLODE1 MORLODE1\nMORLODE2 MORLODE2\nMORLODE3 MORLODE3\nMORLODE4 MORLODE4\n$RANDOM 40mm/grenexplode { MORLODE1 MORLODE2 MORLODE3 MORLODE4 }\n\n//[Cata] auto shotty\ndsasgfir dsasgfir\ndsasgout dsasgout\ndsasgin dsasgin\ndsasgld1 dsasgld1\n$LIMIT dsasgfir 999\n\n// [Cata] Spree announcer stuff\ndouble double\nmulti multi\nultra ultra\nmonster monster\n\nkillings killings\nrampage rampage\ndominati dominati\nunstoppa unstoppa\ngodlike godlike\nwicked wicked\n\n// $rolloff * 400 3600\n\nblanksnd\t\t\tblanksnd\ngame/rank\t\t\tveteran\nmisc/nope\t\t\tnope\n\ngun/bang m90\n\npistol/fire\t\t\tdspistol\n$rolloff pistol/fire 100 600\n\n$rolloff \t\t\t100mm/fire\t1000 5000\nsubby/fire\t\t\tdssubby\n$volume subby/fire 0.6\n$limit\t\t\t\tsubby/fire\t0\nrifle/fire\t\t\tdsrifle\nrifle/reload\t\t\tdsmssgr2\n\nak47/fire\t\t\tdsmachgn\n$limit ak47/fire\t0\n$volume ak47/fire\t0.667\n\nrepairgun/fire\t\t\trepairgn\ngauss/fire\t\t\tdsgauss\ngauss/background\tdsgausi\nGauss/Select\t\tgauss_s\nlaser/fire\t\t\tlsrlfire\nlchaingun/fire\t\t\tlsclfire\n\n// Select sounds\n\nweapons/up/fragnade\t\t\tweapup00\nweapons/up/flashbang\t\tweapup00\nweapons/up/fists\t\t\tweapup00\nweapons/up/remotec4\t\t\tweapup00\nweapons/up/repair\t\t\tweapup01\nweapons/up/pistol\t\t\tweapup02\nweapons/up/shotgun\t\t\tweapup03\nweapons/up/gatling\t\t\tweapup04\nweapons/up/artil\t\t\tweapup05\nweapons/up/rocket\t\t\tweapup05\nweapons/up/plasmagun\t\tweapup06\nweapons/up/karasawa\t\t\tweapup06\nweapons/up/bfg\t\t\t\tweapup07\nweapons/up/laserrifle\t\tweapup08\nweapons/up/flamer\t\t\tweapup09\nweapons/up/chem\t\t\t\tweapup09\nweapons/up/sniper\t\t\tweapup10\nweapons/up/revolver\t\t\tweapup11\nweapons/up/chrono\t\t\tweapup12\nweapons/up/laserchaingun\tweapup13\nweapons/up/ssg\t\t\t\tweapup14\nweapons/up/rifle\t\t\tweapup15\nweapons/up/timegun\t\t\tweapup16\nweapons/up/utilgun\t\t\tweapup17\nweapons/up/machinegun\t\tweapup18\nweapons/up/plasmacannon\t\tweapup19\nweapons/up/gauss\t\t\tweapup20\nweapons/up/smg\t\t\t\tweapup21\nweapons/up/shockrifle\t\tweapup22\nweapons/up/nadelauncher\t\tweapup23\nweapons/up/tibrifle\t\t\tweapup24\nweapons/up/combrifle\t\tweapup24\n\n//CryoBow\nweapons/cryobowfire DSBOWFIR\nweapons/cryobowshot DSBOWSHT\nweapons/cryobowreload DSBOWREL\nweapons/cryobowhit DSBOWHIT\nweapons/cryobowfreeze\tDSPSYIC1\nweapons/cryobowflyby DSBOWFLY\n\n//Quad Barrel Shotgun\nquadshotgun/fire\t\tDSQSFIRE\nquadshotgun/insert1 DSQSINS1\nquadshotgun/insert2 DSQSINS2\nquadshotgun/insert3 DSQSINS3\nquadshotgun/insert4 DSQSINS4\n\n//Nail Bomb Sounds\n$random Weapons/NBBounce {Weapons/NBBounce1 Weapons/NBBounce2}\n\nWeapons/NBBounce1\tDSNBBNC1\nWeapons/NBBounce2\tDSNBBNC2\nWeapons/NailBomb\tDSNBMBLC\nWeapons/NailBombExp\tDSNBBEXP\n\n//Nail Machinegun\nWeapons/NailMGFire\t NAILFIRE\nWeapons/NailHit\t\t NAILHIT\nWeapons/NailHitBleed\tNAILHTBD\nWeapons/NailFlight\t NAILFLY\nWeapons/NailSGFire\t NLSGFIRE\n\n$Limit Weapons/NailHit\t\t0\n$Limit Weapons/NailHitBleed\t0\n\n// Gatling gun\ngatling/fire\t\tminifire\ngatling/alt\t\t\tminialtf\ngatling/spin\t\tbminigun\ngatling/spinup\t\tspinup\nminigun/fire2\t\trminigfi\nminigun/loop\t\trminiglo\n$volume minigun/fire2 0.8\n$limit minigun/fire2 0\n\ngatling/boom1\t\tmineexp1\ngatling/boom2\t\tmineexp2\n$random gatling/boom {\n\tgatling/boom1\n\tgatling/boom2\n}\n$limit gatling/boom 0\n\n// Bomb pack\nterrorist/pickup\t\titercara\nterrorist/select\t\ticolbeep\nterrorist/activate\t\tkamafail\nterrorist/fail\t\t\tkamafail\nterrorist/scream\t\tdssuscrm\n\n// Chemical sprayer\nchem/grenade\t\t\tchemnade\nchem/fire\t\t\t\tchemfire\n\n// Volt Autorifle\nvoltrifle/fire\t\t\tvoltfire\nvoltrifle/decay\t\t\tvoltdeca\n\n//Karasawa\nWeapons/KarasawaHit\t KSAWHIT\nWeapons/KarasawaFire\tKSAWFIRE\nWeapons/KarasawaIdle\tKSAWIDLE\nWeapons/KarasawaCharge\tKSAWCHRG\nWeapons/KarasawaShock\tKSAWSHCK\n\n$Limit Weapons/KarasawaHit\t0\n$Limit Weapons/KarasawaFire \t0\n\n//Flashbang Grenades\nflash/flashthrow\tflshthrw\nflash/flashbounce\tflshbnce\n$random\t\t\t\tflash/flash { flash/flash1 flash/flash2 flash/flash3 }\nflash/flash1\t\tflshexp1\nflash/flash2\t\tflshexp2\nflash/flash3\t\tflshexp3\n\n//Frag Grenade\nfrag/pinpull\t\tpinpull\nfrag/throw\t\t\tthrow\n$random Weapons/fragbounce {FragBounce1 FragBounce2 FragBounce3 FragBounce4 FragBounce5 FragBounce6}\n\nFragBounce1 FRAGBNC1\nFragBounce2 FRAGBNC2\nFragBounce3 FRAGBNC3\nFragBounce4 FRAGBNC4\nFragBounce5 FRAGBNC5\nFragBounce6 FRAGBNC6\n\n// Plasma Cannon\nplasmacannon/fire\t\tplasmaca\nplasmacannon/altfire\t\tplasmac3\nplasmacannon/explode\t\tplasmaex\nplasmacannon/altexplode\t\tplasmae3\n$rolloff \t\t\tplasmacannon/explode\t2000 7500\n$rolloff \t\t\tplasmacannon/altexplode\t2000 7500\n$limit\t\t\t\tplasmacannon/explode\t0\n$limit\t\t\t\tplasmacannon/altexplode\t0\n\n// Sniper rifle\nrc50/fire\t\t\trc50fire\nrc50/boltopen\t\t\trc50blto\nrc50/boltclose\t\t\trc50bltc\nrc50/zoomin\t\t\t\trc50ZmIn\n$rolloff \t\t\trc50/fire\t500 3000\n\n// Artillery cannon (incl. Juggernaut's)\nartillery/fire1\t\t\tds80mm1\nartillery/fire2\t\t\tds80mm2\n$random artillery/fire\t\t{artillery/fire1 artillery/fire2}\nartillery/explosion\t\texpnew17\nartillery/reload\t\tmechrald\n$limit \t\t\t\tartillery/explosion\t0\n// $rolloff \t\t\tartillery/explosion\t500 2000\n\n// C4\nc4/use\t\t\t\tc4use03\nc4/beep\t\t\t\ticolbeep\nc4/detonate\t\t\tkamafail\nc4/disarm\t\t\tinfzap\nc4/beep2\t\t\tbeep\nc4/beep3\t\t\tdemoliti\nc4/remote\t\t\tc4remote\nc4/remote2\t\t\tc4detona\nc4/proxy\t\t\tc4plant1\n$rolloff c4/use 200 1200\n$rolloff c4/beep 200 1200\n$rolloff c4/beep2 200 1200\n$rolloff c4/beep3 200 1200\n$rolloff c4/disarm 400 1700\n$rolloff c4/remote 200 1200\n$rolloff c4/remote2 200 1200\n$rolloff c4/proxy 200 1200\n\nphosnade/fire\t\t\tdsgrenf\n\nmech/step\t\t\tmechstep\n$limit\t\t\t\tmech/step\t\t0\n// $rolloff \t\t\tmech/step\t400 1800\nmech/start\t\t\tmechstar\nmech/idle\t\t\tmechidle\n$limit\t\t\t\tc4/beep\t\t0\n$limit\t\t\t\tc4/beep2\t0\n$limit\t\t\t\tc4/beep3\t0\nplasma/fire\t\t\tplasshot\nplasma/explo\t\t\tplasimp\n$limit \t\t\t\tplasma/fire\t0\n$limit \t\t\t\tplasma/explo\t0\nlrm/fire\t\t\tmechrock\nlrm/reload\t\t\tmechrld\nminigun/fire\t\t\tregf1\nminigun/spin\t\t\twindd2\nswitch/lrm\t\t\trocketdo\nswitch/pulse\t\t\tblaunchp\nswitch/minigun\t\t\thookback\nswitch/flamer\t\t\tswflamer\nswitch/shotgun\t\t\tswshotgu\nswitch/80mm\t\t\tboltdoor\n\n////////////////////////////////////////////////////////////////////////////////\n//Tortoise\nTortoise/Blaster\t\tTORTBLSS\nTortoise/BlasterFire\tTORTBLSF\nTortoise/BlasterExp TORTBLSE\nTortoise/GrenadeFire\tTORTGRNF\nTortoise/Machinegun \tTORTMCHG\n\n$random Tortoise/GrenadeHit\t\t{ Tortoise/GrenadeHit1 Tortoise/GrenadeHit2 }\nTortoise/GrenadeHit1\tTORTGRNH\nTortoise/GrenadeHit2 TORTGRNE\n\n$Limit Tortoise/GrenadeHit 0\n////////////////////////////////////////////////////////////////////////////////\n\ntrail/fire\t\t\tmechrail\ntrail/reload\t\t\tmechrald\n100mm/fire\t\t\tds100mm\n$rolloff \t\t\t100mm/fire\t1000 4000\nambient/rocket\t\t\trocketfl\nambient/shell\t\t\tbrufly1\nmech/reload\t\t\ttank_med\nworld/quake\t\t\tblanksnd\nblanksnd\t\t\tblanksnd\nppc/fire\t\t\tmechppc\nppc/reload\t\t\tmechppcr\n$random\t\t\t\tppc/explode { ppc/explode2 ppc/explode3 ppc/explode4 }\nppc/explode1\t\t\tmechppc1\nppc/explode2\t\t\tmechppc2\nppc/explode3\t\t\tmechppc3\nppc/explode4\t\t\tmechppc4\ntoxin/fire\t\t\ttoxifire\ntoxin/explode\t\t\ttoxiexp\n$rolloff toxin/fire 400 2500\n$rolloff toxin/explode 256 2300\n$volume toxin/explode 0.92\n$limit \t\t\t\ttoxin/explode\t0\n$limit \t\t\t\ttoxin/explode\t0\nmisc/thud\t\t\tdsthud2\nutility/work\t\t\tpulsebol\nmech/blow\t\t\tmechblow\nmech/gauss\t\t\tmechrail\n$rolloff \t\t\tmech/gauss\t500 3000\nmech/artillery\t\t\tmechlong\n$rolloff \t\t\tmech/artillery\t5000 10000\nmech/ac2\t\t\tmechac2\n$rolloff \t\t\tmech/ac2\t500 2000\ngame/boink\t\t\tboink\ndsbarexp dsbarexp\ndsbarex2 dsbarex2\n$random weapons/rocklx\t\t\t{ dsbarexp dsbarex2 }\n$limit \t\t\t\tweapons/rocklx\t0\n$rolloff \t\t\tweapons/rocklx\t500 2000\njumpjet/start\t\t\torc2star\njumpjet/loop\t\t\torc2loop\njumpjet/stop\t\t\torc2stop\norca/loop\t\t\torc2loo2\norca/fire\t\t\tdsorcamg\norca/fire2\t\t\torc2fire\n$rolloff \t\t\tjumpjet/start\t500 3000\n$rolloff \t\t\tjumpjet/loop\t500 3000\n$rolloff \t\t\torca/loop\t1000 6000\n$rolloff \t\t\tjumpjet/stop\t500 3000\n$rolloff \t\t\torca/fire2\t500 2500\n\n// Superweapon beacons\nnuke/boom\t\t\tnuke_str\nnuke/approach\t\t\tnuke_war\nnuke/place\t\t\tnuke_bea\n$rolloff \t\t\tnuke/place\t1000 3000\n$rolloff \t\t\tnuke/approach\t2000 5000\n$rolloff \t\t\tnuke/boom\t2000 5000\nion/strike\t\t\tion_fire\nion/warmup\t\t\tion_warm\nion/place\t\t\tion_beac\n$rolloff \t\t\tion/place\t1000 3000\n$rolloff \t\t\tion/warmup\t2000 5000\n$rolloff \t\t\tion/strike\t2000 5000\nbeacon/safetylock\t\tsafetylk\neva/nukedeployed\t\tevanuked\neva/iondeployed\t\t\tevaiond\neva/nukeapproach\t\tevanukei\neva/ionapproach\t\t\tevaionin\neva/nukedisarmed\t\tevanukex\neva/iondisarmed\t\t\tevaionx\neva/youhave\t\t\tevayou\neva/30sec\t\t\teva30sec\neva/safe\t\t\tevasafe\neva/15sec\t\t\t15sec\neva/10sec\t\t\t10sec\neva/9sec\t\t\t9sec\neva/8sec\t\t\t8sec\neva/7sec\t\t\t7sec\neva/6sec\t\t\t6sec\neva/5sec\t\t\t5sec\neva/4sec\t\t\t4sec\neva/3sec\t\t\t3sec\neva/2sec\t\t\t2sec\neva/1sec\t\t\t1sec\nbeacon/ionbeep\t\t\tcom_ion_\nbeacon/nukebeep\t\t\tcom_nuke\n$rolloff \t\t\tbeacon/ionbeep\t2000 5000\n$rolloff \t\t\tbeacon/nukebeep\t2000 5000\n\nfire/fire\t\t\tfire\n$limit\t\t\t\tfire/fire\t0\n$rolloff \t\t\tfire/fire\t128 1600\nfire/firetib\t\t\tfiretib\n$limit\t\t\t\tfire/firetib\t0\n$rolloff \t\t\tfire/firetib\t128 1600\nfire/firefade\t\t\tfirefade\n$limit\t\t\t\tfire/firefade\t0\n$rolloff \t\t\tfire/firefade\t128 1600\nchem/chem\t\t\tambtibe2\n$limit\t\t\t\tchem/chem\t0\n$rolloff \t\t\tchem/chem\t128 1600\nflamer2/idle\t\t\tfl2_idle\nflamer2/up\t\t\tfl2_up\nflamer2/fire\t\t\tfl2_fire\nflamer2/down\t\t\tfl2_down\n$rolloff \t\t\tflamer2/idle\t64 256\n$rolloff \t\t\tflamer2/up\t64 256\n$rolloff \t\t\tflamer2/down\t64 256\n$volume\t\t\t\tflamer2/idle\t0.35\n$volume\t\t\t\tflamer2/fire\t0.8\nfrag/pinpull\t\t\tpinpull\nfrag/throw\t\t\tthrow\nmisc/alarm\t\t\tdsalarm\n$rolloff \t\t\tmisc/alarm 1500 3000\nmisc/stealthON\t\t\tdsstelth\n$rolloff \t\t\tmisc/stealthON\t150 350\n$random Weapons/PlasmaShot\t{ Weapons/PlasmaShot1 Weapons/PlasmaShot2 Weapons/PlasmaShot3 }\nWeapons/PlasmaShot1\t\tdsplrf1\nWeapons/PlasmaShot2\t\tdsplrf2\nWeapons/PlasmaShot3\t\tdsplrf2\nobelisk/charge\t\t\tobelpowr\nobelisk/fire\t\t\tobelray1\n$rolloff \t\t\tobelisk/charge\t2000 13500\n$rolloff \t\t\tobelisk/fire\t2000 13500\n$random buggy/rocket\t\t\t{ buggy/rocket1 buggy/rocket2 buggy/rocket3 buggy/rocket4 buggy/rocket5 buggy/rocket6 }\nbuggy/rocket1 \t\t\tvrocweaa\nbuggy/rocket2 \t\t\tvrocweab\nbuggy/rocket3 \t\t\tvrocweac\nbuggy/rocket4 \t\t\tvrocwead\nbuggy/rocket5 \t\t\tvrocweae\nbuggy/rocket6 \t\t\tvrocweaf\n\n$random misc/gib\t{ misc/gib1 misc/gib2 misc/gib3 misc/gib4 misc/gib5 misc/gib6 }\nmisc/gib1\tgib1\nmisc/gib2\tgib2\nmisc/gib3\tgib3\nmisc/gib4\tgib4\nmisc/gib5\tgib5\nmisc/gib6\tNewGib\n$random gib/thump\t{ misc/gibp1 misc/gibp2 misc/gibp3 }\n$limit gib/thump \t2\nmisc/gibp1\tgibp4\nmisc/gibp2\tgibp5\nmisc/gibp3\tgibp6\n\n$random\t\t\t\tbullet/flesh { bullet/flesh1 bullet/flesh2 bullet/flesh3 bullet/flesh4 }\nbullet/flesh1\t\t\tricofls1\nbullet/flesh2\t\t\tricofls2\nbullet/flesh3\t\t\tricofls3\nbullet/flesh4\t\t\tricofls4\n$limit \t\t\t\tbullet/flesh1\t0\n$limit \t\t\t\tbullet/flesh2\t0\n$limit \t\t\t\tbullet/flesh3\t0\n$limit \t\t\t\tbullet/flesh4\t0\n\n$random\t\t\t\tbullet/metal { bullet/metal1 bullet/metal2 bullet/metal3 }\nbullet/metal1\t\t\tricohm1\nbullet/metal2\t\t\tricohm2\nbullet/metal3\t\t\tricohm3\n$limit \t\t\t\tbullet/metal1\t0\n$limit \t\t\t\tbullet/metal2\t0\n$limit \t\t\t\tbullet/metal3\t0\n\n$random\t\t\t\tbullet/ricochet { bullet/ricochets1 bullet/ricochets2 bullet/ricochets3 }\n$random\t\t\t\tbullet/ricochets1 { bullet/ricochet1 bullet/ricochet2 bullet/ricochet3 bullet/ricochet4 }\n$random\t\t\t\tbullet/ricochets2 { bullet/ricochet5 bullet/ricochet6 bullet/ricochet7 bullet/ricochet8 }\n$random\t\t\t\tbullet/ricochets3 { world/quake }\nbullet/ricochet1\t\tricodir1\nbullet/ricochet2\t\tricodir2\nbullet/ricochet3\t\tricodir3\nbullet/ricochet4\t\tricodir4\nbullet/ricochet5\t\tricocon1\nbullet/ricochet6\t\tricocon2\nbullet/ricochet7\t\tricocon3\nbullet/ricochet8\t\tricocon4\n$limit \t\t\t\tbullet/ricochet1\t0\n$limit \t\t\t\tbullet/ricochet2\t0\n$limit \t\t\t\tbullet/ricochet3\t0\n$limit \t\t\t\tbullet/ricochet4\t0\n$limit \t\t\t\tbullet/ricochet5\t0\n$limit \t\t\t\tbullet/ricochet6\t0\n$limit \t\t\t\tbullet/ricochet7\t0\n$limit \t\t\t\tbullet/ricochet8\t0\n\n$random \t\t\tmisc/footstep {\n\tstep/step1\n\tstep/step2\n\tstep/step3\n\tstep/step4\n\tstep/step5\n\tstep/step6\n\tstep/step7\n}\n\nstep/step1\t\t\tSTPCCW1\nstep/step2\t\t\tSTPCCW2\nstep/step3\t\t\tSTPCCW3\nstep/step4\t\t\tSTPCCW4\nstep/step5\t\t\tSTPCCW5\nstep/step6\t\t\tSTPCCW6\nstep/step7\t\t\tSTPCCW7\n$rolloff step/step1 200 1200\n$rolloff step/step2 200 1200\n$rolloff step/step3 200 1200\n$rolloff step/step4 200 1200\n$rolloff step/step5 200 1200\n$rolloff step/step6 200 1200\n$rolloff step/step7 200 1200\n$limit step/step1\t0\n$limit step/step2\t0\n$limit step/step3\t0\n$limit step/step4\t0\n$limit step/step5\t0\n$limit step/step6\t0\n$limit step/step7\t0\n$limit misc/footstep\t0\n\ndoors/dr2_open\t\t\tsliddoor\ndoors/dr2_clos\t\t\tsliddoor\n\ntiberium/loop1\t\t\tambtiber\n// [Dusk] {9/29/12} original rolloff\n$rolloff tiberium/loop1 200 1200\n\n$random \t\t\tmisc/shell\t{ misc/shell1 misc/shell2 }\nmisc/shell1\t\t\tshell2\nmisc/shell2\t\t\tshell2\n\n// missile launcher sounds\nseeker/beep\t\t\tseekbeep\nmissilelauncher/see\t\tseekwarn\nmislfire mislfire\nmislfir2 mislfir2\n$random missilelauncher/fire\t\t{ mislfire mislfir2 }\nmissilelauncher/reload\t\tmislload\nmissilelauncher/clipout\t\tmislrelo\n\n//door\ndoor/start\tmdoors22\ndoor/loop\tmdoorl22\ndoor/end\tmdoore22\n\nfist/wall\t\t\tdspunchw\nfist/hit\t\t\tdspunch\n$limit\t\t\t\tfist/wall\t\t0\n$limit\t\t\t\tfist/hit\t\t0\n\n/*\n$random\t\t\t\tgrenade/fire\t{ grenade/fire1 grenade/fire2 }\ngrenade/fire1\t\t\tgrenf01\ngrenade/fire2\t\t\tgrenf02\n*/\ngrenade/fire\t\t\tdsgrenf\n$random\t\t\t\t\tgrenade/explode\t{ grenade/explode1 grenade/explode2 }\ngrenade/explode1\t\tmineexp1\ngrenade/explode2\t\tmineexp2\ngrenade/bounce\t\t\tgrenabnc\n\nmenu/activate\t\t\tmenusnd4\t// Activate a new menu\nmenu/backup\t\t\tmenusnd3\t// Backup to previous menu\nmenu/prompt\t\t\tmenusnd2\t// Activate a prompt \"menu\"\nmenu/cursor\t\t\tmenusnd1\t// Move cursor up/down\nmenu/change\t\t\tmenusnd1\t// Select new value for option\nmenu/invalid\t\t\tmenusnd2\t// Menu not available\nmenu/dismiss\t\t\tmenusnd5\t// Dismiss a prompt message\nmenu/choose\t\t\tmenusnd4\t// Choose a menu item\nmenu/clear\t\t\tmenusnd5\t// Close top menu\n\nmisc/w_pkup\t\t\tdswpnup\t\t// Pickup weapon\nmisc/i_pkup\t\t\tdsammoup\t// Pickup item\nmisc/k_pkup\t\t\tdskeyup\t\t// Pickup key\nmisc/health_pkup\t\tdshealup\t// Pickup health\nmisc/armor_pkup\t\t\tdsarmoup\t// Pickup armor\nmisc/ammo_pkup\t\t\tdsammoup\t// Pickup ammo\nmisc/credit_pkup\t\tdsradio\t\t// Pickup credits\n\n// [Dusk] {9/29/12} Use normal rolloff for these\n$rolloff misc/w_pkup 200 1200\n$rolloff misc/i_pkup 200 1200\n$rolloff misc/k_pkup 200 1200\n$rolloff misc/health_pkup 200 1200\n$rolloff misc/armor_pkup 200 1200\n$rolloff misc/ammo_pkup 200 1200\n$rolloff misc/credit_pkup 200 1200\n\n// And for the menu\n/*\n$rolloff menu/activate 200 1200\n$rolloff menu/backup 200 1200\n$rolloff menu/prompt 200 1200\n$rolloff menu/cursor 200 1200\n$rolloff menu/change 200 1200\n$rolloff menu/invalid 200 1200\n$rolloff menu/dismiss 200 1200\n$rolloff menu/choose 200 1200\n$rolloff menu/clear 200 1200\n*/\n\n$limit misc/w_pkup \t\t0\n$limit misc/p_pkup \t\t0\n$limit misc/i_pkup \t\t0\n$limit misc/k_pkup \t\t0\n$limit misc/health_pkup \t0\n$limit misc/armor_pkup \t\t0\n$limit misc/ammo_pkup \t\t0\n$limit misc/credit_pkup \t0\n$limit misc/spawn \t\t0\n$limit misc/teleport \t\t0\n\nblue/barracks\t\t\tbbarattk\nblue/powerplant\t\t\tbpplattk\nblue/refinery\t\t\tbrefattk\nblue/factory\t\t\tbfacattk\nblue/offline\t\t\tbpower\nblue/destroyed\t\t\tbdestroy\nblue/repairfacility\t\tbrepattk\nblue/obelisk\t\t\tboblattk\nred/barracks\t\t\trbarattk\nred/powerplant\t\t\trpplattk\nred/refinery\t\t\trrefattk\nred/factory\t\t\trfacattk\nred/offline\t\t\trpower\nred/destroyed\t\t\trdestroy\nred/repairfacility\t\trrepattk\nred/obelisk\t\t\troblattk\nbmb/shields\t\t\tbmbshld\nbmb/attack\t\t\tbmbattk\nbmb/failed\t\t\tbmbfail\nmisc/funds\t\t\tinsffund\nvoltlock/welcome\t\twelcaow2\nvoltlock/welcome2\t\twelcbmb2\n\npowerup/armr\t\t\tupvlarmr\npowerup/base\t\t\tupvlbase\npowerup/chem\t\t\tupvlchem\npowerup/cred\t\t\tupvlcred\npowerup/dama\t\t\tupvldama\npowerup/exp\t\t\tupvlexp\npowerup/fire\t\t\tupvlfire\npowerup/invi\t\t\tupvlinvi\npowerup/iron\t\t\tupvliron\npowerup/kama\t\t\tupvlkama\npowerup/plas\t\t\tupvlplas\npowerup/resi\t\t\tupvlresi\npowerup/sped\t\t\tupvlsped\npowerup/stol\t\t\tupvlstol\npowerup/time\t\t\tupvltim2\npowerup/crsh\t\t\tupvlcrsh\npowerup/resistlaser\t\tupvllrst\npowerup/resistexplosive\t\tupvlxrst\npowerup/resistbullet\t\tupvlbrst\npowerup/invisound\t\tupinvis\npowerup/credsound\t\tupmoney2\npowerup/stolsound\t\tupmoney\npowerup/timesound\t\tdstelept\npowerup/basic\t\t\tdscrate\npowerup/bomb\t\t\tdsbombcr\n$rolloff powerup/bomb 1000 4500\n\nmisc/chem\t\t\tchemact\nmisc/stealth\t\t\tstlact\nmisc/commando\t\t\tgetcmdo\nmisc/sniper\t\t\tgetsnipe\nmisc/volt\t\t\tgetvolt\n$rolloff \t\t\tmisc/sniper\t500 3000\n$rolloff\t\t\tmisc/suicide 500 3000\n$rolloff \t\t\tmisc/stealth\t100 2000\n$rolloff \t\t\tmisc/chem\t100 2000\n\n$random\t\t\t\tplayer/burn \t{player/burnr1 player/burnr2}\n$random\t\t\t\tplayer/burnr1 \t{player/burn1 player/burn2 player/burn3 player/burn4 player/burn5}\n$random\t\t\t\tplayer/burnr2 \t{player/burn6 player/burn7 player/burn8 player/burn9}\nplayer/burn1\t\t\tdsburn1\nplayer/burn2\t\t\tdsburn2\nplayer/burn3\t\t\tdsburn3\nplayer/burn4\t\t\tdsburn4\nplayer/burn5\t\t\tdsburn5\nplayer/burn6\t\t\tdsburn6\nplayer/burn7\t\t\tdsburn7\nplayer/burn8\t\t\tdsburn8\nplayer/burn9\t\t\tdsburn9\n\n$rolloff player/burn1 200 1200\n$rolloff player/burn2 200 1200\n$rolloff player/burn3 200 1200\n$rolloff player/burn4 200 1200\n$rolloff player/burn5 200 1200\n$rolloff player/burn6 200 1200\n$rolloff player/burn7 200 1200\n$rolloff player/burn8 200 1200\n$rolloff player/burn9 200 1200\n$rolloff player/burnr1 200 1200\n$rolloff player/burnr2 200 1200\n\n$playeralias\tplayer\tmale\t*death\t\tgeneric/death\n$playeralias\tplayer\tmale\t*xdeath\t\tgeneric/death\n$playeralias\tplayer\tmale\t*gibbed\t\tgeneric/death\n$playeralias\tplayer\tmale\t*pain100\tpain/sounds1\n$playeralias\tplayer\tmale\t*pain75 \tpain/sounds1\n$playeralias\tplayer\tmale\t*pain50 \tpain/sounds1\n$playeralias\tplayer\tmale\t*pain25 \tpain/sounds2\n$playersound\tplayer\tmale\t*grunt\t\tdsoof\n$playersound\tplayer\tmale\t*land\t\tdsoof\n$playersound\tplayer\tmale\t*taunt\t \tdtaunt\n$playersound\tplayer\tmale\t*falling\tdsplfall\n\n$random\tpain/sounds1\t\t{ pain/sound1 pain/sound2 pain/sound3 pain/sound4 pain/sound5 pain/sound6 pain/sound7 pain/sound8 }\n$random\tpain/sounds2\t\t{ pain/sound9 pain/sound10 }\npain/sound1\t\t\tm01TFEA_\npain/sound2\t\t\tm02TFEA_\npain/sound3\t\t\tm03TFEA_\npain/sound4\t\t\tm04TFEA_\npain/sound5\t\t\tm05TFEA_\npain/sound6\t\t\tm06TFEA_\npain/sound7\t\t\tm07TFEA_\npain/sound8\t\t\tm08TFEA_\npain/sound9\t\t\tHEALPULL\npain/sound10\t\t\tHEALREAD\n\n$random\tfemale/death\t\t{ deathf/sound1 deathf/sound2 deathf/sound3 deathf/sound4 deathf/sound5 deathf/sound6 }\ndeathf/sound1\t\t\tm00TFFA_\ndeathf/sound2\t\t\tm01TFFA_\ndeathf/sound3\t\t\tm02TFFA_\ndeathf/sound4\t\t\tm03TFFA_\ndeathf/sound5\t\t\tm04TFFA_\ndeathf/sound6\t\t\tm05TFFA_\n\n$rolloff generic/death 200 1200\n$rolloff pain/sounds1 200 1200\n$rolloff pain/sounds2 200 1200\n\n$random\tfemale/burn\t\t{ burnf/sound1 burnf/sound2 burnf/sound3 burnf/sound4 }\nburnf/sound1\t\t\tmf_deat1\nburnf/sound2\t\t\tmf_deat2\nburnf/sound3\t\t\tl_death1\nburnf/sound4\t\t\tl_death2\n\ndie/sound1\t\t\tdeath01\ndie/sound2\t\t\tdeath02\ndie/sound3\t\t\tdeath03\ndie/sound4\t\t\tdedman1\ndie/sound5\t\t\tdedman2\ndie/sound6\t\t\tdedman3\ndie/sound7\t\t\tdedman4\ndie/sound8\t\t\tdedman5\ndie/sound9\t\t\tdedman6\ndie/sound10\t\t\tdedman8\ndie/sound11\t\t\tdedman9\ndie/sound12\t\t\tdedman10\ndie/sound13\t\t\tdedman11\ndie/sound14\t\t\tdedman12\n\n$random generic/death\t\t{ die/sounds1 die/sounds2 }\n$random die/sounds1\t\t{ die/sound1 die/sound2 die/sound3 die/sound4 die/sound5 die/sound6 die/sound7 }\n$random die/sounds2\t\t{ die/sound8 die/sound9 die/sound10 die/sound11 die/sound12 die/sound13 die/sound14 }\n\n//MECH\n$playeralias\tmech\tmale\t*death\t\tweapons/rocklx\n$playeralias\tmech\tmale\t*xdeath\t\tweapons/rocklx\n$playeralias\tmech\tmale\t*gibbed\t\tweapons/rocklx\n$playersound\tmech\tmale\t*pain100\tblanksnd\n$playersounddup\tmech\tmale\t*pain75\t\t*pain100\n$playersounddup\tmech\tmale\t*pain50\t\t*pain100\n$playersounddup\tmech\tmale\t*pain25\t\t*pain100\n$playersound\tmech\tmale\t*grunt\t\tblanksnd\n$playersounddup\tmech\tmale\t*land\t\t*grunt\n$playersound\tmech\tmale\t*jump\t\tblanksnd\n$playersound\tmech\tmale\t*fist\t\tblanksnd\n$playersound\tmech\tmale\t*usefail\tblanksnd\n$playersound\tmech\tmale\t*taunt\t \tblanksnd\n$playeralias\tmech\tfemale\t*death\t\tweapons/rocklx\n$playeralias\tmech\tfemale\t*xdeath\t\tweapons/rocklx\n$playeralias\tmech\tfemale\t*gibbed\t\tweapons/rocklx\n$playersound\tmech\tfemale\t*pain100\tblanksnd\n$playersounddup\tmech\tfemale\t*pain75\t\t*pain100\n$playersounddup\tmech\tfemale\t*pain50\t\t*pain100\n$playersounddup\tmech\tfemale\t*pain25\t\t*pain100\n$playersound\tmech\tfemale\t*grunt\t\tblanksnd\n$playersounddup\tmech\tfemale\t*land\t\t*grunt\n$playersound\tmech\tfemale\t*jump\t\tblanksnd\n$playersound\tmech\tfemale\t*fist\t\tblanksnd\n$playersound\tmech\tfemale\t*usefail\tblanksnd\n$playersound\tmech\tfemale\t*taunt\t \tblanksnd\n$playeralias\tmech\tother\t*death\t\tweapons/rocklx\n$playeralias\tmech\tother\t*xdeath\t\tweapons/rocklx\n$playeralias\tmech\tother\t*gibbed\t\tweapons/rocklx\n$playersound\tmech\tother\t*pain100\tblanksnd\n$playersounddup\tmech\tother\t*pain75\t\t*pain100\n$playersounddup\tmech\tother\t*pain50\t\t*pain100\n$playersounddup\tmech\tother\t*pain25\t\t*pain100\n$playersound\tmech\tother\t*grunt\t\tblanksnd\n$playersounddup\tmech\tother\t*land\t\t*grunt\n$playersound\tmech\tother\t*jump\t\tblanksnd\n$playersound\tmech\tother\t*fist\t\tblanksnd\n$playersound\tmech\tother\t*usefail\tblanksnd\n$playersound\tmech\tother\t*taunt\t \tblanksnd\n\n//Wolverine\n$playeralias\twolv\tmale\t*death\t\tweapons/rocklx\n$playeralias\twolv\tmale\t*xdeath\t\tweapons/rocklx\n$playeralias\twolv\tmale\t*gibbed\t\tweapons/rocklx\n$playersound\twolv\tmale\t*pain100\tblanksnd\n$playersounddup\twolv\tmale\t*pain75\t\t*pain100\n$playersounddup\twolv\tmale\t*pain50\t\t*pain100\n$playersounddup\twolv\tmale\t*pain25\t\t*pain100\n$playersound\twolv\tmale\t*grunt\t\tblanksnd\n$playersounddup\twolv\tmale\t*land\t\t*grunt\n$playersound\twolv\tmale\t*jump\t\tblanksnd\n$playersound\twolv\tmale\t*fist\t\tblanksnd\n$playersound\twolv\tmale\t*usefail\tblanksnd\n$playersound\twolv\tmale\t*taunt\t\trob1taun\n$playeralias\twolv\tfemale\t*death\t\tweapons/rocklx\n$playeralias\twolv\tfemale\t*xdeath\t\tweapons/rocklx\n$playeralias\twolv\tfemale\t*gibbed\t\tweapons/rocklx\n$playersound\twolv\tfemale\t*pain100\tblanksnd\n$playersounddup\twolv\tfemale\t*pain75\t\t*pain100\n$playersounddup\twolv\tfemale\t*pain50\t\t*pain100\n$playersounddup\twolv\tfemale\t*pain25\t\t*pain100\n$playersound\twolv\tfemale\t*grunt\t\tblanksnd\n$playersounddup\twolv\tfemale\t*land\t\t*grunt\n$playersound\twolv\tfemale\t*jump\t\tblanksnd\n$playersound\twolv\tfemale\t*fist\t\tblanksnd\n$playersound\twolv\tfemale\t*usefail\tblanksnd\n$playersound\twolv\tfemale\t*taunt\t\trob1taun\n$playeralias\twolv\tother\t*death\t\tweapons/rocklx\n$playeralias\twolv\tother\t*xdeath\t\tweapons/rocklx\n$playeralias\twolv\tother\t*gibbed\t\tweapons/rocklx\n$playersound\twolv\tother\t*pain100\tblanksnd\n$playersounddup\twolv\tother\t*pain75\t\t*pain100\n$playersounddup\twolv\tother\t*pain50\t\t*pain100\n$playersounddup\twolv\tother\t*pain25\t\t*pain100\n$playersound\twolv\tother\t*grunt\t\tblanksnd\n$playersounddup\twolv\tother\t*land\t\t*grunt\n$playersound\twolv\tother\t*jump\t\tblanksnd\n$playersound\twolv\tother\t*fist\t\tblanksnd\n$playersound\twolv\tother\t*usefail\tblanksnd\n$playersound\twolv\tother\t*taunt\t\trob1taun\n\n//Tortoise\n$playeralias\ttort\tmale\t*death\t\tweapons/rocklx\n$playeralias\ttort\tmale\t*xdeath\t\tweapons/rocklx\n$playeralias\ttort\tmale\t*gibbed\t\tweapons/rocklx\n$playersound\ttort\tmale\t*pain100\tblanksnd\n$playersounddup\ttort\tmale\t*pain75\t\t*pain100\n$playersounddup\ttort\tmale\t*pain50\t\t*pain100\n$playersounddup\ttort\tmale\t*pain25\t\t*pain100\n$playersound\ttort\tmale\t*grunt\t\tblanksnd\n$playersounddup\ttort\tmale\t*land\t\t*grunt\n$playersound\ttort\tmale\t*jump\t\tblanksnd\n$playersound\ttort\tmale\t*fist\t\tblanksnd\n$playersound\ttort\tmale\t*usefail\tblanksnd\n$playersound\ttort\tmale\t*taunt\t\trob2taun\n$playeralias\ttort\tfemale\t*death\t\tweapons/rocklx\n$playeralias\ttort\tfemale\t*xdeath\t\tweapons/rocklx\n$playeralias\ttort\tfemale\t*gibbed\t\tweapons/rocklx\n$playersound\ttort\tfemale\t*pain100\tblanksnd\n$playersounddup\ttort\tfemale\t*pain75\t\t*pain100\n$playersounddup\ttort\tfemale\t*pain50\t\t*pain100\n$playersounddup\ttort\tfemale\t*pain25\t\t*pain100\n$playersound\ttort\tfemale\t*grunt\t\tblanksnd\n$playersounddup\ttort\tfemale\t*land\t\t*grunt\n$playersound\ttort\tfemale\t*jump\t\tblanksnd\n$playersound\ttort\tfemale\t*fist\t\tblanksnd\n$playersound\ttort\tfemale\t*usefail\tblanksnd\n$playersound\ttort\tfemale\t*taunt\t\trob2taun\n$playeralias\ttort\tother\t*death\t\tweapons/rocklx\n$playeralias\ttort\tother\t*xdeath\t\tweapons/rocklx\n$playeralias\ttort\tother\t*gibbed\t\tweapons/rocklx\n$playersound\ttort\tother\t*pain100\tblanksnd\n$playersounddup\ttort\tother\t*pain75\t\t*pain100\n$playersounddup\ttort\tother\t*pain50\t\t*pain100\n$playersounddup\ttort\tother\t*pain25\t\t*pain100\n$playersound\ttort\tother\t*grunt\t\tblanksnd\n$playersounddup\ttort\tother\t*land\t\t*grunt\n$playersound\ttort\tother\t*jump\t\tblanksnd\n$playersound\ttort\tother\t*fist\t\tblanksnd\n$playersound\ttort\tother\t*usefail\tblanksnd\n$playersound\ttort\tother\t*taunt\t\trob2taun\n\n//Titan\n$playeralias\ttitan\tmale\t*death\t\tweapons/rocklx\n$playeralias\ttitan\tmale\t*xdeath\t\tweapons/rocklx\n$playeralias\ttitan\tmale\t*gibbed\t\tweapons/rocklx\n$playersound\ttitan\tmale\t*pain100\tblanksnd\n$playersounddup\ttitan\tmale\t*pain75\t\t*pain100\n$playersounddup\ttitan\tmale\t*pain50\t\t*pain100\n$playersounddup\ttitan\tmale\t*pain25\t\t*pain100\n$playersound\ttitan\tmale\t*grunt\t\tblanksnd\n$playersounddup\ttitan\tmale\t*land\t\t*grunt\n$playersound\ttitan\tmale\t*jump\t\tblanksnd\n$playersound\ttitan\tmale\t*fist\t\tblanksnd\n$playersound\ttitan\tmale\t*usefail\tblanksnd\n$playersound\ttitan\tmale\t*taunt\t\trob3taun\n$playeralias\ttitan\tfemale\t*death\t\tweapons/rocklx\n$playeralias\ttitan\tfemale\t*xdeath\t\tweapons/rocklx\n$playeralias\ttitan\tfemale\t*gibbed\t\tweapons/rocklx\n$playersound\ttitan\tfemale\t*pain100\tblanksnd\n$playersounddup\ttitan\tfemale\t*pain75\t\t*pain100\n$playersounddup\ttitan\tfemale\t*pain50\t\t*pain100\n$playersounddup\ttitan\tfemale\t*pain25\t\t*pain100\n$playersound\ttitan\tfemale\t*grunt\t\tblanksnd\n$playersounddup\ttitan\tfemale\t*land\t\t*grunt\n$playersound\ttitan\tfemale\t*jump\t\tblanksnd\n$playersound\ttitan\tfemale\t*fist\t\tblanksnd\n$playersound\ttitan\tfemale\t*usefail\tblanksnd\n$playersound\ttitan\tfemale\t*taunt\t\trob3taun\n$playeralias\ttitan\tother\t*death\t\tweapons/rocklx\n$playeralias\ttitan\tother\t*xdeath\t\tweapons/rocklx\n$playeralias\ttitan\tother\t*gibbed\t\tweapons/rocklx\n$playersound\ttitan\tother\t*pain100\tblanksnd\n$playersounddup\ttitan\tother\t*pain75\t\t*pain100\n$playersounddup\ttitan\tother\t*pain50\t\t*pain100\n$playersounddup\ttitan\tother\t*pain25\t\t*pain100\n$playersound\ttitan\tother\t*grunt\t\tblanksnd\n$playersounddup\ttitan\tother\t*land\t\t*grunt\n$playersound\ttitan\tother\t*jump\t\tblanksnd\n$playersound\ttitan\tother\t*fist\t\tblanksnd\n$playersound\ttitan\tother\t*usefail\tblanksnd\n$playersound\ttitan\tother\t*taunt\t\trob3taun\n\n$playeralias\tjuggernaut\tmale\t*death\t\tjuggernaut/death\n$playeralias\tjuggernaut\tmale\t*xdeath\t\tjuggernaut/death\n$playeralias\tjuggernaut\tmale\t*gibbed\t\tjuggernaut/death\n$playeralias\tjuggernaut\tmale\t*pain100\tjuggernaut/pain\n$playersounddup\tjuggernaut\tmale\t*pain75\t\t*pain100\n$playersounddup\tjuggernaut\tmale\t*pain50\t\t*pain100\n$playersounddup\tjuggernaut\tmale\t*pain25\t\t*pain100\n$playersound\tjuggernaut\tmale\t*grunt\t\tblanksnd\n$playersounddup\tjuggernaut\tmale\t*land\t\t*grunt\n$playersound\tjuggernaut\tmale\t*jump\t\tblanksnd\n$playersound\tjuggernaut\tmale\t*fist\t\tblanksnd\n$playersound\tjuggernaut\tmale\t*usefail\tblanksnd\n$playeralias\tjuggernaut\tmale\t*taunt\t \tjuggernaut/sight\n\nLava/Hit LAVA1\n\nAirstrike/Flyby AIRSTRIK\nAirstrike/Plane PLANEFLY\n\nBird/1 DSBIRD1\nBird/2 DSBIRD2\nBird/3 DSBIRD3\nBird/4 DSBIRD4\nBird/5 DSBIRD5\nBird/6 DSBIRD6\nBird/7 DSBIRD7\nWaterfalls/1 DSFALLS\nWater/1 DSWATER\nMachine/1 DSMACH1\nMachine/2 DSMACH2\nWind/1 DSWIND1\nLAVA/1 DSLAVA\n\n$ambient 1 Birds point 0.3 random 5.0 10.0 0.5\n// bug sound was #2\n$ambient 3 Waterfalls/1 point 0.4 continuous 0.5\n$ambient 4 Machine/1 point 0.8 continuous 1\n$ambient 5 Machine/2 point 0.8 continuous 1\n$ambient 6 Wind/1 point 0.4 continuous 0.6\n$ambient 7 Lava/1 point 0.3 continuous 0.5\n$ambient 8 Water/1 point 0.1 continuous 0.5\n$ambient 12 tiberium/loop1 point 1.0 continuous 1\n$ambient 13 props/lamp point 1.0 continuous 1.0\n$ambient 14 bwind/1 point 1.0 continuous 0.1\n$ambient 15 ssewer/1 POINT 1.3 CONTINUOUS 0.5\n$ambient 16 nukage/1 POINT 0.8 CONTINUOUS 0.8\n$ambient 17 Waterfalls/2 point 1.4 continuous 1.0\n$ambient 18 props/lamp2 point 1.8 continuous 1.0\n$ambient 19 fireloop/big point 1.8 continuous 1.0\n$ambient 20 fireloop/torch point 1.8 continuous 1.0\n$ambient 21 ambience/comp point 1.8 continuous 1.0\n$ambient 22 ambience/comp2 point 2.0 continuous 1.0\n$ambient 23 ambience/machine1 point 1.0 continuous 1.0\n$ambient 24 ambience/machine2 point 0.8 continuous 1.0\n$ambient 25 ambience/machine3 point 1.0 continuous 1.0\n\n$random Birds {Bird/2 Bird/3 Bird/1 Bird/4 Bird/5 Bird/6 Bird/7 }\n$rolloff Airstrike/Flyby 100000 100001\n$rolloff Airstrike/Plane 1500 3000\n\nHeal/Done HEALBREA\nHeal/Ready HEALREAD\nHeal/Pull HEALPULL\nHeal/Pain1 HEALPIN1\nHeal/Pain2 HEALPIN2\nHeal/Pain3 HEALPIN3\n\n$rolloff heal/done 200 1200\n$rolloff heal/ready 200 1200\n$rolloff heal/pull 200 1200\n$rolloff heal/pain1 200 1200\n$rolloff heal/pain2 200 1200\n$rolloff heal/pain3 200 1200\n$rolloff heal/pain 200 1200\n\n$random\tHeal/Pain { Heal/Pain1 Heal/Pain2 Heal/Pain3 }\n\n// [Dusk] If only these could be actually put to use somehow...\n$random\t\t\tsuicide/death { suicide/death1 suicide/death2 suicide/death3 suicide/death4 suicide/death5 }\n$random\t\t\tsuicide/fear { suicide/fear1 suicide/fear2 suicide/fear3 suicide/fear4 }\nsuicide/fear1\t\titerfea\nsuicide/fear2\t\titerfeb\nsuicide/fear3\t\titerfec\nsuicide/fear4\t\titerfed\nsuicide/death1\t\titerdia\nsuicide/death2\t\titerdib\nsuicide/death3\t\titerdic\nsuicide/death4\t\titerdid\nsuicide/death5\t\titerdie\n\n// [Dusk] Same for the stealth sight sounds here. They'd make neat taunts.\n$random\t\t\tstealth/sight { stealth/sight1 stealth/sight2 stealth/sight3 stealth/sight4 stealth/sight5 stealth/sight6 }\n$random\t\t\tstealth/death { stealth/death1 stealth/death2 stealth/death3 stealth/death4 stealth/death5 stealth/death6 stealth/death7 }\nstealth/sight1\t\tstlsit1\nstealth/sight2\t\tstlsit2\nstealth/sight3\t\tstlsit3\nstealth/sight4\t\tstlsit4\nstealth/sight5\t\tstlsit5\nstealth/sight6\t\tstlsit6\nstealth/death1\t\tstldth1\nstealth/death2\t\tstldth2\nstealth/death3\t\tstldth3\nstealth/death4\t\tstldth4\nstealth/death5\t\tstldth5\nstealth/death6\t\tstldth6\nstealth/death7\t\tstldth7\n\nturret/sight\t\tturrsit\n$rolloff turret/sight 200 1200\n\n$random juggernaut/death\t\t { misc/dsjudth1 misc/dsjudth2 misc/dsjudth3 misc/dsjudth4 misc/dsjudth5 }\nmisc/dsjudth1 dsjudth1\nmisc/dsjudth2 dsjudth2\nmisc/dsjudth3 dsjudth3\nmisc/dsjudth4 dsjudth4\nmisc/dsjudth5 dsjudth5\n$random juggernaut/sight\t{ misc/dsjugsit misc/dsjugsi2 misc/dsjugsi3 misc/dsjugsi4}\nmisc/dsjugsit dsjugsit\nmisc/dsjugsi2 dsjugsi2\nmisc/dsjugsi3 dsjugsi3\nmisc/dsjugsi4 dsjugsi4\n$random juggernaut/pain\t\t { misc/dsjupai1 misc/dsjupai2 misc/dsjupai3 misc/dsjupai4 }\nmisc/dsjupai1 dsjupai1\nmisc/dsjupai2 dsjupai2\nmisc/dsjupai3 dsjupai3\nmisc/dsjupai4 dsjupai4\n\n// ds201's knife\nWeapons/KnifeSelect\tDSKNFEUP\nWeapons/KnifeSlash\tDSKNIFED\nWeapons/KnifeSwing\tDSKNIFE1\n\nmisc/timewarp TIMEWARP\nmisc/timeunwarp TIMEUWRP\nweapons/timedeath DSDDTHA\n\nplasma2/fire2 plasmac3\nPlasma/Warning BEEPWARN\nPlasma/Vapour VAPOUR\nPlasma/FailFire Plasma_d\n\nweapons/knifehit3\t\tdsknhit3\nweapons/knifehit4\t\tdsknhit4\nweapons/syringe\t\t\tdsyringe\n$alias weapons/syringepain\t\t*pain50\nweapons/syringeup\t\tdsshell\n\nbwind/1\t\tbwind\nssewer/1\tssewer\nnukage/1\tnukage\nWaterfalls/2 DSFALLS\nSND_BOIL\tSND_BOIL\nSND_LAVA\tSND_LAVA\n\n$random weapons/shotgunshells {weapons/Shell1 weapons/Shell2 weapons/Shell3}\nweapons/shell1\t\t\t SHELLS1\nweapons/shell2\t\t\t SHELLS2\nweapons/shell3\t\t\t SHELLS3\n$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$random weapons/ChainCasing {chaingun/Casing1 chaingun/Casing2 chaingun/Casing3}\nchaingun/Casing1\tCHGNCAS1\nchaingun/Casing2\tCHGNCAS2\nchaingun/Casing3\tCHGNCAS3\n\nweapon/select\t\tWeapon_S\n\nprops/lamp\tLAMPLOOP\nprops/lamp2\tDSLHUM1\nmisc/blank\tBLANK\nfireloop/big\tFIREBIG\nfireloop/torch\tFIRELOOP\nambience/comp\tCOMP1\nambience/comp2\tCOMP2\nambience/machine1\tmach1\nambience/machine2\tmach2\nambience/machine3\tmach3\n\nambience/strom\tSTROM\n$alias healradius/active ambience/strom\n\nBazooka/Select bazo_s\n\nheavy/argh1 HEVT8\nheavy/argh2 HEVU\n$random heavy/argh {heavy/argh1 heavy/argh2}\n\n$musicvolume d_aow06 0.85\n$musicvolume d_aow17 0.4\n$musicvolume d_aow20 0.65\n$musicvolume d_aow21 0.6\n\nmisc/bigalarm amb16\n\nforcefield/online powon\nforcefield/offline powoff\nforcefield/hit fieldhit\n\nambience/machine4 dsmach04\nambience/voltage dsvoltag\nambience/energy dsenergy\n$ambient 26 ambience/machine4 point 1.0 continuous 1.0\n$ambient 27 ambience/voltage point 0.7 continuous 1.0\n$ambient 28 ambience/energy point 0.7 continuous 1.0\n\nmech/explode/large1\tmechexp1\nmech/explode/large2\tmechexp2\nmech/explode/medium1\tmechexp3\nmech/explode/medium2\tmechexp4\nmech/explode/junk\tmechjunk\n\n$rolloff mech/explode/large1\t2500 7500\n$rolloff mech/explode/large2\t2500 7500\n$rolloff mech/explode/medium1\t3000 8000\n$rolloff mech/explode/medium2\t3000 8000\n$rolloff mech/explode/junk\t1000 3500\n\nrevolver/fire\tdsrevolv\nplayer/berserk dsbersrk\n\n// [Cata] Rhino.\nRHINOSTE RHINOSTE\n\n// [Cata] Adv sniper\nawpfire awpfire\nawpback awpback\nawpford awpford\nawpzoom awpzoom\nawpreld awpreld\n\n$musicvolume d_aow15 0.4"
},
{
"source": "pk3",
"name": "sndseq.txt",
"contents": "// Doom Doors ---------------------------------\n\n:DoorOpenNormal\n\tplay\t\tdoor/start\n\tdelay\t\t16\n\tplayloop\tdoor/loop 27\n\tstopsound\tdoor/end\n\nend\n\n:DoorCloseNormal\n\tplay\t\tdoor/start\n\tdelay\t\t16\n\tplayloop\tdoor/loop 27\n\tstopsound\tdoor/end\n\nend\n\n:DoorOpenBlazing\n\tplay\t\tdoors/dr2_open\n\tnostopcutoff\nend\n\n:DoorCloseBlazing\n\tplay\t\tdoors/dr2_clos\n\tnostopcutoff\nend\n\n[DoorNormal\n\t0\t\tDoorOpenNormal\n\t1\t\tDoorCloseNormal\n\t2\t\tDoorOpenBlazing\n\t3\t\tDoorCloseBlazing\n]"
},
{
"source": "pk3",
"name": "teaminfo.txt",
"contents": "ClearTeams\n\nTeam \"Blue\" {\n\tPlayerColor \"00 44 B5\"\n\tTextColor \"Blue\"\n\tRailColor \"18 6C F7\"\n\tPlayerStartThingNumber 5080\n}\n\nTeam \"Red\" {\n\tPlayerColor \"A0 00 00\"\n\tTextColor \"Red\"\n\tRailColor \"A0 00 00\"\n\tPlayerStartThingNumber 5081\n}"
}
]
},
"maps": []
}