Raw model (for completeness)
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"source": "pk3",
"name": "SNDINFO.txt",
"contents": "//Plasma Caster / Karasawa\nplasmacaster/fire PLCASFIR\nplasmacaster/fly PLCASFLY\nplasmacaster/explode PLCASEXP\n\nPlasmaCaster/Charge PLCCHR\nPlasmaCaster/Full PLCFULL\nPlasmaCaster/Reload PLCREL\nPlasmaCaster/Shot PLCFIRE\nPlasmaCaster/Hit PLCHIT\n\nWeapons/KarasawaFire\tKSAWFIRE\nWeapons/KarasawaIdle\tKSAWIDLE\nWeapons/KarasawaHit\t KSAWHIT\nWeapons/KarasawaIdle\tKSAWIDLE\n\n//Nemesis DoomSlayer\n$random NemesisDoomslayer/taunt { DOMSTAU1 DOMSTAU2 DOMSTAU3 DOMSTAU4 DOMSTAU5 DOMSTAU6 }\n$random NemesisDoomslayer/death { DOMSDTH1 DOMSDTH2 DOMSDTH3 DOMSDTH4 }\n$random NemesisDoomslayer/pain { DOMSPAI1 DOMSPAI2 DOMSPAI3 DOMSPAI4 DOMSPAI5 DOMSPAI6 DOMSPAI7 }\n\nDOMSTAU1 DOMSTAU1\nDOMSTAU2 DOMSTAU2\nDOMSTAU3 DOMSTAU3\nDOMSTAU4 DOMSTAU4\nDOMSTAU5 DOMSTAU5\nDOMSTAU6 DOMSTAU6\n\nDOMSDTH1 DOMSDTH1\nDOMSDTH2 DOMSDTH2\nDOMSDTH3 DOMSDTH3\nDOMSDTH4 DOMSDTH4\n\nDOMSPAI1 DOMSPAI1\nDOMSPAI2 DOMSPAI2\nDOMSPAI3 DOMSPAI3\nDOMSPAI4 DOMSPAI4\nDOMSPAI5 DOMSPAI5\nDOMSPAI6 DOMSPAI6\nDOMSPAI7 DOMSPAI7\n\n//Explosive Nailgun\nWeapons/NailSGFire\tNLSGFIRE\nweapons/nailfire\t\tNAILFIRE\nweapons/nailric1\t\tNAILRIC1\nweapons/nailric2\t\tNAILRIC2\nweapons/nailric3\t\tNAILRIC3\n\n$random weapons/nailric { weapons/nailric1 weapons/nailric2 weapons/nailric3 }\n//Nail Sounds\nWeapons/NailFire\tDSNLFIRE\nWeapons/Nailhit\t\tDSNLIMPD\nWeapons/Nailhitbleed\tDSNLIMPL\nWeapons/NailFlight\tDSNLFLIT\n//Nail Bomb Sounds\n$random Weapons/NBBounce { Weapons/NBBounce1 Weapons/NBBounce2 }\nWeapons/NBBounce1\tDSNBBNC1\nWeapons/NBBounce2\tDSNBBNC2\nWeapons/NailBomb\tDSNBMBLC\nWeapons/NailBombExp\tDSNBBEXP\n\nPowerup/Salvation\t\tD5LIVES\n\nTrueSuicideBomber/RRNuke RR_DEXP2\nTrueSegwayThrow YEET\n\n/*\n$random EnragedLegendaryCowboy/See {ECODRAW ECOWIN}\n$random EnragedLegendaryCowboy/Pain {ECOPAIN1 ECOPAIN2 ECOPAIN3 ECOPAIN4}\nEnragedLegendaryCowboy/Death ECOLOSE\n\nECODRAW ECODRAW\nECOWIN ECOWIN\n\nECOPAIN1 ECOPAIN1\nECOPAIN2 ECOPAIN2\nECOPAIN3 ECOPAIN3\nECOPAIN4 ECOPAIN4\n*/\n\nNemCard/See NARDSEE\nNemCard/Active NARDACT\n$random NemCard/Laugh { NARDLGH NARDLGH2 }\nNARDLGH NARDLGH\nNARDLGH2 NARDLGH2\nNemCard/Pain NARDPAI\nNemCard/Death NARDDTH\n\nHellishAvatar/See AVATSEE\nHellishAvatar/Attack AVATATK\nHellishAvatar/Idle AVATIDL\nHellishAvatar/Pain AVATPAI\nHellishAvatar/Death AVATDIE\nHellishAvatar/Charge AVATCHG\nHellishAvatar/Ice AVATICE\nsonicemitter/explode SNCEEXP\n\n$random hellboss/step {hellboss/step1 hellboss/step2 hellboss/step3}\nhellboss/step1 BOSSTEP1\nhellboss/step2 BOSSTEP2\nhellboss/step3 BOSSTEP3\n\nazazel/see AZASEE\nazazel/idle AZAIDL\n$rolloff azazel/idle 1200 3000\nazazel/attack AZAATK\n$rolloff azazel/attack 1200 3000\nweapons/devexp dsdevexp\nweapons/devzap dsdevzap\nweapons/devlit dsdevlit\nstrike/warm\tion_warm\nstrike/fire\tion_fire\n\nztank/see DSZTANK1\nztank/attack DSZTGUN\nztank/pain DSZTANKP\nztank/death DSZTANKD\nztank/Run DSZTANK2\n\n$random tank/fire {tank/fire1 tank/fire2 tank/fire3 tank/fire4}\ntank/fire1 TANKFIR1\ntank/fire2 TANKFIR2\ntank/fire3 TANKFIR3\ntank/fire4 TANKFIR4\ntank/active TANKIDLE\ntank/move TANKMOVE\n\nCommander/See DSCOMSIT\nCommander/Die DSCOMDTH\nCommander/Attack DSCOMATK\nSeekerBFG10K/Start SKBFG10S\nSeekerBFG10K/Cool SKBFG10C\n\nqueen/fire qbfgfire\nqueen/hit qbfghit\n\ndigger/fire DIGRFIRE\n$rolloff digger/fire\t700 1400\n\n$random digger/explode { XEXPL_1 XEXPL_2 XEXPL_3 XEXPL_4 XEXPL_5 XEXPL_6 XEXPL_7 XEXPL_8}\n$rolloff digger/explode\t800 2500\nXEXPL_1 XEXPL1\nXEXPL_2 XEXPL2\nXEXPL_3 XEXPL3\nXEXPL_4 XEXPL4\nXEXPL_5 XEXPL5\nXEXPL_6 XEXPL6\nXEXPL_7 XEXPL7\nXEXPL_8 XEXPL8\n\nartillery/fly ARTFLY\nartillery/explode ARTEXP\n$limit artillery/fly 0\n$rolloff artillery/explode 500 2000\nhminigun/fire2 MINFIR2\n$rolloff hminigun/fire2 1200 3000\n\nmrl/fire MRLFIRE\nrpg/fly RPGFLY\nrpg/fire RPGFIRE\n$limit rpg/fire 0\n$rolloff rpg/fire 1200 3000\nthumper/explode THUMEXP\n$limit thumper/explode 0\n$rolloff thumper/explode 1200 3000\n\nBersekerOfHell/See DROTSIT\nBersekerOfHell/Idle DROTATK\nBersekerOfHell/Pain DROTPAIN\nBersekerOfHell/Death DROTDIE\n\nwarmachine/see NZWRSEE\n$random warmachine/idle { warmachine/idle1 warmachine/idle2 warmachine/idle3 warmachine/idle4 }\nwarmachine/idle1 NZWRIDL1\nwarmachine/idle2 NZWRIDL2\nwarmachine/idle3 NZWRIDL3\nwarmachine/idle4 NZWRSEE\n$random warmachine/death { warmachine/death1 warmachine/death2 warmachine/death3 warmachine/death4 warmachine/death5 }\nwarmachine/death1 NZWRDIE1\nwarmachine/death2 NZWRDIE2\nwarmachine/death3 NZWRDIE3\nwarmachine/death4 NZWRDIE4\nwarmachine/death5 NZWRDIE5\n\nplasmaminigun/fire PMGUN\n\nm79/up MGR79UP\nM79/Fire M79FIRE1\nM79/Close M79CLOSE\nM79/Open M79OPEN1\nM79/S-Out M79LOAD1\nM79/S-In M79LOAD2\n$rolloff M79/Fire 500 2000\n$limit M79/Fire 0\n\nvulcan/altfire VULCFIR2\n\nerasus/load ERALOAD\nerasus/fire ERAFIRE\nerasus/fly ERAFLY\nerasus/explode ERAEXP\n\nArchdukeOfHell/See ARDUSEE\nArchdukeOfHell/Idle ARDUIDL\nArchdukeOfHell/Death ARDUDIE\nArchdukeOfHell/Flame ARDUFLM\n\nJudgeOfPurgatory/See JUPUSEE\nJudgeOfPurgatory/Pain JUPUPAI\nJudgeOfPurgatory/Idle JUPUIDL\nJudgeOfPurgatory/Death JUPUDIE\nJudgeOfPurgatory/Rage JUPURAG\n$rolloff JudgeOfPurgatory/Rage 800 3500\n\nHead/death scardeth\nHead/sight scarsigh\nscaract1 scaract1\nscaract2 scaract2\n$RANDOM Head/active { scaract1 scaract2 }\nscarpain1 scarpai1\nscarpain2 scarpai2\n$RANDOM Head/pain { scarpain1 scarpain2 }\n\n$random maephisto/see {maephisto/see1 maephisto/see2}\n$random maephisto/idle {maephisto/idle1 maephisto/idle2 maephisto/idle3 maephisto/idle4 maephisto/idle5}\nmaephisto/see1 MAESEE1\nmaephisto/see2 MAESEE2\nmaephisto/charge MAECHRG\nmaephisto/laser MAELAZR\nmaephisto/death MAEDETH\nmaephisto/idle1 MAEIDL1\nmaephisto/idle2 MAEIDL2\nmaephisto/idle3 MAEIDL3\nmaephisto/idle4 MAEIDL4\nmaephisto/idle5 MAEIDL5\n\nEnragedCyberdemon/Sight ECYBSEE\nEnragedCyberdemon/Idle ECYBIDLE\n$random EnragedCyberdemon/Pain {EnragedCyberdemon/Pain1 EnragedCyberdemon/Pain2}\nEnragedCyberdemon/Pain1 ECYBPAI1\nEnragedCyberdemon/Pain2 ECYBPAI2\n\n$random ssenforcer/see {ssenforcer/see1 ssenforcer/see2 ssenforcer/see3 ssenforcer/see4 ssenforcer/see5}\nssenforcer/see1 SSENFSI1\nssenforcer/see2 SSENFSI2\nssenforcer/see3 SSENFSI3\nssenforcer/see4 SSENFSI4\nssenforcer/see5 SSENFSI5\n$random ssenforcer/idle {ssenforcer/idle1 ssenforcer/idle2 ssenforcer/idle3 ssenforcer/idle4}\nssenforcer/idle1 SSENFAC1\nssenforcer/idle2 SSENFAC2\nssenforcer/idle3 SSENFAC3\nssenforcer/idle4 SSENFAC4\n$random ssenforcer/death {ssenforcer/death1 ssenforcer/death2 ssenforcer/death3 ssenforcer/death4}\nssenforcer/death1 SSENFDI1\nssenforcer/death2 SSENFDI2\nssenforcer/death3 SSENFDI3\nssenforcer/death4 SSENFDI4\n\ninfernodemon/see INFDSEE\ninfernodemon/idle INFDIDL\ninfernodemon/death INFDDIE\ninfernodemon/step INFDSTP\n\nSpecilos/See SPCLSSIT\nSpecilos/Death SPCLSDTH\nSpecilos/Pain SPCLSPAI\nSpecilos/Idle SPCLSACT\nSpecilos/Attack SPCLSATK\nSpecilos/Spike SPCLSSPK\nSpecilos/Boom SPCLSBOMP\n\n //¡EXTRA LIVE!\n5extra/lives D5LIVES\n\ndrone/see DRONSEE\ndrone/act DRONACT\ndrone/die DRONDIE\ndrone/fire DRONATK\n\n$random b2battlebot/see {b2battlebot/see1 b2battlebot/see2}\nb2battlebot/see1 BTB2SEE1\nb2battlebot/see2 BTB2SEE2\n$random b2battlebot/idle {b2battlebot/idle1 b2battlebot/idle2}\nb2battlebot/idle1 BTB2IDL1\nb2battlebot/idle2 BTB2IDL2\n$random b2battlebot/death {b2battlebot/death1 b2battlebot/death2}\nb2battlebot/death1 BTB2DIE1\nb2battlebot/death2 BTB2DIE2\nb2battlebot/step BTB2STEP\n$limit b2battlebot/step 0\n\nutility/build BUILD\n$limit utility/build 0\n\nweapons/hrlexp2 dshrl3xp\n\nweapons/cyborgplasmafire DSBLSHT3\nweapons/cyborgplasmahit\t DSSONHIT\n\nsupporttank/see SPTTSEE\nsupporttank/death SPTTDIE\n\n/*$random EnragedSummoner/Death {EnragedSummoner/Death1 EnragedSummoner/Death2 EnragedSummoner/Death3}\nEnragedSummoner/Death1 ESUMNDIE1\nEnragedSummoner/Death2 ESUMNDIE2\nEnragedSummoner/Death3 ESUMNDIE3\n\n$random EnragedSummoner/Active {EnragedSummoner/Active1 EnragedSummoner/Active2}\nEnragedSummoner/Active1 ESUMNACT1\nEnragedSummoner/Active2 ESUMNACT2\n\n$random EnragedSummoner/Pain {EnragedSummoner/Pain1 EnragedSummoner/Pain2 EnragedSummoner/Pain3}\nEnragedSummoner/Pain1 ESUMNPAIN1\nEnragedSummoner/Pain2 ESUMNPAIN2\nEnragedSummoner/Pain3 ESUMNPAIN3\n\n$random EnragedSummoner/See {EnragedSummoner/See1 EnragedSummoner/See2}\nEnragedSummoner/See1 ESUMNSEE1\nEnragedSummoner/See2 ESUMNSEE2*/\n\nInfernalEmperor/See IFPESEE\nInfernalEmperor/Pain IFPEPAI\nInfernalEmperor/Death IFPEDIE\nInfernalEmperor/Hammer IFPEHAM\n\nbattlelordofHell/see OVLOSIT\nbattlelordofHell/pain OVLOPAIN\nbattlelordofHell/death OVLODEAT\nbattlelordofHell/shot hgshot1\nbattlelordofHell/shothit hgshot2\n$limit battlelordofHell/shot 0\n$limit battlelordofHell/shothit 0\n\nhellsbattery\\hoof HBSTP\nhellsbattery\\pain HBPN\nhellsbattery\\sight HBSIT\nhellsbattery\\death HBDTH\n\nConquerorLich/Sight\t\tCQLICSEE\nConquerorLich/Active\tCQLICACT\nConquerorLich/Pain\t\tCQLICPAI\nConquerorLich/Death\t\tCQLICDTH\n\nNaziBaronVonSchmitt/See NBVSSEE\nNaziBaronVonSchmitt/Death NBVSDTH\n\nNaziGeneralAkhanov/See NGENSEE\n\ntimeimp/claw\t\t\ttimeclaw\ntimeball/attack\t\t\ttimefire\ntimeball/hit\t\t\ttimehit\ntimeimp/pain\t\t\ttimepain\ntimeimp/see1\t\t\ttimesee\ntimeimp/see2\t\t\ttimesee1\n$random timeimp/see { timeimp/see1 timeimp/see2 }\ntimeimp/death1\t\t\ttimedth\ntimeimp/death2\t\t\ttimedth1\n$random timeimp/death { timeimp/death1 timeimp/death2 }\ntimeimp/active\t\t\ttimeact\n\nTimeRune/Activation TMRNACT\n\nREVOPEN REVOPEN\nREVEJECT REVEJECT\nREVINSR REVINSR\nREVCLOSE REVCLOSE\nREVFIRE REVFIRE\n\nweapons/legChainSawIdle\t\tLCHSIDLE\nweapons/legChainSawAttack\tLCHSATK\n\nLegChainsawZomb/sight LCZZSEE\n$random LegChainsawZomb/Active { LegChainsawZomb/Active1 LegChainsawZomb/Active2 LegChainsawZomb/Active3 }\nLegChainsawZomb/Active1 LCSTALK1\nLegChainsawZomb/Active2 LCSTALK2\nLegChainsawZomb/Active3 LCSTALK3\nLegChainsawZomb/Pain LCZPAIN\nLegChainsawZomb/Death LCZDEATH\n\n/*\n$random LegendaryCowboy/See { LegendaryCowboy/See1 LegendaryCowboy/See2 LegendaryCowboy/See3 }\n\n$Volume COWSIT 3.0\n$Volume COWACT 3.0\n$Volume COWPAIN 3.0\n$Volume COWDTH 3.0\n$Volume draw 3.0\n$Volume LCOWHN 3.0\nLegendaryCowboy/See3 LCOWHN\nLegendaryCowboy/See2 draw\nLegendaryCowboy/See1 COWSIT\nLegendaryCowboy/Active COWACT\nLegendaryCowboy/Pain COWPAIN\nLegendaryCowboy/Death COWDTH\n*/\n\n//LegendaryCowboy\nLegendaryCowboy/See1\t\tLGCWSEE1\nLegendaryCowboy/See2\t\tLGCWSEE2\n$random LegendaryCowboy/See { LegendaryCowboy/See1 LegendaryCowboy/See2 }\n\nLegendaryCowboy/Active1\t\tLGCWACT1\nLegendaryCowboy/Active2\t\tLGCWACT2\nLegendaryCowboy/Active3\t\tLGCWACT3\nLegendaryCowboy/Active4\t\tLGCWACT4\nLegendaryCowboy/Active5\t\tLGCWACT5\nLegendaryCowboy/Active6\t\tLGCWACT6\nLegendaryCowboy/Active7\t\tLGCWACT7\nLegendaryCowboy/Active8\t\tLGCWACT8\nLegendaryCowboy/Active9\t\tLGCWACT9\nLegendaryCowboy/Active10\tLGCWACTA\nLegendaryCowboy/Active11\tLGCWACTB\n$random LegendaryCowboy/Active { LegendaryCowboy/Active1 LegendaryCowboy/Active2 LegendaryCowboy/Active3 LegendaryCowboy/Active4 LegendaryCowboy/Active5 LegendaryCowboy/Active6 LegendaryCowboy/Active7 LegendaryCowboy/Active8 LegendaryCowboy/Active9 LegendaryCowboy/Active10 LegendaryCowboy/Active11 }\n\nLegendaryCowboy/Ultra1\t\tLGCWULT1\nLegendaryCowboy/Ultra2\t\tLGCWULT2\n$random LegendaryCowboy/Ultra { LegendaryCowboy/Ultra1 LegendaryCowboy/Ultra2 }\n\nLegendaryCowboy/Taunt1\t\tLGCWTAU1\nLegendaryCowboy/Taunt2\t\tLGCWTAU2\nLegendaryCowboy/Taunt3\t\tLGCWTAU3\nLegendaryCowboy/Taunt4\t\tLGCWTAU4\nLegendaryCowboy/Taunt5\t\tLGCWTAU5\n$random LegendaryCowboy/Taunt { LegendaryCowboy/Taunt1 LegendaryCowboy/Taunt2 LegendaryCowboy/Taunt3 LegendaryCowboy/Taunt4 LegendaryCowboy/Taunt5 }\n\nLegendaryCowboy/Pain1\t\tLGCWPAI1\nLegendaryCowboy/Pain2\t\tLGCWPAI2\nLegendaryCowboy/Pain3\t\tLGCWPAI3\nLegendaryCowboy/Pain4\t\tLGCWPAI4\nLegendaryCowboy/Pain5\t\tLGCWPAI5\n$random LegendaryCowboy/Pain { LegendaryCowboy/Pain1 LegendaryCowboy/Pain2 LegendaryCowboy/Pain3 LegendaryCowboy/Pain4 LegendaryCowboy/Pain5 }\n\nLegendaryCowboy/Dead1\t\tLGCWDIE1\nLegendaryCowboy/Dead2\t\tLGCWDIE2\nLegendaryCowboy/Dead3\t\tLGCWDIE3\nLegendaryCowboy/Dead4\t\tLGCWDIE4\nLegendaryCowboy/Dead5\t\tLGCWDIE5\nLegendaryCowboy/Dead6\t\tLGCWDIE6\nLegendaryCowboy/Dead7\t\tLGCWDIE7\nLegendaryCowboy/Dead8\t\tLGCWDIE8\nLegendaryCowboy/Dead9\t\tLGCWDIE9\n$random LegendaryCowboy/Dead { LegendaryCowboy/Dead1 LegendaryCowboy/Dead2 LegendaryCowboy/Dead3 LegendaryCowboy/Dead4 LegendaryCowboy/Dead5 LegendaryCowboy/Dead6 LegendaryCowboy/Dead7 LegendaryCowboy/Dead8 LegendaryCowboy/Dead9 }\n\n//pb=====bp=====pb=====bp=====pb=====[ Player Classes Sounds ]=====dq=====qd=====dq=====qd=====dq\n\n$playeralias PHellishAvatar male *pain100 HellishAvatar/Idle\n$playeralias PHellishAvatar male *pain75 HellishAvatar/Pain\n$playeralias PHellishAvatar male *pain50 HellishAvatar/Pain\n$playeralias PHellishAvatar male *pain25 HellishAvatar/Pain\n$playeralias PHellishAvatar male *death HellishAvatar/Death\n$playeralias PHellishAvatar male *usefail HellishAvatar/Idle\n$playeralias PHellishAvatar male *grunt HellishAvatar/Idle\n$playeralias PHellishAvatar male *land hellboss/step\n$playeralias PHellishAvatar male *jump HellishAvatar/Idle\n$playeralias PHellishAvatar male *taunt HellishAvatar/See\n\n$playeralias PHemDraugr male *pain100 SUPA5\n$playeralias PHemDraugr male *pain75 SUPA5\n$playeralias PHemDraugr male *pain50 SUPA5\n$playeralias PHemDraugr male *pain25 SUPA5\n$playeralias PHemDraugr male *death DraugrDie\n$playeralias PHemDraugr male *usefail SUPA6\n$playeralias PHemDraugr male *grunt SUPA6\n$playeralias PHemDraugr male *land SUPA6\n$playeralias PHemDraugr male *jump SUPA6\n$playeralias PHemDraugr male *taunt SUPA6\n\n$playeralias PDraugr male *pain100 guardian/pain\n$playeralias PDraugr male *pain75 guardian/pain\n$playeralias PDraugr male *pain50 guardian/pain\n$playeralias PDraugr male *pain25 guardian/pain\n$playeralias PDraugr male *death famine/death\n$playeralias PDraugr male *usefail famine/active\n$playeralias PDraugr male *grunt famine/active\n$playeralias PDraugr male *land famine/active\n$playeralias PDraugr male *jump famine/active\n$playeralias PDraugr male *taunt famine/sight\n\n$playeralias PCerebralIncarnate male *pain100 CerebralIncarnate/pain\n$playeralias PCerebralIncarnate male *pain75 CerebralIncarnate/pain\n$playeralias PCerebralIncarnate male *pain50 CerebralIncarnate/pain\n$playeralias PCerebralIncarnate male *pain25 CerebralIncarnate/pain\n$playeralias PCerebralIncarnate male *death CerebralIncarnate/death\n$playeralias PCerebralIncarnate male *usefail CerebralIncarnate/active\n$playeralias PCerebralIncarnate male *grunt CerebralIncarnate/active\n$playeralias PCerebralIncarnate male *land CerebralIncarnate/active\n$playeralias PCerebralIncarnate male *jump CerebralIncarnate/active\n$playeralias PCerebralIncarnate male *taunt CerebralIncarnate/sight\n\n$playeralias PSpecilos male *pain100 Specilos/Pain\n$playeralias PSpecilos male *pain75 Specilos/Pain\n$playeralias PSpecilos male *pain50 Specilos/Pain\n$playeralias PSpecilos male *pain25 Specilos/Pain\n$playeralias PSpecilos male *death Specilos/Death\n$playeralias PSpecilos male *usefail Specilos/Idle\n$playeralias PSpecilos male *grunt Specilos/Idle\n$playeralias PSpecilos male *land Specilos/Idle\n$playeralias PSpecilos male *jump Specilos/Idle\n$playeralias PSpecilos male *taunt Specilos/See\n\n$playeralias PCydestroyer male *pain100 cydes/pain\n$playeralias PCydestroyer male *pain75 cydes/pain\n$playeralias PCydestroyer male *pain50 cydes/pain\n$playeralias PCydestroyer male *pain25 cydes/pain\n$playeralias PCydestroyer male *death cydes/death\n$playeralias PCydestroyer male *usefail cbaron/active\n$playeralias PCydestroyer male *grunt cbaron/active\n$playeralias PCydestroyer male *land monster/bruwlk\n$playeralias PCydestroyer male *jump cbaron/active\n$playeralias PCydestroyer male *taunt cydes/sight\n\n$playeralias PDiabolist male *pain100 vile/pain\n$playeralias PDiabolist male *pain75 vile/pain\n$playeralias PDiabolist male *pain50 vile/pain\n$playeralias PDiabolist male *pain25 vile/pain\n$playeralias PDiabolist male *death avile/death\n$playeralias PDiabolist male *usefail Monster/diaact\n$playeralias PDiabolist male *grunt Monster/diaact\n$playeralias PDiabolist male *land Monster/diaact\n$playeralias PDiabolist male *jump Monster/diaact\n$playeralias PDiabolist male *taunt Monster/diasit\n\n$playeralias PBombElemental male *pain100 bomb/pain\n$playeralias PBombElemental male *pain75 bomb/pain\n$playeralias PBombElemental male *pain50 bomb/pain\n$playeralias PBombElemental male *pain25 bomb/pain\n$playeralias PBombElemental male *death bomb/pain\n$playeralias PBombElemental male *usefail bomb/sight\n$playeralias PBombElemental male *grunt bomb/sight\n$playeralias PBombElemental male *land bomb/sight\n$playeralias PBombElemental male *jump bomb/sight\n$playeralias PBombElemental male *taunt bomb/sight\n\n$playeralias PBelphegor male *pain100 superbaron/pain\n$playeralias PBelphegor male *pain75 superbaron/pain\n$playeralias PBelphegor male *pain50 superbaron/pain\n$playeralias PBelphegor male *pain25 superbaron/pain\n$playeralias PBelphegor male *death superbaron/death\n$playeralias PBelphegor male *usefail 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famine/active\n$playeralias PInsanityRevenant male *land famine/active\n$playeralias PInsanityRevenant male *jump famine/active\n$playeralias PInsanityRevenant male *taunt famine/sight\n\n$playeralias PSacrosanctObserver male *pain100 SObserver/Pain\n$playeralias PSacrosanctObserver male *pain75 SObserver/Pain\n$playeralias PSacrosanctObserver male *pain50 SObserver/Pain\n$playeralias PSacrosanctObserver male *pain25 SObserver/Pain\n$playeralias PSacrosanctObserver male *death SObserver/Death\n$playeralias PSacrosanctObserver male *usefail SObserver/Active\n$playeralias PSacrosanctObserver male *grunt SObserver/Active\n$playeralias PSacrosanctObserver male *land SObserver/Active\n$playeralias PSacrosanctObserver male *jump SObserver/Active\n$playeralias PSacrosanctObserver male *taunt SObserver/Sight\n\n$playeralias PRuffian male *pain100 ruffian/pain\n$playeralias PRuffian male *pain75 ruffian/pain\n$playeralias PRuffian male *pain50 ruffian/pain\n$playeralias PRuffian male *pain25 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monsters/baronpain\n$playeralias PHellFireBaron male *pain25 monsters/baronpain\n$playeralias PHellFireBaron male *death HellFireBaron/Death\n$playeralias PHellFireBaron male *usefail baron/active\n$playeralias PHellFireBaron male *grunt baron/active\n$playeralias PHellFireBaron male *land baron/active\n$playeralias PHellFireBaron male *jump baron/active\n$playeralias PHellFireBaron male *taunt HellFireBaron/sight\n\n$playeralias PCerebralBehemoth male *pain100 CerebralBehemoth/Pain\n$playeralias PCerebralBehemoth male *pain75 CerebralBehemoth/Pain\n$playeralias PCerebralBehemoth male *pain50 CerebralBehemoth/Pain\n$playeralias PCerebralBehemoth male *pain25 CerebralBehemoth/Pain\n$playeralias PCerebralBehemoth male *death CerebralBehemoth/Death\n$playeralias PCerebralBehemoth male *usefail CerebralBehemoth/Active\n$playeralias PCerebralBehemoth male *grunt CerebralBehemoth/Active\n$playeralias PCerebralBehemoth male *land CerebralBehemoth/Active\n$playeralias PCerebralBehemoth male *jump CerebralBehemoth/Active\n$playeralias PCerebralBehemoth male *taunt CerebralBehemoth/Sight\n\n$playeralias PHierophant male *pain100 Hierophant/Pain\n$playeralias PHierophant male *pain75 Hierophant/Pain\n$playeralias PHierophant male *pain50 Hierophant/Pain\n$playeralias PHierophant male *pain25 Hierophant/Pain\n$playeralias PHierophant male *death Hierophant/Death\n$playeralias PHierophant male *usefail Hierophant/Active\n$playeralias PHierophant male *grunt Hierophant/Active\n$playeralias PHierophant male *land Hierophant/Active\n$playeralias PHierophant male *jump Hierophant/Active\n$playeralias PHierophant male *taunt Hierophant/Sight\n\n$playeralias PCerebralCommander male *pain100 arachnophyte/pain\n$playeralias PCerebralCommander male *pain75 arachnophyte/pain\n$playeralias PCerebralCommander male *pain50 arachnophyte/pain\n$playeralias PCerebralCommander male *pain25 arachnophyte/pain\n$playeralias PCerebralCommander male *death arachnophyte/death\n$playeralias PCerebralCommander male *usefail arachnophyte/pain\n$playeralias PCerebralCommander male *grunt arachnophyte/pain\n$playeralias PCerebralCommander male *land arachnophyte/pain\n$playeralias PCerebralCommander male *jump arachnophyte/pain\n$playeralias PCerebralCommander male *taunt arachnophyte/sight\n\n$playeralias PTankDeadabus male *pain100 legbanished/pain\n$playeralias PTankDeadabus male *pain75 legbanished/pain\n$playeralias PTankDeadabus male *pain50 legbanished/pain\n$playeralias PTankDeadabus male *pain25 legbanished/pain\n$playeralias PTankDeadabus male *death LegendaryFat/Death\n$playeralias PTankDeadabus male *usefail manc/idle\n$playeralias PTankDeadabus male *grunt manc/idle\n$playeralias PTankDeadabus male *land manc/idle\n$playeralias PTankDeadabus male *jump manc/idle\n$playeralias PTankDeadabus male *taunt LegendaryFat/Sight\n\n$playeralias PTerminator male *pain100 monster/termpin\n$playeralias PTerminator male *pain75 monster/termpin\n$playeralias PTerminator male *pain50 monster/termpin\n$playeralias PTerminator male *pain25 monster/termpin\n$playeralias PTerminator male *death monster/termdth\n$playeralias PTerminator male *usefail Terminator/termact\n$playeralias PTerminator male *grunt Terminator/termact\n$playeralias PTerminator male *land Terminator/terstepA\n$playeralias PTerminator male *jump Terminator/termact\n$playeralias PTerminator male *taunt monster/termsit\n\n$playeralias PMaephisto male *pain100 maephisto/idle\n$playeralias PMaephisto male *pain75 maephisto/idle\n$playeralias PMaephisto male *pain50 maephisto/idle\n$playeralias PMaephisto male *pain25 maephisto/idle\n$playeralias PMaephisto male *death maephisto/death\n$playeralias PMaephisto male *usefail maephisto/idle\n$playeralias PMaephisto male *grunt maephisto/idle\n$playeralias PMaephisto male *land maephisto/idle\n$playeralias PMaephisto male *jump maephisto/idle\n$playeralias PMaephisto male *taunt maephisto/see\n\n$playeralias PCrownedOne male *pain100 Abomination/Pain\n$playeralias PCrownedOne male *pain75 Abomination/Pain\n$playeralias PCrownedOne male *pain50 Abomination/Pain\n$playeralias PCrownedOne male *pain25 Abomination/Pain\n$playeralias PCrownedOne male *death Abomination/Die\n$playeralias PCrownedOne male *usefail Abomination/Act\n$playeralias PCrownedOne male *grunt Abomination/Act\n$playeralias PCrownedOne male *land Abomination/Act\n$playeralias PCrownedOne male *jump Abomination/Act\n$playeralias PCrownedOne male *taunt Abomination/See\n\n$playeralias PCardihilator male *pain100 Cardihilator/Pain\n$playeralias PCardihilator male *pain75 Cardihilator/Pain\n$playeralias PCardihilator male *pain50 Cardihilator/Pain\n$playeralias PCardihilator male *pain25 Cardihilator/Pain\n$playeralias PCardihilator male *death Cardihilator/Death\n$playeralias PCardihilator male *usefail Cardinal/Active\n$playeralias PCardihilator male *grunt Cardinal/Active\n$playeralias PCardihilator male *land Cardinal/Active\n$playeralias 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infernodemon/idle\n$playeralias PInfernoDemon male *death infernodemon/death\n$playeralias PInfernoDemon male *usefail infernodemon/idle\n$playeralias PInfernoDemon male *grunt infernodemon/idle\n$playeralias PInfernoDemon male *land infernodemon/step\n$playeralias PInfernoDemon male *jump infernodemon/idle\n$playeralias PInfernoDemon male *taunt infernodemon/see\n\n$playeralias PPhaseWarlord male *pain100 PArchon/Pain\n$playeralias PPhaseWarlord male *pain75 PArchon/Pain\n$playeralias PPhaseWarlord male *pain50 PArchon/Pain\n$playeralias PPhaseWarlord male *pain25 PArchon/Pain\n$playeralias PPhaseWarlord male *death PArchon/Death\n$playeralias PPhaseWarlord male *usefail PArchon/Active\n$playeralias PPhaseWarlord male *grunt PArchon/Active\n$playeralias PPhaseWarlord male *land PArchon/Active\n$playeralias PPhaseWarlord male *jump PArchon/Active\n$playeralias PPhaseWarlord male *taunt PArchon/Sight\n\n$playeralias PFreezedCyberDemon male *pain100 monsters/cyberlordpain\n$playeralias PFreezedCyberDemon male *pain75 monsters/cyberlordpain\n$playeralias PFreezedCyberDemon male *pain50 monsters/cyberlordpain\n$playeralias PFreezedCyberDemon male *pain25 monsters/cyberlordpain\n$playeralias PFreezedCyberDemon male *death monsters/darkcyberdie\n$playeralias PFreezedCyberDemon male *usefail cyber/active\n$playeralias PFreezedCyberDemon male *grunt cyber/active\n$playeralias PFreezedCyberDemon male *land spider/walk\n$playeralias PFreezedCyberDemon male *jump cyber/active\n$playeralias PFreezedCyberDemon male *taunt FreezedCyberDemon/See\n\n$playeralias PInsaneWritheQueen male *pain100 queen/pain\n$playeralias PInsaneWritheQueen male *pain75 queen/pain\n$playeralias PInsaneWritheQueen male *pain50 queen/pain\n$playeralias PInsaneWritheQueen male *pain25 queen/pain\n$playeralias PInsaneWritheQueen male *death queen/death\n$playeralias PInsaneWritheQueen male *usefail queen/attack\n$playeralias PInsaneWritheQueen male *grunt queen/attack\n$playeralias PInsaneWritheQueen male *land queen/attack\n$playeralias PInsaneWritheQueen male *jump queen/attack\n$playeralias PInsaneWritheQueen male *taunt queen/sight\n\n$playeralias PSacrosanctOverseer male *pain100 SOverseer/pain\n$playeralias PSacrosanctOverseer male *pain75 SOverseer/pain\n$playeralias PSacrosanctOverseer male *pain50 SOverseer/pain\n$playeralias PSacrosanctOverseer male *pain25 SOverseer/pain\n$playeralias PSacrosanctOverseer male *death SOverseer/death\n$playeralias PSacrosanctOverseer male *usefail SOverseer/active\n$playeralias PSacrosanctOverseer male *grunt SOverseer/active\n$playeralias PSacrosanctOverseer male *land SOverseer/active\n$playeralias PSacrosanctOverseer male *jump SOverseer/active\n$playeralias PSacrosanctOverseer male *taunt SOverseer/sight\n\n$playeralias PDarkCyberDemon male *pain100 monster/psopain\n$playeralias PDarkCyberDemon male *pain75 monster/psopain\n$playeralias PDarkCyberDemon male *pain50 monster/psopain\n$playeralias PDarkCyberDemon male *pain25 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PLegendaryArchon male *usefail lnoble/active\n$playeralias PLegendaryArchon male *grunt lnoble/active\n$playeralias PLegendaryArchon male *land lnoble/active\n$playeralias PLegendaryArchon male *jump lnoble/active\n$playeralias PLegendaryArchon male *taunt LegArchon/Sight\n\n$playeralias PLegendaryArchVile male *pain100 Legvile/Pain\n$playeralias PLegendaryArchVile male *pain75 Legvile/Pain\n$playeralias PLegendaryArchVile male *pain50 Legvile/Pain\n$playeralias PLegendaryArchVile male *pain25 Legvile/Pain\n$playeralias PLegendaryArchVile male *death Legvile/Death\n$playeralias PLegendaryArchVile male *usefail Legvile/Active\n$playeralias PLegendaryArchVile male *grunt Legvile/Active\n$playeralias PLegendaryArchVile male *land Legvile/Active\n$playeralias PLegendaryArchVile male *jump Legvile/Active\n$playeralias PLegendaryArchVile male *taunt Legvile/Sight\n\n$playeralias PLegendaryCrusader male *pain100 LegendaryCrusader/Pain\n$playeralias PLegendaryCrusader male *pain75 LegendaryCrusader/Pain\n$playeralias PLegendaryCrusader male *pain50 LegendaryCrusader/Pain\n$playeralias PLegendaryCrusader male *pain25 LegendaryCrusader/Pain\n$playeralias PLegendaryCrusader male *death LegendaryCrusader/Death\n$playeralias PLegendaryCrusader male *usefail monster/dknact\n$playeralias PLegendaryCrusader male *grunt monster/dknact\n$playeralias PLegendaryCrusader male *land LegendaryCrusader/Walk\n$playeralias PLegendaryCrusader male *jump monster/dknact\n$playeralias PLegendaryCrusader male *taunt LegendaryCrusader/Sight\n\n$playeralias PEnragedBabySentient male *pain100 EnragedBabySentient/Pain\n$playeralias PEnragedBabySentient male *pain75 EnragedBabySentient/Pain\n$playeralias PEnragedBabySentient male *pain50 EnragedBabySentient/Pain\n$playeralias PEnragedBabySentient male *pain25 EnragedBabySentient/Pain\n$playeralias PEnragedBabySentient male *death EnragedBabySentient/Death\n$playeralias PEnragedBabySentient male *usefail EnragedBabySentient/Active\n$playeralias PEnragedBabySentient male *grunt EnragedBabySentient/Active\n$playeralias PEnragedBabySentient male *land EnragedBabySentient/Active\n$playeralias PEnragedBabySentient male *jump EnragedBabySentient/Active\n$playeralias PEnragedBabySentient male *taunt EnragedBabySentient/Sight\n\n$playeralias PEnragedCybruiser male *pain100 EnragedCybruiser/Pain\n$playeralias PEnragedCybruiser male *pain75 EnragedCybruiser/Pain\n$playeralias PEnragedCybruiser male *pain50 EnragedCybruiser/Pain\n$playeralias PEnragedCybruiser male *pain25 EnragedCybruiser/Pain\n$playeralias PEnragedCybruiser male *death EnragedCybruiser/Death\n$playeralias PEnragedCybruiser male *usefail EnragedCybruiser/Active\n$playeralias PEnragedCybruiser male *grunt EnragedCybruiser/Active\n$playeralias PEnragedCybruiser male *land monster/bruwlk\n$playeralias PEnragedCybruiser male *jump EnragedCybruiser/Active\n$playeralias PEnragedCybruiser male *taunt EnragedCybruiser/Sight\n\n$playeralias PEnragedSummoner male *pain100 CerebralIncarnate/pain\n$playeralias PEnragedSummoner male *pain75 CerebralIncarnate/pain\n$playeralias PEnragedSummoner male *pain50 CerebralIncarnate/pain\n$playeralias PEnragedSummoner male *pain25 CerebralIncarnate/pain\n$playeralias PEnragedSummoner male *death NemesisExile/Death\n$playeralias PEnragedSummoner male *usefail Summoner/Active\n$playeralias PEnragedSummoner male *grunt Summoner/Active\n$playeralias PEnragedSummoner male *land Summoner/Active\n$playeralias PEnragedSummoner male *jump Summoner/Active\n$playeralias PEnragedSummoner male *taunt Summoner/Sight\n\n$playeralias PLegendaryBabySentient male *pain100 legbabysentient/Pain\n$playeralias PLegendaryBabySentient male *pain75 legbabysentient/Pain\n$playeralias PLegendaryBabySentient male *pain50 legbabysentient/Pain\n$playeralias PLegendaryBabySentient male *pain25 legbabysentient/Pain\n$playeralias PLegendaryBabySentient male *death legbabysentient/Death\n$playeralias PLegendaryBabySentient male *usefail legbabysentient/Idle\n$playeralias PLegendaryBabySentient male *grunt legbabysentient/Idle\n$playeralias PLegendaryBabySentient male *land legbabysentient/Idle\n$playeralias PLegendaryBabySentient male *jump legbabysentient/Idle\n$playeralias PLegendaryBabySentient male *taunt legbabysentient/See\n\n$playeralias PEnragedRedeemer male *pain100 EnragedRedeemer/Pain\n$playeralias PEnragedRedeemer male *pain75 EnragedRedeemer/Pain\n$playeralias PEnragedRedeemer male *pain50 EnragedRedeemer/Pain\n$playeralias PEnragedRedeemer male *pain25 EnragedRedeemer/Pain\n$playeralias PEnragedRedeemer male *death EnragedRedeemer/Death\n$playeralias PEnragedRedeemer male *usefail redeemer/idle\n$playeralias PEnragedRedeemer male *grunt redeemer/idle\n$playeralias PEnragedRedeemer male *land redeemer/idle\n$playeralias PEnragedRedeemer male *jump redeemer/idle\n$playeralias PEnragedRedeemer male *taunt EnragedRedeemer/See\n\n$playeralias PLegendaryVessel male *pain100 legves/pain\n$playeralias PLegendaryVessel male *pain75 legves/pain\n$playeralias PLegendaryVessel male *pain50 legves/pain\n$playeralias PLegendaryVessel male *pain25 legves/pain\n$playeralias PLegendaryVessel male *death legves/death\n$playeralias PLegendaryVessel male *usefail legves/Idle\n$playeralias PLegendaryVessel male *grunt legves/Idle\n$playeralias PLegendaryVessel male *land legves/Idle\n$playeralias PLegendaryVessel male *jump legves/Idle\n$playeralias PLegendaryVessel male *taunt legves/sight\n\n$playeralias PLegendaryNecromancer male *pain100 LegMage/Pain\n$playeralias PLegendaryNecromancer male *pain75 LegMage/Pain\n$playeralias PLegendaryNecromancer male *pain50 LegMage/Pain\n$playeralias PLegendaryNecromancer male *pain25 LegMage/Pain\n$playeralias PLegendaryNecromancer male *death LegMage/Death\n$playeralias PLegendaryNecromancer male *usefail LegMage/Active\n$playeralias PLegendaryNecromancer male *grunt LegMage/Active\n$playeralias PLegendaryNecromancer male *land LegMage/Active\n$playeralias PLegendaryNecromancer male *jump LegMage/Active\n$playeralias PLegendaryNecromancer male *taunt LegMage/Sight\n\n$playeralias PLegendaryBabyDemolisher male *pain100 monsters/fusionitepain\n$playeralias PLegendaryBabyDemolisher male *pain75 monsters/fusionitepain\n$playeralias PLegendaryBabyDemolisher male *pain50 monsters/fusionitepain\n$playeralias PLegendaryBabyDemolisher male *pain25 monsters/fusionitepain\n$playeralias PLegendaryBabyDemolisher male *death minidemo/death\n$playeralias PLegendaryBabyDemolisher male *usefail baby/active\n$playeralias PLegendaryBabyDemolisher male *grunt baby/active\n$playeralias PLegendaryBabyDemolisher male *land baby/walk\n$playeralias PLegendaryBabyDemolisher male *jump baby/active\n$playeralias PLegendaryBabyDemolisher male *taunt LegBabyDemo/Sight\n\n$playeralias PLegendaryCyberdemon male *pain100 Legcyber/pain\n$playeralias PLegendaryCyberdemon male *pain75 Legcyber/pain\n$playeralias PLegendaryCyberdemon male *pain50 Legcyber/pain\n$playeralias PLegendaryCyberdemon male *pain25 Legcyber/pain\n$playeralias PLegendaryCyberdemon male *death Legcyber/death\n$playeralias PLegendaryCyberdemon male *usefail lcnoble/active\n$playeralias PLegendaryCyberdemon male *grunt lcnoble/active\n$playeralias PLegendaryCyberdemon male *land spider/walk\n$playeralias PLegendaryCyberdemon male *jump lcnoble/active\n$playeralias PLegendaryCyberdemon male *taunt cyber/sight1\n\n$playeralias PLegendaryCardinal male *pain100 RAGE\n$playeralias PLegendaryCardinal male *pain75 RAGE\n$playeralias PLegendaryCardinal male *pain50 RAGE\n$playeralias PLegendaryCardinal male *pain25 RAGE\n$playeralias PLegendaryCardinal male *death Clockwork/Death\n$playeralias PLegendaryCardinal male *usefail LegCardi/active\n$playeralias PLegendaryCardinal male *grunt LegCardi/active\n$playeralias PLegendaryCardinal male *land Legcyber/laugh3\n$playeralias PLegendaryCardinal male *jump LegCardi/active\n$playeralias PLegendaryCardinal male *taunt LegCardi/Hi\n\n$playeralias PLegendarySentient male *pain100 legsentient/pain\n$playeralias PLegendarySentient male *pain75 legsentient/pain\n$playeralias PLegendarySentient male *pain50 legsentient/pain\n$playeralias PLegendarySentient male *pain25 legsentient/pain\n$playeralias PLegendarySentient male *death legsentient/death\n$playeralias PLegendarySentient male *usefail legsentient/pain\n$playeralias PLegendarySentient male *grunt legsentient/pain\n$playeralias PLegendarySentient male *land legsentient/pain\n$playeralias PLegendarySentient male *jump legsentient/pain\n$playeralias PLegendarySentient male *taunt legsentient/sight"
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "ClearPlayerClasses\n\nAddPlayerClass TLCADoomPlayer\n\nSETSLOT 1 \"NewNewMelee\" \"Chainsaw \" \"DesiccationRod\" \"DemonTechAxe\" \"FlameSword\" \"SubliminationSword\" \"Legendary C4\" \"Legendary Chainsaw\" \"NewLegendarySaber\"\n\nSETSLOT 2 \"Lexicon_VoteGun\" \"Handgun \" \"Plasma Handgun\" \"DemonTechPistol\" \"Legendary Revolver\"\n\nSETSLOT 3 \"Combat Shotgun \" \"Assault Shotgun \" \"Double Barrel Shotgun \" \"Quad Barrel Shotgun \" \"Hexa-Shotgun2\" \"Plasma Shotgun\" \"Explosive Shotgun\" \"Flak Cannon \" \"ExplosiveSSG\" \"RapidShotgun\" \"NewDemonTechShotgun\" \"NewLegendaryASG\" \"NewLegendaryCoachgun\" \"LegendaryQuadShotgunSpeed\" \"EnragedLegendaryASG\" \"EnragedLegendaryCoachgun\" \"Nemesis Assault Shotgun \" \"Nemesis Sawed-Off Shotgun \" \"Hackroid ASG\"\n\nSETSLOT 4 \"Assault Rifle \" \"MP-40\" \"Minigun2\" \"ExplosiveNailgun\" \"Explosive Minigun\" \"Explosive Rifle\" \"Improved Minigun\" \"NewLegendaryLightMachineGun\" \"Enraged Legendary Light Machine Gun\"\n\nSETSLOT 5 \"Rocket Launcher\" \"Grenade Launcher\" \"BehemothCannon\" \"BarbatosCannon\" \"RuffianCannon\" \"HomingRocketLauncher\" \"ProxLauncher\" \"RapidRocketlauncher\" \"HellStormLauncher\" \"M79GrenadeLauncher\" \"NewEFG9000\" \"NewLegendaryBehemothCannon\" \"NewLegendaryPlasmaticCannon\" \"EnragedLegendaryBehemothCannon\" \"NewEnragedLegendaryPlasmaticCannon\" \"Nemesis Plasmatic Cannon \"\n\nSETSLOT 6 \"Plasma Rifle\" \"FreezerRifle\" \"Tech Bruhcan\" \"NewKarasawa\" \"PlasmaRepeater\" \"AntimatterRepeater\" \"Railgun2\" \" Demon Tech Railgun \" \"ExplosiveRailgun\" \"TechRipper\" \"Tech Blaster\" \"Demon Tech Ballista\" \" Demon Tech Rifle\" \"NewLegendaryPlasmaticRifle\" \"Enraged Legendary Plasmatic Rifle\" \"Nemesis Rifle \" \"HackroidRifle\"\n\nSETSLOT 7 \"BFG9500\" \"BFG 2704\" \"BFG10K2\" \"HellStorm BFG\" \"Demon Tech BFG10K \" \"Demon Tech Devastator\" \"NewDBFGButIsPurple\" \"BFG3500\" \"NewLegendaryBFG10K\" \"Legendary BFG\" \"NewLegendaryDemonTechDevastator\" \"EnragedLegendaryBFG\" \"Nemesis BFG \"\n\nSETSLOT 8 \"HellStaff\" \"FantasyStaff\" \"NewOccultSpellbook\" \"PyroCannon\" \"Blackhole Generator \" \"Big Light Gun\" \"Stingray\" \"Legendary Fusion Cannon\"\n\nSETSLOT 9 \"Vilestaff\" \"Unmaker\" \"Zen\" \"The Nemesis\" \"Armageddon Cannon\"\n\nSETSLOT 0 \"Autofuck\" \"True Legendary Railgun\" \"True Legendary Plasmatic Cannon\" \"True Legendary Ion Striker\" \"True Legendary Pulverizer\"\n\nALIAS UseAmmoPack \"Use NonBrokenAmmoPack\"\nALIAS UseDemonChalice \"Use NexusDemonicChalice\"\nALIAS UsePowerSkull \"Use NexusSkullOfPower\"\n\n//Nexus Actions\nADDKEYSECTION \"Nexus Actions\" Nexus_Actions\n\nADDMENUKEY \"Regroup Nearby Marines\" RegroupMarines\nALIAS RegroupMarines \"Puke 8882\"\nDEFAULTBIND KP+ RegroupMarines\n\nADDMENUKEY \"Toggle Strengh Rune\" DisableStrengthRune\nALIAS DisableStrengthRune \"Puke 849\"\nDEFAULTBIND KP1 DisableStrengthRune\n\nADDMENUKEY \"Toggle Resistance Rune\" DisableResistanceRune\nALIAS DisableResistanceRune \"Puke 850\"\nDEFAULTBIND KP2 DisableResistanceRune\n\nADDMENUKEY \"Toggle High Jump Rune\" DisableHighJumpRune\nALIAS DisableHighJumpRune \"Puke 851\"\nDEFAULTBIND KP3 DisableHighJumpRune\n\nADDMENUKEY \"Toggle Spread Rune\" DisableSpreadRune\nALIAS DisableSpreadRune \"Puke 852\"\nDEFAULTBIND KP4 DisableSpreadRune\n\nADDMENUKEY \"Drop All Skulltag Runes\" DropSkulltagRunes\nALIAS DropSkulltagRunes \"Puke 853\"\nDEFAULTBIND KP5 DropSkulltagRunes\n\nADDMENUKEY \"Drop Heart\" DropCurrentHeart\nALIAS DropCurrentHeart \"Puke 854\"\nDEFAULTBIND KP6 DropCurrentHeart"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "//#include \"openGL/Projectiles.gl\"\n#include \"opengl/OldMonsters.gl\"\n#include \"opengl/ComplexDoomInvasionBosses.gl\"\n#include \"opengl/NewWeapons.gl\"\n\n//+[=====]+[=====]+[=====]+[=====]+[=====]+{ New Monsters }+[=====]+[=====]+[=====]+[=====]+[=====]+\\\\\n\nOBJECT LegendaryArchVile\n{\nFrame LVLLA { Light MediumLegLight }\nFrame LVLLB { Light MediumLegLight }\nFrame LVLLC { Light MediumLegLight }\nFrame LVLLD { Light MediumLegLight }\nFrame LVLLE { Light MediumLegLight }\nFrame LVLLF { Light MediumLegLight }\nFrame LVLLG { Light MediumLegLight }\nFrame LVLLH { Light MediumLegLight }\nFrame LVLLI { Light MediumLegLight }\nFrame LVLLJ { Light MediumLegLight }\nFrame LVLLK { Light MediumLegLight }\nFrame LVLLL { Light MediumLegLight }\nFrame LVLLM { Light MediumLegLight }\nFrame LVLLN { Light MediumLegLight }\nFrame LVLLO { Light MediumLegLight }\nFrame LVLLP { Light MediumLegLight }\nFrame LVLLQ { Light MediumLegLight }\nFrame LVL2A { Light MediumLegLight }\nFrame LVL2B { Light MediumLegLight }\nFrame LVL2C { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryArchVile\n{\nFrame TVLLA { Light MediumTrueLegLight }\nFrame TVLLB { Light MediumTrueLegLight }\nFrame TVLLC { Light MediumTrueLegLight }\nFrame TVLLD { Light MediumTrueLegLight }\nFrame TVLLE { Light MediumTrueLegLight }\nFrame TVLLF { Light MediumTrueLegLight }\nFrame TVLLG { Light MediumTrueLegLight }\nFrame TVLLH { Light MediumTrueLegLight }\nFrame TVLLI { Light MediumTrueLegLight }\nFrame TVLLJ { Light MediumTrueLegLight }\nFrame TVLLK { Light MediumTrueLegLight }\nFrame TVLLL { Light MediumTrueLegLight }\nFrame TVLLM { Light MediumTrueLegLight }\nFrame TVLLN { Light MediumTrueLegLight }\nFrame TVLLO { Light MediumTrueLegLight }\nFrame TVLLP { Light MediumTrueLegLight }\nFrame TVLLQ { Light MediumTrueLegLight }\nFrame TVL2A { Light MediumTrueLegLight }\nFrame TVL2B { Light MediumTrueLegLight }\nFrame TVL2C { Light MediumTrueLegLight }\n}\n\nObject FantasyStaffBeamPlayerWeak\n{\nFrame FNBE { Light FantasyStaffBeam }\n}\n\nOBJECT EnragedLegendarySummoner\n{\nFrame EVLLA { Light MediumELegLight }\nFrame EVLLB { Light MediumELegLight }\nFrame EVLLC { Light MediumELegLight }\nFrame EVLLD { Light MediumELegLight }\nFrame EVLLE { Light MediumELegLight }\nFrame EVLLF { Light MediumELegLight }\nFrame EVLLG { Light MediumELegLight }\nFrame EVLLH { Light MediumELegLight }\nFrame EVLLQ { Light MediumELegLight }\n}\n\nOBJECT EnragedLegendarySummoner2\n{\nFrame EVLLA { Light MediumELegLight }\nFrame EVLLB { Light MediumELegLight }\nFrame EVLLC { Light MediumELegLight }\nFrame EVLLD { Light MediumELegLight }\nFrame EVLLE { Light MediumELegLight }\nFrame EVLLF { Light MediumELegLight }\nFrame EVLLG { Light MediumELegLight }\nFrame EVLLH { Light MediumELegLight }\nFrame EVLLQ { Light MediumELegLight }\n}\n\nOBJECT HellFireInfernoDemon\n{\nFrame HINFA { Light BossFire1 }\nFrame HINFB { Light BossFire1 }\nFrame HINFC { Light BossFire1 }\nFrame HINFD { Light BossFire1 }\nFrame HINFE { Light BossFire1 }\nFrame HINFF { Light BossFire1 }\nFrame HINFG { Light BossFire1 }\nFrame HINFH { Light BossFire1 }\nFrame HINFI { Light BossFire1 }\n}\n\nOBJECT CerebralCardihilator\n{\nFrame AHCY { Light BossFire1 }\n}\n\nOBJECT NewLegendarySuicideBomber\n{\nFrame LSBMA { Light SmallLegLight }\nFrame LSBIA { Light SmallLegLight }\nFrame LSBMB { Light SmallLegLight }\nFrame LSBMC { Light SmallLegLight }\nFrame LSBMD { Light SmallLegLight }\nFrame LSBMM { Light SmallLegLight }\nFrame LSBMN { Light SmallLegLight }\n}\n\nOBJECT TrueLegendarySuicideBomber\n{\nFrame TSBMA { Light SmallTLegLight2 }\nFrame TSBMB { Light SmallTLegLight2 }\nFrame TSBMC { Light SmallTLegLight2 }\nFrame TSBMD { Light SmallTLegLight2 }\nFrame LSBMM { Light SmallTLegLight2 }\nFrame LSBMN { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryImp\n{\nFrame LEGNA { Light SmallLegLight }\nFrame LEGNB { Light SmallLegLight }\nFrame LEGNC { Light SmallLegLight }\nFrame LEGND { Light SmallLegLight }\nFrame LEGNE { Light SmallLegLight }\nFrame LEGNF { Light SmallLegLight }\nFrame LEGNG { Light SmallLegLight }\nFrame LEGNH { Light SmallLegLight }\nFrame LEGMF { Light SmallLegLight }\nFrame LEGNQ { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryImp\n{\nFrame TEGNA { Light SmallTLegLight2 }\nFrame TEGNB { Light SmallTLegLight2 }\nFrame TEGNC { Light SmallTLegLight2 }\nFrame TEGND { Light SmallTLegLight2 }\nFrame TEGNE { Light SmallTLegLight2 }\nFrame TEGNF { Light SmallTLegLight2 }\nFrame TEGNG { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryZombie\n{\nFrame LPOSA { Light SmallLegLight }\nFrame LPOSB { Light SmallLegLight }\nFrame LPOSC { Light SmallLegLight }\nFrame LPOSD { Light SmallLegLight }\nFrame LPOSE { Light SmallLegLight }\nFrame LPOSF { Light SmallLegLight }\nFrame LPOSG { Light SmallLegLight }\nFrame LPOSQ { Light SmallLegLight }\n}\n\nOBJECT NewTrueLegendaryZombie\n{\nFrame TLZOA { Light SmallTLegLight2 }\nFrame TLZIA { Light SmallTLegLight2 }\nFrame TLZOB { Light SmallTLegLight2 }\nFrame TLZOC { Light SmallTLegLight2 }\nFrame TLZOD { Light SmallTLegLight2 }\nFrame TLZOE { Light SmallTLegLight2 }\nFrame TLZOF { Light SmallTLegLight2 }\nFrame TLZOG { Light SmallTLegLight2 }\nFrame TLZOQ { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryFiend\n{\nFrame LFNDA { Light SmallLegPinkyLight }\nFrame LFNDB { Light SmallLegPinkyLight }\nFrame LFNDC { Light SmallLegPinkyLight }\nFrame LFNDD { Light SmallLegPinkyLight }\nFrame LFNDE { Light SmallLegPinkyLight }\nFrame LFNDF { Light SmallLegPinkyLight }\nFrame LFNDG { Light SmallLegPinkyLight }\nFrame LFNDH { Light SmallLegPinkyLight }\nFrame LFNDP { Light SmallLegPinkyLight }\nFrame LFNDQ { Light SmallLegPinkyLight }\n}\n\nOBJECT TrueLegendaryFiend\n{\nFrame TFNDA { Light SmallTLegLight2 }\nFrame TFNDB { Light SmallTLegLight2 }\nFrame TFNDC { Light SmallTLegLight2 }\nFrame TFNDD { Light SmallTLegLight2 }\nFrame TFNDE { Light SmallTLegLight2 }\nFrame TFNDF { Light SmallTLegLight2 }\nFrame TFNDG { Light SmallTLegLight2 }\nFrame TFNDH { Light SmallTLegLight2 }\nFrame TFNDO { Light SmallTLegLight2 }\n}\n\nOBJECT MiniBlueGuruBall\n{\nFrame BBALA { Light BBallLight }\n}\n\nOBJECT NewLegendaryCyberNoble\n{\nFrame LCBSA { Light MediumLegLight }\nFrame LCBSZ { Light MediumLegLight }\nFrame LCBSB { Light MediumLegLight }\nFrame LCBSC { Light MediumLegLight }\nFrame LCBSD { Light MediumLegLight }\nFrame LCBSE { Light MediumLegLight }\nFrame LCBSF { Light MediumLegLight }\nFrame LCBSG { Light MediumLegLight }\nFrame LCBSS { Light MediumLegLight }\nFrame LCBST { Light MediumLegLight }\nFrame LCBSP { Light MediumLegLight }\nFrame LCBSQ { Light MediumLegLight }\nFrame LCBSR { Light MediumLegLight }\nFrame LCBSH { Light MediumLegLight }\nFrame LCBSI { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryCyberNoble\n{\nFrame TCBSA { Light MediumTrueLegLight }\nFrame TCBSZ { Light MediumTrueLegLight }\nFrame TCBSB { Light MediumTrueLegLight }\nFrame TCBSC { Light MediumTrueLegLight }\nFrame TCBSD { Light MediumTrueLegLight }\nFrame TCBSE { Light MediumTrueLegLight }\nFrame TCBSF { Light MediumTrueLegLight }\nFrame TCBSG { Light MediumTrueLegLight }\nFrame TCBSS { Light MediumTrueLegLight }\nFrame TCBST { Light MediumTrueLegLight }\nFrame TCBSP { Light MediumTrueLegLight }\nFrame TCBSQ { Light MediumTrueLegLight }\nFrame TCBSR { Light MediumTrueLegLight }\nFrame TCBSH { Light MediumTrueLegLight }\nFrame TCBSI { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryHellKnight\n{\nFrame LNBLA { Light MediumLegLight }\nFrame LNBLB { Light MediumLegLight }\nFrame LNBLC { Light MediumLegLight }\nFrame LNBLD { Light MediumLegLight }\nFrame LNBLE { Light MediumLegLight }\nFrame LNBLF { Light MediumLegLight }\nFrame LNBLG { Light MediumLegLight }\nFrame LNBLS { Light MediumLegLight }\nFrame LNBLT { Light MediumLegLight }\nFrame LNBLP { Light MediumLegLight }\nFrame LNBLQ { Light MediumLegLight }\nFrame LNBLR { Light MediumLegLight }\nFrame LNBLU { Light MediumLegLight }\nFrame LNBLZ { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryHellKnight\n{\nFrame TNBLA { Light MediumTrueLegLight }\nFrame TNBLB { Light MediumTrueLegLight }\nFrame TNBLC { Light MediumTrueLegLight }\nFrame TNBLD { Light MediumTrueLegLight }\nFrame TNBLE { Light MediumTrueLegLight }\nFrame TNBLF { Light MediumTrueLegLight }\nFrame TNBLG { Light MediumTrueLegLight }\nFrame TNBLS { Light MediumTrueLegLight }\nFrame TNBLT { Light MediumTrueLegLight }\nFrame TNBLP { Light MediumTrueLegLight }\nFrame TNBLQ { Light MediumTrueLegLight }\nFrame TNBLR { Light MediumTrueLegLight }\nFrame TNBLU { Light MediumTrueLegLight }\nFrame TNBLZ { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryPhaseImp\n{\nFrame LPHAA { Light SmallLegLight }\nFrame LPHAB { Light SmallLegLight }\nFrame LPHAC { Light SmallLegLight }\nFrame LPHAD { Light SmallLegLight }\nFrame LPHAE { Light SmallLegLight }\nFrame LPHAF { Light SmallLegLight }\nFrame LPHAG { Light SmallLegLight }\nFrame LPHAH { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryPhaseImp\n{\nFrame TPHAA { Light SmallTLegLight2 }\nFrame TPHAB { Light SmallTLegLight2 }\nFrame TPHAC { Light SmallTLegLight2 }\nFrame TPHAD { Light SmallTLegLight2 }\nFrame TPHAE { Light SmallTLegLight2 }\nFrame TPHAF { Light SmallTLegLight2 }\nFrame TPHAG { Light SmallTLegLight2 }\nFrame TPHAH { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryRedeemer\n{\nFrame LREDA { Light MediumLegLight }\nFrame LREDB { Light MediumLegLight }\nFrame LREDC { Light MediumLegLight }\nFrame LREDD { Light MediumLegLight }\nFrame LREDE { Light MediumLegLight }\nFrame LREDF { Light MediumLegLight }\nFrame LREDG { Light MediumLegLight }\nFrame LREDH { Light MediumLegLight }\nFrame LREDJ { Light MediumLegLight }\nFrame LREDK { Light MediumLegLight }\nFrame LREDL { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryRedeemer\n{\nFrame TR3DA { Light MediumTrueLegLight }\nFrame TR3DB { Light MediumTrueLegLight }\nFrame TR3DC { Light MediumTrueLegLight }\nFrame TR3DD { Light MediumTrueLegLight }\nFrame TR3DE { Light MediumTrueLegLight }\nFrame TR3DF { Light MediumTrueLegLight }\nFrame TR3DG { Light MediumTrueLegLight }\nFrame TR3DH { Light MediumTrueLegLight }\nFrame TR3DJ { Light MediumTrueLegLight }\nFrame TR3DK { Light MediumTrueLegLight }\nFrame TR3DL { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryBehemoth\n{\nFrame LEG2A { Light MediumLegLight }\nFrame LEG2B { Light MediumLegLight }\nFrame LEG2C { Light MediumLegLight }\nFrame LEGIC { Light MediumLegLight }\nFrame LEG2D { Light MediumLegLight }\nFrame LEG2E { Light MediumLegLight }\nFrame LEG2F { Light MediumLegLight }\nFrame LEG2G { Light MediumLegLight }\nFrame LEG2H { Light MediumLegLight }\nFrame LEG2I { Light MediumLegLight }\nFrame LEG2J { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryBehemoth\n{\nFrame TEG2A { Light MediumTrueLegLight }\nFrame TEG2B { Light MediumTrueLegLight }\nFrame TEG2C { Light MediumTrueLegLight }\nFrame TEGIC { Light MediumTrueLegLight }\nFrame TEG2D { Light MediumTrueLegLight }\nFrame TEG2E { Light MediumTrueLegLight }\nFrame TEG2F { Light MediumTrueLegLight }\nFrame TEG2G { Light MediumTrueLegLight }\nFrame TEG2H { Light MediumTrueLegLight }\nFrame TEG2I { Light MediumTrueLegLight }\nFrame TEG2J { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryBabySentient\n{\nFrame LBBSA { Light MediumLegLight }\nFrame LBBSB { Light MediumLegLight }\nFrame LBBSC { Light MediumLegLight }\nFrame LBBSD { Light MediumLegLight }\nFrame LBBSK { Light MediumLegLight }\nFrame LBBSL { Light MediumLegLight }\n}\n\nOBJECT AltTrueLegendaryBabySentient\n{\nFrame TBB2A { Light MediumTrueLegLight }\nFrame TBB2B { Light MediumTrueLegLight }\nFrame TBB2C { Light MediumTrueLegLight }\nFrame TBB2D { Light MediumTrueLegLight }\nFrame TBB2K { Light MediumTrueLegLight }\nFrame TBB2L { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryRevenant\n{\nFrame LREVA { Light MediumLegLight }\nFrame LREVB { Light MediumLegLight }\nFrame LREVC { Light MediumLegLight }\nFrame LREVD { Light MediumLegLight }\nFrame LREVE { Light MediumLegLight }\nFrame LREVF { Light MediumLegLight }\nFrame LREVG { Light MediumLegLight }\nFrame LREVH { Light MediumLegLight }\nFrame LREVI { Light MediumLegLight }\nFrame LREVJ { Light MediumLegLight }\nFrame LREVK { Light MediumLegLight }\nFrame LREVR { Light MediumLegLight }\nFrame LREVS { Light MediumLegLight }\nFrame LREVT { Light MediumLegLight }\nFrame LREVL { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryRevenant\n{\nFrame TREVA { Light MediumTrueLegLight }\nFrame TREVB { Light MediumTrueLegLight }\nFrame TREVC { Light MediumTrueLegLight }\nFrame TREVD { Light MediumTrueLegLight }\nFrame TREVE { Light MediumTrueLegLight }\nFrame TREVF { Light MediumTrueLegLight }\nFrame TREVG { Light MediumTrueLegLight }\nFrame TREVH { Light MediumTrueLegLight }\nFrame TREVI { Light MediumTrueLegLight }\nFrame TREVJ { Light MediumTrueLegLight }\nFrame TREVK { Light MediumTrueLegLight }\nFrame TREVR { Light MediumTrueLegLight }\nFrame TREVS { Light MediumTrueLegLight }\nFrame TREVT { Light MediumTrueLegLight }\nFrame TREVL { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryAfrit\n{\nFrame LGAF { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryAfrit\n{\nFrame TGAF { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryArchon\n{\nFrame LGRC { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryArchon\n{\nFrame TGRC { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryTormentor\n{\nFrame LPAIA { Light MediumLegLight }\nFrame LPAIB { Light MediumLegLight }\nFrame LPAIC { Light MediumLegLight }\nFrame LPAID { Light MediumLegLight }\nFrame LPAIE { Light MediumLegLight }\nFrame LPAIF { Light MediumLegLight }\nFrame LPAIG { Light MediumLegLight }\nFrame LPAIH { Light MediumLegLight }\nFrame LPAIJ { Light MediumLegLight }\nFrame LPAIK { Light MediumLegLight }\nFrame LPAIL { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryTormentor\n{\nFrame TPAIA { Light MediumTrueLegLight }\nFrame TPAIB { Light MediumTrueLegLight }\nFrame TPAIC { Light MediumTrueLegLight }\nFrame TPAID { Light MediumTrueLegLight }\nFrame TPAIE { Light MediumTrueLegLight }\nFrame TPAIF { Light MediumTrueLegLight }\nFrame TPAIG { Light MediumTrueLegLight }\nFrame TPAIH { Light MediumTrueLegLight }\nFrame TPAIJ { Light MediumTrueLegLight }\nFrame TPAIK { Light MediumTrueLegLight }\nFrame TPAIL { Light MediumTrueLegLight }\n}\n\nOBJECT TrueLegendarySoul\n{\nFrame TSOLA { Light SmallTLegLight2 }\nFrame TSOLB { Light SmallTLegLight2 }\nFrame TSOLC { Light SmallTLegLight2 }\nFrame TSOLD { Light SmallTLegLight2 }\nFrame TSOLE { Light SmallTLegLight2 }\nFrame TSOLF { Light SmallTLegLight2 }\nFrame TSOLG { Light SmallTLegLight2 }\nFrame TSOLH { Light SmallTLegLight2 }\nFrame TSOLI { Light SmallTLegLight2 }\nFrame TSOLJ { Light SmallTLegLight2 }\nFrame TSOLK { Light SmallTLegLight2 }\nFrame TSOLL { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryStealthTrooper\n{\nFrame LCMDA { Light SmallLegLight }\nFrame LCMDB { Light SmallLegLight }\nFrame LCMDC { Light SmallLegLight }\nFrame LCMDD { Light SmallLegLight }\nFrame LCMDE { Light SmallLegLight }\nFrame LCMDF { Light SmallLegLight }\nFrame LCMDG { Light SmallLegLight }\nFrame LCMDZ { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryStealthTrooper\n{\nFrame TCMDA { Light SmallTLegLight2 }\nFrame TCMDB { Light SmallTLegLight2 }\nFrame TCMDC { Light SmallTLegLight2 }\nFrame TCMDD { Light SmallTLegLight2 }\nFrame TCMDE { Light SmallTLegLight2 }\nFrame TCMDF { Light SmallTLegLight2 }\nFrame TCMDG { Light SmallTLegLight2 }\nFrame TCMDH { Light SmallTLegLight2 }\nFrame TCMDZ { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryAssaultCaptain\n{\nFrame LASGA { Light SmallLegLight }\nFrame LASGB { Light SmallLegLight }\nFrame LASGC { Light SmallLegLight }\nFrame LASGD { Light SmallLegLight }\nFrame LASGE { Light SmallLegLight }\nFrame LASGF { Light SmallLegLight }\nFrame LASGG { Light SmallLegLight }\nFrame LASGZ { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryAssaultCaptain\n{\nFrame TASGA { Light SmallTLegLight2 }\nFrame TASGB { Light SmallTLegLight2 }\nFrame TASGC { Light SmallTLegLight2 }\nFrame TASGD { Light SmallTLegLight2 }\nFrame TASGE { Light SmallTLegLight2 }\nFrame TASGF { Light SmallTLegLight2 }\nFrame TASGG { Light SmallTLegLight2 }\nFrame TASGZ { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryLieutenant\n{\nFrame LSSZA { Light SmallLegLight }\nFrame LSSZB { Light SmallLegLight }\nFrame LSSZC { Light SmallLegLight }\nFrame LSSZD { Light SmallLegLight }\nFrame LSSZE { Light SmallLegLight }\nFrame LSSZF { Light SmallLegLight }\nFrame LSSZG { Light SmallLegLight }\nFrame LSSZZ { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryLieutenant\n{\nFrame TSSZA { Light SmallTLegLight2 }\nFrame TSSZB { Light SmallTLegLight2 }\nFrame TSSZC { Light SmallTLegLight2 }\nFrame TSSZD { Light SmallTLegLight2 }\nFrame TSSZE { Light SmallTLegLight2 }\nFrame TSSZF { Light SmallTLegLight2 }\nFrame TSSZG { Light SmallTLegLight2 }\nFrame TSSZZ { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryCommando\n{\nFrame LCOSA { Light SmallLegLight }\nFrame LCOSB { Light SmallLegLight }\nFrame LCOSC { Light SmallLegLight }\nFrame LCOSD { Light SmallLegLight }\nFrame LCOSE { Light SmallLegLight }\nFrame LCOSF { Light SmallLegLight }\nFrame LCOSG { Light SmallLegLight }\nFrame LCOSZ { Light SmallLegLight }\n}\n\nOBJECT NewTrueLegendaryCommando\n{\nFrame TCOSA { Light SmallTLegLight2 }\nFrame TCOSB { Light SmallTLegLight2 }\nFrame TCOSC { Light SmallTLegLight2 }\nFrame TCOSD { Light SmallTLegLight2 }\nFrame TCOSE { Light SmallTLegLight2 }\nFrame TCOSF { Light SmallTLegLight2 }\nFrame TCOSG { Light SmallTLegLight2 }\nFrame TCOSZ { Light SmallTLegLight2 }\n}\n\nOBJECT ActuallyGoodLegendaryDoomguyPlusTrueForm\n{\nFrame NLD0A { Light SmallLegLight }\nFrame NLD0B { Light SmallLegLight }\nFrame NLD0C { Light SmallLegLight }\nFrame NLD0D { Light SmallLegLight }\nFrame NLD0E { Light SmallLegLight }\nFrame NLD0F { Light SmallLegLight }\nFrame NLD0G { Light SmallLegLight }\nFrame NLD9 { Light SmallLegLight }\nFrame NLD8 { Light SmallLegLight }\nFrame NLD7 { Light SmallLegLight }\nFrame NLD6 { Light SmallLegLight }\nFrame NLD5 { Light SmallLegLight }\nFrame NLD4 { Light SmallLegLight }\nFrame NLD3 { Light SmallLegLight }\nFrame NLD2 { Light SmallLegLight }\nFrame #### { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryDoomguy\n{\nFrame TLD0A { Light SmallTLegLight2 }\nFrame TLD0B { Light SmallTLegLight2 }\nFrame TLD0C { Light SmallTLegLight2 }\nFrame TLD0D { Light SmallTLegLight2 }\nFrame TLD0E { Light SmallTLegLight2 }\nFrame TLD0F { Light SmallTLegLight2 }\nFrame TLD0G { Light SmallTLegLight2 }\nFrame TLD9 { Light SmallTLegLight2 }\nFrame TLD8 { Light SmallTLegLight2 }\nFrame TLD7 { Light SmallTLegLight2 }\nFrame TLD6 { Light SmallTLegLight2 }\nFrame TLD5 { Light SmallTLegLight2 }\nFrame TLD4 { Light SmallTLegLight2 }\nFrame TLD3 { Light SmallTLegLight2 }\nFrame TLD2 { Light SmallTLegLight2 }\nFrame #### { Light SmallTLegLight2 }\n}\n\nObject NewLegendaryTerminator\n{\nFrame LTERA { Light BigLegLight }\nFrame LTERB { Light BigLegLight }\nFrame LTERC { Light BigLegLight }\nFrame LTERD { Light BigLegLight }\nFrame LTERE { Light BigLegLight }\nFrame LTERF { Light BigLegLight }\nFrame LTERG { Light BigLegLight }\nFrame LTERH { Light BigLegLight }\nFrame LTERI { Light BigLegLight }\nFrame LTERJ { Light BigLegLight }\nFrame LTERK { Light BigLegLight }\nFrame LTERL { Light BigLegLight }\nFrame LTERM { Light BigLegLight }\nFrame LT3RA { Light BigLegLight }\nFrame LT3RB { Light BigLegLight }\nFrame LT3RC { Light BigLegLight }\nFrame LT3RD { Light BigLegLight }\nFrame LT3RE { Light BigLegLight }\n}\n\nObject TrueLegendaryTerminator\n{\nFrame TTERA { Light BigTLegLight }\nFrame TTERB { Light BigTLegLight }\nFrame TTERC { Light BigTLegLight }\nFrame TTERD { Light BigTLegLight }\nFrame TTERE { Light BigTLegLight }\nFrame TTERF { Light BigTLegLight }\nFrame TTERG { Light BigTLegLight }\nFrame TTERH { Light BigTLegLight }\nFrame TTERL { Light BigTLegLight }\nFrame TTERM { Light BigTLegLight }\n}\n\nOBJECT NewLegendaryCybruiser\n{\nFrame LCBRA { Light MediumLegLight }\nFrame LCBRB { Light MediumLegLight }\nFrame LCBRC { Light MediumLegLight }\nFrame LCBRD { Light MediumLegLight }\nFrame LCBRE { Light MediumLegLight }\nFrame LCBRF { Light MediumLegLight }\nFrame LCBRG { Light MediumLegLight }\nFrame LCBRH { Light MediumLegLight }\nFrame LCBRI { Light MediumLegLight }\nFrame LCBRJ { Light MediumLegLight }\nFrame LCBRK { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryCybruiser\n{\nFrame TRUSA { Light MediumTrueLegLight }\nFrame TRUSB { Light MediumTrueLegLight }\nFrame TRUSC { Light MediumTrueLegLight }\nFrame TRUSD { Light MediumTrueLegLight }\nFrame TRUSE { Light MediumTrueLegLight }\nFrame TRUSF { Light MediumTrueLegLight }\nFrame TRUSG { Light MediumTrueLegLight }\nFrame TRUSH { Light MediumTrueLegLight }\nFrame TRUSI { Light MediumTrueLegLight }\nFrame TRUSJ { Light MediumTrueLegLight }\nFrame TRUSK { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryApparition\n{\nFrame PSPEA { Light SmallLegPinkyLight }\nFrame PSPEB { Light SmallLegPinkyLight }\nFrame PSPEC { Light SmallLegPinkyLight }\nFrame PSPED { Light SmallLegPinkyLight }\nFrame PSPEE { Light SmallLegPinkyLight }\nFrame PSPEF { Light SmallLegPinkyLight }\nFrame PSPEG { Light SmallLegPinkyLight }\nFrame PSPEH { Light SmallLegPinkyLight }\n}\n\nOBJECT TrueLegendaryApparition\n{\nFrame TARPA { Light SmallTLegLight2 }\nFrame TARPB { Light SmallTLegLight2 }\nFrame TARPC { Light SmallTLegLight2 }\nFrame TARPD { Light SmallTLegLight2 }\nFrame TARPE { Light SmallTLegLight2 }\nFrame TARPF { Light SmallTLegLight2 }\nFrame TARPG { Light SmallTLegLight2 }\nFrame TARPH { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryVessel\n{\nFrame LVSSA { Light MediumLegLight }\nFrame LVSSB { Light MediumLegLight }\nFrame LVSSC { Light MediumLegLight }\nFrame LVSSD { Light MediumLegLight }\nFrame LVSSE { Light MediumLegLight }\nFrame LVSSF { Light MediumLegLight }\nFrame LVSSG { Light MediumLegLight }\nFrame LVSSH { Light MediumLegLight }\nFrame LVSSI { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryVessel\n{\nFrame TVSSA { Light MediumTrueLegLight }\nFrame TVSSB { Light MediumTrueLegLight }\nFrame TVSSC { Light MediumTrueLegLight }\nFrame TVSSD { Light MediumTrueLegLight }\nFrame TVSSE { Light MediumTrueLegLight }\nFrame TVSSF { Light MediumTrueLegLight }\nFrame TVSSG { Light MediumTrueLegLight }\nFrame TVSSH { Light MediumTrueLegLight }\nFrame TVSSI { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryGeneral\n{\nFrame LEGEA { Light SmallLegLight }\nFrame LEGEB { Light SmallLegLight }\nFrame LEGEC { Light SmallLegLight }\nFrame LEGED { Light SmallLegLight }\nFrame LEGEE { Light SmallLegLight }\nFrame LEGEF { Light SmallLegLight }\nFrame LEGEG { Light SmallLegLight }\nFrame LEGEZ { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryGeneral\n{\nFrame TEGEA { Light SmallTLegLight2 }\nFrame TEGEB { Light SmallTLegLight2 }\nFrame TEGEC { Light SmallTLegLight2 }\nFrame TEGED { Light SmallTLegLight2 }\nFrame TEGEE { Light SmallTLegLight2 }\nFrame TEGEF { Light SmallTLegLight2 }\nFrame TEGEG { Light SmallTLegLight2 }\nFrame TEGEZ { Light SmallTLegLight2 }\nFrame TEG3E { Light SmallTLegLight2 }\nFrame TEG3F { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryKrieger\n{\nFrame HIMLA { Light SmallLegLight }\nFrame HIMLB { Light SmallLegLight }\nFrame HIMLC { Light SmallLegLight }\nFrame HIMLD { Light SmallLegLight }\nFrame HIMLE { Light SmallLegLight }\nFrame HIMLF { Light SmallLegLight }\nFrame HIMLG { Light SmallLegLight }\nFrame HIMLH { Light SmallLegLight }\nFrame HIMLI { Light SmallLegLight }\nFrame HIMLJ { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryKrieger\n{\nFrame HIMTA { Light SmallTLegLight2 }\nFrame HIMTB { Light SmallTLegLight2 }\nFrame HIMTC { Light SmallTLegLight2 }\nFrame HIMTD { Light SmallTLegLight2 }\nFrame HIMTE { Light SmallTLegLight2 }\nFrame HIMTF { Light SmallTLegLight2 }\nFrame HIMTG { Light SmallTLegLight2 }\nFrame HIMTH { Light SmallTLegLight2 }\nFrame HIMTI { Light SmallTLegLight2 }\nFrame HIMTJ { Light SmallTLegLight2 }\n}\n\nOBJECT TrueLegendaryHeroSoul\n{\nFrame TELSA { Light SmallTLegLight2 }\nFrame TELSB { Light SmallTLegLight2 }\nFrame TELSC { Light SmallTLegLight2 }\nFrame TELSD { Light SmallTLegLight2 }\nFrame TELSE { Light SmallTLegLight2 }\nFrame TELSF { Light SmallTLegLight2 }\nFrame TELSG { Light SmallTLegLight2 }\nFrame TELSP { Light SmallTLegLight2 }\nFrame TELSQ { Light SmallTLegLight2 }\nFrame TELSR { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryCowboy\n{\nFrame LWGUA { Light SmallLegLight }\nFrame LWGUB { Light SmallLegLight }\nFrame LWGUC { Light SmallLegLight }\nFrame LWGUD { Light SmallLegLight }\nFrame LWGUE { Light SmallLegLight }\nFrame LWGUF { Light SmallLegLight }\nFrame LWGUG { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryCowboy\n{\nFrame TWGUA { Light SmallTLegLight2 }\nFrame TWGUB { Light SmallTLegLight2 }\nFrame TWGUC { Light SmallTLegLight2 }\nFrame TWGUD { Light SmallTLegLight2 }\nFrame TWGUE { Light SmallTLegLight2 }\nFrame TWGUF { Light SmallTLegLight2 }\nFrame TWGUG { Light SmallTLegLight2 }\n}\n\nOBJECT LegendaryChainsawZombie\n{\nFrame LCSZA { Light SmallLegLight }\nFrame LCSZB { Light SmallLegLight }\nFrame LCSZC { Light SmallLegLight }\nFrame LCSZD { Light SmallLegLight }\nFrame LCSZE { Light SmallLegLight }\nFrame LCSZF { Light SmallLegLight }\nFrame LCSZG { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryChainsawZombie\n{\nFrame TCSZA { Light SmallTLegLight2 }\nFrame TCSZB { Light SmallTLegLight2 }\nFrame TCSZC { Light SmallTLegLight2 }\nFrame TCSZD { Light SmallTLegLight2 }\nFrame TCSZE { Light SmallTLegLight2 }\nFrame TCSZF { Light SmallTLegLight2 }\nFrame TCSZG { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryCrusader\n{\nFrame LGCRA { Light MediumLegLight }\nFrame LGCRB { Light MediumLegLight }\nFrame LGCRC { Light MediumLegLight }\nFrame LEGIC { Light MediumLegLight }\nFrame LGCRD { Light MediumLegLight }\nFrame LGCRE { Light MediumLegLight }\nFrame LGCRF { Light MediumLegLight }\nFrame LGCRG { Light MediumLegLight }\nFrame LGCRH { Light MediumLegLight }\nFrame LGCRI { Light MediumLegLight }\nFrame LGCRJ { Light MediumLegLight }\nFrame LGCRP { Light MediumLegLight }\nFrame LGCRQ { Light MediumLegLight }\nFrame LGCRR { Light MediumLegLight }\nFrame LGCRS { Light MediumLegLight }\nFrame LGCRT { Light MediumLegLight }\nFrame LGCRU { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryCrusader\n{\nFrame TGCRA { Light MediumTrueLegLight }\nFrame TGCRB { Light MediumTrueLegLight }\nFrame TGCRC { Light MediumTrueLegLight }\nFrame TEGIC { Light MediumTrueLegLight }\nFrame TGCRD { Light MediumTrueLegLight }\nFrame TGCRE { Light MediumTrueLegLight }\nFrame TGCRF { Light MediumTrueLegLight }\nFrame TGCRG { Light MediumTrueLegLight }\nFrame TGCRH { Light MediumTrueLegLight }\nFrame TGCRI { Light MediumTrueLegLight }\nFrame TGCRJ { Light MediumTrueLegLight }\nFrame TGCRP { Light MediumTrueLegLight }\nFrame TGCRQ { Light MediumTrueLegLight }\nFrame TGCRR { Light MediumTrueLegLight }\nFrame TGCRS { Light MediumTrueLegLight }\nFrame TGCRT { Light MediumTrueLegLight }\nFrame TGCRU { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryBeheadedKamikaze\n{\nFrame LKAM { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryBeheadedKamikaze\n{\nFrame TKAM { Light SmallTLegLight2 }\n}\n\nOBJECT NewLegendaryNecromancer\n{\nFrame LMGEA { Light MediumLegLight }\nFrame LMGEB { Light MediumLegLight }\nFrame LMGEC { Light MediumLegLight }\nFrame LMGED { Light MediumLegLight }\nFrame LMGEE { Light MediumLegLight }\nFrame LMGEF { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryNecromancer\n{\nFrame TMGEA { Light MediumTrueLegLight }\nFrame TMGEB { Light MediumTrueLegLight }\nFrame TMGEC { Light MediumTrueLegLight }\nFrame TMGED { Light MediumTrueLegLight }\nFrame TMGEE { Light MediumTrueLegLight }\nFrame TMGEF { Light MediumTrueLegLight }\n}\n\nOBJECT NewLegendaryBabyDemolisher\n{\nFrame LBDSA { Light MediumLegLight }\nFrame LBDSB { Light MediumLegLight }\nFrame LBDSC { Light MediumLegLight }\nFrame LBDSD { Light MediumLegLight }\nFrame LBDSE { Light MediumLegLight }\nFrame LBDSF { Light MediumLegLight }\nFrame LBDSG { Light MediumLegLight }\nFrame LBDSH { Light MediumLegLight }\nFrame LBDSI { Light MediumLegLight }\nFrame LBDSQ { Light MediumLegLight }\nFrame LBDSR { Light MediumLegLight }\n}\n\nOBJECT TrueLegendaryBabyDemolisher\n{\nFrame TBDSA { Light MediumTrueLegLight }\nFrame TBDSB { Light MediumTrueLegLight }\nFrame TBDSC { Light MediumTrueLegLight }\nFrame TBDSD { Light MediumTrueLegLight }\nFrame TBDSE { Light MediumTrueLegLight }\nFrame TBDSF { Light MediumTrueLegLight }\nFrame TBDSG { Light MediumTrueLegLight }\nFrame TBDSH { Light MediumTrueLegLight }\nFrame TBDSI { Light MediumTrueLegLight }\nFrame TBDSQ { Light MediumTrueLegLight }\nFrame TBDSR { Light MediumTrueLegLight }\n}\n\nOBJECT LegendaryQuadShotgunZombie\n{\nFrame LQSZA { Light SmallLegLight }\nFrame LQSZB { Light SmallLegLight }\nFrame LQSZC { Light SmallLegLight }\nFrame LQSZD { Light SmallLegLight }\nFrame LQSZE { Light SmallLegLight }\nFrame LQSZF { Light SmallLegLight }\nFrame LQSZG { Light SmallLegLight }\n}\n\nOBJECT TrueLegendaryQuadShotgunZombie\n{\nFrame TQSZA { Light SmallTLegLight2 }\nFrame TQSZB { Light SmallTLegLight2 }\nFrame TQSZC { Light SmallTLegLight2 }\nFrame TQSZD { Light SmallTLegLight2 }\nFrame TQSZE { Light SmallTLegLight2 }\nFrame TQSZF { Light SmallTLegLight2 }\nFrame TQSZG { Light SmallTLegLight2 }\n}\n\nOBJECT LegendaryLurker\n{\nFrame OLFDA { Light SmallLegPinkyLight }\nFrame OLFDB { Light SmallLegPinkyLight }\nFrame OLFDC { Light SmallLegPinkyLight }\nFrame OLFDD { Light SmallLegPinkyLight }\nFrame OLFDE { Light SmallLegPinkyLight }\nFrame OLFDF { Light SmallLegPinkyLight }\nFrame OLFDG { Light SmallLegPinkyLight }\nFrame OLFDH { Light SmallLegPinkyLight }\n}\n\nOBJECT TrueLegendaryLurker\n{\nFrame OTFDA { Light SmallTLegLight2 }\nFrame OTFDB { Light SmallTLegLight2 }\nFrame OTFDC { Light SmallTLegLight2 }\nFrame OTFDD { Light SmallTLegLight2 }\nFrame OTFDE { Light SmallTLegLight2 }\nFrame OTFDF { Light SmallTLegLight2 }\nFrame OTFDG { Light SmallTLegLight2 }\nFrame OTFDH { Light SmallTLegLight2 }\n}\n\nOBJECT EnragedLegendaryCardihilator\n{\nFrame ELRD { Light BigELegLight }\n}\n\nObject EnragedLegendaryTerminator\n{\nFrame ETERA { Light BigELegLight }\nFrame ETERB { Light BigELegLight }\nFrame ETERE { Light BigELegLight }\nFrame ETERF { Light BigELegLight }\nFrame ETERG { Light BigELegLight }\nFrame ETERH { Light BigELegLight }\nFrame ETERI { Light BigELegLight }\nFrame ETERK { Light BigELegLight }\nFrame ETERL { Light BigELegLight }\nFrame ETERQ { Light BigELegLight }\nFrame ETERR { Light BigELegLight }\nFrame ETERS { Light BigELegLight }\nFrame ETERT { Light BigELegLight }\nFrame ETERU { Light BigELegLight }\nFrame ETERV { Light BigELegLight }\nFrame ETERW { Light BigELegLight }\n}\n\nOBJECT EnragedLegendaryCowboy\n{\nFrame EWGUA { Light SmallELegLight }\nFrame EWGUB { Light SmallELegLight }\nFrame EWGUC { Light SmallELegLight }\nFrame EWGUD { Light SmallELegLight }\nFrame EWGUE { Light SmallELegLight }\nFrame EWGUF { Light SmallELegLight }\nFrame EWGUG { Light SmallELegLight }\n}\n\nOBJECT EnragedLegendaryArchon\n{\nFrame EGRC { Light MediumELegLight }\n}\n\nOBJECT EnragedLegendaryArchon\n{\nFrame EGRC { Light MediumELegLight }\nFrame EGR2 { Light MediumELegLight }\n}\n\nOBJECT EnragedLegendaryArchon2\n{\nFrame EGRC { Light MediumELegLight }\nFrame EGR2 { Light MediumELegLight }\n}\n\nOBJECT EnragedLegendaryAfrit2\n{\nFrame EGAF { Light MediumELegLight }\n}\n\nFLICKERLIGHT BigFuckingLegLight\n{\ncolor 0.8 0.4 0\nOffSet 0 0 0\nsize 250\nSecondarySize 370\nChance 0.2\n}\n\nOBJECT LegendaryZombieBigLight\n{\nFrame LPOSA { Light BigFuckingLegLight }\nFrame LPOSB { Light BigFuckingLegLight }\nFrame LPOSC { Light BigFuckingLegLight }\nFrame LPOSD { Light BigFuckingLegLight }\nFrame LPOSE { Light BigFuckingLegLight }\nFrame LPOSF { Light BigFuckingLegLight }\nFrame LPOSG { Light BigFuckingLegLight }\nFrame LPOSQ { Light BigFuckingLegLight }\n}\n\nFLICKERLIGHT SmallTLegLight2\n{\nColor 0 0 0.8\nOffSet 0 0 0\nSize 80\nSecondarySize 100\nChance 0.2\n}\n\nOBJECT NemesisDoomSlayer\n{\nFrame NND0A { Light SmallLegNemesisLight }\nFrame NND0B { Light SmallLegNemesisLight }\nFrame NND0C { Light SmallLegNemesisLight }\nFrame NND0D { Light SmallLegNemesisLight }\nFrame NND0E { Light SmallLegNemesisLight }\nFrame NND0F { Light SmallLegNemesisLight }\nFrame NND0G { Light SmallLegNemesisLight }\nFrame #### { Light SmallLegNemesisLight }\n}\n\nOBJECT NemesisDoomSlayer2\n{\nFrame NND0A { Light SmallLegNemesisLight }\nFrame NND0B { Light SmallLegNemesisLight }\nFrame NND0C { Light SmallLegNemesisLight }\nFrame NND0D { Light SmallLegNemesisLight }\nFrame NND0E { Light SmallLegNemesisLight }\nFrame NND0F { Light SmallLegNemesisLight }\nFrame NND0G { Light SmallLegNemesisLight }\nFrame #### { Light SmallLegNemesisLight }\n}\n\nOBJECT VexedNemesisDoomSlayer\n{\nFrame VND0A { Light SmallTrueNemesisLight }\nFrame VND0B { Light SmallTrueNemesisLight }\nFrame VND0C { Light SmallTrueNemesisLight }\nFrame VND0D { Light SmallTrueNemesisLight }\nFrame VND0E { Light SmallTrueNemesisLight }\nFrame VND0F { Light SmallTrueNemesisLight }\nFrame VND0G { Light SmallTrueNemesisLight }\nFrame #### { Light SmallTrueNemesisLight }\n}\n\nOBJECT NewNemesisSuperShotgunZombie\n{\nFrame NZSGA { Light SmallLegNemesisLight }\nFrame NZSGB { Light SmallLegNemesisLight }\nFrame NZSGC { Light SmallLegNemesisLight }\nFrame NZSGD { Light SmallLegNemesisLight }\nFrame NZSGE { Light SmallLegNemesisLight }\nFrame NZSGF { Light SmallLegNemesisLight }\nFrame NZSGG { Light SmallLegNemesisLight }\nFrame NZSIA { Light SmallLegNemesisLight }\n}\n\nOBJECT NewNemesisSuperShotgunZombie3\n{\nFrame NZSGA { Light SmallLegNemesisLight }\nFrame NZSGB { Light SmallLegNemesisLight }\nFrame NZSGC { Light SmallLegNemesisLight }\nFrame NZSGD { Light SmallLegNemesisLight }\nFrame NZSGE { Light SmallLegNemesisLight }\nFrame NZSGF { Light SmallLegNemesisLight }\nFrame NZSGG { Light SmallLegNemesisLight }\nFrame NZSIA { Light SmallLegNemesisLight }\n}\n\nOBJECT VexedNemesisSuperShotgunZombie\n{\nFrame VNSGA { Light SmallTrueNemesisLight }\nFrame VNSGB { Light SmallTrueNemesisLight }\nFrame VNSGC { Light SmallTrueNemesisLight }\nFrame VNSGD { Light SmallTrueNemesisLight }\nFrame VNSGE { Light SmallTrueNemesisLight }\nFrame VNSGF { Light SmallTrueNemesisLight }\nFrame VNSGG { Light SmallTrueNemesisLight }\nFrame VNSGZ { Light SmallTrueNemesisLight }\n}\n\nOBJECT NewNemesisCardinal\n{\nFrame NARD { Light LargeTrueNemesisLight }\n}\n\nOBJECT VexedNemesisCardinal\n{\nFrame TNRD { Light LargeTrueNemesisLight }\n}\n\nOBJECT NewNemesisTormentor2\n{\nFrame NPAI { Light MediumLegNemesisLight }\n}\n\nOBJECT NewNemesisTormentor3\n{\nFrame NPAI { Light MediumLegNemesisLight }\n}\n\nOBJECT VexedNemesisTormentor\n{\nFrame VPAI { Light MediumTrueNemesisLight }\n}\n\nOBJECT CyberdemonCommander\n{\nFrame CMCPA { Light CommanderLight }\nFrame CMCPB { Light CommanderLight }\nFrame CMCPC { Light CommanderLight }\nFrame CMCPD { Light CommanderLight }\nFrame CMCPE { Light CommanderLight }\nFrame CMCPF { Light CommanderLight }\nFrame CMCPG { Light CommanderLight }\nFrame CMCPH { Light CommanderLight }\nFrame CMCPI { Light CommanderLight }\nFrame CMCPJ { Light CommanderLight }\nFrame CMCPK { Light CommanderLight }\nFrame CMCPL { Light CommanderLight }\nFrame CMCPM { Light CommanderLight }\nFrame CMCPN { Light CommanderLight }\nFrame CMCPO { Light CommanderLight }\nFrame CMCPZ { Light CommanderLight }\nFrame CMSPA { Light CommanderLight }\nFrame CMSPB { Light CommanderLight }\nFrame CMSPG { Light CommanderLight }\n}\n\nOBJECT CyberCommanderLaser\n{\nFrame TNT1 { Light MastersparkPurple }\n}\n\nOBJECT PhaseWarlordMinion\n{\nFrame PWRL { Light WarlordPurplAura }\n}\n\nobject PhaseNightmareMinion\n{\n frame PSPCA { light phasenightmare_subtract }\n frame PSPCQ { light phasenightmare_subtract }\n frame PSPCB { light phasenightmare_subtract }\n frame PSPCC { light phasenightmare_subtract }\n frame PSPCD { light phasenightmare_subtract }\n frame PSPCE { light phasenightmare_subtract }\n frame PSPCF { light phasenightmare_subtract }\n frame PSPCG { light phasenightmare_subtract }\n frame PSPCH { light phasenightmare_subtract }\n}\n\nOBJECT PhaseGhoulMinion\n{\nFrame PGHLG { Light PhaseGhoulAttack1 }\nFrame PGHLH { Light PhaseGhoulAttack2 }\n}\n\nOBJECT PhaseExileMinion\n{\nFrame PVILG { Light PhaseExileAttack }\nFrame PVILH { Light PhaseExileAttack }\nFrame PVILI { Light PhaseExileAttack }\nFrame PVILJ { Light PhaseExileAttack }\nFrame PVILK { Light PhaseExileAttack }\nFrame PVILL { Light PhaseExileAttack }\nFrame PVILM { Light PhaseExileAttack }\nFrame PVILN { Light PhaseExileAttack }\nFrame PVILO { Light PhaseExileAttack }\nFrame PVILP { Light PhaseExileAttack }\nFrame PVI2A { Light PhaseExileAttack }\nFrame PVI2B { Light PhaseExileAttack }\nFrame PVI2C { Light PhaseExileAttack }\n}\n\nOBJECT HellfrostSentient\n{\nFrame FSNT { Light FreezeBlueLight }\n}\n\nOBJECT HFQHellFireInfernoDemon\n{\nFrame HINFA { Light BossFire1 }\nFrame HINFB { Light BossFire1 }\nFrame HINFC { Light BossFire1 }\nFrame HINFD { Light BossFire1 }\nFrame HINFE { Light BossFire1 }\nFrame HINFF { Light BossFire1 }\nFrame HINFG { Light BossFire1 }\nFrame HINFH { Light BossFire1 }\nFrame HINFI { Light BossFire1 }\n}\n\nOBJECT HFQHellFireCyHunter\n{\nFrame CYHU { Light BabySentientFire1 }\n}\n\nOBJECT HellFireAracnorbQueen\n{\nFrame HFRQ { Light BossFire1 }\n}\n\nOBJECT NewHellFireSentient\n{\nFrame HFSM { Light BossFire1 }\n}\n\nOBJECT HellfireBabySentient\n{\nFrame HFBT { Light BabySentientFire1 }\n}\n\nOBJECT HellfireBabySentientStandAlone\n{\nFrame HFBT { Light BabySentientFire1 }\n}\n\nOBJECT CorruptedLegendarySentient\n{\nFrame CL2T { Light BigBlueLegLight }\n}\n\nOBJECT NewEnragedLegendaryBabySentient\n{\nFrame EBBS { Light MediumELegLight }\nFrame EBB2 { Light MediumELegLight }\n}\n\nOBJECT NewEnragedLegendaryBabySentient2\n{\nFrame EBBS { Light MediumELegLight }\nFrame EBB2 { Light MediumELegLight }\n}\n\nOBJECT EnragedThermoNukeMKII\n{\nFrame EBSB { Light EnragedThermoNuke }\n}"
},
{
"source": "pk3",
"name": "\"Credits\".txt",
"contents": "= = = = [ 0 ] = = = [ 0 ] = = < > = = < > = = < > = = < > = < > = = < > = =[ 0 ] = = = [ 0 ] = = = = = = = =\n \\\\ \\\\ // //\n \\\\ \\\\ // //\n= = = = = [ 0 ] = = = [ 0 ] < TRUE LEGENDARY COMPLEX ADDON > [ 0 ] = = = [ 0 ] = = = = = = = = =\n \\\\ \\\\ < V 1.7 > // //\n \\\\ \\\\ // //\n= = = = = = [ 0 ] = = = [ 0 ] = = < > = = < > = = < > = = < > = < > = =[ 0 ] = = = [ 0 ] = = = = = = = = = =\n < By: High Councilor >\n\nTrue Legendary Complex Addon (TLCA):\nLegendary monsters can unleash their full potential in their True Legendary forms.\nplus adding new enemies, weapons and bosses!\n\nNote: Much of the content used in this Addon is NOT my property.\nI do not intend to own anything, I'm also not trying to make any profit\n\nif you develop mods, you have my permission to use the content of this addon!\nAnyway, the content used here is not my property or anything.\n\nComplex Doom Invasion Bosses for some tests, Classes, Etc...\nI take this opportunity to include new attacks on these monsters\n\nUpdate 1.2: I'd rather not go through with this, I just got bored,\nand if any modder wanted to go along with it, well, I'm no one to not allow it.\nthe next updates are only for new monsters, no more Classes...\n\n+====+====+==|0|-|-|-|-|-|0|-|-|-|-|-|0| < Load Order > |0|-|-|-|-|-|0|-|-|-|-|-|0|==+====+====+====+====+====+\n\nClusterfuck Nexus:\n1- skulltag_content-3.0-beta01.pk3\n2- bulletpuff_fix.wad\n3- newtextcolors_260.pk3\n4- *the Mappack you desire to play*\n5- complex-doom.v26a2.pk3\n6- lca-v1.5.9.6.pk3\n7- randomons-v1.2.5.1.pk3\n8- complex-dust-v1.7.2.pk3\n9- insanelca-custom-v1.3a.pk3\n10- hem-custom-CF-v4.1.pk3\n11- complex-dust-clusterfuck-v4.1.pk3\n12- hpbar-v22.1-cf.pk3\n13- txs-reborn-v1.1\n14- nemesis_hellsmith002-cf-fix\n15- kazumiscomplexaddonpack-alpha-ver.0.6\n16- complex-cf-nexus-alpha_v1.93\n17- CF-Nexus-TLCA-V1.7.pk3\n\nSkins (Optional)\n18- noweaponskins_cf-nexus-tlca-v1.7.pk3\n19-\n20-\n21-\n22- SkinPacks of your choice\n\nAlt Load order:\n1- skulltag_content-3.0-beta01.pk3\n2- bulletpuff_fix.wad\n3- complex-doom.v26a2.pk3\n4- complex-doom.v26a2-nopush-v6.pk3\n5- lca-v1.5.9.6.pk3\n6- lca-v1.5.9-nopush-v2.pk3\n7- randomons-v1.2.5.1.pk3\n8- complex-dust-v1.7.2.pk3\n9- insanelca-custom-v1.3a.pk3\n10- hem-custom-cf-v4.1.pk3\n11- complex-dust-clusterfuck-v4.1.pk3\n12- hpbar-v24d.pk3\n13- txs-reborn-v1.1.pk3\n14- nemesis_hellsmith002-cf-fix.pk3\n15- kazumiscomplexaddonpack-alpha-ver.0.6.pk3\n16- complex-cf-nexus-alpha_v1.93.pk3\n\n17- reimagined-cf-sounds-v3.2.pk3\n18- reimagined-cf-sounds-nexus-compatibility-v1.2.pk3\n\n19- CF-Nexus-TLCA-V1.7.pk3\n\nSkins (Optional)\n20- noweaponskins_cf-nexus-tlca-v1.7.pk3\n21-\n22-\n23-\n24- SkinPacks of your choice\n\nU_A_U_A_U_A-d=====b0d=====b0d=====b0d=====b-{ Used Music }-d=====b0d=====b0d=====b0d=====b-A_U_A_U_A_U_A_U_A_U\nNew Monsters\nsome themes possibly at some point will be changed\nI'm very bad with music loops\n\nInsanity Clockwork Cydestroyer: LEGM900\nMetal Slug 5 OST: Fierce Battle\n\nTrue Legendary Baby Sentient: LEGM22\nAudiomachine - Kill 'Em All\n\nTrue Legendary Phase Imp: LEGM917\nTales of Symphonia Music - Beat the Angel\n\nTrue Legendary Arch-Vile: LEGM911\nElsword Music - Berthe / Barud / Berrut theme\n\nTrue Legendary CyberNoble: LEGM918\nX vs. Zero - Mega Man X5\n\nTrue Legendary Archon: LEGM919\nTransformers Devastation Soundtrack - Soundwave\n\nTrue Legendary Afrit: LEGM920\nAudiomachine - Shadowfall\n\nTrue Legendary Fiend: LEGM922\nTwo Steps From Hell - Fatal Fury (Nero)\n\nTrue Legendary Redeemer: LEGM923\nBroken Thunder -14- Metal Squad\n\nTrue Legendary Revenant: LEGM924\nThe Justice Ray Part 2 [from Thunder Force V] (arrange)\n\nTrue Legendary Behemoth: LEGM925\nHalo 4 OST - Ascendancy\n\nTrue Legendary Hell Knight: LEGM926\nGoukisan - Betrayal of Fear\n\nTrue Legendary Tormentor: LEGM927\nThe House Of The Dead 2 - Theme Of The Emperor\n\nTrue Legendary Soul: LEGM928\nGradius V - Big Core Mk III\n\nTrue Legendary Imp: LEGM929\nS.S.H. - Legendary Wings (Thunder Force V)\n\nTrue Legendary Stealth Trooper: LEGM26\nMadness Accelerant-Final Agression\n\nTrue Legendary Assault Captain: LEGM931\nTransformers Devastation Soundtrack - Motormaster\n\nTrue Legendary Lieutenant: LEGM932\nThunder Force VI - Orn Styx\n\nTrue Legendary Commando: LEGM933\nYs VI ~Mighty Obstacle - S.S.H (Doujin)\n\nTrue Legendary Doomguy: LEGM934\nDoom - Untitled (Metal Cover by Skar Productions)\n\nTrue Legendary Terminator: LEGM935\nTransformers Devastation Soundtrack - Devastator\n\nTrue Legendary Cybruiser: LEGM936\nS.S.H. - Fire-Leo-05P SYRINX\n\nTrue Legendary Apparition: LEGM937\nE1M8 remade by Sonic Clang (Brian Kline)\n\nTrue Legendary Vessel: LEGM938\nSplatterhouse 2 final boss fight music - metal remake, final version (Dark Resurrection)\n\nTrue Legendary General: LEGM939\nTwo Steps From Hell - Invincible (Instrumental)\n\nTrue Legendary Krieger: LEGM940\nMadness Combat 5 Soundtrack: Cheshyre - Clown Song Of Death\n\nTrue Legendary Hero Soul: LEGM941\nSigma 1 - Mega Man X5\n\nTrue Legendary Cowboy: LEGM942\nThe Living Tombstone - Atop The Fourth Wall Remix (AT4W)\n\nTrue Legendary Chainsaw Zombie: LEGM943\nControl - The Strode\n\nTrue Legendary Beheaded Kamikaze: LEGM944\nF-777 - The Seven Seas\n\nTrue Legendary Crusader: LEGM945\nBlind Guardian - Battlefield (Remastered 2017)\n\nTrue Legendary Necromancer: LEGM946\nWaterflame - Glorious morning\n\nTrue Legendary Baby Demolisher: LEGM947\nDenX - Lurking (New)\n\nTrue Legendary Quad-Shotgun Zombie: LEGM950\nTwo Steps From Hell - Sons Of War\n\nTrue Legendary Suicide Bomber LEGM76 (HEM-Custom)\nEiffel 65 - Blue (Da Ba Dee)\n\nSir Undead: LEGM916\nTill Death Do You Part - Castle Crashers\n\nThe Last Plague: LEGM915\nRagnarok Online - Monastery In Disguise (Midi)\n\nCerebral Cardihilator: LEGM17 (LCA)\nTwo Steps From Hell - Killing Spree ( Solaris )\n\nLegendary Quad-Shotgun Zombie: LEGM951\nTwo Steps From Hell - Freefall\n\nEnraged Legendary Summoner: LEGM921\nGradius Gaiden Boss Rush 2 ost\n\nEnraged Legendary Cardihilator: LEGM930\nMetal Slug 5 OST: Final Attack (Dencyu's Arrange Version)\n\nEnraged Legendary Terminator: LEGM948\nS.S.H. Thunder Force V : Steel of Destiny\n\nEnraged Legendary Cowboy: LEGM949\nThe Good, The Bad And The Ugly (Main Title)\n\nNemesis Cardinal: LEGM952\nAudioMachine - Nemesis\n\nVexed Nemesis Cardinal: LEGM730 (Clusterfuck)\nMASTER BOOT RECORD - COMMAND.COM\n\nNemesis DoomSlayer: LEGM953\nMick Gordon - BFG Division\n\nVexed Nemesis Super Shotgun Zombie: LEGM954\nThunder Force VI - Gargoyle Perfect\n\nHellfire Baby Sentient LEGM600 (Complex cf Patch v3.0)\nAudiomachine - Hellfire\n\nCyberdemon Commander: LEGM601 (Complex cf Patch v3.0)\nsetsuna - BloodLust ~ The Maid and the Midnight Bell of Silver\n\nLegendary Lurker LEGM804 (HEM-Custom 1.27)\nMonster Hunter Generations Ultimate OST - Tigrex Theme\n\nTrue Legendary Lurker LEGM955\nThunder Force VI - Cherub Purple\n\nHellfire Sentient: LEGM956\nTransformers Devastation Soundtrack - Megatron\n\nHellfire Aracnorb Queen: LEGM957 (Complex cf Patch v3.0)\n【東方】 BLANKFIELD 『Darkness Falls』\n\nHellfrost Sentient: LEGM958\nGradius Gaiden Boss Rush 1 ost\n\nEnraged Legendary Archon: LEGM959\nS.S.H. ~ Black Matrix ~ Since 1983\n\nEnraged Legendary Afrit: LEGM960\nTwo Steps From Hell - Stormkeeper\n\nVexed Nemesis Tormentor: LEGM961\nQuake Champions: DOOM Edition - Conflagration\n\nCorrupted Legendary Sentient: LEGM962\nS.S.H. ~ Cyberbot ~ Theme of Helion\n\nb=-=-=-d[>={O}=<[D]>={O}=<[J]>={O}=<[B]>-<d[ LCA DJB Monsters ]b>-<[B]>={O}=<[J]>={O}=<[D]>={O}=<]b=-=-=-d\n\nLegendary Cowboy: LEGM25\nThe Good, The Bad And The Ugly - The Ecstasy of Gold\n\nLegendary Chainsaw Zombie: LEGM27\nInfant Annihilator - Decapitation Fornication Instrumental\n\n=====//<--C-->//<--D-->//<--I-->//<===[ Complex Doom Invasion Monsters ]===>\\\\<--I-->\\\\<--D-->\\\\<--C-->\\\\=====\n\nAugmented Annihilator LEGM914\nLiquid Cinema - Epicenter\n\nTerminator LEGM604 (RandomMons)\nUnreal Tournament '99 GOTY Soundtrack - Save Me\n\nDark CyberLord: LEGM913\nRevenge of the Cyclops - Castle Crashers\n\nHitler: LEGM902\nFactory - Castle Crashers\n\nSabaoth: LEGM905\nBoss Battle Song 1 - Super Smash Bros. Brawl\n\nDaemonium OverLord: LEGM904\nSonic Robo Blast 2 Aerial Garden Zone Act 4\n\nAracnorb Queen: LEGM907\nTekken 5 OST ~ The Finalizer\n\nAzazel: LEGM909\nTekken 6 Music - Sacred Dark (Azazel's Chamber)\n\nToxic Master: LEGM912\nPiercing Lazer - Castle Crashers Necromancer Theme (Simple Sight)\n\nMaephisto: LEGM906\nRuneScape Remix: Beat Wars\n\nNazi War Machine: LEGM908\nExotech Larva - Serious Sam: The Second Encounter\n\nTank Deadabus: LEGM901\nLiquid Cinema - Martyr\n\nElemental of Hell: LEGM910\nAudiomachine - Illuminati\n\nCrowned One: LEGM903\nTwo Steps From Hell - Crack in Time (Nero)\n\nDemented Terminator: LEGM26\nMadness Accelerant-Final Agression\n\nHead of Hades: LEGM11 (LCA)\nAudiomachine - Blitzkrieg\n\n>==<==<[U]>==>==>==[U]==<==<==<[U]>==>==>==[( Used Content )]==<==<==<[U]>==>==>==[U]==<==<==<[U]>==>==<\nstolen content... (monsters, Sprites, sounds, music, etc...)\n\nComplex-doom-invasion_0.99.7k\n- Monsters: HellfireCyhunter, HellishAvatar, AssaultTank, DOverlord, Sabaoth, CerebralCommander, Maephisto,\nHeadofHades, AracnorbQueen, NaziWarmachine, BersekerOfHell, Judge/Overlord of Purgatory, ElementalofHell,\nToxicMaster, Specilos, Draugr, Belphegor, AugmentedAnnihilator, Cacobot, BattlelordofHell, TankDeadabus,\nAzazel, ArchdukeOfHell, DarkCyberLord, Nazi Variants, Terminators, CrownedOne & ConquerorLich\n- Player Classes: Cydestroyer, Belphegor, BombElemental, Diabolist (Infernalist) , Cardihilator, Cerebral Commander,\nHellishAvatar, InfernoDemon, Legendary Revenant, CyberNoble, Behemoth, Redeemer, Tormentor\n- Sprites\n- Sounds\n- M79 Grenade Launcher\n- Commander Demon Tech Shotgun Sprites\n\ncomplex-doom-song_0.99.7\n- Music (for: CDI Bosses, True Legendary ArchVile, PhaseImp, Afrit)\n\nQcdemus2.5\n-Music (for: Vexed Nemesis Tormentor)\n\nLSD-v2.5.9\n-Legendary Cowboy Sounds\n\nHell_Crusher\n-Enraged Legendary BFG Sprites\n\ncomplex-clusterweaponsv1.4.4\n- Enraged Legendary Behemoth Cannon\n\nComplex-dust-clusterfuck-v3.0-aprilfools\n-Augmented Annihilator Sprites\n-Vexed Nemesis Cardinal Sprites\n\nComplex-dust-clusterfuck-v3.0\n-Maephisto Sprites\n\nEmpathy_1.5.1\n- Draugr(CDI), InsanityRevenant, Terminator & Tank Deadabus Weapon Sprites\n\nD4V (Doom 4 Vanilla)\n- Summoner Sprites (for: Enraged Legendary Summoner)\n\nD4Tv2.5 (Death Foretold)\n- DoomSlayer Sprites (for: Nemesis & Vexed DoomSlayer)\n\nChaos_from_hell_invasion_v2.1\n- Sir Undead Sprites\n\nchaos_from_hell_invasion_music_v1.09b\n- Music (for: Sir Undead)\n\nArmageddonv2\n- Korax Sprites (for: Hellfire Inferno Demon)\n\nPossesme\n- Cyberdemon Weapon Sprites (for: InsaneCyberNoble Weapon)\n\nExterminio_3_plagues\n- The Last Plague Sprites\n- Music (for: The Last Plague)\n\nUltra_crispy\n- Lord Archon Weapon Sprites\n\nZendyn_x\n- Hell's Battery Sprites & Sounds\n\nDtinV3c & DtinV3-M\n- Hell's Battery Sprites\n- Music (for: True Legendary Redeemer)\n\nBrutalv20b_r\n- Marine with Barrel Sprites (for: True Legendary Suicide Bomber)\n\nLca-djb-v4.4.3_cf\n- Music (for: Demented Terminator (CDI), Legendary Cowboy, Chainsaw Zombie & True Legendary Stealth Trooper)\n- Legendary Cowboy\n- Legendary Chainsaw Zombie\n- Demon Tech Ballista\n- Legendary Revolver\n- Legendary Chainsaw\n- Demon Tech Ballista Zombie\n- Nailgun (Explosive Nailgun)\n\ncomplex-cf-patch-v3.0\n- Music (for: alt True Legendary Baby Sentient, Hellfire Baby Sentient, Cyberdemon Commander & Hellfire Aracnorb Queen)\n\nRealm 667\n- Fire Blast Sprites (Legendary Vessel Weapon)\n- Doom RPG Ghoul Sprites (True Legendary Revenant)\n- Imp Void (True Legendary Phase Imp)\n- Pulse Rifle (Legendary Baby Sentient weapons)\n- Time Imp\n- Quad Shotgun Zombie (Legendary Quad-Shotgun Zombie)\n- Karasawa\n- Karasawa Zombie"
},
{
"source": "pk3",
"name": "Changelog.txt",
"contents": "CF-Nexus-TrueLegendaryComplexAddon-1.7 More Weapons!, more Weapons, AAAAAHHHHHHHH!!!\n<(==-==<O>==-==)-<+>-(==-==<O>==-==)-<[ New Stuff ]>-(==-==<O>==-==)-<+>-(==-==<O>==-==)>\n-Added 14 New Weapons!\n• Explosive Nailgun\n• Karasawa\n• Legendary Chainsaw\n• True Legendary Chainsaw\n• True Legendary Light Machine Gun\n• True Legendary Behemoth Cannon\n• True Legendary Devastator\n• True Legendary Saber\n• True Legendary CoachGun\n• True Legendary BFG 10,000\n• Enraged Legendary Behemoth Cannon\n• Enraged Legendary BFG\n• Commander D-BFG\n• Commander Demon Tech Shotgun\n-Added 3 New Monsters\n• Commander D-BFG General\n• Karasawa Zombie\n• Nazi Elite Veteran\n-Added 1 New Boss\n• Corrupted Legendary Sentient\n-Added 3 Enraged Monsters\n• Enraged Legendary Archon\n• Enraged Legendary Afrit\n• Enraged Legendary Baby Sentient MKII\n-Added 1 Vexed Nemesis Monster\n• Vexed Nemesis Tormentor\n-Added The \"Dark Seal\" on the Occult Spellbook\n<O==H==O><-><O==H==O><-><O==H==O><-<-<[ Changes ]>->-><O==H==O><-><O==H==O><-><O==H==O>\n-Buffed True Leg Weapons\n• Assault Shotgun\n• Plasmatic Cannon\n• Plasmatic Rifle\n-some Tweaks for some monsters (drops, damagefactor, new attacks, etc)\n• True Legendary Stealth Trooper\n• True Legendary Assault Captain\n• True Legendary Commando\n• True Legendary Doomguy (Again)\n• True Legendary Lieutenant\n• True Legendary Archon\n• Enraged Legendary Cardihilator\n• Enraged Legendary Cyberdemon\n• Enraged Legendary Terminator\n• Enraged Legendary Sentient\n• Enraged Legendary Behemoth\n• Maga-Reimu\n• Distortion disciple\n• Cerebral Commander\n• Manipulator\n• Cyberdemon Commander\n• Vexed Nemesis Sentient\n• Hellfire Sentient & Aracnorb Queen\n• Corrupted Legendary Cardinal\n- Buffed Enraged Monsters Leg BFG\n- Tweaked Terminator & Demented Terminator Tier's\n- More HP for True Legendary Monsters (Including bosses)\n- Changed Sounds for Nemesis & Vexed DoomSlayer\n- Fixed Enraged Cannon RedStar & Changemode\n- Fixed Legendary Revolver Ammotype\n- Cyberdemon Commander, Hellfire Sentient, Aracnorb Queen & Insanity Clockwork Cydestroyer now are resistant to True Leg weapons\n<)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(=<[ Things Removed... ]>=)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(>\n-\n\nH<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H\n\nCF-Nexus-TrueLegendaryComplexAddon-1.6 Meh, another disappointment, nothing to be surprised about\n<(==-==<O>==-==)-<+>-(==-==<O>==-==)-<[ New Stuff ]>-(==-==<O>==-==)-<+>-(==-==<O>==-==)>\n-Added 6 New Weapons!!!!!!!!!!!!!!!!! (all stolen... unf)\n• Demon Tech Ballista + Powered Version (DJB)\n• MR79 Grenade Launcher (CDI)\n• Legendary Revolver (the Leg Chainsaw sucks, don't ask for it if you never use it)\n• True Legendary Plasmatic Rifle (modifying this was a annoying)\n• True Legendary Assault Shotgun (Explosive Assault Shotgun but is True Leg)\n• True Legendary Plasmatic Cannon (wait, this is already in Nexus?)\n-Added 2 New Monsters\n• Demon Tech Ballista Zombie (DJB)\n• Hellfire Baby Sentient\n-Added 3 New Bosses\n• Hellfire Sentient\n• Hellfire Aracnorb Queen (Hellfire Sentient true Form)\n• Hellfrost Sentient\n-Added 1 Legendary Monster + True Form\n• Legendary Lurker (old Leg Spectre Returns!)\n<O==H==O><-><O==H==O><-><O==H==O><-<-<[ Changes ]>->-><O==H==O><-><O==H==O><-><O==H==O>\n-Buffed the Cyberdemon Commander (wait, more mindfucking?, oh shit, this is not good)\n-Tweaked Enraged Legendary Plasmatic Cannon\n-Tweaked Hellfire Inferno Demon\n-Tweaked True Leg Doomguy BFG (you can't Cancel it, HA!)\n-Changed LEGM & Sounds for Leg Cowboys (Sounds from LSD, LI$TeR please, don't kill me D:)\n-Finally fixed True Leg Fiend Rage2\n-Tweaked & Added some Complex Doom Invasion Nazis in the Spawns\n<)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(=<[ Things Removed... ]>=)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(>\n-\n\n//Pd: don't ask me for new weapons, son so don't expect things like Vexed weapons >:(\n// I will only make or add the weapons that i want.\n\nH<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H\n\nCF-Nexus-TrueLegendaryComplexAddon-1.51 only a few things are missing\n<(==-==<O>==-==)-<+>-(==-==<O>==-==)-<[ New Stuff ]>-(==-==<O>==-==)-<+>-(==-==<O>==-==)>\n-Added 1 New Boss\n• Cyberdemon Commander\n<O==H==O><-><O==H==O><-><O==H==O><-<-<[ Changes ]>->-><O==H==O><-><O==H==O><-><O==H==O>\n- added LEGM for Legendary Quad Shotgun Zombie and his True Form\n<)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(=<[ Things Removed... ]>=)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(>\n-\n\nH<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H\n\nCF-Nexus-TrueLegendaryComplexAddon-1.5 this already tires\n<(==-==<O>==-==)-<+>-(==-==<O>==-==)-<[ New Stuff ]>-(==-==<O>==-==)-<+>-(==-==<O>==-==)>\n-Added 2 New Monsters\n• Empowered BFG Commando\n• Empowered DemonTech Zombie\n-Added 1 New Boss\n• Insanity Skelly King\n-Added 1 Legendary Monster\n• Legendary Quad Shotgun Zombie\n-Added 1 True Legendary Monster\n• True Legendary Quad Shotgun Zombie\n-Added 2 Nemesis Monsters\n• New Nemesis Cardinal\n• Nemesis DoomSlayer\n-Added 3 Vexed Nemesis Monsters\n• Vexed Nemesis Super Shotgun Zombie\n• Vexed Nemesis Cardinal\n• Vexed Nemesis DoomSlayer\n<O==H==O><-><O==H==O><-><O==H==O><-<-<[ Changes ]>->-><O==H==O><-><O==H==O><-><O==H==O>\n- Tweaked True Legendary Monsters (Hp, Damagefactor and some attacks on every monster)\n- Tweaked Nemesis Patriarch (why not?)\n<)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(=<[ Things Removed... ]>=)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(>\n-\n\n//Pd: do not get excited, I will not do more nemesis monsters.\n\nH<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H\n\nCF-Nexus-TrueLegendaryComplexAddon-1.4 No, there is more, something else\n<(==-==<O>==-==)-<+>-(==-==<O>==-==)-<[ New Stuff ]>-(==-==<O>==-==)-<+>-(==-==<O>==-==)>\n-Added 1 New Monster\n• Empowered Dark Cydestroyer\n-Added 2 Legendary Monsters\n• Legendary Cowboy (DJB)\n• Legendary Chainsaw Zombie (DJB)\n-Added 6 True Legendary Monsters\n• True Legendary Beheaded Kamikaze\n• True Legendary Cowboy\n• True Legendary Chainsaw Zombie\n• True Legendary Crusader\n -True Legendary Soulless (True Crusader Minion)\n• True Legendary Necromancer\n• True Legendary Baby Demolisher\n-Added 2 Enraged Legendary Monsters\n• Enraged Legendary Cowboy\n• Enraged Legendary TERMINATOR\n<O==H==O><-><O==H==O><-><O==H==O><-<-<[ Changes ]>->-><O==H==O><-><O==H==O><-><O==H==O>\n- True Legendary Tormentor can Spawn True Legendary Hero's Soul after die\n- Buffed Enraged Legendary Cardihilator & Cyberdemon\n<)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(=<[ Things Removed... ]>=)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(>\n-\n\nH<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H\n\nCF-Nexus-TrueLegendaryComplexAddon-1.3 The Last True Legendary Monsters?\n<(==-==<O>==-==)-<+>-(==-==<O>==-==)-<[ New Stuff ]>-(==-==<O>==-==)-<+>-(==-==<O>==-==)>\n-Added 9 True Legendary Monsters\n• True Legendary Cybruiser\n -True Legendary Automaton (True Cybruiser Minion)\n• True Legendary Apparition\n• True Legendary Vessel\n -True Legendary Formicidae (True Vessel Minion)\n -True Legendary Bulwark (True Vessel Minion)\n• True Legendary General\n• True Legendary Krieger\n• True Legendary Hero Soul\n<O==H==O><-><O==H==O><-><O==H==O><-<-<[ Changes ]>->-><O==H==O><-><O==H==O><-><O==H==O>\n-New LEGM for True Legendary Imp, Revenant & Terminator\n-tiny Tweaks for True Legendary Monsters\n-Buffed True Legendary Terminator\n-Fixed Ruffian Sniper Ball\n<)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(=<[ Things Removed... ]>=)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(>\n-\n\nH<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H\n\nCF-Nexus-TrueLegendaryComplexAddon-1.2 True Legendary Nightmare and the end of a part...\n<(==-==<O>==-==)-<+>-(==-==<O>==-==)-<[ New Stuff ]>-(==-==<O>==-==)-<+>-(==-==<O>==-==)>\n-Added 6 True Legendary Monsters\n• True Legendary Stealth Trooper\n• True Legendary Assault Captain\n• True Legendary Lieutenant\n• New True Legendary Commando\n• TRUE LEGENDARY DOOMGUY\n• TRUE LEGENDARY TERMINATOR\n<O==H==O><-><O==H==O><-><O==H==O><-<-<[ Changes ]>->-><O==H==O><-><O==H==O><-><O==H==O>\n-New Name: ClusterFuck Nexus True Legendary Complex Addon\n-Starting with this update, this Addon will only be compatible with ClusterFuck Nexus 1.93+\n-Nerfed TXS-Reborn Nazis (I hate them)\n-some Tweaks for some monsters\n• Enraged Legendary Cyberdemon\n• Hellfrost Cyberdemon\n• Legendary Cybruiser\n• Maephisto (Nexus)\n• Terminators (Nukes are back!... oh...)\n• Hem Death Knight\n-True Legendary Behemoth has 3000 HP\n-True Legendary Monsters can Spawn with the Normal True Legendary Rune (-Bosses)\n-True Legendary Bosses can Spawn with the Terminator Sphere & Upgraded True Legendary Rune (True Legendary Cyberdemon, Sentient, Terminator)\n-no more Playable monsters... (I have no ideas, and no, there won't be True Legendary, Nemesis, Vexed & Touhou's)\n<)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(=<[ Things Removed... ]>=)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(>\n-Playable Monsters...\n-Fake Legendary Cardinal, Fake True Legendary Cyberdemon & Cardinal\n\nH<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H\n\nComplexDoom-PlayableMonsters-1.1 Enraged Annihilation\n<(==-==<O>==-==)-<+>-(==-==<O>==-==)-<[ New Stuff ]>-(==-==<O>==-==)-<+>-(==-==<O>==-==)>\n-Added 1 Enraged Legendary Monster\n• Enraged Legendary Cardihilator [Prototype]\n-Added New Attacks for Specilos Class\n<O==H==O><-><O==H==O><-><O==H==O><-<-<[ Changes ]>->-><O==H==O><-><O==H==O><-><O==H==O>\n-Buffed Legendary Behemoth Weapons AltFire2\n<)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(=<[ Things Removed... ]>=)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(>\n-Removed New Legendary Crusader\n\nH<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H\n\nComplexDoom-PlayableMonsters-1.01 Now in TSPG\n<(==-==<O>==-==)-<+>-(==-==<O>==-==)-<[ New Stuff ]>-(==-==<O>==-==)-<+>-(==-==<O>==-==)>\n-Added Changelog\n-Added 55 Player Classes\n-Added 15 True Legendary Monsters!\n• True Legendary Imp\n• True Legendary Phase Imp\n• True Legendary Fiend\n• True Legendary Suicide Bomber\n• True Legendary Soul\n• True Legendary Revenant\n• True Legendary Redeemer\n• True Legendary Tormentor\n• True Legendary Hell Knight\n• True Legendary Behemoth\n• Alt True Legendary Baby Sentient\n• True Legendary Afrit\n• True Legendary Cyber Noble\n• True Legendary Arch Vile\n• True Legendary Archon\n-Added 1 Enraged Legendary Monster\n• Enraged Legendary Summoner\n-Added New bosses\n• Insanity Clockwork Cydestroyer\n• Hellfire Inferno Demon\n• The Last Plague\n• Sir Undead\n• Hell's Battery\n• Time Imp\n• Cerebral Cardihilator\n<O==H==O><-><O==H==O><-><O==H==O><-<-<[ Changes ]>->-><O==H==O><-><O==H==O><-><O==H==O>\n-Buffed True Legendary Cardinal\n-Added new attacks for old monsters\n-Cerebral Cardihilator can spawn from Cardihilator Demolisher\n-small fixes for some sprites (Path: Sprites/\"fixes\")\n-+1Hp for some Legendary monsters (Legendary Cyber with 7000 health :D)\n<)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(=<[ Things Removed... ]>=)/=A=\\=V=/=A=\\(=)/=A=\\=V=/=A=\\(>\n-Cacobot Class\n-Conqueror Lich Class\n\nH<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H<<<<<(=)>>>>>H\n\nComplexDoom-PlayableMonsters-1.0 Test\n-new addon..."
},
{
"source": "pk3",
"name": "SKININFO.txt",
"contents": "{\nName = \"DTBallista-Marine\"\nClass = \"Doom Guy\"\nSprite = PDTB\nCrouchSprite = PDBX\nHidden = True\n}"
},
{
"source": "pk3",
"name": "Actors/Cydestroyer.txt",
"contents": "//I'll leave this here, just as a memory\n\nACTOR Demon_Cydestroyer : PlayerPawn\n{\n Health 600\n Player.MaxHealth 600\n Speed 1\n Mass 300\n Radius 16\n Height 50\n Scale 1.1\n Player.ViewHeight 65\n Player.ForwardMove 0.75\n Player.SideMove 0.7\n Player.JumpZ 10\n Player.SoundClass \"PCydestroyer\"\n Player.DisplayName \"Cydestroyer\"\n Player.AttackZOffset 0\n Player.DamageScreenColor Blue, 0.1\n Player.MorphWeapon \"Cydestroyer-Weapons\"\n Player.StartItem \"Cydestroyer-Weapons\"\n PainChance 2\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n DamageFactor 0.4\n Species \"Player\"\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n +DONTMORPH\n var int user_effect;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tBR2S A 14\n BR2I A 14\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n BR2S AABB 3\n TNT1 A 0 A_Playsound(\"monster/bruwlk\")\n BR2S CCDD 3\n TNT1 A 0 A_Playsound(\"monster/bruwlk\")\n Goto Spawn\n Melee:\n Missile:\n BR2S E 1\n\tBR2S E 0 A_JumpIfInventory(\"MissileType6\",1,\"Missile6\")\n BR2S E 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tBR2S E 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tBR2S E 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tBR2S E 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n BR2S E 8\n\tBR3S B 8 Bright\n\tBR2S E 8\n\tBR3S B 8 Bright\n Goto Spawn\n Missile2:\n\tBR2S E 0 A_TakeInventory(\"MissileType2\",1)\n BR2S E 4\n\tBR3S B 5 Bright\n BR2S E 4\n\tBR3S B 5 Bright\n\tBR2S E 4\n\tBR3S B 5 Bright\n Goto Spawn\n Missile3:\n\tBR2S E 0 A_TakeInventory(\"MissileType3\",1)\n BR2S E 4\n\tBR3S A 4 Bright\n BR2S E 4\n\tBR3S A 4 Bright\n BR2S E 4\n\tBR3S A 4 Bright\n BR2S E 4\n\tBR3S A 4 Bright\n\tBR2S E 4\n\tBR3S A 4 Bright\n BR2S E 4\n\tBR3S A 4 Bright\n BR2S E 4\n\tBR3S A 4 Bright\n BR2S E 4\n\tBR3S A 4 Bright\n\tBR2S E 4\n\tBR3S A 4 Bright\n BR2S E 4\n\tBR3S A 4 Bright\n Goto Spawn\n Missile4:\n\tBR2S E 0 A_TakeInventory(\"MissileType4\",1)\n BR2S E 8\n\tBR3S B 4 Bright\n BR2S E 25\n Goto Spawn\n Missile5:\n\tBR2S E 0 A_TakeInventory(\"MissileType5\",1)\n BR2S E 24\n\tBR3S B 5 Bright\n BR2S E 3\n\tBR3S B 5 Bright\n BR2S E 3\n BR3S B 5 Bright\n BR2S E 3\n\tBR3S B 5 Bright\n BR2S E 20\n Goto Spawn\n Missile6:\n\tBR2S E 0 A_TakeInventory(\"MissileType6\",1)\n BR2S E 68\n\tBR3S B 8 Bright\n BR2S E 15\n Goto Spawn\n Pain:\n BR2S G 4\n BR2S G 4 A_Pain\n Goto Spawn\n Death:\n BR2S G 0\n BR2S G 20 A_PlaySound(\"cydes/death\")\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tBR2S GGGG 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tBR2D HHHH 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tBR2D IIIJJJ 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tBR2D KKKLLL 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n BR2D M 4 Bright A_NoBlocking\n BR2D N 3 Bright\n\tBR2D O 3\n\tBR2S P 3\n BR2S Q -1\n Stop\n }\n}\n\nActor Cydestroyer-Weapons : Weapon\n{\n +WEAPON.DONTBOB\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n CYDW A 1 A_WeaponReady\n Loop\n Deselect:\n CYDW A 1 A_Lower\n Loop\n Select:\n CYDW A 1 A_Raise\n Loop\n Fire:\n CYDW A 1 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n CYDW A 0 A_GiveInventory(\"AttackCharge\",1)\n CYDW A 1\n CYDW A 1 A_Refire\n Fire1:\n CYDW A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n CYDW A 0 A_JumpIfInventory(\"AttackCharge\",5,\"Fire2\")\n\tCYDW A 0 A_TakeInventory(\"AttackCharge\",10)\n CYDW BC 4 Bright\n\tCYDW D 0 A_FireCustomMissile(\"NewRocket\",-1,0,-18,10,1,1)\n\tCYDW D 4 Bright A_FireCustomMissile(\"NewRocket\",-1,0,18,10,1,1)\n\tCYDW A 4\n\tCYDW BC 4 Bright\n\tCYDW D 0 A_FireCustomMissile(\"NewRocket\",-1,0,-18,10,1,1)\n\tCYDW D 4 Bright A_FireCustomMissile(\"NewRocket\",-1,1,18,10,1,1)\n\tCYDW A 4\n Goto Ready\n Fire2:\n \tCYDW B 0 A_GiveInventory(\"MissileType2\")\n\tCYDW B 0 A_GunFlash\n CYDW BC 2 Bright\n\tCYDW D 0 A_PlayWeaponSound(\"Weapons/GrenadeFire\")\n\tCYDW D 0 A_FireCustomMissile(\"RifleGrenade\",-1,0,-18,12,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"RifleGrenade\",-1,1,18,12,1,1)\n\tCYDW A 3\n\tCYDW BC 2 Bright\n\tCYDW D 0 A_PlayWeaponSound(\"Weapons/GrenadeFire\")\n\tCYDW D 0 A_FireCustomMissile(\"RifleGrenade\",-1,0,-18,12,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"RifleGrenade\",-1,1,18,12,1,1)\n\tCYDW A 3\n\tCYDW BC 2 Bright\n\tCYDW D 0 A_PlayWeaponSound(\"Weapons/GrenadeFire\")\n\tCYDW D 0 A_FireCustomMissile(\"RifleGrenade\",-1,0,-18,12,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"RifleGrenade\",-1,1,18,12,1,1)\n\tCYDW A 3 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Fire3:\n CYDW E 0 A_GiveInventory(\"MissileType3\")\n\tCYDW E 0 A_GunFlash\n \tCYDW E 0 A_FireCustomMissile(\"PlayerCydRocket\",-1,0,-16,50,1,1)\n CYDW E 2 Bright A_FireCustomMissile(\"PlayerCydRocket\",-1,1,16,50,1,1)\n CYDW FGA 2 Bright\n \tCYDW E 0 A_FireCustomMissile(\"PlayerCydRocket2\",-1,0,-16,50,1,1)\n CYDW E 2 Bright A_FireCustomMissile(\"PlayerCydRocket2\",-1,1,16,50,1,1)\n CYDW FGA 2 Bright\n \tCYDW E 0 A_FireCustomMissile(\"PlayerCydRocket3\",-1,0,-16,50,1,1)\n CYDW E 2 Bright A_FireCustomMissile(\"PlayerCydRocket3\",-1,1,16,50,1,1)\n CYDW FGA 2 Bright\n \tCYDW E 0 A_FireCustomMissile(\"PlayerCydRocket\",-1,0,-16,50,1,1)\n CYDW E 2 Bright A_FireCustomMissile(\"PlayerCydRocket\",-1,1,16,50,1,1)\n CYDW FGA 2 Bright\n \tCYDW E 0 A_FireCustomMissile(\"PlayerCydRocket2\",-1,0,-16,50,1,1)\n CYDW E 2 Bright A_FireCustomMissile(\"PlayerCydRocket2\",-1,1,16,50,1,1)\n CYDW FGA 2 Bright\n \tCYDW E 0 A_FireCustomMissile(\"PlayerCydRocket3\",-1,0,-16,50,1,1)\n CYDW E 2 Bright A_FireCustomMissile(\"PlayerCydRocket3\",-1,1,16,50,1,1)\n CYDW FGA 2 Bright\n \tCYDW E 0 A_FireCustomMissile(\"PlayerCydRocket\",-1,0,-16,50,1,1)\n CYDW E 2 Bright A_FireCustomMissile(\"PlayerCydRocket\",-1,1,16,50,1,1)\n CYDW FGA 2 Bright\n \tCYDW E 0 A_FireCustomMissile(\"PlayerCydRocket2\",-1,0,-16,50,1,1)\n CYDW E 2 Bright A_FireCustomMissile(\"PlayerCydRocket2\",-1,1,16,50,1,1)\n CYDW FGA 2 Bright\n \tCYDW E 0 A_FireCustomMissile(\"PlayerCydRocket3\",-1,0,-16,50,1,1)\n CYDW E 2 Bright A_FireCustomMissile(\"PlayerCydRocket3\",-1,1,16,50,1,1)\n CYDW FGA 2 Bright\n \tCYDW E 0 A_FireCustomMissile(\"PlayerCydRocket\",-1,0,-16,50,1,1)\n CYDW E 2 Bright A_FireCustomMissile(\"PlayerCydRocket\",-1,1,16,50,1,1)\n CYDW FGA 2 Bright\n\tCYDW A 3 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire:\n CYDW A 1 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n CYDW A 0 A_GiveInventory(\"AttackCharge\",1)\n CYDW A 1\n CYDW A 1 A_Refire\n AltFire1:\n CYDW A 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n CYDW A 0 A_JumpIfInventory(\"AttackCharge\",5,\"AltFire2\")\n\tCYDW A 0 A_TakeInventory(\"AttackCharge\",10)\n\tCYDW B 0 A_GiveInventory(\"MissileType4\")\n\tCYDW B 0 A_GunFlash\n CYDW BC 4 Bright\n\tCYDW D 0 A_FireCustomMissile(\"RailgunImpactRed\",-1,0,-18,10,1,1)\n\tCYDW D 0 A_FireCustomMissile(\"RailgunImpactRed\",-1,0,18,10,1,1)\n\tCYDW D 0 A_RailAttack(random(200,350),18,1,\"Red\",None,0,0,\"PlayerCydRailPuff\")\n\tCYDW D 4 Bright A_RailAttack(random(200,350),-18,1,\"Red\",None,0,0,\"PlayerCydRailPuff\")\n\tCYDW A 25\n Goto Ready\n AltFire2:\n \tCYDW A 0 A_GiveInventory(\"MissileType5\")\n\tCYDW A 0 A_GunFlash\n CYDW A 18 A_PlayWeaponSound(\"weapons/charge15k\")\n CYDW BC 3 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,10,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,18,10,1,1)\n\tCYDW BC 3 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,10,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,18,10,1,1)\n\tCYDW BC 3 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,10,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,18,10,1,1)\n\tCYDW BC 3 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,10,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,18,10,1,1)\n\tCYDW A 0 A_TakeInventory(\"AttackCharge\",10)\n\tCYDW A 20 A_PlayWeaponSound(\"weapons/bfg15kcooldown\")\n Goto Ready\n AltFire3:\n CYDW A 0 A_GiveInventory(\"MissileType6\")\n\tCYDW A 0 A_GunFlash\n CYDW A 68 A_PlayWeaponSound(\"lrball3/charge\")\n\tCYDW B 0 A_PlayWeaponSound(\"lrball3/shot\")\n CYDW BC 3 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCydSuperBall\",random(4,-4),0,-18,10,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"PlayerCydSuperBall\",random(4,-4),0,18,10,1,1)\n\tCYDW A 15 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PlayerCydRocket\n{\nRadius 9\nHeight 7\nScale 0.75\nSpeed 32\nFastSpeed 48\nDamage 12\nDamageType \"Explosion\"\n+MTHRUSPECIES\nSeeSound \"skeleton/homingrocket\"\nDeathSound \"weapons/rocklx\"\nPROJECTILE\nStates\n{\n Spawn:\n\tTNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n\tCBRK A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_Explode(68,128)\n TNT1 A 1 A_SpawnItem(\"RocketEx\")\n Stop\n }\n}\n\nACTOR PlayerCydRocket2 : PlayerCydRocket\n{\nStates\n{\n Spawn:\n\tTNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n\tCYDM A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)\n CYDM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n Loop\n\t}\n}\n\nACTOR PlayerCydRocket3 : PlayerCydRocket\n{\nStates\n{\n Spawn:\n\tTNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n\tCYD2 A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)\n CYD2 A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n Loop\n\t}\n}\n\nACTOR PlayerCydRailPuff : PlayerRailPuff\n{\nDamageType \"Marine\"\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_SpawnItem(\"RailgunImpactEffectRed\")\n\tStop\n\t}\n}\n\nACTOR PlayerCyd15K : BFG15KBall\n{\nFastSpeed 50\nSeeSound \"weapons/bfg15kfire\"\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\nStates\n{\nSpawn:\n TNT1 AA 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n CFS1 A 4 Bright\n TNT1 AA 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n\tCFS1 B 4 Bright\n Loop\nDeath:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom14\", 0, 0, random(0,360), 2, random(0,360))\n CFE1 A 3 Bright A_Explode\n CFE1 BC 3 Bright\n CFE1 BA 3 Bright\n CFG9 ABCDEF 3 Bright\n Stop\n }\n}\n\nActor PlayerCydSuperBall\n{\nRadius 6\nHeight 22\nSpeed 30\nDamagetype \"Marine\"\nDamage 50\nScale 0.052\nProjectile\n+RANDOMIZE\n+EXTREMEDEATH\n+MTHRUSPECIES\nSeeSound \"\"\nDeathSound \"lrball3/exp\"\nRenderStyle Add\nReactionTime 14\nStates\n{\n Spawn:\n\tRRBA A 0 A_CountDown\n RRBA ZZ 2 bright A_SpawnItemEx(\"SuperBallTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n Loop\n Death:\n TNT1 A 0 A_Explode(192,192,0)\n TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx(\"ArcradimusCometDeath\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"PlayerCydSuperSmallBall\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)\n TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"PlayerCydSuperSmallBall\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)\n\tMMSD A 8 bright A_Explode(38, 140, 0)\n Stop\n }\n}\n\nActor PlayerCydSuperSmallBall\n{\nRadius 8\nHeight 10\nSpeed 65\nDamagetype \"Marine\"\nDamage 7\nScale 0.17\nProjectile\n+RANDOMIZE\n+EXTREMEDEATH\n+SEEKERMISSILE\n+HEXENBOUNCE\nBounceCount 2\nSeeSound \"MMBurst\"\nDeathSound \"MBExplodeD\"\nObituary \"%o's anus was made 3 sizes bigger by a Cydestroyer.\"\nRenderStyle Add\nStates\n{\n Spawn:\n RRBA A 0\n RRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)\n\tRRB3 AA 1 bright A_SpawnItemEx(\"SuperBallTrail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tRRBA A 0 bright A_SeekerMissile(1,8,SMF_LOOK)\n\tRRB3 BB 1 bright A_SpawnItemEx(\"SuperBallTrail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tRRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)\n\tRRB3 CC 1 bright A_SpawnItemEx(\"SuperBallTrail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tRRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)\n\tRRB3 DD 1 bright A_SpawnItemEx(\"SuperBallTrail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"KaboomRed\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 I 8 bright A_Explode(8,80,0)\n TNT1 J 6 bright\n TNT1 K 4 bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Belphegor.txt",
"contents": "ACTOR Demon_Belphegor : Playerpawn\n{\n Health 600\n Player.MaxHealth 600\n Speed 1\n Mass 300\n Radius 16\n Height 50\n Scale 1.1\n Player.ViewHeight 60\n Player.ForwardMove 0.8\n Player.SideMove 0.7\n Player.JumpZ 10\n Player.SoundClass \"PBelphegor\"\n Player.DisplayName \"Belphegor\"\n Player.MorphWeapon \"Belphegor-Weapons\"\n Player.StartItem \"Belphegor-Weapons\"\n BloodColor \"Green\"\n Player.AttackZOffset 0\n Player.DamageScreenColor Green, 0.1\n PainChance 2\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n RadiusDamageFactor 0.5\n DamageFactor 0.4\n Species \"Player\"\n +DONTMORPH\n +THRUSPECIES\n +DONTHARMSPECIES\n -NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n var int user_effect;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tNBRN A 5\n\tLoop\n See:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DukeWalkFire\",0,0,0,0,0,0,0,128)\n\tNBRN AA 3 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"DukeWalkFire\",0,0,0,0,0,0,0,128)\n\tNBRN BB 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DukeWalkFire\",0,0,0,0,0,0,0,128)\n\tNBRN CC 3 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"DukeWalkFire\",0,0,0,0,0,0,0,128)\n\tNBRN DD 3 Bright\n\tGoto Spawn\n Melee:\n Missile:\n NBRN E 1 Bright\n\tNBRN E 0 A_JumpIfInventory(\"MissileType6\",1,\"Missile6\")\n\tNBRN E 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tNBRN E 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tNBRN E 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tNBRN E 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n NBRN EFGEFG 4 Bright\n\tGoto Spawn\n Missile2:\n\tNBRN E 0 A_TakeInventory(\"MissileType2\",1)\n\tNBRN EFGEFGEFG 5 Bright\n Goto Spawn\n Missile3:\n\tNBRN E 0 A_TakeInventory(\"MissileType3\",1)\n\tNBRN EFG 6 Bright\n Goto Spawn\n Missile4:\n\tNBRN E 0 A_TakeInventory(\"MissileType4\",1)\n\tNBRN EFG 5 Bright\n Goto Spawn\n Missile5:\n\tNBRN E 0 A_TakeInventory(\"MissileType5\",1)\n\tNBRN EFGGG 5 Bright\n Goto Spawn\n Missile6:\n\tNBRN G 0 A_TakeInventory(\"MissileType6\",1)\n\tNBRN GF 5 Bright\n\tNBRN E 154 Bright\n Goto Spawn\n Pain:\n\tNBRN H 4\n NBRN H 4 Bright A_Pain\n Goto Spawn\n Death:\n\tNBRN H 0\n NBRN H 10 Bright A_PlaySound(\"superbaron/death\")\n\tNBRN H 0 A_NoBlocking\n\tNBRN HHHH 2 Bright A_CustomMissile(\"Kaboom4\", random(20,80), 0, random(0,360), 2, random(0,360))\n\tNBRN H 0 A_FadeOut(0.1)\n\tNBRN HHHH 2 Bright A_CustomMissile(\"Kaboom4\", random(20,80), 0, random(0,360), 2, random(0,360))\n\tNBRN H 0 A_FadeOut(0.1)\n\tNBRN HHHH 2 Bright A_CustomMissile(\"Kaboom4\", random(20,80), 0, random(0,360), 2, random(0,360))\n\tNBRN H 0 A_FadeOut(0.1)\n\tNBRN HHHH 2 Bright A_CustomMissile(\"Kaboom4\", random(20,80), 0, random(0,360), 2, random(0,360))\n\tNBRN H 0 A_FadeOut(0.1)\n\tNBRN HHHH 2 Bright A_CustomMissile(\"Kaboom4\", random(20,80), 0, random(0,360), 2, random(0,360))\n\tNBRN H 0 A_FadeOut(0.1)\n\tNBRN HHHH 2 Bright A_CustomMissile(\"Kaboom4\", random(20,80), 0, random(0,360), 2, random(0,360))\n\tNBRN H 0 A_FadeOut(0.1)\n\tNBRN HHHH 2 Bright A_CustomMissile(\"Kaboom4\", random(20,80), 0, random(0,360), 2, random(0,360))\n\tNBRN H 0 A_FadeOut(0.1)\n\tNBRN HHHH 2 Bright A_CustomMissile(\"Kaboom4\", random(20,80), 0, random(0,360), 2, random(0,360))\n\tNBRN H 0 A_FadeOut(0.1)\n\tNBRN HHHH 2 Bright A_CustomMissile(\"Kaboom4\", random(20,80), 0, random(0,360), 2, random(0,360))\n\tNBRN H 0 A_FadeOut(0.1)\n\tNBRN HHHH 2 Bright A_CustomMissile(\"Kaboom4\", random(20,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 A 1 A_HideThing\n TNT1 A -1\n\tStop\n }\n}\n\nACTOR Belphegor-Weapons : Weapon\n{\n+WEAPON.DONTBOB\n+WEAPON.CHEATNOTWEAPON\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+INVENTORY.UNDROPPABLE\nStates\n{\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n BH2D A 1 Bright A_WeaponReady\n Loop\n Deselect:\n BH2D A 1 Bright A_Lower\n Loop\n Select:\n BH2D A 1 Bright A_Raise\n Loop\n Fire:\n BH2D A 1 Bright A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n BH2D A 0 A_GiveInventory(\"AttackCharge\",1)\n BH2D A 1 Bright\n BH2D A 1 Bright A_Refire\n Fire1:\n BH2D B 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n BH2D B 0 A_JumpIfInventory(\"AttackCharge\",5,\"Fire2\")\n\tBH2D B 0 A_TakeInventory(\"AttackCharge\",10)\n\tBH2D B 0 A_GunFlash\n\tBH2D BCD 2 Bright\n BH2D E 0 A_FireCustomMissile(\"PlayerCyNobleBall\",4,0,0,15)\n\tBH2D E 0 A_FireCustomMissile(\"PlayerCyNobleBall\",-4,0,0,15)\n\tBH2D E 3 Bright A_FireCustomMissile(\"PlayerCyNobleBall\",0,0,0,15)\n\tBH2D FBCD 2 Bright\n BH2D E 0 A_FireCustomMissile(\"PlayerCyNobleBall\",4,0,0,15)\n\tBH2D E 0 A_FireCustomMissile(\"PlayerCyNobleBall\",-4,0,0,15)\n\tBH2D E 3 Bright A_FireCustomMissile(\"PlayerCyNobleBall\",0,0,0,15)\n\tBH2D FGHZ 2 Bright\n\tGoto Ready\n Fire2:\n \tBH2D B 0 A_GiveInventory(\"MissileType2\")\n\tBH2D B 0 A_GunFlash\n\tBH2D BCD 3 Bright\n\tBH2D EEEEE 0 A_FireCustomMissile(\"PlayerKnightFastBall\",random(-8,8),1,0,15)\n\tBH2D E 5 Bright A_FireCustomMissile(\"PlayerKnightFastBall\",0,1,0,15)\n\tBH2D FBCD 3 Bright\n\tBH2D EEEEE 0 A_FireCustomMissile(\"PlayerKnightFastBall\",random(-8,8),1,0,15)\n\tBH2D E 5 Bright A_FireCustomMissile(\"PlayerKnightFastBall\",0,1,0,15)\n\tBH2D FBCD 3 Bright\n\tBH2D EEEEE 0 A_FireCustomMissile(\"PlayerKnightFastBall\",random(-8,8),1,0,15)\n\tBH2D E 5 Bright A_FireCustomMissile(\"PlayerKnightFastBall\",0,1,0,15)\n\tBH2D FGH 3 Bright\n\tBH2D Z 3 Bright\tA_TakeInventory(\"AttackCharge\",10)\n\tGoto Ready\n Fire3:\n \tBH2D B 0 A_GiveInventory(\"MissileType3\")\n\tBH2D B 0 A_GunFlash\n\tBH2D BCD 3 Bright\n BH2D E 0 A_FireCustomMissile(\"PlayerDukeBall\",4,0,0,15)\n\tBH2D E 0 A_FireCustomMissile(\"PlayerDukeBall\",-4,0,0,15)\n\tBH2D E 5 Bright A_FireCustomMissile(\"PlayerDukeBall\",0,0,0,15)\n\tBH2D FGH 3 Bright\n\tBH2D Z 3 Bright\tA_TakeInventory(\"AttackCharge\",10)\n\tGoto Ready\n AltFire:\n BH2D A 1 Bright A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n BH2D A 0 A_GiveInventory(\"AttackCharge\",1)\n BH2D A 1 Bright\n BH2D A 1 Bright A_Refire\n AltFire1:\n BH2D I 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n BH2D I 0 A_JumpIfInventory(\"AttackCharge\",5,\"AltFire2\")\n\tBH2D I 0 A_TakeInventory(\"AttackCharge\",10)\n\tBH2D I 0 A_GiveInventory(\"MissileType4\")\n\tBH2D I 0 A_GunFlash\n\tBH2D IJK 4 Bright\n\tBH2D L 0 A_FireCustomMissile(\"PlayerDukeFireSpawner\",12,1,0)\n\tBH2D L 0 A_FireCustomMissile(\"PlayerDukeFireSpawner\",-12,1,0)\n\tBH2D L 5 Bright A_FireCustomMissile(\"PlayerDukeFireSpawner\",0,1,0)\n\tBH2D Z 4 Bright\n Goto Ready\n AltFire2:\n \tBH2D I 0 A_GiveInventory(\"MissileType5\")\n\tBH2D I 0 A_GunFlash\n\tBH2D IJK 4 Bright\n BH2D L 0 A_FireCustomMissile(\"PlayerHDComet\",4,0,0,12)\n\tBH2D L 0 A_FireCustomMissile(\"PlayerHDComet\",-4,0,0,12)\n\tBH2D L 10 Bright A_FireCustomMissile(\"PlayerHDComet\",0,0,0,12)\n\tBH2D Z 4 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire3:\n BH2D A 0 A_GiveInventory(\"MissileType6\")\n\tBH2D A 0 A_GunFlash\n\tBH2D LKJ 4 Bright\n\tBH2D IIIIIIIIIIIIIIII 1 Bright A_SpawnItemEx(\"PlayerDukeSpike\",Random(300,-300),Random(300,-300),0,0,0,0,0,0)\n\tBH2D IIIIIIIIIIIIIIII 1 Bright A_SpawnItemEx(\"PlayerDukeSpike\",Random(300,-300),Random(300,-300),0,0,0,0,0,0)\n\tBH2D IIIIIIIIIIIIIIII 1 Bright A_SpawnItemEx(\"PlayerDukeSpike\",Random(300,-300),Random(300,-300),0,0,0,0,0,0)\n\tBH2D IIIIIIIIIIIIIIII 1 Bright A_SpawnItemEx(\"PlayerDukeSpike\",Random(300,-300),Random(300,-300),0,0,0,0,0,0)\n\tBH2D IIIIIIIIIIIIIIII 1 Bright A_SpawnItemEx(\"PlayerDukeSpike\",Random(300,-300),Random(300,-300),0,0,0,0,0,0)\n\tBH2D IIIIIIIIIIIIIIII 1 Bright A_SpawnItemEx(\"PlayerDukeSpike\",Random(300,-300),Random(300,-300),0,0,0,0,0,0)\n\tBH2D IIIIIIIIIIIIIIII 1 Bright A_SpawnItemEx(\"PlayerDukeSpike\",Random(300,-300),Random(300,-300),0,0,0,0,0,0)\n\tBH2D IIIIIIIIIIIIIIII 1 Bright A_SpawnItemEx(\"PlayerDukeSpike\",Random(300,-300),Random(300,-300),0,0,0,0,0,0)\n\tBH2D IIIIIIIIIIIIIIII 1 Bright A_SpawnItemEx(\"PlayerDukeSpike\",Random(300,-300),Random(300,-300),0,0,0,0,0,0)\n\tBH2D I 5 Bright\n\tBH2D Z 4 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PlayerCyNobleBall : CyNobleBall\n{\nSpeed 36\nDamage 12\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\n}\n\nACTOR PlayerKnightFastBall : KnightFastBall\n{\nSpeed 58\nDamage 8\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\n}\n\nACTOR PlayerDukeBall : DukeBall2\n{\nSpeed 28\nDamage 50\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\n}\n\nACTOR PlayerDukeFireSpawner : DukeFireSpawner\n{\nDamage 14\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\nMissileType PlayerDukeFire\nStates\n{\n Death:\n TNT1 A 0\n TNT1 A 0 A_StopSoundEx(\"Voice\")\n TNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"Kaboom4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n FTRD K 4 Bright\n FTRD L 4 Bright A_Explode(64,128,0)\n FTRD MNO 3 Bright\n Stop\n }\n}\n\nACTOR PlayerDukeFire : DukeFire\n{\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\nStates\n{\n Spawn:\n TNT1 A 0\n FTRD A 1 Bright A_Explode(16,68)\n\tFTRD ABBCDEFGHIJ 1 Bright A_FadeOut(0.05)\n Stop\n\t}\n}\n\nACTOR PlayerHDComet : HDComet\n{\nSpeed 32\nDamage 25\nExplosionDamage 148\nExplosionRadius 156\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\n+FORCERADIUSDMG\n}\n\nACTOR PlayerDukeSpike : DukeSpike\n{\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\n+FORCERADIUSDMG\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"monsters/hellionflame\")\n\tFTRD AB 2 Bright\n FTRD C 10 Bright A_Explode(96,128,0)\n\tFTRD DEFGHIJ 1 Bright\n Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Infernalist.txt",
"contents": "ACTOR Demon_Infernalist : Playerpawn\n{\n Health 550\n Player.MaxHealth 550\n Speed 1\n Mass 300\n Radius 16\n Height 50\n Player.SoundClass \"PDiabolist\"\n Player.DisplayName \"Infernalist\"\n Player.MorphWeapon \"Infernalist-Weapons\"\n Player.StartItem \"Infernalist-Weapons\"\n Player.DamageScreenColor Orange, 0.1\n Player.JumpZ 10\n PainChance 2\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n DamageFactor 0.4\n Species \"Player\"\n Player.ForwardMove 0.95\n Player.SideMove 0.75\n RadiusDamageFactor 0.4\n Player.ViewHeight 40\n Player.AttackZOffset -10\n BloodColor \"Black\"\n Scale 0.9\n -NORADIUSDMG\n +THRUSPECIES\n +DONTHARMSPECIES\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n +DONTMORPH\n var int user_effect;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tIFLI A 5\n\tLoop\n See:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n IFLI A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"InfernalistWalkFire\")\n IFLI AAB 2\n\tTNT1 A 0 A_SpawnItem(\"InfernalistWalkFire\")\n\tIFLI BCC 2\n TNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"InfernalistWalkFire\")\n IFLI DDE 2\n\tTNT1 A 0 A_SpawnItem(\"InfernalistWalkFire\")\n\tIFLI EFF 2\n\tGoto Spawn\n Melee:\n Missile:\n IFLI G 1 Bright\n\tIFLI G 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tIFLI G 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tIFLI G 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tIFLI G 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n IFLI G 10 Bright\n IFLI H 8 Bright\n IFLI IJKLMN 8 Bright\n IFLI O 8 Bright\n IFLI P 20 Bright\n\tGoto Spawn\n Missile2:\n\tIFLI P 0 A_TakeInventory(\"MissileType2\",1)\n IFLI GHIJKLMN 2 Bright\n IFLI O 5 Bright\n IFLI P 5 Bright\n\tGoto Spawn\n Missile3:\n\tIFLI P 0 A_TakeInventory(\"MissileType3\",1)\n IFLI PNOPNOPNOPNP 5 Bright\n Goto Spawn\n Missile4:\n\tIFL2 A 0 A_TakeInventory(\"MissileType4\",1)\n IFL2 ABC 5 Bright\n\tIFL2 ABC 5 Bright\n\tIFL2 ABC 5 Bright\n Goto Spawn\n Missile5:\n\tIFLI G 0 A_TakeInventory(\"MissileType5\",1)\n IFLI GHIJKLM 7 Bright\n IFLI NPO 9 Bright\n IFLI NPO 9 Bright\n\tIFLI NPO 9 Bright\n Goto See\n Pain:\n IFLI Q 4\n IFLI Q 4 A_Pain\n Goto Spawn\n XDeath:\n Death:\n IFLI Q 6\n IFLI R 5 A_Scream\n\tIFLI S 5 A_Fall\n IFLI TUV 5\n\tIFLI W 4 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n IFLI XY 4\n IFLI Z -1\n Stop\n }\n}\n\nACTOR Infernalist-Weapons : Weapon\n{\n+WEAPON.DONTBOB\n+WEAPON.CHEATNOTWEAPON\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+INVENTORY.UNDROPPABLE\nStates\n{\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n TNT1 A 1 A_WeaponReady\n Loop\n Deselect:\n TNT1 A 1 A_Lower\n Loop\n Select:\n TNT1 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 1 A_JumpIfInventory(\"AttackCharge\",10,\"Fire2\")\n TNT1 A 0 A_GiveInventory(\"AttackCharge\",1)\n TNT1 A 1\n TNT1 A 1 A_Refire\n Fire1:\n\tTNT1 A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire2\")\n\tTNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 10\n\tTNT1 A 0 A_SetBlend(\"Orange\",0.7,56)\n\tARC2 IJ 8 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerInfernalistFireFX\",0,1,5,10)\n\tARC2 KL 8 Bright\n\tARC2 MN 8 Bright\n\tTNT1 A 8\n Goto Ready\n Fire2:\n \tTNT1 A 0 A_GiveInventory(\"MissileType2\")\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Playsound(\"brain/spit\",7)\n ARC2 IJKLMN 2 Bright\n TNT1 AA 2\n TNT1 A 5 A_FireCustomMissile(\"PAvatarFireSpawner\",0,0,0)\n TNT1 A 5 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Fire3:\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 10\n\tTNT1 A 0 A_SetBlend(\"Red\",0.7,56)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFire\",0,1,5,10)\n\tARC2 IJ 8 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFire\",0,1,5,10)\n\tARC2 KL 8 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFire\",0,1,5,10)\n\tARC2 MN 8 Bright\n\tTNT1 A 8 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire:\n TNT1 A 1 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n TNT1 A 0 A_GiveInventory(\"AttackCharge\",1)\n TNT1 A 1\n TNT1 A 1 A_Refire\n AltFire1:\n\tTNT1 A 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n TNT1 A 0 A_JumpIfInventory(\"AttackCharge\",5,\"AltFire2\")\n\tTNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n\tTNT1 A 0 A_GiveInventory(\"MissileType3\")\n\tTNT1 A 0 A_GunFlash\n\tARC2 JKJKJKJKJKJKJ 5 Bright A_FireCustomMissile(\"PlayerFastBBall\",Random(-4, 4),1,0,10)\n\tTNT1 A 8\n\tGoto Ready\n AltFire2:\n \tTNT1 A 0 A_GiveInventory(\"MissileType4\")\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 8 A_SetBlend(\"Red\",0.7,17)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistTracer\",0,0,40,0,0,0)\n\tTNT1 A 4 A_FireCustomMissile(\"PlayerDiabolistTracer\",0,0,-40,0,0,0)\n\tTNT1 A 4\n\tTNT1 A 8 A_SetBlend(\"Red\",0.7,17)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistTracer\",0,0,40,0,0,0)\n\tTNT1 A 4 A_FireCustomMissile(\"PlayerDiabolistTracer\",0,0,-40,0,0,0)\n\tTNT1 A 4\n\tTNT1 A 8 A_SetBlend(\"Red\",0.7,17)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistTracer\",0,0,40,0,0,0)\n\tTNT1 A 4 A_FireCustomMissile(\"PlayerDiabolistTracer\",0,0,-40,0,0,0)\n\tTNT1 A 8 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire3:\n BH2D A 0 A_GiveInventory(\"MissileType5\")\n\tBH2D A 0 A_GunFlash\n\tTNT1 A 0 A_SetBlend(\"Red\",0.7,56)\n\tARC2 IJKLMN 8 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFireMissile\",0,0,-12,10)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFireMissile\",0,0,12,10)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFireMissile\",0,0,0,10)\n\tTNT1 A 20 A_SetBlend(\"Red\",1,20)\n\tTNT1 A 8\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFireMissile\",0,0,-12,10)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFireMissile\",0,0,12,10)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFireMissile\",0,0,0,10)\n\tTNT1 A 20 A_SetBlend(\"Red\",1,20)\n\tTNT1 A 8\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFireMissile\",0,0,-12,10)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFireMissile\",0,0,12,10)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDiabolistFireMissile\",0,0,0,10)\n\tTNT1 A 20 A_SetBlend(\"Red\",1,20)\n\tTNT1 A 4 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nActor PlayerDiabolistFire\n{\nProjectile\nRadius 1\nHeight 1\nSpeed 99\nRenderStyle Add\nAlpha 0.85\n+NOBLOCKMAP\n+SEEKERMISSILE\n+MTHRUSPECIES\n+FORCERADIUSDMG\n-BLOODLESSIMPACT\nDamageType \"Marine\"\nStates\n{\n Spawn:\n TNT1 A 1 A_SeekerMissile(30,30,SMF_LOOK)\n Loop\n Death:\n TNT1 A 0\n\tDFIR A 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR B 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR B 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR C 2 Bright A_FireCrackle\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR B 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR B 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR D 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR D 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR D 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR E 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR D 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR E 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR D 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR E 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR F 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR E 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR F 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n\tTNT1 A 0 Bright A_FireCrackle\n DFIR E 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR F 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR G 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR H 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR G 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR H 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(32,74,0)\n DFIR G 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_Explode(128,220,0)\n DFIR H 2 Bright A_Fire\n Stop\n }\n}\n\nActor PlayerInfernalistFireFX\n{\nProjectile\nRadius 1\nHeight 1\nSpeed 99\nRenderStyle Add\nAlpha 0.85\n+NOBLOCKMAP\n+SEEKERMISSILE\n+MTHRUSPECIES\n//+FORCERADIUSDMG\n-BLOODLESSIMPACT\nDamageType \"Marine\"\nvar int user_vilefire;\nStates\n{\n Spawn:\n TNT1 A 1 A_SeekerMissile(30,30,SMF_LOOK)\n Loop\n Death:\n\tTNT1 A 0 A_JumpIf(user_vilefire >= 3,\"End\")\n\tTNT1 A 0 A_SetUserVar(\"user_vilefire\",user_vilefire+1)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerInfernalistRainSpawner\",0,0,128)\n FERF ABCD 1 Bright A_Fire\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerInfernalistRainSpawner\",0,0,128)\n FERF EFGH 1 Bright A_Fire\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerInfernalistRainSpawner\",0,0,128)\n FERF IJKL 1 Bright A_Fire\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerInfernalistRainSpawner\",0,0,128)\n FERF MNOP 1 Bright A_Fire\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerInfernalistRainSpawner\",0,0,128)\n FERF QRST 1 Bright A_Fire\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerInfernalistRainSpawner\",0,0,128)\n FERF UVWX 1 Bright A_Fire\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerInfernalistRainSpawner\",0,0,128)\n FERF \"YZ[\\]\" 1 Bright A_Fire\n\tLoop\n End:\n\tTNT1 A 1\n Stop\n\t}\n}\n\nACTOR PlayerInfernalistRainSpawner : InfernalistRainSpawner\n{\nStates\n{\nSpawn:\n TNT1 A 0 NoDelay A_CustomMissile(\"PlayerInfernalistRain\",-8,random(-20,20),random(0,360),2)\n\tCMRA ABCDEFGHIJ 2 Bright A_FadeOut(0.2)\n Goto Spawn+1\n\t}\n}\n\nActor PlayerInfernalistRain : InfernalistRain\n{\nSpecies \"Player\"\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\n+FORCERADIUSDMG\n States\n {\n Death:\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom9\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n FTR0 K 4 Bright\n FTR0 L 4 Bright A_Explode(16,32)\n FTR0 MNO 3 Bright\n Stop\n }\n}\n\nACTOR PlayerFastBBall : BBall\n{\nDamage 14\nSpeed 46\nFastSpeed 68\n+MTHRUSPECIES\nDamageType \"Marine\"\n}\n\nActor PlayerDiabolistTracer\n{\nRadius 5\nHeight 5\nDamage 10\nDamageType \"Marine\"\nRenderStyle Add\nAlpha 0.65\nProjectile\n+SeekerMissile\n+ScreenSeeker\n+FloorHugger\n+DontSplash\n-NoGravity\nSpeed 20\nFastSpeed 25\nSeesound \"weapons/diasht\"\nDeathSound \"weapons/firex3\"\nStates\n{\n Spawn:\n TNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n TNT1 A 0 A_SeekerMissile(14,8,SMF_LOOK)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SeekerMissile(14,8,SMF_LOOK)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SeekerMissile(14,8,SMF_LOOK)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SeekerMissile(14,8,SMF_LOOK)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n FTRA K 4 Bright\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom9\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n FTRA L 4 Bright A_Explode(72,132,0)\n FTRA MNO 3 Bright\n Stop\n }\n}\n\nACTOR PlayerDiabolistFireMissile\n{\nSpeed 200\nRadius 14\nHeight 8\nRenderStyle Add\nPROJECTILE\nDeathSound \"weapons/hrlexp2\"\nSeeSound \"weapons/hrlfir2\"\nDamagetype \"Marine\"\n+MTHRUSPECIES\nDamage 25\nStates\n{\n Spawn:\n VBAL A 1 Bright A_SpawnItemEx(\"FDMissileFX\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n CFFX N 1 Bright\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n //TNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n CFFX AAAAAAAAAA 0 A_SpawnItemEx(\"FDMissileFX\", 0, 0, 0, random(3,-3), random(3,-3), random(3,-3), 0, 128)\n CFFX AAAAAAAAAA 0 A_SpawnItemEx(\"FDMissileFX\", 0, 0, 0, random(3,-3), random(3,-3), random(3,-3), 0, 128)\n CFFX AAAAAAAAAA 0 A_SpawnItemEx(\"FDMissileFX\", 0, 0, 0, random(3,-3), random(3,-3), random(3,-3), 0, 128)\n CFFX AAAAAAAAAA 0 A_SpawnItemEx(\"FDMissileFX\", 0, 0, 0, random(3,-3), random(3,-3), random(3,-3), 0, 128)\n CFFX ABC 3 Bright A_Explode\n CFFX D 4 Bright\n CFFX E 3 Bright\n CFFX F 4 Bright\n CFFX G 3 Bright\n CFFX H 4 Bright\n CFFX I 3 Bright\n CFFX J 4 Bright\n CFFX K 3 Bright\n CFFX L 4 Bright\n CFFX M 3 Bright\n Stop\n }\n}\n\nActor FDMissileFX\n{\n Radius 0\n Height 1\n Speed 0\n Scale 0.3\n Projectile\n RenderStyle Add\n Alpha 0.67\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n DFIR ABCDEFGH 2 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Bomb-Elemental.txt",
"contents": "ACTOR Demon_BombElemental : Playerpawn\n{\n Health 450\n Player.MaxHealth 450\n Speed 1\n Mass 300\n Player.SoundClass \"PBombElemental\"\n Player.DisplayName \"Bomb Elemental\"\n Player.DamageScreenColor Orange, 0.1\n Player.MorphWeapon \"BombElemental-Weapons\"\n Player.StartItem \"BombElemental-Weapons\"\n Player.ForwardMove 0.75\n Player.SideMove 0.6\n ActiveSound \"bomb/lava\"\n Player.ViewHeight 45\n DamageType \"Marine\"\n RadiusDamageFactor 0.5\n Player.AttackZOffset 0\n PainChance 2\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n DamageFactor 0.4\n Species \"Player\"\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n +DONTMORPH\n -NORADIUSDMG\n var int user_effect;\n States\n {\n Spawn:\n\tTNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n TNT1 A 0 SetPlayerProperty(0,1,3)\n\tTNT1 A 0 A_LoopActiveSound\n\tINFP AABBCCDD 3 Bright\n\tLoop\n See:\n \tTNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n TNT1 A 0 SetPlayerProperty(0,1,3)\n\tTNT1 A 0 A_LoopActiveSound\n\tINFP AABBCCDD 3 Bright\n\tGoto Spawn\n Melee:\n Missile:\n INFP E 1 Bright\n\tINFP E 0 A_LoopActiveSound\n\tINFP E 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tINFP E 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tINFP E 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n INFP EF 5 Bright\n INFP G 4 Bright\n\tINFP FE 3 Bright\n\tGoto Spawn\n Missile2:\n\tINFP E 0 A_TakeInventory(\"MissileType2\",1)\n INFP EF 5 Bright\n INFP G 35 Bright\n\tINFP FE 3 Bright\n Goto Spawn\n Missile3:\n\tINFP H 0 A_TakeInventory(\"MissileType3\",1)\n\tINFP HI 6 Bright\n INFP J 5 Bright\n\tINFP FE 4 Bright\n Goto Spawn\n Missile4://Rictus\n\tINFP H 0 A_TakeInventory(\"MissileType3\",1)\n\tINFP HI 6 Bright\n INFP J 12 Bright\n\tINFP FE 4 Bright\n Goto Spawn\n Pain:\n\tINFP K 4 A_LoopActiveSound\n INFP K 4 Bright A_Pain\n Goto Spawn\n Death:\n TNT1 A 0 A_StopSound\n\tTNT1 A 0 A_PlaySound(\"bomb/explode\")\n\tINFP L 5 Bright A_Explode(192,156,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BombGoreGenerator\",0,0,0,0,0,0,0,128,0)\n\tINFP M 5 Bright A_PlaySound(\"Pain/Death\")\n\tINFP N 5 Bright A_NoBlocking\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, random(20,40), 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", random(20,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"Kaboom3\", random(20,40), 0, random(0,360), 2, random(0,360))\n\tINFP O 5 Bright\n\tINFP PQ 5 Bright\n\tTNT1 A 1 A_HideThing\n TNT1 A -1\n\tStop\n }\n}\n\nActor BombElemental-Weapons : Weapon\n{\n +WEAPON.DONTBOB\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_TakeInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n CACL A 1 A_WeaponReady\n Loop\n Deselect:\n CACL A 1 A_Lower\n Loop\n Select:\n CACL A 1 A_Raise\n Loop\n Fire:\n CACL A 1 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n CACL A 0 A_GiveInventory(\"AttackCharge\",1)\n CACL A 1\n CACL A 1 A_Refire\n Fire1:\n CACL A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n CACL A 0 A_JumpIfInventory(\"AttackCharge\",5,\"Fire2\")\n\tCACL A 0 A_TakeInventory(\"AttackCharge\",10)\n CACL ABC 3\n CACL C 0 A_SetBlend(\"Orange\",0.45,25)\n\tCACL C 0 A_FireCustomMissile(\"PlayerBombBall\",5,0,0,5)\n\tCACL C 0 A_FireCustomMissile(\"PlayerBombBall\",-5,0,0,5)\n CACL C 6 A_FireCustomMissile(\"PlayerBombBall\",0,0,0,5)\n CACL CBA 3\n Goto Ready\n Fire2:\n CACL A 0 A_GiveInventory(\"MissileType2\")\n\tCACL A 0 A_GunFlash\n CACL ABC 3\n CACL C 0 A_SetBlend(\"Orange\",0.45,25)\n\tCACL C 0 A_PlayWeaponSound(\"magma/firebreath\")\n CACL CCCCCCCCCC 3 A_FireCustomMissile(\"PlayerBombBreath\",random(-4,4),0,0,5)\n\tCACL C 0 A_TakeInventory(\"AttackCharge\",10)\n CACL CBA 3\n Goto Ready\n Fire3:\n CACL ABC 3\n CACL C 0 A_SetBlend(\"Orange\",0.45,25)\n\tCACL C 0 A_FireCustomMissile(\"PlayerBombBallFast\",3,0,0,5)\n\tCACL C 0 A_FireCustomMissile(\"PlayerBombBallFast\",-3,0,0,5)\n CACL C 6 A_FireCustomMissile(\"PlayerBombBigComet\",0,0,0,5)\n\tCACL A 0 A_TakeInventory(\"AttackCharge\",10)\n CACL CBA 3\n Goto Ready\n AltFire:\n CACL A 1 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire2\")\n CACL A 0 A_GiveInventory(\"AttackCharge\",1)\n CACL A 1 A_Refire\n AltFire1:\n CACL A 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire2\")\n\tCACL A 0 A_TakeInventory(\"AttackCharge\",10)\n\tCACL A 0 A_GiveInventory(\"MissileType3\")\n\tCACL A 0 A_GunFlash\n\tCACL ABC 3\n CACL C 0 A_SetBlend(\"Orange\",0.45,25)\n CACL C 6 A_SpawnItemEx(\"PlayerBombRictus\",45,0,16,15,0,0,0,32)\n CACL CBA 3\n Goto Ready\n AltFire2:\n CACL A 0 A_GiveInventory(\"MissileType4\")\n\tCACL A 0 A_GunFlash\n\tCACL ABC 3\n CACL C 0 A_SetBlend(\"Orange\",0.45,25)\n CACL C 5 A_FireCustomMissile(\"PlayerBombRictusProj\",-5,0,0,5)\n\tCACL C 5 A_FireCustomMissile(\"PlayerBombRictusProj\",5,0,0,5)\n\tCACL C 5 A_FireCustomMissile(\"PlayerBombRictusProj\",0,0,0,5)\n\tCACL C 0 A_TakeInventory(\"AttackCharge\",10)\n CACL CBA 3\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PlayerBombBall : BombBall\n{\nDamage 7\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\n+SCREENSEEKER\nStates\n{\nSpawn:\n TNT1 A 0 A_SpawnItemEx(\"BombBallTrail\",0,0,0,0,0,0,0,128)\n PBMB A 2 Bright\tA_SeekerMissile(25,35,SMF_LOOK,45,2)\n\tPBMB B 2 Bright A_SpawnItemEx(\"BombBallTrail\",0,0,0,0,0,0,0,128)\n\tLoop\n }\n}\n\nACTOR PlayerBombBallFast : BombBall\n{\nDamage 11\nSpeed 25\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\n-SEEKERMISSILE\n}\n\nACTOR PlayerBombBreath : BombBreath\n{\n\tDamage 3\n\tDamagetype \"Marine\"\n\t-THRUSPECIES\n\t+MTHRUSPECIES\n\t+FORCERADIUSDMG\n States\n {\n Spawn:\n FIR1 LKJIHGFEDCBA 3 Bright A_Explode(3,92)\n\t\tFIR1 AAAA 1 Bright A_FadeOut(0.15)\n\t Stop\n\t\t}\n}\n\nACTOR PlayerBombBigComet : Comet\n{\nScale 0.85\nTranslation \"112:127=168:191\"\nDamagetype \"Marine\"\nExplosionDamage 148\nExplosionRadius 156\nSpeed 25\n-THRUSPECIES\n+MTHRUSPECIES\n+FORCERADIUSDMG\nStates\n{\nSpawn:\nHCMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"HellArchonCometTail\",0,0,0,0,0,0,0,128)\nLoop\nDeath:\nTNT1 A 0 A_Explode\nTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nHCMT DE 3 Bright\nTNT1 A 0 A_SpawnItemEx(\"HACometDeath\",0,0,0,0,0,0,0,128,0)\nStop\n}\n}\n\nActor PlayerBombRictusProj\n{\nRadius 8\nHeight 8\nSpeed 20\nDamage 26\nScale 0.6\nSeeSound \"rictus/attack\"\nDeathSound \"rictus/die\"\nDamagetype \"Marine\"\nPROJECTILE\n+RANDOMIZE\n+DONTREFLECT\n+MTHRUSPECIES\n+SEEKERMISSILE\n+SCREENSEEKER\n+FORCERADIUSDMG\n+EXPLODEONWATER\n+SKYEXPLODE\nStates\n{\n Spawn:\n RICT B 0 A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n RICT B 1 Bright A_SeekerMissile(25,35,SMF_LOOK,45,2)\n Loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_Explode(52,128,0)\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 AA 0 A_SpawnItemEx(\"SoulPart1\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n\tTNT1 A 0 A_SpawnItemEx(\"SoulPart2\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n\tTNT1 AA 0 A_SpawnItemEx(\"SoulPart3\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n TNT1 AA 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n MISL B 5 Bright\n\tMISL CD 4 Bright\n Stop\n }\n}\n\nACTOR PlayerBombRictus : Rictus\n{\nDropItem \"\"\n+FRIENDLY\n+QUICKTORETALIATE\n+LOOKALLAROUND\n+NEVERRESPAWN\n+NOBLOCKMONST\n-COUNTKILL\nDamageFactor \"Marine\", 0\nDamageFactor \"Legendary\", 0\nDamageFactor \"MechStep\", 0\nDamageFactor \"Mine\", 0.0\nSpecies \"Player\"\nvar int user_delay;\nvar int user_script;\nStates\n{\nSpawn:\n TNT1 A 0 A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_JumpIf(user_delay >= 1050,\"Done\")\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerRictusFriendMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tRICT A 2 Bright A_Look\n\tLoop\nSee:\n TNT1 A 0 A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_JumpIf(user_delay >= 1050,\"Done\")\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerRictusFriendMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tRICT A 2 Bright A_Chase\n\tLoop\nMissile:\n\tTNT1 A 0 A_Jump(64,\"Kamikaze\")\nNormal:\n\tTNT1 A 0 A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n\tRICT A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n\tRICT A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n\tRICT B 2 Bright A_CustomMissile(\"PlayerBombRictusBall\",0,0,0)\n RICT BA 2 Bright A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n Goto See\nKamikaze:\n\tTNT1 A 0 A_JumpIfCloser(450,1)\n\tGoto Normal\n\tTNT1 A 0\n\tGoto PainSuicide+3\nDone:\n RICT A 0 A_JumpIfTargetInLos(2)\n\tRICT A 2 Bright A_Die\n Goto See\n\tTNT1 A 0 A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n\tRICT B 3 Bright A_Pain\n\tTNT1 A 0 A_Jump(28,\"See\")\n\tTNT1 A 0 A_ChangeFlag(NOTARGET,1)\n\tRICT B 1 Bright A_ChangeFlag(NOPAIN,1)\n TNT1 A 0 A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n TNT1 A 0 A_CustomMissile(\"PlayerBombRictusSuicide\",0,0,0,0)\n\tRICT B 1 Bright A_Die(\"Suicide\")\n Stop\nPain:\n\tTNT1 A 0 A_JumpIfHealthLower(35,\"PainSuicide\")\n TNT1 A 0 A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n\tRICT B 3 Bright A_Pain\n\tGoto See\nPainSuicide:\n TNT1 A 0 A_JumpIfCloser(450,1)\n\tGoto See\n TNT1 A 0 A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n\tRICT B 3 Bright A_Pain\n\tTNT1 A 0 A_Jump(28,\"See\")\n\tTNT1 A 0 A_ChangeFlag(NOTARGET,1)\n\tRICT B 1 Bright A_ChangeFlag(NOPAIN,1)\n TNT1 A 0 A_SpawnItem(\"RictFireSpawner\",0,0,0,0)\n TNT1 A 0 A_CustomMissile(\"PlayerBombRictusSuicide\",0,0,0,0)\n\tRICT B 1 Bright A_Die(\"Suicide\")\n Stop\nDeath:\n TNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_GiveInventory(\"ImDead\",1)\n\tTNT1 AA 0 A_SpawnItemEx(\"SoulPart1\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n\tTNT1 A 0 A_SpawnItemEx(\"SoulPart2\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n\tTNT1 AA 0 A_SpawnItemEx(\"SoulPart3\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n TNT1 AA 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n MISL B 5 Bright A_NoBlocking\n\tMISL CD 4 Bright A_GiveInventory(\"ImDead\",1)\n Stop\nDeath.Suicide:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"ImDead\",1)\n TNT1 A 100 A_NoBlocking\n Stop\n }\n}\n\nACTOR PlayerRictusFriendMarkFollower\n{\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOINTERACTION\n+NOGRAVITY\nvar int user_delay;\nStates\n{\n Spawn:\n TNT1 A 1\n\tTNT1 A 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\tTNT1 A 0 A_SpawnItemEx(\"MorphedPlayerFriendMark\",0,0,38,0,0,0,0,32)\n\tTNT1 A 0 A_JumpIfInventory(\"ImDead\",1,\"Death\",AAPTR_TARGET)\n\tTNT1 A 0 A_JumpIf(user_delay >= 2200,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tLoop\n Death:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR MorphedPlayerFriendMark\n{\n+FRIENDLY\n+FLOAT\n+NOGRAVITY\n+NOTARGET\n+NOCLIP\n+DORMANT\n+NOTRIGGER\n+NOTIMEFREEZE\n+CLIENTSIDEONLY\nRenderStyle \"Translucent\"\nAlpha 0.9\nRadius 0\nHeight 0\nSpeed 0\nStates\n{\n\tSpawn:\n\t\tFMRK A 2 Bright\n\t\tStop\n\tDeath:\n\t\tStop\n\t}\n}\n\nACTOR PlayerBombRictusBall : RictusBall\n{\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\n}\n\nACTOR PlayerBombRictusSuicide : RictusSuicide\n{\nDamagetype \"Marine\"\n-THRUSPECIES\n+MTHRUSPECIES\n}"
},
{
"source": "pk3",
"name": "Actors/CDI-Draugr.txt",
"contents": "ACTOR Demon_CDI_Draugr : Playerpawn\n{\n Health 650\n Player.MaxHealth 650\n Mass 300\n Radius 15\n Height 50\n Player.SoundClass \"PDraugr\"\n Player.DisplayName \"CDI Draugr\"\n Player.MorphWeapon \"CDI-Draugr-Weapons\"\n Player.StartItem \"CDI-Draugr-Weapons\"\n Player.DamageScreenColor Red, 0.1\n Player.ViewHeight 55\n Player.ForwardMove 1\n Player.SideMove 1\n Player.JumpZ 10\n DamageFactor 0.4\n PainChance 2\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n Species \"Player\"\n +DONTMORPH\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n var int user_effect;\n States\n {\n Spawn:\n \tTNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n SK32 A 10\n Loop\n See:\n\tTNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tTNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n SK32 AAABBBCCC 2\n\tSK32 DDDEEEFFF 2\n TNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n Goto Spawn\n Melee:\n Missile:\n SK32 G 1 Bright\n\tSK32 G 0 A_JumpIfInventory(\"MissileType6\",1,\"Missile6\")\n\tSK32 G 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tSK32 G 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tSK32 G 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tSK32 G 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n SK32 G 4\n\tSK32 H 5 Bright\n SK32 G 4\n\tSK32 H 5 Bright\n\tSK32 G 4\n\tSK32 H 5 Bright\n\tSK32 G 4\n\tSK32 H 5 Bright\n Goto Spawn\n Missile2:\n\tSK32 G 0 A_TakeInventory(\"MissileType2\",1)\n SK32 GHGHGHGH 7 Bright\n Goto Spawn\n Missile3:\n\tSK32 G 0 A_TakeInventory(\"MissileType3\",1)\n SK32 G 24\n\tSK32 H 5 Bright\n SK32 G 3\n\tSK32 H 5 Bright\n SK32 G 3\n\tSK32 H 5 Bright\n SK32 G 3\n\tSK32 H 5 Bright\n SK32 G 3\n\tSK32 H 5 Bright\n SK32 G 3\n\tSK32 H 5 Bright\n SK32 G 20\n Goto Spawn\n Missile4:\n SK32 G 0 A_TakeInventory(\"MissileType4\",1)\n SK32 G 8\n\tSK32 H 8 Bright\n\tSK32 G 8\n\tSK32 H 8 Bright\n SK32 G 8\n\tSK32 H 8 Bright\n\tSK32 G 8\n\tSK32 H 8 Bright\n Goto Spawn\n Missile5:\n SK32 G 0 A_TakeInventory(\"MissileType5\",1)\n SK32 IJKIJK 3 Bright\n Goto See\n Missile6:\n\tSK32 G 0 A_TakeInventory(\"MissileType6\",1)\n SK32 G 68\n\tSK32 H 8 Bright\n SK32 G 15\n\tSK32 H 8 Bright\n SK32 G 8\n Goto Spawn\n Pain:\n SK32 M 10 A_Pain\n Goto See\n XDeath:\n Death:\n SK32 NO 7\n SK32 P 7 A_Scream\n SK32 Q 7 A_NoBlocking\n SK32 R 7 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n SK32 S -1\n Stop\n }\n}\n\nACTOR CDI-Draugr-Weapons : Weapon\n{\n +WEAPON.DONTBOB\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n RVDY ABCDEFGHIJKL 4 A_WeaponReady\n Loop\n Deselect:\n RVDY A 1 A_Lower\n Loop\n Select:\n RVDY A 1 A_Raise\n Loop\n Fire:\n RVDY A 1 Bright A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n RVDY A 0 A_GiveInventory(\"AttackCharge\",1)\n RVDY A 1 Bright\n RVDY A 1 Bright A_Refire\n Fire1:\n RVDY B 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n RVDY B 0 A_JumpIfInventory(\"AttackCharge\",5,\"Fire2\")\n\tRVDY B 0 A_TakeInventory(\"AttackCharge\",10)\n\tRVDY B 0 A_GunFlash\n RBCF AB 2 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"MRLMissile\",-1,1,-18,30,1,1)\n\tRBCF E 3\n RBCF AB 2 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"MRLMissile\",-1,1,-18,30,1,1)\n\tRBCF E 3\n RBCF AB 2 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"MRLMissile\",-1,1,-18,30,1,1)\n\tRBCF E 3\n RBCF AB 2 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"MRLMissile\",-1,1,-18,30,1,1)\n\tRBCF E 3\n Goto Ready\n Fire2:\n \tRVDY B 0 A_GiveInventory(\"MissileType2\")\n\tRVDY B 0 A_GunFlash\n RBCF A 2 Bright\n\tRBCF B 3 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",0,0,-18,30)\n\tRBCF D 3 Bright\n\tRBCF E 6 Bright\n RBCF A 2 Bright\n\tRBCF B 3 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",0,0,-18,30)\n\tRBCF D 3 Bright\n\tRBCF E 6 Bright\n RBCF A 2 Bright\n\tRBCF B 3 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",0,0,-18,30)\n\tRBCF D 3 Bright\n\tRBCF E 6 Bright\n RBCF A 2 Bright\n\tRBCF B 3 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",0,0,-18,30)\n\tRBCF D 3 Bright\n\tRBCF E 6 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Fire3:\n \tRVDY A 0 A_GiveInventory(\"MissileType3\")\n\tRVDY A 0 A_GunFlash\n RVDY A 18 A_PlayWeaponSound(\"weapons/charge15k\")\n\tRBCF AB 3 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,30,1,1)\n\tRBCF AB 3 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,30,1,1)\n\tRBCF AB 3 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,30,1,1)\n\tRBCF AB 3 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,30,1,1)\n\tRBCF AB 3 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,30,1,1)\n\tRBCF AB 3 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,30,1,1)\n\tRVDY A 0 A_TakeInventory(\"AttackCharge\",10)\n\tRVDY A 20 A_PlayWeaponSound(\"weapons/bfg15kcooldown\")\n Goto Ready\n AltFire:\n RVDY A 1 Bright A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n RVDY A 0 A_GiveInventory(\"AttackCharge\",1)\n RVDY A 1 Bright\n RVDY A 1 Bright A_Refire\n AltFire1:\n RBCF A 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n RBCF A 0 A_JumpIfInventory(\"AttackCharge\",5,\"AltFire2\")\n\tRBCF A 0 A_TakeInventory(\"AttackCharge\",10)\n\tRBCF A 0 A_GiveInventory(\"MissileType4\")\n\tRBCF A 0 A_GunFlash\n RBCF AB 4 Bright\n\tRBCF D 4 Bright A_FireCustomMissile(\"NewRocket\",-1,0,-18,30,1,1)\n\tRBCF E 4\n RBCF AB 4 Bright\n\tRBCF D 4 Bright A_FireCustomMissile(\"NewRocket\",-1,0,-18,30,1,1)\n\tRBCF E 4\n RBCF AB 4 Bright\n\tRBCF D 4 Bright A_FireCustomMissile(\"NewRocket\",-1,0,-18,30,1,1)\n\tRBCF E 4\n RBCF AB 4 Bright\n\tRBCF D 4 Bright A_FireCustomMissile(\"NewRocket\",-1,0,-18,30,1,1)\n\tRBCF E 4\n Goto Ready\n AltFire2:\n\tRPNH A 0 A_GiveInventory(\"MissileType5\")\n\tRPNH A 0 A_GunFlash\n RPNH A 2 Bright\n\tRPNH B 3 Bright A_FireCustomMissile(\"NewPlayerLegRevFloorDeadHands\",0,0,0,0)\n\tRPNH CD 3 Bright\n\tRPNH B 3 Bright A_FireCustomMissile(\"NewPlayerLegRevFloorDeadHands\",0,0,0,0)\n\tRPNH CD 3 Bright\n\tRPNH A 15 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire3:\n RBCF A 0 A_GiveInventory(\"MissileType6\")\n\tRBCF A 0 A_GunFlash\n RBCF A 68 Bright A_PlayWeaponSound(\"lrball3/charge\")\n\tRBCF A 0 A_PlayWeaponSound(\"lrball3/shot\")\n RBCF AB 3 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"PlayerCydSuperBall\",random(4,-4),0,-18,30,1,1)\n\tRBCF E 15\n\tRBCF A 0 A_PlayWeaponSound(\"lrball3/shot\")\n RBCF AB 3 Bright\n\tRBCF D 2 Bright A_FireCustomMissile(\"PlayerCydSuperBall\",random(4,-4),0,-18,30,1,1)\n RBCF E 8 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nActor MRLMissile\n{\nRadius 8\nHeight 8\nSpeed 75\nDamage 15\nRenderStyle Add\nAlpha 0.6\nScale 0.5\nSeeSound \"HFCyb/rocket\"\nDeathSound \"weapons/rocklx\"\nPROJECTILE\nDecal RocketScorch\n+FORCEXYBILLBOARD\n+MTHRUSPECIES\n+FORCERADIUSDMG\nDamageType \"Marine\"\nStates\n{\n Spawn:\n AMIS A 1 Bright A_SpawnItemEx(\"AnniMissileTrail\",0,0,0,0,0,0,0,128,0)\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom\",0,0,random(0,360),2,random(0,360))\n TNT1 A 0 A_Explode(16,128)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR CDIDraugr : Revenant\n{\nHealth 1900\nRadius 20\nHeight 56\nMass 500\nSpeed 10\nPainChance 55\nScale 1.1\nDamageFactor \"CadaverRocket\", 0.0\nHitObituary \"%o was knocked out by a Draugr.\"\nObituary \"%o was eviscerated by a Draugr\"\nSeeSound \"skeletons/sight\"\nPainSound \"monsters/guardianpain\"\nMONSTER\n+FLOORCLIP\n+LONGMELEERANGE\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+FASTMELEE\n+DONTHARMSPECIES\nRadiusDamageFactor 0.5\nSpecies \"Hell\"\nDamageFactor \"Hell\", 0.0\nDamageFactor \"MechStep\", 0.2\nMaxStepHeight 32\nMaxDropOffHeight 32\nvar int user_script;\nTag \"\\c[j4]Draugr\\c-\"\nStates\n{\n Spawn:\n SK32 A 10 A_Look\n Loop\n See:\n\tTNT1 A 0 A_Jump(88,\"Rush\")\n TNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n SK32 AAABBBCCC 2 A_Chase\n TNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n SK32 DDDEEEFFF 2 A_Chase\n Loop\n Rush:\n TNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"CDIDraugrGhost\",0,0)\n\tTNT1 A 0 A_Chase\n\tSK32 A 1 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CDIDraugrGhost\",0,0)\n\tTNT1 A 0 A_Chase\n\tSK32 B 1 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CDIDraugrGhost\",0,0)\n\tTNT1 A 0 A_Chase\n\tSK32 C 1 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CDIDraugrGhost\",0,0)\n\tTNT1 A 0 A_Chase\n\tSK32 D 1 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CDIDraugrGhost\",0,0)\n\tTNT1 A 0 A_Chase\n\tSK32 E 1 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CDIDraugrGhost\",0,0)\n\tTNT1 A 0 A_Chase\n\tSK32 F 1 A_Chase\n TNT1 A 0 A_Jump(66,\"See\")\n\tLoop\n Melee:\n TNT1 A 0 A_FaceTarget\n SK32 I 6 A_SkelWhoosh\n SK32 J 6 A_FaceTarget\n SK32 K 6 A_SkelFist\n Goto See\n Missile:\n SK32 G 0 A_Jump(98,\"DeadHands\",\"Rockets\",\"HomingRockets\",\"BFG15K\")\n\tSK32 G 0 A_Jump(38,\"AntiLegendaryBlast\")\n Normal:\n SK32 GGGG 5 Bright A_FaceTarget\n\tSK32 H 6 Bright A_CustomMissile(\"CDIDraugrMissile\",64,-12,0)\n\tSK32 G 5 Bright A_FaceTarget\n\tSK32 H 6 Bright A_CustomMissile(\"CDIDraugrMissile\",64,-12,0)\n\tSK32 G 5 Bright A_FaceTarget\n\tSK32 H 6 Bright A_CustomMissile(\"CDIDraugrMissile\",64,-12,0)\n\tSK32 G 5 Bright A_FaceTarget\n\tSK32 H 6 Bright A_CustomMissile(\"CDIDraugrMissile\",64,-12,0)\n\tSK32 G 5 Bright A_FaceTarget\n SK32 II 5 A_FaceTarget\n\tSK32 I 0 A_Jump(90,\"DeadHands\")\n Goto See\n Rockets:\n SK32 G 10 A_FaceTarget\n SK32 H 8 Bright A_CustomMissile(\"CyberLordRocket\",64,-12,0)\n SK32 G 10 A_FaceTarget\n SK32 H 8 Bright A_CustomMissile(\"CyberLordRocket\",64,-12,0)\n SK32 G 10 A_FaceTarget\n SK32 H 8 Bright A_CustomMissile(\"CyberLordRocket\",64,-12,0)\n SK32 G 10 A_FaceTarget\n SK32 H 8 Bright A_CustomMissile(\"CyberLordRocket\",64,-12,0)\n SK32 G 10\n\tTNT1 A 0 A_Jump(82,\"HomingRockets\",\"BFG15K\")\n Goto See\n BFG15K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n SK32 G 18 A_FaceTarget\n\tSK32 G 6 A_FaceTarget\n SK32 H 5 Bright A_CustomMissile(\"Cybruiser15K\",64,-12,Random(4,-4))\n\tSK32 G 4 A_FaceTarget\n SK32 H 5 Bright A_CustomMissile(\"Cybruiser15K\",64,-12,Random(4,-4))\n\tSK32 G 4 A_FaceTarget\n SK32 H 5 Bright A_CustomMissile(\"Cybruiser15K\",64,-12,Random(4,-4))\n\tSK32 G 4 A_FaceTarget\n SK32 H 5 Bright A_CustomMissile(\"Cybruiser15K\",64,-12,Random(4,-4))\n\tSK32 G 4 A_FaceTarget\n SK32 H 4 Bright A_CustomMissile(\"Cybruiser15K\",64,-12,Random(4,-4))\n\tSK32 G 20 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tGoto See\n HomingRockets:\n SK32 G 10 A_FaceTarget\n SK32 H 8 Bright A_CustomMissile(\"HellfireRocket\",64,-12,0)\n SK32 G 10 A_FaceTarget\n SK32 H 8 Bright A_CustomMissile(\"HellfireRocket\",64,-12,0)\n SK32 G 10\n SK32 H 8 Bright A_CustomMissile(\"HellfireRocket\",64,-12,0)\n SK32 G 10 A_FaceTarget\n SK32 H 8 Bright A_CustomMissile(\"HellfireRocket\",64,-12,0)\n SK32 G 10\n\tTNT1 A 0 A_Jump(82,\"BFG15K\",\"AntiLegendaryBlast\")\n Goto See\n DeadHands:\n SK32 IJ 6 A_FaceTarget\n SK32 K 6 A_CustomMissile(\"LegRevFloorDeadHands\",0,0,0)\n\tSK32 I 0 A_Jump(22,\"AntiLegendaryBlast\")\n Goto See\n AntiLegendaryBlast:\n SK32 GG 5 A_FaceTarget\n\tSK32 G 2 Bright A_PlayWeaponSound(\"lrball3/charge\")\n\tSK32 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_FaceTarget\n\tSK32 H 10 Bright A_FaceTarget\n\tSK32 H 0 A_PlayWeaponSound(\"lrball3/shot\")\n\tSK32 H 10 Bright A_CustomMissile(\"SuperBall\",64,-12,0)\n\tSK32 G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(41,\"See\",\"Missile\")\n\tSK32 H 10 Bright A_FaceTarget\n\tSK32 H 0 A_PlayWeaponSound(\"lrball3/shot\")\n\tSK32 H 10 Bright A_CustomMissile(\"SuperBall\",64,-12,0)\n\tSK32 G 10 Bright A_FaceTarget\n Goto See\n Pain:\n TNT1 A 0 A_Jump(42,\"PainEvade\",\"PainEvade2\")\n TNT1 A 0 A_Jump(104,\"MissilePain\")\n SK32 M 10 A_Pain\n Goto See\n PainEvade:\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n SK32 AAAAAAAA 1 A_SpawnItemEx(\"CDIDraugrGhost\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\tTNT1 A 0 A_Jump(62,\"Missile\")\n\tGoto See\n PainEvade2:\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n SK32 AAAAAAAA 1 A_SpawnItemEx(\"CDIDraugrGhost\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\tTNT1 A 0 A_Jump(62,\"Missile\")\n\tGoto See\n MissilePain:\n\tSK32 M 10 A_Pain\n Goto Missile\n XDeath:\n Death:\n SK32 NO 7\n SK32 P 7 A_Scream\n SK32 Q 7 A_NoBlocking\n SK32 R 7 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n SK32 S -1\n Stop\n Raise:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n SK32 SRQPON 4\n Goto See\n }\n}\n\nACTOR CDIDraugrGhost : FamineDashGhostA\n{\nScale 1.0\nStates\n{\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n SK32 A 2 A_FadeOut(0.12)\n Loop\n Toaster:\n\tTNT1 A 0\n\tStop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Hem-Draugr.txt",
"contents": "ACTOR Demon_Hem_Draugr : Playerpawn\n{\n Health 500\n Player.MaxHealth 500\n Mass 300\n Player.SoundClass \"PHemDraugr\"\n Player.DisplayName \"Hem Draugr\"\n Player.MorphWeapon \"Hem-Draugr-Weapons\"\n Player.StartItem \"Hem-Draugr-Weapons\"\n BloodColor \"Green\"\n Player.DamageScreenColor Green, 0.5\n Player.ForwardMove 0.8\n Player.SideMove 0.8\n RadiusDamageFactor 0.4\n Player.ViewHeight 50\n Player.AttackZOffset 0\n Player.JumpZ 10\n PainChance 4\n YScale 0.78\n XScale 0.7\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n DamageFactor 0.4\n Species \"Player\"\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n +DONTMORPH\n var int user_effect;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tDRAU A 10\n\tLoop\n See:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tDRAU AABB 2\n TNT1 A 0 A_SpawnItem(\"HoofStep2\",0,0,0,0)\n\tDRAU CCDD 2\n TNT1 A 0 A_SpawnItem(\"HoofStep2\",0,0,0,0)\n\tGoto Spawn\n Melee:\n Missile:\n DRAU I 1 Bright\n\tDRAU I 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tDRAU I 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tDRAU I 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tDRAU I 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n\tDRAU E 10\n\tDRAU F 4 Bright\n\tDRAU G 4 Bright\n\tDRAU F 4 Bright\n\tDRAU G 4 Bright\n\tDRAU F 4 Bright\n\tDRAU G 4 Bright\n\tDRAU F 4 Bright\n\tDRAU G 4 Bright\n\tDRAU E 6\n\tGoto Spawn\n Missile2:\n\tDRAU E 0 A_TakeInventory(\"MissileType2\",1)\n\tDRAU E 8\n\tDRAU F 3 Bright\n\tDRAU E 8\n\tDRAU F 3 Bright\n\tDRAU E 8\n\tDRAU F 3 Bright\n\tDRAU E 15\n\tGoto Spawn\n Missile3:\n\tDRAU I 0 A_TakeInventory(\"MissileType3\",1)\n\tDRAU I 10\n\tDRAU J 4 Bright\n\tDRAU I 4\n\tDRAU J 4 Bright\n\tDRAU I 4\n\tDRAU J 4 Bright\n\tDRAU I 4\n\tDRAU J 4 Bright\n\tDRAU I 16\n\tGoto Spawn\n Missile4:\n\tDRAU I 0 A_TakeInventory(\"MissileType4\",1)\n\tDRAU I 12\n\tDRAU J 4 Bright\n\tDRAU I 10\n\tDRAU J 4 Bright\n\tDRAU I 10\n\tDRAU J 4 Bright\n\tDRAU I 18\n\tGoto Spawn\n Missile5:\n\tDRAU I 0 A_TakeInventory(\"MissileType5\",1)\n\tDRAU E 10\n\tDRAU F 4 Bright\n\tDRAU E 4\n\tDRAU G 4 Bright\n\tDRAU E 4\n\tDRAU F 4 Bright\n\tDRAU E 4\n\tDRAU G 4 Bright\n\tDRAU E 14\n\tGoto Spawn\n Pain:\n\tDRAU H 3 A_Pain\n\tDRAU H 5\n\tGoto See\n Death:\n\tTNT1 A 0\n\tDRAU H 4 A_Scream\n\tDRAU K 3\n\tDRAU L 3 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,44)\n\tDRAU M 4 A_Fall\n\tDRAU NOPQRSTU 4\n\tDRAU V -1\n\tStop\n }\n}\n\nACTOR Hem-Draugr-Weapons : Weapon\n{\n +WEAPON.DONTBOB\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n MJUD A 1 A_WeaponReady\n Loop\n Deselect:\n MJUD A 1 A_Lower\n Loop\n Select:\n MJUD A 1 A_Raise\n Loop\n Fire:\n MJUD A 1 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n MJUD A 0 A_GiveInventory(\"AttackCharge\",1)\n MJUD A 1\n MJUD A 1 A_Refire\n Fire1:\n MJUD A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n MJUD A 0 A_JumpIfInventory(\"AttackCharge\",5,\"Fire2\")\n\tMJUD A 0 A_TakeInventory(\"AttackCharge\",10)\n\tMJUD A 0 A_GiveInventory(\"MissileType2\")\n\tMJUD A 0 A_GunFlash\n\tMJUD A 8\n\tMJUD A 0 A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,-12,10,1,1)\n\tMJUD A 0 A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,12,10,1,1)\n\tMJUD B 3 Bright\n\tMJUD C 8\n\tMJUD A 0 A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,-12,10,1,1)\n\tMJUD A 0 A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,12,10,1,1)\n\tMJUD D 3 Bright\n\tMJUD A 8\n\tMJUD A 0 A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,-12,10,1,1)\n\tMJUD A 0 A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,12,10,1,1)\n\tMJUD B 3 Bright\n\tMJUD A 15\n Goto Ready\n Fire2:\n MJUD A 0 A_GiveInventory(\"MissileType3\")\n\tMJUD A 0 A_GunFlash\n\tMJUD A 10\n\tMJUD A 4 Bright\n\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\")\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDraugrGrenade\",0,0,0,14)\n\tMJUD A 4\n\tMJUD A 4 Bright\n\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\")\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDraugrGrenade\",0,0,0,14)\n\tMJUD A 4\n\tMJUD A 4 Bright\n\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\")\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDraugrGrenade\",0,0,0,14)\n\tMJUD A 4\n\tMJUD A 4 Bright\n\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\")\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDraugrGrenade\",0,0,0,14)\n\tMJUD A 16 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Fire3:\n MJUD A 0 A_GiveInventory(\"MissileType4\")\n\tMJUD A 0 A_GunFlash\n\tMJUD A 12\n\tMJUD A 4 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDraugrMissile\",0,0,0,10)\n\tMJUD A 10\n\tMJUD A 4 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDraugrMissile\",0,0,0,10)\n\tMJUD A 10\n\tMJUD A 4 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerDraugrMissile\",0,0,0,10)\n\tMJUD A 18 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire:\n MJUD A 1 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire2\")\n MJUD A 0 A_GiveInventory(\"AttackCharge\",1)\n MJUD A 1 A_Refire\n AltFire1:\n MJUD A 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire2\")\n\tMJUD A 0 A_TakeInventory(\"AttackCharge\",10)\n\tMJUD A 0 A_GunFlash\n\tMJUD A 10\n\tMJUD AB 2 Bright\n\tMJUD B 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,-12,10,1,1)\n\tMJUD B 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,12,10,1,1)\n\tMJUD CD 2 Bright\n\tMJUD D 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,-12,10,1,1)\n\tMJUD D 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,12,10,1,1)\n\tMJUD AB 2 Bright\n\tMJUD B 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,-12,10,1,1)\n\tMJUD B 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,12,10,1,1)\n\tMJUD CD 2 Bright\n\tMJUD D 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,-12,10,1,1)\n\tMJUD D 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,12,10,1,1)\n\tMJUD AB 2 Bright\n\tMJUD B 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,-12,10,1,1)\n\tMJUD B 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,12,10,1,1)\n\tMJUD CD 2 Bright\n\tMJUD D 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,-12,10,1,1)\n\tMJUD D 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,12,10,1,1)\n\tMJUD AB 2 Bright\n\tMJUD B 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,-12,10,1,1)\n\tMJUD B 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,12,10,1,1)\n\tMJUD CD 2 Bright\n\tMJUD D 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,-12,10,1,1)\n\tMJUD D 0 A_FireCustomMissile(\"PlayerMiniRocket\",random(7,-7),0,12,10,1,1)\n\tMJUD A 6\n Goto Ready\n AltFire2:\n MJUD A 0 A_GiveInventory(\"MissileType5\")\n\tMJUD A 0 A_GunFlash\n\tMJUD A 10\n\tMJUD B 4 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"MRLMissile\",0,0,-12,12)\n\tTNT1 A 0 A_FireCustomMissile(\"MRLMissile\",0,0,12,12)\n\tMJUD C 4\n\tMJUD D 4 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"MRLMissile\",0,0,-12,12)\n\tTNT1 A 0 A_FireCustomMissile(\"MRLMissile\",0,0,12,12)\n\tMJUD A 4\n\tMJUD B 4 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"MRLMissile\",0,0,-12,12)\n\tTNT1 A 0 A_FireCustomMissile(\"MRLMissile\",0,0,12,12)\n\tMJUD C 4\n\tMJUD D 4 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"MRLMissile\",0,0,-12,12)\n\tTNT1 A 0 A_FireCustomMissile(\"MRLMissile\",0,0,12,12)\n\tMJUD A 14 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nActor PlayerMiniRocket\n{\nProjectile\nHeight 5\nRadius 6\nSpeed 40\nDamage 8\nDamageType \"Marine\"\nSpecies \"Player\"\n+STRIFEDAMAGE\n-THRUSPECIES\n+MTHRUSPECIES\n+DONTHARMSPECIES\nSeeSound \"\"\nDeathSound \"MiniRocketExpl\"\nStates\n\t{\n Spawn:\n\tMICR A 1 Bright A_SpawnItemEx(\"MissileTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 Bright A_PlaySound(\"MiniRocketFly\",6,1.0,1)\n Loop\n Death:\n\tTNT1 AAA 0 Bright A_StopSound(6)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,1,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"Kaboom9\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"SmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 Bright A_Explode(10,30,1,1)\n\tTNT1 A 0 Bright A_SetTranslucent(0.85,1)\n\tH2BL JKLMN 4 Bright\n Stop\n\t}\n}\n\nActor PlayerDraugrMeteor : DraugrMeteor //PlayerGuardianTracer : GuardianTracer\n{\nSpeed 20\nFastSpeed 25\nDamageType \"Marine\"\nSpecies \"Player\"\n-THRUSPECIES\n+MTHRUSPECIES\n}\n\nActor PlayerDraugrGrenade : RifleGrenade\n{\nDamageType \"Marine\"\nSpecies \"Player\"\n-THRUSPECIES\n+MTHRUSPECIES\nStates\n {\n Death:\n \tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 AAAAA 0 A_CustomMissile(\"PlayerExplosiveFrag\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n TNT1 A 0 A_Explode\n TNT1 A 1 A_SpawnItem(\"RocketEx\")\n Stop\n }\n}\n\nActor PlayerExplosiveFrag : ExplosiveFrag\n{\nSpeed 15\nBounceCount 4\nDamage 4\nDamageType \"Marine\"\nSpecies \"Player\"\n-THRUSPECIES\n+MTHRUSPECIES\n}\n\nActor PlayerDraugrMissile : DraugrMissile\n{\nDamageType \"Marine\"\nSpecies \"Player\"\n-THRUSPECIES\n+MTHRUSPECIES\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\tTNT1 A 0 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n\tTNT1 A 0 Bright A_SpawnItemEx(\"FireSpawnerTail\",-3,0,8)\n\tMIS9 B 1 Bright\n\tLoop\n Death:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom3\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX2\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 Bright A_Explode(random(120,130),128,0)\n\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"NapalmFireFlare\",0,0,0,random(0,4),0,random(0,2),random(0,360))\n\tTNT1 A 1 Bright A_SpawnItem(\"RocketEx\")\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Demon_Specilos.txt",
"contents": "ACTOR Demon_Specilos : PlayerPawn\n{\n Health 600\n Player.MaxHealth 600\n Speed 1\n Mass 300\n Radius 16\n Height 50\n Player.SoundClass \"PSpecilos\"\n Player.DisplayName \"Specilos\"\n Player.MorphWeapon \"Specilos-Weapons\"\n Player.StartItem \"Specilos-Weapons\"\n Player.StartItem \"DemonAmmo\", 200\n Player.ForwardMove 0.7\n Player.SideMove 0.60\n RadiusDamageFactor 0.4\n Player.ViewHeight 55\n Player.AttackZOffset 0\n Player.JumpZ 8\n BloodColor \"ff 5f 00\"\n Scale 1.15\n Player.DamageScreenColor Orange, 0.1\n PainChance 2\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n DamageFactor 0.4\n Species \"Player\"\n +DONTMORPH\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n -NORADIUSDMG\n var int user_effect;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tSPC2 C 14 Bright\n\tSPCI C 14 Bright\n\tLoop\n See:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n TNT1 A 0 A_SpawnItem(\"BeefyStep\",0,0,0,0)\n SPC2 AABBCCDD 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"BeefyStep\",0,0,0,0)\n\tSPC2 EEFF 3 Bright\n\tGoto Spawn\n Melee:\n Missile:\n SPC2 G 1 Bright\n\tSPC2 G 0 A_JumpIfInventory(\"MissileType6\",1,\"Missile6\")\n\tSPC2 G 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tSPC2 G 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tSPC2 G 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tSPC2 G 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n SPC2 G 0 A_PlaySound(\"Specilos/Attack\")\n\tSPC2 G 15 Bright\n\tSPC2 HIGHIGHIG 8 Bright\n Goto Spawn\n Missile2:\n SPC2 G 0 A_TakeInventory(\"MissileType2\",1)\n SPC2 G 0 A_PlaySound(\"Specilos/Attack\")\n\tSPC2 G 15 Bright\n\tSPC2 HIG 8 Bright\n Goto Spawn\n Missile3:\n\tSPC2 G 0 A_TakeInventory(\"MissileType3\",1)\n SPC2 G 0 A_PlaySound(\"Specilos/Attack\")\n\tSPC2 GG 15 Bright\n\tSPC2 HIG 8 Bright\n Goto Spawn\n Missile4:\n\tSPCO A 0 A_TakeInventory(\"MissileType4\",1)\n SPCO A 20 Bright\n SPCO B 35 Bright\n Goto See\n Missile5:\n SPC2 J 0 A_TakeInventory(\"MissileType5\",1)\n SPC2 G 0 A_PlaySound(\"Specilos/Attack\")\n\tSPC2 G 15 Bright\n\tSPC2 HIGHIG 8 Bright\n\tGoto Spawn\n Missile6:\n SPC2 J 0 A_TakeInventory(\"MissileType6\",1)\n\tSPC2 G 45 Bright\n\tSPC2 HIG 8 Bright\n\tSPC2 HIG 8 Bright\n\tSPC2 HIG 8 Bright\n Goto Spawn\n Pain:\n SPC2 J 4 Bright\n SPC2 J 4 Bright A_Pain\n Goto Spawn\n Death:\n SPC2 K 6 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n SPC2 L 6 Bright A_PlaySound(\"Specilos/Death\")\n SPC2 M 6 Bright A_NoBlocking\n\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n SPC2 NOPQRS 6 Bright\n SPC2 T -1\n Stop\n }\n}\n\nACTOR Specilos-Weapons : Weapon\n{\n+WEAPON.DONTBOB\n+WEAPON.CHEATNOTWEAPON\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+INVENTORY.UNDROPPABLE\nWeapon.AmmoType \"DemonAmmo\"\nWeapon.AmmoType2 \"DemonAmmo\"\nStates\n{\n Ready:\n\t0NMK A 0\n\t0NMK A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t0NMK A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n 0NMK A 1 Bright A_WeaponReady\n Loop\n Deselect:\n 0NMK A 1 Bright A_Lower\n Loop\n Select:\n 0NMK A 1 Bright A_Raise\n Loop\n Fire:\n 0NMK A 1 Bright A_JumpIfInventory(\"AttackCharge\",10,\"Fire2\")\n 0NMK A 0 A_GiveInventory(\"AttackCharge\",1)\n 0NMK A 1 Bright A_Refire\n Fire1:\n 0NMK A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire2\")\n\t0NMK A 0 A_TakeInventory(\"AttackCharge\",10)\n\t0NMK A 0 A_GunFlash\n 0NMK A 6 Bright\n 0NMK BC 6 Bright\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(0,6),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(0,-6),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(7,12),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(-7,-12),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(13,18),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(-13,-18),0,15,0)\n 0NMK BC 6 Bright\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(0,6),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(0,-6),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(7,12),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(-7,-12),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(13,18),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(-13,-18),0,15,0)\n 0NMK BC 6 Bright\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",0,0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",0,0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(0,6),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(0,-6),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(7,12),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(-7,-12),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(13,18),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(-13,-18),0,15,0)\n 0NMK A 17 Bright\n Goto Ready\n Fire2:\n\t0NMK A 0 A_GiveInventory(\"MissileType5\")\n\t0NMK A 0 A_GunFlash\n 0NMK A 6 Bright\n 0NMK BC 6 Bright\n 0NMK D 0 A_FireCustomMissile(\"PlayerIFDHellArchonComet\",Random(0,6),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerIFDHellArchonComet\",Random(0,-6),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerIFDHellArchonComet\",Random(7,12),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerIFDHellArchonComet\",Random(-7,-12),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(13,18),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(-13,-18),0,15,0)\n 0NMK BC 6 Bright\n 0NMK D 0 A_FireCustomMissile(\"PlayerIFDHellArchonComet\",0,0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerIFDHellArchonComet\",0,0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerIFDHellArchonComet\",Random(0,6),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerIFDHellArchonComet\",Random(0,-6),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(7,12),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(-7,-12),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosProj\",Random(13,18),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"PlayerSpecilosProj\",Random(-13,-18),0,15,0)\n 0NMK A 17 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire:\n 0NMK A 1 Bright A_JumpIfInventory(\"AttackCharge\",10,\"AltFire2\")\n 0NMK A 0 A_GiveInventory(\"AttackCharge\",1)\n 0NMK A 1 Bright A_Refire\n AltFire1:\n 0NMK A 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire2\")\n\t0NMK A 0 A_TakeInventory(\"AttackCharge\",10)\n\t0NMK A 0 A_GiveInventory(\"MissileType2\")\n\t0NMK A 0 A_GunFlash\n 0NMK A 6 Bright\n 0NMK BC 6 Bright\n 0NMK D 0 A_FireCustomMissile(\"BehemothSeekingCometPlayer\",Random(0,6),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"BehemothSeekingCometPlayer\",Random(0,-6),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"BehemothSeekingCometPlayer\",Random(7,12),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"BehemothSeekingCometPlayer\",Random(-7,-12),0,15,0)\n 0NMK D 0 A_FireCustomMissile(\"BehemothSeekingCometPlayer\",Random(13,18),0,-15,0)\n 0NMK D 2 Bright A_FireCustomMissile(\"BehemothSeekingCometPlayer\",Random(-13,-18),0,15,0)\n 0NMK A 17 Bright\n Goto Ready\n AltFire2:\n 0NMK A 0 A_GiveInventory(\"MissileType6\")\n\t0NMK A 0 A_GunFlash\n 0NMK A 45 Bright\n\t0NMK BC 4 Bright\n\t0NMK A 0 A_FireCustomMissile(\"PlayerHFCyberFireBalls\",random(6,-6),0,20,0)\n\t0NMK D 8 Bright A_FireCustomMissile(\"PlayerHFCyberFireBalls\",random(6,-6),0,-20,0)\n\t0NMK CB 4 Bright\n\t0NMK BC 4 Bright\n\t0NMK A 0 A_FireCustomMissile(\"PlayerHFCyberFireBalls\",random(6,-6),0,20,0)\n\t0NMK D 8 Bright A_FireCustomMissile(\"PlayerHFCyberFireBalls\",random(6,-6),0,-20,0)\n\t0NMK CB 4 Bright\n\t0NMK BC 4 Bright\n\t0NMK A 0 A_FireCustomMissile(\"PlayerHFCyberFireBalls\",random(6,-6),0,20,0)\n\t0NMK D 8 Bright A_FireCustomMissile(\"PlayerHFCyberFireBalls\",random(6,-6),0,-20,0)\n\t0NMK CB 4 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n GrenadeCheck:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",100,\"BouncingComets\")\n Goto Fire\n BouncingComets:\n\t0NMK A 0 A_TakeInventory(\"DemonAmmo\",100)\n\t0NMK A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n \t0NMK A 0 A_GiveInventory(\"MissileType3\")\n\t0NMK A 0 A_GunFlash\n 0NMK A 30 Bright\n 0NMK BC 4 Bright\n 0NMK D 0 A_FireCustomMissile(\"PlayerSpecilosComet\",Random(-2,2),0,-15,0)\n 0NMK D 6 Bright A_FireCustomMissile(\"PlayerSpecilosComet\",Random(-2,2),0,15,0)\n 0NMK A 17 Bright\n Goto Ready\n MineCheck:\n \tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",200,\"Spikes\")\n Goto AltFire\n Spikes:\n\t0NMK A 0\n\t0NMK A 0 A_TakeInventory(\"DemonAmmo\",200)\n\t0NMK A 0 A_TakeInventory(\"MineAction\",1)\n \t0NMK A 0 A_GiveInventory(\"MissileType4\")\n\t0NMK A 0 A_GunFlash\n 0NMK A 30 Bright ThrustThingZ(0,56,0,1)\n MineCheckWait:\n\t0NMK A 1 Bright A_CheckFloor(\"MineCheckDone\")\n\tLoop\n MineCheckDone:\n 0NMK AA 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\t0NMK AA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n 0NMK AAAAAA 0 A_CustomMissile(\"Kaboom\",0,0,random(0,360),2,random(0,360))\n\t0NMK A 0 Radius_Quake(40,80,0,40,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",0,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",10,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",20,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",30,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",40,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",50,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",60,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",70,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",80,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",90,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",100,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",110,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",120,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",130,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",140,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",150,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",160,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",170,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",180,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",190,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",200,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",210,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",220,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",230,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",240,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",250,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",260,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",270,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",280,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",290,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",300,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",310,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",320,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",330,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",340,0,0,0)\n\t0NMK A 0 A_FireCustomMissile(\"PlayerSpecilosQuake\",350,0,0,0)\n 0NMK A 6 Bright A_FireCustomMissile(\"PlayerSpecilosSpikeSpawner\",0,0,0,0)\n 0NMK A 17 Bright\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PlayerSpecilosProj\n{\nRadius 8\nHeight 8\nSpeed 30\nDamage 8\nScale 1.0\nPROJECTILE\nRENDERSTYLE ADD\nALPHA 0.95\nSeeSound \"comet/launch\"\nDeathSound \"weapons/firex3\"\nDecal \"DoomImpScorch\"\nDamageType \"Marine\"\n+MTHRUSPECIES\nStates\n{\n Spawn:\n B4L3 A 2 Bright A_CStaffMissileSlither //A_BishopMissileWeave\n B4L3 A 2 Bright A_SpawnItem(\"SpecilosProjTrail\",0,0)\n\t B4L3 B 2 Bright A_CStaffMissileSlither //A_BishopMissileWeave\n B4L3 B 2 Bright A_SpawnItem(\"SpecilosProjTrail\",0,0)\n Loop\n Death:\n TNT1 AA 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n B4L3 C 5 Bright A_Explode(32,96,0)\n B4L3 DE 5 Bright\n stop\n }\n}\n\nACTOR PlayerSpecilosComet : Comet\n{\nScale 1.35\nDamage 50 //100\nDamageType \"Marine\"\nSpecies \"Player\"\n+MTHRUSPECIES\n+HEXENBOUNCE\n+USEBOUNCESTATE\n+SKYEXPLODE\n+FORCERADIUSDMG\n+CANBOUNCEWATER\nBounceCount 4\nBounceFactor 1.15\nWallBounceFactor 1.15\nReactiontime 45\nSpeed 32\nStates\n{\n Spawn:\n\tGCMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"SpecilosCometTail\",0,0,0,0,0,0,0,128)\n TNT1 A 0 A_Countdown\n\tLoop\n Bounce:\n\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\tTNT1 A 0 A_Explode(148,192,0)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"CometDeathGlow\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CometDeath\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",-10,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",10,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,-10,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,10,0,0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"CometDeathGlow\",-10,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CometDeathGlow\",10,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CometDeathGlow\",0,-10,0,0,0,0,0,128,0)\n TNT1 A 0 A_SpawnItemEx(\"CometDeathGlow\",0,10,0,0,0,0,0,128,0)\n TNT1 A 0 A_SpawnItemEx(\"CometDeath\",-10,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CometDeath\",10,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CometDeath\",0,-10,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CometDeath\",0,10,0,0,0,0,0,128,0)\n\tGCMT A 1 Bright\n\tGoto Spawn\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(256,256)\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tCOMT D 3 Bright A_SpawnItemEx(\"CometDeathGlow\",0,0,0,0,0,0,0,128,0)\n\tCOMT E 3 Bright A_SpawnItemEx(\"CometDeath\",0,0,0,0,0,0,0,128,0)\n\tStop\n}\n}\n\nACTOR PlayerSpecilosQuake : LegCyberQuake\n{\nDamage 12\nDamageType \"Marine\"\n+MTHRUSPECIES\nStates\n{\n\tSpawn:\n\t\tIDGA CCAABBBBBCCC 10 A_Explode(8,128)\n\tDeath:\n\t\tIDGA C 1 A_Explode(12,150)\n\t\tStop\n}\n}\n\nACTOR PlayerSpecilosSpikeSpawner : DukeFireSpawner\n{\nHeight 0\nRadius 0\nSpeed 25\nFastSpeed 30\nDamage 0\n+RIPPER\n+BLOODLESSIMPACT\nDamageType \"Marine\"\n+MTHRUSPECIES\nSpecies \"Player\"\nObituary \"%o was blown to smithereens by Specilos's hell forged cannons.\"\nMissileType \"PlayerSpecilosSpike\"\nMissileHeight 0\nReactiontime 100\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_CountDown\n\tTNT1 A 7 Bright A_MissileAttack\n Loop\n Death:\n TNT1 A 5\n Stop\n }\n}\n\nActor PlayerSpecilosSpike\n{\nDamageType \"Marine\"\n+MTHRUSPECIES\n+FORCERADIUSDMG\nObituary \"%o was blown to smithereens by Specilos's hell forged cannons.\"\nStates\n{\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_Explode(148,156,0)\n\tTNT1 A 0 A_PlaySound(\"Specilos/Spike\")\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx(\"CometDeathGlow\",0,0,0,0,0,0,0,128,0)\n TNT1 A 0 A_SpawnItemEx(\"CometDeath\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 A 0 Radius_Quake(2,24,0,15,0)\n\tMSPK ABCDEFGH 3 Bright\n\tMSPK II 35 Bright\n\tTNT1 A 0 A_PlaySound(\"Specilos/Boom\")\n\tTNT1 A 0 A_Explode(256,256,0)\n\tTNT1 A 0 A_PlaySound(\"Specilos/Spike\")\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx(\"CometDeathGlow\",0,0,0,0,0,0,0,128,0)\n TNT1 A 0 A_SpawnItemEx(\"CometDeath\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 32, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx(\"CometDeathGlow\",0,0,32,0,0,0,0,128,0)\n TNT1 A 0 A_SpawnItemEx(\"CometDeath\",0,0,0,32,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 64, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx(\"CometDeathGlow\",0,0,64,0,0,0,0,128,0)\n TNT1 A 0 A_SpawnItemEx(\"CometDeath\",0,0,64,0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 A 0 Radius_Quake(2,24,0,15,0)\n\tMSPK HGFEDCBA 1 Bright\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/HellFire-Cyhunter.txt",
"contents": "ACTOR Demon_HellFireCyHunter : Playerpawn\n{\n Health 700\n Player.MaxHealth 700\n Mass 300\n BloodColor \"ff 5f 00\"\n Player.SoundClass \"PCydestroyer\"\n Player.DisplayName \"HellFire CyHunter\"\n Player.MorphWeapon \"HellFireCyHunter-Weapons\"\n Player.StartItem \"HellFireCyHunter-Weapons\"\n Player.DamageScreenColor Orange, 0.5\n Player.ForwardMove 0.8\n Player.SideMove 0.8\n Player.ViewHeight 75\n Player.AttackZOffset 0\n Player.JumpZ 9\n PainChance 2\n Scale 1.15\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n DamageFactor 0.4\n Species \"Player\"\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n +DONTMORPH\n var int user_effect;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n TNT1 A 0 SetPlayerProperty(0,1,3)\n\tCYHU AB 2 Bright A_SpawnItem(\"PlayerLesserCardinalFireSpawner\",0,0,0,0)\n\tLoop\n See:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n TNT1 A 0 SetPlayerProperty(0,1,3)\n\tCYHU AB 2 Bright A_SpawnItem(\"PlayerLesserCardinalFireSpawner\",0,0,0,0)\n\tLoop\n Melee:\n Missile:\n CYHU E 1 Bright\n\tCYHU E 0 A_JumpIfInventory(\"MissileType6\",1,\"Missile6\")\n\tCYHU E 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tCYHU E 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tCYHU E 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tCYHU E 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n CYHU CCCDDDCCCDDDCCCDDDCCCDDD 2 Bright A_SpawnItem(\"PlayerLesserCardinalFireSpawner\",0,0,0,0)\n\tGoto Spawn\n Missile2:\n\tCYHU C 0 A_TakeInventory(\"MissileType2\",1)\n\tCYHU CCCCDDDDCCCCCCCDDDDCCCCCCCDDDDCCCCCCCDDDDCCCC 2 Bright A_SpawnItem(\"PlayerLesserCardinalFireSpawner\",0,0,0,0)\n Goto Spawn\n Missile3:\n\tCYHU C 0 A_TakeInventory(\"MissileType3\",1)\n\tCYHU CCCCCCCCCCCCCDDDDCCCCCCDDDDCCCCCCDDDDCCCCCCDDDDCCCC 2 Bright A_SpawnItem(\"PlayerLesserCardinalFireSpawner\",0,0,0,0)\n Goto Spawn\n Missile4:\n\tCYHU C 0 A_TakeInventory(\"MissileType4\",1)\n\tCYHU CCCCCCCCCCCCCDDDDCCCCCCDDDDCCCC 2 Bright A_SpawnItem(\"PlayerLesserCardinalFireSpawner\",0,0,0,0)\n\tGoto Spawn\n Missile5:\n\tCYHU C 0 A_TakeInventory(\"MissileType5\",1)\n\tCYHU CCCCCCCCCCDDCCDDCCDDCCDDCCDDCCCCCCCC 2 Bright A_SpawnItem(\"PlayerLesserCardinalFireSpawner\",0,0,0,0)\n Goto Spawn\n Missile6:\n\tCYHU C 0 A_TakeInventory(\"MissileType6\",1)\n\tCYHU CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCDDDDCCCCCCCCFFFFCCCC 2 Bright A_SpawnItem(\"PlayerLesserCardinalFireSpawner\",0,0,0,0)\n Goto Spawn\n Pain:\n\tTNT1 A 0 A_Pain\n CYHU EEE 3 Bright A_SpawnItem(\"PlayerLesserCardinalFireSpawner\",0,0,0,0)\n Goto See\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_StopSound(7)\n CYHU H 20 A_Scream\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tCYHU IIII 2 A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tCYHU KKKK 2 A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tCYHU LLLL 2 A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tCYHU MMMM 2 A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n CYHU N 4 A_NoBlocking\n CYHU O 3\n\tTNT1 A -1\n\tStop\n }\n}\n\nACTOR PlayerLesserCardinalFireSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire3\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"LesserCardinalFireEx\",random(-12,12),random(-12,12),random(30,60),0,0,random(-4,-6),0,128,0)\n TNT1 AAAA 0 A_SpawnItemEx(\"LesserCardinalFire\",random(-18,18),random(-18,18),random(25,60),0,0,random(-6,-8),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nActor HellFireCyHunter-Weapons : Weapon\n{\n +WEAPON.DONTBOB\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n CYDW A 1 A_WeaponReady\n Loop\n Deselect:\n CYDW A 1 A_Lower\n Loop\n Select:\n CYDW A 1 A_Raise\n Loop\n Fire:\n CYDW A 1 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n CYDW A 0 A_GiveInventory(\"AttackCharge\",1)\n CYDW A 1\n CYDW A 1 A_Refire\n Fire1:\n CYDW A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n CYDW A 0 A_JumpIfInventory(\"AttackCharge\",5,\"Fire2\")\n\tCYDW A 0 A_TakeInventory(\"AttackCharge\",10)\n\tCYDW B 0 A_GunFlash\n CYDW BC 3 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCardRocket\",-1,0,-19,16,1,1)\n\tCYDW D 3 Bright A_FireCustomMissile(\"PlayerCardRocket\",-1,0,19,16,1,1)\n\tCYDW A 3\n\tCYDW BC 3 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCardRocket\",-1,0,-19,16,1,1)\n\tCYDW D 3 Bright A_FireCustomMissile(\"PlayerCardRocket\",-1,0,19,16,1,1)\n\tCYDW A 3\n\tCYDW BC 3 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCardRocket\",-1,0,-19,16,1,1)\n\tCYDW D 3 Bright A_FireCustomMissile(\"PlayerCardRocket\",-1,0,19,16,1,1)\n\tCYDW A 3\n\tCYDW BC 3 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCardRocket\",-1,0,-19,16,1,1)\n\tCYDW D 3 Bright A_FireCustomMissile(\"PlayerCardRocket\",-1,0,19,16,1,1)\n\tCYDW A 3\n Goto Ready\n Fire2:\n \tCYDW B 0 A_GiveInventory(\"MissileType2\")\n\tCYDW B 0 A_GunFlash\n CYDW BC 5 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerWarNapalmBall\",-1,0,-19,18,1,1)\n\tCYDW D 5 Bright A_FireCustomMissile(\"PlayerWarNapalmBall\",-1,0,19,18,1,1)\n\tCYDW A 5\n\tCYDW BC 5 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerWarNapalmBall\",-1,0,-19,18,1,1)\n\tCYDW D 5 Bright A_FireCustomMissile(\"PlayerWarNapalmBall\",-1,0,19,18,1,1)\n\tCYDW A 5\n CYDW BC 5 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerWarNapalmBall\",-1,0,-19,18,1,1)\n\tCYDW D 5 Bright A_FireCustomMissile(\"PlayerWarNapalmBall\",-1,0,19,18,1,1)\n\tCYDW A 5\n CYDW BC 5 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerWarNapalmBall\",-1,0,-19,18,1,1)\n\tCYDW D 5 Bright A_FireCustomMissile(\"PlayerWarNapalmBall\",-1,0,19,18,1,1)\n\tCYDW A 5 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Fire3:\n CYDW E 0 A_GiveInventory(\"MissileType3\")\n\tCYDW E 0 A_GunFlash\n\tCYDW B 22 Bright A_PlaySound(\"LesserCardinal/BFGCharge\")\n CYDW BC 4 Bright\n\tTNT1 A 0 A_PlaySound(\"LesserCardinal/BFGFire\")\n\tCYDW D 0 A_FireCustomMissile(\"PlayeeLesserCardinalMiniDTBFG\",-1,0,-18,14,1,1)\n\tCYDW D 4 Bright A_FireCustomMissile(\"PlayeeLesserCardinalMiniDTBFG\",-1,0,18,14,1,1)\n\tCYDW A 8\n CYDW BC 4 Bright\n\tTNT1 A 0 A_PlaySound(\"LesserCardinal/BFGFire\")\n\tCYDW D 0 A_FireCustomMissile(\"PlayeeLesserCardinalMiniDTBFG\",-1,0,-18,14,1,1)\n\tCYDW D 4 Bright A_FireCustomMissile(\"PlayeeLesserCardinalMiniDTBFG\",-1,0,18,14,1,1)\n\tCYDW A 8\n CYDW BC 4 Bright\n\tTNT1 A 0 A_PlaySound(\"LesserCardinal/BFGFire\")\n\tCYDW D 0 A_FireCustomMissile(\"PlayeeLesserCardinalMiniDTBFG\",-1,0,-18,14,1,1)\n\tCYDW D 4 Bright A_FireCustomMissile(\"PlayeeLesserCardinalMiniDTBFG\",-1,0,18,14,1,1)\n\tCYDW A 8\n CYDW BC 4 Bright\n\tTNT1 A 0 A_PlaySound(\"LesserCardinal/BFGFire\")\n\tCYDW D 0 A_FireCustomMissile(\"PlayeeLesserCardinalMiniDTBFG\",-1,0,-18,14,1,1)\n\tCYDW D 4 Bright A_FireCustomMissile(\"PlayeeLesserCardinalMiniDTBFG\",-1,0,18,14,1,1)\n\tCYDW A 8 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire:\n CYDW A 1 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n CYDW A 0 A_GiveInventory(\"AttackCharge\",1)\n CYDW A 1\n CYDW A 1 A_Refire\n AltFire1:\n CYDW A 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n CYDW A 0 A_JumpIfInventory(\"AttackCharge\",5,\"AltFire2\")\n\tCYDW A 0 A_TakeInventory(\"AttackCharge\",10)\n\tCYDW B 0 A_GiveInventory(\"MissileType4\")\n\tCYDW B 0 A_GunFlash\n\tCYDW B 22 Bright A_PlaySound(\"weapons/rgcharge\")\n CYDW BC 4 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCardinalRail\",-1,0,-18,22,1,1)\n\tCYDW D 4 Bright A_FireCustomMissile(\"PlayerCardinalRail\",-1,0,18,22,1,1)\n\tCYDW A 8\n CYDW BC 4 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCardinalRail\",-1,0,-18,22,1,1)\n\tCYDW D 4 Bright A_FireCustomMissile(\"PlayerCardinalRail\",-1,0,18,22,1,1)\n\tCYDW A 8\n Goto Ready\n AltFire2:\n \tCYDW A 0 A_GiveInventory(\"MissileType5\")\n\tCYDW A 0 A_GunFlash\n CYDW A 18 A_PlaySound(\"weapons/charge15k\")\n\tCYDW BC 3 Bright\n\tCYDW D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCardinal10K\",random(4,-4),0,-18,18,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(4,-4),0,18,18,1,1)\n\tCYDW BC 3 Bright\n\tCYDW D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCardinal10K\",random(4,-4),0,-18,18,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(4,-4),0,18,18,1,1)\n\tCYDW BC 3 Bright\n\tCYDW D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCardinal10K\",random(4,-4),0,-18,18,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(4,-4),0,18,18,1,1)\n\tCYDW BC 3 Bright\n\tCYDW D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCardinal10K\",random(4,-4),0,-18,18,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(4,-4),0,18,18,1,1)\n\tCYDW BC 3 Bright\n\tCYDW D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCardinal10K\",random(4,-4),0,-18,18,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(4,-4),0,18,18,1,1)\n\tCYDW A 0 A_TakeInventory(\"AttackCharge\",10)\n\tCYDW A 20 A_PlayWeaponSound(\"weapons/bfg15kcooldown\")\n Goto Ready\n AltFire3:\n CYDW A 0 A_GiveInventory(\"MissileType6\")\n\tCYDW A 0 A_GunFlash\n CYDW A 68 A_PlayWeaponSound(\"lrball3/charge\")\n\tCYDW B 0 A_PlayWeaponSound(\"lrball3/shot\")\n CYDW BC 3 Bright\n\tCYDW D 0 A_FireCustomMissile(\"PlayerCydSuperBall\",random(4,-4),0,-18,16,1,1)\n\tCYDW D 2 Bright A_FireCustomMissile(\"PlayerCydSuperBall\",random(4,-4),0,18,16,1,1)\n\tCYDW A 15\n\tCYDW A 0 A_PlayWeaponSound(\"lrball3/shot\")\n CYDW EF 3 Bright\n\tCYDW A 0 A_FireCustomMissile(\"PlayerCydSuperBall\",random(4,-4),0,-14,55,1,1)\n\tCYDW G 2 Bright A_FireCustomMissile(\"PlayerCydSuperBall\",random(4,-4),0,14,55,1,1)\n CYDW A 8 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PlayeeLesserCardinalMiniDTBFG : LesserCardinalMiniDTBFG\n{\nSpecies \"Player\"\nDamageType \"Marine\"\nDamage 30\n+FRIENDLY\n-THRUSPECIES\n+MTHRUSPECIES\n+FORCERADIUSDMG\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySoundEx(\"LesserCardinal/BFGIdle\",\"Voice\",1)\n CRS1 ABCDABCD 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_CustomMissile(\"PlayerLesserCardinalBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n Loop\n }\n}\n\nACTOR PlayerLesserCardinalBFGProjectileAttack : LesserCardinalBFGProjectileAttack\n{\nSpecies \"Player\"\nDamageType \"Marine\"\n+MTHRUSPECIES\n+FRIENDLY\n}\n\nACTOR PlayerWarNapalmBall\n{\nProjectile\nHeight 10\nRadius 8\nSpeed 32\nDamage 25\nRenderStyle Add\nAlpha 1\nScale 1.5\nDamagetype \"Marine\"\n+MTHRUSPECIES\nSeeSound \"comet/launch\"\nDeathSound \"comet/explosion\"\nStates\n{\n Spawn:\n\tWARN AB 1 Bright A_SpawnItemEx(\"WarNapalmBallTrail\",0,0,0,frandom(-5,0),frandom(-3,3),frandom(0,8))\n\tLoop\n Death:\n\tTNT1 A 0 A_Explode(50,100)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"NapalmFireFlare\",0,0,0,random(0,4),0,random(0,2),random(0,360))\n\tWARN CDE 6 Bright\n\tStop\n }\n}\n\nACTOR NapalmFireFlare\n{\nProjectile\nHeight 4\nRadius 2\nGravity 0.52\nScale 1.8\nRenderstyle Add\n+DONTFALL\n+NODAMAGETHRUST\n+FORCERADIUSDMG\n+NOEXTREMEDEATH\n+HEXENBOUNCE\n+USEBOUNCESTATE\n-NOGRAVITY\nDamagetype \"Marine\"\nReactionTime 30\nStates\n{\n Spawn:\n \tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(waterlevel > 1,\"Death\")\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire\",7,1.0,1)\n Bounce:\n \tTNT1 A 0\n\tTNT1 A 0 A_Jump(127,2)\n \tTNT1 AA 0 A_CountDown\n\tTNT1 A 0 A_JumpIf(waterlevel > 1,\"Death\")\n\tWARF AABBCC 1 Bright A_spawnItemEx(\"WarFireFlareParticle\",random(-6,6),random(-6,6),random(0,3),random(-2,2),random(-2,2),random(2,7),random(0,360))\n\tTNT1 A 0 A_Explode(4,64)\n\tTNT1 A 0 A_Jump(127,2)\n\tTNT1 AA 0 A_CountDown\n\tTNT1 A 0 A_JumpIf(waterlevel > 1,\"Death\")\n\tWARF DDEEFF 1 Bright A_spawnItemEx(\"WarFireFlareParticle\",random(-6,6),random(-6,6),random(0,3),random(-2,2),random(-2,2),random(2,7),random(0,360))\n\tTNT1 A 0 A_Explode(4,64)\n\tTNT1 A 0 A_Jump(127,2)\n\tTNT1 AA 0 A_CountDown\n\tTNT1 A 0 A_JumpIf(waterlevel > 1,\"Death\")\n\tWARF GGHHII 1 Bright A_spawnItemEx(\"WarFireFlareParticle\",random(-6,6),random(-6,6),random(0,3),random(-2,2),random(-2,2),random(2,7),random(0,360))\n\tTNT1 A 0 A_Explode(4,64)\n\tTNT1 A 0 A_Jump(127,2)\n\tTNT1 AA 0 A_CountDown\n\tTNT1 A 0 A_JumpIf(waterlevel > 1,\"Death\")\n\tWARF KKLLMM 1 Bright A_spawnItemEx(\"WarFireFlareParticle\",random(-6,6),random(-6,6),random(0,3),random(-2,2),random(-2,2),random(2,7),random(0,360))\n\tTNT1 A 0 A_Explode(4,64)\n Loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_StopSound(7)\n\tWARF MNOP 2 Bright\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/CerebralIncarnate.txt",
"contents": "ACTOR Demon_CerebralIncarnate : Playerpawn\n{\n Health 500\n Player.MaxHealth 500\n Mass 300\n Player.SoundClass \"PCerebralIncarnate\"\n Player.DisplayName \"Cerebral Incarnate\"\n Player.MorphWeapon \"CerebralIncarnate-Weapons\"\n Player.StartItem \"CerebralIncarnate-Weapons\"\n Player.DamageScreenColor Red, 0.5\n Player.StartItem \"Missile\", 40\n Player.ForwardMove 0.75\n Player.SideMove 0.75\n RadiusDamageFactor 0.4\n Player.ViewHeight 55\n Player.AttackZOffset 0\n Player.JumpZ 10\n PainChance 4\n Scale 0.8\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n DamageFactor 0.4\n Species \"Player\"\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n +DONTMORPH\n var int user_effect;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tCBIN A 10\n\tLoop\n See:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tCBIN AABB 2\n TNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n\tCBIN CCDD 2\n TNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n\tGoto Spawn\n Melee:\n Missile:\n CBIN I 1 Bright\n\tCBIN I 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tCBIN I 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tCBIN I 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tCBIN I 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n CBIN FGFG 2 Bright\n\tGoto Spawn\n Missile2:\n\tCBIN E 0 A_TakeInventory(\"MissileType2\",1)\n\tCBIN III 3\n\tCBIN J 4 Bright\n\tCBIN II 3\n\tCBIN J 4 Bright\n\tCBIN II 3\n\tCBIN J 4 Bright\n\tCBIN II 3\n\tCBIN J 4 Bright\n\tCBIN I 5\n\tGoto Spawn\n Missile3:\n\tCBIN E 0 A_TakeInventory(\"MissileType3\",1)\n\tCBIN III 7\n\tCBIN J 4 Bright\n\tCBIN I 8\n\tCBIN J 4 Bright\n\tCBIN I 8\n\tCBIN J 4 Bright\n\tCBIN I 8\n\tCBIN J 4 Bright\n\tCBIN I 8\n\tGoto Spawn\n Missile4:\n\tCBIN E 0 A_TakeInventory(\"MissileType4\",1)\n\tCBIN IIIIIIIIII 3\n\tCBIN J 4 Bright\n\tCBIN II 2\n\tCBIN J 4 Bright\n\tCBIN II 2\n\tCBIN J 4 Bright\n\tCBIN II 2\n\tCBIN J 4 Bright\n\tCBIN II 2\n\tCBIN J 4 Bright\n\tCBIN I 5\n\tGoto Spawn\n Missile5:\n\tCBIN E 0 A_TakeInventory(\"MissileType5\",1)\n\tCBIN IIIIIIIIII 4\n\tCBIN J 4\n\tCBIN II 4\n\tGoto Spawn\n Pain:\n\tCBIN H 2\n\tCBIN H 2 A_Pain\n\tGoto See\n Death:\n\tCBIN K 5\n\tCBIN L 6 A_Scream\n\tCBIN MNOP 5\n\tTNT1 A 0 A_Noblocking\n\tTNT1 A 0 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tCBIN QRSTU 5\n\tCBIN V -1\n\tStop\n\t}\n}\n\nACTOR CerebralIncarnate-Weapons : Weapon\n{\n +WEAPON.DONTBOB\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n Weapon.AmmoType \"Missile\"\n Weapon.AmmoType2 \"Missile\"\n States\n {\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n MJUD A 1 A_WeaponReady\n Loop\n Deselect:\n MJUD A 1 A_Lower\n Loop\n Select:\n MJUD A 1 A_Raise\n Loop\n Fire:\n MJUD A 1 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n MJUD A 0 A_GiveInventory(\"AttackCharge\",1)\n MJUD A 1\n MJUD A 1 A_Refire\n Fire1:\n MJUD A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n MJUD A 0 A_JumpIfInventory(\"AttackCharge\",5,\"Fire2\")\n\tMJUD A 0 A_TakeInventory(\"AttackCharge\",10)\n\tMJUD A 0 A_GiveInventory(\"MissileType2\")\n\tMJUD A 0 A_GunFlash\n\tMJUD AAA 3\n\tMJUD A 4 Bright A_FireCustomMissile(\"NewRocket\",0,0,0,12)\n\tMJUD AA 3\n\tMJUD A 4 Bright A_FireCustomMissile(\"NewRocket\",0,0,0,12)\n\tMJUD AA 3\n\tMJUD A 4 Bright A_FireCustomMissile(\"NewRocket\",0,0,0,12)\n\tMJUD AA 3\n\tMJUD A 4 Bright A_FireCustomMissile(\"NewRocket\",0,0,0,12)\n\tMJUD A 5\n Goto Ready\n Fire2:\n MJUD A 0 A_GiveInventory(\"MissileType3\")\n\tMJUD A 0 A_GunFlash\n\tMJUD AAA 7\n\tMJUD A 4 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",0,0,0,18)\n\tMJUD A 8\n\tMJUD A 4 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",0,0,0,18)\n\tMJUD A 8\n\tMJUD A 4 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",0,0,0,18)\n\tMJUD A 8\n\tMJUD A 4 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",0,0,0,18)\n\tMJUD A 8 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Fire3:\n MJUD A 0 A_GiveInventory(\"MissileType4\")\n\tMJUD A 0 A_GunFlash\n MJUD A 0 A_PlayWeaponSound(\"weapons/charge15k\")\n\tMJUD AAAAAAAAAA 3\n\tMJUD A 4 Bright A_FireCustomMissile(\"PlayerCyd15K\",0,0,0,10)\n\tMJUD AA 2\n\tMJUD A 4 Bright A_FireCustomMissile(\"PlayerCyd15K\",0,0,0,10)\n\tMJUD AA 2\n\tMJUD A 4 Bright A_FireCustomMissile(\"PlayerCyd15K\",0,0,0,10)\n\tMJUD AA 2\n\tMJUD A 4 Bright A_FireCustomMissile(\"PlayerCyd15K\",0,0,0,10)\n\tMJUD AA 2\n\tMJUD A 4 Bright A_FireCustomMissile(\"PlayerCyd15K\",0,0,0,10)\n\tMJUD A 5 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire:\n\tMJUD A 0 A_TakeInventory(\"AttackCharge\",10)\n TNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\tMJUD D 0 A_FireCustomMissile(\"PlayerRicochetBullet\",random(4,-4),0,-16,14,1,1)\n\tMJUD D 0 A_FireCustomMissile(\"PlayerRicochetBullet\",random(4,-4),0,16,14,1,1)\n MJUD AABB 1 Bright\n TNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\tMJUD D 0 A_FireCustomMissile(\"PlayerRicochetBullet\",random(4,-4),0,-16,14,1,1)\n\tMJUD D 0 A_FireCustomMissile(\"PlayerRicochetBullet\",random(4,-4),0,16,14,1,1)\n MJUD CCDD 1 Bright\n\tMJUD A 3 A_Refire\n Goto Ready\n GrenadeCheck:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n TNT1 A 0 A_JumpIfInventory(\"Missile\",10,\"HeavyRocket\")\n Goto Fire2\n HeavyRocket:\n\tMJUD A 0 A_TakeInventory(\"Missile\",10)\n\tMJUD A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n \tMJUD A 0 A_GiveInventory(\"MissileType5\")\n\tMJUD A 0 A_GunFlash\n\tTNT1 A 0 Bright A_PlaySound(\"CerebralIncarnate/sight\")\n\tMJUD AAAAAAAAAA 4\n\tMJUD C 4 Bright A_FireCustomMissile(\"HeavyRocket\",0,0,0,14)\n\tMJUD AA 4\n Goto Ready\n MineCheck:\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n TNT1 A 0 A_JumpIfInventory(\"Missile\",10,\"DiggerGrenade\")\n Goto Fire2\n DiggerGrenade:\n\tMJUD A 0 A_TakeInventory(\"Missile\",10)\n\tMJUD A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n \tMJUD A 0 A_GiveInventory(\"MissileType5\")\n\tMJUD A 0 A_GunFlash\n\tTNT1 A 0 Bright A_PlaySound(\"CerebralIncarnate/sight\")\n\tMJUD AAAAAAAAAA 4\n\tMJUD C 4 Bright A_FireCustomMissile(\"DiggerGrenade\",0,0,0,15)\n\tMJUD AA 4\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PlayerRicochetBullet : CerebralIncarnateRicochetBullet\n{\nDamage 3\nBouncecount 3\nSpecies \"Player\"\nDamagetype \"Marine\"\n+MTHRUSPECIES\n}\n\nACTOR PlayerHellfireRocket : HellfireRocket\n{\nSpeed 20\nDamage 10\nSpecies \"Player\"\nDamagetype \"Marine\"\n+MTHRUSPECIES\n+SCREENSEEKER\n+SEEKERMISSILE\nStates\n{\nSpawn:\n TNT1 A 0\nNormal:\n TNT1 A 0 A_Jump(32,\"Homing\")\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n Loop\nHoming:\n\tTNT1 A 0 Bright A_SeekerMissile(24,24,SMF_LOOK)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(24,24,SMF_LOOK)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_PlaySound(\"monster/homingrockbeep\")\n Loop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/ChaosElemental.txt",
"contents": "ACTOR Demon_ChaosElemental : Playerpawn\n{\n Health 600\n Player.MaxHealth 600\n Player.SoundClass \"PChaosElemental\"\n Player.DisplayName \"Chaos Elemental\"\n Player.MorphWeapon \"ChaosElemental-Weapons\"\n Player.StartItem \"ChaosElemental-Weapons\"\n Player.StartItem \"DemonAmmo\", 150\n Player.ForwardMove 0.8\n Player.SideMove 0.8\n Player.ViewHeight 45\n Mass 300\n Radius 16\n Height 56\n Player.JumpZ 8\n Scale 0.85\n DamageFactor 0.4\n Player.DamageScreenColor Green, 0.1\n BloodColor \"Green\"\n PainChance 0\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n DamageFactor \"Normal\", 0.2\n Species \"Player\"\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n +NOPAIN\n +DONTMORPH\n var int user_effect;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n TNT1 A 0 SetPlayerProperty(0,1,3)\n\tCHEL A 10 Bright\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n TNT1 A 0 SetPlayerProperty(0,1,3)\n\tCHEL ABC 6 Bright\n Goto Spawn\n Melee:\n Missile:\n CHEL J 1 Bright\n\tCHEL J 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tCHEL J 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tCHEL J 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tCHEL J 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n\tCHEL J 7 Bright\n\tCHEL KJ 4 Bright\n\tCHEL J 8 Bright\n\tCHEL KJ 4 Bright\n\tCHEL J 8 Bright\n\tCHEL KJ 4 Bright\n Goto Spawn\n Missile2:\n CHEL B 0 A_TakeInventory(\"MissileType2\",1)\n CHEL DE 4 Bright\n CHEL F 48 Bright\n Goto See\n Missile3:\n\tTNT1 E 0 A_TakeInventory(\"MissileType3\",1)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX5\",40,43,0,0)\n CHEL G 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX5\",40,43,0,0)\n CHEL G 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX4\",40,43,0,0)\n CHEL G 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX4\",40,43,0,0)\n CHEL G 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX3\",40,43,0,0)\n CHEL G 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX3\",40,43,0,0)\n CHEL G 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX2\",40,43,0,0)\n CHEL H 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX2\",40,43,0,0)\n CHEL H 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",40,43,0,0)\n CHEL H 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",40,43,0,0)\n CHEL H 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",40,43,0,0)\n CHEL H 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",40,43,0,0)\n CHEL H 4 Bright\n CHEL I 8 Bright\n\tCHEL HG 10 Bright\n\tGoto Spawn\n Missile4:\n\tTNT1 E 0 A_TakeInventory(\"MissileType4\",1)\n CHEL DE 8\n CHEL FF 8 bright\n CHEL ED 8\n\tGoto Spawn\n Missile5:\n\tCHEL H 0 A_TakeInventory(\"MissileType5\",1)\n\tCHEL DE 6 Bright\n CHEL F 15 Bright\n\tCHEL ED 4 Bright\n Goto Spawn\n Pain:\n CHEL L 6\n CHEL L 6 A_Pain\n goto See\n Death:\n CHEL L 20 A_Scream\n CHEL M 8 bright\n\tTNT1 A 0 A_Playsound(\"BFlan/LightningExp\",7)\n\tTNT1 A 0 A_SpawnItem(\"PlayerDTBFGEx\",0,30)\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, random(30,50), 0, 0, 0, 0, 128)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"SmokeFX\",random(30,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"Kaboom11\",random(30,50),0,random(0,360),2,random(0,360))\n\tTNT1 A 0 Radius_Quake(20,8,0,12,0)\n TNT1 A 0 A_Explode(260,200)\n CHEL N 4 bright A_SpawnItemEx(\"GreenGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,40),0,0,0,0,128,0)\n TNT1 A 0 A_Explode(260,200)\n CHEL NOO 4 bright A_SpawnItemEx(\"GreenGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,40),0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,40),0,0,0,0,128,0)\n\t//TNT1 A 0 A_PainDie(\"FriendlyChaosSoul\")\n CHEL PPPPP 0 bright A_CustomMissile(\"ChaosFlesh1\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n CHEL PPPPP 0 bright A_CustomMissile(\"ChaosFlesh2\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n CHEL PPPPPPPPPP 0 A_CustomMissile(\"ChaosFlesh3\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n CHEL PPPPPPPPPP 0 A_CustomMissile(\"ChaosFlesh4\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n CHEL PPPPPPPPPP 0 A_CustomMissile(\"ChaosFlesh5\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n CHEL PPPPPPPPPP 0 A_CustomMissile(\"ChaosFlesh6\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n CHEL P 0 bright A_CustomMissile(\"ChaosBigArm1\",40,-40,-90,2,random(-1,1))\n CHEL P 0 bright A_CustomMissile(\"ChaosBigArm2\",40,40,90,2,random(-1,1))\n CHEL P 0 bright A_CustomMissile(\"ChaosSmallArm1\",100,-30,-90,2,random(-15,15))\n CHEL P 0 bright A_CustomMissile(\"ChaosSmallArm1\",100,30,90,2,random(-15,15))\n CHEL P 0 bright A_CustomMissile(\"ChaosSmallArm2\",100,-30,-90,2,random(-15,15))\n CHEL P 0 bright A_CustomMissile(\"ChaosSmallArm2\",100,30,90,2,random(-15,15))\n CHEL P 0 bright A_CustomMissile(\"ChaosHorn1\",110,-16,-90,2,random(-15,15))\n CHEL P 0 bright A_CustomMissile(\"ChaosHorn2\",110,16,90,2,random(-15,15))\n CHEL PQRSTUV 8 bright\n\tTNT1 A -1\n stop\n }\n}\n\nACTOR ChaosElemental-Weapons : Weapon\n{\n +WEAPON.DONTBOB\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n Weapon.AmmoType \"DemonAmmo\"\n Weapon.AmmoType2 \"DemonAmmo\"\n States\n {\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n CHWN A 3 Bright A_WeaponReady\n Loop\n Deselect:\n CHWN A 1 A_Lower\n Loop\n Select:\n CHWN A 1 A_Raise\n Loop\n Fire:\n CHWN A 1 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n TNT1 A 0 A_GiveInventory(\"AttackCharge\",1)\n CHWN A 1\n CHWN A 1 A_Refire\n Fire1:\n TNT1 A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n TNT1 A 0 A_JumpIfInventory(\"AttackCharge\",5,\"Fire2\")\n\tTNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n\tTNT1 A 0 A_GunFlash\n\tCHWN A 6 Bright\n\tTNT1 A 0 A_SetBlend(\"Green\",0.45,25)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,-20,55)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,20,55)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,-40,35)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,40,35)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,-20,0)\n\tCHWN A 15 Bright A_FireCustomMissile(\"PlayerChaosLightning\",0,0,20,0)\n\tTNT1 A 0 A_SetBlend(\"Green\",0.45,25)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,-20,55)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,20,55)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,-40,35)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,40,35)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,-20,0)\n\tCHWN A 15 Bright A_FireCustomMissile(\"PlayerChaosLightning\",0,0,20,0)\n\tTNT1 A 0 A_SetBlend(\"Green\",0.45,25)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,-20,55)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,20,55)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,-40,35)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,40,35)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerChaosLightning\",0,0,-20,0)\n\tCHWN A 15 Bright A_FireCustomMissile(\"PlayerChaosLightning\",0,0,20,0)\n\tCHWN A 8 Bright\n Goto Ready\n Fire2:\n TNT1 A 0 A_GiveInventory(\"MissileType2\")\n\tTNT1 A 0 A_GunFlash\n\tCHWN ABC 2 Bright\n\tTNT1 A 0 A_SetBlend(\"Green\",0.45,25)\n\tCHWN CCCCCCCC 6 Bright A_FireCustomMissile(\"DTMinigunSoulRage\",0,0,0,5)\n\tCHWN CBA 2 Bright\n\tCHWN A 8 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Fire3:\n TNT1 A 0 A_GiveInventory(\"MissileType3\")\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"ChaosElemental/Sight\")\n CHWN A 4 Bright\n CHWN A 4 Bright\n CHWN A 4 Bright\n CHWN A 4 Bright\n CHWN A 4 Bright\n CHWN A 4 Bright\n CHWN B 4 Bright\n CHWN B 4 Bright\n CHWN B 4 Bright\n CHWN B 4 Bright\n CHWN B 4 Bright\n CHWN B 4 Bright\n CHWN C 8 Bright A_FireCustomMissile(\"ChaosSuperLightningProjPlayer\",0,0,0,30)\n\tCHWN BA 10 Bright A_TakeInventory(\"AttackCharge\",10)\n\tGoto Ready\n AltFire:\n CHWN A 1 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire2\")\n TNT1 A 0 A_GiveInventory(\"AttackCharge\",1)\n CHWN A 1 A_Refire\n AltFire1:\n TNT1 A 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire2\")\n\tTNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",50,\"FriendlyChaosSoul\")\n Goto Fire1\n FriendlyChaosSoul:\n \tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",50)\n\tTNT1 A 0 A_GiveInventory(\"MissileType4\")\n\tTNT1 A 0 A_GunFlash\n\tCHWN AB 8\n CHWN C 0 A_SetBlend(\"Green\",0.45,25)\n CHWN C 16 A_SpawnItemEx(\"FriendlyChaosSoul\",45,0,16,15,0,0,0,32)\n CHWN BA 8\n Goto Ready\n AltFire2:\n TNT1 A 0 A_GiveInventory(\"MissileType5\")\n\tTNT1 A 0 A_GunFlash\n\tCHWN ABC 3\n CHWN C 0 A_SetBlend(\"Green\",0.45,25)\n\tCHWN C 15 A_FireCustomMissile(\"PlayerChaosSoulKamikaze\",0,0,0,5)\n\tCHWN C 0 A_TakeInventory(\"AttackCharge\",10)\n CHWN CBA 3\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PlayerChaosLightning : ChaosLightning\n{\nSpeed 65\nDamage 10\nDamageType \"Marine\"\nSpecies \"Player\"\n+MTHRUSPECIES\n}\n\nACTOR DTMinigunSoulRage\n{\nSpeed 45\nRadius 6\nHeight 6\nDamage 15\nRenderStyle \"Translucent\"\nAlpha 0.75\nSeeSound \"weapons/spirit1\"\nDeathSound \"veloghost/death\"\nPROJECTILE\n+MTHRUSPECIES\n+FORCERADIUSDMG\n+SEEKERMISSILE\nStates\n{\nSpawn:\n TNT1 A 0 A_SeekerMissile(20,50,SMF_LOOK|SMF_PRECISE)\n\tSPI2 A 2 Bright A_SpawnItemEx(\"GHellionSmoke\")\n\tTNT1 A 0 A_SeekerMissile(20,50,SMF_LOOK|SMF_PRECISE)\n\tSPI2 B 2 Bright A_SpawnItemEx(\"GHellionSmoke\")\n\tLoop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(16,48,0)\n TNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tSPI2 EFGHIJ 3 Bright\n\tStop\n\t}\n}\n\nACTOR FriendlyChaosSoul : ChaosSoul\n{\nDropItem \"\"\n+FRIENDLY\n+QUICKTORETALIATE\n+LOOKALLAROUND\n+NEVERRESPAWN\n+NOBLOCKMONST\n-COUNTKILL\nDamageFactor \"Marine\", 0\nDamageFactor \"Legendary\", 0\nDamageFactor \"MechStep\", 0\nDamageFactor \"Mine\", 0.0\nSpecies \"Player\"\nTag \"\\c[q9]Chaos Soul\\c-\"\nStates\n{\n Lightning:\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS B 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n\tCHOS B 2 Bright A_CustomMissile(\"PlayerChaosLightning\",10,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS B 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n\tCHOS B 2 Bright A_CustomMissile(\"PlayerChaosLightning\",10,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS A 2 Bright A_FaceTarget\n\tGoto See\n Kamikaze:\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner2\")\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS B 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner2\")\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS B 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner2\")\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS B 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner2\")\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS B 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner2\")\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS B 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner2\")\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n CHOS B 2 Bright A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"PlayerChaosSoulKamikaze\",0)\n\tTNT1 A 1 A_ChangeFlag(COUNTKILL,0)\n\tStop\n }\n}\n\nACTOR PlayerChaosSoulKamikaze : ChaosSoulKamikaze\n{\nDamage 50\nDamageFactor \"Marine\", 0\nDamageFactor \"Legendary\", 0\nDamageFactor \"MechStep\", 0\nDamageFactor \"Mine\", 0.0\nDamageType \"Marine\"\nSpecies \"Player\"\nTag \"\\c[q9]Chaos Soul\\c-\"\nDropItem \"\"\n-SHOOTABLE\n+FRIENDLY\n+QUICKTORETALIATE\n+LOOKALLAROUND\n+NEVERRESPAWN\n+THRUSPECIES\n+MTHRUSPECIES\n+FORCERADIUSDMG\nStates\n{\n Spawn:\n\tCHOS B 2 Bright A_SpawnItem(\"ChaosSoulSmokeSpawner\",0,0,0,0)\n\tCHOS B 0 Bright A_SeekerMissile(25,35,SMF_LOOK,45,2)\n Loop\n Explode:\n TNT1 A 0\n TNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_SpawnItemEx(\"ChaosSoulSmokeSpawner\")\n\tTNT1 A 0 A_Explode(96,128)\n\tCHOS C 4 Bright A_NoGravity\n\tCHOS D 4 Bright A_Scream\n TNT1 AA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 15, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"Chaos10KEx\", 15, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,15,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tCHOS E 3 Bright\n\tCHOS F 2 Bright A_NoBlocking\n\tCHOS G 4\n\tCHOS H 4\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/InsanityCyberNoble.txt",
"contents": "ACTOR Demon_Insanity_CyberNoble : Playerpawn\n{\n Health 650\n Player.MaxHealth 650\n Player.ViewHeight 65\n Mass 300\n Radius 16\n Height 50\n Player.SoundClass \"PInsanityCyberNoble\"\n Player.DisplayName \"Insanity Cyber Noble\"\n Player.MorphWeapon \"InsanityCyberNoble-Weapons\"\n Player.StartItem \"InsanityCyberNoble-Weapons\"\n Player.DamageScreenColor Red, 0.1\n Player.ForwardMove 0.85\n Player.SideMove 0.85\n Scale 1.2\n Player.JumpZ 10\n DamageFactor 0.4\n BloodColor \"Red\"\n PainChance 0\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n Species \"Player\"\n +DONTMORPH\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n var int user_effect;\n States\n {\n Spawn:\n \tTNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n SLAU A 24\n Loop\n See:\n\tTNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n SLAU AABB 3\n TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n SLAU CCDD 3\n TNT1 A 0 A_Playsound(\"monster/bruwlk\")\n Goto Spawn\n Melee:\n Missile:\n SLAU P 1\n\tSLAU P 0 A_JumpIfInventory(\"MissileType6\",1,\"Missile6\")\n\tSLAU P 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tSLAU P 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tSLAU P 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tSLAU P 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n\tSLAU PQR 6 Bright\n\tSLAU PQR 6 Bright\n Goto Spawn\n Missile2:\n SLAU P 0 A_TakeInventory(\"MissileType2\",1)\n\tSLAU E 6\n\tSLAU F 3 Bright\n\tSLAU E 6\n\tSLAU F 3 Bright\n Goto Spawn\n Missile3:\n SLAU P 0 A_TakeInventory(\"MissileType3\",1)\n\tSLAU PQR 6 Bright\n Goto Spawn\n Missile4:\n\tSLAU E 0 A_TakeInventory(\"MissileType4\",1)\n\tSLAU E 6\n\tSLAU F 3 Bright\n\tSLAU E 6\n\tSLAU F 3 Bright\n\tSLAU E 6\n\tSLAU F 3 Bright\n\tSLAU E 6\n\tSLAU F 3 Bright\n\tSLAU E 6\n\tSLAU F 3 Bright\n\tSLAU E 6\n\tSLAU F 3 Bright\n\tSLAU E 6\n\tSLAU F 3 Bright\n\tSLAU E 6\n\tSLAU F 3 Bright\n Goto Spawn\n Missile5:\n\tSLAU E 0 A_TakeInventory(\"MissileType5\",1)\n SLAU E 24\n\tSLAU F 5 Bright\n SLAU E 3\n\tSLAU F 5 Bright\n SLAU E 3\n\tSLAU F 5 Bright\n SLAU E 3\n\tSLAU F 5 Bright\n SLAU E 3\n\tSLAU F 5 Bright\n SLAU E 3\n\tSLAU F 5 Bright\n SLAU E 3\n\tSLAU F 5 Bright\n SLAU E 3\n\tSLAU F 5 Bright\n SLAU E 20\n Goto Spawn\n Missile6:\n SLAU E 0 A_TakeInventory(\"MissileType6\",1)\n SLAU E 22\n SLAU F 12 Bright\n\tSLAU E 16\n SLAU F 12 Bright\n\tSLAU E 16\n Goto Spawn\n Pain:\n SLAU G 4 A_Pain\n Goto See\n Death:\n Xdeath:\n\tSLAU G 10\n SLAU I 10 A_Scream\n\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\")\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tSLAU JJJJ 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tSLAU KKKK 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\")\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tSLAU LLLL 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\")\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tSLAU MMMM 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\")\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n SLAU N 4 Bright A_NoBlocking\n SLAU O 3\n SLAU O -1\n Stop\n }\n}\n\nACTOR InsanityCyberNoble-Weapons : Weapon\n{\n +WEAPON.DONTBOB\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n CYWE ABC 3 Bright A_WeaponReady\n Loop\n Deselect:\n CYWE A 1 A_Lower\n Loop\n Select:\n CYWE A 1 A_Raise\n Loop\n Fire:\n CYWE A 1 Bright A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n CYWE A 0 A_GiveInventory(\"AttackCharge\",1)\n CYWE A 1 Bright\n CYWE A 1 Bright A_Refire\n Fire1:\n CYWE A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n CYWE A 0 A_JumpIfInventory(\"AttackCharge\",5,\"Fire2\")\n\tCYWE A 0 A_TakeInventory(\"AttackCharge\",10)\n\tCYWE A 0 A_GunFlash\n CYWE AGH 4 Bright\n\tCYWE I 1 Bright A_FireCustomMissile(\"PlayerArcradShot\",0,0,-8,15)\n CYWE I 0 A_FireCustomMissile(\"PlayerArcradShot\",-6,0,-8,15)\n CYWE I 1 Bright A_FireCustomMissile(\"PlayerArcradShot\",6,0,-8,15)\n\tCYWE I 0 A_FireCustomMissile(\"PlayerArcradShot\",-12,0,-8,15)\n CYWE I 3 Bright A_FireCustomMissile(\"PlayerArcradShot\",12,0,-8,15)\n CYWE AGH 4 Bright\n\tCYWE I 1 Bright A_FireCustomMissile(\"PlayerArcradShot\",0,0,-8,15)\n CYWE I 0 A_FireCustomMissile(\"PlayerArcradShot\",-6,0,-8,15)\n CYWE I 1 Bright A_FireCustomMissile(\"PlayerArcradShot\",6,0,-8,15)\n\tCYWE I 0 A_FireCustomMissile(\"PlayerArcradShot\",-12,0,-8,15)\n CYWE I 3 Bright A_FireCustomMissile(\"PlayerArcradShot\",12,0,-8,15)\n\tCYWE A 8 Bright\n Goto Ready\n Fire2:\n CYWE A 0 A_GiveInventory(\"MissileType2\")\n\tCYWE A 0 A_GunFlash\n\tCYWE ADE 2 Bright\n\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/fire\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"NewPlayerExplosiveTracer\",Random(-4,4),0,16,14,0,frandom(-3,3))\n CYWE F 4 Bright A_FireBullets(4.0,3.0,8,Random(5,7),\"ModdedBulletPuff\",FBF_NOFLASH)\n\tCYWE ADE 2 Bright\n\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/fire\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"NewPlayerExplosiveTracer\",Random(-4,4),0,16,14,0,frandom(-3,3))\n CYWE F 4 Bright A_FireBullets(4.0,3.0,8,Random(5,7),\"ModdedBulletPuff\",FBF_NOFLASH)\n\tCYWE A 8 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Fire3:\n CYWE A 0 A_GiveInventory(\"MissileType3\")\n\tCYWE A 0 A_GunFlash\n CYWE AGH 4 Bright\n\tCYWE I 1 Bright A_FireCustomMissile(\"PlayerArcradimusSeekerComet\",0,0,-8,15)\n CYWE I 0 A_FireCustomMissile(\"PlayerArcradimusSeekerComet\",-6,0,-8,15)\n CYWE I 1 Bright A_FireCustomMissile(\"PlayerArcradimusSeekerComet\",6,0,-8,15)\n\tCYWE I 0 A_FireCustomMissile(\"PlayerArcradimusSeekerComet\",-12,0,-8,15)\n CYWE I 3 Bright A_FireCustomMissile(\"PlayerArcradimusSeekerComet\",12,0,-8,15)\n\tCYWE A 8 Bright\n Goto Ready\n AltFire:\n CYWE A 1 Bright A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n CYWE A 0 A_GiveInventory(\"AttackCharge\",1)\n CYWE A 1 Bright\n CYWE A 1 Bright A_Refire\n AltFire1:\n CYWE A 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n CYWE A 0 A_JumpIfInventory(\"AttackCharge\",5,\"AltFire2\")\n\tCYWE A 0 A_TakeInventory(\"AttackCharge\",10)\n\tCYWE A 0 A_GiveInventory(\"MissileType4\")\n\tCYWE A 0 A_GunFlash\n\tCYWE ADE 2 Bright\n CYWE F 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(-2,2),0,16,11)\n\tCYWE ADE 2 Bright\n CYWE F 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(-2,2),0,16,11)\n\tCYWE ADE 2 Bright\n CYWE F 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(-2,2),0,16,11)\n\tCYWE ADE 2 Bright\n CYWE F 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(-2,2),0,16,11)\n\tCYWE ADE 2 Bright\n CYWE F 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(-2,2),0,16,11)\n\tCYWE ADE 2 Bright\n CYWE F 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(-2,2),0,16,11)\n\tCYWE ADE 2 Bright\n CYWE F 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(-2,2),0,16,11)\n\tCYWE ADE 2 Bright\n CYWE F 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(-2,2),0,16,11)\n\tCYWE A 8 Bright\n Goto Ready\n AltFire2:\n \tCYWE A 0 A_GiveInventory(\"MissileType5\")\n\tCYWE A 0 A_GunFlash\n CYWE A 18 A_PlayWeaponSound(\"weapons/charge15k\")\n CYWE DE 3 Bright\n\tCYWE F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYWE F 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(3,-3),0,18,12,1,1)\n CYWE DE 3 Bright\n\tCYWE F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYWE F 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(3,-3),0,18,12,1,1)\n CYWE DE 3 Bright\n\tCYWE F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYWE F 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(3,-3),0,18,12,1,1)\n CYWE DE 3 Bright\n\tCYWE F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYWE F 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(3,-3),0,18,12,1,1)\n CYWE DE 3 Bright\n\tCYWE F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYWE F 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(3,-3),0,18,12,1,1)\n CYWE DE 3 Bright\n\tCYWE F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYWE F 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(3,-3),0,18,12,1,1)\n CYWE DE 3 Bright\n\tCYWE F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYWE F 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(3,-3),0,18,12,1,1)\n CYWE DE 3 Bright\n\tCYWE F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYWE F 2 Bright A_FireCustomMissile(\"PlayerCardinal10K\",random(3,-3),0,18,12,1,1)\n\tCYWE A 0 A_TakeInventory(\"AttackCharge\",10)\n\tCYWE A 20 A_PlayWeaponSound(\"weapons/bfg15kcooldown\")\n Goto Ready\n AltFire3:\n \tTNT1 A 0 A_GiveInventory(\"MissileType6\")\n\tTNT1 D 0 A_GunFlash\n CYWE A 22 Bright A_PlayWeaponSound(\"weapons/rgcharge\")\n CYWE DE 8 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"NewExplosiveRailgunImpact\",0,0,18,10)\n\tTNT1 A 0 A_PlaySound(\"ExplosiveRailgun/Fire\",7)\n\tCYWE F 8 Bright A_RailAttack(200,18,1,None,None,RGF_SILENT,0,\"PlayerRailPuff\",0,0,0,0,40,0,\"ExplosiveRailgunTrail\")\n CYWE DE 8 Bright\n\tTNT1 A 0 A_FireCustomMissile(\"NewExplosiveRailgunImpact\",0,0,18,10)\n\tTNT1 A 0 A_PlaySound(\"ExplosiveRailgun/Fire\",7)\n\tCYWE F 8 Bright A_RailAttack(200,18,1,None,None,RGF_SILENT,0,\"PlayerRailPuff\",0,0,0,0,40,0,\"ExplosiveRailgunTrail\")\n CYWE A 8 Bright\n\tTNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nActor PlayerArcradShot : ArcradShot\n{\nDamage 10\nSpeed 30\nFastSpeed 32\nSpecies \"Player\"\nDamageType \"Marine\"\n+MTHRUSPECIES\n}\n\nACTOR PlayerArcradimusSeekerComet : ArcradimusSeekerComet\n{\nBounceCount 5\nSpeed 35\nSpecies \"Player\"\nDamageType \"Marine\"\n+MTHRUSPECIES\nStates\n{\nSpawn:\nARCM AAABBBCCCAAABBBCCCAAABBBCCC 1 Bright A_SpawnItemEx(\"ArcradimusCometTail\")\nTNT1 A 0 A_SeekerMissile(90,90)\nARCM ABC 1 Bright A_SpawnItemEx(\"ArcradimusCometTail\")\nTNT1 A 0 A_SeekerMissile(90,90)\nARCM ABC 1 Bright A_SpawnItemEx(\"ArcradimusCometTail\")\nTNT1 A 0 A_SeekerMissile(90,90)\nARCM ABC 1 Bright A_SpawnItemEx(\"ArcradimusCometTail\")\nLoop\n}\n}\n\nActor PlayerInsaneNoblelaser : InsaneNoblelaser\n{\nDamage 18\nSpecies \"Player\"\nDamageType \"Marine\"\n+MTHRUSPECIES\n}\n\nACTOR NewExplosiveRailgunImpact : ExplosiveRailgunImpact\n{\nMissileType \"NewExplosiveRailgunTrailExplode\"\n}\n\nACTOR NewExplosiveRailgunTrailExplode : ExplosiveRailgunTrailExplode\n{\n Damagetype \"Marine\"\n Species \"Player\"\n}"
},
{
"source": "pk3",
"name": "Actors/InsanityRevenant.txt",
"contents": "ACTOR Demon_InsanityRevenant : Playerpawn\n{\n Health 500\n Player.MaxHealth 500\n Mass 300\n Player.SoundClass \"PInsanityRevenant\"\n Player.DisplayName \"Insanity Revenant\"\n Player.MorphWeapon \"InsanityRevenant-Weapons\"\n Player.StartItem \"InsanityRevenant-Weapons\"\n Player.DamageScreenColor Red, 0.1\n Player.ForwardMove 0.7\n Player.SideMove 0.7\n RadiusDamageFactor 0.4\n Player.ViewHeight 45\n Player.AttackZOffset 0\n Player.JumpZ 10\n PainChance 6\n Scale 0.85\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n DamageFactor 0.4\n Species \"Player\"\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n +DONTMORPH\n var int user_effect;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n TNT1 A 0 SetPlayerProperty(0,1,3)\n\tINRV BB 2 Bright //A_SpawnItem(\"PlayerBonerFireSpawner\",0,0,0,0)\n\tLoop\n See:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n TNT1 A 0 SetPlayerProperty(0,1,3)\n\tINRV BB 2 Bright //A_SpawnItem(\"PlayerBonerFireSpawner\",0,0,0,0)\n\tGoto Spawn\n Melee:\n Missile:\n INRV J 1\n\tINRV J 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tINRV J 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tINRV J 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tINRV J 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n\tINRV JJJJKKJJJJKKJJJJKKBBBBBBB 2 Bright //A_SpawnItem(\"BonerFireSpawner\",0,0,0,0)\n Goto Spawn\n Missile2:\n\tINRV J 0 A_TakeInventory(\"MissileType2\",1)\n\tINRV JJJJKKKKJJJJKKKKJJJJKKKKJJJJKKKK 2 Bright //A_SpawnItem(\"BonerFireSpawner\",0,0,0,0)\n\tGoto Spawn\n Missile3:\n\tINRV J 0 A_TakeInventory(\"MissileType3\",1)\n\tINRV JJJJJJJJJJJJJKKKKBBBB 2 Bright //A_SpawnItem(\"BonerFireSpawner\",0,0,0,0)\n\tGoto Spawn\n Missile4:\n\tINRV J 0 A_TakeInventory(\"MissileType4\",1)\n INRV JJJKKKJJJKKKJJJKKKJJJKKKJJJKKKJJJKKK 2 Bright //A_SpawnItem(\"BonerFireSpawner\",0,0,0,0)\n\tGoto Spawn\n Missile5:\n\tINRV J 0 A_TakeInventory(\"MissileType5\",1)\n\tINRV JJJJJJJJJJKKJJKKJJKKJJKK 2 Bright //A_SpawnItem(\"BonerFireSpawner\",0,0,0,0)\n Goto Spawn\n Pain:\n\tINRV L 10 Bright A_Pain\n\tGoto See\n Death:\n Xdeath:\n\tINRV L 2 Bright\n\tINRV LLL 1 Bright A_SpawnItemEx(\"Kaboom\",0,0,10,Random(5,-5),Random(5,-5),Random(6,-3))\n\tTNT1 A 0 Bright A_Scream\n\tTNT1 A 0 A_SpawnItemEx(\"Kaboom\",0,0,10,Random(5,-5),Random(5,-5),Random(6,-3))\n\tINRV LLLLL 1 Bright A_SpawnItemEx(\"Kaboom\",0,0,10,Random(5,-5),Random(5,-5),Random(6,-3))\n\tTNT1 A 0 bright A_NoBlocking\n\tTNT1 AA 0 A_SpawnItemEx(\"Kaboom\",0,0,10,Random(5,-5),Random(5,-5),Random(6,-3))\n\tINRV LLL 1 Bright A_SpawnItemEx(\"Kaboom\",0,0,10,Random(5,-5),Random(5,-5),Random(6,-3))\n\tTNT1 AA 0 A_SpawnItemEx(\"Kaboom\",0,0,10,Random(5,-5),Random(5,-5),Random(6,-3))\n\tINRV LLLL 1 Bright A_SpawnItemEx(\"Kaboom\",0,0,10,Random(5,-5),Random(5,-5),Random(6,-3))\n\tTNT1 AAA 1 Bright\n\tTNT1 A -1\n\tStop\n\t}\n}\n\nACTOR InsanityRevenant-Weapons : Weapon\n{\n +WEAPON.DONTBOB\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n RRDY ABCDEFGHIJKL 4 A_WeaponReady\n Loop\n Deselect:\n RRDY A 1 A_Lower\n Loop\n Select:\n RRDY A 1 A_Raise\n Loop\n Fire:\n RRDY A 1 A_JumpIfInventory(\"AttackCharge\",10,\"Fire2\")\n RRDY A 0 A_GiveInventory(\"AttackCharge\",1)\n RRDY A 1\n RRDY A 1 A_Refire\n Fire1:\n RVRD A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire2\")\n\tRVRD A 0 A_TakeInventory(\"AttackCharge\",10)\n\tRVRD A 0 A_GunFlash\n\tRVRD D 2\n\tRVRD BC 2 Bright\n\tRVRD A 0 A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,-18,25,1,1)\n\tRVRD D 2 Bright A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,18,25,1,1)\n\tRVRD E 4\n\tRVRD D 2\n\tRVRD BC 2 Bright\n\tRVRD A 0 A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,-18,25,1,1)\n\tRVRD D 2 Bright A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,18,25,1,1)\n\tRVRD E 4\n\tRVRD D 2\n\tRVRD BC 2 Bright\n\tRVRD A 0 A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,-18,25,1,1)\n\tRVRD D 2 Bright A_FireCustomMissile(\"PlayerDraugrMeteor\",-1,0,18,25,1,1)\n\tRVRD E 4\n\tRVRD D 14\n Goto Ready\n Fire2:\n\tRVRD D 0 A_GiveInventory(\"MissileType2\")\n\tRVRD A 0 A_GunFlash\n RVRD BC 4 Bright\n\tRVRD D 0 A_FireCustomMissile(\"PlayerHellfireRocket\",-1,0,-18,25,1,1)\n\tRVRD D 4 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",-1,0,18,25,1,1)\n\tRVRD E 4\n RVRD BC 4 Bright\n\tRVRD D 0 A_FireCustomMissile(\"PlayerHellfireRocket\",-1,0,-18,25,1,1)\n\tRVRD D 4 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",-1,0,18,25,1,1)\n\tRVRD E 4\n RVRD BC 4 Bright\n\tRVRD D 0 A_FireCustomMissile(\"PlayerHellfireRocket\",-1,0,-18,25,1,1)\n\tRVRD D 4 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",-1,0,18,25,1,1)\n\tRVRD E 4\n RVRD BC 4 Bright\n\tRVRD D 0 A_FireCustomMissile(\"PlayerHellfireRocket\",-1,0,-18,25,1,1)\n\tRVRD D 4 Bright A_FireCustomMissile(\"PlayerHellfireRocket\",-1,0,18,25,1,1)\n\tRVRD E 4 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire:\n RRDY A 1 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n RRDY A 0 A_GiveInventory(\"AttackCharge\",1)\n RRDY A 1\n RRDY A 1 A_Refire\n AltFire1:\n RVRD A 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n RVRD A 0 A_JumpIfInventory(\"AttackCharge\",5,\"AltFire2\")\n\tRVRD A 0 A_TakeInventory(\"AttackCharge\",10)\n\tRVRD D 0 A_GiveInventory(\"MissileType3\")\n\tRVRD D 0 A_GunFlash\n\tRVRD D 22 Bright A_PlaySound(\"weapons/rgcharge\")\n RVRD BC 4 Bright\n\tRVRD C 0 A_PlayWeaponSound(\"monsters/darkcyberrail\")\n\tRVRD D 0 A_FireCustomMissile(\"PlayerELegRevRailgunProj\",-1,0,-20,40,1,1)\n\tRVRD D 4 Bright A_FireCustomMissile(\"PlayerELegRevRailgunProj\",-1,0,20,40,1,1)\n\tRVRD E 8\n Goto Ready\n AltFire2:\n RVRD A 0 A_GiveInventory(\"MissileType4\")\n\tRVRD A 0 A_GunFlash\n RVRD BC 3 Bright\n\tRVRD D 0 A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,-18,28,1,1)\n\tRVRD D 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,18,28,1,1)\n\tRVRD E 3\n RVRD BC 3 Bright\n\tRVRD D 0 A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,-18,28,1,1)\n\tRVRD D 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,18,28,1,1)\n\tRVRD E 3\n RVRD BC 3 Bright\n\tRVRD D 0 A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,-18,28,1,1)\n\tRVRD D 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,18,28,1,1)\n\tRVRD E 3\n RVRD BC 3 Bright\n\tRVRD D 0 A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,-18,28,1,1)\n\tRVRD D 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,18,28,1,1)\n\tRVRD E 3\n RVRD BC 3 Bright\n\tRVRD D 0 A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,-18,28,1,1)\n\tRVRD D 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,18,28,1,1)\n\tRVRD E 3\n RVRD BC 3 Bright\n\tRVRD D 0 A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,-18,28,1,1)\n\tRVRD D 3 Bright A_FireCustomMissile(\"PlayerInsaneNoblelaser\",random(3,-3),0,18,28,1,1)\n\tRVRD E 3 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire3:\n \tRVRD A 0 A_GiveInventory(\"MissileType5\")\n\tRVRD A 0 A_GunFlash\n RVRD D 18 A_PlaySound(\"weapons/charge15k\")\n RVRD BC 3 Bright\n\tRVRD D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tRVRD D 0 A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,22,1,1)\n\tRVRD D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,18,22,1,1)\n RVRD BC 3 Bright\n\tRVRD D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tRVRD D 0 A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,22,1,1)\n\tRVRD D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,18,22,1,1)\n RVRD BC 3 Bright\n\tRVRD D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tRVRD D 0 A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,22,1,1)\n\tRVRD D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,18,22,1,1)\n RVRD BC 3 Bright\n\tRVRD D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tRVRD D 0 A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,-18,22,1,1)\n\tRVRD D 2 Bright A_FireCustomMissile(\"PlayerCyd15K\",random(4,-4),0,18,22,1,1)\n\tRVRD A 0 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PlayerELegRevRailgunProj : ELegRevRailgunProj\n{\nDamage (Random(40,50))\nDamageType \"Marine\"\nSpecies \"Player\"\n+MTHRUSPECIES\n-THRUSPECIES\n}\n\nACTOR PlayerELegRevRailgunProjWeak : PlayerELegRevRailgunProj\n{\nDamage (Random(10,15))\n}"
},
{
"source": "pk3",
"name": "Actors/SacrosanctObserver.txt",
"contents": "ACTOR Demon_SacrosanctObserver : Playerpawn\n{\n Health 600\n Player.MaxHealth 600\n Mass 300\n Radius 16\n Height 50\n Player.SoundClass \"PSacrosanctObserver\"\n Player.DisplayName \"Sacrosanct Observer\"\n Player.MorphWeapon \"SacrosanctObserver-Weapons\"\n Player.StartItem \"SacrosanctObserver-Weapons\"\n Player.DamageScreenColor Green, 0.1\n Player.StartItem \"DustMana\", 100\n Player.ForwardMove 0.8\n Player.SideMove 0.8\n Player.AttackZOffset -10\n Scale 1.2\n Player.JumpZ 10\n DamageFactor 0.4\n BloodColor \"Green\"\n PainChance 4\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n Species \"Player\"\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n -NORADIUSDMG\n +DONTMORPH\n var int user_effect;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n TNT1 A 0 SetPlayerProperty(0,1,3)\n\tTNT1 A 0 A_Playsound(\"SObserver/Loop\",7,1,1)\n\tSACW AB 2 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n TNT1 A 0 SetPlayerProperty(0,1,3)\n\tSACW AB 2 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n Goto Spawn\n Melee:\n Missile:\n SACW C 1 Bright\n\tSACW C 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tSACW C 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tSACW C 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tSACW C 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n SACW LLLLKKKK 2 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n Goto Spawn\n Missile2:\n SACW L 0 A_TakeInventory(\"MissileType2\",1)\n\tSACW CCCCCCCCCCCCCCDDDDDCCCCCCDDDDDCCCCCCDDDDDCCCC 2 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tGoto Spawn\n Missile3:\n\tSACW C 0 A_TakeInventory(\"MissileType3\",1)\n\tSACW CCCCCCCCCCDDCCDDCCDDCCDDCCDDCCDDCCCCCCCCCC 2 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n Goto Spawn\n Missile4:\n SACW C 0 A_TakeInventory(\"MissileType4\",1)\n\tSACW CCCCCCCCC 2 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tSACW CCDDDDDCCC 2 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n Goto Spawn\n Missile5:\n\tTNT1 E 0 A_TakeInventory(\"MissileType5\",1)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX5\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX5\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX4\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX4\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX3\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX3\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX2\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX2\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",40,43,0,0)\n SACW V 4 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n SACW VVVV 2 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tSACW VVVVV 2 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tGoto Spawn\n Pain:\n\tSACW A 3 Bright A_Pain\n\tSACW A 3 Bright A_SpawnItem(\"BabyOverseerFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(120,\"Missile\")\n\tGoto See\n Death:\n\tSACW A 20 Bright A_Scream\n\tSACW E 6 Bright A_Fall\n\tSACW F 6 Bright\n\tTNT1 AAA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tSACW GGGGG 2 Bright A_CustomMissile(\"Kaboom5\", random(20,40), random(10,-10), random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", random(20,40), 0, random(0,360), 2, random(0,360))\n\tSACW H 6 Bright\n\tSACW I 4\n\tSACW J 2\n\tTNT1 A -1\n\tStop\n }\n}\n\nACTOR SacrosanctObserver-Weapons : Weapon\n{\n +WEAPON.DONTBOB\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n Weapon.AmmoType \"DustMana\"\n Weapon.AmmoType2 \"DustMana\"\n States\n {\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n DB4G A 1 A_WeaponReady\n Loop\n Deselect:\n DB4G A 1 A_Lower\n Loop\n Select:\n DB4G A 1 A_Raise\n Loop\n Fire:\n DB4G A 1 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n DB4G A 0 A_GiveInventory(\"AttackCharge\",1)\n DB4G A 1\n DB4G A 1 A_Refire\n Fire1:\n DB4G A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire3\")\n DB4G A 0 A_JumpIfInventory(\"AttackCharge\",5,\"Fire2\")\n\tDB4G A 0 A_TakeInventory(\"AttackCharge\",10)\n\tDB4G A 0 A_GiveInventory(\"MissileType2\")\n\tDB4G A 0 A_GunFlash\n\tDB4G B 22 Bright A_PlayWeaponSound(\"legbabysentient/load\")\n DB4G BC 4 Bright\n\tDB4G D 4 Bright A_FireCustomMissile(\"PlayerDarkCyberRail\",0,0,0,10)\n\tDB4G B 8\n DB4G BC 4 Bright\n\tDB4G D 4 Bright A_FireCustomMissile(\"PlayerDarkCyberRail\",0,0,0,10)\n\tDB4G B 8\n DB4G BC 4 Bright\n\tDB4G D 4 Bright A_FireCustomMissile(\"PlayerDarkCyberRail\",0,0,0,10)\n\tDB4G A 8 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Fire2:\n\tDB4G A 0 A_GiveInventory(\"MissileType3\")\n\tDB4G A 0 A_GunFlash\n DB4G B 18 A_PlaySound(\"weapons/charge15k\")\n DB4G BC 3 Bright\n\tDB4G D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDB4G D 2 Bright A_FireCustomMissile(\"New10KProjectile\",random(-3,3),1,0,11)\n DB4G BC 3 Bright\n\tDB4G D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDB4G D 2 Bright A_FireCustomMissile(\"New10KProjectile\",random(-3,3),1,0,11)\n DB4G BC 3 Bright\n\tDB4G D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDB4G D 2 Bright A_FireCustomMissile(\"New10KProjectile\",random(-3,3),1,0,11)\n DB4G BC 3 Bright\n\tDB4G D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDB4G D 2 Bright A_FireCustomMissile(\"New10KProjectile\",random(-3,3),1,0,11)\n DB4G BC 3 Bright\n\tDB4G D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDB4G D 2 Bright A_FireCustomMissile(\"New10KProjectile\",random(-3,3),1,0,11)\n DB4G BC 3 Bright\n\tDB4G D 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDB4G D 2 Bright A_FireCustomMissile(\"New10KProjectile\",random(-3,3),1,0,11)\n\tDB4G A 0 A_TakeInventory(\"AttackCharge\",10)\n\tDB4G B 20 A_PlayWeaponSound(\"weapons/bfg15kcooldown\")\n Goto Ready\n Fire3:\n\tDB4G A 0 A_GiveInventory(\"MissileType4\")\n\tDB4G A 0 A_GunFlash\n\tDB4G B 20 Bright A_PlayWeaponSound(\"weapons/bfgf\")\n\tDB4G C 10 Bright\n DB4G D 6 Bright A_FireCustomMissile(\"BFG9500Ball\",0,0,0,16)\n DB4G C 7 Bright\n\tDB4G B 0 A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire:\n\tDB4G A 0 A_TakeInventory(\"AttackCharge\",10)\n TNT1 A 0 A_PlaySound(\"OverseerPlasma/fire\", CHAN_WEAPON)\n TNT1 A 0 A_FireCustomMissile(\"NewPlayerRepeaterPlasma\",Random(6,-6),0,16,Random(4,-4),0,1)\n\tTNT1 A 0 A_FireCustomMissile(\"NewPlayerRepeaterPlasma\",Random(6,-6),0,-16,Random(4,-4),0,1)\n\tTNT1 A 0 A_FireCustomMissile(\"NewPlayerRepeaterPlasma\",Random(6,-6),0,0,Random(4,-4),0,1)\n DB4G FFGG 2 Bright\n TNT1 A 0 A_PlaySound(\"OverseerPlasma/fire\", CHAN_WEAPON)\n TNT1 A 0 A_FireCustomMissile(\"NewPlayerRepeaterPlasma\",Random(6,-6),0,16,Random(4,-4),0,1)\n\tTNT1 A 0 A_FireCustomMissile(\"NewPlayerRepeaterPlasma\",Random(6,-6),0,-16,Random(4,-4),0,1)\n\tTNT1 A 0 A_FireCustomMissile(\"NewPlayerRepeaterPlasma\",Random(6,-6),0,0,Random(4,-4),0,1)\n DB4G FFGG 2 Bright\n\tDB4G B 3 A_Refire\n Goto Ready\n GrenadeCheck:\n \tDB4G A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n DB4G A 0 A_JumpIfInventory(\"DustMana\",100,\"ChaosSuperLightningProj\")\n Goto Fire1\n ChaosSuperLightningProj:\n\tDB4G A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tDB4G A 0 A_TakeInventory(\"DustMana\",100)\n \tDB4G A 0 A_GiveInventory(\"MissileType5\")\n\tDB4G A 0 A_GunFlash\n\tDB4G A 0 A_PlaySound(\"SObserver/Attack\",1)\n DB4G A 4 Bright\n DB4G A 4 Bright\n DB4G A 4 Bright\n DB4G A 4 Bright\n DB4G A 4 Bright\n DB4G A 4 Bright\n DB4G B 4 Bright\n DB4G B 4 Bright\n DB4G B 4 Bright\n DB4G B 4 Bright\n DB4G B 4 Bright\n DB4G B 4 Bright\n DB4G B 8 Bright A_FireCustomMissile(\"ChaosSuperLightningProjPlayer\",0,0,0,30)\n DB4G BA 10 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR New10KProjectile : FastProjectile\n{\n Height 1\n Radius 1\n Speed 200\n Scale 0.15\n RenderStyle Add\n Alpha 0.85\n PROJECTILE\n +NOEXTREMEDEATH\n +THRUSPECIES\n Species \"Player\"\n DeathSound \"weapons/bfg95explode\"\n States\n {\n Spawn:\n TRA2 A 1 Bright\n Loop\n Death:\n XDeath:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"NewPlayer10KEx\")\n Stop\n\t }\n}\n\nACTOR NewPlayer10KEx : Player10KEx\n{\nDamageType \"Marine\"\nSpecies \"Player\"\n-THRUSPECIES\n+MTHRUSPECIES\n}\n\nACTOR PlayerDarkCyberRail : FastProjectile\n{\nRadius 6\nHeight 6\nSpeed 300\nDamage (Random(60,80))\nScale 1.26\nSeeSound \"monsters/darkcyberrail\"\nMissileType \"DarkCyberRailTrail\"\nDeathSound \"cyberrail/impact\"\n+RIPPER\n+MTHRUSPECIES\n+EXTREMEDEATH\n+BLOODLESSIMPACT\nStates\n{\nSpawn:\n DCRP A 1 Bright\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAA 0 A_CustomMissile(\"Kaboom13\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 1 A_SpawnItem(\"RailgunImpactEffectGreen\")\n\tStop\n\t}\n}\n\nACTOR NewPlayerRepeaterPlasma : PlayerRepeaterPlasma\n{\nSeeSound \"\"\nDamage 5\nDamagetype \"Marine\"\n}"
},
{
"source": "pk3",
"name": "Actors/Ruffian.txt",
"contents": "ACTOR Demon_Ruffian : PlayerPawn\n{\n Health 500\n Player.MaxHealth 500\n Speed 1\n Mass 300\n Radius 16\n Height 50\n Player.SoundClass \"PRuffian\"\n Player.DisplayName \"Ruffian\"\n Player.MorphWeapon \"Ruffian-Weapons\"\n Player.StartItem \"Ruffian-Weapons\"\n Player.ForwardMove 0.65\n Player.SideMove 0.65\n RadiusDamageFactor 0.4\n Player.ViewHeight 55\n Player.AttackZOffset 0\n Player.JumpZ 8\n BloodColor \"Blue\"\n Scale 1.1\n Player.DamageScreenColor Blue, 0.1\n PainChance 2\n DamageFactor \"Slime\", 0\n DamageFactor \"MechStep\", 0.0\n DamageFactor \"Marine\", 0.0\n DamageFactor 0.4\n Species \"Player\"\n +DONTMORPH\n +THRUSPECIES\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOSKIN\n +DONTRIP\n -NORADIUSDMG\n var int user_effect;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tRFT2 C 14\n\tRFTI C 14\n\tLoop\n See:\n TNT1 A 0 A_JumpIf(user_effect == 1,3)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerDemonRuneMarkFollower\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SetUserVar(\"user_effect\",1)\n\tTNT1 A 0 A_GiveInventory(\"IsDemon\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"BeefyStep2\",0,0,2,0,0,-20)\n RFT2 AABBCCDD 3\n\tTNT1 A 0 A_SpawnItemEx(\"BeefyStep2\",0,0,2,0,0,-20)\n\tRFT2 EEFF 3\n\tGoto Spawn\n Melee:\n Missile:\n RFT2 G 1 Bright\n\tRFT2 G 0 A_JumpIfInventory(\"MissileType5\",1,\"Missile5\")\n\tRFT2 G 0 A_JumpIfInventory(\"MissileType4\",1,\"Missile4\")\n\tRFT2 G 0 A_JumpIfInventory(\"MissileType3\",1,\"Missile3\")\n\tRFT2 G 0 A_JumpIfInventory(\"MissileType2\",1,\"Missile2\")\n\tRFT2 G 3\n\tRFT2 G 10 A_PlaySound(\"ruffian/attack\")\n\tRFT2 HIG 8 Bright\n\tRFT2 HIG 8 Bright\n\tRFT2 HIG 8 Bright\n Goto Spawn\n Missile2:\n RFT2 G 0 A_TakeInventory(\"MissileType2\",1)\n\tRFT2 G 7 Bright A_PlaySound(\"ruffian/attack\")\n\tRFT2 HIG 8 Bright\n\tRFT2 HIG 8 Bright\n\tRFT2 HIG 8 Bright\n Goto See\n Missile3:\n\tRFT2 H 0 A_TakeInventory(\"MissileType3\",1)\n\tRFT2 HIG 5 Bright\n\tRFT2 HIG 5 Bright\n\tRFT2 HIG 5 Bright\n Goto Spawn\n Missile4:\n RFT2 J 0 A_TakeInventory(\"MissileType4\",1)\n\tRFT2 G 20 A_PlaySound(\"ruffian/attack\")\n\tRFT2 HIG 8 Bright\n\tRFT2 HIG 8 Bright\n\tRFT2 HIG 12 Bright\n Goto Spawn\n Missile5:\n RFT2 G 0 A_TakeInventory(\"MissileType5\",1)\n\tRFT2 G 38 A_PlaySound(\"ruffian/attack\")\n\tRFT2 HIG 8 Bright\n Goto Spawn\n Pain:\n RFT2 J 3\n RFT2 J 3 A_Pain\n Goto See\n Death:\n\tRFT2 K 6\n\tRFT2 L 6 A_Scream\n\tRFT2 MMMMMMM 1 Bright A_SpawnItemEx(\"BlueFire2\",random(8,-8),random(8,-8),random(10,25),random(2,-2),random(2,-2),random(2,5),random(0,360),SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tRFT2 M 1 A_NoBlocking\n\tTNT1 A 0 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tRFT2 NOPQR 6\n\tRFT2 S 6\n\tRFT2 T -1\n\tStop\n\t}\n}\n\nACTOR Ruffian-Weapons : Weapon\n{\n +WEAPON.DONTBOB\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_GiveInventory(\"CanHold\",1)\n TNT1 A 0 A_GiveInventory(\"CanHalfHold\",1)\n TNT1 A 0 A_TakeInventory(\"AttackCharge\",10)\n RFTW A 4 Bright A_WeaponReady\n Loop\n Deselect:\n RFTW A 1 A_Lower\n Loop\n Select:\n RFTW A 1 A_Raise\n Loop\n Fire:\n RFTW A 1 Bright A_JumpIfInventory(\"AttackCharge\",10,\"Fire2\")\n RFTW A 0 A_GiveInventory(\"AttackCharge\",1)\n RFTW A 1 Bright\n RFTW A 1 Bright A_Refire\n Fire1:\n RFTW A 0 A_JumpIfInventory(\"AttackCharge\",10,\"Fire2\")\n\tRFTW A 0 A_TakeInventory(\"AttackCharge\",10)\n\tRFTW A 0 A_GunFlash\n RFTW A 10 Bright\n\tRFTW BC 4 Bright\n\tRFTW D 4 A_FireCustomMissile(\"PlayerCurseComet\",random(6,-6),0,20,0)\n\tRFTW D 4 Bright A_FireCustomMissile(\"PlayerCurseComet\",random(6,-6),0,-20,0)\n\tRFTW CB 4 Bright\n\tRFTW BC 4 Bright\n\tRFTW D 4 A_FireCustomMissile(\"PlayerCurseComet\",random(6,-6),0,-20,0)\n\tRFTW D 4 Bright A_FireCustomMissile(\"PlayerCurseComet\",random(6,-6),0,20,0)\n\tRFTW CB 4 Bright\n\tRFTW BC 4 Bright\n\tRFTW D 0 A_FireCustomMissile(\"PlayerCurseComet\",random(12,6),0,20,0)\n\tRFTW D 4 Bright A_FireCustomMissile(\"PlayerCurseComet\",random(4,-4),0,20,0)\n\tRFTW D 0 A_FireCustomMissile(\"PlayerCurseComet\",random(-12,-6),0,-20,0)\n\tRFTW D 4 Bright A_FireCustomMissile(\"PlayerCurseComet\",random(4,-4),0,-20,0)\n\tRFTW CB 4 Bright\n Goto Ready\n Fire2:\n RFTW A 0 A_GiveInventory(\"MissileType2\")\n\tRFTW A 0 A_GunFlash\n RFTW A 10 Bright\n\tRFTW BC 4 Bright\n\tRFTW A 0 A_FireCustomMissile(\"HomingPlayerRuffianComet2\",random(4,-4),0,20,0)\n\tRFTW D 8 Bright A_FireCustomMissile(\"PlayerRuffianComet2\",random(4,-4),0,-20,0)\n\tRFTW CB 4 Bright\n\tRFTW BC 4 Bright\n\tRFTW A 0 A_FireCustomMissile(\"PlayerRuffianComet2\",random(4,-4),0,20,0)\n\tRFTW D 8 Bright A_FireCustomMissile(\"HomingPlayerRuffianComet2\",random(4,-4),0,-20,0)\n\tRFTW CB 4 Bright\n\tRFTW BC 4 Bright\n\tRFTW A 0 A_FireCustomMissile(\"PlayerRuffianComet2\",random(4,-4),0,20,0)\n\tRFTW A 0 A_FireCustomMissile(\"PlayerRuffianComet2\",random(4,-4),0,-20,0)\n\tRFTW A 0 A_FireCustomMissile(\"HomingPlayerRuffianComet2\",random(-10,-12),0,20,0)\n\tRFTW D 8 Bright A_FireCustomMissile(\"HomingPlayerRuffianComet2\",random(10,12),0,-20,0)\n\tRFTW CB 4 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire:\n RFTW A 1 Bright A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n RFTW A 0 A_GiveInventory(\"AttackCharge\",1)\n RFTW A 1 Bright\n RFTW A 1 Bright A_Refire\n AltFire1:\n RFTW A 0 A_JumpIfInventory(\"AttackCharge\",10,\"AltFire3\")\n RFTW A 0 A_JumpIfInventory(\"AttackCharge\",5,\"AltFire2\")\n\tRFTW A 0 A_TakeInventory(\"AttackCharge\",10)\n\tRFTW A 0 A_GiveInventory(\"MissileType3\")\n\tRFTW A 0 A_GunFlash\n\tRFTW BC 3 Bright\n\tRFTW A 0 A_FireCustomMissile(\"PlayerPaladinBall\",random(6,-6),0,20,0)\n\tRFTW A 0 A_FireCustomMissile(\"PlayerPaladinBall\",random(6,-6),0,-20,0)\n\tRFTW A 0 A_FireCustomMissile(\"PlayerPaladinBall\",random(-10,-12),0,20,0)\n\tRFTW D 4 Bright A_FireCustomMissile(\"PlayerPaladinBall\",random(10,12),0,-20,0)\n\tRFTW CB 3 Bright\n\tRFTW BC 3 Bright\n\tRFTW A 0 A_FireCustomMissile(\"PlayerPaladinBall\",random(6,-6),0,20,0)\n\tRFTW A 0 A_FireCustomMissile(\"PlayerPaladinBall\",random(6,-6),0,-20,0)\n\tRFTW A 0 A_FireCustomMissile(\"PlayerPaladinBall\",random(-10,-12),0,20,0)\n\tRFTW D 4 Bright A_FireCustomMissile(\"PlayerPaladinBall\",random(10,12),0,-20,0)\n\tRFTW CB 3 Bright\n\tRFTW BC 3 Bright\n\tRFTW A 0 A_FireCustomMissile(\"PlayerPaladinBall\",random(6,-6),0,20,0)\n\tRFTW A 0 A_FireCustomMissile(\"PlayerPaladinBall\",random(6,-6),0,-20,0)\n\tRFTW A 0 A_FireCustomMissile(\"PlayerPaladinBall\",random(-10,-12),0,20,0)\n\tRFTW D 4 Bright A_FireCustomMissile(\"PlayerPaladinBall\",random(10,12),0,-20,0)\n\tRFTW CB 3 Bright\n Goto Ready\n AltFire2:\n RFTW A 0 A_GiveInventory(\"MissileType4\")\n\tRFTW A 0 A_GunFlash\n RFTW A 20 Bright\n\tRFTW BC 4 Bright\n\tRFTW D 4 A_FireCustomMissile(\"PlayerPaladinComet2\",random(6,-6),0,20,0)\n\tRFTW D 4 Bright A_FireCustomMissile(\"PlayerPaladinComet2\",random(6,-6),0,-20,0)\n\tRFTW CB 4 Bright\n\tRFTW BC 4 Bright\n\tRFTW D 4 A_FireCustomMissile(\"PlayerPaladinComet2\",random(6,-6),0,20,0)\n\tRFTW D 4 Bright A_FireCustomMissile(\"PlayerPaladinComet2\",random(6,-6),0,-20,0)\n\tRFTW CB 4 Bright\n\tRFTW BC 6 Bright\n\tRFTW A 0 A_FireCustomMissile(\"PlayerPaladinComet2\",random(4,-4),0,20,0)\n\tRFTW D 6 Bright A_FireCustomMissile(\"PlayerPaladinComet2\",random(4,-4),0,-20,0)\n\tRFTW A 0 A_FireCustomMissile(\"PlayerPaladinComet2\",random(-10,-12),0,20,0)\n\tRFTW D 6 Bright A_FireCustomMissile(\"PlayerPaladinComet2\",random(10,12),0,-20,0)\n\tRFTW CB 6 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n AltFire3:\n\tRFTW A 0 A_GiveInventory(\"MissileType5\")\n\tRFTW A 0 A_GunFlash\n RFTW A 38 Bright\n\tRFTW BC 4 Bright\n\tRFTW A 0 A_FireCustomMissile(\"PlayerRuffianSniperBall\",random(3,-3),0,20,0)\n\tRFTW D 8 Bright A_FireCustomMissile(\"PlayerRuffianSniperBall\",random(3,-3),0,-20,0)\n\tRFTW CB 4 Bright\n\tRFTW A 8 Bright A_TakeInventory(\"AttackCharge\",10)\n Goto Ready\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PlayerCurseComet : CurseComet\n{\nDamage 10\nExplosionDamage 40\nExplosionRadius 80\nSpeed 30\nFastSpeed 35\nSpecies \"Player\"\nDamagetype \"Marine\"\n+MTHRUSPECIES\n}\n\nActor PlayerImpureLaser : ImpureLaser\n{\nSpeed 60\nDamage (random(12,18)*2)\n+MTHRUSPECIES\nSpecies \"Player\"\nDamagetype \"Marine\"\n}\n\nActor PlayerPaladinBall : PaladinBall\n{\nSpeed 24\nFastSpeed 28\nDamage 10\nSpecies \"Player\"\nDamagetype \"Marine\"\n+MTHRUSPECIES\n}\n\nActor PlayerRuffianComet2 : PlayerRuffianComet\n{\nSpeed 25\nFastSpeed 30\nDamage 6\nSpecies \"Player\"\nDamagetype \"Marine\"\n-SEEKERMISSILE\n+MTHRUSPECIES\n}\n\nActor HomingPlayerRuffianComet2 : PlayerRuffianComet2\n{\n+SEEKERMISSILE\n}\n\nACTOR PlayerPaladinComet2 : PlayerPaladinComet\n{\nDamage 30\nSpecies \"Player\"\nDamageType \"Marine\"\nExplosionDamage 30\nExplosionRadius 75\n}\n\nACTOR PlayerRuffianSniperBall\n{\nProjectile\nRenderstyle Add\nHeight 8\nRadius 8\nActiveSound \"lefrail/active\"\nDeathSound \"weapons/bfg95explode\"\nDecal Scorch\nSpeed 90\nDamage 50\nScale 2.25\nSpecies \"Player\"\nDamageType \"Marine\"\n+FORCERADIUSDMG\n+EXTREMEDEATH\nStates\n{\n Spawn:\n LBA1 A 0 A_LoopActiveSound\n LBA1 A 2 Bright A_SpawnItemEx(\"PurgatorySniperBallTrail\",random(3,-3),random(3,-3),random(3,-3),random(1,-1),random(1,-1),random(1,-1),random(0,360))\n LBA1 B 2 Bright A_SpawnItemEx(\"PurgatorySniperBallTrail\",random(3,-3),random(3,-3),random(3,-3),random(1,-1),random(1,-1),random(1,-1),random(0,360))\n Loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_Explode(96,96,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"SilentBlueKaboom\",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n LBA1 CDEFG 3 Bright\n Stop\n }\n}"
}
]
},
"maps": []
}