unrealwepsv2a.pk3

PK3 217 KiB 0 map(s)

Counts

endoom0
graphics0
lumps231
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0ce6fdb1-0b6a-4ae2-9431-131eb7e8b577",
    "sha1": "aa67a5fa1188090caf9437a9b5e34be37b07c469",
    "sha256": "7c753a23274219dce627b6c074715d61d5b37dbb155165edaab171846f0390b9",
    "filenames": [
      "unrealwepsv2a.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2017-01-17 00:36:11",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2017-01-17 00:36:11",
    "file": {
      "type": "PK3",
      "size": 222359,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/aa67a5fa1188090caf9437a9b5e34be37b07c469/aa67a5fa1188090caf9437a9b5e34be37b07c469.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 231,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "SBARINFO.H.txt",
        "contents": "//HORIZONTAL BARS\nheight 0;\n\nstatusbar normal, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\nDrawbar \"VARHEALT\", \"VAREMPTY\", Health, horizontal, 130, 184;\n\tInInventory LightTeamFlag, 1{DrawImage \"LBARH\", 130, 179;}\n\tInInventory WilyTeamFlag, 1{DrawImage \"WBARH\", 130, 179;}\n\tInInventory CossackTeamFlag, 1{DrawImage \"CBARH\", 130, 179;}\n\tInInventory KingTeamFlag, 1{DrawImage \"KBARH\", 130, 179;}\n\nInInventory SkullShieldCheck, 1{DrawBar \"VARFLS5\", \"VAREMPTY\", Health, horizontal, 130, 184;}\nInInventory SkullBarrierProtection, 1{DrawBar \"VARFLS5\", \"VAREMPTY\", Health, horizontal, 130, 184;}\nInInventory BasicArmor, 1{DrawBar \"VARAMT31\", \"VNOBAR\", Armor, horizontal, 130, 184;}\n}\n\nDrawSelectedInventory INDEXFONT ,122, 184, 120, 185, white;\nDrawImage weaponicon, 50, 184;\n\n//Ammo bar for unknown to pack weapons info\nIsSelected Not Megabuster\n{\nIsSelected Not Protobuster\n{\nIsSelected Not Bassbuster\n{\nIsSelected Not SuperAdaptorWep\n{\nIsSelected Not ArrowBuster\n{\nIsSelected Not LaserBuster\n{\nIsSelected Not DuoFist\n{\nIsSelected Not SuperShockRifleWep\n{\nDrawBar \"RAINBAR2\",\"VAREMPTY\", Ammo1, horizontal, 58, 184;\n}\n}\n}\n}\n}\n}\n}\n}\n\n//Unreal Weapons start\nIsSelected ShieldGunWep\n\t{\n\tDrawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tDrawbar\"POWBARH\", \"VNOBAR\", ShieldGunCharge, horizontal, 58, 184;\n\t}\n\nIsSelected AssaultRifleWep\n\t{\n\tDrawBar \"ASSUBARH\", \"ASSUEMPH\", Ammo1, horizontal, 58, 184;\n    DrawBar \"GRENBARH\", \"ASSUEMPH\", Ammo2, horizontal, 58, 188;\n\tDrawBar \"ASSCHARH\", \"NOCHARH\", AssaultRifleCharge, horizontal, 58, 188;\n    }\n\nIsSelected DualAssaultRifleWep\n\t{\n\tDrawBar \"ASSUBARH\", \"ASSUEMPH\", Ammo1, horizontal, 58, 184;\n    DrawBar \"GRENBARH\", \"ASSUEMPH\", Ammo2, horizontal, 58, 188;\n\tDrawBar \"ASSCHARH\", \"NOCHARH\", AssaultRifleCharge, horizontal, 58, 188;\n    }\n\nIsSelected BioRifleWep\n\t{\n\tDrawbar\"BIORBARH\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tDrawbar\"POWBARH\", \"VNOBAR\", BioRifleCharge, horizontal, 58, 184;\n\t}\nIsSelected ShockRifleWep\n\t{\n\tDrawbar\"SHCKBARH\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t}\nIsSelected LinkGunWep\n\t{\n\tDrawbar\"LINGBARH\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t}\nIsSelected RipperWep\n\t{\n\tDrawbar\"RIPPBARH\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t}\nIsSelected MiniGunWep\n\t{\n\tDrawbar\"MINIBARH\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t}\nIsSelected FlakCannonWep\n\t{\n\tDrawbar\"FLAKBARH\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t}\nIsSelected RocketLauncherWep\n\t{\n\tDrawbar\"ROKTBARH\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t}\nIsSelected RedeemerWep\n\t{\n\tDrawbar\"REDEBARH\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t}\nInInventory PowerHighJump, 1{DrawImage \"BOOTI\",298,-1;}\nInInventory PowerDamageAmplifier, 1{DrawImage \"DAMAI\",318,0;}\n\n//MM1 Bars\nIsSelected RollingCutterWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SuperArmWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected IceSlasherWep{Drawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HyperBombWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FireStormWep{Drawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBeamWep{Drawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeSlowWep{DrawBar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected OilSliderWep{DrawBar\"VARAMMO8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory OilCheck, 1\t{DrawBar\"VARFLS1\", \"VNOBAR\", OilSliderFlag, horizontal, 58, 184;}}\n\n//MM2\nIsSelected MetalBladeWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AirShooterWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BubbleLeadWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected QuickBoomerangWep{Drawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrashBombWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeStopperWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AtomicFireWep{Drawbar\"VARAMM13\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 71{DrawBar \"VARFLS2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected LeafShieldWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\n//MM3\nIsSelected NeedleCannonWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MagnetMissileWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GeminiLaserWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HardKnuckleWep{Drawbar\"VARAMM16\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TopSpinWep{Drawbar\"VARAMM17\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SearchSnakeWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SparkShockWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ShadowBladeWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM4\nIsSelected FlashStopperWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RainFlushWep{Drawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DrillBombWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PharaohShotWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tInInventory WeaponCharge, 78{DrawBar \"VARFLS4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RingBoomerangWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DustCrusherWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DiveMissileWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SkullbarrierWep{Drawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\n//MM5\nIsSelected GravityHoldWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterWaveWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PowerStoneWep{Drawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GyroAttackWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected StarCrashWep{Drawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ChargeKickWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NapalmBombWep{Drawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrystalEyeWep{Drawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM6\nIsSelected BlizzardAttackWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CentaurFlashWep{Drawbar\"VARAMM26\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlameBlastWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected KnightCrushWep{Drawbar\"VARAMM27\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PlantbarrierWep{Drawbar\"VARAMM28\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected SilverTomahawkWep{Drawbar\"VARAMM29\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WindStormWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected YamatoSpearWep{Drawbar\"VARAMM30\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM7\nIsSelected FreezeCrackerWep{Drawbar\"VARAMM31\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected JunkShieldWep{Drawbar\"VARAMM32\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected DangerWrapWep{Drawbar\"VARAMM33\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBoltWep{Drawbar\"VARAMM34\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WildCoilWep{Drawbar\"VARAMM35\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 23{DrawBar \"VARFLS9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected SlashClawWep{Drawbar\"VARAMM36\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NoiseCrushWep{Drawbar\"VARAMM37\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 1{DrawBar \"VARFLS10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ScorchWheelWep{Drawbar\"VARAMM38\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WheelCount, 1{DrawBar\"VARFLS1\", \"VNOBAR\", WheelCount, horizontal, 58, 184;}}\n\n//MM8\nIsSelected MegaBallWep{Drawbar\"VARAMM39\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TornadoHoldWep{Drawbar\"VARAMM40\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AstroCrushWep{Drawbar\"VARAMM41\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlameSwordWep{Drawbar\"VARAMM42\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderClawWep{Drawbar\"VARAMM43\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HomingSniperWep{Drawbar\"VARAMM44\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 35{DrawBar \"VARFLS11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected IceWaveWep {DrawBar \"VARAMM45\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlashBombWep{Drawbar\"VARAMM46\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterBalloonWep{Drawbar\"VARAMM47\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMB\nIsSelected TenguBladeWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CopyVisionWep{Drawbar\"VARAMM52\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LightningBoltWep{Drawbar\"VARAMM53\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected IceWallWep{Drawbar\"VARAMM54\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SpreadDrillWep{DrawBar\"VARAMM55\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RemoteMineWep{Drawbar\"VARAMM56\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaveBurnerWep{Drawbar\"VARAMM57\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MagicCardWep{Drawbar\"VARAMM58\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TrebleBoost{Drawbar\"VARAMM59\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM9\nIsSelected PlugBallWep {DrawBar \"VARAMM60\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LaserTridentWep {DrawBar \"VARAMM61\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TornadoBlowWep {DrawBar \"VARAMM62\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected JewelSatelliteWep{DrawBar \"VARAMM63\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory JewelShieldCheck, 1\t{DrawBar \"VARFLS1\", \"VNOBAR\", JewelShieldCheck, horizontal, 58, 184;}}\nIsSelected MagmaBazookaWep{DrawBar \"VARAMM64\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 20{DrawBar \"VARFLS13\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ConcreteShotWep{DrawBar \"VARAMM65\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BlackHoleBombWep{DrawBar \"VARAMM66\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HornetChaserWep{DrawBar \"VARAMM67\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM10\nIsSelected TripleBladeWep {DrawBar \"VARAMM68\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterShieldWep {DrawBar \"VARAMM69\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WaterShieldCheck, 1 {DrawBar \"VARAMT69\", \"VNOBAR\", WaterShieldCheck, horizontal, 130, 184;}}// Over HP\nIsSelected CommandoBombWep {DrawBar \"VARAMM70\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ChillSpikeWep {DrawBar \"VARAMM71\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderWoolWep {DrawBar \"VARAMM72\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ReboundStrikerWep {DrawBar \"VARAMM73\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WheelCutterWep {DrawBar \"VARAMM74\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WheelCutterCheck, 1\t{DrawBar \"VARFLS1\", \"VNOBAR\", WheelCutterCheck, horizontal, 58, 184;}}\nIsSelected SolarBlazeWep {DrawBar \"VARAMM75\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMK\nIsSelected SakugarneWep{Drawbar\"VARAMM48\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MirrorBusterWep{Drawbar\"VARAMM49\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"VARFLS1\", \"VNOBAR\", MirrorBusterFlag, horizontal, 58, 184;}}\nIsSelected ScrewCrusherWep{Drawbar\"VARAMM50\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BalladeCrackerWep{Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,8;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,8;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\",  -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\nInInventory BossHealth2, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth2, horizontal, 202, 184;}\nInInventory BossHealth3, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth3, horizontal, 202, 184;}\nInInventory BossHealth4, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth4, horizontal, 202, 184;}\nInInventory BossHealth5, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth5, horizontal, 202, 184;}\nInInventory BossHealth6, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth6, horizontal, 202, 184;}\nInInventory BossHealth7, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth7, horizontal, 202, 168;}\nInInventory EvilRobotShield, 1{DrawBar \"VARAMM32\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\n}"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.V.txt",
        "contents": "//VERTICAL BARS\nheight 0;\n\nstatusbar fullscreen, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", health, vertical, 24, 8;\n\n\tInInventory LightTeamFlag, 1{DrawImage \"LBAR\", 24, 3;}\n\tInInventory WilyTeamFlag, 1{DrawImage \"WBAR\", 24, 3;}\n\tInInventory CossackTeamFlag, 1{DrawImage \"CBAR\", 24, 3;}\n\tInInventory KingTeamFlag, 1{DrawImage \"KBAR\", 24, 3;}\n\nInInventory SkullShieldCheck, 1{DrawBar \"BARFLS5\", \"BAREMPTY\", Health, vertical, 24, 8;}\nInInventory SkullBarrierProtection, 1{DrawBar \"BARFLS5\", \"BAREMPTY\", Health, vertical, 24, 8;}\nInInventory BasicArmor, 1{DrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;}\n}\n\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n\nIsSelected Not Megabuster\n{\nIsSelected Not Protobuster\n{\nIsSelected Not Bassbuster\n{\nIsSelected Not SuperAdaptorWep\n{\nIsSelected Not ArrowBuster\n{\nIsSelected Not LaserBuster\n{\nIsSelected Not DuoFist\n{\nIsSelected Not SuperShockRifleWep\n{\nDrawBar \"RAINBAR\",\"BAREMPTY\", Ammo1, vertical, 16, 8;\n}\n}\n}\n}\n}\n}\n}\n}\n\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n\n//Unreal Weapons start\nIsSelected ShieldGunWep\n\t{\n\tDrawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tDrawBar\"POWBAR\", \"NOBAR\", ShieldGunCharge, vertical, 16, 8;\n\t}\n\nIsSelected AssaultRifleWep\n\t{\n\tDrawBar \"ASSUBAR\", \"ASSUEMP\", Ammo1, vertical, 16, 8;\n\tDrawBar \"GRENBAR\", \"ASSUEMP\", Ammo2, vertical, 20, 8;\n\tDrawBar \"ASSCHAR\", \"NOCHAR\", AssaultRifleCharge, vertical, 20, 8;\n\t}\n\nIsSelected DualAssaultRifleWep\n\t{\n\tDrawBar \"ASSUBAR\", \"ASSUEMP\", Ammo1, vertical, 16, 8;\n\tDrawBar \"GRENBAR\", \"ASSUEMP\", Ammo2, vertical, 20, 8;\n\tDrawBar \"ASSCHAR\", \"NOCHAR\", AssaultRifleCharge, vertical, 20, 8;\n\t}\n\nIsSelected BioRifleWep\n\t{\n\tDrawbar\"BIORBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tDrawBar\"POWBAR\", \"NOBAR\", BioRifleCharge, vertical, 16, 8;\n\t}\n\nIsSelected ShockRifleWep\n\t{\n\tDrawbar\"SHCKBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\nIsSelected LinkGunWep\n\t{\n\tDrawbar\"LINGBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\nIsSelected RipperWep\n\t{\n\tDrawbar\"RIPPBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n    }\nIsSelected MinigunWep\n\t{\n\tDrawbar\"MINIBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\nIsSelected FlakCannonWep\n\t{\n\tDrawbar\"FLAKBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\nIsSelected RocketLauncherWep\n\t{\n\tDrawbar\"ROKTBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n    }\nIsSelected RedeemerWep\n\t{\n\tDrawbar\"REDEBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n    }\nInInventory PowerHighJump, 1{DrawImage \"BOOTI\",298,-1;}\nInInventory PowerDamageAmplifier, 1{DrawImage \"DAMAI\",318,0;}\n\n//MM1 Bars\nIsSelected RollingCutterWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SuperArmWep{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceSlasherWep{Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HyperBombWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FireStormWep{Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBeamWep{Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeSlowWep{DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected OilSliderWep{DrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilCheck, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;}}\n\n//MM2\nIsSelected MetalBladeWep{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AirShooterWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BubbleLeadWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected QuickBoomerangWep{Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrashBombWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeStopperWep{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AtomicFireWep{Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 71{DrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected LeafShieldWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM3\nIsSelected NeedleCannonWep{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagnetMissileWep{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GeminiLaserWep{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HardKnuckleWep{Drawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TopSpinWep{Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SearchSnakeWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SparkShockWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ShadowBladeWep{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM4\nIsSelected FlashStopperWep{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RainFlushWep{Drawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DrillBombWep{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PharaohShotWep{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory WeaponCharge, 78{DrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RingBoomerangWep{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DustCrusherWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DiveMissileWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SkullbarrierWep{Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM5\nIsSelected GravityHoldWep{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterWaveWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PowerStoneWep{Drawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GyroAttackWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected StarCrashWep{Drawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ChargeKickWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NapalmBombWep{Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrystalEyeWep{Drawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM6\nIsSelected BlizzardAttackWep{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CentaurFlashWep{Drawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameBlastWep{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected KnightCrushWep{Drawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PlantbarrierWep{Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected SilverTomahawkWep{Drawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WindStormWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected YamatoSpearWep{Drawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM7\nIsSelected FreezeCrackerWep{Drawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JunkShieldWep{Drawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected DangerWrapWep{Drawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBoltWep{Drawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WildCoilWep{Drawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 23{DrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected SlashClawWep{Drawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NoiseCrushWep{Drawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 1{DrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ScorchWheelWep{Drawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1{DrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;}}\n\n//MM8\nIsSelected MegaBallWep{Drawbar\"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TornadoHoldWep{Drawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AstroCrushWep{Drawbar\"BARAMM41\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameSwordWep{Drawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderClawWep{Drawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HomingSniperWep{Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 35{DrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected IceWaveWep {DrawBar \"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlashBombWep{Drawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterBalloonWep{Drawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMB\nIsSelected TenguBladeWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CopyVisionWep{Drawbar\"BARAMM52\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LightningBoltWep{Drawbar\"BARAMM53\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceWallWep{Drawbar\"BARAMM54\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SpreadDrillWep{DrawBar\"BARAMM55\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RemoteMineWep{Drawbar\"BARAMM56\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaveBurnerWep{Drawbar\"BARAMM57\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagicCardWep{Drawbar\"BARAMM58\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TrebleBoost{Drawbar\"BARAMM59\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM9\nIsSelected PlugBallWep {DrawBar \"BARAMM60\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LaserTridentWep {DrawBar \"BARAMM61\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TornadoBlowWep {DrawBar \"BARAMM62\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JewelSatelliteWep{DrawBar \"BARAMM63\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory JewelShieldCheck, 1 {DrawBar \"BARFLS1\", \"NOBAR\", JewelShieldCheck, vertical, 16, 8;}}\nIsSelected MagmaBazookaWep {DrawBar \"BARAMM64\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 20{DrawBar \"BARFLS13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ConcreteShotWep {DrawBar \"BARAMM65\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BlackHoleBombWep {DrawBar \"BARAMM66\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HornetChaserWep {DrawBar \"BARAMM67\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM10\nIsSelected TripleBladeWep {DrawBar \"BARAMM68\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterShieldWep {DrawBar \"BARAMM69\", \"VAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WaterShieldCheck, 1 {DrawBar \"BARAMT69\", \"NOBAR\", WaterShieldCheck, vertical, 24, 8;}} // Over HP\nIsSelected CommandoBombWep {DrawBar \"BARAMM70\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ChillSpikeWep {DrawBar \"BARAMM71\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderWoolWep {DrawBar \"BARAMM72\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ReboundStrikerWep {DrawBar \"BARAMM73\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WheelCutterWep {DrawBar \"BARAMM74\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCutterCheck, 1 {DrawBar \"BARFLS1\", \"NOBAR\", WheelCutterCheck, vertical, 16, 8;}}\nIsSelected SolarBlazeWep {DrawBar \"BARAMM75\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMK\nIsSelected SakugarneWep{Drawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MirrorBusterWep{Drawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;}}\nIsSelected ScrewCrusherWep{Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BalladeCrackerWep{Drawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,8;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,8;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\t\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\t\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\n\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\",  -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\nInInventory BossHealth2, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth2, vertical, 292, 8;}\nInInventory BossHealth3, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth3, vertical, 292, 8;}\nInInventory BossHealth4, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth4, vertical, 292, 8;}\nInInventory BossHealth5, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth5, vertical, 292, 8;}\nInInventory BossHealth6, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth6, vertical, 292, 8;}\nInInventory BossHealth7, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth7, vertical, 306, 8;}\nInInventory EvilRobotShield, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\n}"
      },
      {
        "source": "pk3",
        "name": "WepDroppers.txt",
        "contents": "Actor ActualBaseSpawner : CustomInventory//Lol my weapon pack copy pasta\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==0,\"AllWeps\")\ngoto MegaWeapon\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"RocketLauncherWep\",0,0,0,0,0,0,0)//Will be changed for each individual thing\nstop\nAllWeps:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"RocketLauncherWep\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor ShieldGunSpawner : ActualBaseSpawner\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealWeps2\")\nTNT1 A 0 A_Jump(128,\"UnrealWeps\")\nTNT1 A 0 A_Jump(256,\"MegaWeapon\")\ngoto MegaWeapon\nUnrealWeps:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"ShieldGunDropper\",0,0,0,0,0,0,0)\nstop\nUnrealWeps2:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"BioRifleDropper\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor AssaultRifleSpawner : ActualBaseSpawner\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealWeps2\")\nTNT1 A 0 A_Jump(128,\"UnrealWeps\")\nTNT1 A 0 A_Jump(256,\"MegaWeapon\")\ngoto MegaWeapon\nUnrealWeps:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"AssaultRifleDropper\",0,0,0,0,0,0,0)\nstop\nUnrealWeps2:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"RipperDropper\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor BioRifleSpawner : ActualBaseSpawner\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealWeps\")\nTNT1 A 0 A_Jump(128,\"UnrealWeps\")\nTNT1 A 0 A_Jump(256,\"MegaWeapon\")\ngoto MegaWeapon\nUnrealWeps:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"BioRifleDropper\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor ShockRifleSpawner : ActualBaseSpawner\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealWeps\")\nTNT1 A 0 A_Jump(128,\"UnrealWeps\")\nTNT1 A 0 A_Jump(256,\"MegaWeapon\")\ngoto MegaWeapon\nUnrealWeps:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"ShockRifleDropper\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor LinkGunSpawner : ActualBaseSpawner\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealWeps\")\nTNT1 A 0 A_Jump(128,\"UnrealWeps\")\nTNT1 A 0 A_Jump(256,\"MegaWeapon\")\ngoto MegaWeapon\nUnrealWeps:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"LinkGunDropper\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor RipperSpawner : ActualBaseSpawner\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealWeps\")\nTNT1 A 0 A_Jump(128,\"UnrealWeps\")\nTNT1 A 0 A_Jump(256,\"MegaWeapon\")\ngoto MegaWeapon\nUnrealWeps:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"RipperDropper\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor MinigunSpawner : ActualBaseSpawner\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealWeps\")\nTNT1 A 0 A_Jump(128,\"UnrealWeps\")\nTNT1 A 0 A_Jump(256,\"MegaWeapon\")\ngoto MegaWeapon\nUnrealWeps:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"MinigunDropper\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor FlakCannonSpawner : ActualBaseSpawner\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealWeps\")\nTNT1 A 0 A_Jump(128,\"UnrealWeps\")\nTNT1 A 0 A_Jump(256,\"MegaWeapon\")\ngoto MegaWeapon\nUnrealWeps:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"FlakCannonDropper\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor RocketLauncherSpawner : ActualBaseSpawner\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealWeps\")\nTNT1 A 0 A_Jump(128,\"UnrealWeps\")\nTNT1 A 0 A_Jump(256,\"MegaWeapon\")\ngoto MegaWeapon\nUnrealWeps:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"RocketLauncherDropper\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor RedeemerSpawner : ActualBaseSpawner\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealWeps\")\nTNT1 A 0 A_Jump(128,\"UnrealWeps\")\nTNT1 A 0 A_Jump(256,\"MegaWeapon\")\ngoto MegaWeapon\nUnrealWeps:\nTNT1 A 1\n//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(511,0)==0,\"Death\")\nTNT1 A 0 A_SpawnItemEx(\"RedeemerDropper\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\n//Shield Gun Spawners\n\nactor DuoFistSpawn : ShieldGunSpawner 11102\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"DuoFistDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor ArrowBusterSpawn : ShieldGunSpawner 11101\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ArrowBusterDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor BassBusterSpawn : ShieldGunSpawner 10155\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"BassBusterDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor ProtoBusterSpawn : ShieldGunSpawner 10153\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ProtoBusterDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor JunkShieldSpawn : ShieldGunSpawner 10087\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"JunkShieldDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor LeafShieldSpawn : ShieldGunSpawner 10011\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"LeafShieldDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor PlantBarrierSpawn : ShieldGunSpawner 10069\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"PlantBarrierDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor MirrorBusterSpawn : ShieldGunSpawner 10081\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"MirrorBusterDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor SkullBarrierSpawn : ShieldGunSpawner 10065\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"SkullBarrierDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor SakugarneSpawn : ShieldGunSpawner 10075\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"SakugarneDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor OilSliderSpawn : ShieldGunSpawner 20042\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"OilSliderDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor TornadoHoldSpawn : ShieldGunSpawner 11092\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"TornadoHoldDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor StarCrashSpawn : ShieldGunSpawner 10073\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"StarCrashDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor TenguBladeSpawn : ShieldGunSpawner 10012\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"TenguBladeDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor IceWallSpawn : ShieldGunSpawner 10018\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"IceWallDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor JewelSatelliteSpawn : ShieldGunSpawner 10026\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"JewelSatelliteDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor ThunderClawSpawn : ShieldGunSpawner 11096\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ThunderClawDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\n/*actor ElectricShockSpawn : ShieldGunSpawner 10018\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ElectricShockDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n/*actor BreakDashSpawn : ShieldGunSpawner 10018\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"BreakDashDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n/*actor MegaArmSpawn : ShieldGunSpawner 10018\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"MegaArmDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n/*actor WaterShieldSpawn : ShieldGunSpawner 10018\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"IceWallDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n//Assault Rifle Spawners\nactor FireStormSpawn : AssaultRifleSpawner 10052\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"FireStormDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor GyroAttackSpawn : AssaultRifleSpawner 10059\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"GyroAttackDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor IceSlasherSpawn : AssaultRifleSpawner 10045\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"IceSlasherDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor RingBoomerangSpawn : AssaultRifleSpawner 10058\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"RingBoomerangDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor ScorchWheelSpawn : AssaultRifleSpawner 10086\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ScorchWheelDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor FreezeCrackerSpawn : AssaultRifleSpawner 10082\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"FreezeCrackerDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor LaserTridentSpawn : AssaultRifleSpawner 10024\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"LaserTridentDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\n//Bio Rifle Spawners\nactor BubbleLeadSpawn : BioRifleSpawner 10007\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"BubbleLeadDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor FlameBlastSpawn : BioRifleSpawner 10066\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"FlameBlastDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor HyperBombSpawn : BioRifleSpawner 10037\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"HyperBombDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor PowerStoneSpawn : BioRifleSpawner 10060\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"PowerStoneDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor ScrewCrusherSpawn : BioRifleSpawner 10077\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ScrewCrusherDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor SearchSnakeSpawn : BioRifleSpawner 10042\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"SearchSnakeDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor MegaBallSpawn : BioRifleSpawner 11093\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"MegaBallDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor ConcreteShotSpawn : BioRifleSpawner 10021\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ConcreteShotDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor PlugBallSpawn : BioRifleSpawner 10025\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"PlugBallDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\n/*actor ChillSpikeSpawn : BioRifleSpawner 10082\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ChillSpikeDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n/*actor WheelCutterSpawn : BioRifleSpawner 10082\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"WheelCutterDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n/*actor ThunderWoolSpawn : BioRifleSpawner 10082\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ThunderWoolDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n/*actor SaltWaterSpawn : BioRifleSpawner 10082\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"SaltWaterDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n/*actor BubbleBombSpawn : BioRifleSpawner 10082\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"BubbleBombDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n//Shock Rifle Spawners\nactor CrystalEyeSpawn : ShockRifleSpawner 10064\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"CrystalEyeDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor DiveMissileSpawn : ShockRifleSpawner 10068\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"DiveMissileDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor MagnetMissileSpawn : ShockRifleSpawner 10038\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"MagnetMissileDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor HomingSniperSpawn : ShockRifleSpawner 11097\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"HomingSniperDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor IceWaveSpawn : ShockRifleSpawner 11090\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"IceWaveDropperA\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor HornetChaserSpawn : ShockRifleSpawner 10027\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"HornetChaserDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\n/*actor SparkChaserSpawn : ShockRifleSpawner 11090\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"SparkChaserDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n//Link Gun Spawners\nactor NoiseCrushSpawn : LinkGunSpawner 10083\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"NoiseCrushDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor DustCrusherSpawn : LinkGunSpawner 10061\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"DustCrusherDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor GeminiLaserSpawn : LinkGunSpawner 10041\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"GeminiLaserDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor PharaohShotSpawn : LinkGunSpawner 10062\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"PharaohShotDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor SparkShockSpawn : LinkGunSpawner 10057\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"SparkShockDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor ShadowBladeSpawn : LinkGunSpawner 10022\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ShadowBladeDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor WindStormSpawn : LinkGunSpawner 10071\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"WindStormDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor RollingCutterSpawn : LinkGunSpawner 10056\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"RollingCutterDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor CopyVisionSpawn : LinkGunSpawner 10015\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"CopyVisionDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\n/*actor SolarBlazeSpawn : LinkGunSpawner 10015\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"SolarBlazeDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n/*actor PhotonMissileSpawn : LinkGunSpawner 10015\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"PhotonMissileDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n//Ripper Spawners\n\nactor LaserBusterSpawn : RipperSpawner 11100\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"LaserBusterDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor MetalBladeSpawn : RipperSpawner 10048\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"MetalBladeDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor FlameSwordSpawn : RipperSpawner 11095\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"FlameSwordDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor ThunderBeamSpawn : RipperSpawner 10047\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ThunderBeamDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor YamatoSpearSpawn : RipperSpawner 10067\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"YamatoSpearDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor TopSpinSpawn : RipperSpawner 10039\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"TopSpinDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor FlashBombSpawn : RipperSpawner 11091\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"FlashBombDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor WildCoilSpawn : RipperSpawner 10084\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"WildCoilDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor MagicCardSpawn : RipperSpawner 10016\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"MagicCardDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\n/*actor ReboundStrikerSpawn : RipperSpawner 10016\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ReboundStrikerDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n//Minigun Spawners\nactor NeedleCannonSpawn : MinigunSpawner 10040\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"NeedleCannonDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor KnightCrushSpawn : MinigunSpawner 10072\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"KnightCrushDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor QuickBoomerangSpawn : MinigunSpawner 10053\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"QuickBoomerangDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor ThunderBoltSpawn : MinigunSpawner 10089\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ThunderBoltDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor WaterBalloonSpawn : MinigunSpawner 11098\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"WaterBalloonDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor WaterWaveSpawn : MinigunSpawner 10063\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"WaterWaveDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor WaveBurnerSpawn : MinigunSpawner  10013\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"WaveBurnerDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\n/*actor GrabBusterSpawn : MinigunSpawner  10013\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"GrabBusterDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n//Flak Cannon Spawners\n\nactor AdaptorSpawn : FlakCannonSpawner 10158\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"AdaptorDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor SlashClawSpawn : FlakCannonSpawner 10088\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"SlashClawDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor AirShooterSpawn : FlakCannonSpawner 10036\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"AirShooterDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor BlizzardAttackSpawn : FlakCannonSpawner 10051\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"BlizzardAttackDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor ChargeKickSpawn : FlakCannonSpawner 10055\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"ChargeKickDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor SilverTomahawkSpawn : FlakCannonSpawner 10070\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"SilverTomahawkDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor DrillBombSpawn : FlakCannonSpawner 10050\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"DrillBombDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor SpreadDrillSpawn : FlakCannonSpawner 10014\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"SpreadDrillDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor TrebleBoostSpawn : FlakCannonSpawner 10020\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"TrebleBoostDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor MagmaBazookaSpawn : FlakCannonSpawner 10028\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"MagmaBazookaDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\n/*actor TripleBladeSpawn : MagmaBazookaSpawner 10028\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"TripleBladeDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n/*actor DeepDiggerSpawn : MagmaBazookaSpawner 10028\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"DeepDiggerDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n//Rocket Launcher Spawners\nactor CrashBombSpawn : RocketLauncherSpawner 10054\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"CrashBombDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\nactor BalladeCrackerSpawn : RocketLauncherSpawner 10076\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"BalladeCrackerDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\nactor NapalmBombSpawn : RocketLauncherSpawner 10035\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"NapalmBombDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor DangerWrapSpawn : RocketLauncherSpawner 10085\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"DangerWrapDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor AtomicFireSpawn : RocketLauncherSpawner 10010\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"AtomicFireDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor HardKnuckleSpawn : RocketLauncherSpawner 10049\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"HardKnuckleDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor SuperArmSpawn : RocketLauncherSpawner 10044\n{\nStates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"SuperArmDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor RemoteMineSpawn : RocketLauncherSpawner 10017\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"RemoteMineDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\n/*actor CommandoBombSpawn : RocketLauncherSpawner 10017\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"CommandoBombDropper\",0,0,0,0,0,0,0)\nstop\n}\n}*/\n\n//Redeemer\n\nactor TimeSlowSpawn : RedeemerSpawner 11010\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"TimeSlowDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor TimeStopperSpawn : RedeemerSpawner 10043\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"TimeStopperDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor RainFlushSpawn : RedeemerSpawner 10074\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"RainFlushDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor GravityHoldSpawn : RedeemerSpawner 10079\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"GravityHoldDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor CentaurFlashSpawn : RedeemerSpawner 10080\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"CentaurFlashDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor AstroCrushSpawn : RedeemerSpawner 11094\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"AstroCrushDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor LightningBoltSpawn : RedeemerSpawner 10019\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"LightningBoltDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor TornadoBlowSpawn : RedeemerSpawner 10023\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"TornadoBlowDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor BlackHoleBombSpawn : RedeemerSpawner 10029\n{\nstates\n{\nMegaWeapon:\nTNT1 A 0 A_SpawnItemEx(\"BlackHoleBombDropper\",0,0,0,0,0,0,0)\nstop\n}\n}\n\n/*For a possible later update thing\nactor BlackHoleWep : Weapon {}*/\n\nactor ShieldGunDropper : RandomSpawner //<------ Totally random :D\n{\n\tDropItem \"ShieldGunWep\" 255 4\n}\nactor AssaultRifleDropper : RandomSpawner\n{\n\tDropItem \"AssaultRifleWep\" 255 4\n}\nactor BioRifleDropper : RandomSpawner\n{\n\tDropItem \"BioRifleWep\" 255 4\n}\nactor ShockRifleDropper : RandomSpawner\n{\n\tDropItem \"ShockRifleWep\" 255 4\n}\nactor LinkGunDropper : RandomSpawner\n{\n\tDropItem \"LinkGunWep\" 255 4\n}\nactor RipperDropper : RandomSpawner\n{\n\tDropItem \"RipperWep\" 255 4\n}\nactor MinigunDropper : RandomSpawner\n{\n\tDropItem \"MinigunWep\" 255 4\n}\nactor FlakCannonDropper : RandomSpawner\n{\n\tDropItem \"FlakCannonWep\" 255 4\n}\nactor RocketLauncherDropper : RandomSpawner\n{\n\tDropItem \"RocketLauncherWep\" 255 4\n}\nactor RedeemerDropper : RandomSpawner\n{\n\tDropItem \"RedeemerGiver\" 255 4\n}\nactor RollingCutterDropper : RandomSpawner\n{\n\tDropItem \"RollingCutterWep\" 255 4\n}\nactor SuperArmDropper : RandomSpawner\n{\n\tDropItem \"SuperArmWep\" 255 4\n}\nactor HyperBombDropper : RandomSpawner\n{\n\tDropItem \"HyperBombWep\" 255 4\n}\nactor FireStormDropper : RandomSpawner\n{\n\tDropItem \"FireStormWep\" 255 4\n}\nactor IceSlasherDropper : RandomSpawner\n{\n\tDropItem \"IceSlasherWep\" 255 4\n}\nactor ThunderBeamDropper : RandomSpawner\n{\n\tDropItem \"ThunderBeamWep\" 255 4\n}\nactor TimeSlowDropper : RandomSpawner\n{\n\tDropItem \"TimeSlowWep\" 255 4\n}\nactor OilSliderDropper : RandomSpawner\n{\n\tDropItem \"OilSliderWep\" 255 4\n}\nactor MetalBladeDropper : RandomSpawner\n{\n\tDropItem \"MetalBladeWep\" 255 4\n}\nactor QuickBoomerangDropper : RandomSpawner\n{\n\tDropItem \"QuickBoomerangWep\" 255 4\n}\nactor TimeStopperDropper : RandomSpawner\n{\n\tDropItem \"TimeStopperGiver\" 255 4\n}\nactor CrashBombDropper : RandomSpawner\n{\n\tDropItem \"CrashBombWep\" 255 4\n}\nactor AirShooterDropper : RandomSpawner\n{\n\tDropItem \"AirShooterWep\" 255 4\n}\nactor LeafShieldDropper : RandomSpawner\n{\n\tDropItem \"LeafShieldWep\" 255 4\n}\nactor AtomicFireDropper : RandomSpawner\n{\n\tDropItem \"AtomicFireWep\" 255 4\n}\nactor BubbleLeadDropper : RandomSpawner\n{\n\tDropItem \"BubbleLeadWep\" 255 4\n}\nactor TopSpinDropper : RandomSpawner\n{\n\tDropItem \"TopSpinWep\" 255 4\n}\nactor ShadowBladeDropper : RandomSpawner\n{\n\tDropItem \"ShadowBladeWep\" 255 4\n}\nactor SparkShockDropper : RandomSpawner\n{\n\tDropItem \"SparkShockWep\" 255 4\n}\nactor MagnetMissileDropper : RandomSpawner\n{\n\tDropItem \"MagnetMissileWep\" 255 4\n}\nactor HardKnuckleDropper : RandomSpawner\n{\n\tDropItem \"HardKnuckleWep\" 255 4\n}\nactor SearchSnakeDropper : RandomSpawner\n{\n\tDropItem \"SearchSnakeWep\" 255 4\n}\nactor GeminiLaserDropper : RandomSpawner\n{\n\tDropItem \"GeminiLaserWep\" 255 4\n}\nactor NeedleCannonDropper : RandomSpawner\n{\n\tDropItem \"NeedleCannonWep\" 255 4\n}\nactor FlashStopperDropper : RandomSpawner\n{\n\tDropItem \"FlashStopperGiver\" 255 4\n}\nactor RainFlushDropper : RandomSpawner\n{\n\tDropItem \"RainFlushWep\" 255 4\n}\nactor DrillBombDropper : RandomSpawner\n{\n\tDropItem \"DrillBombWep\" 255 4\n}\nactor DiveMissileDropper : RandomSpawner\n{\n\tDropItem \"DiveMissileWep\" 255 4\n}\nactor SkullBarrierDropper : RandomSpawner\n{\n\tDropItem \"SkullBarrierWep\" 255 4\n}\nactor DustCrusherDropper : RandomSpawner\n{\n\tDropItem \"DustCrusherWep\" 255 4\n}\nactor RingBoomerangDropper : RandomSpawner\n{\n\tDropItem \"RingBoomerangWep\" 255 4\n}\nactor PharaohShotDropper : RandomSpawner\n{\n\tDropItem \"PharaohShotWep\" 255 4\n}\nactor CrystalEyeDropper : RandomSpawner\n{\n\tDropItem \"CrystalEyeWep\" 255 4\n}\nactor PowerStoneDropper : RandomSpawner\n{\n\tDropItem \"PowerStoneWep\" 255 4\n}\nactor GyroAttackDropper : RandomSpawner\n{\n\tDropItem \"GyroAttackWep\" 255 4\n}\nactor StarCrashDropper : RandomSpawner\n{\n\tDropItem \"StarCrashWep\" 255 4\n}\nactor ChargeKickDropper : RandomSpawner\n{\n\tDropItem \"ChargeKickWep\" 255 4\n}\nactor WaterWaveDropper : RandomSpawner\n{\n\tDropItem \"WaterWaveWep\" 255 4\n}\nactor NapalmBombDropper : RandomSpawner\n{\n\tDropItem \"NapalmBombWep\" 255 4\n}\nactor GravityHoldDropper : RandomSpawner\n{\n\tDropItem \"GravityHoldWep\" 255 4\n}\nactor BlizzardAttackDropper : RandomSpawner\n{\n\tDropItem \"BlizzardAttackWep\" 255 4\n}\nactor PlantBarrierDropper : RandomSpawner\n{\n\tDropItem \"PlantBarrierWep\" 255 4\n}\nactor SilverTomahawkDropper : RandomSpawner\n{\n\tDropItem \"SilverTomahawkWep\" 255 4\n}\nactor YamatoSpearDropper : RandomSpawner\n{\n\tDropItem \"YamatoSpearWep\" 255 4\n}\nactor KnightCrushDropper : RandomSpawner\n{\n\tDropItem \"KnightCrushWep\" 255 4\n}\nactor CentaurFlashDropper : RandomSpawner\n{\n\tDropItem \"CentaurFlashWep\" 255 4\n}\nactor WindStormDropper : RandomSpawner\n{\n\tDropItem \"WindStormWep\" 255 4\n}\nactor FlameBlastDropper : RandomSpawner\n{\n\tDropItem \"FlameBlastWep\" 255 4\n}\nactor JunkShieldDropper : RandomSpawner\n{\n\tDropItem \"JunkShieldWep\" 255 4\n}\nactor ThunderBoltDropper : RandomSpawner\n{\n\tDropItem \"ThunderBoltWep\" 255 4\n}\nactor DangerWrapDropper : RandomSpawner\n{\n\tDropItem \"DangerWrapWep\" 255 4\n}\nactor ScorchWheelDropper : RandomSpawner\n{\n\tDropItem \"ScorchWheelWep\" 255 4\n}\nactor NoiseCrushDropper : RandomSpawner\n{\n\tDropItem \"NoiseCrushWep\" 255 4\n}\nactor WildCoilDropper : RandomSpawner\n{\n\tDropItem \"WildCoilWep\" 255 4\n}\nactor SlashClawDropper : RandomSpawner\n{\n\tDropItem \"SlashClawWep\" 255 4\n}\nactor FreezeCrackerDropper : RandomSpawner\n{\n\tDropItem \"FreezeCrackerWep\" 255 4\n}\nactor AstroCrushDropper : RandomSpawner\n{\n\tDropItem \"AstroCrushWep\" 255 4\n}\nactor HomingSniperDropper : RandomSpawner\n{\n\tDropItem \"HomingSniperWep\" 255 4\n}\nactor WaterBalloonDropper : RandomSpawner\n{\n\tDropItem \"WaterBalloonWep\" 255 4\n}\nactor FlameSwordDropper : RandomSpawner\n{\n\tDropItem \"FlameSwordWep\" 255 4\n}\nactor IceWaveDropperA : RandomSpawner\n{\n\tDropItem \"IceWaveWep\" 255 4\n}\nactor FlashBombDropper : RandomSpawner\n{\n\tDropItem \"FlashBombWep\" 255 4\n}\nactor ThunderClawDropper : RandomSpawner\n{\n\tDropItem \"ThunderClawWep\" 255 4\n}\nactor TornadoHoldDropper : RandomSpawner\n{\n\tDropItem \"TornadoHoldWep\" 255 4\n}\nactor SakugarneDropper : RandomSpawner\n{\n\tDropItem \"SakugarneGiver\" 255 4\n}\nactor ScrewCrusherDropper : RandomSpawner\n{\n\tDropItem \"ScrewCrusherWep\" 255 4\n}\nactor BalladeCrackerDropper : RandomSpawner\n{\n\tDropItem \"BalladeCrackerWep\" 255 4\n}\nactor MirrorBusterDropper : RandomSpawner\n{\n\tDropItem \"MirrorBusterWep\" 255 4\n}\nactor MegaBallDropper : RandomSpawner\n{\n\tDropItem \"MegaBallWep\" 255 4\n}\n\nactor TenguBladeDropper : RandomSpawner\n{\nDropItem \"TenguBladeWep\"  255 4\n}\n\nactor CopyVisionDropper : RandomSpawner\n{\nDropItem \"CopyVisionWep\"  255 4\n}\n\nactor IceWallDropper : RandomSpawner\n{\nDropItem \"IceWallWep\"  255 4\n}\n\nactor SpreadDrillDropper : RandomSpawner\n{\nDropItem \"SpreadDrillWep\"  255 4\n}\n\nactor WaveBurnerDropper : RandomSpawner\n{\nDropItem \"WaveBurnerWep\"  255 4\n}\n\nactor MagicCardDropper : RandomSpawner\n{\nDropItem \"MagicCardWep\"  255 4\n}\n\nactor LightningBoltDropper : RandomSpawner\n{\nDropItem \"LightningBoltWep\"  255 4\n}\n\nactor RemoteMineDropper : RandomSpawner\n{\nDropItem \"RemoteMineWep\"  255 4\n}\n\nactor BassBusterDropper : RandomSpawner\n{\nDropItem \"BassUpgrade\" 255 4\n}\n\nactor ProtoBusterDropper : RandomSpawner\n{\nDropItem \"ProtoUpgrade\" 255 4\n}\n\nactor ArrowBusterDropper : RandomSpawner\n{\nDropItem \"ArrowBusterUpgrade\" 255 4\n}\n\nactor LaserBusterDropper : RandomSpawner\n{\nDropItem \"LaserBusterUpgrade\" 255 4\n}\n\nactor AdaptorDropper : RandomSpawner\n{\nDropItem \"AdaptorUpgrade\" 255 4\n}\n\nactor DuoFistDropper : RandomSpawner\n{\nDropItem \"DuoFistUpgrade\" 255 4\n}\n\nactor TrebleBoostDropper : RandomSpawner\n{\nDropItem \"TrebleBoostUpgrade\" 255 4\n}\n\nactor ConcreteShotDropper : RandomSpawner\n{\nDropItem \"ConcreteShotWep\" 255 4\n}\n\nactor TornadoBlowDropper : RandomSpawner\n{\nDropItem \"TornadoBlowWep\" 255 4\n}\n\nactor LaserTridentDropper : RandomSpawner\n{\nDropItem \"LaserTridentWep\" 255 4\n}\n\nactor PlugBallDropper : RandomSpawner\n{\nDropItem \"PlugBallWep\" 255 4\n}\n\nactor HornetChaserDropper : RandomSpawner\n{\nDropItem \"HornetChaserWep\" 255 4\n}\n\nactor MagmaBazookaDropper : RandomSpawner\n{\nDropItem \"MagmaBazookaWep\" 255 4\n}\n\nactor BlackHoleBombDropper : RandomSpawner\n{\nDropItem \"BlackHoleBombWep\" 255 4\n}\n\nactor JewelSatelliteDropper : RandomSpawner\n{\nDropItem \"JewelSatelliteWep\" 255 4\n}\n\n/*\nactor SolarBlazeDropper : RandomSpawner\n{\nDropItem \"SolarBlazeWep\" 255 4\n}\n\nactor TripleBladeDropper : RandomSpawner\n{\nDropItem \"TripleBladeWep\" 255 4\n}\n\nactor WaterShieldDropper : RandomSpawner\n{\nDropItem \"WaterShieldWep\" 255 4\n}\n\nactor CommandoBombDropper : RandomSpawner\n{\nDropItem \"CommandoBombWep\" 255 4\n}\n\nactor ChillSpikeDropper : RandomSpawner\n{\nDropItem \"ChillSpikeWep\" 255 4\n}\n\nactor ThunderWoolDropper : RandomSpawner\n{\nDropItem \"ThunderWoolWep\" 255 4\n}\n\nactor ReboundStrikerDropper : RandomSpawner\n{\nDropItem \"ReboundStrikerWep\" 255 4\n}\n\nactor WheelCutterDropper : RandomSpawner\n{\nDropItem \"WheelCutterWep\" 255 4\n}\n\nactor SparkChaserDropper : RandomSpawner\n{\nDropItem \"SparkChaserWep\" 255 4\n}\n\nactor GrabBusterDropper : RandomSpawner\n{\nDropItem \"GrabBusterWep\" 255 4\n}\n\nactor BubbleBombDropper : RandomSpawner\n{\nDropItem \"BubbleBombWep\" 255 4\n}\n\nactor PhotonMissileDropper : RandomSpawner\n{\nDropItem \"PhotonMissileWep\" 255 4\n}\n\nactor SaltWaterDropper : RandomSpawner\n{\nDropItem \"SaltWaterWep\" 255 4\n}\n\nactor ElectricShockDropper : RandomSpawner\n{\nDropItem \"ElectricShockWep\" 255 4\n}\n\nactor BlackHoleDropper : RandomSpawner\n{\nDropItem \"BlackHoleWep\" 255 4\n}\n\nactor DeepDiggerDropper : RandomSpawner\n{\nDropItem \"DeepDiggerWep\" 255 4\n}\n\nactor BreakDashDropper : RandomSpawner\n{\nDropItem \"BreakDashWep\" 255 4\n}\n\nactor MegaArmDropper : RandomSpawner\n{\nDropItem \"MegaArmUpgrade\" 255 4\n}*/"
      },
      {
        "source": "pk3",
        "name": "ItemDroppers.txt",
        "contents": "Actor ActualBasePickupSpawner : CustomInventory//Lol my weapon pack copy pasta\n{\nHeight 1\nRadius 1\nScale 2.0\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealPickup\")\nTNT1 A 0 A_Jump(128,\"UnrealPickup\")\nTNT1 A 0 A_Jump(256,\"Megapickup\")\ngoto Megapickup\nMegaPickup:\nTNT1 A 0 A_SpawnItemEx(\"RocketLauncherWep\",0,0,0,0,0,0,0)//Will be changed for each individual thing\nstop\nUnrealPickup:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"RocketLauncherWep\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor SmallHealthSpawner : ActualBasePickupSpawner 10001\n{\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealPickup\")\ngoto Megapickup\nMegaPickup:\nTNT1 A 0 A_SpawnItemEx(\"SmallHealthDropper\",0,0,0,0,0,0,0)\nstop\nUnrealPickup:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"HealthVialDropper\",0,0,0,0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor BigHealthSpawner : ActualBasePickupSpawner 10002\n{\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealPickup\")\ngoto Megapickup\nMegaPickup:\nTNT1 A 0 A_SpawnItemEx(\"BigHealthDropper\",0,0,0,0,0,0,0)\nstop\nUnrealPickup:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"HealthPackDropper\",0,0,0,0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"UnrealPickUpStand\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor ETankSpawner : ActualBasePickupSpawner 10091\n{\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==2,\"Death\")\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(506,0)==1,\"UnrealPickup\")\ngoto Megapickup\nMegaPickup:\nTNT1 A 0 A_SpawnItemEx(\"ETankDropper\",0,0,0,0,0,0,0)\nstop\nUnrealPickup:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"BigKegOHealthDropper\",0,0,0,0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"UnrealPickUpStand\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor WTankSpawner : ActualBasePickupSpawner 10151\n{\nstates\n{\nMegaPickup:\nTNT1 A 0 A_SpawnItemEx(\"WTankDropper\",0,0,0,0,0,0,0)\nstop\nUnrealPickup:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"DamageAmplifierDropper\",0,0,0,0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"UnrealPickUpStand2\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\n/*Actor MTankSpawner : ActualBasePickupSpawner 10154\n{\nstates\n{\nMegaPickup:\nTNT1 A 0 A_SpawnItemEx(\"MTankDropper\",0,0,0,0,0,0,0)\nstop\nUnrealPickup:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"ShieldBeltDropper\",0,0,0,0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"UnrealPickUpStand2\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}*/\n\nActor RushCoilSpawner : ActualBasePickupSpawner 10090\n{\nstates\n{\nMegaPickup:\nTNT1 A 0 A_SpawnItemEx(\"RushCoilDropper\",0,0,0,0,0,0,0)\nstop\nUnrealPickup:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"JumpBootsDropper\",0,0,0,0,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"UnrealPickUpStand2\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor HealthVial : Health\n{\ninventory.amount 15 //5\n//inventory.maxamount 200\ninventory.pickupmessage \"$PU_HEALTHVIAL\"\n+COUNTITEM\nInventory.RespawnTics 982\n//renderstyle add\ninventory.pickupsound \"item/energyup\"\nScale 2.0\nStates\n{\nSpawn:\nUNHV ABCDEF 3\nloop\n}\n}\n\nactor HealthPack : Health\n{\ninventory.amount 40 //25\ninventory.maxamount 100\ninventory.pickupmessage \"$PU_HEALTHPACK\"\n+COUNTITEM\n+NoGravity\nInventory.RespawnTics 982\n//renderstyle add\ninventory.pickupsound \"item/energyup\"\nScale 2.0\nStates\n{\nSpawn:\nUNHP AAABBBCCCDDDEEEEEEFFFGGGHHHAAA 1 A_Weave(0,1,0,0.5)\nloop\n}\n}\n\nactor BigKegOHealth : Health\n{\ninventory.amount 100\n//inventory.maxamount 200\ninventory.pickupmessage \"$PU_KEG\"\n+COUNTITEM\n+NoGravity\nInventory.RespawnTics 2160\n//renderstyle add\ninventory.pickupsound \"item/energyup\"\nScale 2.0\nStates\n{\nSpawn:\nUNBK AAABBBCCCDDDEEEFFFGGGHHHIIIJJJKKKAAA 1 A_Weave(0,1,0,0.5)\nloop\n}\n}\n\nactor JumpBoots : PowerupGiver\n{\nscale 2.5\n inventory.pickupmessage \"$PU_JUMPBOOTS\"\n inventory.maxamount 0\n inventory.pickupsound \"item/DoubleDamage\"\n inventory.amount 1\n inventory.maxamount 1\n powerup.type \"HighJump\"\n powerup.duration 982\n +AUTOACTIVATE\n +NoGravity\n   states\n {\n Spawn:\n   UNJB A 4 //A_Weave(0,1,0,0.5)\n   loop\n }\n}\n\nactor PowerDamageAmplifier : PowerDamage\n{\nPowerup.Color Purple, 0.5\ndamagefactor \"Normal\", 2\n}\n\nactor DamageAmplifier : PowerupGiver\n{\nscale 2.5\nPowerup.Color Purple, 0.5\nPowerup.Type PowerDamageAmplifier\npowerup.duration 983\ninventory.pickupsound \"item/DoubleDamage\"\ninventory.pickupmessage \"$PU_DAMAGEAMPLIFIER\"\ninventory.amount 1\ninventory.maxamount 0\n+AUTOACTIVATE\n+NoGravity\nstates\n {\n Spawn:\n   UNDD AB 4 A_Weave(0,1,0,0.5)\n   loop\n }\n}\n\nactor ShieldBelt : BasicArmorPickup\n{\ninventory.pickupsound \"item/energyup\"\ninventory.pickupmessage \"$PU_SHIELDBELT\"\n+NoGravity\nscale 2.5\nArmor.Savepercent 100\nArmor.Saveamount 100\nStates\n{\nSpawn:\nUNSB A 1 A_Weave(0,1,0,0.5)\nloop\n}\n}\n\nactor UnrealPickUpStand\n{\nscale 2.5\nRadius 5\nHeight 5\n+FloorHugger\nStates\n{\nSpawn:\nUNHE G 1 A_ChangeVelocity(0,0,0,CVF_REPLACE)\nPart2:\nUNHE G 5\nloop\n}\n}\n\nactor UnrealPickUpStand2 : UnrealPickupStand\n{\nStates\n{\nSpawn:\nUNDD C 1 A_ChangeVelocity(0,0,0,CVF_REPLACE)\nPart2:\nUNDD C 5\nloop\n}\n}\n\nactor HealthVialDropper : RandomSpawner\n{\nDropItem \"HealthVial\" 255 4\n}\n\nactor HealthPackDropper : RandomSpawner\n{\nDropItem \"HealthPack\" 255 4\n}\n\nactor BigKegOHealthDropper : RandomSpawner\n{\nDropItem \"BigKegOHealth\" 255 4\n}\n\nactor DamageAmplifierDropper : RandomSpawner\n{\nDropItem \"DamageAmplifier\" 255 4\n}\n\n/*actor ShieldBeltDropper : RandomSpawner\n{\nDropItem \"ShieldBelt\" 255 4\n}*/\n\nactor JumpBootsDropper : RandomSpawner\n{\nDropItem \"JumpBoots\" 255 4\n}\n\nactor SmallHealthDropper : RandomSpawner\n{\nDropItem \"SmallHealth\" 255 4\n}\n\nactor BigHealthDropper : RandomSpawner\n{\nDropItem \"BigHealth\" 255 4\n}\n\nactor ETankDropper : RandomSpawner\n{\nDropItem \"ETank\" 255 4\n}\n\nactor WTankDropper : RandomSpawner\n{\nDropItem \"WTank\" 255 4\n}\n\nactor MTankDropper : RandomSpawner\n{\nDropItem \"MTank\" 255 4\n}\n\nactor RushCoilDropper : RandomSpawner\n{\nDropItem \"RushCoil\" 255 4\n}"
      },
      {
        "source": "pk3",
        "name": "actors/ShieldGun.txt",
        "contents": "actor ShieldGunWep : MegaBuster\n{\nWeapon.AmmoType \"ShieldGunAmmo\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 100\nWeapon.SlotNumber 1\nObituary \"$OB_SHIELDGUN\"\nTag \"$TAG_SHIELDGUN\"\nInventory.Pickupmessage \"$PU_SHIELDGUN\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\ninventory.icon \"SHIELDI\"\nScale 2.0\nStates\n{\nSpawn:\nSHLD A 1\nloop\nReady:\nASSU B 0 ACS_ExecuteAlways(998,0,7)\nWOOD I 1 A_WeaponReady\nWOOD I 0 A_TakeInventory(\"ShieldInUse\",1)\nCBUS A 0 A_JumpIfInventory(\"ShieldAmmoBegin\",1,\"ReadySkip\")\nGoto Ready2\nReadySkip:\nGoto Ready+1\nReady2:\nBUST B 0 A_SpawnItemEX(\"ShieldGunAmmoGiver\")\nPROC J 0 A_GiveInventory(\"ShieldAmmoBegin\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nWOOD I 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nWOOD I 1 A_Raise\nLoop\nFire:\nWOOD I 0 A_TakeInventory(\"ShieldInUse\",1)\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",14,\"Part2\")\nWOOD I 4 A_GiveInventory(\"ShieldGunCharge\",1)\nLINS J 0 A_FireCustomMissile(\"ShieldNudger\",0,0,8,0)\nLINS J 0 A_FireCustomMissile(\"ShieldChargeTrail\",0,0,8,0)\nLINS J 0 A_JumpIfInventory(\"ShieldNudge\",1,\"ShieldNudge\")\nWOOD I 2 A_GiveInventory(\"ShieldGunCharge\",1)\nLINS J 0 A_FireCustomMissile(\"ShieldNudger\",0,0,8,0)\nLINS J 0 A_FireCustomMissile(\"ShieldChargeTrail\",0,0,8,0)\nLINS J 0 A_JumpIfInventory(\"ShieldNudge\",1,\"ShieldNudge\")\nWOOD I 0 A_PlaySoundEX(\"weapon/ShieldCharging\",\"SoundSlot5\")\nWOOD I 0 A_Refire\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",14,\"Shot14\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",13,\"Shot13\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",12,\"Shot12\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",11,\"Shot11\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",10,\"Shot10\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",9,\"Shot9\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",8,\"Shot8\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",7,\"Shot7\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",6,\"Shot6\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",5,\"Shot5\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",4,\"Shot4\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",3,\"Shot3\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",2,\"Shot2\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",1,\"Shot1\")\nGoto Ready+1\nPart2:\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",27,\"Part3\")\nWOOD J 3 A_GiveInventory(\"ShieldGunCharge\",1)\nLINS J 0 A_FireCustomMissile(\"ShieldNudger\",0,0,8,0)\nLINS J 0 A_FireCustomMissile(\"ShieldChargeTrail2\",0,0,8,0)\nLINS J 0 A_JumpIfInventory(\"ShieldNudge\",1,\"ShieldNudge\")\nWOOD I 0 A_PlaySoundEX(\"weapon/ShieldCharging\",\"SoundSlot5\")\nWOOD I 0 A_Refire\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",27,\"Shot27\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",26,\"Shot26\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",25,\"Shot25\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",24,\"Shot24\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",23,\"Shot23\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",22,\"Shot22\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",21,\"Shot21\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",20,\"Shot20\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",20,\"Shot20\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",19,\"Shot19\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",18,\"Shot18\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",17,\"Shot17\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",16,\"Shot16\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",15,\"Shot15\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",14,\"Shot14\")\nGoto Ready+1\nPart3:\nWOOD K 2 A_GiveInventory(\"ShieldGunCharge\",1)\nLINS J 0 A_JumpIfInventory(\"ShieldNudge\",1,\"ShieldNudge\")\nLINS J 0 A_FireCustomMissile(\"ShieldNudger\",0,0,8,0)\nLINS J 0 A_FireCustomMissile(\"ShieldChargeTrail\",0,0,8,0)\nLINS J 0 A_FireCustomMissile(\"ShieldChargeTrail2\",0,0,8,0)\nWOOD I 0 A_PlaySoundEX(\"weapon/ShieldCharging\",\"SoundSlot5\")\nHEAT G 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nWOOD I 0 A_Refire\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",28,\"Shot28\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",27,\"Shot27\")\nGoto Ready+1\nBotFire:\nHEAT G 0 A_Jump(16, \"Shot28\")\nHEAT G 0 A_Refire\nGoto Shot28\nShieldNudge:\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",28,\"Shot28\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",27,\"Shot27\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",27,\"Shot27\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",26,\"Shot26\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",25,\"Shot25\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",24,\"Shot24\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",23,\"Shot23\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",22,\"Shot22\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",21,\"Shot21\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",20,\"Shot20\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",20,\"Shot20\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",19,\"Shot19\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",18,\"Shot18\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",17,\"Shot17\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",16,\"Shot16\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",15,\"Shot15\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",14,\"Shot14\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",14,\"Shot14\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",13,\"Shot13\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",12,\"Shot12\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",11,\"Shot11\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",10,\"Shot10\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",9,\"Shot9\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",8,\"Shot8\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",7,\"Shot7\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",6,\"Shot6\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",5,\"Shot5\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",4,\"Shot4\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",3,\"Shot3\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",2,\"Shot2\")\nWOOD I 0 A_JumpIfInventory(\"ShieldGunCharge\",1,\"Shot1\")\ngoto Ready+1\nShot1:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun1\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot2:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun2\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot3:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun3\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot4:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun4\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot5:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun5\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot6:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun6\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot7:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun7\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot8:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun8\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot9:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun9\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot10:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun10\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot11:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun11\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot12:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun12\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot13:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun13\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot14:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun14\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot15:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun15\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot16:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun16\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot17:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun17\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot18:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun18\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot19:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun19\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot20:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun20\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot21:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun21\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot22:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun22\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot23:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun23\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot24:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun25\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot25:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun25\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot26:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun26\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot27:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun27\",0,1,8,0)\nWOOD JK 4\nWOOD I 4\nWOOD I 0 A_Refire\nGoto Ready+1\nShot28:\nWOOD I 0 A_TakeInventory(\"ShieldGunCharge\",999)\nWOOD I 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"ShieldGun28\",0,1,8,0)\nWOOD K 4\nWOOD I 8\nWOOD I 0 A_Refire\nGoto Ready+1\nAltfire:\nWOOD K 0 A_GiveInventory(\"ShieldInUse\",1)\nWOOD I 2 A_TakeInventory(\"ShieldGunAmmo\",10)\nWOOD J 0 A_JumpIfInventory(\"ShieldGunAmmo\",1,\"AltHold\")\nGoto Ready+1\nAltHold:\nWOOD K 0 A_GiveInventory(\"ShieldInUse\",1)\nWOOD J 0 A_JumpIfInventory(\"ShieldGunAmmo\",1,1)\nGoto Ready+1\nPROC K 0 A_SpawnItemEx(\"ShieldGunX\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC K 0 A_SpawnItemEx(\"ShieldGunFX\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nWOOD K 1 A_TakeInventory(\"ShieldGunAmmo\",1)\nWOOD J 0 A_JumpIfInventory(\"ShieldGunAmmo\",1,1)\nGoto Ready+1\nPROC K 0 A_SpawnItemEx(\"ShieldGunX\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC K 0 A_SpawnItemEx(\"ShieldGunFX\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nWOOD J 0 A_JumpIfInventory(\"ShieldGunAmmo\",1,1)\nGoto Ready+1\nWOOD K 1\nPROC K 0 A_SpawnItemEx(\"ShieldGunX\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC K 0 A_SpawnItemEx(\"ShieldGunFX\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nWOOD J 0 A_JumpIfInventory(\"ShieldGunAmmo\",1,1)\nGoto Ready+1\nWOOD K 1\nPROC K 0 A_SpawnItemEx(\"ShieldGunX\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC K 0 A_SpawnItemEx(\"ShieldGunFX\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nWOOD J 0 A_JumpIfInventory(\"ShieldGunAmmo\",1,1)\nGoto Ready+1\nWOOD K 1\nPROC K 0 A_SpawnItemEx(\"ShieldGunX\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nPROC K 0 A_SpawnItemEx(\"ShieldGunFX\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nWOOD J 0 A_JumpIfInventory(\"ShieldGunAmmo\",1,1)\nGoto Ready+1\nWOOD K 1\nWOOD K 1 A_Refire\nWOOD K 0 A_TakeInventory(\"ShieldInUse\",1)\nGoto Ready+1\nNoAmmo:\nWOOD I 1\nGoto Ready+1\n}\n}\n\nactor ShieldChargeTrail : GeminiTrail\n{\nProjectile\nscale 1.5\nrenderstyle add\nspeed 20\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_ChangeVelocity(0,0,0,CVF_REPLACE)\nSGUN HJ 1\nstop\n}\n}\n\nactor ShieldChargeTrail2 : ShieldChargeTrail\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_ChangeVelocity(0,0,0,CVF_REPLACE)\nSGUN IK 1\nstop\n}\n}\n\nactor ShieldGunCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor ShieldGunAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n+INVENTORY.IGNORESKILL\n}\n\nactor ShieldInUse : once\n{\n}\n\nactor ShieldAmmoBegin : once\n{\n}\n\nactor ShieldNudge : once\n{\n}\n\nactor ShieldNudger\n{\nRadius 7\nHeight 7\nSpeed 25\nScale 2.5\nDamage (0)\nProjectile\nObituary \":I\"\n+NoTargetSwitch\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nXDeath:\nCrash:\nLINF A 0 A_GiveToTarget(\"ShieldNudge\",1)\nTNT1 A 4 Bright\nLINF A 0 A_TakeFromTarget(\"ShieldNudge\",1)\nstop\nDeath:\nStop\n}\n}\n\nactor ShieldGun1\n{\nProjectile\nscale 2.5\nHeight 8\nRadius 8\nrenderstyle add\n+FORCEXYBILLBOARD\n+DONTBLAST\ndamagetype \"QuickBoomerang\"\ndamage (10)\nspeed 30\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(6,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch1\")\nstop\n}\n}\n\nactor ShieldGun2 : ShieldGun1\n{\ndamage (13)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(7,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch1\")\nstop\n}\n}\n\nactor ShieldGun3 : ShieldGun1\n{\ndamage (16)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(8,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch1\")\nstop\n}\n}\n\nactor ShieldGun4 : ShieldGun1\n{\ndamage (19)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(9,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch1\")\nstop\n}\n}\n\nactor ShieldGun5 : ShieldGun1\n{\ndamage (21)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(10,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch1\")\nstop\n}\n}\n\nactor ShieldGun6 : ShieldGun1\n{\ndamage (24)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(11,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch2\")\nstop\n}\n}\n\nactor ShieldGun7 : ShieldGun1\n{\ndamage (25)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(12,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch2\")\nstop\n}\n}\n\nactor ShieldGun8 : ShieldGun1\n{\ndamage (27)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(13,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch2\")\nstop\n}\n}\n\nactor ShieldGun9 : ShieldGun1\n{\ndamage (30)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(14,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch2\")\nstop\n}\n}\n\nactor ShieldGun10 : ShieldGun1\n{\ndamage (33)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(15,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch2\")\nstop\n}\n}\n\nactor ShieldGun11 : ShieldGun1\n{\ndamage (36)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(16,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch3\")\nstop\n}\n}\n\nactor ShieldGun12 : ShieldGun1\n{\ndamage (39)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(17,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch3\")\nstop\n}\n}\n\nactor ShieldGun13 : ShieldGun1\n{\ndamage (42)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(18,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch3\")\nstop\n}\n}\n\nactor ShieldGun14 : ShieldGun1\n{\ndamage (45)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(19,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch3\")\nstop\n}\n}\n\nactor ShieldGun15 : ShieldGun1\n{\ndamage (58)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(20,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch3\")\nstop\n}\n}\n\nactor ShieldGun16 : ShieldGun1\n{\ndamage (61)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(21,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch4\")\nstop\n}\n}\n\nactor ShieldGun17 : ShieldGun1\n{\ndamage (64)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(22,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch4\")\nstop\n}\n}\n\nactor ShieldGun18 : ShieldGun1\n{\ndamage (67)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(23,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch4\")\nstop\n}\n}\n\nactor ShieldGun19 : ShieldGun1\n{\ndamage (70)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(24,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch4\")\nstop\n}\n}\n\nactor ShieldGun20 : ShieldGun1\n{\ndamage (73)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(25,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch4\")\nstop\n}\n}\n\nactor ShieldGun21 : ShieldGun1\n{\ndamage (76)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(26,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch5\")\nstop\n}\n}\n\nactor ShieldGun22 : ShieldGun1\n{\ndamage (79)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(26,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch5\")\nstop\n}\n}\n\nactor ShieldGun23 : ShieldGun1\n{\ndamage (82)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(26,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch5\")\nstop\n}\n}\n\nactor ShieldGun24 : ShieldGun1\n{\ndamage (85)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(26,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch5\")\nstop\n}\n}\n\nactor ShieldGun25 : ShieldGun1\n{\ndamage (88)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(26,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch5\")\nstop\n}\n}\n\nactor ShieldGun26 : ShieldGun1\n{\ndamage (91)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(26,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch6\")\nstop\n}\n}\n\nactor ShieldGun27 : ShieldGun1\n{\ndamage (94)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(26,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch6\")\nstop\n}\n}\n\nactor ShieldGun28 : ShieldGun1\n{\ndamage (97)\nStates\n{\nSpawn:\nSGUN GGG 1 A_SpawnItemEx(\"ShieldTrail\")\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0 A_JumpIfCloser(79,1)\nstop\nTNT1 A 0 A_Explode(26,80,1)\nTNT1 A 0 A_GiveToTarget(\"LolLaunch6\")\nstop\n}\n}\n\nactor ShieldTrail : GeminiTrail\n{\nrenderstyle add\nStates\n{\nSpawn:\nSGUN CDEFG 2\nstop\n}\n}\n\nactor ShieldGunX\n{\n+MISSILE\nSpeed 0\n+DONTSPLASH\nDamage 0\nHeight 32\nRadius 32\nhealth 100\nscale 2.5\n+SHOOTABLE\n+NOBLOOD\n-SOLID\n//+NOBLOCKMAP\npainchance 256\nbloodtype \"\"\n//+DONTRIP\n+DONTRIP\n//+NOINTERACTION\n+NORADIUSDMG\n//+REFLECTIVE\n+NoTargetSwitch\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2\nstop\nDeath:\nTNT1 A 0 //A_PlaySound(\"item/protoreflect\")\nTNT1 A 1\nstop\nPain:\nTNT1 A 0 A_JumpIfHealthLower(89,\"Pain2\")\nTNT1 A 0 A_TakeFromTarget(\"ShieldGunAmmo\",2)\nTNT1 A 0 A_GiveToTarget(\"ShieldBlock\")\nstop\nPain2:\nTNT1 A 0 A_JumpIfHealthLower(30,\"Pain3\")\nTNT1 A 0 A_TakeFromTarget(\"ShieldGunAmmo\",5)\nTNT1 A 0 A_GiveToTarget(\"ShieldBlock\")\nstop\nPain3:\nTNT1 A 0 A_TakeFromTarget(\"ShieldGunAmmo\",10)\nTNT1 A 0 A_GiveToTarget(\"ShieldBlock\")\nstop\n}\n}\nactor ShieldGunFX\n{\n-SOLID\n+NOGRAVITY\n+NOBLOCKMAP\n+FIXMAPTHINGPOS\nHeight 0\nRadius 0\nscale 2.5\n+CLIENTSIDEONLY\n+NOINTERACTION\nrenderstyle add\nStates\n{\nSpawn:\nTNT1 A 0\nSGUN B 1\nTNT1 A 1\nstop\n}\n}\n\nactor ShieldGunAmmoGiver //Totally Doc Robot ammo regen\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 1 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 AAAAA 1 A_JumpIfInTargetInventory(\"ShieldInUse\",1,\"Spawn\")\nTNT1 A 0 A_GiveToTarget(\"ShieldGunAmmo\",1)\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor LolLaunch1 : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeVelocity(-Cos(pitch)*8, 0, sin(pitch)*8,CVF_RELATIVE)\nstop\n}\n}\n\nactor LolLaunch2 : LolLaunch1\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeVelocity(-Cos(pitch)*10, 0, sin(pitch)*10,CVF_RELATIVE)\nstop\n}\n}\n\nactor LolLaunch3 : LolLaunch1\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeVelocity(-Cos(pitch)*12, 0, sin(pitch)*12,CVF_RELATIVE)\nstop\n}\n}\n\nactor LolLaunch4 : LolLaunch1\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeVelocity(-Cos(pitch)*14, 0, sin(pitch)*14,CVF_RELATIVE)\nstop\n}\n}\n\nactor LolLaunch5 : LolLaunch1\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeVelocity(-Cos(pitch)*16, 0, sin(pitch)*16,CVF_RELATIVE)\nstop\n}\n}\n\nactor LolLaunch6 : LolLaunch1\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeVelocity(-Cos(pitch)*18, 0, sin(pitch)*18,CVF_RELATIVE)\nstop\n}\n}\n\nactor ShieldBlock : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.duration -1\n  powerup.color \"00 00 00\", 0.0\n  powerup.type \"PowerShield\"\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  states\n  {\n  Spawn:\n    TNT1 A 6\n    loop\n  }\n}\n\nactor PowerShield: PowerProtection\n{\ndamagefactor \"Normal\",0.5\n}"
      },
      {
        "source": "pk3",
        "name": "actors/AssaultRifle.txt",
        "contents": "actor AssaultRifleWep : MegaBuster\n{\nWeapon.AmmoType \"AssaultRifleAmmo\"\nWeapon.AmmoType2 \"GrenadeAmmo\"\nWeapon.AmmoUse 1\nWeapon.AmmoUse2 2\nWeapon.AmmoGive 200\nWeapon.AmmoGive2 16\nWeapon.SlotNumber 2\nDropItem \"AssaultRifleDrop\" 255 1\nObituary \"$OB_ASSAULTRIFLE\"\nTag \"$TAG_ASSAULTRIFLE\"\nInventory.Pickupmessage \"$PU_ASSAULTRIFLE\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\n+INVENTORY.UNDROPPABLE\ninventory.icon \"ASSAUI\"\nScale 2.0\nStates\n{\nSpawn:\nASSU A 1\nloop\nReady:\nASSU B 0 ACS_ExecuteAlways(998,0,800)\nASSU O 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nASSU O 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nASSU O 1 A_Raise\nLoop\nFire:\nASSU O 0 A_JumpIfNoAmmo(\"NoAmmo\")\nASSU O 0 A_PlaySoundEX(\"weapon/WaveBurner\",\"Weapon\")\nTNT1 A 0 A_Jump(128,3)\nASSU P 1 Bright A_FireBullets(5,5,-1,3,\"ABulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\nTNT1 A 0 A_Jump(256,2)\nASSU P 1 Bright A_FireBullets(5,5,-1,3,\"ABulletPuff2\",FBF_NORANDOM|FBF_USEAMMO)\nASSU P 2\nASSU O 0 A_Refire\nGoto Ready+1\nAltFire:\nASSU O 0 A_JumpIfNoAmmo(\"NoAmmo\")\nASSU O 0 A_GiveInventory(\"AssaultRifleCharge\",6)\nASSU O 0 A_JumpIfInventory(\"AssaultRifleCharge\",40,\"Charge1\")\nASSU O 2\nASSU O 0 A_Refire\nASSU O 0 A_JumpIfInventory(\"AssaultRifleCharge\",20,\"Altfire2\")\nASSU O 0 A_JumpIfInventory(\"AssaultRifleCharge\",1,\"Altfire1\")\ngoto NoAmmo\nCharge1:\nASSU O 0 A_JumpIfInventory(\"AssaultRifleCharge\",80,\"Charge2\")\nASSU P 2\nASSU O 0 A_Refire\nASSU O 0 A_JumpIfInventory(\"AssaultRifleCharge\",60,\"Altfire4\")\nASSU O 0 A_JumpIfInventory(\"AssaultRifleCharge\",40,\"Altfire3\")\nCharge2:\nASSU Q 2\nASSU O 0 A_Refire\nASSU O 0 A_JumpIfInventory(\"AssaultRifleCharge\",100,\"Altfire6\")\nASSU O 0 A_JumpIfInventory(\"AssaultRifleCharge\",80,\"Altfire5\")\nAltFire1:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade1\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\nASSU PQ 3\nASSU O 20\nGoto Ready+1\nAltFire2:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade2\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\nASSU PQ 3\nASSU O 20\nGoto Ready+1\nAltFire3:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade3\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\nASSU PQ 3\nASSU O 20\nGoto Ready+1\nAltFire4:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade4\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\nASSU PQ 3\nASSU O 20\nGoto Ready+1\nAltFire5:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade5\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\nASSU PQ 3\nASSU O 20\nGoto Ready+1\nAltFire6:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade6\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\nASSU PQ 3\nASSU O 20\nGoto Ready+1\nNoAmmo:\nASSU O 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor AssaultRifleAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 200\n+INVENTORY.IGNORESKILL\n}\n\nactor GrenadeAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 16\n+INVENTORY.IGNORESKILL\n}\n\nactor AssaultRifleCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n+INVENTORY.IGNORESKILL\n}\n\nactor AssaultRifleDrop : CustomInventory\n{\n//$Category MM8BDM-Weapons\nInventory.Pickupmessage \"A Assault Rifle!\"\ninventory.pickupsound \"weapon/weaponup\"\nscale 2.0\nstates\n{\nSpawn:\nASSU A 1\nloop\nPickup:\nWEA3 E 0 A_JumpIfInventory(\"AssaultRifleWep\",1,\"DualAssaultRifle\")\nWEA3 E 0 A_GiveInventory(\"AssaultRifleWep\")\nstop\nDualAssaultRifle:\nWEA3 E 0 A_TakeInventory(\"AssaultRifleWep\")\nWEA3 E 0 A_GiveInventory(\"DualAssaultRifleWep\")\n//WEA3 E 0 A_SelectWeapon(\"DualAssaultRifleWep\")\nstop\n/*Failure:\nWEA3 E 0\nfail*/\n}\n}\n\nactor ABulletPuff\n{\nDamagetype \"QuickBoomerang\"\n+NOGRAVITY\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"weapon/minchrgshot\")\nASSU FGHI 2\nStop\n}\n}\n\nactor ABulletPuff2 : ABulletPuff\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"weapon/minchrgshot\")\nASSU JKLM 2\nstop\n}\n}\n\nactor AssaultRifleGrenade1\n{\nPROJECTILE\n+ForceXYBillBoard\nBouncetype Classic\n-NoGravity\n+BOUNCEONWALLS\nBounceSound \"weapon/freezecrackerhit\"\nRadius 8\nHeight 8\nscale 2.5\ndamage (20)\nDamagetype \"AssaultGrenade\"\nObituary \"$OB_ASSAULTGRENADE\"\nreactiontime 100\nbouncecount 7\nspeed 20\nStates\n{\nSpawn:\nASSU BCDE 2 A_Countdown\nloop\nDeath:\nNAPA A 0 A_ChangeFlag(\"NoGravity\",1)\nNAPA A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nNAPA A 0 A_Stop\nTNT1 A 0 A_Explode(15,100,1)\nNAPA EFGHIJKLMNOPQRS 2\nstop\n}\n}\n\nactor AssaultRifleGrenade2 : AssaultRifleGrenade1\n{\nspeed 30\n}\n\nactor AssaultRifleGrenade3 : AssaultRifleGrenade1\n{\nspeed 40\n}\n\nactor AssaultRifleGrenade4 : AssaultRifleGrenade1\n{\nspeed 50\n}\n\nactor AssaultRifleGrenade5 : AssaultRifleGrenade1\n{\nspeed 60\n}\n\nactor AssaultRifleGrenade6 : AssaultRifleGrenade1\n{\nspeed 70\n}\n\nactor DualAssaultRifleWep : AssaultRifleWep\n{\ninventory.icon \"DASSAI\"\nWeapon.AmmoUse2 1\nStates\n{\nSpawn:\nDASS A 1\nloop\nReady:\nDASS B 0 ACS_ExecuteAlways(998,0,800)\nDASS A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nDASS A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nDASS A 1 A_Raise\nLoop\nFire:\nDASS O 0 A_JumpIfNoAmmo(\"NoAmmo\")\nDASS O 0 A_PlaySoundEX(\"weapon/WaveBurner\",\"Weapon\")\nTNT1 A 0 A_Jump(128,3)\nDASS B 1 Bright A_FireBullets(5,5,-1,3,\"ABulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\nTNT1 A 0 A_Jump(256,2)\nDASS B 1 Bright A_FireBullets(5,5,-1,3,\"ABulletPuff2\",FBF_NORANDOM|FBF_USEAMMO)\nDASS O 0 A_PlaySoundEX(\"weapon/WaveBurner\",\"Weapon\")\nTNT1 A 0 A_Jump(128,3)\nDASS B 1 Bright A_FireBullets(5,5,-1,3,\"ABulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\nTNT1 A 0 A_Jump(256,2)\nDASS B 1 Bright A_FireBullets(5,5,-1,3,\"ABulletPuff2\",FBF_NORANDOM|FBF_USEAMMO)\nDASS O 0 A_Refire\nGoto Ready+1\nAltFire:\nDASS O 0 A_JumpIfNoAmmo(\"NoAmmo\")\nDASS O 0 A_GiveInventory(\"AssaultRifleCharge\",6)\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",40,\"Charge1\")\nDASS A 2\nDASS O 0 A_Refire\nASSU O 0 A_JumpIfInventory(\"GrenadeFlag\",1,\"AltFireMagic\")\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",20,\"Altfire2\")\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",1,\"Altfire1\")\ngoto NoAmmo\nAltfireMagic:\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",20,\"Altfire22\")\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",1,\"Altfire12\")\ngoto NoAmmo\nCharge1:\nASSU O 0 A_JumpIfInventory(\"GrenadeFlag\",1,\"Charge12\")\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",80,\"Charge2\")\nDASS C 2\nDASS O 0 A_Refire\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",60,\"Altfire4\")\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",40,\"Altfire3\")\nCharge2:\nDASS D 2\nDASS O 0 A_Refire\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",100,\"Altfire6\")\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",80,\"Altfire5\")\nCharge12:\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",80,\"Charge22\")\nDASS E 2\nDASS O 0 A_Refire\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",60,\"Altfire42\")\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",40,\"Altfire32\")\nCharge22:\nDASS F 2\nDASS O 0 A_Refire\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",100,\"Altfire62\")\nDASS O 0 A_JumpIfInventory(\"AssaultRifleCharge\",80,\"Altfire52\")\nAltFire1:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade1\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd\nAltFire2:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade2\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd\nAltFire3:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade3\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd\nAltFire4:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade4\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd\nAltFire5:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade5\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd\nAltFire6:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade6\",0,1,8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd\nGrenadeEnd:\nDASS CD 3\nDASS A 20\nASSU O 0 A_GiveInventory(\"GrenadeFlag\",1)\nGoto Ready+1\nAltFire12:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade1\",0,1,-8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd2\nAltFire22:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade2\",0,1,-8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd2\nAltFire32:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade3\",0,1,-8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd2\nAltFire42:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade4\",0,1,-8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd2\nAltFire52:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade5\",0,1,-8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd2\nAltFire62:\nASSU O 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nASSU O 0 A_FireCustomMissile(\"AssaultRifleGrenade6\",0,1,-8,0)\nASSU O 0 A_TakeInventory(\"AssaultRifleCharge\",100)\ngoto GrenadeEnd2\nGrenadeEnd2:\nDASS EF 3\nDASS A 20\nASSU O 0 A_TakeInventory(\"GrenadeFlag\",1)\nGoto Ready+1\nNoAmmo:\nDASS A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor GrenadeFlag : Once\n{\n}"
      },
      {
        "source": "pk3",
        "name": "actors/BioRifle.txt",
        "contents": "actor BioRifleWep : MegaBuster\n{\nWeapon.AmmoType \"BioRifleAmmo\"\nWeapon.AmmoType2 \"BioRifleAmmo\"\nWeapon.AmmoUse 1\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 50\nWeapon.SlotNumber 3\nObituary \"$OB_BIORIFLE\"\nTag \"$TAG_BIORIFLE\"\nInventory.Pickupmessage \"$PU_BIORIFLE\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"BIORII\"\nScale 2.0\nStates\n{\nSpawn:\nBIOR A 1\nloop\nReady:\nASSU B 0 ACS_ExecuteAlways(998,0,801)\nBIOR K 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBIOR K 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBIOR K 1 A_Raise\nLoop\nFire:\nBIOR K 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBIOR K 0 A_PlaySoundEX(\"weapon/OilShot\",\"Weapon\")\nBIOR K 0 A_FireCustomMissile(\"BioRifleShot\",0,1,8,0)\nBIOR LM 3\nBIOR K 8\nBIOR K 0 A_Refire\nGoto Ready+1\nAltFire:\nBIOR K 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBIOR K 0 A_GiveInventory(\"BioRifleCharge\",2)\nBIOR K 0 A_JumpIfInventory(\"BioRifleCharge\",40,\"Charge1\")\nBIOR K 2\nBIOR K 0 A_Refire\nBIOR K 0 A_JumpIfInventory(\"BioRifleCharge\",20,\"Altfire2\")\nBIOR K 0 A_JumpIfInventory(\"BioRifleCharge\",1,\"Altfire1\")\ngoto NoAmmo\nCharge1:\nBIOR K 0 A_JumpIfInventory(\"BioRifleCharge\",80,\"Charge2\")\nBIOR L 2\nBIOR K 0 A_Refire\nBIOR K 0 A_JumpIfInventory(\"BioRifleCharge\",60,\"Altfire4\")\nBIOR K 0 A_JumpIfInventory(\"BioRifleCharge\",40,\"Altfire3\")\nCharge2:\nBIOR M 2\nBIOR K 0 A_Refire\nBIOR K 0 A_JumpIfInventory(\"BioRifleCharge\",100,\"Altfire6\")\nBIOR K 0 A_JumpIfInventory(\"BioRifleCharge\",80,\"Altfire5\")\nAltFire1:\nBIOR K 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nBIOR K 0 A_FireCustomMissile(\"BioRifleShot\",0,1,8,0)\nBIOR K 0 A_TakeInventory(\"BioRifleCharge\",100)\nBIOR LM 3\nBIOR K 20\nGoto Ready+1\nAltFire2:\nBIOR K 0 A_JumpIfInventory(\"BioRifleAmmo\",1,1)\ngoto AltFire1\nBIOR K 0 A_PlaySoundEX(\"weapon/OilShot\",\"Weapon\")\nBIOR K 0 A_FireCustomMissile(\"BigBioRifleShot1\",0,1,8,0)\nBIOR K 0 A_TakeInventory(\"BioRifleAmmo\",1)\nBIOR K 0 A_TakeInventory(\"BioRifleCharge\",100)\nBIOR LM 3\nBIOR K 20\nGoto Ready+1\nAltFire3:\nBIOR K 0 A_JumpIfInventory(\"BioRifleAmmo\",2,1)\ngoto AltFire2\nBIOR K 0 A_PlaySoundEX(\"weapon/OilShot\",\"Weapon\")\nBIOR K 0 A_FireCustomMissile(\"BigBioRifleShot2\",0,1,8,0)\nBIOR K 0 A_TakeInventory(\"BioRifleAmmo\",2)\nBIOR K 0 A_TakeInventory(\"BioRifleCharge\",100)\nBIOR LM 3\nBIOR K 20\nGoto Ready+1\nAltFire4:\nBIOR K 0 A_JumpIfInventory(\"BioRifleAmmo\",3,1)\ngoto AltFire3\nBIOR K 0 A_PlaySoundEX(\"weapon/OilShot\",\"Weapon\")\nBIOR K 0 A_FireCustomMissile(\"BigBioRifleShot3\",0,1,8,0)\nBIOR K 0 A_TakeInventory(\"BioRifleAmmo\",3)\nBIOR K 0 A_TakeInventory(\"BioRifleCharge\",100)\nBIOR LM 3\nBIOR K 20\nGoto Ready+1\nAltFire5:\nBIOR K 0 A_JumpIfInventory(\"BioRifleAmmo\",4,1)\ngoto AltFire4\nBIOR K 0 A_PlaySoundEX(\"weapon/OilShot\",\"Weapon\")\nBIOR K 0 A_FireCustomMissile(\"BigBioRifleShot4\",0,1,8,0)\nBIOR K 0 A_TakeInventory(\"BioRifleAmmo\",4)\nBIOR K 0 A_TakeInventory(\"BioRifleCharge\",100)\nBIOR LM 3\nBIOR K 20\nGoto Ready+1\nAltFire6:\nBIOR K 0 A_JumpIfInventory(\"BioRifleAmmo\",5,1)\ngoto AltFire5\nBIOR K 0 A_PlaySoundEX(\"weapon/OilShot\",\"Weapon\")\nBIOR K 0 A_FireCustomMissile(\"BigBioRifleShot5\",0,1,8,0)\nBIOR K 0 A_TakeInventory(\"BioRifleAmmo\",5)\nBIOR K 0 A_TakeInventory(\"BioRifleCharge\",100)\nBIOR LM 3\nBIOR K 20\nGoto Ready+1\nNoAmmo:\nBIOR K 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor BioRifleAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 50\n+INVENTORY.IGNORESKILL\n}\n\nactor BioRifleCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n+INVENTORY.IGNORESKILL\n}\n\nactor BioRifleShot\n{\nPROJECTILE\n+ForceXYBillBoard\n-NOGRAVITY\nRadius 6\nHeight 6\nscale 2.5\ndamage (30)\nDamagetype \"BioRifle\"\nspeed 35\nStates\n{\nSpawn:\nBIOR BC 2\nloop\nCrash:\nXDeath:\nBIOR A 0 A_PlaySoundEx(\"weapon/BioRifleExplode\",\"weapon\")\nBIOR GHIJ 2\nstop\nDeath:\nBIOR A 0 A_JumpIf(z-floorz==0,\"Death2\")\nBIOR A 0 A_JumpIf(z-ceilingz==0-6,\"Death3\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotWall\")\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath2:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotGround\")\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath3:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotCeiling\")\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\n}\n}\n\nactor BioRifleShotGround\n{\nProjectile\n+FloorHugger\nScale 2.5\nSpeed 0\nRadius 6\nHeight 6\ndamage(5)\nreactiontime 150\nStates\n{\nSpawn:\nBIOR D 1 A_Countdown\nBIOR D 0 A_JumpIfCloser(20,\"XDeath\")\nloop\nDeath:\nBIOR A 0 A_PlaySoundEx(\"weapon/BioRifleExplode\",\"weapon\")\nBIOR G 2 A_Explode(20,30,1)\nBIOR HIJ 2\nstop\n}\n}\n\nactor BioRifleShotWall\n{\nPROJECTILE\ndamage(5)\nScale 2.5\nSpeed 0\nRadius 6\nHeight 6\nreactiontime 150\nStates\n{\nSpawn:\nBIOR F 1 A_Countdown\nBIOR D 0 A_JumpIfCloser(20,\"XDeath\")\nloop\nDeath:\nBIOR A 0 A_PlaySoundEx(\"weapon/BioRifleExplode\",\"weapon\")\nBIOR G 2 A_Explode(20,30,1)\nBIOR HIJ 2\nstop\n}\n}\n\nactor BioRifleShotCeiling\n{\nProjectile\n+CeilingHugger\nScale 2.5\nSpeed 0\ndamage(5)\nRadius 6\nHeight 6\nreactiontime 150\nStates\n{\nSpawn:\nBIOR E 1 A_Countdown\nBIOR D 0 A_JumpIfCloser(20,\"XDeath\")\nloop\nDeath:\nBIOR A 0 A_PlaySoundEx(\"weapon/BioRifleExplode\",\"weapon\")\nBIOR G 2 A_Explode(20,30,1)\nBIOR HIJ 2\nstop\n}\n}\n\nactor BigBioRifleShot1\n{\nPROJECTILE\n+ForceXYBillBoard\n-NOGRAVITY\nRadius 7\nHeight 7\nscale 2.8\ndamage (40)\nDamagetype \"BioRifle\"\nspeed 35\nStates\n{\nSpawn:\nBIOR BC 2\nloop\nCrash:\nXDeath:\nBIOR A 0 A_PlaySoundEx(\"weapon/BioRifleExplode\",\"weapon\")\nBIOR GHIJ 2\nstop\nDeath:\nBIOR A 0 A_JumpIf(z-floorz==0,\"Death2\")\nBIOR A 0 A_JumpIf(z-ceilingz==0-7,\"Death3\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotWall\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath2:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotGround\",0,0,2)\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath3:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotCeiling\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\n}\n}\n\nactor BigBioRifleShot2\n{\nPROJECTILE\n+ForceXYBillBoard\n-NOGRAVITY\nRadius 8\nHeight 8\nscale 3.0\ndamage (65)\nDamagetype \"BioRifle\"\nspeed 35\nStates\n{\nSpawn:\nBIOR BC 2\nloop\nCrash:\nXDeath:\nBIOR A 0 A_PlaySoundEx(\"weapon/BioRifleExplode\",\"weapon\")\nBIOR GHIJ 2\nstop\nDeath:\nBIOR A 0 A_JumpIf(z-floorz==0,\"Death2\")\nBIOR A 0 A_JumpIf(z-ceilingz==0-8,\"Death3\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotWall\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath2:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotGround\",0,0,2)\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath3:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotCeiling\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\n}\n}\n\nactor BigBioRifleShot3\n{\nPROJECTILE\n+ForceXYBillBoard\n-NOGRAVITY\nRadius 9\nHeight 9\nscale 3.2\ndamage (80)\nDamagetype \"BioRifle\"\nspeed 35\nStates\n{\nSpawn:\nBIOR BC 2\nloop\nCrash:\nXDeath:\nBIOR A 0 A_PlaySoundEx(\"weapon/BioRifleExplode\",\"weapon\")\nBIOR GHIJ 2\nstop\nDeath:\nBIOR A 0 A_JumpIf(z-floorz==0,\"Death2\")\nBIOR A 0 A_JumpIf(z-ceilingz==0-9,\"Death3\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotWall\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath2:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotGround\",0,0,2)\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath3:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotCeiling\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\n}\n}\n\nactor BigBioRifleShot4\n{\nPROJECTILE\n+ForceXYBillBoard\n-NOGRAVITY\nRadius 10\nHeight 10\nscale 3.4\ndamage (90)\nDamagetype \"BioRifle\"\nspeed 35\nStates\n{\nSpawn:\nBIOR BC 2\nloop\nCrash:\nXDeath:\nBIOR A 0 A_PlaySoundEx(\"weapon/BioRifleExplode\",\"weapon\")\nBIOR GHIJ 2\nstop\nDeath:\nBIOR A 0 A_JumpIf(z-floorz==0,\"Death2\")\nBIOR A 0 A_JumpIf(z-ceilingz==0-10,\"Death3\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotWall\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath2:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotGround\",0,0,2)\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath3:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotCeiling\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\n}\n}\n\nactor BigBioRifleShot5\n{\nPROJECTILE\n+ForceXYBillBoard\n-NOGRAVITY\nRadius 11\nHeight 11\nscale 3.6\ndamage (100)\nDamagetype \"BioRifle\"\nspeed 35\nStates\n{\nSpawn:\nBIOR BC 2\nloop\nCrash:\nXDeath:\nBIOR A 0 A_PlaySoundEx(\"weapon/BioRifleExplode\",\"weapon\")\nBIOR GHIJ 2\nstop\nDeath:\nBIOR A 0 A_JumpIf(z-floorz==0,\"Death2\")\nBIOR A 0 A_JumpIf(z-ceilingz==0-11,\"Death3\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotWall\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,-22),random(-12,12),random(0,5))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath2:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotGround\",0,0,2)\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(5,25))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\nDeath3:\nBIOR A 0 A_SpawnItemEx(\"BioRifleShotCeiling\")\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 A_SpawnItemEx(\"BioRifleShot\",0,0,0,random(-12,12),random(-12,12),random(0,-5))\nBIOR A 0 //A_PlaySoundEx(\"weapon/AcidBurstImpactBig\",\"weapon\")\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/ShockRifle.txt",
        "contents": "actor ShockRifleWep : MegaBuster\n{\nWeapon.AmmoType \"ShockRifleAmmo\"\nWeapon.AmmoType2 \"ShockRifleAmmo\"\nWeapon.AmmoUse 1\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 50\nWeapon.SlotNumber 4\nObituary \"$OB_SHOCKRIFLE\"\nTag \"$TAG_SHOCKRIFLE\"\nInventory.Pickupmessage \"$PU_SHOCKRIFLE\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"SHOCKI\"\nScale 2.0\nStates\n{\nSpawn:\nSHCK A 1\nloop\nReady:\nASSU B 0 ACS_ExecuteAlways(998,0,802)\nSHCK U 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSHCK U 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSHCK U 1 A_Raise\nLoop\nFire:\nSHCK U 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSHCK U 0 A_PlaySoundEX(\"misc/sharklaser\",\"Weapon\")\nSHCK U 0 A_FireCustomMissile(\"ShockBeam\",0,1,8,0)\nSHCK U 0 A_FireCustomMissile(\"ShockBeamTrail\",0,0,8,0)\nSHCK VW 3\nSHCK U 20\nSHCK U 0 A_Refire\nGoto Ready+1\nAltFire:\nSHCK U 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSHCK U 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nSHCK U 0 A_FireCustomMissile(\"ShockCore\",0,1,8,0)\nSHCK VW 3\nSHCK U 12\nSHCK U 0 A_Refire\nGoto Ready+1\nNoAmmo:\nSHCK U 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor ShockRifleAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 50\n+INVENTORY.IGNORESKILL\n}\n\nactor ShockBeam : FastProjectile\n{\nProjectile\nscale 2.0\nHeight 8\nRadius 8\n//renderstyle add\n+FORCEYBILLBOARD\ndamagetype \"ShockBeam\"\ndamage (18)\nspeed 10\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_ScaleVelocity(200)\nNext:\nTNT1 A 1\nloop\nDeath:\nstop\n}\n}\n\nactor ShockBeamTrail\n{\nProjectile\nscale 1.2\n+FORCEYBILLBOARD\n+ClientsideOnly\nheight 8\nradius 8\n//renderstyle add\nspeed 1\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"ShockBeamTrail\",momx*6,momy*6,momz*6,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 1\nFading:\nSHCK B 1 A_FadeOut(0.08)\nloop\nDeath:\nStop\n}\n}\n\nactor ShockCore\n{\nPROJECTILE\n+SHOOTABLE\n-NOBLOCKMAP\n-SOLID\n+NoGravity\n+DontFall\n-noblood\n+noblooddecals\n+QuickToRetaliate\n+FORCEXYBILLBOARD\n//renderstyle add\nHealth 26\nPainchance 256\ndamagefactor \"Normal\",0.0\ndamagefactor \"ShockBeam\",1.0\nScale 3.0\nRadius 9\nHeight 9\nMass 99999\nspeed 32\ndamage (15)\nObituary \"$OB_SHOCKCORE\"\nStates\n{\nSpawn:\nSHCK EDC 2\nTNT1 A 0 A_Jump(256,\"One\",\"Two\",\"Three\",\"Four\",\"Five\")\nOne:\nSHCK FGH 2\ngoto Spawn\nTwo:\nSHCK IJK 2\ngoto Spawn\nThree:\nSHCK LMN 2\ngoto Spawn\nFour:\nSHCK OPQ 2\ngoto Spawn\nFive:\nSHCK CDE 2\ngoto Spawn\nPain.ShockBeam:\nDeath.ShockBeam:\nTNT1 A 0 A_TakeFromTarget(\"ShockRifleAmmo\",4)\nTNT1 A 1 A_Stop\nTNT1 A 0 A_SpawnItemEx(\"ShockCombo\")\nstop\nDeath:\nTNT1 A 0 A_ChangeFlag(Shootable,0)\nTNT1 A 0 A_Explode(15,70,1)\nDeath2:\nSHCK EDC 2 A_Fadeout(0.1)\nTNT1 A 0 A_Jump(256,\"OneDeath\",\"TwoDeath\",\"ThreeDeath\",\"FourDeath\",\"FiveDeath\")\nOneDeath:\nSHCK FGH 2 A_Fadeout(0.1)\ngoto Death2\nTwoDeath:\nSHCK IJK 2 A_Fadeout(0.1)\ngoto Death2\nThreeDeath:\nSHCK LMN 2 A_Fadeout(0.1)\ngoto Death2\nFourDeath:\nSHCK OPQ 2 A_Fadeout(0.1)\ngoto Death2\nFiveDeath:\nSHCK CDE 2 A_Fadeout(0.1)\ngoto Death2\n}\n}\n\nactor ShockRiflePart\n{\n+Nointeraction\ntranslation \"192:192=62:62\" //229,226\nScale 2.0\n//+FLOORHUGGER\nSpeed 30\nRadius 32\nHeight 32\nStates\n{\nSpawn:\nDUOR T 1 A_FadeOut(0.08)\nloop\n}\n}\n\nactor ShockCombo\n{\nProjectile\nscale 2.5\nObituary \"$OB_SHOCKCOMBO\"\nRadius 50\nHeight 50\n+NOGRAVITY\n+FORCEXYBILLBOARD\n//renderstyle add\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,15)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,30)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,45)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,60)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,75)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,90)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,105)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,120)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,135)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,150)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,165)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,180)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,195)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,210)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,225)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,240)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,255)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,270)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,285)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,300)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,315)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,330)\nTNT1 A 0 A_SpawnItemEx(\"ShockRiflePart\",0,0,-6,18,0,0,345)\nTNT1 A 1 A_PlaySoundEx(\"misc/wilyball\",\"SoundSlot5\")\nDeath:\nTNT1 A 2 A_Explode(150,200,1)\nSHCK RUSUTURUSUTU 2 A_Fadeout(0.1)\nstop\n}\n}\n\nactor SuperShockRifleWep : MegaBuster\n{\nWeapon.SlotNumber 4\nObituary \"$OB_SUPERSHOCKRIFLE\"\nTag \"$TAG_SUPERSHOCKRIFLE\"\nInventory.Pickupmessage \"$PU_SUPERSHOCKRIFLE\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\n+WEAPON.CHEATNOTWEAPON\n//inventory.icon \"SHOCKI\"\nScale 2.0\nStates\n{\nSpawn:\nSHIG A 1\nloop\nReady:\nSHIG B 0 ACS_ExecuteAlways(998,0,809)\nSHIG U 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"LightReady\")\nSHIG U 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"WilyReady\")\nSHIG U 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"CossackReady\")\nSHIG U 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"KingReady\")\nSHIG U 1 A_WeaponReady\nGoto Ready+1\nLightReady:\nSHIL U 1 A_WeaponReady\nGoto Ready+1\nWilyReady:\nSHIW U 1 A_WeaponReady\nGoto Ready+1\nCossackReady:\nSHIC U 1 A_WeaponReady\nGoto Ready+1\nKingReady:\nSHIK U 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSHIG U 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSHIG U 1 A_Raise\nLoop\nFire:\nSHIG U 0 A_JumpIfInventory(\"LightTeamFlag\", 1, \"LightInstagib\")\nSHIG U 0 A_JumpIfInventory(\"WilyTeamFlag\", 1, \"WilyInstagib\")\nSHIG U 0 A_JumpIfInventory(\"CossackTeamFlag\", 1, \"CossackInstagib\")\nSHIG U 0 A_JumpIfInventory(\"KingTeamFlag\", 1, \"KingInstagib\")\nSHIG U 0 A_PlaySoundEX(\"misc/sharklaser\",\"Weapon\")\nSHIG U 0 A_FireCustomMissile(\"SuperShockBeam\",0,0,8,0)\nSHIG U 0 A_FireCustomMissile(\"SuperShockBeamTrail\",0,0,8,0)\ngoto End\nLightInstagib:\nSHIG U 0 A_PlaySoundEX(\"misc/sharklaser\",\"Weapon\")\nSHIG U 0 A_FireCustomMissile(\"SuperShockBeam\",0,0,8,0)\nSHIG U 0 A_FireCustomMissile(\"LightSuperShockBeamTrail\",0,0,8,0)\ngoto LightEnd\nWilyInstagib:\nSHIG U 0 A_PlaySoundEX(\"misc/sharklaser\",\"Weapon\")\nSHIG U 0 A_FireCustomMissile(\"SuperShockBeam\",0,0,8,0)\nSHIG U 0 A_FireCustomMissile(\"WilySuperShockBeamTrail\",0,0,8,0)\ngoto WilyEnd\nCossackInstagib:\nSHIG U 0 A_PlaySoundEX(\"misc/sharklaser\",\"Weapon\")\nSHIG U 0 A_FireCustomMissile(\"SuperShockBeam\",0,0,8,0)\nSHIG U 0 A_FireCustomMissile(\"CossackSuperShockBeamTrail\",0,0,8,0)\ngoto CossackEnd\nKingInstagib:\nSHIG U 0 A_PlaySoundEX(\"misc/sharklaser\",\"Weapon\")\nSHIG U 0 A_FireCustomMissile(\"SuperShockBeam\",0,0,8,0)\nSHIG U 0 A_FireCustomMissile(\"KingSuperShockBeamTrail\",0,0,8,0)\ngoto KingEnd\nEnd:\nSHIG VW 3\nSHIG U 36\nSHIG U 0 A_Refire\nGoto Ready+1\nLightEnd:\nSHIL VW 3\nSHIL U 36\nSHIL U 0 A_Refire\nGoto LightReady\nWilyEnd:\nSHIW VW 3\nSHIW U 36\nSHIW U 0 A_Refire\ngoto WilyReady\nCossackEnd:\nSHIC VW 3\nSHIC U 36\nSHIC U 0 A_Refire\nGoto CossackReady\nKingEnd:\nSHIK VW 3\nSHIK U 36\nSHIK U 0 A_Refire\nGoto KingReady\n/*AltFire:\nSHIG U 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSHIG U 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nSHIG U 0 A_FireCustomMissile(\"ShockCore\",0,1,8,0)\nSHIG VW 3\nSHIG U 12\nSHIG U 0 A_Refire\nGoto Ready+1*/\n}\n}\n\nactor SuperShockBeam : FastProjectile\n{\nProjectile\nscale 2.0\nHeight 7\nRadius 7\n//renderstyle add\ntranslation \"237:237=180:180\", \"62:62=186:186\", \"4:4=178:178\"\n+FORCEYBILLBOARD\n+Ripper\ndamagetype \"HighDefinitionTotallyGnarlySpectacularlyMondoWickedSuperShockBeam\"\ndamage (9999)\nspeed 10\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_ScaleVelocity(200)\nNext:\nTNT1 A 1\nloop\nDeath:\nstop\n}\n}\nactor SuperShockBeamTrail\n{\nProjectile\nscale 1.2\n+FORCEYBILLBOARD\n+ClientsideOnly\ntranslation \"237:237=180:180\", \"62:62=186:186\", \"4:4=178:178\"\nheight 7\nradius 7\n//renderstyle add\nspeed 1\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"SuperShockBeamTrail\",momx*6,momy*6,momz*6,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)//Tsuki your still a bastard :I\nSHCK B 1\nFading:\nSHCK B 1 A_FadeOut(0.08)\nloop\nDeath:\nStop\n}\n}\n\nactor LightSuperShockBeamTrail: SuperShockBeamTrail\n{\ntranslation \"237:237=205:205\", \"62:62=74:74\"//, \"4:4=178:178\"\n}\n\nactor WilySuperShockBeamTrail: SuperShockBeamTrail\n{\ntranslation \"237:237=171:171\", \"62:62=41:41\"//, \"4:4=178:178\"\n}\n\nactor CossackSuperShockBeamTrail: SuperShockBeamTrail\n{\ntranslation \"237:237=104:104\", \"62:62=128:128\"//, \"4:4=178:178\"\n}\n\nactor KingSuperShockBeamTrail: SuperShockBeamTrail\n{\ntranslation \"237:237=229:229\", \"62:62=232:232\"//, \"4:4=178:178\"\n}"
      },
      {
        "source": "pk3",
        "name": "actors/LinkGun.txt",
        "contents": "actor LinkGunWep : MegaBuster\n{\nWeapon.AmmoType \"LinkGunAmmo\"\nWeapon.AmmoType2 \"LinkGunAmmo\"\nWeapon.AmmoUse 2\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 220\nWeapon.SlotNumber 5\nObituary \"$OB_LINKGUN\"\nTag \"$TAG_LINKGUN\"\nInventory.Pickupmessage \"$PU_LINKGUN\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"LINKGI\"\nScale 2.0\nStates\n{\nSpawn:\nLING A 1\nloop\nReady:\nASSU B 0 ACS_ExecuteAlways(998,0,803)\nLING I 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nLING I 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nLING I 1 A_Raise\nLoop\nFire:\nLING I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nLING I 0 A_PlaySoundEX(\"misc/devilfire\",\"Weapon\")\nLING I 0 A_FireCustomMissile(\"LinkGunShot\",0,1,8,0)\nLING JK 2\nLING I 2\nLING I 0 A_Refire\nGoto Ready+1\nAltFire:\nAltHold:\nLING I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nLING I 0 A_PlaySoundEX(\"weapon/gemini\",\"Weapon\")\nLING A 0 A_FireCustomMissile(\"LinkGunBeam\",0,1,8,0)\nLING K 1\nLING A 0 A_FireCustomMissile(\"LinkGunBeam\",0,0,8,0)\nLING K 1\nLING A 0 A_FireCustomMissile(\"LinkGunBeam\",0,0,8,0)\nLING K 1\nLING I 0 A_Refire\nLING I 2\nLING I 0\nGoto Ready+1\nNoAmmo:\nLING I 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor LinkGunAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 220\n+INVENTORY.IGNORESKILL\n}\n\nactor LinkGunShot\n{\nPROJECTILE\n+ForceYBillBoard\nRadius 6\nHeight 6\nscale 2.5\ndamage (15)\nrenderstyle add\nDamagetype \"LinkGun\"\nspeed 45\nStates\n{\nSpawn:\nLING CD 2\nloop\nCrash:\nXDeath:\nDeath:\nBIOR A 0 //A_PlaySoundEx(\"weapon/BioRifleExplode\",\"weapon\")\nLING EFGH 2\nstop\n}\n}\n\nactor LinkGunBeam\n{\nProjectile\nscale 2.5\n+FORCEYBILLBOARD\nheight 10\nradius 10\ndamage (0)\nrenderstyle add\nspeed 1\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunBeam2\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nstop\nDeath:\nStop\n}\n}\n\nactor LinkGunBeam2 : LinkGunBeam\n{\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunBeam3\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor LinkGunBeam3 : LinkGunBeam\n{\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunBeam4\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor LinkGunBeam4 : LinkGunBeam\n{\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunBeam5\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor LinkGunBeam5 : LinkGunBeam\n{\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunBeam6\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor LinkGunBeam6 : LinkGunBeam\n{\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunBeam7\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor LinkGunBeam7 : LinkGunBeam\n{\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunBeam8\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor LinkGunBeam8 : LinkGunBeam\n{\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunBeam9\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor LinkGunBeam9 : LinkGunBeam\n{\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunBeam10\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor LinkGunBeam10 : LinkGunBeam\n{\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunBeam11\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor LinkGunBeam11 : LinkGunBeam\n{\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunBeam12\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor LinkGunBeam12 : LinkGunBeam\n{\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nstop\n}\n}\n\nactor LinkGunTrail\n{\nProjectile\nscale 2.5\n+FORCEYBILLBOARD\nheight 10\nradius 10\nrenderstyle add\nObituary \"$OB_LINKBEAM\"\ndamagetype \"QuickBoomerang\"\nspeed 1\nDamage(2)\nStates\n{\nSpawn:\nLING B 2\nstop\nXDeath:\nCrash:\nDeath:\nLING EFGH 2\nstop\n}\n}\n\n/*actor LinkGunBeam //Instantanous but goes through walls and can't have that sadly\n{\nProjectile\nscale 2.5\n+FORCEYBILLBOARD\nheight 8\nradius 8\nrenderstyle add\nspeed 1\nStates\n{\nSpawn:\nTNT1 A 1\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*28,random(momy*28,momy*30),momz*28,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)//Tsuki your still a bastard :I\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*50,random(momy*50,momy*52),momz*50,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*74,random(momy*74,momy*76),momz*74,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*98,random(momy*98,momy*100),momz*98,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*122,random(momy*122,momy*124),momz*122,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*146,random(momy*146,momy*148),momz*146,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*160,random(momy*160,momy*162),momz*160,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*184,random(momy*184,momy*186),momz*184,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*204,random(momy*204,momy*204),momz*204,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*228,random(momy*228,momy*230),momz*228,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*252,random(momy*252,momy*254),momz*252,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nSHCK B 0 A_SpawnItemEx(\"LinkGunTrail\",momx*276,random(momy*276,momy*278),momz*276,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)\nTNT1 A 0 A_Stop\nstop\nDeath:\nStop\n}\n}*/"
      },
      {
        "source": "pk3",
        "name": "actors/Ripper.txt",
        "contents": "actor RipperWep : MegaBuster\n{\nWeapon.AmmoType \"RipperAmmo\"\nWeapon.AmmoType2 \"RipperAmmo\"\nWeapon.AmmoUse 1\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 50\nWeapon.SlotNumber 6\nObituary \"$OB_RIPPER\"\nTag \"$TAG_RIPPER\"\nInventory.Pickupmessage \"$PU_RIPPER\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"RIPPGI\"\nScale 2.0\nStates\n{\nSpawn:\nRIPP A 1\nloop\nReady:\nRIPP B 0 ACS_ExecuteAlways(998,0,804)\nRIPP B 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nRIPP B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nRIPP B 1 A_Raise\nLoop\nFire:\nRIPP I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nRIPP I 0 A_PlaySoundEX(\"weapon/metalblade\",\"Weapon\")\nRIPP I 0 A_FireCustomMissile(\"RipperBlade\",0,1,8,0)\nRIPP CD 2\nRIPP B 8\nRIPP I 0 A_Refire\nGoto Ready+1\nAltFire:\nAltHold:\nRIPP I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nRIPP I 0 A_PlaySoundEX(\"weapon/metalblade\",\"Weapon\")\nRIPP I 0 A_FireCustomMissile(\"ExplodingRipperBlade\",0,1,8,0)\nRIPP CD 2\nRIPP B 16\nRIPP I 0 A_Refire\nRIPP I 0\nGoto Ready+1\nNoAmmo:\nRIPP B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor RipperAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 50\n+INVENTORY.IGNORESKILL\n}\n\nactor RipperBlade\n{\nPROJECTILE\n+FORCEYBILLBOARD\n+HEXENBOUNCE\n+DONTRIP\n+DONTBLAST\nRadius 10\nHeight 5\nscale 2.5\ndamage (30)\nDamagetype \"Ripper\"\nspeed 45\nbouncecount 7\nWALLBOUNCEFACTOR 0.91\nBOUNCEFACTOR 0.91\nStates\n{\nSpawn:\nRIPP GGGHHH 1 A_SpawnItemEX(\"BladeCollision\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nloop\nCrash:\nXDeath:\nTNT1 A 0\nstop\nDeath:\nRIPP G 72\nRIPP GGGGGGGGGGGGGGG 1 A_Fadeout(0.08)\nstop\n}\n}\n\nactor BladeCollision\n{\nProjectile\ndamage (0)\nHeight 6\nRadius 11\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nCrash:\nXDeath:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 1\nASSU A 0 A_PlaySound(\"item/protoreflect\")\nASSU A 0 A_Jump(128,\"Death2\")\nASSU FGHI 2\nStop\nDeath2:\nASSU JKLM 2\nstop\n}\n}\n\nactor ExplodingRipperBlade : RipperBlade\n{\nRadius 5\nHeight 10\n-HEXENBOUNCE\nDamagetype \"Ripper\"\nStates\n{\nSpawn:\nRIPP EF 3\nloop\nDeath:\nWOOD I 0 A_PlaySoundEX(\"weapon/napalm\",\"Weapon\")\nTNT1 A 0 A_Explode(15,100,1)\nNAPA EFGHIJKLMNOPQRS 2\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/MiniGun.txt",
        "contents": "actor MiniGunWep : MegaBuster\n{\nWeapon.AmmoType \"MiniGunAmmo\"\nWeapon.AmmoType2 \"MiniGunAmmo\"\nWeapon.AmmoUse 1\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 300\nWeapon.SlotNumber 7\nObituary \"$OB_MINIGUN\"\nTag \"$TAG_MINIGUN\"\nInventory.Pickupmessage \"$PU_MINIGUN\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"MINIGI\"\nScale 2.0\nStates\n{\nSpawn:\nMINI A 1\nloop\nReady:\nASSU B 0 ACS_ExecuteAlways(998,0,805)\nMINI C 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nMINI C 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nMINI C 1 A_Raise\nLoop\nFire:\nMINI C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMINI CD 10\nHold:\nMINI C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMINI C 0 A_PlaySoundEX(\"weapon/ShieldCharging\",\"Weapon\")\nUKIQ B 0 A_FireCustomMissile(\"MinigunSmoke\",0,0,5)\nMINI E 2 A_FireCustomMissile(\"SpreadBullet\",random2(6),1,8,0,0,random2(6))\nMINI C 0 A_Refire\nMINI DC 4\nGoto Ready+1\nAltFire:\nMINI C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMINI C 5\nAltHold:\nMINI C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMINI C 0 A_PlaySoundEX(\"weapon/ShieldCharging\",\"Weapon\")\nUKIQ B 0 A_FireCustomMissile(\"MinigunSmoke\",0,0,5)\nMINI D 6 A_FireCustomMissile(\"TightBullet\",random2(1),1,8,0,0,random2(1))\nMINI C 0 A_Refire\nMINI DC 2\nGoto Ready+1\nNoAmmo:\nMINI C 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor MiniGunAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 300\n+INVENTORY.IGNORESKILL\n}\n\nactor SpreadBullet : FastProjectile\n{\nPROJECTILE\n+FORCEYBILLBOARD\nDamagetype \"QuickBoomerang\"\n//renderstyle add\nScale 1.2\nRadius 9\nHeight 9\nspeed 300\ndamage (4)\nStates\n{\nSpawn:\nMINI B 1\nloop\nDeath:\nASSU A 0\nASSU A 0 A_PlaySound(\"weapon/minchrgshot\")\nASSU A 0 A_Jump(128,\"Puff2\")\nASSU FGHI 2\nStop\nPuff2:\nASSU JKLM 2\nstop\n}\n}\n\nactor TightBullet : SpreadBullet\n{\ndamage (7)\n}\n\nactor MinigunSmoke : GeminiTrail\n{\nProjectile\nscale 1.5\nspeed 20\ntranslation \"89:89=2:2\", \"4:4=95:95\"\nrenderstyle add\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_ChangeVelocity(random(-1,1),0,random(0,2),CVF_REPLACE)\nFLAK GHIJK 2\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/FlakCannon.txt",
        "contents": "actor FlakCannonWep : MegaBuster\n{\nWeapon.AmmoType \"FlakCannonAmmo\"\nWeapon.AmmoType2 \"FlakCannonAmmo\"\nWeapon.AmmoUse 1\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 35\nWeapon.SlotNumber 8\nObituary \"$OB_FLAKCANNON\"\nTag \"$TAG_FLAKCANNON\"\nInventory.Pickupmessage \"$PU_FLAKCANNON\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"FLAKCI\"\nScale 2.0\nStates\n{\nSpawn:\nFLAK A 1\nloop\nReady:\nASSU B 0 ACS_ExecuteAlways(998,0,806)\nFLAK M 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFLAK M 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFLAK M 1 A_Raise\nLoop\nFire:\nFLAK M 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFLAK M 0 A_PlaySoundEX(\"misc/brgstaff\",\"Weapon\")\nFLAK M 0 A_FireCustomMissile(\"FlakBurst\",random(5,-5),1,8,0,0,random(5,-5))\nFLAK M 0 A_FireCustomMissile(\"FlakBurst\",random(5,-5),0,8,0,0,random(5,-5))\nFLAK M 0 A_FireCustomMissile(\"FlakBurst\",random(5,-5),0,8,0,0,random(5,-5))\nFLAK M 0 A_FireCustomMissile(\"FlakBurst\",random(5,-5),0,8,0,0,random(5,-5))\nFLAK M 0 A_FireCustomMissile(\"FlakBurst\",random(5,-5),0,8,0,0,random(5,-5))\nFLAK M 0 A_FireCustomMissile(\"FlakBurst\",random(5,-5),0,8,0,0,random(5,-5))\nFLAK M 0 A_FireCustomMissile(\"FlakBurst\",random(5,-5),0,8,0,0,random(5,-5))\nFLAK M 0 A_FireCustomMissile(\"FlakBurst\",random(5,-5),0,8,0,0,random(5,-5))\nFLAK N 3\nFLAK O 15\nFLAK N 3\nFLAK M 5\nFLAK M 0 A_Refire\nGoto Ready+1\nAltFire:\nFLAK M 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFLAK M 0 A_PlaySoundEX(\"weapon/crackerthrow\",\"Weapon\")\nFLAK M 0 A_FireCustomMissile(\"FlakShell\",0,1,8,0)\nFLAK NO 3\nFLAK M 20\nFLAK M 0 A_Refire\nGoto Ready+1\nNoAmmo:\nFLAK M 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor FlakCannonAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 35\n+INVENTORY.IGNORESKILL\n}\n\nactor FlakBurst\n{\nProjectile\nscale 2.5\nHeight 9\nRadius 9\n//renderstyle add\n+FORCEYBILLBOARD\ndamage (10)\nspeed 50\nStates\n{\nSpawn:\nFLAK BBCCDDEE 1 A_SpawnItemEx(\"FlakBurstTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nloop\nXdeath:\nCrash:\nFLAK B 0\nstop\nDeath:\nFLAK B 0 A_SpawnItemEx(\"FlakShellBurst\",0,0,0,random(10,15),0,random(10,15))\nFLAK M 0 A_PlaySoundEX(\"weapon/freezecrackerhit\",\"Weapon\")\nstop\n}\n}\n\nactor FlakShellBurst : FlakBurst\n{\n//+HexenBounce\nBouncetype Classic\n-NoGravity\n+BOUNCEONWALLS\ndamage (5)\nbouncecount 2\nBounceSound \"weapon/freezecrackerhit\"\nStates\n{\nSpawn:\nFLAK BBCCDDEE 1 A_SpawnItemEx(\"FlakBurstTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nFLAK BBCCDDEE 1 A_SpawnItemEx(\"FlakBurstTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nFLAK BBCCDDEE 1 A_SpawnItemEx(\"FlakBurstTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nFLAK BBCCDDEE 1 A_SpawnItemEx(\"FlakBurstTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nFLAK BBCCDDEE 1 A_SpawnItemEx(\"FlakBurstTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nFLAK BBCCDDEE 1 A_SpawnItemEx(\"FlakBurstTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nFLAK BBCCDDEE 1 A_SpawnItemEx(\"FlakBurstTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nFLAK BBCCDDEE 1 A_SpawnItemEx(\"FlakBurstTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nFLAK BBCCDDEE 1 A_SpawnItemEx(\"FlakBurstTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nFLAK BBCCDDEE 1 A_SpawnItemEx(\"FlakBurstTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nstop\nXdeath:\nCrash:\nDeath:\nstop\n}\n}\n\nactor FlakBurstTrail : GeminiTrail\n{\nrenderstyle add\nStates\n{\nSpawn:\nFLAK L 1 A_Fadeout(0.09)\nloop\n}\n}\n\nactor FlakShell\n{\nPROJECTILE\n-NoGravity\n+FORCEXYBILLBOARD\n//renderstyle add\nScale 2.5\nRadius 9\nHeight 9\nspeed 32\ndamage (15)\nObituary \"$OB_FLAKSHELL\"\nStates\n{\nSpawn:\nFLAK F 1 A_SpawnItemEx(\"SmokeTrail\")\nloop\nDeath:\nWOOD I 0 A_PlaySoundEX(\"weapon/napalm\",\"Weapon\")\nFLAK F 0 A_Explode(40,128,1)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,0)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,15)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,30)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,45)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,60)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,75)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,90)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,105)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,120)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,135)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,150)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,165)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,180)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,195)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,210)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,225)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,240)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,255)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,270)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,285)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,300)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,315)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,330)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,345)\nFLAK F 0 A_SpawnItemEx(\"FlakShellBurst\",0,0,0,random(-30,30),random(-30,30),random(5,30))\nFLAK F 0 A_SpawnItemEx(\"FlakShellBurst\",0,0,0,random(-30,30),random(-30,30),random(5,30))\nFLAK F 0 A_SpawnItemEx(\"FlakShellBurst\",0,0,0,random(-30,30),random(-30,30),random(5,30))\nFLAK F 0 A_SpawnItemEx(\"FlakShellBurst\",0,0,0,random(-30,30),random(-30,30),random(5,30))\nFLAK F 0 A_SpawnItemEx(\"FlakShellBurst\",0,0,0,random(-30,30),random(-30,30),random(5,30))\nstop\n}\n}\n\nactor SmokeTrail : GeminiTrail\n{\nscale 4.0\nrenderstyle add\nStates\n{\nSpawn:\nFLAK GHIJK 2\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/RocketLauncher.txt",
        "contents": "actor RocketLauncherWep : MegaBuster\n{\nWeapon.AmmoType \"RocketLauncherAmmo\"\nWeapon.AmmoType2 \"RocketLauncherAmmo\"\nWeapon.AmmoUse 1\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 35\nWeapon.SlotNumber 9\nObituary \"$OB_ROCKETLAUNCHER\"\nTag \"$TAG_ROCKETLAUNCHER\"\nInventory.Pickupmessage \"$PU_ROCKETLAUNCHER\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"ROCKEI\"\nScale 2.0\nStates\n{\nSpawn:\nROKT A 1\nloop\nReady:\nASSU B 0 ACS_ExecuteAlways(998,0,807)\nROKT D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nROKT D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nROKT D 1 A_Raise\nLoop\nFire:\nROKT D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nROKT D 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nROKT D 0 A_FireCustomMissile(\"RocketShot\",0,1,8,0,0)\nROKT EF 3\nROKT D 20\nROKT D 0 A_Refire\nGoto Ready+1\nAltFire:\nROKT D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nROKT D 0 A_GiveInventory(\"RocketLoading\",1)\nROKT D 0 A_JumpIfInventory(\"RocketLoading\",20,\"Charge1\")\nROKT D 2\nROKT D 0 A_Refire\nROKT D 0 A_JumpIfInventory(\"RocketLoading\",1,\"Altfire1\")\ngoto NoAmmo\nCharge1:\nROKT E 1 A_JumpIfInventory(\"RocketLauncherAmmo\",2,1)\ngoto Altfire1\nROKT E 0 A_JumpIfInventory(\"RocketLoading\",40,\"Charge2\")\nROKT E 2\nROKT E 0 A_Refire\ngoto Altfire2\nCharge2:\nROKT F 1 A_JumpIfInventory(\"RocketLauncherAmmo\",3,1)\ngoto Altfire2\nROKT F 0 A_JumpIfInventory(\"RocketLoading\",45,\"Altfire3\")\nROKT F 2\nROKT F 0 A_Refire\ngoto Altfire3\nAltFire1:\nROKT F 0 A_JumpIf(ACS_ExecuteWithResult(501,0)==1,\"AltFire1A\")\nROKT F 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nROKT F 0 A_FireCustomMissile(\"RocketShot\",0,1,8,0)\nROKT F 0 A_TakeInventory(\"RocketLoading\",45)\nROKT EF 3\nROKT D 20\nGoto Ready+1\nAltFire2:\nROKT F 0 A_JumpIf(ACS_ExecuteWithResult(501,0)==1,\"AltFire2A\")\nROKT F 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nROKT F 0 A_FireCustomMissile(\"RocketShot\",-5,1,8,0)\nROKT F 0 A_FireCustomMissile(\"RocketShot\",5,1,8,0)\nROKT EF 3\nROKT D 20\nROKT F 0 A_TakeInventory(\"RocketLoading\",45)\nGoto Ready+1\nAltFire3:\nROKT F 0 A_JumpIf(ACS_ExecuteWithResult(501,0)==1,\"AltFire3A\")\nROKT F 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nROKT F 0 A_FireCustomMissile(\"RocketShot\",0,1,8,0)\nROKT F 0 A_FireCustomMissile(\"RocketShot\",5,1,8,0)\nROKT F 0 A_FireCustomMissile(\"RocketShot\",-5,1,8,0)\nROKT F 0 A_TakeInventory(\"RocketLoading\",45)\nROKT EF 3\nROKT D 20\nGoto Ready+1\nAltFire1a:\nROKT F 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nROKT F 0 A_FireCustomMissile(\"RocketShotTwirl\",0,1,8,0)\nROKT F 0 A_TakeInventory(\"RocketLoading\",45)\nROKT EF 3\nROKT D 20\nGoto Ready+1\nAltFire2a:\nROKT F 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nROKT F 0 A_FireCustomMissile(\"RocketShotTwirl\",0,1,15,0)\nROKT F 0 A_FireCustomMissile(\"RocketShotTwirl\",0,1,-15,0)\nROKT F 0 A_TakeInventory(\"RocketLoading\",45)\nROKT EF 3\nROKT D 20\nGoto Ready+1\nAltFire3a:\nROKT F 0 A_PlaySoundEX(\"weapon/MagnetMissile\",\"Weapon\")\nROKT F 0 A_FireCustomMissile(\"RocketShotTwirl\",0,1,15,0)\nROKT F 0 A_FireCustomMissile(\"RocketShotTwirl\",0,1,-15,0)\nROKT F 0 A_FireCustomMissile(\"RocketShotTwirl\",0,1,0,15)\nROKT F 0 A_TakeInventory(\"RocketLoading\",45)\nROKT EF 3\nROKT D 20\nGoto Ready+1\nNoAmmo:\nROKT D 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor RocketLauncherAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 35\n+INVENTORY.IGNORESKILL\n}\n\nactor RocketLoading : Inventory\n{\ninventory.amount 1\ninventory.maxamount 45\n+INVENTORY.IGNORESKILL\n}\n\nactor RocketShot\n{\nProjectile\nscale 2.5\nHeight 9\nRadius 9\n//renderstyle add\n+FORCEYBILLBOARD\ndamage (15)\nspeed 50\nStates\n{\nSpawn:\nROKT BBCC 1 A_SpawnItemEx(\"SmokeTrail\",-20,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nloop\nDeath:\nWOOD I 0 A_PlaySoundEX(\"weapon/napalm\",\"Weapon\")\nFLAK F 0 A_Explode(40,128,1)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,0)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,15)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,30)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,45)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,60)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,75)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,90)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,105)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,120)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,135)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,150)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,165)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,180)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,195)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,210)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,225)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,240)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,255)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,270)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,285)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,300)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,315)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,330)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,345)\nASEX ABCDEF 2\nstop\n}\n}\n\nactor RocketShotTwirl : RocketShot\n{\nStates\n{\nSpawn:\nROKT B 1 A_BishopMissileWeave\nROKT B 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nROKT B 1 A_BishopMissileWeave\nROKT B 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nROKT C 1 A_BishopMissileWeave\nROKT B 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nROKT C 1  A_BishopMissileWeave\nloop\nDeath:\nWOOD I 0 A_PlaySoundEX(\"weapon/napalm\",\"Weapon\")\nFLAK F 0 A_Explode(40,128,1)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,0)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,15)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,30)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,45)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,60)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,75)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,90)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,105)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,120)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,135)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,150)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,165)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,180)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,195)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,210)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,225)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,240)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,255)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,270)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,285)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,300)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,315)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,330)\nTNT1 A 0 A_SpawnItemEx(\"SmokeTrail\",0,0,0,18,0,3,345)\nASEX ABCDEF 2\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Redeemer.txt",
        "contents": "actor RedeemerWep : MegaBuster\n{\nWeapon.AmmoType \"RedeemerAmmo\"\nWeapon.AmmoType2 \"RedeemerAmmo\"\nWeapon.AmmoUse 1\nWeapon.AmmoUse2 1\n//Weapon.AmmoGive 1\nWeapon.SlotNumber 0\nObituary \"$OB_REDEEMER\"\nTag \"$TAG_REDEEMER\"\nInventory.Pickupmessage \"$PU_REDEEMER\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"REDEEI\"\nScale 2.0\nStates\n{\nSpawn:\nREDE A 1\nloop\nReady:\nASSU B 0 ACS_ExecuteAlways(998,0,808)\nTNT1 A 0 A_TakeInventory(\"Once\")\nTNT1 A 0 A_TakeInventory(\"CameraFlag\",1)\nTNT1 A 0 A_TakeInventory(\"Once\",1)\nTNT1 A 0 A_TakeInventory(\"ChangeCameraFlag\",1)\nTNT1 A 0 A_TakeInventory(\"ExplodeRedeemer\",1)\nREDE D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nREDE D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nREDE D 1 A_Raise\nLoop\nFire:\nREDE D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nREDE D 0 A_JumpIfInventory(\"Once\",1,\"Theloop\")\nREDE D 0 A_PlaySoundEX(\"misc/kingblast\",\"Weapon\")\nREDE D 0 A_FireCustomMissile(\"RedeemerShot\",0,1,8,0,0)\nREDE EF 3\nREDE D 20\nREDE D 0 A_Refire\nGoto Ready+1\nAltFire:\nREDE D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nUKIQ B 0 SetPlayerProperty(0, 1, 0)\nTNT1 A 0 A_GiveInventory(\"Once\")\nTNT1 A 0 A_TakeInventory(\"CameraFlag\",1)\nTNT1 A 0 A_TakeInventory(\"ChangeCameraFlag\",1)\nTNT1 A 0 ChangeCamera(0,0,0)\nTNT1 A 0 A_GiveInventory(\"ChangeCameraFlag\",1)\nREDE D 0 A_PlaySoundEX(\"misc/kingblast\",\"Weapon\")\nREDE D 0 A_FireCustomMissile(\"RedeemerShotControl\",0,1,8,0,0)\n//REDE EF 3\n//REDE D 20\nTheLoop:\nREDE F 0 A_JumpIf(ACS_ExecuteWithResult(501,0)==1,\"EndMissile\")\nREDE F 0 A_JumpIfInventory(\"ExplodeRedeemer\",1,\"EndMissile\")\nREDE D 1 SetPlayerProperty(0, 1, 0)\ngoto TheLoop\nEndMissile:\nTNT1 A 0 A_GiveInventory(\"ExplodeRedeemer\",1)\nUKIQ B 0 SetPlayerProperty(0, 0, 0)\nTNT1 A 1\nTNT1 A 0 A_TakeInventory(\"Once\")\nTNT1 A 0 A_TakeInventory(\"CameraFlag\",1)\nTNT1 A 0 A_TakeInventory(\"Once\",1)\nTNT1 A 0 A_TakeInventory(\"ChangeCameraFlag\",1)\nTNT1 A 0 A_TakeInventory(\"ExplodeRedeemer\",1)\nREDE D 50\nGoto Ready+1\nNoAmmo:\nREDE D 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor RedeemerGiver : CustomInventory\n{\nInventory.Pickupmessage \"$PU_REDEEMER\"\ninventory.pickupsound \"weapon/weaponup\"\nInventory.RespawnTics 1800 //3240 original number\nscale 2.0\nstates\n{\nSpawn:\nREDE A 1\nLoop\nPickup:\nROKT A 0 A_JumpIfInventory(\"RedeemerWep\",1,\"Pickup2\")\nROKT A 0 A_GiveInventory(\"RedeemerWep\")\nROKT A 0 A_TakeInventory(\"RedeemerAmmo\",1)\nstop\nPickup2:\nROKT A 0 A_GiveInventory(\"RedeemerAmmo\",1)\nstop\n}\n}\n\nactor RedeemerAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 2\n+INVENTORY.IGNORESKILL\n}\n\nactor ExplodeRedeemer : Once {}\n\nactor ChangeCameraFlag : Once {}\nactor CameraFlag : Once {}\nactor CameraSwitch : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_JumpIfInTargetInventory(\"ChangeCameraFlag\",1,\"pickup2\")\nstop\npickup2:\nTNT1 A 0 ACS_ExecuteAlways(509,0)\nTNT1 A 0 A_TakeFromTarget(\"ChangeCameraFlag\",1)\nTNT1 A 0 A_GiveToTarget(\"CameraFlag\",1)\nstop\n}\n}\n\nactor RedeemerShot\n{\n//Projectile\n+FORCEYBILLBOARD\n+MISSILE\n+SHOOTABLE\n+NOGRAVITY\n+NODAMAGETHRUST\n+NOTARGETSWITCH\n+NOBLOOD\n+DONTSPLASH\n+DONTRIP\n+SKYEXPLODE\nscale 2.5\nHeight 15\nRadius 15\nHealth 2\n//renderstyle add\ndamage (999)\ndamagetype \"Quick Boomerang\"\nspeed 15\nStates\n{\nSpawn:\nWOOD I 0 A_PlaySoundEX(\"weapon/RedeemerTravel\",\"Slot5\")\nREDE BBCC 1 A_SpawnItemEx(\"SmokeTrail\",-20,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nloop\nDeath:\nASEX F 0 A_ChangeVelocity(0,0,0,CVF_REPLACE)\nASEX F 0 A_ChangeFlag(\"Shootable\",0)\nASEX F 0 A_JumpIfHealthLower(1,\"ShotDown\")\nASEX F 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/flashbomb\",\"Slot3\")\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX E 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX D 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX C 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX B 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX A 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX B 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX A 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,0,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,345)\n//ITS TIME FOR DOWN YAAAAAAAY\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,18,0,-2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,345)\n\nTNT1 AAA 1 A_Explode(100,100,1,0,100)\nTNT1 AAAA 1 A_Explode(50,200,1,0,200)\nTNT1 AAAA 1 A_Explode(30,300,1,0,300)\nTNT1 AAAAAA 1 A_Explode(25,450,1,0,450)\n\nstop\nShotDown:\nMMFX BCDE 2\nstop\n}\n}\n\nactor RedeemerShotControl : RedeemerShot\n{\nStates\n{\nSpawn:\nREDE B 0 A_JumpIfInTargetInventory(\"ExplodeRedeemer\",1,\"Death\")\nWOOD I 0 A_PlaySoundEX(\"weapon/RedeemerTravel\",\"Slot5\")\nREDE B 1 A_SpawnItemEx(\"SmokeTrail\",-30,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nTNT1 A 0 //A_GiveToTarget(\"TargetMarker\", 1)\nTNT1 A 0 ACS_ExecuteAlways(507,0)\n//BIOR D 0 A_JumpIfCloser(25,\"Death\")\n//REMI B 0 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100)\nSWTR A 0 A_GiveInventory(\"CameraSwitch\",1)\nREMI B 0 A_ChangeVelocity(cos(pitch)*10, 0, -sin(pitch)*10,CVF_RELATIVE)\nREMI B 0 A_ScaleVelocity(0.60)\nREDE B 0 A_JumpIfInTargetInventory(\"ExplodeRedeemer\",1,\"Death\")\nREDE B 1 A_SpawnItemEx(\"SmokeTrail\",-30,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nTNT1 A 0 ACS_ExecuteAlways(507,0)\nSWTR A 0 A_GiveInventory(\"CameraSwitch\",1)\nREDE B 0 A_JumpIfInTargetInventory(\"ExplodeRedeemer\",1,\"Death\")\nREDE C 1 A_SpawnItemEx(\"SmokeTrail\",-30,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\n//TNT1 A 0 A_GiveToTarget(\"TargetMarker\", 1)\nTNT1 A 0 ACS_ExecuteAlways(507,0)\n//BIOR D 0 A_JumpIfCloser(25,\"Death\")\n//REMI B 0 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100)\nSWTR A 0 A_GiveInventory(\"CameraSwitch\",1)\nREDE B 0 A_JumpIfInTargetInventory(\"ExplodeRedeemer\",1,\"Death\")\nREMI B 0 A_ChangeVelocity(cos(pitch)*10, 0, -sin(pitch)*10,CVF_RELATIVE)\nREMI B 0 A_ScaleVelocity(0.60)\nREDE C 1 A_SpawnItemEx(\"SmokeTrail\",-30,0,0,momx/10,momy/10,momz/10,0, SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE)\nTNT1 A 0 ACS_ExecuteAlways(507,0)\n//BIOR D 0 A_JumpIfCloser(25,\"Death\")\nSWTR A 0 A_GiveInventory(\"CameraSwitch\",1)\nloop\nDeath:\nTNT1 A 1\nASEX F 0 A_ChangeVelocity(0,0,0,CVF_REPLACE)\nASEX F 0 A_ChangeFlag(\"Shootable\",0)\nTNT1 A 0 A_GiveToTarget(\"ExplodeRedeemer\",1)\nASEX F 0 A_JumpIfHealthLower(1,\"ShotDown\")\nASEX F 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/flashbomb\",\"Slot3\")\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX E 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX D 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX C 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX B 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX A 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX B 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nASEX A 2 A_Explode(100,100,1)\nWOOD I 0 A_PlaySoundEX(\"weapon/solarblaze\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,1,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,14,0,2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,20,18,0,2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,0,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,40,12,0,2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,60,8,0,2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,80,4,0,2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,100,1,0,2,345)\n//ITS TIME FOR DOWN YAAAAAAAY\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPartM\",0,0,0,18,0,-1,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,14,0,-2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-20,18,0,-2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-40,12,0,-2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-60,8,0,-2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-80,4,0,-2,345)\n\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,0)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,15)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,30)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,45)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,60)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,75)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,90)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,105)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,120)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,135)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,150)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,165)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,180)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,195)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,210)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,225)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,240)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,255)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,270)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,285)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,300)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,315)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,330)\nTNT1 A 0 A_SpawnItemEx(\"RedeemerPart\",0,0,-100,1,0,-2,345)\n\nTNT1 AAA 1 A_Explode(100,100,1,0,100)\nTNT1 AAAA 1 A_Explode(50,200,1,0,200)\nTNT1 AAAA 1 A_Explode(30,300,1,0,300)\nTNT1 AAAAAA 1 A_Explode(25,450,1,0,450)\n\nstop\nShotDown:\nTNT1 A 0 A_GiveToTarget(\"ExplodeRedeemer\",1)\nMMFX BCDE 2\nstop\n}\n}\n\nactor RedeemerPart\n{\nScale 2.0\n//+FLOORHUGGER\n+Nointeraction\ntranslation \"192:192=226:226\" //229,226\nSpeed 30\nRadius 32\nHeight 32\nStates\n{\nSpawn:\nDUOR T 1 A_FadeOut(0.03)\nloop\n}\n}\n\nactor RedeemerPartM\n{\nScale 2.0\n//+FLOORHUGGER\n+Nointeraction\ntranslation \"192:192=229:229\" //229,226\nSpeed 30\nRadius 32\nHeight 32\nStates\n{\nSpawn:\nDUOR T 20\nPart2:\nDUOR T 1 A_FadeOut(0.10)\nloop\n}\n}"
      }
    ]
  },
  "maps": []
}

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