crocarsenal-t1.pk3

PK3 104 KiB 0 map(s)

Counts

endoom0
graphics0
lumps101
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "sha1": "d8cd1883adbd3267c54cbc7974362058d2043716",
    "sha256": "769bbf4d4b1d40255659093543a4ab236917c4a257199808195073387b282490",
    "filenames": [
      "crocarsenal-t1.pk3"
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    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2015-10-02 08:55:11",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
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    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2015-10-02 08:55:11",
    "file": {
      "type": "PK3",
      "size": 106372,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/d8cd1883adbd3267c54cbc7974362058d2043716/d8cd1883adbd3267c54cbc7974362058d2043716.pk3.gz",
      "corrupt": false
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    "content": {
      "counts": {
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        "graphics": 0,
        "lumps": 101,
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    "text_files": [
      {
        "source": "pk3",
        "name": "actors/inventory/buster/megabuster.txt",
        "contents": "actor MegaBuster : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_MEGABUSTER\"\nTag \"$TAG_MEGABUSTER\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 A_JumpIfInventory(\"Once\",1,\"Ready2\")\nBUST B 0 ACS_ExecuteAlways(981,0,0)\nBUST B 0 A_GiveInventory(\"Once\",1)\nGoto Ready2+1\nReady2:\nBUST B 0 ACS_ExecuteAlways(998,0,0)\nBUST B 1 A_WeaponReady\nGoto Ready2+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nBUST CD 3\nBUST B 2\nBUST B 0 A_Refire\ngoto Ready2+1\nNoAmmo:\nBUST B 1\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\nactor BusterAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 3\n//inventory.icon \"AAMOA0\"\nammo.backpackamount 1\nammo.backpackmaxamount 3\nstates\n{\nSpawn:\nPLAY A -1\nstop\n}\n}\n\nactor MegaShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\nObituary \"$OB_MEGABUSTER\"\n//seesound \"weapon/mbuster\"\nSpeed 27\nDamage (10)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 1\ngoto spawn+1\nDeath:\nBUST A 1\nstop\n}\n}\n\nactor DarkManBuster : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.5\nObituary \"%o was destroyed by %k.\"\nInventory.Pickupmessage \"You got the Dark Man Buster!\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.CHEATNOTWEAPON\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,8)\nBUST B 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 12 A_FireCustomMissile(\"DarkProjectile\",0,0,0,0)\nBUST B 10 A_GiveInventory(\"Clip\",1)\nBUST B 0 A_JumpIfInventory(\"Clip\",3,\"Next\")\nBUST B 0 A_Refire\nGoto Ready\nNext:\nBUST B 2 A_TakeInventory(\"Clip\",99)\nBUST B 0 A_Jump(256,\"Leap\",\"Ready\",\"Leap\")\nGoto Ready\nLeap:\nBUST B 0 ACS_Terminate(8,0)\nBUST B 0 A_FireCustomMissile(\"DarkShieldFire1\",0,0,0,-30)\nBUST B 0 A_FireCustomMissile(\"DarkShieldFire1\",180,0,0,-30)\nBUST B 20 //A_GiveInventory(\"RocketAmmo\",1)\nBUST B 0 ACS_ExecuteAlways(5,0,4)\nBUST B 1 ThrustThingZ(0,50,0,1)\nBUST B 20 A_Recoil(random(-16,-34))\nBUST B 40 //A_TakeInventory(\"RocketAmmo\",99)\nBUST B 0 ACS_Execute(8,0)\nBUST B 0 Thing_Remove(600)\nGoto Ready\nNoAmmo:\nBUST B 1\nGoto Ready\n}\n}\n\nactor DarkShieldFire1\n{\nPROJECTILE\nHeight 56\nRadius 10\nDamage (2)\nSpeed 28\n+RIPPER\ndamagetype \"ProtoBuster\"\n+NOINTERACTION\nscale 2.5\nStates\n{\nSpawn:\nDARS ABCABCABCABCABCABCABCABC 1 A_Explode(5,64,0)\nDARS A 0 A_Stop\ngoto Follow\nFollow:\nDARS A 0 Thing_ChangeTid(0,600)\nDARS A 1 A_Explode(2,64,0)\nDARS A 0 A_FaceTarget\nDARS A 0 A_Recoil(-1)\nDARS B 1 A_Explode(2,64,0)\nDARS A 0 A_FaceTarget\nDARS A 0 A_Recoil(-1)\nDARS C 1 A_Explode(2,64,0)\nDARS A 0 A_FaceTarget\nDARS A 0 A_Recoil(-1)\nloop\n}\n}\n\nactor DarkShield1\n{\nPROJECTILE\nHeight 56\nhealth 1\n+NOBLOOD\nRadius 5\nDamage (2)\n+SHOOTABLE\n-NOBLOCKMAP\n+REFLECTIVE\n+DEFLECT\n+DONTREFLECT\n+GHOST\nSpeed 5\nscale 2.5\n+DONTRIP\nStates\n{\nSpawn:\nTNT1 A 1\nDARS A 2 A_Stop\nstop\n}\n}\n\nactor DarkShield2 : DarkShield1\n{\nStates\n{\nSpawn:\nTNT1 A 1\nDARS B 2 A_Stop\nstop\n}\n}\n\nactor DarkShield3 : DarkShield1\n{\nStates\n{\nSpawn:\nTNT1 A 1\nDARS C 2 A_Stop\nstop\n}\n}\n\nactor DarkProjectile : FastProjectile\n{\nPROJECTILE\n+RIPPER\n+DONTREFLECT\n//+THRUGHOST\n-MISSILE\nSpeed 50\ndamage (3)\nHeight 6\nRadius 6\nScale 2.5\nStates\n{\nSpawn:\nDARS D 3// ThrustThingZ(0,0,0,0)\nDARS D 1 A_ChangeFlag(\"MISSILE\",1)\nloop\n}\n}\n\nactor DarkArmor : PowerProtection\n{\ndamagefactor \"ProtoBuster\", 0.0\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/buster/bassbuster.txt",
        "contents": "actor BassBuster : MegaBuster\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nInventory.Pickupmessage \"$PU_BASSBUSTER\"\nObituary \"$OB_BASSBUSTER\"\nTag \"$TAG_BASSBUSTER\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEA3 A 1\nstop\nReady:\nBASB B 0 A_JumpIfInventory(\"BusterGiven\",1,\"TakeBusters\")\nGoto Ready2\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBuster\", 1)\nGoto Ready2\nReady2:\nBASB B 0 ACS_ExecuteAlways(998,0,46)\nBASB B 1 A_WeaponReady\nGoto Ready2+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBASB B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBASB B 1 A_Raise\nLoop\nFire:\nBASB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBASB B 0 A_FireCustomMissile(\"BassShot\",random(-3,3),0,8,0)\nBASB CCD 1\nBASB B 1\nBASB B 0 A_Refire\ngoto Ready2+1\nHold:\nGoto Fire\n}\n}\n\nactor BassShot : FastProjectile\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"BassBuster\"\nObituary \"$OB_BASSBUSTER\"\n//seesound \"weapon/mbuster\"\nSpeed 64\nDamage (6)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/buster/protobuster.txt",
        "contents": "actor ProtoBuster : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nInventory.Pickupmessage \"$PU_PROTOBUSTER\"\nObituary \"$OB_PROTOBUSTER\"\nTag \"$TAG_PROTOBUSTER\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEA2 Q 1\nstop\nReady:\nPROC B 0 A_JumpIfInventory(\"BusterGiven\",1,\"TakeBusters\")\nGoto Ready2\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBuster\", 1)\nGoto Ready2\nReady2:\nPROC J 0 ACS_ExecuteAlways(998,0,36)\nPROC J 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC J 0 A_TakeInventory(\"StopShield\",1)\nPROC J 0 A_GunFlash\nPROC LKJ 1 A_WeaponReady\nGoto Ready2+6\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPROC J 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPROC J 1 A_Raise\nLoop\nFire:\nPROC D 0 A_JumpIfNoAmmo(\"Hold\")\nPROC D 0 A_GiveInventory(\"StopShield\",1)\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"ProtoShot\",0,0,8,0)\nPROC KLD 1 A_TakeInventory(\"WeaponCharge\",999)\nPROC EF 3\nPROC D 3 A_Refire\ngoto Ready2+2\nFire2:\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC D 0 A_GiveInventory(\"StopShield\",1)\nPROC F 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 3 A_FireCustomMissile(\"ProtoShot2\",0,0,8,0)\nPROC EFD 3\nPROC D 0 A_Refire\ngoto Ready2+2\nFire3:\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC D 0 A_GiveInventory(\"StopShield\",1)\nPROC D 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\n//PROC F 3 //A_FireCustomMissile(\"ProtoShotFX\",0,0,8,0)\nPROC F 6 A_FireCustomMissile(\"ProtoShot3\",0,0,8,0)\nPROC ED 3\nPROC D 9\nPROC D 0 A_Refire\ngoto Ready2+1\nHold:\nPROC J 0 A_TakeInventory(\"StopShield\",1)\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",32,\"Charge2\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",18,\"Charge\")\nPROC D 1 A_GiveInventory(\"WeaponCharge\",1)\nPROC D 0 A_Refire\nGoto Ready2+1\nCharge:\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",32,\"Charge2\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",19,\"Charge1\")\nPROC D 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nPROC LK 1\nPROC J 0 A_GunFlash\nGoto Charge1\nCharge1:\nPROC J 0 A_JumpIfInventory(\"WeaponCharge\",32,\"Charge2\")\nPROC J 1 ACS_ExecuteAlways(991,0,63)\nPROC H 3 ACS_ExecuteAlways(991,0,36)\nPROC H 0 A_GiveInventory(\"WeaponCharge\",2)\nPROC J 0 A_GunFlash\nPROC H 0 A_Refire\nGoto Fire2\nCharge2:\nPROC I 1 ACS_ExecuteAlways(991,0,64)\nPROC H 1 ACS_ExecuteAlways(991,0,36)\nPROC J 0 A_GunFlash\nPROC J 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nPROC H 0 A_Refire\nGoto Fire3\nBotFire:\nPROC J 0 A_Jump(16, \"Fire3\")\nPROC H 0 A_Refire\nGoto Fire3\nFlash:\nPROC J 0 A_SpawnItemEx(\"ProtoShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nPROC J 0 A_SpawnItemEx(\"ProtoShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 1 A_JumpIfInventory(\"StopShield\",1,\"NoFlash\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",999,\"NoFlash\")\nloop\nNoFlash:\nTNT1 A 0\nStop\n}\n}\n\nactor StopShield : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ProtoShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+THRUGHOST\n+DONTBLAST\n+DONTREFLECT\ndamagetype \"ProtoBuster\"\nObituary \"$OB_PROTOBUSTER\"\n//seesound \"weapon/mbuster\"\nSpeed 26\nDamage (20)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 2\nBUST A 0 A_ChangeFlag(\"THRUGHOST\", 0)\nBUST A 1\ngoto spawn+3\nDeath:\nBUST A 1\nstop\n}\n}\n\nactor ProtoShot2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+THRUGHOST\ndamagetype \"ProtoBuster\"\nObituary \"$OB_PROTOBUSTER\"\n//seesound \"weapon/mbuster\"\nSpeed 26\nDamage (25)\nradius 20\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nMMFX D 2\nMMFX D 0 A_ChangeFlag(\"THRUGHOST\", 0)\nMMFX D 4\ngoto spawn+3\n}\n}\n\nactor ProtoShot3\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+THRUGHOST\n//seesound \"weapon/mbuster\"\nSpeed 60\nDamage (50)\nradius 20\nheight 20\nscale 2.5\ndamagetype \"ProtoBuster\"\nObituary \"$OB_PROTOBUSTER\"\nStates\n{\nSpawn:\nPROC A 2\nPROC B 2 A_ChangeFlag(\"THRUGHOST\", 0)\nPROC C 2\nPROC ABC 2\nGoto Spawn+3\n}\n}\n\nactor ProtoShotFX\n{\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\nscale 2.5\nStates\n{\nSpawn:\nMMFX BCD 1\nstop\n}\n}\n\nactor ProtoShieldX\n{\n+MISSILE\nSpeed 0\n+DONTSPLASH\nDamage 0\nHeight 32\nRadius 25\nhealth 9999\nscale 2.5\ndamagefactor \"ProtoBuster\", 0.0\n+SHOOTABLE\n+NOBLOOD\n-SOLID\npainchance 256\nbloodtype \"\"\n+DONTRIP\n+GHOST\n+NORADIUSDMG\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\nTNT1 A 2 A_PlaySound(\"item/protoreflect\")\nstop\n}\n}\n\nactor ProtoShieldFX\n{\n-SOLID\n+NOGRAVITY\n+NOBLOCKMAP\n+FIXMAPTHINGPOS\nHeight 0\nRadius 0\nscale 2.5\n+CLIENTSIDEONLY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nPROS A 2\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/buster/superadaptor.txt",
        "contents": "actor SuperAdaptorWep : MegaBuster\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_SUPERADAPTOR\"\nTag \"$TAG_SUPERADAPTOR\"\nInventory.Pickupmessage \"$PU_SUPERADAPTOR\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEA3 P 1\nstop\nReady:\nSAPT A 0 A_GiveInventory(\"AdapterFlag\",1)\nSAPT A 0 A_GunFlash\nTNT1 B 0 A_JumpIfInventory(\"BusterGiven\",1,\"TakeBusters\")\nGoto Ready2\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBuster\", 1)\nGoto Ready2\nReady2:\nSAPT A 0 ACS_ExecuteAlways(998,0,77)\nSAPT A 1 A_WeaponReady\nGoto Ready2+1\nDeselect:\nSAPT A 1\nTNT1 A 0 //A_JumpIf(z-floorz!=0, \"Deselect\")\nTNT1 A 0 //A_TakeInventory(\"AdapterFlag\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSAPT A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSAPT A 1 A_Raise\nLoop\nFire:\nSAPT A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSAPT A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nSAPT A 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nSAPT BC 3\nSAPT B 2 A_TakeInventory(\"WeaponCharge\",999)\nSAPT B 0 A_Refire\nSAPT A 0 ACS_ExecuteAlways(998,0,77,1)\ngoto Ready2+1\nHold:\nSAPT D 0 A_JumpIfInventory(\"WeaponCharge\",35,\"Charge2\")\nSAPT D 0 A_JumpIfInventory(\"WeaponCharge\",18,\"Charge\")\nSAPT A 1 A_GiveInventory(\"WeaponCharge\",1)\nSAPT D 0 A_Refire\nGoto Fire\nCharge:\nSAPT D 0 A_JumpIfInventory(\"WeaponCharge\",35,\"Charge2\")\nSAPT D 0 A_JumpIfInventory(\"WeaponCharge\",19,\"Charge1\")\nSAPT D 0 A_PlaySoundEx(\"weapon/adaptercharge\",\"Weapon\")\nSAPT AD 1\nGoto Charge1\nCharge1:\nSAPT A 0 A_JumpIfInventory(\"WeaponCharge\",35,\"Charge2\")\nSAPT A 0\nSAPT A 0 ACS_ExecuteAlways(991,0,77)\nSAPT A 1 A_GiveInventory(\"WeaponCharge\",1)\nSAPT A 0 ACS_ExecuteAlways(991,0,78)\nSAPT D 1 //A_GiveInventory(\"AdapterCharge\",1)\nSAPT A 0 A_Refire\nGoto Fire\nCharge2:\nSAPT D 0 A_PlaySoundEx(\"weapon/adapterchargeloop\",\"Weapon\")\nSAPT G 1 ACS_ExecuteAlways(991,0,79)\nSAPT H 1 ACS_ExecuteAlways(991,0,80)\nSAPT G 1 ACS_ExecuteAlways(991,0,79)\nSAPT K 1 ACS_ExecuteAlways(991,0,77)\n//SAPT K 1 ACS_ExecuteAlways(974,0)\nSAPT K 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nSAPT A 0 A_Refire\nGoto Fire2\nBotFire:\nSAPT K 0 A_Jump(16, \"Fire2\")\nSAPT A 0 A_Refire\nFire2:\nSAPT I 0 A_PlayWeaponSound(\"weapon/adapterfire\")\nSAPT A 0 ACS_ExecuteAlways(991,0,77)\nSAPT I 10 A_FireCustomMissile(\"AdaptorFist\",1,0,8,0)\nSAPT I 0 A_TakeInventory(\"WeaponCharge\",999)\nSAPT I 0 A_TakeInventory(\"FistFlag\",1)\nGoto FistWait\nFistWait:\nSAPT I 1\nSAPT I 0 A_GiveInventory(\"AdapterWaitCount\",1)\nSAPT I 0 A_JumpIfInventory(\"AdapterWaitCount\",30,\"FistFinish\")\nSAPT I 0 A_JumpIfInventory(\"FistFlag\",1,\"FistFinish\")\nloop\nFistFinish:\nSAPT I 0\nSAPT I 0 A_TakeInventory(\"AdapterWaitCount\",999)\nSAPT I 0 A_PlayWeaponSound(\"weapon/adapterreturn\")\nSAPT I 0 A_TakeInventory(\"FistFlag\",1)\n//SAPT A 0 ACS_ExecuteAlways(998,0,77,1)\nGoto Ready2+1\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"Isdead\",1,\"NoFlash\")\nTNT1 A 1 A_SpawnItemEx(\"AdaptorWings\",-8,0,12,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nloop\nNoFlash:\nTNT1 A 0\nstop\nNoAmmo:\nSAPT A 1\nGoto Ready\n}\n}\n\nactor AdapterWaitCount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\n//weapon/adapterchargeloop\n//\n\nactor AdaptorFist: MageStaffFX2\n{\nPROJECTILE\n+SEEKERMISSILE\n-EXTREMEDEATH\n+SKYEXPLODE\n+DONTBLAST\nRadius 10\nHeight 10\nscale 2.5\ndamage (36)\ndamagetype \"SuperAdaptor\"\nObituary \"$OB_SUPERADAPTOR\"\nspeed 50\nreactiontime 15\nStates\n{\nSpawn:\nSAPT J 0\nSAPT J 1 A_MStaffTrack\nSAPT J 0 A_SpawnItemEx(\"FistFX\")\nSAPT J 0 A_CountDown\nSAPT J 1 A_MStaffTrack\nSAPT J 0 A_CountDown\nloop\nDeath:\nTNT1 A 1 A_CustomMissile(\"FistReturn\",0,0,0,0)\nstop\n}\n}\n\nactor FistFX\n{\n+MISSILE\n+CLIENTSIDEONLY\ndamage 0\nRadius 2\nHeight 2\nscale 2.5\nStates\n{\nSpawn:\nMMFX DE 2\nstop\n}\n}\n\nactor FistFlag : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor FistReturn\n{\nradius 0\nheight 0\nspeed 40\ndamage 0\nscale 2.5\n+DONTBLAST\n+NOTARGETSWITCH\n+DOOMBOUNCE\n+RIPPER\nPROJECTILE\n+SKYEXPLODE\nbouncefactor 1.0\nwallbouncefactor 1.0\n+DONTSPLASH\n+NOINTERACTION\nstates\n{\nSpawn:\nSAPT J 1 A_FaceTarget\nSAPT J 0 A_JumpIfCloser(60,\"Return\")\nSAPT J 1 A_FaceTarget\nSAPT J 0 A_JumpIfCloser(60,\"Return\")\nSAPT J 1 A_FaceTarget\nSAPT J 0 A_JumpIfCloser(60,\"Return\")\nSAPT J 1 A_FaceTarget\nSAPT J 0 A_JumpIfCloser(60,\"Return\")\nTNT1 A 0 A_CustomMissile(\"FistReturn\",0,0,0,0)\nstop\nReturn:\nSAPT J 0 A_GiveToTarget(\"FistFlag\",1)\nstop\n}\n}\n\nactor AdapterFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\n}\n}\n\nactor Boost : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\n}\n}\n//)\nactor Booster\n{\n-SOLID\n+NOGRAVITY\n+NOBLOCKMAP\nHeight 0\nRadius 0\nscale 2.5\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",998,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"Boost\",1,\"Boost\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"AdapterFlag\",1,\"Spawn\")\nstop\nBoost:\nTNT1 A 0 A_GiveToTarget(\"BoostSoundGive\",1)\nTNT1 A 0 A_TakeFromTarget(\"Boost\",1)\n//TNT1 AAAAAAAAA 2 A_GiveToTarget(\"BoostGive\",1)\nGoto BoostLoop1\nBoostLoop1:\nTNT1 A 1 A_GiveToTarget(\"BoostGive\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdapterFlag\",1,\"BoostLoop2\")\nstop\nBoostLoop2:\nTNT1 A 0 A_GiveInventory(\"BoostCount\",1)\nTNT1 A 0 A_JumpIfInventory(\"BoostCount\",34,\"BoostEnd\")\nTNT1 A 1 //A_Print(\"BoostLoop\")\nTNT1 A 0 A_JumpIfInventory(\"BoostCount\",9,\"BoostLoop2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdapterFlag\",1,\"BoostLoop1\")\nstop\nBoostEnd:\nTNT1 A 0// A_Print(\"BoostEnd\")\nTNT1 A 7 A_TakeInventory(\"BoostCount\",999)\nTNT1 A 1 A_TakeFromTarget(\"NoBoost\",1)\nTNT1 A 0 A_TakeFromTarget(\"Boost\",1)\nGoto Spawn\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor NoBoost : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BoostCount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 30\n}\n\nactor BoostSoundGive : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/superboost\",\"Voice\")\nstop\n}\n}\n\nactor BoostGive : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BoosterFX\",-10,-15,12,0,-2,-10,0)\nTNT1 A 0 A_SpawnItemEx(\"BoosterFX\",-10,15,12,0,2,-10,0)\nTNT1 A 0 A_Recoil(-2)\nTNT1 A 0 ThrustThingZ(0,30,0,0)\nstop\n}\n}\n\nactor BoosterFX\n{\n+MISSILE\n+CLIENTSIDEONLY\ndamage 0\nRadius 2\nHeight 2\nscale 2.5\nStates\n{\nSpawn:\nMMFX BCDE 1\nstop\n}\n}\n\nactor AdaptorWings\n{\n-SOLID\n+NOGRAVITY\n+NOBLOCKMAP\n+FIXMAPTHINGPOS\n+DONTSPLASH\nHeight 6\nRadius 6\n+MISSILE\ndamage 0\nscale 2.5\n+CLIENTSIDEONLY\n//+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nSAPT F 2\nstop\n}\n}\n\nactor Boosting : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n-INVBAR\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nUse:\nTNT1 A 0 A_SpawnItemEx(\"BoostMan\")\nTNT1 A 1\nstop\n}\n}\n\nactor BoostMan\n{\n-SOLID\n+NOGRAVITY\n+MISSILE\n+NOBLOCKMAP\nHeight 0\nRadius 0\nscale 2.5\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"Boost\",1,\"Boost\")\nGoto Boost\nBoost:\nTNT1 A 0 A_GiveToTarget(\"BoostSoundGive\",1)\nTNT1 A 0 A_TakeFromTarget(\"Boost\",1)\n//TNT1 AAAAAAAAA 2 A_GiveToTarget(\"BoostGive\",1)\nGoto BoostLoop1\nBoostLoop1:\nTNT1 A 1 A_GiveToTarget(\"BoostGive\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdapterFlag\",1,\"BoostLoop2\")\nstop\nBoostLoop2:\nTNT1 A 0 A_GiveInventory(\"BoostCount\",1)\nTNT1 A 0 A_JumpIfInventory(\"BoostCount\",34,\"BoostEnd\")\nTNT1 A 1 //A_Print(\"BoostLoop\")\nTNT1 A 0 A_JumpIfInventory(\"BoostCount\",9,\"BoostLoop2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdapterFlag\",1,\"BoostLoop1\")\nstop\nBoostEnd:\nTNT1 A 0// A_Print(\"BoostEnd\")\nTNT1 A 7 A_TakeInventory(\"BoostCount\",999)\nTNT1 A 1 A_TakeFromTarget(\"Boosting\",1)\nTNT1 A 0 A_TakeFromTarget(\"Boost\",1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/buster/laserbuster.txt",
        "contents": "actor LaserBuster : MegaBuster\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nInventory.Pickupmessage \"$PU_LASERBUSTER\"\nObituary \"$OB_LASERBUSTER\"\nTag \"$TAG_LASERBUSTER\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEA4 K 1\nstop\nReady:\nBUST B 0 A_JumpIfInventory(\"BusterGiven\",1,\"TakeBusters\")\nGoto Ready2\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBuster\", 1)\nGoto Ready2\nReady2:\nBUST B 0 ACS_ExecuteAlways(998,0,0)\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 2 A_WeaponReady\nGoto Ready2+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 0 A_JumpIfNoAmmo(\"Hold\")\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nBUST B 1 A_TakeInventory(\"WeaponCharge\",999)\nBUST CD 2\nBUST B 1\nBUST B 0 A_Refire\ngoto Ready2+2\nFire2:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST C 0 A_PlaySoundEx(\"weapon/minchrgshot\",\"Weapon\")\nBUST C 0 A_FireCustomMissile(\"MidShot\",0,0,8,0)\nBUST CD 3\nBUST B 0 A_Refire\ngoto Ready2+2\nFire3:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/lshot\",\"Weapon\")\nBUST B 0\nBUST C 0 ACS_ExecuteAlways(991,0,0)\nBUST C 0 A_FireCustomMissile(\"LaserShot\",0,0,8,0)\nBUST CCD 3\nBUST C 9\nBUST B 0 A_Refire\ngoto Ready2+2\nHold:\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",18,\"Charge\")\nBUST B 1 A_GiveInventory(\"WeaponCharge\",1)\nBUST B 0 A_Refire\nGoto Ready2+2\nCharge:\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",19,\"Charge1\")\nBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nGoto Charge1\nCharge1:\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nLBST H 1 ACS_ExecuteAlways(991,0,106)\nBUST B 1 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_GiveInventory(\"WeaponCharge\",1)\nCHBU H 0 A_Refire\nGoto Fire2\nBotFire:\nBUST B 0 A_Jump(16, \"Fire3\")\nCHBU H 0 A_Refire\nGoto Fire3\nCharge2:\nLBST I 1 ACS_ExecuteAlways(991,0,107)\nBUST B 1 ACS_ExecuteAlways(991,0,0)\nLBST I 1 ACS_ExecuteAlways(991,0,107)\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\", 35, 3)\nBUST B 0 A_GiveInventory(\"WeaponCharge\",1)\nBUST B 0 A_GunFlash\nBUST B 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nBUST B 0 A_Refire\nGoto Fire3\nFlash:\nTNT1 H 5 A_PlaySoundEx(\"weapon/coilcharge\", \"Weapon\")\nTNT1 H 0 A_JumpIfInventory(\"WeaponCharge\",1,\"Flash\")\nstop\n}\n}\n\nactor LaserShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FORCEXYBILLBOARD\n+RIPPER\n//seesound \"weapon/mbuster\"\nSpeed 5\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAA 1 A_SpawnItemEx(\"MegaLaser\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\nactor MegaLaser\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FORCEXYBILLBOARD\n+RIPPER\ndamagetype \"LaserBuster\"\nObituary \"$OB_LASERBUSTER\"\n//seesound \"weapon/mbuster\"\nDamage (5)\nradius 16\nheight 10\nscale 2.5\nReactionTime 5\nStates\n{\nSpawn:\nLASH A 0\nLASH A 0 A_ScaleVelocity(10.0)\nTNT1 A 1\nContinue:\nLASH AB 1 A_SpawnItemEx(\"LaserTrail\",0,0,0,momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM)\nloop\n}\n}\n\nactor LaserTrail\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\nspeed 5\nScale 2.5\nStates\n{\nSpawn:\nLASH ABABA 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/buster/arrowbuster.txt",
        "contents": "actor ArrowBuster : LaserBuster\n{\nInventory.Pickupmessage \"$PU_ARROWBUSTER\"\nObituary \"$OB_ARROWBUSTER\"\nTag \"$TAG_ARROWBUSTER\"\nStates\n{\nSpawn:\nWEA4 L 1\nstop\nFire3:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/cfire\",\"Weapon\")\nBUST B 0\nBUST C 0 ACS_ExecuteAlways(991,0,0)\nBUST C 0 A_FireCustomMissile(\"ArrowShot\",0,0,8,0)\nBUST CD 3\nBUST C 9\nBUST B 0 A_Refire\ngoto Ready2+2\nBotFire:\nBUST B 0 A_Jump(16, \"Fire3\")\nCHBU H 0 A_Refire\nGoto Fire3\nCharge1:\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nCHBU H 1 ACS_ExecuteAlways(991,0,92)\nBUST B 1 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_GiveInventory(\"WeaponCharge\",1)\nCHBU H 0 A_Refire\nGoto Fire2\nCharge2:\nBUST B 1 ACS_ExecuteAlways(991,0,93)\nCHBU I 1 ACS_ExecuteAlways(991,0,94)\nCHBU J 1 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\", 35, 3)\nBUST B 0 A_GiveInventory(\"WeaponCharge\",1)\nBUST B 0 A_GunFlash\nBUST B 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nBUST B 0 A_Refire\nGoto Fire3\n}\n}\n\nactor MidShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\nObituary \"$OB_MEGABUSTER\"\n//seesound \"weapon/mbuster\"\nSpeed 26\nDamage (25)\nradius 20\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nMBUS AB 2\nGoto Spawn+1\n}\n}\n\nactor ArrowShot\n{\nPROJECTILE\n+FORCEXYBILLBOARD\n+DONTBLAST\ndamagetype \"ArrowBuster\"\nObituary \"$OB_ARROWBUSTER\"\nSpeed 54\nDamage (30)\nradius 20\nheight 16\nscale 2.5\nStates\n{\nSpawn:\nARRS ABACAD 1\nLoop\nDeath:\nARRS F 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nARRS F 0 A_SpawnItemEx (\"ArrowFrag1\",0,0,0,54,0,0,165,0,0)\nARRS F 0 A_SpawnItemEx (\"ArrowFrag1\",0,0,0,54,0,0,150,0,0)\nARRS F 0 A_SpawnItemEx (\"ArrowFrag1\",0,0,0,54,0,0,135,0,0)\nARRS F 0 A_SpawnItemEx (\"ArrowFrag1\",0,0,0,54,0,0,-135,0,0)\nARRS F 0 A_SpawnItemEx (\"ArrowFrag1\",0,0,0,54,0,0,-150,0,0)\nARRS F 0 A_SpawnItemEx (\"ArrowFrag1\",0,0,0,54,0,0,-165,0,0)\nstop\n}\n}\n\nactor ArrowFrag1\n{\nPROJECTILE\n+FORCEXYBILLBOARD\n+DONTBLAST\n+NOCLIP\ndamagetype \"ArrowBuster\"\nObituary \"$OB_ARROWBUSTER\"\nDamage (12)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nARRS G 1\nARRS G 1 A_ChangeFlag(\"NOCLIP\", 0)\nARRS G 0 A_Stop\nARRS G 4\nARRS G 0 A_SpawnItemEx(\"ArrowFrag2\",0,0,0,cos(-pitch)*54,0,sin(-pitch)*54,180,0,0)\nStop\nDeath:\nTNT1 A 0\nTNT1 A 0\nstop\n}\n}\n\nactor ArrowFrag2 : ArrowFrag1\n{\n-NOCLIP\nStates\n{\nSpawn:\nARRS G 3\nARRS H 1\nGoto Spawn+1\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/buster/duofist.txt",
        "contents": "actor DuoFist : MegaBuster\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nInventory.Pickupmessage \"$PU_DUOFIST\"\nObituary \"$OB_DUOFIST\"\nTag \"$TAG_DUOFIST\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nDUOF A 1\nstop\nReady:\nDUOF B 0 A_JumpIfInventory(\"BusterGiven\",1,\"TakeBusters\")\nGoto Ready2\nTakeBusters:\nTNT1 Q 0 A_GiveInventory(\"TakeBuster\", 1)\nGoto Ready2\nReady2:\nDUOF C 0 ACS_ExecuteAlways(998,0,101)\nDUOF C 0 ACS_ExecuteAlways(991,0,101)\nDUOF C 0 A_TakeInventory(\"WeaponCharge\",999)\nDUOF C 1 A_WeaponReady\nGoto Ready2+3\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nDUOF C 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nDUOF C 1 A_Raise\nLoop\nFire:\nDUOF C 0 A_JumpIfNoAmmo(\"Hold\")\nDUOF C 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nDUOF C 0 A_FireCustomMissile(\"DuoPunch\",0,0,8,0)\nDUOF C 0 A_TakeInventory(\"WeaponCharge\",999)\nDUOF G 1 A_TakeInventory(\"FistFlag\",1)\nGoto FistWait\nFistWait:\nDUOF G 1\nDUOF G 0 A_GiveInventory(\"AdapterWaitCount\",1)\nDUOF G 0 A_JumpIfInventory(\"AdapterWaitCount\",20,\"FistFinish\")\nDUOF G 0 A_JumpIfInventory(\"FistFlag\",1,\"FistFinish\")\nloop\nFistFinish:\nDUOF G 0 A_PlayWeaponSound(\"weapon/adapterreturn\")\nDUOF G 0 A_TakeInventory(\"FistFlag\",1)\nDUOF G 0 A_JumpIfInventory(\"AdapterWaitCount\", 8, 2) //Adds a slight delay if fired at very close range\nDUOF D 4\nDUOF G 0 A_TakeInventory(\"AdapterWaitCount\",999)\nDUOF DC 4\nDUOF B 0 A_Refire\nGoto Ready2+2\nFire2:\nDUOF B 0 A_TakeInventory(\"WeaponCharge\",999)\nDUOF CD 1\nDUOF B 0 A_PlaySoundEx(\"weapon/minchrgshot\",\"Weapon\")\nDUOF B 0 A_FireCustomMissile(\"MidFist\",0,0,8,0)\nDUOF G 20\nDUOF DC 4\nDUOF B 0 A_Refire\ngoto Ready2+2\nFire3:\nDUOF B 0 A_TakeInventory(\"WeaponCharge\",999)\nDUOF B 0\nDUOF B 0 ACS_ExecuteAlways(991,0,101)\nDUOF B 0 A_PlaySoundEx(\"weapon/cfire\",\"Weapon\")\nDUOF B 0 A_FireCustomMissile(\"GigaFist\",0,0,8,0)\nDUOF EF 1\nDUOF G 22\nDUOF DC 4\nDUOF B 0 A_Refire\ngoto Ready2+2\nHold:\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",18,\"Charge\")\nDUOF B 1 A_GiveInventory(\"WeaponCharge\",1)\nDUOF B 0 A_Refire\nGoto Ready2+2\nCharge:\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",19,\"Charge1\")\nDUOF B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nGoto Charge1\nCharge1:\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nDUOF H 1 ACS_ExecuteAlways(991,0,102)\nDUOF B 1 ACS_ExecuteAlways(991,0,101)\nDUOF B 0 A_GiveInventory(\"WeaponCharge\",1)\nDUOF H 0 A_Refire\nGoto Fire2\nCharge2:\nDUOF K 1 ACS_ExecuteAlways(991,0,103)\nDUOF I 1 ACS_ExecuteAlways(991,0,104)\nDUOF J 1 ACS_ExecuteAlways(991,0,101)\nDUOF J 0 A_JumpIfInventory(\"WeaponCharge\", 35, 3)\nDUOF J 0 A_GiveInventory(\"WeaponCharge\",1)\nDUOF J 0 A_GunFlash\nDUOF J 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nDUOF H 0 A_Refire\nGoto Fire3\nBotFire:\nDUOF H 0 A_Jump(16, \"Fire3\")\nDUOF H 0 A_Refire\nGoto Fire3\nFlash:\nTNT1 H 5 A_PlaySoundEx(\"weapon/coilcharge\", \"Weapon\")\nTNT1 H 0 A_JumpIfInventory(\"WeaponCharge\",1,\"Flash\")\nstop\n}\n}\n\nactor DuoPunch\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\nPROJECTILE\nDamage (25)\nSpeed 32\nRadius 10\nHeight 10\nscale 2.5\ndamagetype \"DuoFist1\"\nObituary \"$OB_DUOFIST\"\nStates\n{\nSpawn:\nGIGF A 0\nGIGF A 0 A_GiveInventory(\"CutterFlag\", 10)\nSpawn2:\nGIGF A 0\nGIGF A 1 A_SpawnItemEx(\"DuoPunchWire\")\nGIGF A 0 A_TakeInventory(\"CutterFlag\", 1)\nGIGF A 0 A_JumpIfInventory(\"Cutterflag\", 2, \"Spawn2\")\nGIGF A 0\nGoto Spawn3\nSpawn3:\nGIGF AA 1\nGIGF A 0 A_TakeInventory(\"CutterFlag\", 999)\nGoto Death\nDeath:\nTNT1 A 1 A_CustomMissile(\"DuoPunchReturn\",0,0,0,0)\nstop\n}\n}\n\nActor DuoPunchReturn\n{\nradius 0\nheight 0\nspeed 40\ndamage (0)\nscale 2.5\n+DONTBLAST\n+RIPPER\nPROJECTILE\n+SKYEXPLODE\n+DONTSPLASH\n+NOINTERACTION\nstates\n{\nSpawn:\nGIGF A 1 A_FaceTarget\nGIGF A 0 A_JumpIfCloser(60,\"Return\")\nGIGF A 1 A_FaceTarget\nGIGF A 0 A_JumpIfCloser(60,\"Return\")\nGIGF A 1 A_FaceTarget\nGIGF A 0 A_JumpIfCloser(60,\"Return\")\nGIGF A 1 A_FaceTarget\nGIGF A 0 A_JumpIfCloser(60,\"Return\")\nTNT1 A 0 A_CustomMissile(\"DuoPunchReturn\",0,0,0,0)\nstop\nReturn:\nGIGF A 0 A_GiveToTarget(\"FistFlag\",1)\nstop\n}\n}\n\nActor DuoPunchWire : DuoPunch\n{\nDamage (0)\n+NOCLIP\n//+CLIENTSIDEONLY\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"DuoPunchWireFX\")\nTNT1 A 0 A_JumpIfCloser(64, \"Death\")\nTNT1 A 0 A_CustomMissile(\"DuoPunchWire\", 0, 0, 0, 0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nActor DuoPunchWireFX\n{\n+NOINTERACTION\n//+CLIENTSIDEONLY\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIfCloser(32, \"Death\")\nGIGF B 2\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor MidFist\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\nScale 2.5\ndamagetype \"DuoFist2\"\nObituary \"$OB_DUOFIST\"\nDamage (35)\nSpeed 26\nRadius 16\nHeight 10\nStates\n{\nSpawn:\nGIGF CD 1\nLoop\nDeath:\nGIGF F 0\nGIGF F 0 A_Recoil(5)\nGIGF CD 1 A_FadeOut\nGoto Death+2\n}\n}\n\nactor GigaFist\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\nRenderStyle \"Translucent\"\nAlpha 0.98\nscale 2.5\ndamagetype \"DuoFist3\"\nObituary \"$OB_DUOFIST\"\nSpeed 26\nRadius 20\nHeight 10\nDamage (70)\nStates\n{\nSpawn:\nGIGF F 2\nGIGF F 1 A_SpawnItemEx(\"GigaFistFX\",64,0,0,momx/7,momy/7,momz/7,0,SXF_ABSOLUTEMOMENTUM)\nGIGF G 2\nloop\nDeath:\nGIGF F 0\nGIGF F 0 A_Recoil(5)\nGIGF F 1 A_FadeOut\nGoto Death+2\n}\n}\n\nActor GigaFistFX\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nGIGF H 3\nGIGF I 5\nGoto Death\nDeath:\nGIGF I 1 A_FadeOut(0.5)\nLoop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/buster/trebleboost.txt",
        "contents": "actor TrebleBoost : Megabuster\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"$OB_TREBLEBOOST\"\nTag \"$TAG_TREBLEBOOST\"\nInventory.Pickupmessage \"$PU_TREBLEBOOST\"\nweapon.ammotype \"TrebleBoostAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nTRBB I 1\nstop\nReady:\nTREB B 0\nTREB B 0 ACS_ExecuteAlways(998,0,178)\nTREB B 0 A_JumpIfInventory(\"BusterGiven\",1,\"TakeBusters\")\nGoto Ready2\nTakeBusters:\nTNT1 A 0 A_GiveInventory(\"TakeBuster\",1)\nGoto Ready2\nReady2:\nTREB B 0 A_JumpIfInventory(\"TrebleFlightFlag\", 1, \"FlightStart\")\nTREB B 1 A_WeaponReady\nLoop\nFlightStart:\nTREB C 0 A_GunFlash\nTREB C 0 A_SpawnItemEx(\"TrebleBoostWatcher\")\nGoto FlightReady\nFlightReady:\nTREB B 1 A_WeaponReady\nTREB B 0 A_JumpIfInventory(\"TrebleFlightFlag\", 1, \"FlightReady\")\nGoto Ready2\nDeselect:\nTREB B 0 A_JumpIfInventory(\"TrebleFlightFlag\",1,\"RemoveFlight\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTREB B 1 A_Lower\nGoto Deselect+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTREB B 1 A_Raise\nLoop\nHold:\nTREB C 0\nTREB C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTREB C 0 A_JumpIfInventory(\"TrebleFlightFlag\",1,\"FireR\")\nGoto NoAmmo\nFire:\nTREB C 0\nTREB C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTREB C 1 A_JumpIfInventory(\"TrebleFlightFlag\",1,\"FireR\")\nTREB C 6 A_SpawnItemEx(\"TrebleBoostTeleport\", 40, 0, 256, 0, 0, -32, 0, SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nTREB C 0 A_GiveInventory(\"TrebleFlightFlag\", 1)\nTREB C 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nGoto FlightStart\nFireR:\nTREB C 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nTREB C 0 A_FireCustomMissile(\"BoostShot\",-15,0,8,0)\nTREB C 0 A_FireCustomMissile(\"BoostShot\",15,0,8,0)\nTREB C 0 A_FireCustomMissile(\"BoostShot\",0,0,8,0)\nTREB CD 1\nTREB B 10\ngoto FlightReady\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"Isdead\",1,\"NoFlash\")\nTNT1 A 1 A_SpawnItemEx(\"TrebleBoostWings1\",-8,0,12,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 1 A_SpawnItemEx(\"TrebleBoostWings2\",-8,0,12,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_JumpIfInventory(\"TrebleFlightFlag\",1,\"Flash\")\nGoto NoFlash\nRemoveFlight:\nTREB B 0 A_GiveInventory(\"FlyDeActivate\", 1)\nTREB B 0 A_TakeInventory(\"TrebleFlightFlag\", 1)\nTREB B 2\nGoto Deselect+1\nNoAmmo:\nTREB C 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nTREB C 0 A_FireCustomMissile(\"BoostShot\",0,0,8,0)\nTREB CD 2\nTREB B 6\nTREB B 1 ACS_Execute(979,0)\nTREB B 0 A_Refire\nGoto Ready2+1\nNoFlash:\nTNT1 A 0\nstop\n}\n}\n\nactor TrebleBoostWatcher\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"FlyActivate\", 1)\nGoto TakeAmmo\nTakeAmmo:\nTNT1 A 0 A_TakeFromTarget(\"TrebleBoostAmmo\",1)\nTNT1 A 0 A_TakeInventory(\"CutterFlag\", 10)\nGoto Spawn2\nSpawn2:\nTNT1 A 1 A_GiveInventory(\"CutterFlag\", 1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\", 10, \"TakeAmmo\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TrebleBoostAmmo\",1,1)\nGoto Death\nTNT1 A 0 A_JumpIfInTargetInventory(\"TrebleFlightFlag\",1,\"Spawn2\")\nGoto Death\nDeath:\nTNT1 A 0 A_TakeFromTarget(\"TrebleFlightFlag\",1)\nTNT1 A 0 A_GiveToTarget(\"FlyDeActivate\", 1)\nstop\n}\n}\n\nactor TrebleBoostAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor BoostShot : FastProjectile\n{\nPROJECTILE\n+DONTBLAST\ndamagetype \"TrebleBoost\"\nObituary \"$OB_TREBLEBOOST\"\nSpeed 64\nDamage (10)\nRadius 5\nHeight 5\nscale 2.5\nStates\n{\nSpawn:\nBASB A 1\nloop\n}\n}\n\nactor TrebleFlightFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor TrebleFlightCounter : Inventory\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor TrebleBoostWings1 : AdaptorWings\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTREB E 1\nstop\n}\n}\n\nactor TrebleBoostWings2 : TrebleBoostWings1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTREB F 1\nstop\n}\n}\n\nactor TrebleBoostTeleport\n{\nRadius 8\nHeight 8\nscale 2.5\n+NOINTERACTION\nPROJECTILE\n+DONTBLAST\nstates\n{\nSpawn:\nTFOG A 7\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm1/rollingcutter.txt",
        "contents": "actor RollingCutterWep : MegaBuster 10056\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 4\nWeapon.AmmoGive 112\nWeapon.SlotNumber 4\nInventory.Pickupmessage \"$PU_ROLLINGCUTTER\"\nObituary \"$OB_ROLLINGCUTTER\"\nTag \"$TAG_ROLLINGCUTTER\"\nweapon.ammotype \"RollingCutterAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"RCUTSI\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 F 1\nloop\nReady:\nBUSH S 0 ACS_ExecuteAlways(998,0,25)\nBUSH S 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUSH S 0 A_TakeInventory(\"CutterFlag\",999)\nBUSH S 1 A_WeaponReady\nGoto Ready+2\nReadyNoAmmo:\nBUS2 B 1 A_WeaponReady\nBUS2 B 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUSH S 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUSH S 1 A_Raise\nLoop\nFire:\nBUSH S 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUSH T 0 A_TakeInventory(\"RollingCutterFlag\", 1)\nBUSH T 2 A_FireCustomMissile(\"RollingCutter\",0,1,8,0)\nBUSH UVWXY 2\nGoto Check\nCheck:\nTNT1 A 1 A_GiveInventory(\"CutterFlag\",1)\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",100,\"Return\")\nTNT1 A 0 A_JumpIfInventory(\"RollingCutterFlag\",1,\"Return\")\nGoto Check\nReturn:\nBUSH Y 0 A_TakeInventory(\"CutterFlag\",999)\nBUSH Y 0 A_TakeInventory(\"RollingCutterFlag\",1)\nBUSH YZ 2\nBUSH S 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBUS2 B 1 ACS_Execute(979,0)\nGoto ReadyNoAmmo\n}\n}\n\nactor RollingCutterAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor RollingCutter\n{\nPROJECTILE\nRadius 8\nHeight 8\nscale 2.5\ndamage (0)\n+DONTSPLASH\n+DOOMBOUNCE\n+RIPPER\n+DONTBLAST\n+NOTARGETSWITCH\n+SKYEXPLODE\nmeleerange 12\nreactiontime 48\n//+FLOAT\ndamagetype \"RollingCutter\"\nspeed 22\nFloatSpeed 16\nbouncefactor 1.0\nwallbouncefactor 1.0\nStates\n{\nSpawn:\nRCUT A 0\nRCUT A 0 A_PlaySound(\"weapon/rollingcutter\")\nRCUT A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nRCUT AAAA 1 A_SpawnItemEx(\"RollingCutterDamager\",0,0,0,2,0,0)\nRCUT BBBB 1 A_SpawnItemEx(\"RollingCutterDamager\",0,0,0,2,0,0)\nRCUT CCCC 1 A_SpawnItemEx(\"RollingCutterDamager\",0,0,0,2,0,0)\nRCUT DDDD 1 A_SpawnItemEx(\"RollingCutterDamager\",0,0,0,2,0,0)\nRCUT A 0 A_PlaySound(\"weapon/rollingcutter\")\nRCUT A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nRCUT AAAA 1 A_SpawnItemEx(\"RollingCutterDamager\",0,0,0,2,0,0)\nRCUT BBBB 1 A_SpawnItemEx(\"RollingCutterDamager\",0,0,0,2,0,0)\nRCUT A 0 A_CustomMissile(\"ReturningCutter\",0,0,0,0)\nstop\nDeath:\nRCUT A 0 A_GiveToTarget(\"RollingCutterFlag\",1)\nstop\n}\n}\n\nactor ReturningCutter : RollingCutter\n{\nradius 0\nheight 0\nspeed 24\ndamagetype \"RollingCutter\"\ndamage 0\n+DONTSPLASH\n+NOINTERACTION\nStates\n{\nSpawn:\nRCUT A 0\nRCUT A 0 A_FaceTarget\nRCUT A 0 A_JumpIfCloser(60,\"Death\")\nRCUT CCCC 1 A_SpawnItemEx(\"RollingCutterDamager\",0,0,0,2,0,0)\nRCUT A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nRCUT A 0 A_FaceTarget\nRCUT A 0 A_JumpIfCloser(60,\"Death\")\nRCUT DDDD 1 A_SpawnItemEx(\"RollingCutterDamager\",0,0,0,2,0,0)\nRCUT A 0 A_Countdown\nRCUT A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nRCUT A 0 A_FaceTarget\nRCUT A 0 A_JumpIfCloser(60,\"Death\")\nRCUT A 0 A_PlaySound(\"weapon/rollingcutter\")\nRCUT AAAA 1 A_SpawnItemEx(\"RollingCutterDamager\",0,0,0,2,0,0)\nRCUT A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nRCUT A 0 A_FaceTarget\nRCUT A 0 A_JumpIfCloser(60,\"Death\")\nRCUT BBBB 1 A_SpawnItemEx(\"RollingCutterDamager\",0,0,0,2,0,0)\nRCUT A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nRCUT A 0 A_CustomMissile(\"ReturningCutter\",0,0,0,0)\nstop\n}\n}\n\nactor RollingCutterDamager\n{\nPROJECTILE\ndamagetype \"RollingCutter\"\nObituary \"$OB_ROLLINGCUTTER\"\n+RIPPER\ndamage (12)\nradius 16\nheight 16\nStates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}\n\nactor CutterFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 999\n}\n\nactor RollingCutterFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm1/superarm.txt",
        "contents": "actor SuperArmWep : MegaBuster 10044\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 4\nWeapon.AmmoGive 28\nWeapon.SlotNumber 5\nInventory.Pickupmessage \"$PU_SUPERARM\"\nObituary \"$OB_SUPERARM\"\nTag \"$TAG_SUPERARM\"\nweapon.ammotype \"SuperArmAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"SARMSI\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP O 1\nloop\nReady:\nGUTA A 0 ACS_ExecuteAlways(998,0,14)\nGUTA A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nGUTA A 0 A_JumpIfInventory(\"SuperArmTemp\",1,24)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nGUTA A 1 A_Lower\nGoto Deselect+1\nGUTA A 0\nGUTA A 0 A_JumpIfHealthLower(0,9)\nGUTA A 0 A_FireCustomMissile(\"GutRock\",0,1,0,56)\nGUTA FGHIJKLM 3\nGUTA A 0 A_TakeInventory(\"SuperArmTemp\",1)\nGoto Deselect+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nGUTA A 1 A_Raise\nLoop\nFire:\nTNT1 A 0 A_JumpIfInventory(\"SuperArmTemp\",1,\"Throw\")\nTNT1 A 1 A_JumpIfNoAmmo(\"NoAmmo\")\nGUTA A 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon\")\nGUTA A 0 A_Stop\nGUTA A 0 A_GiveInventory(\"SuperArmTemp\",1)\nGUTA A 0 SetPlayerProperty(0,1,0)\nGUTA BB 1 A_SpawnItemEx(\"TempGutrock\",32,0,-28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA CC 1 A_SpawnItemEx(\"TempGutrock\",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA DD 1 A_SpawnItemEx(\"TempGutrock\",32,0,28,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA EE 1 A_SpawnItemEx(\"TempGutrock\",32,0,56,0,0,0,0,SXF_NOCHECKPOSITION)\nGUTA D 0 SetPlayerProperty(0,0,0)\nTNT1 AAAAA 1 A_SpawnItemEx(\"TempGutrock\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n//Goto Holding\n//Holding:\nTNT1 A 0 A_SpawnItemEx(\"TempGutrock\", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_WeaponReady\nGoto Fire+20\nThrow:\nGUTA A 0 A_FireCustomMissile(\"GutRock\",0,1,0,56)//A_SpawnItemEx(\"GutRock\",0,0,56,20,0,-4,0,0,0)\nGUTA A 0 A_TakeInventory(\"SuperArmTemp\",1)\nGUTA FGHIJKLM 3\nGoto Ready+1\nHold:\nGUTA A 1 ACS_Execute(979,0)\nGoto Ready+1\nNoAmmo:\nGUTA A 0 ACS_Execute(979,0)\nGoto Hold\n}\n}\n\nactor SuperArmTemp : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor TempGutrock\n{\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+NOTIMEFREEZE\nradius 0\nheight 0\nscale 2.5\nStates\n{\nSpawn:\nSARM AA 1\nstop\n}\n}\n\nactor Gutrock\n{\nPROJECTILE\nDamage (60)\ndamagetype \"SuperArm\"\nObituary \"$OB_SUPERARM\"\nHeight 30\nRadius 30\n-NOGRAVITY\nSpeed 30\nscale 2.5\nStates\n{\nSpawn:\nSARM A 0\nSARM A 0 ThrustThingZ(0,20,0,1)\nSARM A 1\nGoto Spawn+2\nCrash:\nSARM AAAA 0 A_SpawnItemEx(\"GutrockFX\",0,0,0,random(-10,10),random(-10,10),random(5,10),random(0,360))\nTNT1 A 2 A_PlaySoundEx(\"weapon/superarmhit\", \"Voice\")\nstop\nDeath:\nSARM A 0 A_SpawnItemEx(\"GutrockDebris\", -16, -16, 16, 20, 0, 0, 0, 0)\nSARM A 0 A_SpawnItemEx(\"GutrockDebris\", -16, 16, 16, 30, 0, 0, 0, 0)\nSARM A 0 A_SpawnItemEx(\"GutrockDebris\", 16, -16, 16, 30, 0, 6, 0, 0)\nSARM A 0 A_SpawnItemEx(\"GutrockDebris\", 16, 16, 16, 20, 0, 3, 0, 0)\nTNT1 A 2 A_PlaySoundEx(\"weapon/superarmhit\", \"Voice\")\nstop\n}\n}\n\nactor GutrockFX\n{\ndamage 0\n+RIPPER\n-NOGRAVITY\n+CLIENTSIDEONLY\n-SOLID\nscale 2.5\n+HEXENBOUNCE\n//+NOINTERACTION\nHeight 2\nRadius 2\nStates\n{\nSpawn:\nSARM B 2\nTNT1 A 2\nSARM B 2\nTNT1 A 2\nSARM B 2\nTNT1 A 2\nSARM B 2\nTNT1 A 2\nSARM B 2\nTNT1 A 2\nstop\n}\n}\n\nactor GutrockDebris\n{\nPROJECTILE\nDamage (15)\ndamagetype \"SuperArm\"\nObituary \"$OB_SUPERARM\"\nHeight 12\nRadius 12\nscale 2.5\nSpeed 20\nStates\n{\nSpawn:\nSARM B 1\nloop\n}\n}\n\nactor SuperArmAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm1/hyperbomb.txt",
        "contents": "actor HyperBombWep : MegaBuster 10037\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 5\nInventory.Pickupmessage \"$PU_HYPERBOMB\"\nObituary \"$OB_HYPERBOMB\"\nTag \"$TAG_HYPERBOMB\"\nweapon.ammotype \"HyperBombAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"BOMBSI\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP H 1\nloop\nReady:\nBOMH A 0 ACS_ExecuteAlways(998,0,7)\nBOMH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBOMH A 1 A_WeaponReady\nGoto Ready+2\nReadyNoAmmo:\nBOMH J 1 A_WeaponReady\nBOMH J 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBOMH A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBOMH A 1 A_Raise\nLoop\nFire:\nBOMH A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBOMH A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBOMH A 0 A_FireCustomMissile(\"HyperBomb\",0,1,8,0)\nBOMH BCDEFG 2\nBOMH HI 2\nBOMH A 7\nBOMH A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBOMH J 1 ACS_Execute(979,0)\nGoto ReadyNoAmmo\n}\n}\n\nactor HyperBombAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor HyperBomb\n{\nPROJECTILE\ndamagetype \"HyperBomb\"\nObituary \"$OB_HYPERBOMB\"\n- NOGRAVITY\n+RIPPER\n+BOUNCEONACTORS\n+HEXENBOUNCE\n+CANBOUNCEWATER\nRadius 6\nHeight 7\nscale 2.5\nspeed 13\nreactiontime 85\nbouncefactor 0.7\nStates\n{\nSpawn:\nBOMB A 0\nBOMB A 0 ThrustThingZ(0, 12, 0, 1)\nBOMB A 1 A_CountDown\nGoto Spawn+2\nDeath:\nBOMB A 0 A_Stop\nBOMB A 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nBOMB A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBOMB A 0 A_Explode(200, 180, 0)\nBOMB BCDEFGHIJKLMNOPQR 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm1/firestorm.txt",
        "contents": "actor FireStormWep : MegaBuster 10052\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nInventory.Pickupmessage \"$PU_FIRESTORM\"\nObituary \"$OB_FIRESTORM\"\nTag \"$TAG_FIRESTORM\"\nweapon.ammotype \"FireStormAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"FIRESI\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP Y 1\nloop\nReady:\nFIRE G 0 ACS_ExecuteAlways(998,0,21)\nFIRE G 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFIRE G 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFIRE G 1 A_Raise\nLoop\nFire:\nFIRE H 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFIRE H 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nFIRE H 1 A_FireCustomMissile(\"FireStorm\",0,1,8,0)\nFIRE H 4 A_GunFlash\nFIRE I 6\nFIRE G 5\nGoto Ready+1\nNoAmmo:\nFIRE G 0 ACS_Execute(979,0)\nGoto Ready+1\nFlash:\nTNT1 A 1 A_SpawnItemEx(\"FireShield1\",64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield2\",64,0,34, momx, momy, momz, 315, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield1\",64,0,34, momx, momy, momz, 270, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield3\",64,0,34, momx, momy, momz, 225, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield2\",64,0,34, momx, momy, momz, 180, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield1\",64,0,34, momx, momy, momz, 135, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield3\",64,0,34, momx, momy, momz, 90, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield2\",64,0,34, momx, momy, momz, 45, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield1\",64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield2\",64,0,34, momx, momy, momz, 315, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield1\",64,0,34, momx, momy, momz, 270, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield3\",64,0,34, momx, momy, momz, 225, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield2\",64,0,34, momx, momy, momz, 180, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield1\",64,0,34, momx, momy, momz, 135, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield3\",64,0,34, momx, momy, momz, 90, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"FireShield2\",64,0,34, momx, momy, momz, 45, SXF_ABSOLUTEMOMENTUM, 0)\nstop\n\n}\n}\n\nactor FireStormAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor FireStorm\n{\nPROJECTILE\n+DONTBLAST\ndamagetype \"FireStorm\"\nObituary \"$OB_FIRESTORM\"\nRadius 6\nHeight 7\nscale 2.5\ndamage (20)\nspeed 40\nStates\n{\nSpawn:\nFIRE ABC 2\nloop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nstop\n}\n}\n\nactor FireShield1\n{\nPROJECTILE\n+FORCEXYBILLBOARD\n+SKYEXPLODE\n+DONTBLAST\n//+RIPPER\nrenderstyle translucent\nalpha 0.6\ndamagetype \"FireSpin\"\nObituary \"$OB_FIRESTORM\"\nscale 2.5\nradius 8\nheight 8\nDamage (0)//(4)\nStates\n{\nSpawn:\nFIRE D 0\nFIRE D 0 A_CheckFloor(\"Death\")\nFIRE D 2 A_Explode(5,64,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor FireShield2 : FireShield1\n{\n\nStates\n{\nSpawn:\nFIRE E 0\nFIRE E 0 A_CheckFloor(\"Death\")\nFIRE E 2 A_Explode(5,64,0)\nstop\n}\n}\n\nactor FireShield3 : FireShield1\n{\n\nStates\n{\nSpawn:\nFIRE F 0\nFIRE F 0 A_CheckFloor(\"Death\")\nFIRE F 2 A_Explode(5,64,0)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm1/iceslasher.txt",
        "contents": "actor IceSlasherWep : MegaBuster 10045\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 3\nInventory.Pickupmessage \"$PU_ICESLASHER\"\nObituary \"$OB_ICESLASHER\"\nTag \"$TAG_ICESLASHER\"\nweapon.ammotype \"IceSlasherAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"ICESI\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP P 1\nloop\nReady:\nICES D 0 ACS_ExecuteAlways(998,0,15)\nICES D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nICES D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nICES D 1 A_Raise\nLoop\nFire:\nICES D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nICES D 0 A_PlaySoundEx(\"weapon/iceslasher\",\"Weapon\")\nICES D 0 A_FireCustomMissile(\"IceSlasher\",0,1,8,0)\nICES EFD 3\nICES D 0 A_Refire\nGoto Ready+1\nNoAmmo:\nICES D 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor IceSlasherAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor IceSlasher\n{\nPROJECTILE\nRadius 5\nHeight 5\nscale 2.5\ndamagetype \"IceSlasher\"\nObituary \"$OB_ICESLASHER\"\ndamage (11)\n+RIPPER\nspeed 22\nStates\n{\nSpawn:\nICES AB 3\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm1/thunderbeam.txt",
        "contents": "actor ThunderBeamWep : MegaBuster 10047\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nInventory.Pickupmessage \"$PU_THUNDERBEAM\"\nObituary \"$OB_THUNDERBEAM\"\nTag \"$TAG_THUNDERBEAM\"\nweapon.ammotype \"ThunderBeamAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"THUNSI\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP R 1\nloop\nReady:\nTHUN H 0 ACS_ExecuteAlways(998,0,16)\nTHUN H 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTHUN H 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTHUN H 1 A_Raise\nLoop\nFire:\nTHUN H 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTHUN H 0 A_PlaySoundEx(\"weapon/thunderbeam\",\"Weapon\")\nTHUN H 0 A_FireCustomMissile(\"ThunderBeam\",0,0,8,0)\nTHUN H 0 A_FireCustomMissile(\"ThunderBeam\",-90,0,8,0)\nTHUN H 0 A_FireCustomMissile(\"ThunderBeam\",90,1,8,0)\nTHUN IJ 5\nTHUN H 14\nTHUN H 0 A_Refire\nGoto Ready+1\nNoAmmo:\nTHUN H 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor ThunderBeamAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor ThunderBeam\n{\nPROJECTILE\ndamagetype \"ThunderBeam\"\nObituary \"$OB_THUNDERBEAM\"\nscale 2.5\n+RIPPER\n+PIERCEARMOR\nSpeed 30\nRadius 12\nHeight 6\nDamage (15)\nStates\n{\nSpawn:\nTHUN ABCDEFG 3\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm1/oilslider.txt",
        "contents": "actor OilSliderWep : Megabuster 20042\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 4\nObituary \"$OB_OILSLIDER\"\nTag \"$TAG_OILSLIDER\"\nInventory.Pickupmessage \"$PU_OILSLIDER\"\nweapon.ammotype \"OilSliderAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nInventory.Icon \"OILLI\"\nScale 2.0\nstates\n{\nSpawn:\nWEA7 J 1\nloop\nReady:\nOILL A 0 A_TakeInventory(\"OilCheck\", 999)\nOILL A 0 ACS_ExecuteAlways (998,0,95)\nOILL A 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILL A 1 A_WeaponReady\ngoto Ready+2\nDeselect:\nTNT1 A 0 A_TakeInventory(\"OilCheck\", 999)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nOILL A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nOILL A 1 A_Raise\nLoop\nFire:\nOILL A 0 A_JumpIfInventory(\"OilCheck\",1,\"SlideBegin\")\nOILL A 0 A_JumpIfNoAmmo (\"NoAmmo\")\nOILL A 0 A_PlaySoundEx(\"weapon/oilshot\",\"Weapon\")\nOILL A 0 A_FireCustomMissile(\"OilShot\",0,1,8,0)\nOILL BCA 5\nOILL A 0 A_Refire\ngoto Ready+2\nSlideBegin:\nOILL A 0 A_JumpIfInventory(\"OilJump\",1,\"OilPogo\")\nOILL A 0 A_GiveInventory(\"OilSliderFlag\",30)\nOILL A 0 A_TakeInventory(\"OilSliderAmmo\",4)\nOILL A 0 A_GiveInventory(\"OilJump\", 1)\nOILL A 0 A_GiveInventory(\"OilBoat\", 1)\nOILL A 0 A_GunFlash\nOILL A 0 A_JumpIfInventory(\"IsBot\", 1, \"BotSlide\") //If Player is Bot, change\nOILL A 0 A_JumpIfInventory(\"OilCheck\",1,\"AmmoCheck\")\nGoto SlideEnd\nAmmoCheck:\nOILL A 0\nOILL A 0 SetPlayerProperty(0,1,0)\nOILL A 0 A_JumpIfInventory(\"OilSliderFlag\",1,\"Slide\")\nGoto SlideEnd\nSlide:\nOILL A 0 A_TakeInventory (\"OilSliderFlag\",1)\nOILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)//A_Recoil (-10)\nOILL A 0 A_JumpIfInventory(\"IsUnderWater\", 1, \"UnderWater\")\nGoto SlideContinue\nUnderWater:\nOILL A 0 A_JumpIf(z-floorz>32, 1)\nGoto SlideContinue\nOILL A 0 A_JumpIf(momz<=0,2)\nOILL A 0 ThrustThingZ(0, 7, 0, 1)\nGoto SlideContinue\n//OILL A 0 SetPlayerProperty(0,1,3)\nOILL A 0 A_GiveInventory(\"FlyActivate\", 1)\nOILL A 0 ThrustThingZ(0, 5, 0, 0)\nGoto SlideContinue+1\nSlideContinue:\nOILL A 0 SetPlayerProperty(0,0,3)\nOILL A 0 A_SpawnItemEx(\"OilSlider\", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nOILL A 1 A_WeaponReady (WRF_NOSWITCH)\nOILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nOILL A 1 A_WeaponReady (WRF_NOSWITCH)\nOILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nOILL A 1 A_WeaponReady (WRF_NOSWITCH)\nOILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nOILL A 1 A_WeaponReady (WRF_NOSWITCH)\nOILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nOILL A 1 A_WeaponReady (WRF_NOSWITCH)\nOILL A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nOILL A 0 A_JumpIfInventory(\"OilCheck\",1,\"AmmoCheck\")\nGoto SlideEnd\nBotSlide:\nOILL A 0 A_SpawnItemEx(\"OilSlider\", 24, 0, 2, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nOILL AAAAA 1 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)\nOILL A 0 A_PlaySoundEx(\"weapon/OilSlider\",\"Weapon\")\nOILL A 0 A_GiveInventory(\"CutterFlag\", 1)\nOILL A 0 A_TakeInventory(\"OilSliderFlag\",1)\nOILL A 0 A_JumpIfInventory(\"Cutterflag\", 15, 1)\nLoop\nOILL A 0 A_TakeInventory(\"Cutterflag\", 999)\nOILL A 0 A_Jump(224, \"OilPogo\")\nGoto SlideEnd\nOilPogo:\nOILL A 0\nOILL A 0 A_Recoil(5)\nOILL A 0 ThrustThingZ(0, 30, 0, 0)\nOILL A 0 A_Jump(256,\"SlideEnd\")\nGoto SlideEnd\nNoAmmo:\nOILL A 1 ACS_Execute(979,0)\ngoto Ready+2\nSlideEnd:\nOILL A 0 SetPlayerProperty(0,0,0)\n//OILL A 0 SetPlayerProperty(0,0,3)\nOILL A 0 A_GiveInventory(\"FlyDeactivate\", 1)\nOILL A 0 A_StopSound(CHAN_WEAPON)\nOILL A 0 A_TakeInventory (\"OilSliderFlag\",32)\nOILL A 0 A_TakeInventory(\"OilCheck\", 999)\nOILL A 0 A_TakeInventory (\"OilBoat\",999)\nOILL A 0 A_TakeInventory (\"OilJump\",999)\nOILL A 10\ngoto Ready+2\nFlash:\nTNT1 A 6 A_PlaySoundEx(\"weapon/OilSlider\",\"Weapon\")\nTNT1 A 0 A_JumpIfInventory(\"OilCheck\", 1, \"Flash\")\nTNT1 A 1\nstop\n}\n}\n\nactor OilSliderAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor OilSliderFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 30\n}\n\nactor OilShot\n{\nPROJECTILE\nDamage (20)\ndamagetype \"OilSlider\"\nObituary \"$OB_OILSLIDER\"\nHeight 5\nRadius 8\n-NOGRAVITY\nScale 2.0\nspeed 28\nStates\n{\nSpawn:\nOILL D 0\nOILL D 5 A_CheckFloor(\"Death\")\nloop\nCrash:\nXDeath:\nOILL D 1\nstop\nDeath:\nOILL D 0\nOILL D 0 A_JumpIf(z-floorz<=0,\"Death2\")\nOILL D 1 A_GiveInventory(\"CutterFlag\", 1)\nOILL D 0 A_JumpIfInventory(\"CutterFlag\", 175, \"Xdeath\")\nloop\nDeath2:\nOILL D 1 A_SpawnItemEx(\"OilBlob\",0,0,0)\nstop\n}\n}\n\nActor OilBlob\n{\n+MISSILE\n+NODAMAGETHRUST\n+NOBLOOD\n+DONTSPLASH\n+NOEXPLODEFLOOR\n+NOTARGETSWITCH\nDamage (10)\ndamagetype \"OilSlider\"\nObituary \"$OB_OILSLIDER\"\nHeight 10\nRadius 8\nscale 2.5\nmass 99999\nreactiontime 250\npainchance 256\nstates\n{\nSpawn:\nOILL G 0\nOILL G 1\nOILL G 0 A_ChangeFlag(\"SHOOTABLE\",1)\nGoto Spawn2\npain.OilCanister:\npain.PharaohShot1:\npain.PharaohShot2:\npain.PharaohShot3:\npain.FlameBlast:\nPain.FireStorm:\nPain.FireSpin:\nPain.FlameSword:\nPain.FlameSwordSpark:\npain.AtomicFire1:\npain.AtomicFire2:\npain.AtomicFire3:\npain.ScorchWheel:\npain.FireTrap:\npain.FirePillar:\npain.WaveBurner:\nOILL E 0\nOILL E 1 A_SpawnItemEx(\"OilBlobFlame\",0,0,0)\nOILL E 0 A_Jump(256,\"Death\")\nstop\nSpawn2:\nOILL G 1 A_Stop\nGoto SlideWait\nSlideWait:\nOILL E 1 A_JumpIfCloser(40, \"Slide\")\nOILL E 0 A_GiveInventory(\"CutterFlag\", 1)\nOILL E 0 A_JumpIf(z-floorz>0,\"NewShot\")\nOILL E 0 A_JumpIfInventory(\"CutterFlag\", 175, \"Death\")\nloop\nSlide:\nOILL E 0\nOILL E 0 A_JumpIfInTargetInventory(\"OilCheck\", 1,\"Spawn2\")\nTNT1 A 2 A_GiveToTarget(\"OilCheck\",1)\nstop\nNewShot:\nOILL E 0 A_SpawnItemEx(\"OilShot\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nGoto Death\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor OilBlobFlame\n{\nPROJECTILE\n-NOGRAVITY\n+NODAMAGETHRUST\n+NOBLOOD\n+DOOMBOUNCE //Don't ask, it acts derpy otherwise.\n+DONTSPLASH\n+FLOORHUGGER\n+DONTBLAST\nDamage (35)\ndamagetype \"OilFlame\"\nObituary \"$OB_OILSLIDER2\"\nHeight 32\nRadius 8\nscale 2.5\nmass 99999\nreactiontime 100\nStates\n{\nSpawn:\nOILF C 0\nOILF C 0 A_ChangeFlag(\"DOOMBOUNCE\",0)\nOILF C 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nOILF CD 3 A_CountDown\ngoto Spawn+3\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor OilCheck : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor OilSlider\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\n+NOCLIP\n+NOINTERACTION\nRadius 8\nHeight 16\nscale 2.5\ndamage (0)\ndamagetype \"OilSlider\"\nspeed 20\nStates\n{\nSpawn:\nOILL F 0\nOILL F 0 A_SpawnItemEx(\"SliderDamager\", 0, 0, 8)\nOILL F 5\nstop\n}\n}\n\nactor SliderDamager\n{\nPROJECTILE\ndamagetype \"OilSlider\"\nObituary \"$OB_OILSLIDER\"\n+RIPPER\n+NOINTERACTION\ndamage (0)\nradius 1\nheight 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Explode(16,80,0)\nstop\n}\n}\n\nactor OilJump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor OilBoat : Inboat\n{\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm1/timeslow.txt",
        "contents": "actor TimeSlowWep : Megabuster 11010\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 24\nWeapon.AmmoGive 48\nWeapon.SlotNumber 6\nInventory.Pickupmessage \"$PU_TIMESLOW\"//$PU_TIMESTOPPER\nObituary \"$OB_TIMESLOW\"\nweapon.ammotype \"TimeSlowAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nInventory.Icon \"TIMMI2\"\nScale 2.0\nStates\n{\nSpawn:\nSLOT X 1\nloop\nReady:\nTSLO A 0 ACS_ExecuteAlways (998,0,96)\nTSLO A 1 A_WeaponReady\ngoto Ready+1\nFire:\nTSLO A 0\nTSLO A 0 A_JumpIfInventory(\"PowerTime\",1,\"NoAmmo\")\ngoto Fire1\nFire1:\nTSLO A 0 A_JumpIfInventory(\"TimeSlowAmmo\", 24, \"Fire2\")\nGoto NoAmmo\nFire2:\n//With Hand\nTSLO A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTSLO A 0 A_ScaleVelocity(0.5)\nSLOT JKLMN 2\nTNT1 A 0 A_PlaySoundEx(\"weapon/slow\",\"Weapon\")\nTNT1 A 0 ACS_Execute(976,0)\nTNT1 A 0 A_FireCustomMissile(\"TimeSlow\",0,1,8,0)\n//SLOT LMN 3\nTNT1 A 2\nTSLO BC 2\nTSLO AAAAAAAAAA 1 A_WeaponReady (WRF_NOFIRE)\nTSLO AAAAAAAAAA 1 A_WeaponReady (WRF_NOFIRE)\nTSLO AAAAAAAAAA 1 A_WeaponReady (WRF_NOFIRE)\ngoto Ready+1\nNoAmmo:\nTSLO A 1 ACS_Execute(979,0)\ngoto Ready+1\n}\n}\n\nactor TimeSlowAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 48\n}\n\nactor TimeSlow\n{\n-SOLID\n+NOGRAVITY\nPROJECTILE\ndamage 0\nradius 1\nheight 1\ndamagetype \"TimeSlow\"\nObituary \"$OB_TIMESLOW\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(10, 768,0)\nstop\n}\n}\n\nactor TimeCoolDown : PowerupGiver\n{\ninventory.maxamount 0\npowerup.duration 245\npowerup.color \"00 00 00\", 0.0\npowerup.type \"PowerTime\"\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\nstates\n{\nPickup:\nTNT1 A 175\nstop\n}\n}\n\nactor PowerTime : PowerUp\n{\nInventory.Icon \"TIMICON\"\nSpeed 1.0\n}\n\nactor Slowed : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\n-INVBAR\nStates\n{\nUse:\nTNT1 A 0 A_JumpIfInventory(\"PowerSlow\", 1, 2)\nTNT1 A 0 A_SpawnItemEx(\"TimeSlowWatcher\")\nTNT1 A 0 A_GiveInventory(\"SlowedPower\", 1)\nstop\n}\n}\n\nactor SlowedPower : PowerupGiver\n{\nSpeed 0.67\npowerup.duration 175\npowerup.type \"PowerSlow\"\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\nstates\n{\nPickup:\nTNT1 A 0\n\nTNT1 A 175\nstop\n}\n}\n\nactor PowerSlow : PowerSpeed\n{\nSpeed 0.67\nPowerup.Color \"55 00 55\", 0.4\n}\n\nactor TimeSlowWatcher\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3 A_GiveToTarget(\"TimeSlowFX\", 1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"PowerSlow\", 1, \"Spawn\")\nstop\n}\n}\n\nactor TimeSlowFX : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\n-INVBAR\nStates\n{\nUse:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"TimeSlowGFX\", random(16, 48), 0, Random(16,48), 0, 0, 0, random(0, 359))\nstop\n}\n}\n\nactor TimeSlowGFX\n{\n+FLOATBOB\n+NOGRAVITY\n+THRUACTORS\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MISSILE\nDamage(0)\nScale 2.5\nHeight 0\nRadius 0\nStates\n{\nSpawn:\nSLOD DCBA 4 A_Fadeout(0.2)\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm2/timestopper.txt",
        "contents": "#include \"actors/reworks/timestopper.txt\""
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm2/airshooter.txt",
        "contents": "actor AirShooterWep : MegaBuster 10036\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 4\nInventory.Pickupmessage \"$PU_AIRSHOOTER\"\nObituary \"$OB_AIRSHOOTER\"\nTag \"$TAG_AIRSHOOTER\"\nweapon.ammotype \"AirShooterAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"AIRSI\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP G 1\nloop\nReady:\nAIRS D 0 ACS_ExecuteAlways(998,0,6)\nAIRS D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nAIRS D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nAIRS D 1 A_Raise\nLoop\nFire:\nAIRS D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAIRS D 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nAIRS D 0 A_FireCustomMissile(\"AirShot\",-15,0,8,0)\nAIRS D 0 A_FireCustomMissile(\"AirShot\",15,0,8,0)\nAIRS D 0 A_FireCustomMissile(\"AirShot\",0,1,8,0)\nAIRS EF 6\nAIRS D 7\nAIRS D 0 A_Refire\nGoto Ready+1\nNoAmmo:\nAIRS D 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor AirShooterAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor AirShot\n{\nPROJECTILE\nRadius 6\nHeight 7\nscale 2.5\ndamage (25)\ndamagetype \"AirShooter\"\nObituary \"$OB_AIRSHOOTER\"\nspeed 22\nStates\n{\nSpawn:\nAIRS AABBCC 1 ThrustThingZ(0, 2, 0, 1)\nloop\nDeath:\nAIRS GHI 2\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm2/atomicfire.txt",
        "contents": "actor AtomicFireWep : MegaBuster 10010\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 5\nInventory.Pickupmessage \"$PU_ATOMICFIRE\"\nObituary \"$OB_ATOMICFIRE\"\nTag \"$TAG_ATOMICFIRE\"\nweapon.ammotype \"AtomicFireAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\ninventory.icon \"ATOMI\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP E 1\nloop\nReady:\nHEAT G 0 ACS_ExecuteAlways(998,0,3)\nHEAT G 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nHEAT G 1\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nHEAT G 1\nLoop\nFire:\nHEAT G 0 A_JumpIfNoAmmo(\"NoAmmo\")\nHEAT G 1\ngoto Hold\nHold:\nHEAT G 0 A_JumpIfNoAmmo(\"NoAmmo\")\nHEAT G 0 A_JumpIfInventory(\"WeaponCharge\",1,\"Hold2\")\nHEAT G 2 A_GiveInventory(\"WeaponCharge\",1)\nHEAT G 0 A_Refire\nGoto Fire1\nHold2:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_PlaySoundEx(\"weapon/heat1\", \"Weapon\")\nHEAT G 0 A_JumpIfInventory(\"WeaponCharge\",48,\"Hold3\")\nHEAT H 1 ACS_ExecuteAlways(991,0,60)\nHEAT G 0 ACS_ExecuteAlways(991,0,3)\nHEAT G 1 A_GiveInventory(\"WeaponCharge\",1)\nHEAT G 0 A_Refire\nGoto Fire1\nHold3:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_PlaySoundEx(\"weapon/heat2\", \"Weapon\")\nHEAT G 0 A_JumpIfInventory(\"WeaponCharge\",71,\"Hold4\")\nHEAT I 1 ACS_ExecuteAlways(991,0,61)\nHEAT G 1 ACS_ExecuteAlways(991,0,3)\nHEAT G 0 A_GiveInventory(\"WeaponCharge\",1)\nHEAT G 0 A_Refire\nGoto Fire2\nBotFire:\nHEAT G 0 A_Jump(16, \"Fire3\")\nHEAT G 0 A_Refire\nGoto Fire3\nHold4:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_PlaySoundEx(\"weapon/heat3\", \"Weapon\")\nHEAT J 1 ACS_ExecuteAlways(991,0,62)\nHEAT G 1 ACS_ExecuteAlways(991,0,3)\nHEAT G 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nHEAT G 0 A_Refire\nGoto Fire3\nFire1:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_TakeInventory(\"WeaponCharge\",500)\nHEAT G 0 A_ClearRefire\nHEAT G 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nHEAT G 0 A_TakeInventory(\"AtomicFireAmmo\",1)\nHEAT G 0 A_FireCustomMissile(\"AtomicFire1\",0,0,8,0)\nHEAT KL 2\nGoto Ready+1\nFire2:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_TakeInventory(\"WeaponCharge\",500)\nHEAT G 0 A_ClearRefire\nHEAT G 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nHEAT G 0 A_JumpIfInventory(\"AtomicFireAmmo\", 5, \"Fire2r\")\nHEAT G 0 A_TakeInventory(\"AtomicFireAmmo\",5)\nHEAT G 0 A_FireCustomMissile(\"AtomicFire1\",0,0,8,0)\nHEAT KL 2\nGoto Ready+1\nFire2r:\nHEAT G 0 A_TakeInventory(\"AtomicFireAmmo\",5)\nHEAT G 0 A_FireCustomMissile(\"AtomicFire2\",0,0,8,0)\nHEAT KL 2\nGoto Ready+1\nFire3:\nHEAT G 0 A_StopSoundEx (\"Weapon\")\nHEAT G 0 A_TakeInventory(\"WeaponCharge\",500)\nHEAT G 0 A_ClearRefire\nHEAT G 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nHEAT G 0 A_JumpIfInventory(\"AtomicFireAmmo\", 10, \"Fire3r\")\nHEAT G 0 A_JumpIfInventory(\"AtomicFireAmmo\", 5, \"Fire2r\")\nHEAT G 0 A_TakeInventory(\"AtomicFireAmmo\",2)\nHEAT G 0 A_FireCustomMissile(\"AtomicFire1\",0,0,8,0)\nHEAT KL 3\nHEAT G 3\nGoto Ready+1\nFire3r:\nHEAT G 0 A_TakeInventory(\"AtomicFireAmmo\",10)\nHEAT G 0 A_FireCustomMissile(\"AtomicFire3\",0,0,8,0)\nHEAT KL 5\nHEAT G 4\nGoto Ready+1\nNoAmmo:\nHEAT G 1 ACS_Execute(979,0)\nHEAT G 0 A_Refire\nGoto Ready+1\n}\n}\n\nactor AtomicFireAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor AtomicFire1\n{\nscale 2.5\nPROJECTILE\nRadius 4\nHeight 4\nDamage (12)\n+DONTBLAST\ndamagetype \"AtomicFire1\"\nObituary \"$OB_ATOMICFIRE\"\nSpeed 24\nStates\n{\nSpawn:\nHEAT AB 3\nloop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nstop\n}\n}\n\nactor AtomicFire2 : AtomicFire1\n{\nRadius 10\nHeight 10\nDamage (50)\ndamagetype \"AtomicFire2\"\n+DONTBLAST\nStates\n{\nSpawn:\nHEAT CD 3\nloop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nstop\n}\n}\n\nactor AtomicFire3 : AtomicFire1\n{\nRadius 15\nHeight 15\n+RIPPER\n+DONTBLAST\ndamagetype \"AtomicFire3\"\nDamage (100)\nStates\n{\nSpawn:\nHEAT EF 3\nloop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nstop\n}\n}\n\nactor WeaponCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 5000\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm2/bubblelead.txt",
        "contents": "actor BubbleLeadWep : MegaBuster 10007\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 4\nInventory.Pickupmessage \"$PU_BUBBLELEAD\"\nObituary \"$OB_BUBBLELEAD\"\nTag \"$TAG_BUBBLELEAD\"\nweapon.ammotype \"BubbleLeadAmmo\"\ninventory.icon \"BUBBI\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP D 1\nloop\nReady:\nBUBB D 0 ACS_ExecuteAlways(998,0,1)\nBUBB D 1 A_WeaponReady\ngoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUBB D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUBB D 1 A_Raise\nLoop\nFire:\nBUBB D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUBB D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUBB D 0\nBUBB D 0 A_FireCustomMissile(\"BubbleLeadSpawner\",0,1,8,0)//A_SpawnItemEx(\"BubbleLeadStart\",6,0,0,8,0,8,0,0,0)\nBUBB EFD 4\nBUBB D 0 A_Refire\ngoto Ready+1\nNoAmmo:\nBUBB D 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor BubbleLeadAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor BubbleLeadSpawner\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\nDamage(0)\nHeight 1\nRadius 1\nSpeed 8\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"BubbleLeadStart\",8,0,-16,8,0,5,0,0,0)\nstop\n}\n}\n\nactor BubbleLeadStart\n{\nPROJECTILE\n-NOGRAVITY\nDamage (35)\nDamageType \"BubbleLead\"\nObituary \"$OB_BUBBLELEAD\"\nHeight 16\nRadius 20\nScale 2.5\nStates\n{\nSpawn:\nBUBB ABCB 3\nloop\nDeath:\nTNT1 A 0 A_JumpIf(z-floorz==0,\"Death2\")\nTNT1 A 1\nstop\nXDeath:\nTNT1 A 1\nstop\nDeath2:\nTNT1 A 1 A_SpawnItemEx(\"BubbleLead\",0,0,0,18,0,0,0,0,0)\nstop\n}\n}\n\nactor BubbleLead// : MaceFX1\n{\n-SOLID\nPROJECTILE\n-NOGRAVITY\nDamage (35)\nDamageType \"BubbleLead\"\nObituary \"$OB_BUBBLELEAD\"\nHeight 16\nRadius 20\nScale 2.5\ngravity 3.0\nspeed 18\nStates\n{\nSpawn:\nBUBB A 4\nBUBB A 0 A_GiveInventory(\"Clip\",1)\nBUBB BCB 4\nloop\nDeath:\nTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"Continue\")\nTNT1 A 1\nstop\nXDeath:\nTNT1 A 1\nstop\nContinue:\nTNT1 A 0  A_CustomMissile(\"BubbleLead\",0,0,0,2,0)\nTNT1 A 1\nstop\n}\n}"
      }
    ]
  },
  "maps": []
}

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