hard-doomv9-unofficial.pk3

PK3 17 MiB 0 map(s)

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endoom0
graphics0
lumps5238
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palettes0

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Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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    "added": "2016-11-17 20:38:10",
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      {
        "source": "pk3",
        "name": "Beastiary Info.txt",
        "contents": "* Hard-Doom Bestiary *\n\nWritten by: dljosef\n\nSonic Railgun Zombie\nHealth: 20HP\nAttacks:\nSonic Rail Shots:\n-3-6 damage\n-Very-accurate\n-Rapid-fire\nCharged Sonic Rail Slug:\n-20-30 damage\n-Can charge it up while no target is in sight\n-Fires once\nInfo: This guy has taken the place of the bog-standard zombiemen, making him quite threatening even for the weakest enemy. He still goes down easily, and has a chance to drop a sonic railgun for you to use. Watch out for his charged-up shots.\n\nRocket Launcher Zombie\nHealth: 30HP\nAttacks:\nRocket:\n-148-288 on a direct hit\n-Up to 128 splash damage\n-Liable to kill his comrades on accident\nInfo: This rocket trooper isn't much more durable than the sonic railgun zombie, but he will very easily put you down on a direct hit if you take him lightly. It's a good thing he's not very bright, either.\n\nSuper Shotgunner\nHealth: 30HP\nAttacks:\nSSG Blast:\n-50-150 damage per point-blank blast\n-20 pellets (5-15 damage per two pellets)\n-Very difficult to avoid\nInfo: This guy is very dangerous. He can not only possibly floor the player in one point-blank blast, but he can shred off a good chunk of health, and he is pretty quick on the draw.\n\nQuad-Shotgunner\nHealth: 40HP\nAttacks:\nSingle Shot:\n-24-72 damage per point-blank shot\n-Eight pellets (3-9 damage per pellet)\n-Four shots before reloading\nQuad Shot:\n-100-300 damage per point-blank blast (likely instakill without armor)\n-40 pellets (5-15 damage per two pellets)\n-Will reload after that attack is used\nInfo: Rarely spawning among the super shotgunners, he can be a welcome sight for those hunting for the quad shotgun he can drop. While his single shots are deadly enough, you really don't want him getting off a full quad shot. He does reload after his four shots, though, leaving him open for retaliation.\n\nDual Chaingunner\nHealth: 70HP\nAttacks:\nDouble Chaingun:\n-5-15 damage per bullet x2\n-Will fire nonstop until target hides or falls\nInfo: The sight of those chaingunners having a skull head shows that these guys mean business. They can very easily shred you if you're not quick to find cover.\n\nMinigunner\nHealth: 90HP\nAttacks:\nMinigun:\n-5-15 per bullet\n-Very high firing rate\n-Will spin down after a while\nInfo: Another very dangerous customer, this guy can shred you just as quickly as the double chaingunners, but he drops a minigun if you take him down to even the odds a little. He is also quick on the draw, so be careful.\n\nWolfenstein SS\nHealth: 50HP\nAttacks:\nMachinegun:\n-5-15 per bullet x 2\n-Decent fire rate\nInfo: Seems the elite goons in blue got a fair bit of an upgrade in firepower, albeit still not very accurate at long range. They only show up in Wolfenstein-esque secret levels.\n\nOfficer\nHealth: 50HP\nAttacks:\nPistol:\n-10-30 damage per shot\n-Accurate at even mid-range\nInfo: Never underestimate the officer. He might not fire non-stop, but he can take off a good chunk with each shot.\n\nMutant\nHealth: 65HP\nAttacks:\nChest Pistol\n-10-30 damage per shot\n-Never stops firing\nInfo: He might not be as threatening as he was in his native game, but he can still quickly put you down if given the chance.\n\nHangman\nHealth: 100HP\nAttacks:\nFireball:\n-4-32 damage per shot\nInfo: These take the place of Commander Keen, which is very rare anyway.\n\nDark Imp\nHealth: 60HP\nAttacks:\nDark Fireball:\n-4-32 damage\nBlood Fireball\n-6-48 damage\n-Thrown on occasion\nClaw\n-6-48 damage\nInfo: Not much deadlier than the vanilla imps, but the red fireballs can still pack quite a punch.\n\nPyro Imp\nHealth: 75HP\nAttacks:\nTriple Fireball Spread:\n-14-42 damage per fireball x3\n-Up to 10 splash damage\n-Thrown in a spreadshot pattern\nClaw:\n-6-48 damage\nInfo: Rarely spawning among the dark imps, these SOBs are not something you would like to face in tight spaces without cover.\n\nMauler Demon\nHealth: 150HP\nAttacks:\nChomp Attack:\n-8-80 damage per bite\nInfo: Though they resemble blood demons from Demon Eclipse, they lack the blood spit attack; to make up for this, their bite damage has doubled. Spectres are very much the same thing, except they are nearly-invisible.\n\nCyberfiend\nHealth: 300HP\nAttacks:\nChomp Attack:\n-8-80 damage per bite\nInfo: Rarely appearing among the demons, they essentially are demons who take twice as much effort to put down, only their stomping is audible to let you know if they're closing in.\n\nShadow Demon\nHealth: 200HP\nAttacks:\nShadow Ball:\n-8-64 damage\n-A semi-fast seeker\nChomp Attack:\n-8-80 damage per bite\nInfo: These rarely appear among the spectres. They can launch powerful projectiles at close range. Like all the demon variants, their bites can hurt like hell.\n\nRictus\nHealth: 100HP\nAttacks:\nFireball:\n-7-21 damage per direct hit\n-Up to 5 splash damage\nKamikaze:\n-42-112 damage on direct hit\n-Up to 32 splash damage\nInfo: Thought the lost souls were annoying? With these guys around, you'll be weeping at the sight of a swarm of them. One-shotting them is the best way to prevent them using their kamikaze attack.\n\nVisage\nHealth: 125HP\nAttacks:\nFrostball:\n-7-42 damage per direct hit\n-Up to 2 splash damage\n-Slows your speed by 40% for 4 seconds\nCharge:\n-5-40 damage\n-Homing and you can't painchance it out of the charge.\nInfo: These guys slow you with their projectile which can be very annoying when trying to dodge multiple enemies. Their charge is homing and very hard to avoid. Kill them fast or you will get overwhelmed by their charge attacks.\n\nAgathodemon\nHealth: 400HP\nAttacks:\nBite:\n-20-120 damage per bite\nFireball:\n-8-64 damage per hit\n-Very fast\nTracer Balls:\n-4-32 damage x2\n-Fast and homing\nInfo: This guy one-ups the cacodemon in every respect except for health. Watch out for the homing fireballs and the regular shots.\n\nNecrodemon\nHealth: 500HP\nAttacks:\nBite:\n-20-120 damage per bite\nSpread Shot:\n-6-48 damage per shot x3 or x5\nTracer Shot:\n-Same damage per shot\n-A little faster and seeks targets\nInfo: Be very thankful that he doesn't pull off the whole shadow image shenanigans. Then again, he can easily turn his allies against him.\n\nCracko Demon\nHealth: 600HP\nAttacks:\nBite:\n-20-120 damage per bite\nFireballs:\n-8-64 per ball x3 or x9\n-Fireballs are in a spreadshot pattern\nSoul Shot\n-39-144 damage per direct hit\n-Explodes into eight additional crackodemon balls\nInfo: A very rare spawn among the cacodemons, but nonetheless a very dangerous opponent right up there with the Archons of Hell themselves. The soul shot attack is what you really have to watch out for, especially in close range.\n\nArchon of Hell\nHealth: 500HP\nAttacks:\nClaw Attack:\n-20-160 damage per hit\n-Has a chance of a smash attack for double damage\nFireballs:\n-8-64 damage per ball x3 or x6\nComet Shot:\n-74-144 damage per direct hit\n-64 splash damage maximum\n-Very fast\nInfo: These black-and-red demons are much tougher than the standard hell knights. You really don't want to be caught in close quarters with these guys, especially not if you risk eating a comet to the face.\n\nHell's Fury\nHealth: 625HP\nAttacks:\nClaw Attack:\n-20-160 damage per hit\nFireballs:\n-8-64 damage per ball x3\nTracer Shots:\n-5-40 damage per tracer x3\n-Very hard to dodge\nSkull Attack:\n-42-112 damage on direct hit\n-Up to 32 splash damage\nInfo: These guys can be very tough in certain situations though rare. You don't want to be caught close to these guys, on death their skull will fly at you dealing 74-144 damage on direct hit.\n\nBruiser Demon\nHealth: 1000HP\nAttacks:\nClaw Attack:\n-20-160 damage per swipe\nBig Fireball:\n-16-128 damage per ball\nSmall Fireballs:\n-8-64 damage per ball x12\n-Thrown in sets of two in a spread pattern\nGround Flame Spread Shot\n-66-192 damage per burst x3\n-Will climb up ledges (!)\n-Can even go through other enemies\nInfo: These guys are never good news, especially in tight spaces. If you see them use their ground explosion attack, move out of the way. The attack can very likely turn a lot of enemies against him in the right situations.\n\nPyro Demon\nHealth: 1250HP\nAttacks:\nClaw Attack:\n-20-160 damage per swipe\nFire Shot:\n-100-128 damage on direct hit per ball x3\nPyro Blast\n-Possibly a crapton of damage on a direct hit\n-Semi-seeker\nComet Rain:\n-45-80 damage per comet.\n-Will hit in areas with low ceilings\nInfo: While seeing him as the rare variant was a bit of a surprise, be very thankful that he does not teleport. You will be reeling if you survive the pyro blast attack.\n\nFusion Arachnotron\nHealth: 500HP\nAttacks:\nFusion Shot:\n-5-40 per shot\n-Fired constantly in a spread pattern\nInfo: This spider's weapon is much tougher to avoid, especially without cover; however, the cannon can very likely turn many enemies against it.\n\nArachnotron Mk III\nHealth: 625\nAttacks:\nMk3 Shot:\n-5-40 per shot x2\n-Very fast (2x the speed of normal plasma)\n-Fired constantly\nInfo: This spider's projectiles are very fast! If you get caught out by this guy you are screwed.\n\nGrief Elemental\nHealth: 400HP\nAttacks:\nBite:\n-10-80 damage per bite\nInfo: As if you thought pain elementals were bad before, they wisened up and began dealing with melee attackers. They now spawn rictus skulls as well. Have fun.\n\nAncient Apparition\nHealth: 500HP\nAttacks:\nFrost Breath:\n-4-32 damage per shot x15\n-Slows your speed by 40% for 4 seconds\nInfo: These guys have been upgraded from the normal Grief Elementals. The now have a short range frost breath attack which slows you, and if caught directly in it is guaranteed death. They now spawn the visage as well. Have fun!\n\nTwin-shot Revenant\nHealth: 300HP\nAttacks:\nRight Hook:\n-12-120 damage per punch\nTwin Seeker Shot\n-10-80 damage per shot x2\n-Smoke trails indicate homing\nInfo: If you thought the revenants were bad before, these guys have been upgraded to dish out twice the punishment, albeit at the expense of keeping their health levels unaffected.\n\nHellfire Revenant\nHealth: 375HP\nAttacks:\nRight Hook:\n-Same damage as twin-shot revvie\nHellfire Missile:\n-74-144 damage on a direct hit\n-Fairly fast seeker\nInfo: He may not deal as much damage per shot overall, potentially, compared to the twin-shot revenant, but his missiles are plenty harder to avoid for those too slow on their feet. They are thankfully quite rare, but pray that you don't meet them in rooms with no cover.\n\nDaedabus\nHealth: 600HP\nAttacks:\nFireballs:\n-12-96 damage per shot x3 or x6\n-All in a spread pattern\nInfo: These mancubi will make you wish you faced the original fatasses again; however, these guys can possibly hit other enemies.\n\nMafibus\nHealth: 750HP\nAttacks:\nFireballs:\n-12-96 damage per shot x4, x5, or x6\n-In spread patterns\nInfo: These tanks can not only roast you with these fireballs, but they can also unwittingly hit their comrades, making infighting with them a viable option in hitscan-free monster hordes.\n\nDiabloist\nHealth: 700HP\nAttacks:\nFire Pillar Attack:\n-Up to 90 damage per blast\n-Flames deal 1-2 damage per tic\nInfo: These guys retained their healing ability, albeit at the very least they don't have their other attacks from the Realm667 bestiary.\n\nShadowvile\nHealth: 875HP\nAttacks:\nFire Pillar Attack:\n-Up to 90 damage per blast\n-Flames deal 1-2 damage per tic\nWraith Attack:\n-8-64 damage x5\n-Semi-fast seekers\nInfo: Hate the Diabloist? Well this guy is much worse. Watch for wraith attack as it can easily kill you in close quarters. He has half the range of the Diabloist, but is semi-invisible.\n\nSpider Demolisher\nHealth: 3000HP\nAttacks:\nDual Super Chainguns:\n-5-15 damage per bullet x6\n-Two sets of three bullets with every shot\n-Will not stop firing until target retreats or dies\nBFG Cannon:\n-Up to 3500 damage on a direct hit, including tracers\n-100-800 damage per ball\n-Tracers will hit if still in the shooter's sight\n-Is fired twice per attack\nInfo: This mastermind has gotten a significant upgrade from her original defeat, and she will mow down all that oppose her. If you topple her, you have a chance of earning the railgun.\n\nDark Spiderdemon\nHealth: 3000HP\nAttacks:\nBFG10K Blast:\n-160 damage per direct hit\n-Fires four in a row\nTwin Super Chainguns:\n-Same damage as Spider Demolisher\nInfo: This upgraded version of the already-dreaded Spider Demolisher apparently really wants to make sure no one stands in her way. Her BFG cannon has been upgraded to shoot BFG10K shots. Topple her, and the BFG10K is yours to wield.\n\nCyber Annihilator\nHealth: 4000HP\nAttacks:\nTwin Rocket Barrage:\n-148-288 damage per rocket x6\n-Fired in three sets of two\nTwin Heat Seekers\n-74-144 damage per missile on a direct hit x6\n-Three sets of two\n-Really fast\nInfo: The cyberdemon also got quite an upgrade from his usual self. His homing missiles will be the last things you would want to see, especially if you lack cover wherever you fight him. Bringing down this titan may net you a grenade launcher.\n\nDark Cyberdemon\nHealth: 4000HP\nAttacks:\nBFG Shot:\n-See Spider Demolisher\nBFG10K Shot:\n-Same as Dark Spiderdemon's\nInformation: While this cyberdemon lacks the rockets, he has both BFG weapons to obliterate all opposition with; you're absolutely fucked if you fight him without cover. Eliminating this monstrosity will net you a BFG10k to destroy opposition."
      },
      {
        "source": "pk3",
        "name": "DecalDef.txt",
        "contents": "//Weapons\n\n//******** Animators ********\n\nfader FastGoAway\n{\n\tDecayStart\t0.2\n\tDecayTime\t0.5\n}\n\nfader GoAway\n{\n\tDecayStart\t0.5\n\tDecayTime\t1.0\n}\n\nfader GoAway2\n{\n\tDecayStart\t1.0\n\tDecayTime\t3.0\n}\n\ncolorchanger ToBlack\n{\n\tFadeStart\t0.5\n\tFadeTime\t1.0\n}\n\n//******** Sonic Railgun Scorch ********\n\ndecal SRGScorchLower1\n{\n\tpic CBALSCR1\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\n\ndecal SRGScorchLower2\n{\n\tpic CBALSCR2\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup SRGScorchLower\n{\n\tSRGScorchLower1 1\n\tSRGScorchLower2 1\n}\n\ndecal SRGScorch1\n{\n\tpic CBALSCR1\n\tshade \"C1 1B 17\"\n\tfullbright\n\tx-scale 0.4\n\ty-scale 0.4\n\tanimator GoAway\n\tlowerdecal SRGScorchLower\n}\n\ndecal SRGScorch2\n{\n\tpic CBALSCR2\n\tshade \"C3 56 17\"\n\tfullbright\n\tx-scale 0.4\n\ty-scale 0.4\n\tanimator GoAway\n\tlowerdecal SRGScorchLower\n}\n\ndecalgroup SRGScorch\n{\n\tSRGScorch1 1\n\tSRGScorch2 1\n}\n\n//******** Generator ********\n\ngenerator\t\"Sonic Railgun\"\t\tSRGScorch\n\n//******** Bullet Chips ********\n\ndecal BulletChip1\n{\n\tpic CHIP1\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip2\n{\n\tpic CHIP2\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip3\n{\n\tpic CHIP3\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip4\n{\n\tpic CHIP4\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip5\n{\n\tpic CHIP5\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletChip\n{\n\tBulletChip1\t1\n\tBulletChip2\t1\n\tBulletChip3\t1\n\tBulletChip4\t1\n\tBulletChip5\t1\n}\n\ndecal Bullet1\n{\npic CHIP1\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet2\n{\npic CHIP2\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet3\n{\npic CHIP3\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet4\n{\npic CHIP4\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet5\n{\npic CHIP5\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecalgroup Bullet\n{\n\tBullet1\t1\n\tBullet2\t1\n\tBullet3\t1\n\tBullet4\t1\n\tBullet5\t1\n}\n\n//******** Chainsaw Marks ********\n\ndecal ChainsawMarkLower\n{\n\tpic SAWMARK\n\ttranslucent 0.75\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal ChainsawMark\n{\n\tpic SAWMARK\n\tfullbright\n\tshade \"FF C8 00\"\n\tx-scale 0.1\n\ty-scale 0.4\n\trandomflipx\n\trandomflipy\n\tlowerdecal ChainsawMarkLower\n\tanimator FastGoAway\n}\n\n//******** Plasma Rifle Scorches ********\n\ndecal PlasmaScorchLower1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal PlasmaScorch1\n{\n\tpic PLSEB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.5\n\ty-scale 0.5\n\tlowerdecal PlasmaScorchLower1\n\trandomflipx\n\trandomflipy\n}\n\ndecal PlasmaScorchLower2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal PlasmaScorch2\n{\n\tpic PLSEC0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.5\n\ty-scale 0.5\n\tlowerdecal PlasmaScorchLower2\n\trandomflipx\n\trandomflipy\n\n}\n\ndecalgroup PlasmaScorchLower\n{\n\tPlasmaScorchLower1\t1\n\tPlasmaScorchLower2\t1\n}\n\ndecalgroup PlasmaScorch\n{\n\tPlasmaScorch1\t1\n\tPlasmaScorch2\t1\n}\n\n//Monsters\n\ndecal PoeBallScorch\n{\n\tpic POBLE0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway2\n\tlowerdecal BigScorch\n}\nGenerator PoeBall PoeBallScorch\nGenerator PoeTracer PoeBallScorch"
      },
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "//Doom\n#Include \"Actors/Monsters/Doom/Cacodemon.txt\"\n#Include \"Actors/Monsters/Doom/Cyberdemon.txt\"\n#Include \"Actors/Monsters/Doom/DarkCyber.txt\"\n#Include \"Actors/Monsters/Doom/BaronofHell.txt\"\n#Include \"Actors/Monsters/Doom/DoomImp.txt\"\n#Include \"Actors/Monsters/Doom/SpiderMastermind.txt\"\n#Include \"Actors/Monsters/Doom/DarkSpider.txt\"\n#Include \"Actors/Monsters/Doom/Demon.txt\"\n#Include \"Actors/Monsters/Doom/LostSoul.txt\"\n#Include \"Actors/Monsters/Doom/Zombieman.txt\"\n#Include \"Actors/Monsters/Doom/ShotgunGuy.txt\"\n\n//Doom 2\n#Include \"Actors/Monsters/Doom2/Hellknight.txt\"\n#Include \"Actors/Monsters/Doom2/Fatso.txt\"\n#Include \"Actors/Monsters/Doom2/Archvile.txt\"\n#Include \"Actors/Monsters/Doom2/ChaingunGuy.txt\"\n#Include \"Actors/Monsters/Doom2/Arachnotron.txt\"\n#Include \"Actors/Monsters/Doom2/Nazi.txt\"\n#Include \"Actors/Monsters/Doom2/PainElemental.txt\"\n#Include \"Actors/Monsters/Doom2/Revenant.txt\"\n#Include \"Actors/Monsters/Doom2/Keen.txt\"\n\n//Secondary Monsters\n#Include \"Actors/Monsters/Secondary/Demon2.txt\"\n#Include \"Actors/Monsters/Secondary/Spectre2.txt\"\n#Include \"Actors/Monsters/Secondary/Fatso2.txt\"\n#Include \"Actors/Monsters/Secondary/Cacodemon2.txt\"\n#Include \"Actors/Monsters/Secondary/Cacodemon3.txt\"\n#Include \"Actors/Monsters/Secondary/ChaingunGuy2.txt\"\n#Include \"Actors/Monsters/Secondary/BaronofHell2.txt\"\n#Include \"Actors/Monsters/Secondary/HellKnight2.txt\"\n#Include \"Actors/Monsters/Secondary/DoomImp2.txt\"\n#Include \"Actors/Monsters/Secondary/ShotgunGuy2.txt\"\n#Include \"Actors/Monsters/Secondary/Zombieman2.txt\"\n#Include \"Actors/Monsters/Secondary/Revenant2.txt\"\n#Include \"Actors/Monsters/Secondary/Archvile2.txt\"\n#Include \"Actors/Monsters/Secondary/PainElemental2.txt\"\n#Include \"Actors/Monsters/Secondary/LostSoul2.txt\"\n#Include \"Actors/Monsters/Secondary/Arachnotron2.txt\"\n#Include \"Actors/Monsters/Secondary/WolfensteinSS2.txt\"\n#Include \"Actors/Monsters/Secondary/WolfensteinSS3.txt\"\n\n//Monster Spawners\n#Include \"Actors/Monsters/ArachnotronSpawner.txt\"\n#Include \"Actors/Monsters/ArchvileSpawner.txt\"\n#Include \"Actors/Monsters/BaronofHellSpawner.txt\"\n#Include \"Actors/Monsters/CacodemonSpawner.txt\"\n#Include \"Actors/Monsters/ChaingunGuySpawner.txt\"\n#Include \"Actors/Monsters/CyberDemonSpawner.txt\"\n#Include \"Actors/Monsters/DemonSpawner.txt\"\n#Include \"Actors/Monsters/DoomImpSpawner.txt\"\n#Include \"Actors/Monsters/FatsoSpawner.txt\"\n#Include \"Actors/Monsters/HellKnightSpawner.txt\"\n#Include \"Actors/Monsters/LostSoulSpawner.txt\"\n#Include \"Actors/Monsters/PainElementalSpawner.txt\"\n#Include \"Actors/Monsters/RevenantSpawner.txt\"\n#Include \"Actors/Monsters/ShotgunGuySpawner.txt\"\n#Include \"Actors/Monsters/SpectreSpawner.txt\"\n#Include \"Actors/Monsters/SpiderMastermindSpawner.txt\"\n#Include \"Actors/Monsters/WolfensteinSSSpawner.txt\"\n#Include \"Actors/Monsters/ZombiemanSpawner.txt\"\n\n//Weapons\n#Include \"Actors/Weapons/Casings.txt\"\n#Include \"Actors/Weapons/Fist.txt\"\n#Include \"Actors/Weapons/Chainsaw.txt\"\n#Include \"Actors/Weapons/Pistol.txt\"\n#Include \"Actors/Weapons/Shotgun.txt\"\n#Include \"Actors/Weapons/SuperShotgun.txt\"\n#Include \"Actors/Weapons/Chaingun.txt\"\n#Include \"Actors/Weapons/Minigun.txt\"\n#Include \"Actors/Weapons/Quad-Shotgun.txt\"\n#Include \"Actors/Weapons/RocketLauncher.txt\"\n#Include \"Actors/Weapons/GrenadeLauncher.txt\"\n#Include \"Actors/Weapons/PlasmaRifle.txt\"\n#Include \"Actors/Weapons/Railgun.txt\"\n#Include \"Actors/Weapons/SonicRailgun.txt\"\n#Include \"Actors/Weapons/BFG9000.txt\"\n#Include \"Actors/Weapons/BFG10k.txt\"\n\n//Other\n#Include \"Actors/Decorations.txt\"\n#Include \"Actors/Gore.txt\"\n#Include \"Actors/HUD.txt\"\n#Include \"Actors/Player.txt\"\n#Include \"Actors/Powerups.txt\"\n#Include \"Actors/TeleportFog.txt\""
      },
      {
        "source": "pk3",
        "name": "FontDefs.txt",
        "contents": "STATUSFONT\n{\n  0 STTNUM0\n  1 STTNUM1\n  2 STTNUM2\n  3 STTNUM3\n  4 STTNUM4\n  5 STTNUM5\n  6 STTNUM6\n  7 STTNUM7\n  8 STTNUM8\n  9 STTNUM9\n  % STTPRCNT\n  - STTMINUS\n  NOTRANSLATION 109\n}"
      },
      {
        "source": "pk3",
        "name": "GLDefs.txt",
        "contents": "//******** Monsters ********\n\nPointlight AgathoBall1\n{\nColor 1.0 0.4 0.4\nSize 48\n}\n\nPointlight AgathoBall2\n{\nColor 0.8 0.2 0.2\nSize 48\n}\n\nPointlight AgathoBall3\n{\nColor 0.8 0.2 0.2\nSize 64\n}\n\nPointlight AgathoBall4\n{\nColor 0.6 0.0 0.0\nSize 56\n}\n\nPointlight AgathoBall5\n{\nColor 0.5 0.0 0.0\nSize 56\n}\n\nPointlight AgathoBall6\n{\nColor 0.5 0.0 0.0\nSize 48\n}\n\nPointlight AgathoBall6\n{\nColor 0.4 0.0 0.0\nSize 32\n}\n\nObject AgathoDemonFireball\n{\nFrame TNT1A { Light AgathoBall1 }\nFrame AGFXG { Light AgathoBall2 }\nFrame AGFXH { Light AgathoBall3 }\nFrame AGFXI { Light AgathoBall4 }\nFrame AGFXJ { Light AgathoBall5 }\nFrame AGFXK { Light AgathoBall6 }\nFrame AGFXL { Light AgathoBall7 }\n}\n\nPointlight AgathoTracer1\n{\nColor 0.8 0.0 0.0\nSize 48\n}\n\nPointlight AgathoTracer2\n{\nColor 1.0 0.0 0.0\nSize 64\n}\n\nPointlight AgathoTracer3\n{\nColor 0.8 0.0 0.0\nSize 56\n}\n\nPointlight AgathoTracer4\n{\nColor 0.4 0.0 0.0\nSize 48\n}\n\nPointlight AgathoTracer5\n{\nColor 0.4 0.0 0.0\nSize 40\n}\n\nObject AgathoDemonTracer\n{\nFrame AGFBA { Light AgathoTracer1 }\nFrame AGFBB { Light AgathoTracer1 }\nFrame AGFBC { Light AgathoTracer1 }\nFrame AGFBD { Light AgathoTracer2 }\nFrame AGFBE { Light AgathoTracer3 }\nFrame AGFBF { Light AgathoTracer4 }\nFrame AGFBG { Light AgathoTracer5 }\n}\n\nPointlight AnnihilatorRocket1\n{\nColor 1.0 0.7 0.0\nSize 56\n}\n\nFlickerlight AnnihilatorRocket2\n{\nColor 1.0 0.7 0.0\nSize 64\nSecondarySize 72\nChance 0.3\n}\n\nFlickerlight AnnihilatorRocket3\n{\nColor 0.5 0.1 0.0\nSize 80\nSecondarySize 88\nChance 0.3\n}\n\nFlickerlight AnnihilatorRocket4\n{\nColor 0.3 0.0 0.0\nSize 96\nSecondarySize 104\nChance 0.3\n}\n\nObject Rocket2\n{\nFrame MISLA { Light AnnihilatorRocket1 }\nFrame MISLB { Light AnnihilatorRocket2 }\nFrame MISLC { Light AnnihilatorRocket3 }\nFrame MISLD { Light AnnihilatorRocket4 }\n}\n\nObject HomRocket1\n{\nFrame HMISA { Light AnnihilatorRocket1 }\nFrame BAL3C { Light AnnihilatorRocket2 }\nFrame BAL3D { Light AnnihilatorRocket3 }\nFrame BAL3E { Light AnnihilatorRocket4 }\n}\n\nFlickerLight2 BruiserDemon\n{\nColor 1.0 0.6 0.0\nSize 70\nSecondarySize 95\nOffset 0 32 0\nInterval 2.0\n}\n\nPointlight BruiserDeath1\n{\nColor 1.0 0.8 0.0\nSize 128\nOffset 0 32 0\n}\n\nPointlight BruiserDeath2\n{\nColor 1.0 0.6 0.0\nSize 96\nOffset 0 32 0\n}\n\nPointlight BruiserDeath3\n{\nColor 0.6 0.4 0.0\nSize 72\nOffset 0 32 0\n}\n\nPointlight BruiserDeath4\n{\nColor 0.5 0.4 0.0\nSize 64\nOffset 0 32 0\n}\n\nPointlight BruiserDeath5\n{\nColor 0.4 0.2 0.0\nSize 56\nOffset 0 32 0\n}\n\nObject HDBaronofHell\n{\nFrame BRUSA { Light BruiserDemon }\nFrame BRUSB { Light BruiserDemon }\nFrame BRUSC { Light BruiserDemon }\nFrame BRUSD { Light BruiserDemon }\nFrame BRUSE { Light BruiserDemon }\nFrame BRUSF { Light BruiserDemon }\nFrame BRUSG { Light BruiserDemon }\nFrame BRUSH { Light BruiserDemon }\nFrame BRUSI { Light BruiserDemon }\nFrame BRUSJ { Light BruiserDemon }\nFrame BRUSK { Light BruiserDemon }\nFrame BRUSL { Light BruiserDemon }\nFrame BRUSM { Light BruiserDemon }\nFrame BRUDA { Light BruiserDeath5 }\nFrame BRUDB { Light BruiserDeath4 }\nFrame BRUDC { Light BruiserDeath3 }\nFrame BRUDD { Light BruiserDeath2 }\nFrame BRUDE { Light BruiserDeath1 }\nFrame BRUDF { Light BruiserDeath1 }\nFrame BRUDG { Light BruiserDeath1 }\nFrame BRUDH { Light BruiserDeath1 }\nFrame BRUDI { Light BruiserDeath2 }\nFrame BRUDJ { Light BruiserDeath3 }\nFrame BRUDK { Light BruiserDeath4 }\nFrame BRUDL { Light BruiserDeath5 }\nFrame BRUDM { Light BruiserDeath5 }\nFrame BRUDN { Light BruiserDeath5 }\n}\n\nPointlight BruiserBall11\n{\nColor 0.6 0.3 0.0\nSize 64\n}\n\nPointlight BruiserBall12\n{\nColor 0.7 0.4 0.0\nSize 72\n}\n\nPointlight BruiserBall13\n{\nColor 0.6 0.4 0.0\nSize 88\n}\n\nPointlight BruiserBall14\n{\nColor 0.6 0.3 0.0\nSize 56\n}\n\nPointlight BruiserBall15\n{\nColor 0.55 0.25 0.0\nSize 48\n}\n\nPointlight BruiserBall16\n{\nColor 0.5 0.2 0.0\nSize 40\n}\n\nPointlight BruiserBall17\n{\nColor 0.45 0.15 0.0\nSize 32\n}\n\nPointlight BruiserBall18\n{\nColor 0.3 0.1 0.0\nSize 24\n}\n\nObject BruiserBall\n{\nFrame BRBAA { Light BruiserBall11 }\nFrame BRBAB { Light BruiserBall11 }\nFrame BRBAK { Light BruiserBall11 }\nFrame BRBAL { Light BruiserBall12 }\nFrame BRBAM { Light BruiserBall12 }\nFrame BRBAN { Light BruiserBall13 }\nFrame BRBAO { Light BruiserBall13 }\nFrame BRBAP { Light BruiserBall12 }\nFrame BRBAQ { Light BruiserBall12 }\nFrame BRBAR { Light BruiserBall11 }\nFrame BRBAS { Light BruiserBall14 }\nFrame BRBAT { Light BruiserBall15 }\nFrame BRBAU { Light BruiserBall16 }\nFrame BRBAV { Light BruiserBall17 }\nFrame BRBAW { Light BruiserBall18 }\n}\n\nPointlight BruiserBall21\n{\nColor 0.6 0.2 0.0\nSize 32\n}\n\nPointlight BruiserBall22\n{\nColor 0.8 0.4 0.0\nSize 48\n}\n\nPointlight BruiserBall23\n{\nColor 0.6 0.2 0.0\nSize 24\n}\n\nPointlight BruiserBall24\n{\nColor 0.4 0.0 0.0\nSize 16\n}\n\nObject BruiserBall2\n{\nFrame BRB2A { Light BruiserBall21 }\nFrame BRB2B { Light BruiserBall21 }\nFrame BRB2C { Light BruiserBall22 }\nFrame BRB2D { Light BruiserBall22 }\nFrame BRB2E { Light BruiserBall21 }\nFrame BRB2F { Light BruiserBall21 }\nFrame BRB2G { Light BruiserBall23 }\nFrame BRB2H { Light BruiserBall24 }\n}\n\nPointLight BruiserFire_1\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 20\n}\n\nPointLight BruiserFire_2\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 30\n}\n\nPointLight BruiserFire_3\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 40\n}\n\nPointLight BruiserFire_4\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 47\n}\n\nPointLight BruiserFire_5\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 54\n}\n\nPointLight BruiserFire_6\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 61\n}\n\nPointLight BruiserFire_7\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 66\n}\n\nPointLight BruiserFire_8\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 73\n}\n\nPointLight BruiserFire_9\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 76\n}\n\nPointLight BruiserFire_10\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 79\n}\n\nPointLight BruiserFire_11\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 80\n}\n\nPointLight BruiserFire_12\n{\nOffset 0 0 0\nColor 0.95 0.47 0.0\nSize 81\n}\n\nPointLight BruiserFire_13\n{\nOffset 0 0 0\nColor 0.9 0.43 0.0\nSize 82\n}\n\nPointLight BruiserFire_14\n{\nOffset 0 0 0\nColor 0.83 0.38 0.0\nSize 83\n}\n\nPointLight BruiserFire_15\n{\nOffset 0 0 0\nColor 0.75 0.34 0.0\nSize 84\n}\n\nPointLight BruiserFire_16\n{\nOffset 0 0 0\nColor 0.63 0.27 0.0\nSize 85\n}\n\nPointLight BruiserFire_17\n{\nOffset 0 0 0\nColor 0.55 0.21 0.0\nSize 86\n}\n\nPointLight BruiserFire_18\n{\nOffset 0 0 0\nColor 1.38 0.13 0.0\nSize 87\n}\n\nPointLight BruiserFire_19\n{\nOffset 0 0 0\nColor 0.15 0.04 0.0\nSize 88\n}\n\nObject BruiserFire\n{\nFrame XXBFA { Light BruiserFire_1 }\nFrame XXBFB { Light BruiserFire_2 }\nFrame XXBFC { Light BruiserFire_3 }\nFrame XXBFD { Light BruiserFire_4 }\nFrame XXBFE { Light BruiserFire_5 }\nFrame XXBFF { Light BruiserFire_6 }\nFrame XXBFG { Light BruiserFire_7 }\nFrame XXBFH { Light BruiserFire_8 }\nFrame XXBFI { Light BruiserFire_9 }\nFrame XXBFJ { Light BruiserFire_10 }\nFrame XXBFK { Light BruiserFire_11 }\nFrame XXBFL { Light BruiserFire_12 }\nFrame XXBFM { Light BruiserFire_13 }\nFrame XXBFN { Light BruiserFire_14 }\nFrame XXBFO { Light BruiserFire_15 }\nFrame XXBFP { Light BruiserFire_16 }\nFrame XXBFQ { Light BruiserFire_17 }\nFrame XXBFR { Light BruiserFire_18 }\nFrame XXBFS { Light BruiserFire_19 }\n}\n\nFlickerLight CrackodemonBall1\n{\nColor 1.0 0.4 0.0\nSize 56\nSecondarySize 64\nChance 0.5\n}\n\nFlickerlight CrackodemonBall2\n{\nColor 0.9 0.1 0.0\nSize 72\nSecondarySize 80\nChance 0.25\n}\n\nFlickerlight CrackodemonBall3\n{\nColor 0.6 0.1 0.0\nSize 88\nSecondarySize 96\nChance 0.25\n}\n\nFlickerlight CrackodemonBall4\n{\nColor 0.3 0.0 0.0\nSize 104\nSecondarySize 112\nChance 0.25\n}\n\nObject CrackodemonBall\n{\nFrame BAL9A { Light CrackodemonBall1 }\nFrame BAL9B { Light CrackodemonBall1 }\nFrame BAL9C { Light CrackodemonBall2 }\nFrame BAL9D { Light CrackodemonBall3 }\nFrame BAL9E { Light CrackodemonBall4 }\n}\n\nFlickerLight BluSoul1\n{\nColor 1.0 0.3 0.0\nSize 56\nSecondarysize 64\nChance 0.1\n}\n\nFlickerLight BluSoul2\n{\nColor 0.8 0.3 0.0\nSize 72\nSecondarySize 80\nChance 0.25\n}\n\nFlickerLight BluSoul3\n{\nColor 0.6 0.2 0.0\nSize 88\nSecondarySize 96\nChance 0.25\n}\n\nFlickerLight BluSoul4\n{\nColor 0.4 0.1 0.0\nSize 104\nSecondarySize 112\nChance 0.25\n}\n\nFlickerLight BluSoul5\n{\nColor 0.2 0.0 0.0\nSize 112\nSecondarySize 120\nChance 0.25\n}\n\nObject BluSoul\n{\nFrame SKUDC { Light BluSoul1 }\nFrame SKUDD { Light BluSoul1 }\nFrame SKUDH { Light BluSoul2 }\nFrame SKUDI { Light BluSoul3 }\nFrame SKUDJ { Light BluSoul4 }\nFrame SKUDK { Light BluSoul5 }\n}\n\nPointlight VoidBallNormal\n{\nColor 0.5 0.2 0.8\nSize 48\n}\n\nPointlight VoidBallNormal2\n{\nColor 0.4 0.2 0.8\nSize 64\n}\n\nPointlight VoidBallNormal3\n{\nColor 0.2 0.2 0.8\nSize 56\n}\n\nPointlight VoidBallNormal4\n{\nColor 0.0 0.0 0.5\nSize 32\n}\n\nObject DarkNormal\n{\nFrame DKB1A { Light VoidBallNormal }\nFrame DKB1B { Light VoidBallNormal }\nFrame DKB1C { Light VoidBallNormal2 }\nFrame DKB1D { Light VoidBallNormal3 }\nFrame DKB1E { Light VoidBallNormal4 }\n}\n\nPointlight VoidBallStrong\n{\nColor 0.8 0.2 0.8\nSize 48\n}\n\nPointlight VoidBallStrong2\n{\nColor 0.6 0.1 0.6\nSize 64\n}\n\nPointlight VoidBallStrong3\n{\nColor 0.5 0.0 0.2\nSize 56\n}\n\nPointlight VoidBallStrong4\n{\nColor 0.3 0.0 0.0\nSize 32\n}\n\nObject DarkStrong\n{\nFrame DKB2A { Light VoidBallStrong }\nFrame DKB2B { Light VoidBallStrong }\nFrame DKB2C { Light VoidBallStrong2 }\nFrame DKB2D { Light VoidBallStrong3 }\nFrame DKB2E { Light VoidBallStrong4 }\n}\n\nFlickerlight2 VoidDarkImpFire1\n{\nColor 0.5 0.2 0.8\nSize 48\nSecondarySize 56\nInterval 0.8\nOffset 0 28 0\n}\n\nFlickerlight2 VoidDarkImpFire2\n{\nColor 0.8 0.2 0.8\nSize 56\nSecondarySize 64\nInterval 0.8\nOffset 0 28 0\n}\n\nObject HDDoomImp\n{\nFrame DRKVE { Light VoidDarkImpFire1 }\nFrame DRKVF { Light VoidDarkImpFire1 }\nFrame DRKVG { Light VoidDarkImpFire1 }\nFrame DRKVI { Light VoidDarkImpFire2 }\nFrame DRKVJ { Light VoidDarkImpFire2 }\nFrame DRKVK { Light VoidDarkImpFire2 }\n}\n\nPointLight DemolisherAttack11\n{\nColor 1.0 1.0 0.0\nSize 64\nOffset 0 30 0\n}\n\nPointLight DemolisherAttack12\n{\nColor 1.0 1.0 0.0\nSize 92\nOffset 0 30 0\n}\n\nPointLight DemolisherAttack21\n{\nColor 0.3 1.0 0.3\nSize 64\nOffset 0 30 0\n}\n\nPointLight DemolisherAttack22\n{\nColor 0.3 1.0 0.3\nSize 96\nOffset 0 30 0\n}\n\nPointlight DemolisherExplode1\n{\nColor 1.0 0.3 0.0\nSize 48\n}\n\nPointlight DemolisherExplode2\n{\nColor 1.0 0.3 0.0\nSize 56\n}\n\nPointlight DemolisherExplode3\n{\nColor 1.0 0.5 0.0\nSize 64\n}\n\nPointlight DemolisherExplode4\n{\nColor 1.0 0.5 0.0\nSize 80\n}\n\nPointlight DemolisherExplode5\n{\nColor 1.0 0.5 0.0\nSize 96\n}\n\nPointlight DemolisherExplode6\n{\nColor 1.0 0.5 0.0\nSize 128\n}\n\nPointlight DemolisherExplode7\n{\nColor 0.6 0.2 0.0\nSize 96\n}\n\nPointlight DemolisherExplode8\n{\nColor 0.5 0.0 0.0\nSize 64\n}\n\nPointlight DemolisherExplode9\n{\nColor 0.3 0.0 0.0\nSize 32\n}\n\nObject HDSpiderMastermind\n{\nFrame DEMOG { Light DemolisherAttack11 }\nFrame DEMOH { Light DemolisherAttack12 }\nFrame DEMOT { Light DemolisherAttack21 }\nFrame DEMOU { Light DemolisherAttack22 }\nFrame DEMOJ { Light DemolisherExplode1 }\nFrame DEMOK { Light DemolisherExplode2 }\nFrame DEMOL { Light DemolisherExplode3 }\nFrame DEMOM { Light DemolisherExplode4 }\nFrame DEMON { Light DemolisherExplode5 }\nFrame DEMOO { Light DemolisherExplode6 }\nFrame DEMOP { Light DemolisherExplode7 }\nFrame DEMOQ { Light DemolisherExplode8 }\nFrame DEMOR { Light DemolisherExplode9 }\n}\n\nPulseLight MafibusBall1\n{\nColor 0.8 0.5 0.0\nSize 56\nSecondarySize 64\nInterval 3.0\n}\n\nPointLight MafibusBall2\n{\nColor 0.9 0.6 0.0\nSize 60\n}\n\nPointLight MafibusBall3\n{\nColor 1.0 0.8 0.0\nSize 64\n}\n\nPointLight MafibusBall4\n{\nColor 0.8 0.6 0.0\nSize 48\n}\n\nPointLight MafibusBall5\n{\nColor 0.5 0.3 0.0\nSize 40\n}\n\nPointLight MafibusBall6\n{\nColor 0.3 0.1 0.0\nSize 32\n}\n\nObject MafibusBall\n{\nFrame MFBLA { Light MafibusBall1 }\nFrame MFBLB { Light MafibusBall1 }\nFrame MFBLC { Light MafibusBall1 }\nFrame MFBLD { Light MafibusBall2 }\nFrame MFBLE { Light MafibusBall3 }\nFrame MFBLF { Light MafibusBall3 }\nFrame MFBLG { Light MafibusBall4 }\nFrame MFBLH { Light MafibusBall5 }\nFrame MFBLI { Light MafibusBall6 }\n}\n\npointlight POEBALL1\n{\n    color 0.4 0.0 0.8\n    size 40\n}\n\npointlight POEBALL2\n{\n    color 0.4 0.0 0.8\n    size 32\n}\n\npointlight POEBALL3\n{\n    color 0.4 0.0 0.8\n    size 24\n}\n\npointlight POEBALL4\n{\n    color 0.4 0.0 0.8\n    size 16\n}\n\npointlight POEBALL5\n{\n    color 0.4 0.0 0.8\n    size 8\n}\n\npointlight POEBALL6\n{\n    color 0.4 0.0 0.8\n    size 8\n}\npointlight POEBALL7\n{\n    color 0.4 0.0 0.8\n    size 8\n}\n\nobject PoeBall\n{\n    frame POBLA0 { light POEBALL1 }\n    frame POBLB0 { light POEBALL1 }\n    frame POBLC0 { light POEBALL2 }\n    frame POBLD0 { light POEBALL3 }\n    frame POBLE0 { light POEBALL4 }\n    frame POBLF0 { light POEBALL5 }\n    frame POBLG0 { light POEBALL6 }\n    frame POBLH0 { light POEBALL7 }\n}\nobject PoeTracer\n{\n    frame POBLA0 { light POEBALL1 }\n    frame POBLB0 { light POEBALL1 }\n    frame POBLC0 { light POEBALL2 }\n    frame POBLD0 { light POEBALL3 }\n    frame POBLE0 { light POEBALL4 }\n    frame POBLF0 { light POEBALL5 }\n    frame POBLG0 { light POEBALL6 }\n    frame POBLH0 { light POEBALL7 }\n}\n\nFlickerlight2 FireShot1\n{\nColor 1.0 0.8 0.0\nSize 25\nSecondarySize 30\nInterval 2\nOffset 0 0 0\n}\n\nPointlight FireShot2\n{\nColor 0.8 0.6 0.0\nSize 25\n}\n\nPointlight FireShot3\n{\nColor 0.6 0.4 0.0\nSize 23\n}\n\nPointlight FireShot4\n{\nColor 0.4 0.2 0.0\nSize 21\n}\n\nObject FireShot\n{\nFrame FSHTA { Light FireShot1 }\nFrame FSHTB { Light FireShot1 }\nFrame FSHTC { Light FireShot2 }\nFrame FSHTD { Light FireShot3 }\nFrame FSHTE { Light FireShot4 }\n}\n\nPointlight FirebombExplosion11\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight FirebombExplosion12\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight FirebombExplosion13\n{\nColor 1.0 0.8 0.2\nSize 62\n}\n\nPointlight FirebombExplosion14\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight FirebombExplosion15\n{\nColor 1.0 0.8 0.2\nSize 54\n}\n\nPointlight FirebombExplosion16\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight FirebombExplosion17\n{\nColor 1.0 0.8 0.2\nSize 44\n}\n\nPointlight FirebombExplosion18\n{\nColor 0.9 0.7 0.1\nSize 40\n}\n\nPointlight FirebombExplosion19\n{\nColor 0.9 0.7 0.1\nSize 39\n}\n\nPointlight FirebombExplosion110\n{\nColor 0.9 0.7 0.1\nSize 38\n}\n\nPointlight FirebombExplosion111\n{\nColor 0.8 0.6 0.0\nSize 37\n}\n\nPointlight FirebombExplosion112\n{\nColor 0.7 0.5 0.0\nSize 36\n}\n\nPointlight FirebombExplosion113\n{\nColor 0.7 0.5 0.0\nSize 35\n}\n\nPointlight FirebombExplosion114\n{\nColor 0.6 0.4 0.0\nSize 35\n}\n\nPointlight FirebombExplosion115\n{\nColor 0.6 0.4 0.0\nSize 35\n}\n\nPointlight FirebombExplosion116\n{\nColor 0.5 0.3 0.0\nSize 35\n}\n\nPointlight FirebombExplosion117\n{\nColor 0.4 0.2 0.0\nSize 35\n}\n\nPointlight FirebombExplosion118\n{\nColor 0.3 0.1 0.0\nSize 35\n}\n\nPointlight FirebombExplosion119\n{\nColor 0.2 0.0 0.0\nSize 35\n}\n\nObject FirebombExplosion1\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nObject FirebombExplosion2\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nObject FirebombExplosion3\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nPointlight PyroBlast1\n{\nColor 1.0 0.8 0.0\nSize 40\n}\n\nPointlight PyroBlast2\n{\nColor 1.0 0.8 0.0\nSize 48\n}\n\nPointlight PyroBlast3\n{\nColor 1.0 0.8 0.0\nSize 44\n}\n\nPointlight PyroBlast4\n{\nColor 0.9 0.7 0.0\nSize 40\n}\n\nPointlight PyroBlast5\n{\nColor 0.9 0.7 0.0\nSize 36\n}\n\nPointlight PyroBlast6\n{\nColor 0.8 0.6 0.0\nSize 32\n}\n\nPointlight PyroBlast7\n{\nColor 0.7 0.5 0.0\nSize 28\n}\n\nPointlight PyroBlast8\n{\nColor 0.6 0.4 0.0\nSize 24\n}\n\nPointlight PyroBlast9\n{\nColor 0.5 0.3 0.0\nSize 20\n}\n\nPointlight PyroBlast10\n{\nColor 0.4 0.2 0.0\nSize 16\n}\n\nPointlight PyroBlast11\n{\nColor 0.3 0.1 0.0\nSize 12\n}\n\nObject PyroBlast\n{\nFrame SBLLA { Light PyroBlast1 }\nFrame SBLLB { Light PyroBlast1 }\nFrame SBLLC { Light PyroBlast1 }\nFrame SBLLD { Light PyroBlast1 }\nFrame SBLLE { Light PyroBlast1 }\nFrame SBLLF { Light PyroBlast1 }\nFrame SBLLG { Light PyroBlast1 }\nFrame SBLLH { Light PyroBlast1 }\nFrame SBLLI { Light PyroBlast1 }\nFrame SBLLJ { Light PyroBlast1 }\nFrame SBLLK { Light PyroBlast2 }\nFrame SBLLL { Light PyroBlast3 }\nFrame SBLLM { Light PyroBlast4 }\nFrame SBLLN { Light PyroBlast5 }\nFrame SBLLO { Light PyroBlast6 }\nFrame SBLLP { Light PyroBlast7 }\nFrame SBLLQ { Light PyroBlast8 }\nFrame SBLLR { Light PyroBlast9 }\nFrame SBLLS { Light PyroBlast10 }\nFrame SBLLT { Light PyroBlast11 }\nFrame SBLLU { Light PyroBlast11 }\nFrame SBLLV { Light PyroBlast11 }\nFrame SBLLW { Light PyroBlast11 }\n}\n\nPointlight WalkFire\n{\nColor 1.0 0.8 0.0\nSize 5\n}\n\nPointlight WalkFire2\n{\nColor 1.0 0.8 0.0\nSize 15\n}\n\nPointlight WalkFire3\n{\nColor 1.0 0.8 0.0\nSize 35\n}\n\nPointlight WalkFire4\n{\nColor 1.0 0.88 0.0\nSize 34\n}\n\nPointlight WalkFire5\n{\nColor 1.0 0.8 0.0\nSize 32\n}\n\nPointlight WalkFire6\n{\nColor 1.0 0.8 0.0\nSize 30\n}\n\nPointlight WalkFire7\n{\nColor 1.0 0.8 0.0\nSize 25\n}\n\nPointlight WalkFire8\n{\nColor 1.0 0.8 0.0\nSize 20\n}\n\nPointlight WalkFire9\n{\nColor 1.0 0.8 0.0\nSize 15\n}\n\nPointlight WalkFire10\n{\nColor 1.0 0.8 0.0\nSize 5\n}\n\nPointlight WalkFire11\n{\nColor 1.0 0.8 0.0\nSize 4\n}\n\nPointlight WalkFire12\n{\nColor 1.0 0.8 0.0\nSize 3\n}\n\nPointlight WalkFire13\n{\nColor 1.0 0.8 0.0\nSize 2\n}\n\nPointlight WalkFire14\n{\nColor 1.0 0.8 0.0\nSize 1\n}\n\nObject WalkFire\n{\nFrame FRTFA { Light WalkFire }\nFrame FRTFB { Light WalkFire2 }\nFrame FRTFC { Light WalkFire3 }\nFrame FRTFD { Light WalkFire4 }\nFrame FRTFE { Light WalkFire5 }\nFrame FRTFF { Light WalkFire6 }\nFrame FRTFG { Light WalkFire7 }\nFrame FRTFH { Light WalkFire8 }\nFrame FRTFI { Light WalkFire9 }\nFrame FRTFJ { Light WalkFire10 }\nFrame FRTFK { Light WalkFire11 }\nFrame FRTFL { Light WalkFire12 }\nFrame FRTFM { Light WalkFire13 }\nFrame FRTFN { Light WalkFire14 }\n}\n\nPointlight PyroBall\n{\nColor 1.0 0.8 0.0\nSize 35\n}\n\nPointlight PyroBall2\n{\nColor 1.0 0.8 0.0\nSize 40\n}\n\nPointlight PyroBall3\n{\nColor 0.9 0.7 0.0\nSize 38\n}\n\nPointlight PyroBall4\n{\nColor 0.8 0.6 0.0\nSize 36\n}\n\nPointlight PyroBall2\n{\nColor 0.6 0.4 0.0\nSize 34\n}\n\nPointlight PyroBall3\n{\nColor 0.4 0.2 0.0\nSize 32\n}\n\nPointlight PyroBall4\n{\nColor 0.2 0.0 0.0\nSize 30\n}\n\nObject PyroBall\n{\nFrame RBALA { Light PyroBall }\nFrame RBALB { Light PyroBall }\nFrame RBALD { Light PyroBall2 }\nFrame RBALE { Light PyroBall3 }\nFrame RBALF { Light PyroBall4 }\nFrame RBALG { Light PyroBall4 }\nFrame RBALH { Light PyroBall4 }\nFrame RBALI { Light PyroBall4 }\n}\n\nPointlight Comet1\n{\nColor 0.6 0.4 0.0\nSize 56\n}\n\nPointlight Comet2\n{\nColor 0.8 0.6 0.0\nSize 64\n}\n\nPointlight Comet3\n{\nColor 1.0 0.8 0.4\nSize 72\n}\n\nPointlight Comet4\n{\nColor 0.8 0.7 0.0\nSize 64\n}\n\nPointlight Comet5\n{\nColor 0.6 0.4 0.0\nSize 56\n}\n\nPointlight Comet6\n{\nColor 0.4 0.2 0.0\nSize 48\n}\n\nPointlight Comet7\n{\nColor 0.4 0.0 0.0\nSize 40\n}\n\nObject FallingComet\n{\nFrame COMTA { Light Comet1 }\nFrame COMTB { Light Comet1 }\nFrame COMTC { Light Comet1 }\nFrame COMTD { Light Comet2 }\nFrame COMTE { Light Comet3 }\nFrame COMTF { Light Comet4 }\n}\n\nObject CometDeath\n{\nFrame COMTG { Light Comet5 }\nFrame COMTH { Light Comet6 }\nFrame COMTI { Light Comet7 }\n}\n\nFlickerlight2 RainCometNull\n{\nColor 1.0 0.8 0.0\nSize 15\nSecondarysize 20\nInterval 2\nOffset 0 0 0\n}\n\nObject RainCometNull\n{\nFrame ZAP5A { Light RainCometNull }\nFrame ZAP5B { Light RainCometNull }\nFrame ZAP5C { Light RainCometNull }\nFrame ZAP5D { Light RainCometNull }\n}\n\nPointlight PyroImpBall\n{\nColor 0.8 0.3 0.0\nSize 48\n}\n\nPointlight PyroImpBall2\n{\nColor 1.0 0.5 0.0\nSize 48\n}\n\nPointlight PyroImpBall3\n{\nColor 0.7 0.2 0.0\nSize 40\n}\n\nPointlight PyroImpBall4\n{\nColor 0.3 0.1 0.0\nSize 32\n}\n\nObject PyroImpBall\n{\nFrame BAL1A { Light PyroImpBall }\nFrame BAL1B { Light PyroImpBall }\nFrame BAL1C { Light PyroImpBall2 }\nFrame BAL1D { Light PyroImpBall3 }\nFrame BAL1E { Light PyroImpBall4 }\n}\n\nPointlight PyroImpExplosion\n{\nColor 1.0 0.6 0.0\nSize 64\n}\n\nPointlight PyroImpExplosion2\n{\nColor 0.8 0.3 0.0\nSize 48\n}\n\nPointlight PyroImpExplosion3\n{\nColor 0.6 0.15 0.0\nSize 32\n}\n\nObject PyroImpExplosion\n{\nFrame MISLB { Light PyroImpExplosion }\nFrame MISLC { Light PyroImpExplosion2 }\nFrame MISLD { Light PyroImpExplosion3 }\n}\n\nFlickerLight2 QuadShotgunZombie\n{\nColor 1.0 0.8 0.2\nSize 48\nSecondarySize 56\nInterval 1\nOffset 0 28 0\n}\n\nObject HDSuperShotgunGuy\n{\nFrame QSZMF { Light QuadShotgunZombie }\n}\n\nPointlight RictusBall\n{\nColor 1.0 0.5 0.0\nSize 30\n}\n\nPointlight RictusBall2\n{\nColor 1.0 0.5 0.0\nSize 35\n}\n\nPointlight RictusBall3\n{\nColor 1.0 0.5 0.0\nSize 40\n}\n\nPointlight RictusBall4\n{\nColor 0.8 0.4 0.0\nSize 35\n}\n\nPointlight RictusBall5\n{\nColor 0.6 0.3 0.0\nSize 25\n}\n\nPointlight RictusBall6\n{\nColor 0.4 0.2 0.0\nSize 20\n}\n\nPointlight RictusBall7\n{\nColor 0.3 0.1 0.0\nSize 15\n}\n\nObject RictusBall\n{\nFrame DRFXA { Light RictusBall }\nFrame DRFXB { Light RictusBall }\nFrame DRFXC { Light RictusBall }\nFrame DRFXD { Light RictusBall }\nFrame DRFXE { Light RictusBall }\nFrame DRFXF { Light RictusBall }\nFrame DRFXG { Light RictusBall2 }\nFrame DRFXH { Light RictusBall3 }\nFrame DRFXI { Light RictusBall4 }\nFrame DRFXJ { Light RictusBall5 }\nFrame DRFXK { Light RictusBall6 }\nFrame DRFXL { Light RictusBall7 }\n}\n\nObject RictusKamakazi\n{\nFrame RICT { Light RictusFire }\nFrame DRFXG { Light RictusBall2 }\nFrame DRFXH { Light RictusBall3 }\nFrame DRFXI { Light RictusBall4 }\nFrame DRFXJ { Light RictusBall5 }\nFrame DRFXK { Light RictusBall6 }\nFrame DRFXL { Light RictusBall7 }\n}\n\nFlickerLight RictusFire\n{\nColor 1.0 0.8 0.0\nSize 32\nSecondarySize 40\nChance 0.3\nOffset 0 0 0\n}\n\nObject HDLostSoul\n{\nFrame RICT { Light RictusFire }\n}\n\nPointLight SonicRailgunner\n{\nColor 0.4 0.1 0.0\nSize 36\nOffset 0 24 16\n}\n\nObject HDZombieman\n{\nFrame SRZMF { Light SonicRailgunner }\n}\n\nPointLight SSGZombieAttack\n{\nColor 1.0 0.8 0.2\nSize 30\n}\n\nObject HDShotgunGuy\n{\nFrame GPOSF { Light SSGZombieAttack }\n}\n\nPointlight ArchonComet1\n{\nColor 0.0 0.6 0.1\nSize 64\n}\n\nPointlight ArchonComet2\n{\nColor 0.0 0.8 0.2\nSize 128\n}\n\nPointlight ArchonComet3\n{\nColor 0.0 0.75 0.15\nSize 112\n}\n\nPointlight ArchonComet4\n{\nColor 0.0 0.5 0.05\nSize 104\n}\n\nPointlight ArchonComet5\n{\nColor 0.0 0.5 0.05\nSize 96\n}\n\nPointlight ArchonComet6\n{\nColor 0.0 0.5 0.05\nSize 64\n}\n\nObject ArchonComet\n{\nFrame ARCBA { Light ArchonComet1 }\nFrame ARCBB { Light ArchonComet1 }\nFrame ARCBC { Light ArchonComet1 }\nFrame ARCBJ { Light ArchonComet2 }\nFrame ARCBK { Light ArchonComet3 }\nFrame ARCBL { Light ArchonComet4 }\nFrame ARCBM { Light ArchonComet5 }\nFrame ARCBN { Light ArchonComet6 }\n}\n\nPointlight ArchonSoul1\n{\nColor 0.0 1.0 0.3\nSize 64\n}\n\nPointlight ArchonSoul2\n{\nColor 0.0 1.0 0.3\nSize 56\n}\n\nPointlight ArchonSoul3\n{\nColor 0.0 1.0 0.3\nSize 48\n}\n\nPointlight ArchonSoul4\n{\nColor 0.0 1.0 0.3\nSize 40\n}\n\nObject ArchonSoul\n{\nFrame BFX1A { Light ArchonSoul1 }\nFrame BFX1B { Light ArchonSoul2 }\nFrame BFX1C { Light ArchonSoul3 }\nFrame BFX1D { Light ArchonSoul4 }\n}\n\nObject NewBaronBall\n{\n    frame TNT1A { light BARONBALL    }\n\n    frame BAL7C { light BARONBALL_X1 }\n    frame BAL7D { light BARONBALL_X2 }\n    frame BAL7E { light BARONBALL_X3 }\n}\n\nPointlight DaedFire1\n{\nColor 0.6 0.3 0.0\nSize 56\n}\n\nPointlight DaedFire2\n{\nColor 0.8 0.45 0.0\nSize 64\n}\n\nPointlight DaedFire3\n{\nColor 0.65 0.35 0.0\nSize 56\n}\n\nPointlight DaedFire4\n{\nColor 0.4 0.15 0.0\nSize 32\n}\n\nObject DaedFire\n{\nFrame DAEFA { Light DaedFire1 }\nFrame DAEFB { Light DaedFire1 }\nFrame DAEFC { Light DaedFire2 }\nFrame DAEFD { Light DaedFire3 }\nFrame DAEFE { Light DaedFire4 }\n}\n\nFlickerLight2 DoubleChaingunGuy\n{\ncolor 1.0 0.8 0.2\nsize 48\nsecondarySize 56\ninterval 1\noffset 0 40 0\n}\n\nObject HDChaingunGuy\n{\nFrame DPOSE { Light DoubleChaingunGuy }\nFrame DPOSF { Light DoubleChaingunGuy }\n}\n\nObject HDChaingunGuy2\n{\nFrame MGZME { Light DoubleChaingunGuy }\nFrame MGZMF { Light DoubleChaingunGuy }\n}\n\nPointlight FusionShot\n{\nColor 1.0 0.0 1.0\nSize 30\n}\n\nPointlight FusionShot2\n{\nColor 1.0 0.2 1.0\nSize 35\n}\n\nPointlight FusionShot3\n{\nColor 0.9 0.0 0.9\nSize 40\n}\n\nPointlight FusionShot4\n{\nColor 0.7 0.0 0.7\nSize 35\n}\n\nPointlight FusionShot5\n{\nColor 0.5 0.0 0.5\nSize 30\n}\n\nPointlight FusionShot6\n{\nColor 0.3 0.0 0.3\nSize 25\n}\n\nObject FusionShot\n{\nFrame FPLSA { Light FusionShot }\nFrame FPLSB { Light FusionShot }\nFrame FPLSC { Light FusionShot2 }\nFrame FPLSD { Light FusionShot3 }\nFrame FPLSE { Light FusionShot4 }\nFrame FPLSF { Light FusionShot5 }\nFrame FPLSG { Light FusionShot6 }\n}\n\nPointlight PEDeath1\n{\nColor 1.0 0.4 0.0\nSize 35\n}\n\nPointlight PEDeath2\n{\nColor 1.0 0.5 0.0\nSize 45\n}\n\nPointlight PEDeath3\n{\nColor 0.6 0.3 0.0\nSize 40\n}\n\nPointlight PEDeath4\n{\nColor 0.4 0.2 0.0\nSize 35\n}\n\nObject HDPainElemental\n{\nFrame INFRH { Light PEDeath1 }\nFrame INFRI { Light PEDeath2 }\nFrame INFRJ { Light PEDeath3 }\nFrame INFRK { Light PEDeath4 }\n}\n\nFlickerLight2 SSNazi\n{\nColor 1.0 0.8 0.2\nSize 48\nSecondarySize 56\nInterval 1\nOffset 0 40 0\n}\n\nObject HDWolfensteinss\n{\nFrame ASSVG { Light SSNazi }\n}\n\nObject HDWolfMutant\n{\nFrame MUTNF { Light ZOMBIEATK }\nFrame MUTNG { Light ZOMBIEATK }\n}\n\nObject HDWolfOfficer\n{\nFrame OPOSG { Light ZOMBIEATK }\n}\n\nPointlight DarkCybDeath1\n{\nColor 0.0 0.8 0.0\nSize 50\n}\n\nPointlight DarkCybDeath2\n{\nColor 0.0 0.9 0.0\nSize 58\n}\n\nPointlight DarkCybDeath3\n{\nColor 0.0 1.0 0.0\nSize 62\n}\n\nPointlight DarkCybDeath4\n{\nColor 0.0 1.0 0.0\nSize 66\n}\n\nPointlight DarkCybDeath5\n{\nColor 0.0 1.0 0.0\nSize 62\n}\n\nPointlight DarkCybDeath6\n{\nColor 0.0 0.7 0.0\nSize 58\n}\n\nPointlight DarkCybDeath7\n{\nColor 0.0 0.4 0.0\nSize 50\n}\n\nPointlight DarkCybDeath8\n{\nColor 0.0 0.2 0.0\nSize 50\n}\n\nPointlight DarkCybAttack\n{\nColor 0.0 0.8 0.0\nSize 56\n}\n\nObject DarkCyber\n{\nFrame DCYBF { Light DarkCybAttack }\nFrame DCYBH { Light DarkCybDeath1 }\nFrame DCYBI { Light DarkCybDeath2 }\nFrame DCYBJ { Light DarkCybDeath3 }\nFrame DCYBK { Light DarkCybDeath4 }\nFrame DCYBL { Light DarkCybDeath5 }\nFrame DCYBM { Light DarkCybDeath6 }\nFrame DCYBN { Light DarkCybDeath7 }\nFrame DCYBO { Light DarkCybDeath8 }\n}\n\nPointLight DarkSpiderAttack11\n{\nColor 0.3 1.0 0.3\nSize 64\nOffset 0 30 0\n}\n\nPointLight DarkSpiderAttack12\n{\nColor 0.3 1.0 0.3\nSize 92\nOffset 0 30 0\n}\n\nPointlight DarkSpiderExplode1\n{\nColor 0.2 0.8 0.2\nSize 48\n}\n\nPointlight DarkSpiderExplode2\n{\nColor 0.2 0.8 0.2\nSize 56\n}\n\nPointlight DarkSpiderExplode3\n{\nColor 0.3 0.9 0.3\nSize 64\n}\n\nPointlight DarkSpiderExplode4\n{\nColor 0.3 1.0 0.3\nSize 80\n}\n\nPointlight DarkSpiderExplode5\n{\nColor 0.3 1.0 0.3\nSize 96\n}\n\nPointlight DarkSpiderExplode6\n{\nColor 0.35 1.0 0.35\nSize 128\n}\n\nPointlight DarkSpiderExplode7\n{\nColor 0.1 0.6 0.1\nSize 96\n}\n\nPointlight DarkSpiderExplode8\n{\nColor 0.0 0.5 0.0\nSize 64\n}\n\nPointlight DarkSpiderExplode9\n{\nColor 0.0 0.3 0.0\nSize 32\n}\n\nObject DarkSpider\n{\nFrame DDEMG { Light DarkSpiderAttack11 }\nFrame DDEMH { Light DarkSpiderAttack12 }\nFrame DDEMT { Light DemolisherAttack21 }\nFrame DDEMU { Light DemolisherAttack22 }\nFrame DDEMJ { Light DarkSpiderExplode1 }\nFrame DDEMK { Light DarkSpiderExplode2 }\nFrame DDEML { Light DarkSpiderExplode3 }\nFrame DDEMM { Light DarkSpiderExplode4 }\nFrame DDEMN { Light DarkSpiderExplode5 }\nFrame DDEMO { Light DarkSpiderExplode6 }\nFrame DDEMP { Light DarkSpiderExplode7 }\nFrame DDEMQ { Light DarkSpiderExplode8 }\nFrame DDEMR { Light DarkSpiderExplode9 }\n}\n\nPointlight RocketGuyAttack\n{\nColor 1.0 0.8 0.0\nSize 32\n}\n\nObject HDZombieman2\n{\nFrame MPO2F { Light RocketGuyAttack }\n}\n\nPointlight Rev2Missile\n{\nColor 1.0 0.5 0.0\nSize 25\n}\n\nPointlight Rev2Missile2\n{\nColor 1.0 0.5 0.0\nSize 35\n}\n\nPointlight Rev2Missile3\n{\nColor 0.7 0.3 0.0\nSize 25\n}\n\nPointlight Rev2Missile4\n{\nColor 0.4 0.1 0.0\nSize 20\n}\n\nObject Rev2Missile\n{\nFrame FBRSA { Light Rev2Missile }\nFrame BAL3C { Light Rev2Missile2 }\nFrame BAL3D { Light Rev2Missile3 }\nFrame BAL3E { Light Rev2Missile4 }\n}\n\nflickerlight HANGER_X1\n{\n    color 1.0 0.7 0.0\n    size 48\n    secondarySize 54\n    chance 0.3\n}\n\nflickerlight HANGER_X2\n{\n    color 0.5 0.1 0.0\n    size 60\n    secondarySize 66\n    chance 0.3\n}\n\nflickerlight HANGER_X3\n{\n    color 0.3 0.0 0.0\n    size 72\n    secondarySize 78\n    chance 0.3\n}\n\nobject HangerBoom\n{\n    frame MISLB { light HANGER_X1 }\n    frame MISLC { light HANGER_X2 }\n    frame MISLD { light HANGER_X3 }\n}\n\nflickerlight SRCHFIRE1\n{\n    color 1.0 1.0 1.0\n    size 24\n    secondarySize 32\n    chance 0.3\n    offset 0 8 0\n}\n\nflickerlight SRCHFIRE2\n{\n    color 1.0 1.0 1.0\n    size 40\n    secondarySize 48\n    chance 0.3\n    offset 0 24 0\n}\n\nflickerlight SRCHFIRE3\n{\n    color 1.0 1.0 1.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 32 0\n}\n\nflickerlight SRCHFIRE4\n{\n    color 1.0 1.0 1.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight SRCHFIRE5\n{\n    color 1.0 1.0 1.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 48 0\n}\n\nflickerlight SRCHFIRE6\n{\n    color 1.0 1.0 1.0\n    size 48\n    secondarySize 56\n    chance 0.3\n    offset 0 64 0\n}\n\nflickerlight SRCHFIRE7\n{\n    color 1.0 1.0 1.0\n    size 32\n    secondarySize 40\n    chance 0.3\n    offset 0 72 0\n}\n\nflickerlight SRCHFIRE8\n{\n    color 1.0 1.0 1.0\n    size 16\n    secondarySize 24\n    chance 0.3\n    offset 0 80 0\n}\n\nobject SvileFire\n{\n    frame FIRWA { light SRCHFIRE1 }\n    frame FIRWB { light SRCHFIRE2 }\n    frame FIRWC { light SRCHFIRE3 }\n    frame FIRWD { light SRCHFIRE4 }\n    frame FIRWE { light SRCHFIRE5 }\n    frame FIRWF { light SRCHFIRE6 }\n    frame FIRWG { light SRCHFIRE7 }\n    frame FIRWH { light SRCHFIRE8 }\n}\n\nflickerlight SRCHATK1\n{\n    color 1.0 1.0 1.0\n    size 32\n    secondarySize 48\n    chance 0.3\n    offset 0 80 0\n}\n\nflickerlight SRCHATK2\n{\n    color 1.0 1.0 1.0\n    size 56\n    secondarySize 64\n    chance 0.3\n    offset 0 80 0\n}\n\nflickerlight SRCHATK3\n{\n    color 1.0 1.0 1.0\n    size 56\n    secondarySize 64\n    chance 0.3\n    offset 0 64 0\n}\n\nflickerlight SRCHATK4\n{\n    color 1.0 1.0 1.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 48 0\n}\n\nflickerlight SRCHATK5\n{\n    color 1.0 1.0 1.0\n    size 80\n    secondarySize 88\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight SRCHATK6\n{\n    color 1.0 1.0 1.0\n    size 96\n    secondarySize 104\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight SRCHATK7\n{\n    color 1.0 1.0 1.0\n    size 104\n    secondarySize 112\n    chance 0.3\n    offset 0 40 0\n}\n\npulselight SRCHRES\n{\n    color 1.0 1.0 1.0\n    size 64\n    secondarySize 70\n    interval 0.5\n    offset 0 36 0\n}\n\nObject HDArchvile2\n{\n    frame SILEH { light SRCHATK1 }\n    frame SILEI { light SRCHATK2 }\n    frame SILEJ { light SRCHATK3 }\n    frame SILEK { light SRCHATK4 }\n    frame SILEL { light SRCHATK4 }\n    frame SILEM { light SRCHATK4 }\n    frame SILEN { light SRCHATK5 }\n    frame SILEO { light SRCHATK6 }\n    frame SILEP { light SRCHATK7 }\n\n    frame SILHA { light SRCHRES }\n    frame SILHB { light SRCHRES }\n    frame SILHC { light SRCHRES }\n}\n\nFlickerLight SHSPIR\n{\n    Color 1.0 1.0 1.0\n    Size 42\n    SecondarySize 39\n    Chance 0.7\n}\n\nObject ShadowBall\n{\n    Frame SPIRA { light SHSPIR }\n    Frame SPIRB { light SHSPIR }\n}\n\nObject SvileBall\n{\n    Frame SPIRA { light SHSPIR }\n    Frame SPIRB { light SHSPIR }\n}\n\nPointlight SoulHarvesterBall1\n{\nColor 1.0 0.8 0.3\nSize 40\n}\n\nPointlight SoulHarvesterBall2\n{\nColor 1.0 0.8 0.3\nSize 44\n}\n\nPointlight SoulHarvesterBall3\n{\nColor 1.0 0.8 0.3\nSize 48\n}\n\nPointlight SoulHarvesterBall4\n{\nColor 1.0 0.8 0.3\nSize 36\n}\n\nPointlight SoulHarvesterBall5\n{\nColor 1.0 0.8 0.3\nSize 32\n}\n\nPointlight SoulHarvesterBall6\n{\nColor 1.0 0.8 0.3\nSize 28\n}\n\nPointlight SoulHarvesterBall7\n{\nColor 1.0 0.8 0.3\nSize 24\n}\n\nPointlight SoulHarvesterBall8\n{\nColor 1.0 0.8 0.3\nSize 20\n}\n\nPointlight SoulHarvesterBall9\n{\nColor 1.0 0.8 0.3\nSize 16\n}\n\nObject SoulHarvesterBall\n{\nFrame SHBAA { Light SoulHarvesterBall1 }\nFrame SHBAB { Light SoulHarvesterBall1 }\nFrame SHBAC { Light SoulHarvesterBall2 }\nFrame SHBAD { Light SoulHarvesterBall3 }\nFrame SHBAE { Light SoulHarvesterBall2 }\nFrame SHBAF { Light SoulHarvesterBall1 }\nFrame SHBAG { Light SoulHarvesterBall4 }\nFrame SHBAH { Light SoulHarvesterBall5 }\nFrame SHBAI { Light SoulHarvesterBall6 }\nFrame SHBAJ { Light SoulHarvesterBall7 }\nFrame SHBAK { Light SoulHarvesterBall8 }\nFrame SHBAL { Light SoulHarvesterBall9 }\n}\n\nPointlight HellsFuryBall1\n{\nColor 0.8 0.0 0.00\nSize 48\n}\n\nPointlight HellsFuryBall2\n{\nColor 1.0 0.0 0.00\nSize 64\n}\n\nPointlight HellsFuryBall3\n{\nColor 0.8 0.0 0.00\nSize 56\n}\n\nPointlight HellsFuryBall4\n{\nColor 0.4 0.0 0.00\nSize 32\n}\n\nObject HellsFuryBall\n{\nFrame TNT1A { Light HellsFuryBall1 }\n\nFrame HFL7C { Light HellsFuryBall2 }\nFrame HFL7D { Light HellsFuryBall3 }\nFrame HFL7E { Light HellsFuryBall4 }\n}\n\nPulselight VisageGlow\n{\nColor 0 100 100\nSize 40\nSecondarySize 50\nInterval 5\nOffset 0 0 10\n}\n\nPointLight VisageBall1\n{\nColor 0 180 180\nSize 40\n}\n\nPointLight VisageBall2\n{\nColor 0 200 200\nSize 48\n}\n\nPointLight VisageBall3\n{\nColor 0 190 190\nSize 56\n}\n\nPointLight VisageBall4\n{\nColor 0 120 120\nSize 48\n}\n\nPointLight VisageBall5\n{\nColor 0 80 80\nSize 32\n}\n\nPointLight VisageBall6\n{\nColor 0 10 10\nSize 28\n}\n\nObject HDLostSoul2\n{\nFrame SKU2 { Light VisageGlow }\n}\n\nObject VisageBall\n{\nFrame RCBLA { Light VisageBall1 }\nFrame RCBLB { Light VisageBall1 }\nFrame RCBLJ { Light VisageBall2 }\nFrame RCBLK { Light VisageBall3 }\nFrame RCBLL { Light VisageBall4 }\nFrame RCBLM { Light VisageBall5 }\nFrame RCBLN { Light VisageBall6 }\n}\n\nObject HDRevenantTracer1\n{\nFrame REVBA { Light TRACER }\nFrame REVBB { Light TRACER }\n\nFrame FBXPA { Light TRACER_X1 }\nFrame FBXPB { Light TRACER_X2 }\nFrame FBXPC { Light TRACER_X3 }\n}\n\nObject HDRevenantTracer2\n{\nFrame REVBA { Light TRACER }\nFrame REVBB { Light TRACER }\n\nFrame FBXPA { Light TRACER_X1 }\nFrame FBXPB { Light TRACER_X2 }\nFrame FBXPC { Light TRACER_X3 }\n}\n\nPointlight Mk3Fire1\n{\nColor 0.6 0.3 0.0\nSize 48\n}\n\nPointlight Mk3Fire2\n{\nColor 0.8 0.45 0.0\nSize 52\n}\n\nPointlight Mk3Fire3\n{\nColor 0.65 0.35 0.0\nSize 48\n}\n\nPointlight Mk3Fire4\n{\nColor 0.4 0.15 0.0\nSize 32\n}\n\nObject Mk3Shot\n{\nFrame DAEFA { Light Mk3Fire1 }\nFrame DAEFB { Light Mk3Fire1 }\nFrame DAEFC { Light Mk3Fire2 }\nFrame DAEFD { Light Mk3Fire3 }\nFrame DAEFE { Light Mk3Fire4 }\n}\n\n//******** Pickups ********\n// Armour Helmet\npulselight ARMORBONUS\n{\n    color 0.0 0.6 0.0\n    size 16\n    secondarySize 14\n    interval 1.0\n}\n\nobject ArmorBonus\n{\n    frame BON2 { light ARMORBONUS }\n}\n\n// Health Potion\npulselight HEALTHPOTION\n{\n    color 0.0 0.0 0.6\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject HealthBonus\n{\n    frame BON1 { light HEALTHPOTION }\n}\n\n//Green Armor\npointlight GREENARMOR1\n{\n    color 0.0 0.6 0.0\n    size 48\n}\n\npointlight GREENARMOR2\n{\n    color 0.0 0.6 0.0\n    size 32\n}\n\nobject HDGreenArmor\n{\n    frame ARM1A { light GREENARMOR1 }\n    frame ARM1B { light GREENARMOR2 }\n}\n\n// Blue armour\npointlight BLUEARMOR1\n{\n    color 0.0 0.0 0.6\n    size 48\n}\n\npointlight BLUEARMOR2\n{\n    color 0.0 0.0 0.6\n    size 32\n}\n\nobject HDBlueArmor\n{\n    frame ARM2A { light BLUEARMOR1 }\n    frame ARM2B { light BLUEARMOR2 }\n}\n\n// Soul Sphere\npulselight SOULSPHERE\n{\n    color 0.0 0.0 1.0\n    size 40\n    secondarySize 42\n    interval 2.0\n    offset 0 16 0\n}\n\nobject HDSoulSphere\n{\n    frame SOUL { light SOULSPHERE }\n}\n\n// Invulnerability Sphere\npulselight INVULN\n{\n    color 0.0 1.0 0.0\n    size 40\n    secondarySize 42\n    interval 2.0\n    offset 0 16 0\n}\n\nobject HDInvulnerabilitySphere\n{\n    frame PINV { light INVULN }\n}\n\n// Blur Sphere\npointlight BLURSPHERE1\n{\n    color 1.0 0.0 0.0\n    size 40\n    offset 0 16 0\n}\n\npointlight BLURSPHERE2\n{\n    color 0.0 0.0 1.0\n    size 32\n    offset 0 16 0\n}\n\npointlight BLURSPHERE3\n{\n    color 0.0 0.0 1.0\n    size 24\n    offset 0 16 0\n}\n\npointlight BLURSPHERE4\n{\n    color 0.0 0.0 1.0\n    size 16\n    offset 0 16 0\n}\n\npointlight BLURSPHERE5\n{\n    color 0.0 0.0 1.0\n    size 8\n    offset 0 16 0\n}\n\nobject HDBlurSphere\n{\n    frame PINS { light BLURSPHERE1 }\n\n    frame PINSA { light BLURSPHERE2 }\n    frame PINSB { light BLURSPHERE3 }\n    frame PINSC { light BLURSPHERE4 }\n    frame PINSD { light BLURSPHERE5 }\n}\n\n// Mega Sphere\npointlight MEGASPHERE1\n{\n    color 0.7 0.59 0.51\n    size 40\n    offset 0 16 0\n}\n\npointlight MEGASPHERE2\n{\n    color 0.7 0.59 0.51\n    size 32\n    offset 0 16 0\n}\n\npointlight MEGASPHERE3\n{\n    color 0.7 0.59 0.51\n    size 24\n    offset 0 16 0\n}\n\npointlight MEGASPHERE4\n{\n    color 0.7 0.59 0.51\n    size 16\n    offset 0 16 0\n}\n\nobject HDMegaSphere\n{\n    frame MEGAA0 { light MEGASPHERE1 }\n\n    frame MEGAB0 { light MEGASPHERE2 }\n    frame MEGAC0 { light MEGASPHERE3 }\n    frame MEGAD0 { light MEGASPHERE4 }\n}\n\n//******** Player & Other ********\n\nObject DoomMarine\n{\nFrame PLAYF { Light ZOMBIEATK }\n}\n\nobject HitScanPuff\n{\nFrame PUFFA { Light BPUFF1 }\nFrame PUFFB { Light BPUFF2 }\n}\n\nobject SawPuff\n{\nFrame PUFFA { Light BPUFF1 }\nFrame PUFFB { Light BPUFF2 }\n}\n\nObject Rocket~\n{\nFrame MISLA { Light ROCKET    }\n\nFrame MISLB { Light ROCKET_X1 }\nFrame MISLC { Light ROCKET_X2 }\nFrame MISLD { Light ROCKET_X3 }\n}\n\n//******** ST Grenade ********\nPointLight GRENADE\n{\nColor 1.0 0.5 0.0\nSize 22\n}\n\nFlickerLight GRENADE_X1\n{\nColor 1.0 0.5 0.0\nSize 22\nSecondarySize 72\nChance 0.3\n}\n\nFlickerLight GRENADE_X2\n{\nColor 0.3 0.0 0.0\nSize 28\nSecondarySize 88\nChance 0.3\n}\n\nFlickerLight GRENADE_X3\n{\nColor 0.2 0.0 0.0\nSize 32\nSecondarySize 104\nChance 0.3\n}\n\nObject HDGrenade\n{\nFrame SGRN { Light GRENADE }\nFrame MISLB { Light GRENADE_X1 }\nFrame MISLC { Light GRENADE_X2 }\nFrame MISLD { Light GRENADE_X3 }\n}\n\nObject PlasmaBall~\n{\nFrame PLSSA { Light PLASMABALL }\nFrame PLSSB { Light PLASMABALL }\n\nFrame PLSEA { Light PLASMA_X1 }\nFrame PLSEB { Light PLASMA_X2 }\nFrame PLSEC { Light PLASMA_X2 }\nFrame PLSED { Light PLASMA_X3 }\nFrame PLSEE { Light PLASMA_X4 }\n}\n\nObject BFGBall~\n{\nFrame BFS1A { Light BFGBALL }\nFrame BFS1B { Light BFGBALL }\n\nFrame BFE1A { Light BFGBALL_X1 }\nFrame BFE1B { Light BFGBALL_X2 }\nFrame BFE1C { Light BFGBALL_X3 }\nFrame BFE1D { Light BFGBALL_X1 }\nFrame BFE1E { Light BFGBALL_X4 }\nFrame BFE1F { Light BFGBALL_X5 }\n\nFrame BFE2A { Light BFGBALL    }\nFrame BFE2B { Light BFGBALL_X1 }\nFrame BFE2C { Light BFGBALL_X4 }\nFrame BFE2D { Light BFGBALL_X5 }\n}\n\n//******** ST BFG10k ********\nPointLight BFG10kShot\n{\nColor 0.0 1.0 0.0\nSize 80\n}\n\nFlickerLight BFG10KSHOT_X1\n{\nColor 0.0 1.0 0.0\nSize 80\nSecondarySize 88\nChance 0.3\n}\n\nFlickerLight BFG10KSHOT_X2\n{\nColor 0.0 1.0 0.0\nSize 104\nSecondarySize 112\nChance 0.3\n}\n\nFlickerLight BFG10KSHOT_X3\n{\nColor 0.0 1.0 0.0\nSize 120\nSecondarySize 128\nChance 0.3\n}\n\nObject HDBFG10kShot\n{\nFrame BFE1A0 { Light BFG10KSHOT }\nFrame BFE1B0 { Light BFG10KSHOT }\nFrame BFE1C0 { Light BFG10KSHOT_X1 }\nFrame BFE1D0 { Light BFG10KSHOT_X2 }\nFrame BFE1E0 { Light BFG10KSHOT_X3 }\n}\n\n//******** Objects ********\n\nObject HDExplosiveBarrel\n{\nFrame BAR1  { Light BARREL }\nFrame BEXPC { Light ROCKET_X1 }\nFrame BEXPD { Light ROCKET_X2 }\nFrame BEXPE { Light ROCKET_X3 }\n}\n\nObject HDBlueTorch\n{\nFrame TRCH { Light BIGBLUETORCH }\n}\n\nObject HDBurningBarrel\n{\nFrame FCAN { Light FIREBARREL }\n}\n\nObject HDGreenTorch\n{\nFrame TRCH { Light BIGGREENTORCH }\n}\n\nObject HDRedTorch\n{\nFrame TRCH { Light BIGREDTORCH }\n}\n\nObject HDShortBlueTorch\n{\nFrame STCB { Light SMALLBLUETORCH }\n}\n\nObject HDShortGreenTorch\n{\nFrame STCB { Light SMALLGREENTORCH }\n}\n\nObject HDShortRedTorch\n{\nFrame STCB { Light SMALLREDTORCH }\n}\n\nObject HDCandlestick\n{\nFrame CAND { Light CANDLE }\n}\n\nObject HDColumn\n{\nFrame COLU { Light LAMP }\n}\n\nObject HDTechLamp\n{\nFrame TLMP { Light BIGLAMP }\n}\n\nObject HDTechLamp2\n{\nFrame TLP2 { Light SMALLLAMP }\n}\n\n//******** Textures ********\n\nGlow\n{\n  Flats\n  {\n    GATE1\n    GATE2\n    GATE3\n    GATE4\n    LAVA1\n    LAVA2\n    LAVA3\n    LAVA4\n    NUKAGE1\n    NUKAGE2\n    NUKAGE3\n    SLIME01\n    SLIME02\n    SLIME03\n    SLIME04\n    SLIME05\n    SLIME06\n    SLIME07\n    SLIME08\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "KeyConf.txt",
        "contents": "ClearPlayerClasses\nAddPlayerClass DoomMarine\n\nSetSlot 1 \"Fist~\" \"Chainsaw~\"\nSetSlot 2 \"Pistol~\"\nSetSlot 3 \"Shotgun~\" \"SuperShotgun~\" \"Quad-Shotgun\"\nSetSlot 4 \"Chaingun~\" \"Minigun~\"\nSetSlot 5 \"RocketLauncher~\" \"GrenadeLauncher~\"\nSetSlot 6 \"PlasmaRifle~\" \"Sonic Railgun\" \"Railgun~\"\nSetSlot 7 \"BFG9000~\" \"BFG10k~\""
      },
      {
        "source": "pk3",
        "name": "Language.txt",
        "contents": "[enu default]\nOB_BFG10K = \"%o was blasted by %k's BFG10K.\";\nOB_BFG10K_RARE = \"%o got a blast in the ass from %k's BFG10K.\";\nOB_BFG10K_SELF = \"%o got reckless with %p BFG10K.\";"
      },
      {
        "source": "pk3",
        "name": "LoadACS.txt",
        "contents": "FOOTSTEP\nFULLHP\nICEDEBUFF"
      },
      {
        "source": "pk3",
        "name": "ReadMe.txt",
        "contents": "=======================================================================\nTitle                   : Hard-Doom (Version 7)\nFilename                : Hard-Doomv7.pk3\nDate Finished           : January 18, 2016\nAuthors         \t: Aerial/Faerlyn & Ghastly_Dragon\nE-Mail                  : hma8391@hotmail.com\nWebsite\t\t\t: http://hard-doom.webs.com/\n=======================================================================\n\n* Play Information *\n\nSource port             : ZDoom 2.6.0+\nMaps                    : None\nSingle Player           : Yes\nCooperative 2-4 Player  : Yes\nDeathmatch \t\t: Yes\nDifficulty Settings     : No\nNew Sounds              : Yes\nNew Music               : No\nNew Graphics            : Yes\nDemos Replaced          : None\nOther Game Styles\t: Maybe?\n\n* Change List *\n\n1. Added a rare Lost Soul replacement known as the \"Visage\". It spawns with a 16% chance.\n2. Added a rare Pain Elemental replacement known as the \"Ancient Apparition\". It spawns with an 8% chance.\n3. Added rare Arachnotron replacement known as the \"Arachnotron Mk III\". It spawns with an 8% chance.\n4. Added glow to nukage, lava, sludge, and teleport flats.\n5. Added lens flares to light decorations.\n6. Added lens flares to powerup orbs.\n7. Added the line powerup effect to armors.\n8. Re-added dynamic footsteps (adjusted them of course).\n9. Adjusted the homing projectile speed and aggressiveness on the Hells Fury.\n10. Removed +MissileMore from the Hells Fury.\n11. Lowered the height of the Hells Fury skull projectile. This should cause it to explode on low ceilings less.\n12. Rictus Kamikaze explosion damage reduced to 32 (from 64), total damage on direct hit is now 42-112.\n13. The Rictus will now kamikaze at 20 or less health (down from 25).\n14. Rictus painchance raised to 160 (from 128)\n15. Increased the super shotgunners delay after firing by 7tics.\n16. Increased the spread on the Dark Cyber/Spiders BFG10k's to \"6, 2.2\".\n17. Decreased the splash damage of the Archons comet to 64 (from 80), it now does 74-144 damage on direct hit.\n18. Removed +Missilemore from the Crackodemon.\n19. Removed +Missilemore from the Mafibus.\n20. Reduced the explosion damage of the Pyro Demons fire shot by 32 and increased damage by 2 (now hits 100-128 down from 130-144).\n21. Reduced the damage of the Pyro Demons \"FireBombExplosion\" by 32. This will reduce the overall damage of the Pyro Blast attack. It will still insta-kill you on direct hit though.\n22. Increased the spawn rate of the Shadow Demon, Hellfire Revenant, and Hells Fury to 8% (from 5%) to give better variation of enemies.\n23. Changed Revenant colors from green to black.\n24. Visually improved Revenant Rockets.\n25. Reworked the Shadowvile.\n26. Shadow Demon projectiles are now homing.\n27. The Shadow Demon no longer fires projectiles when painchanced.\n28. Replaced boss spawn cube sprites.\n29. Fixed and improved the Archvile fire damage.\n30. Made the Sonic Railgunner pierce armor again.\n31. Added a small spread to the Sonic Railgunner primary attack.\n32. Added a small spread to the Sonic Railgun primary fire.\n\n* Credits *\n\n(All the monsters were edited by Aerial for balance.)\n(Otherwise this wad'd be impossible.)\n(She is listed in things she majorly edited)\n\n<> Beastiary <>\n\nAgathodemon\nDecorate: Jimmy\nGLDefs: Ghastly_dragon\nSounds: Id Software\nSprites: Id Software, Eriance (Projectiles), Vader (Projectiles)\nSprite Edit: Mike12\n\nAncient Apparition\nDecorate: Aerial, Fury3\nSounds: Raven Software\nSprites: Id Software, Raven Software\nSprite Edit: Wartorn\n\nAnnihilator\nDecorate: Eriance\nGLDefs: Ghastly_dragon\nSounds: Id Software, Midway\nSprites: Id Software, Raven Software, Wolfendoom\nSprite Edit: Eriance\n\nArachnotron Mk III\nDecorate: Aerial\nGLDefs: Aerial\nSounds: Id Software, Aerial\nSprites: Id Software, Wartorn\n\nArchon Of Hell\nDecorate: Eriance\nGLDefs: Ghastly_dragon\nSounds: Id Software, Eriance\nSprites: Id Software, Midway, Eriance\nSprite Edit: Eriance\n\nBruiser Demon\nDecorate: Vader\nGLDefs: Ghastly_dragon, Keksdose\nSounds: Id Software, Blizzard Entertainment\nSprites: Id Software\nSprite Edit: Vader\n\nCracko Demon\nDecorate: Icytux\nGLDEFs: Ghastly Dragon, Aerial\nSounds: Id Software\nSprites: Id Software\nSprite Edit: Icytux, Aerial\n\nCyberFiend\nDecorate: Carnevil/hnsolo77, edits by Aerial\nSounds: Id Software\nSprites: Id Software\nSprite Edit: Neoworm, Vader, Eriance, hnsolo77\n\nDaedabus\nDecorate: Aerial\nGLDefs: Ghastly_dragon\nSounds: Id Software, Ghastly_dragon\nSprites: Id Software\nSprite Edit: Vegeta, Aerial, Tormentor667\n\nDark CyberDemon\nDecorate: Aerial\nGLDefs: Ghastly_dragon, Aerial\nSounds: Id Software\nSprites: Id Software\nSprite Edit: Jimmy91\n\nDark Imp\nDecorate: Cyb, Vader\nGLDefs: Ghastly_dragon\nSounds: Id Software\nSprites: Id Software\nSprite Edit: Vader, Nanami (recolor)\n\nDark SpiderDemon\nDecorate: Aerial\nGLDefs: Ghastly_dragon\nSounds: Id Software, Volition\nSprites: ID Software\nSprite Edit: Eriance, Ghastly\n\nDemolisher\nDecorate: Eriance\nGLDefs: Ghastly_dragon\nSounds: Id Software, Midway\nSprites: Id Software\nSprite Edit: Eriance\n\nDiabloist\nDecorate: Aerial\nSounds: Id Software, Raven Software, Rogue Entertainment, Eriance\nSprites: Id Software, Raven Software\nSprite Edit: Eriance\n\nDouble-Chaingunner\nDecorate: Eriance\nGLDefs: Ghastly_dragon\nSounds: Midway\nSprites: Id Software, Eriance\nSprite Edit: Mike12\n\nFusion-Spider\nDecorate: Tormentor667, edits by Aerial\nGLDefs: Dreadopp\nSounds: Id Software, Raven Software\nSprites: Id Software\nSprite Edit: InsanityBringer, Tormentor667\n\nHangMan\nDecorate: Captain Toenail\nGLDefs: Captain Toenail\nSounds: Xatrix, Id Software\nSprites: Captain Toenail\n\nHellfire Revenant\nDecorate: Aerial\nGLDefs: Aerial\nSounds: Id Software, Midway, Raven Software\nSprites: Id Software\nSprite Edit: Spectator, Ghastly_dragon\n\nHell's Fury\nDecorate: Tormentor667, Edits by Aerial\nGLDefs: Ghastly Dragon, Keksdose, Aerial\nSounds: Id Software\nSprites: Id Software\nSprite Edit: Tormentor667\n\nLurker\nDecorate: Aerial\nSounds: Id Software\nSprites: Id Software\nSprite Edit: Eriance\n\nMafibus\nDecorate: Ghastly_dragon\nGLDefs: Ghastly_dragon\nSounds: Id Software, Raven Software\nSprites: Id Software\nSprite Edit: Ghastly_dragon, Vegeta\n\nMauler Demon\nDecorate: Aerial\nSounds: Id Software\nSprites: Id Software\nSprite Edit: Eriance\n\nMinigunner\nDecorate: Aerial\nGLDefs: Aerial\nSounds: Id Software\nSprites: Xim, ItsNatureToDie\nSprite Edit: Aerial, Minigunner\n\nMutant\nDecorate: Aerial\nGLDefs: Aerial\nSounds: Id Software\nSprites: Id Software\n\nNecrodemon\nDecorate: hnsolo77, Aerial, Ghastly_dragon\nGLDEFs: hnsolo77, Ghastly_dragon\nSounds: Raven Software, Midway\nSprites: Vader, Eriance (Projectiles)\nSprite Edit: Tormentor667\n\nOfficer\nDecorate: Aerial\nGLDefs: Aerial\nSounds: Id Software\nSprites: Id Software\n\nPain Elemental\nDecorate: Aerial\nSounds: Id Software\nSprites: Id Software\nSprite Edit: Eriance\n\nPyro Demon\nDecorate: Maelstrom\nGLDEFs: Dreadopp\nSounds: Id Software, Monolith Games\nSprites: Id Software\nSprite Edit: Eriance, Maelstrom\n\nPyroImp\nDecorate: Dreadopp, edits by Aerial\nGLDEFs: Ghastly Dragon\nSounds: Id Software\nSprites: Id Software, Raven Software, Eriance\nSprite Edit: Dreadopp, Eriance (the fire sprites)\n\nQuad Shotgun Zombie\nDecorate: Ghastly_dragon\nGLDefs: Ghastly_dragon\nSprites: Id Software, LoganMTM\nSprtie Edit: Ghastly_dragon, Xim\nSounds: Id Software\n\nRevenant\nDecorate: Aerial\nSounds: Id Software\nSprites: Id Software\nSprite Edits: Aerial\n\nRictus\nDecorate: Captain Toenail\nGLDefs: Ghastly_dragon\nSounds: Id Software, Raven Software\nSprites: Id Software, Raven Software\nSprite Edit: Captain Toenail\n\nRocket Zombie\nDecorate: Xim\nGLDEFs: Dreadopp\nSounds: Id Software\nSprites: Id Software\nSprite Edit: Xim (weapon), Chain Mail (body)\n\nShadow Demon\nDecorate: Aerial\nGLDefs: Aerial\nSounds: Id Software, Raven Software\nSprites: Id Software, Raven Software\nSprite Edit: Aerial\n\nShadowvile\nDecorate: Aerial\nGLDefs: Aerial\nSounds: Id Software, Monolith Games\nSprites: Id Software\nSprite Edit: Aerial\n\nSonic Railgun Zombie\nDecorate: Ghastly_dragon\nGLDefs: Ghastly_dragon\nSounds: Id Software\nSprites: Id Software\nSprite Edit: Xim, Ghastly_dragon, Captain Toenail, Tormentor667, Vader\nIdea base: Aerial's Sonic Railgun\n\nSSG Zombie\nDecorate: Rhoq, Aerial\nGLDefs: Dreadopp\nSounds: Id Software, Aerial\nSprites: Skulltag\n\nSSNazi\nDecorate: Aerial\nGLDefs: Aerial\nSounds: Id Software\nSprites: Id Software\nSprite Edit: Aerial\n\nVisage\nDecorate: Aerial\nGLDefs: Ghastly_dragon\nSounds: Id Software\nSprites: Id Software, Raven Software\nSprite Edit: Wartorn\n\n<> Weapons <>\n\nSonic Railgun\nDecorate: Aerial\nSounds: Id Software\nSprites: Eriance\n\nQuad-Shotgun\nDecorate: Aerial\nSounds: Id Software, Logan MTM\nSprites: Id Software\nSprite Edit: Logan MTM, DoomFiend\nIdea base: The Cannon Shotgun from LOS\n\n<> Other <>\n\nWeapon Sounds\nId Software, Volition Software, Sony Online Entertainment\n\nPistol Sprite Edit\nMinigunner\n\nMarine Skins\nGhastly_dragon, Xim, Captain Toenail, Boingo_The_Clown, Anthony Cole and Toke\n\nHUD\nXenaero, Aerial\n\nWeapon Effects\nGhastly_dragon, Tormentor667 and TheDarkArchon\n\nGore Effects\nNash, Aerial\n\nBaron Ball/Revenant Ball Fx\nCaptain Toenail\n\nTorch Fx\nGhastly_dragon and Keksdose\n\nStronghold Powerpad Effect\nTormentor667 and Ghastly_dragon\n\nBoss Spawn Cube Sprite Edit\nWartorn\n\n* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for\nmodification or reuse. You may distribute this WAD in any format\n(Internet, Diskette, CD, etc) as long as you include this file intact.\n\nWhile a good portion of this mod is from The Realm667 Beastiary\n(www.Realm667.com), there are things made by Aerial for this mod that\nshe would not like people to use. If you would like to use the monsters\nin this,you are better off using the originals from the Beastiary, as\nthese are modified for balance and some have major rewrites."
      },
      {
        "source": "pk3",
        "name": "SBarInfo.txt",
        "contents": "Base Doom;\nHeight 32;\nMonospacefonts true, \"0\";\n\n// FullScreen Hud\n\nStatusBar Fullscreen, Fullscreenoffsets\n{\n\tDrawImage \"HUD_BKG1\", 0, -32;\n\tDrawImage \"HUD_BKG2\", -121, -32;\n\n// Health & Armor\n\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Health, 69, -28, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Health, WhenNotZero, 69, -28, 0, Red, 25, Green, 51;\n\tDrawString SMALLFONT, White, \"Health\", 72, -9;\n\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Armor, 117, -28, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Armor, WhenNotZero, 117, -28, 0, Red, 25, Green, 51;\n\tDrawString SMALLFONT, White, \"Armor\", 117, -9;\n\n// Health & Armor turns blue when over 101\n\n\tInInventory FullHealth\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, Blue, Health, 69, -28;\n\t}\n\n\tInInventory BasicArmor, 101\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, Blue, Armor, 117, -28;\n\t}\n\n// Ammo\n\n\tDrawString SMALLFONT, White, \"Ammo\", -78, -9;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, -76, -28, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, -76, -28, 0;\n\n\tUsesSecondaryAmmo\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, -28, -28, 0;\n\t\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo2, WhenNotZero, -28, -28, 0;\n\t\tDrawString SMALLFONT, White, \"S-Ammo\", -24, -9;\n\t}\n\n\tUsesSecondaryAmmo Not\n\t{\n\n\t\tDrawString SMALLFONT, Gold, \"BULL\", -39, -29;\n\t\tDrawString SMALLFONT, Gold, \"SHEL\", -39, -22;\n\t\tDrawString SMALLFONT, Gold, \"RCKT\", -39, -15;\n\t\tDrawString SMALLFONT, Gold, \"CELL\", -39, -8;\n\n\t\tDrawNumber 3, INDEXFONT, Gold, Ammo Clip, -24, -28;\n\t\tDrawNumber 3, INDEXFONT, Gold, Ammo Shell, -24, -21;\n\t\tDrawNumber 3, INDEXFONT, Gold, Ammo RocketAmmo, -24, -14;\n\t\tDrawNumber 3, INDEXFONT, Gold, Ammo Cell, -24, -7;\n\n\t\tWeaponAmmo Not Clip\n\t\t{\n\t\t\tDrawString SMALLFONT, White, \"BULL\", -39, -29;\n\t\t}\n\n\t\tWeaponAmmo Not Shell\n\t\t{\n\t\t\tDrawString SMALLFONT, White, \"SHEL\", -39, -22;\n\t\t}\n\n\t\tWeaponAmmo Not RocketAmmo\n\t\t{\n\t\t\tDrawString SMALLFONT, White, \"RCKT\", -39, -15;\n\t\t}\n\n\t\tWeaponAmmo Not Cell\n\t\t{\n\t\t\tDrawString SMALLFONT, White, \"CELL\", -39, -8;\n\t\t}\n\t}\n\n// Keys\n\n\tGamemode Singleplayer, Cooperative\n\t{\n\t\tDrawSwitchableImage KeySlot 2, \"NOKEY\", \"BKEY\", -18, -27;\n\t\tDrawSwitchableImage KeySlot 3, \"NOKEY\", \"YKEY\", -18, -18;\n\t\tDrawSwitchableImage KeySlot 1, \"NOKEY\", \"RKEY\", -18, -9;\n\t\tDrawSwitchableImage KeySlot 5, \"NOSKULL\", \"BSKULL\", -8, -27;\n\t\tDrawSwitchableImage KeySlot 6, \"NOSKULL\", \"YSKULL\", -8, -18;\n\t\tDrawSwitchableImage KeySlot 4, \"NOSKULL\", \"RSKULL\", -8, -9;\n\t}\n\n// Kills - Singleplayer, Cooperative, Survival\n\n\tGamemode Singleplayer, Cooperative\n\t{\n\t\tDrawString SMALLFONT, White, \"K\", 15, -9;\n\t\tDrawNumber 3, INDEXFONT, Grey, Kills, 17, -28;\n\t\tDrawString SMALLFONT, White, \"-\", 14, -23;\n\t\tDrawNumber 4, INDEXFONT, Brick, Monsters, 17, -16;\n\t}\n\n// FRAGS + Primary Ammo Type - Deathmatch, Team Deathmatch, Teamgame\n\n\tGamemode Deathmatch, Teamgame\n\t{\n\t\tDrawNumber 2, SMALLFONT, Orange, Frags, 19, -22;\n\t\tDrawString SMALLFONT, Red, \"F\", 15, -9;\n\n\t\tDrawImage AmmoIcon1, -10, -15, Center;\n\t}\n}\n\n// Normal Statusbar\n\nStatusBar Normal\n{\n\tDrawImage \"STBAR\", 0, 168;\n\n// Health & Armor\n\n\tDrawNumber 3, HUDFONT_DOOM, Black, Health, 90, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Health, WhenNotZero, 90, 171, 0, Red, 25, Green, 51;\n\n\tDrawNumber 3, HUDFONT_DOOM, Black, Armor, 221, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Armor, WhenNotZero, 221, 171, 0, Red, 25, Green, 51;\n\n\tDrawString STATUSFONT, White, \"%\", 104, 171;\n\tDrawString STATUSFONT, White, \"%\", 235, 171;\n\n// Ammo\n\n\tDrawNumber 3, HUDFONT_DOOM, Black, Ammo1, 44, 171;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 44, 171;\n\n// Health & Armor turns blue when over 101\n\n\tInInventory FullHealth\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, Blue, Health, 90, 171;\n\t}\n\n\tInInventory BasicArmor, 101\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, Blue, Armor, 221, 171;\n\t}\n\n// Ammo Display\n\n\tDrawNumber 3, INDEXFON, Gold, Ammo Clip, 288, 173;\n\tDrawNumber 3, INDEXFON, Gold, Ammo Shell, 288, 179;\n\tDrawNumber 3, INDEXFON, Gold, Ammo RocketAmmo, 288, 185;\n\tDrawNumber 3, INDEXFON, Gold, Ammo Cell, 288, 191;\n\n\tDrawNumber 3, INDEXFON, Gold, Ammocapacity Clip, 314, 173;\n\tDrawNumber 3, INDEXFON, Gold, Ammocapacity Shell, 314, 179;\n\tDrawNumber 3, INDEXFON, Gold, Ammocapacity RocketAmmo, 314, 185;\n\tDrawNumber 3, INDEXFON, Gold, Ammocapacity Cell, 314, 191;\n\n// Keys\n\n\tDrawSwitchableImage BlueCard && BlueSkull, \"nullimage\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", 239, 171;\n\tDrawSwitchableImage YellowCard && YellowSkull, \"nullimage\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", 239, 181;\n\tDrawSwitchableImage RedCard && RedSkull, \"nullimage\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", 239, 191;\n\n// ARMS\n\n\tGamemode Cooperative, Singleplayer\n\t{\n\t\tDrawImage \"STARMS\", 104, 168;\n\t\tDrawSwitchableImage WeaponSlot 2, \"STGNUM2\", \"STYSNUM2\", 111, 172;\n\t\tDrawSwitchableImage WeaponSlot 3, \"STGNUM3\", \"STYSNUM3\", 123, 172;\n\t\tDrawSwitchableImage WeaponSlot 4, \"STGNUM4\", \"STYSNUM4\", 135, 172;\n\t\tDrawSwitchableImage WeaponSlot 5, \"STGNUM5\", \"STYSNUM5\", 111, 182;\n\t\tDrawSwitchableImage WeaponSlot 6, \"STGNUM6\", \"STYSNUM6\", 123, 182;\n\t\tDrawSwitchableImage WeaponSlot 7, \"STGNUM7\", \"STYSNUM7\", 135, 182;\n\t}\n\n// FRAGS\n\n\tGamemode Deathmatch, Teamgame\n\t{\n\t\tDrawNumber 2, HUDFONT_DOOM, Orange, Frags, 138, 171;\n\t}\n\n// MugShot Backround\n\n\tGamemode Cooperative, Deathmatch, Teamgame\n\t{\n\t\tDrawImage Translatable \"STFBANY\", 143, 169;\n\t}\n\n// Mugshot\n\n\tDrawSelectedInventory AlternateOnEmpty, INDEXFON, 143, 168\n\t{\n\t\tDrawMugShot \"STF\", 5, XDeathFace, 143, 168;\n\t}\n}\n\n\tMugShot \"XDeath\"\n\t{\n\t\tXDTH0 5;\n\t\tXDTH1 5;\n\t\tXDTH2 5;\n\t\tXDTH3 5;\n\t\tXDTH4 5;\n\t\tXDTH5 -1;\n\t}\n\n// Inventory Bar\n\nStatusBar inventory // Standard bar overlay (ZDoom Addition)\n{\n   DrawInventorybar Doom, 7, INDEXFONT, 50, 170;\n}\n\nStatusBar inventoryfullscreen // ZDoom HUD overlay.\n{\n   DrawInventorybar Doom, Translucent, 7, INDEXFONT, -106+Center, -31;\n}"
      },
      {
        "source": "pk3",
        "name": "SkinInfo.txt",
        "contents": "{\nName = Fist-DoomMarine\nSprite = PLA1\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL1C\n}\n\n{\nName = Chainsaw-DoomMarine\nSprite = PLA8\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL8C\n}\n\n{\nName = Pistol-DoomMarine\nSprite = PLA2\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL2C\n}\n\n{\nName = Shotgun-DoomMarine\nSprite = PLA3\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL3C\n}\n\n{\nName = SSG-DoomMarine\nSprite = PLA9\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL9C\n}\n\n{\nName = Chaingun-DoomMarine\nSprite = PLYA\nClass = DoomMarine\nHidden = True\nCrouchSprite = PLYC\n}\n\n{\nName = Rocket-DoomMarine\nSprite = PLA5\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL5C\n}\n\n{\nName = Plasma-DoomMarine\nSprite = PLA6\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL6C\n}\n\n{\nName = BFG-DoomMarine\nSprite = PLA7\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL7C\n}\n\n{\nName = Minigun-DoomMarine\nSprite = PL42\nClass = DoomMarine\nHidden = True\nCrouchSprite = P42C\n}\n\n{\nName = Grenade-DoomMarine\nSprite = PGRN\nClass = DoomMarine\nHidden = True\nCrouchSprite = PGRC\n}\n\n{\nName = Railgun-DoomMarine\nSprite = PRAI\nClass = DoomMarine\nHidden = True\nCrouchSprite = PRAC\n}\n\n{\nName = BFG10k-DoomMarine\nSprite = PB10\nClass = DoomMarine\nHidden = True\nCrouchSprite = P10C\n}\n\n{\nName = SonicRailgun-DoomMarine\nSprite = SRPL\nClass = DoomMarine\nHidden = True\nCrouchSprite = SRPC\n}\n\n{\nName = QuadShotgun-DoomMarine\nSprite = PQST\nClass = DoomMarine\nHidden = True\nCrouchSprite = PQSC\n}"
      },
      {
        "source": "pk3",
        "name": "SndInfo.txt",
        "contents": "//******** Monsters ********\n\n//Agathodemon\nAgatho/Stealth\t\t\"Sounds/Monsters/Doom/Cacodemon/AGATSTLH.ogg\"\n\n//Annihilator\nAnnihilator/Sight\t\"Sounds/Monsters/Doom/Cyberdemon/ANNISIGH.ogg\"\nAnnihilator/Step\t\"Sounds/Monsters/Doom/Cyberdemon/ANNISTEP.ogg\"\nAnnihilator/Death\t\"Sounds/Monsters/Doom/Cyberdemon/ANNIDEAT.ogg\"\nAnnihilator/Fire\t\"Sounds/Monsters/Doom/Cyberdemon/ANNIFIRE.ogg\"\nAnnihilator/Hit\t\t\"Sounds/Monsters/Doom/Cyberdemon/ANNIHIT.ogg\"\n\n//Bruiser Demon\nBruiser/Sight\t\t\"Sounds/Monsters/Doom/BaronofHell/BRUSSIGH.flac\"\nBruiser/Pain\t\t\"Sounds/Monsters/Doom/BaronofHell/BRUSPAIN.flac\"\nBruiser/Death\t\t\"Sounds/Monsters/Doom/BaronofHell/BRUSDEAT.flac\"\nBruiser/Act\t\t\"Sounds/Monsters/Doom/BaronofHell/BRUSACT.flac\"\n\n//Demolisher\nDemolisher/Sight\t\"Sounds/Monsters/Doom/SpiderMastermind/DEMOSIGH.ogg\"\nDemolisher/Attack\t\"Sounds/Monsters/Doom/SpiderMastermind/DEMOATTK.ogg\"\nDemolisher/Death\t\"Sounds/Monsters/Doom/SpiderMastermind/DEMODEAT.ogg\"\n\n//Mauler Demon\nmonster/sg2sit\t\t\"Sounds/Monsters/Doom/Demon/dssg2sit.ogg\"\nmonster/sg2atk\t\t\"Sounds/Monsters/Doom/Demon/dssg2atk.ogg\"\n\n//Rictus\nrictus/sight\t\t\"Sounds/Monsters/Doom/LostSoul/RICTSEE.ogg\"\nrictus/death\t\t\"Sounds/Monsters/Doom/LostSoul/RICTDIE.ogg\"\nrictus/active\t\t\"Sounds/Monsters/Doom/LostSoul/FIRE09.ogg\"\nrictus/pain\t\t\"Sounds/Monsters/Doom/LostSoul/RICTPAIN.ogg\"\nrictus/fire\t\t\"Sounds/Monsters/Doom/LostSoul/IMPFIRE2.ogg\"\nrictus/fireimpact\t\"Sounds/Monsters/Doom/LostSoul/IMPACT3.ogg\"\nrictus/kamakazi\t\t\"Sounds/Monsters/Doom/LostSoul/RICTKAMA.ogg\"\nrictus/kamakaziimpact\t\"Sounds/Monsters/Doom/LostSoul/STRIKE1.ogg\"\n\nSRailgunZombie/Fire\t\t\"Sounds/Monsters/Doom/Zombieman/SRZMFIR1.ogg\"\nSRailgunZombie/ChargeFire\t\"Sounds/Monsters/Doom/Zombieman/SRZMFIR2.ogg\"\nSRailgunZombie/Charge\t\t\"Sounds/Monsters/Doom/Zombieman/SRZMCHRG.ogg\"\n\nSSGUNER/sight\t\t\"Sounds/Monsters/Doom/ShotgunGuy/DSGPOSIT.ogg\"\nSSGUNER/SSG \t\t\"Sounds/Monsters/Doom/ShotgunGuy/DSSGGATK.ogg\"\nSSGUNER/death\t\t\"Sounds/Monsters/Doom/ShotgunGuy/DSGPODTH.ogg\"\nSSGUNER/idle\t\t\"Sounds/Monsters/Doom/ShotgunGuy/DSGPOACT.ogg\"\n\n//Archon of Hell\nArchonOfHell/Sight\t\"Sounds/Monsters/Doom2/HellKnight/AOHLSIGH.ogg\"\nArchonOfHell/Death\t\"Sounds/Monsters/Doom2/HellKnight/AOHLDEAT.ogg\"\nArchonOfHell/Comet\t\"Sounds/Monsters/Doom2/HellKnight/AOHLCOMT.ogg\"\nArchonOfHell/CometHit\t\"Sounds/Monsters/Doom2/HellKnight/AOHLCHIT.ogg\"\n\n//Diabolist\nDiabolist/Sight \t\"Sounds/Monsters/Doom2/Archvile/DIABSIGH.ogg\"\nDiabolist/Pain \t\t\"Sounds/Monsters/Doom2/Archvile/DIABPAIN.ogg\"\nDiabolist/Death \t\"Sounds/Monsters/Doom2/Archvile/DIABDEAT.ogg\"\nDiabolist/Active\t\"Sounds/Monsters/Doom2/Archvile/DIABACTI.ogg\"\n\n//Fusion Arachnotron\nFusionSpider/Hit\t\"Sounds/Monsters/Doom2/Arachnotron/FUSPHIT.ogg\"\nFusionSpider/Fire\t\"Sounds/Monsters/Doom2/Arachnotron/FUSPFIRE.ogg\"\n\n//Pain Elemental\nmonster/infsit\t\t\"Sounds/Monsters/Doom2/PainElemental/dsinfsit.ogg\"\nmonster/infpai\t\t\"Sounds/Monsters/Doom2/PainElemental/dsinfpai.ogg\"\nmonster/infdth\t\t\"Sounds/Monsters/Doom2/PainElemental/dsinfdth.ogg\"\ncaco/melee\t\t\"Sounds/Monsters/Doom2/PainElemental/dsdembit.ogg\"\n\n//Revenant\n$Random HDRevenant/Sight { GSKLSIG1 GSKLSIG2 GSKLSIG3 }\nGSKLSIG1\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLSIG1.ogg\"\nGSKLSIG2\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLSIG2.ogg\"\nGSKLSIG3\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLSIG3.ogg\"\n$Random HDRevenant/Active { GSKLACT1 GSKLACT2 GSKLACT3 }\nGSKLACT1\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLACT1.ogg\"\nGSKLACT2\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLACT2.ogg\"\nGSKLACT3\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLACT3.ogg\"\n$Random HDRevenant/Pain { GSKLPAI1 GSKLPAI2 GSKLPAI3 }\nGSKLPAI1\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLPAI1.ogg\"\nGSKLPAI2\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLPAI2.ogg\"\nGSKLPAI3\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLPAI3.ogg\"\n$Random HDRevenant/Death { GSKLDEA1 GSKLDEA2 GSKLDEA3 }\nGSKLDEA1\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLDEA1.ogg\"\nGSKLDEA2\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLDEA2.ogg\"\nGSKLDEA3\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLDEA3.ogg\"\n\n//Death Incarnate\nmonster/incsit\t\t\"Sounds/Monsters/Secondary/Revenant2/dsincsit.ogg\"\nmonster/incdth\t\t\"Sounds/Monsters/Secondary/Revenant2/dsincdth.ogg\"\nmonster/incact\t\t\"Sounds/Monsters/Secondary/Revenant2/dsincact.ogg\"\nmonster/inchit\t\t\"Sounds/Monsters/Secondary/Revenant2/dsinchit.ogg\"\nmonster/revfir \t\t\"Sounds/Monsters/Secondary/Revenant2/dsbrufir.ogg\"\nweapons/hellex \t\t\"Sounds/Monsters/Secondary/Revenant2/dshellex.ogg\"\n\n//Crackodemon\ncracko/see\t\t\"Sounds/Monsters/Secondary/Cacodemon3/s_cracko.ogg\"\ncracko/pain\t\t\"Sounds/Monsters/Secondary/Cacodemon3/p_cracko.ogg\"\ncrack/see\t\t\"Sounds/Monsters/Secondary/Cacodemon3/cracksee.ogg\"\ncrack/death\t\t\"Sounds/Monsters/Secondary/Cacodemon3/crackdth.ogg\"\nblusoul/see\t\t\"Sounds/Monsters/Secondary/Cacodemon3/blusosee.ogg\"\nblusoul/death\t\t\"Sounds/Monsters/Secondary/Cacodemon3/blusodth.ogg\"\n\n//Cyber Fiend\nCyberFiend/Sight\t\"Sounds/Monsters/Secondary/Demon2/CYFNDSIT.ogg\"\nCyberFiend/Attack\t\"Sounds/Monsters/Secondary/Demon2/CYFNDATK.ogg\"\nCyberFiend/Step1\t\"Sounds/Monsters/Secondary/Demon2/CYFNSTP1.ogg\"\nCyberFiend/Step2\t\"Sounds/Monsters/Secondary/Demon2/CYFNSTP2.ogg\"\n$Random CyberFiend/Walk { CyberFiend/Step1 CyberFiend/Step2 }\n\n//Mafibus\nDaedabus/Sight\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDSIGH.ogg\"\n$Random Daedabus/Active\t{ DAEDACT1 DAEDACT2 }\nDAEDACT1\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDACT1.ogg\"\nDAEDACT2\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDACT2.ogg\"\nDaedabus/Attack\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDATTK.ogg\"\n$Random Daedabus/pain\t{ DAEDPAI1 DAEDPAI2 }\nDAEDPAI1\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDPAI1.ogg\"\nDAEDPAI2\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDPAI2.ogg\"\nDaedabus/Death \t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDDEAT.ogg\"\n\nMafibus/Fire\t\t\"Sounds/Monsters/Secondary/Fatso2/MFBSFIRE.ogg\"\nMafibus/Loop\t\t\"Sounds/Monsters/Secondary/Fatso2/MFBSLOOP.ogg\"\nMafibus/Hit\t\t\"Sounds/Monsters/Secondary/Fatso2/MFBSHIT.ogg\"\n\n$Limit Mafibus/Fire 0\n$Limit Mafibus/Loop 0\n$Limit Mafibus/Hit 0\n\n//NecroDemon\nPoe/Sight\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POESIGHT.ogg\"\nPoe/Death\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEDIE.ogg\"\npoe/Active\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEACTIV.ogg\"\n$Random Poe/Pain { Poe/Pain1 Poe/Pain2 }\nPoe/Pain1\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEPAIN.ogg\"\nPoe/Pain2\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEPAIN2.ogg\"\nFakePoe/Death\t\t\"Sounds/Monsters/Secondary/Cacodemon2/FKPOEDIE.ogg\"\nPoeBall/See\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEBLSEE.ogg\"\nPoeBall/Die\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEBLDIE.ogg\"\n\n//Pyrodemon\npyro/see\t\t\"Sounds/Monsters/Secondary/BaronofHell2/BE-SEE.ogg\"\npyro/idle\t\t\"Sounds/Monsters/Secondary/BaronofHell2/BE-IDLE.ogg\"\npyro/pain\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DE_PAIN_.ogg\"\npyro/death\t\t\"Sounds/Monsters/Secondary/BaronofHell2/BE-DEATH.ogg\"\npyro/blast\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DP_ATTAC.ogg\"\npyro/flame\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSFLAMER.ogg\"\npyro/explosion\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSPIPEX1.ogg\"\npyro/flamepoof\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSHITW.ogg\"\npyro/blastexplosion\t\"Sounds/Monsters/Secondary/BaronofHell2/DSFRBXPL.ogg\"\npyro/comet\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSCMTLNC.ogg\"\npyro/cometdeath\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSCMTEXP.ogg\"\npyro/bomb\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSRDSHOT.ogg\"\npyro/bombhit\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSRDHIT.ogg\"\n\n//Quad-Shotgun Zombie\n$Random QuadShotgunZombie/SingleFire { QSGZFIR1 QSGZFIR2 }\nQSGZFIR1\t\t\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZFIR1.ogg\"\nQSGZFIR2\t\t\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZFIR2.ogg\"\nQuadShotgunZombie/QuadFire\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZFIR3.ogg\"\nQuadShotgunZombie/Reload1\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZREL1.ogg\"\nQuadShotgunZombie/Reload2\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZREL2.ogg\"\nQuadShotgunZombie/Reload3\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZREL3.ogg\"\n\n//Dark Cyberdemon\nDarkCyb/Sight\t\t\"Sounds/Monsters/Doom/DarkCyber/CYBRSIGH.ogg\"\n$Random DarkCyber/Active { CYBRACT1 CYBRACT2 CYBRACT3 CYBRACT4 }\nCYBRACT1\t\"Sounds/Monsters/Doom/DarkCyber/CYBRACT1.ogg\"\nCYBRACT2\t\"Sounds/Monsters/Doom/DarkCyber/CYBRACT2.ogg\"\nCYBRACT3\t\"Sounds/Monsters/Doom/DarkCyber/CYBRACT3.ogg\"\nCYBRACT4\t\"Sounds/Monsters/Doom/DarkCyber/CYBRACT4.ogg\"\n$Random DarkCyb/Step { CYBRSTP1 CYBRSTP2 CYBRSTP3 CYBRSTP4 }\nCYBRSTP1\t\"Sounds/Monsters/Doom/DarkCyber/CYBRSTP1.ogg\"\nCYBRSTP2\t\"Sounds/Monsters/Doom/DarkCyber/CYBRSTP2.ogg\"\nCYBRSTP3\t\"Sounds/Monsters/Doom/DarkCyber/CYBRSTP3.ogg\"\nCYBRSTP4\t\"Sounds/Monsters/Doom/DarkCyber/CYBRSTP4.ogg\"\n$Random DarkCyb/Pain { CYBRPAI1 CYBRPAI2 }\nCYBRPAI1\t\"Sounds/Monsters/Doom/DarkCyber/CYBRPAI1.ogg\"\nCYBRPAI2\t\"Sounds/Monsters/Doom/DarkCyber/CYBRPAI2.ogg\"\nDarkCyb/Death\t\t\"Sounds/Monsters/Doom/DarkCyber/CYBRDEAT.ogg\"\n\n//Dark Demolisher\nDarkSpider/Sight\t\"Sounds/Monsters/Doom/DarkSpider/DDEMSIGH.ogg\"\nDarkSpider/Fire\t\t\"Sounds/Monsters/Doom/DarkSpider/DDEMFIRE.ogg\"\nDarkSpider/Death\t\"Sounds/Monsters/Doom/DarkSpider/DDEMDEAT.ogg\"\n$limit DarkSpider/Fire\t0\n\n//Hangman\nHanger/Gib\tDSQ2GIB\nHanger/Sight\tGK_SGHT1\nGK_ATCK1\tGK_ATCK1\nGK_ATCK2\tGK_ATCK2\nGK_ATCK3\tGK_ATCK3\n$random Hanger/Attack\t{ GK_ATCK1 GK_ATCK2 GK_ATCK3 }\nHanger/Active\tGK_IDLE\nHanger/Pain\tGK_PAIN1\nHanger/Death\tGK_DETH1\nSlimeBall/Splat\tDSSICKEX\n$limit SlimeBall/Splat 0\n\n//Shadowvile\nshadow/see\t\tNA_TAUNT\nshadow/death\t\tNA_DEATH\nshadow/pain\t\tNA_PAIN_\nshadow/active\t\tNA_IDLE_\n\n//ShadowDemon\nshdemon/pain\t\tdsshdpai\nshdemon/death\t\tdsshddth\nshdemon/sight\t\tdsshdsit\nshdemon/melee           dsshdatk\nshdemon/ball\t\tdsshbsht\nshdemon/ballx\t\tdsshbxpl\n\n//Mutant\nmutant/fire\t\tDSMUTFI\nmutant/pain\t\tDSMUTPI\nmutant/death\t\tDSMUTDT\n$Volume mutant/fire\t0.8\n\n//Officer\nofficer/sit1\t\tDSOFSIT1\nofficer/sit2\t\tDSOFSIT2\n$Random officer/sight { officer/sit1 officer/sit2 }\nofficer/active\t\tDSOFACT\nofficer/pain\t\tDSOFPAIN\nofficer/die1\t\tDSOFDIE1\nofficer/die2\t\tDSOFDIE2\n$Random officer/death { officer/die1 officer/die2 }\n\n//Hells Fury\nHarvester/Scream\tSHFBSCRM\nHellFury/Sight\t\tDSHFDSIT\nHellFury/Pain\t\tDSHFPAIN\nHellFury/Death\t\tDSHFDETH\nHellFury/Melee\t\tDSHFCLAW\nHellFury/Attack\t\tDSHFFRST\nHellFury/Shotx\t\tDSHFIRXL\n\n//Ancient Apparition\nAncient/Active\t\tPAI2ACT\nAncient/Sight\t\tPAI2SIT\nAncient/Pain\t\tPAI2PAI\nAncient/Frost\t\tFROSTB\n\n//Visage\nVisage/Active\t\tSKU2ACT\nVisage/Pain\t\tSKU2PAI\nVisage/Death\t\tSKU2DETH\nVisage/Attack\t\tSKU2ATK\nVisage/Ball\t\tSKU2ICEB\nVisage/BallDie\t\tSHARDS1B\n\n//Arachnotron Mk3\nHDSpider/Sight\t\tDSCSPISE\nHDSpider/Death\t\tDSCSPIDI\nHDSpider/Attack\t\tDSCSPIFI\nHDSpider/Walk\t\tDSCSPIWK\nHDSpider/Pain\t\tDSCSPIPN\n\n//******** Players & Other ********\n\nWeapons/Change\t\t\"Sounds/Weapons/CHANGE.ogg\"\n\n//Casings\n$Random Weapons/BulletCasing { BULLCAS1 BULLCAS2 BULLCAS3 BULLCAS4 }\nBULLCAS1\t\"Sounds/Weapons/Casings/BULLCAS1.ogg\"\nBULLCAS2\t\"Sounds/Weapons/Casings/BULLCAS2.ogg\"\nBULLCAS3\t\"Sounds/Weapons/Casings/BULLCAS3.ogg\"\nBULLCAS4\t\"Sounds/Weapons/Casings/BULLCAS4.ogg\"\n$Random Weapons/ShellCasing { SHELCAS1 SHELCAS2 SHELCAS3 SHELCAS4 }\nSHELCAS1\t\"Sounds/Weapons/Casings/SHELCAS1.ogg\"\nSHELCAS2\t\"Sounds/Weapons/Casings/SHELCAS2.ogg\"\nSHELCAS3\t\"Sounds/Weapons/Casings/SHELCAS3.ogg\"\nSHELCAS4\t\"Sounds/Weapons/Casings/SHELCAS4.ogg\"\n\n//Sonic Railgun\nWeapons/SRGFire\t\tSRGATK\nWeapons/SRGAlt\t\tSRGATK1\nWeapons/SRGCharge\tSRGCHRG\n\n//Quad-Shotgun\nWeapons/qshotf\t\tQSHOTFIR\nWeapons/qshotl\t\tQSHOTLOA\n\nWeapons/qshota1\t\tQALTFIR1\nWeapons/qshota2\t\tQALTFIR2\n$Random QAltFire { Weapons/qshota1 Weapons/qshota2 }\n\n//Railgun Reload\nWeapons/RailReload\tDSRAILR\nweapons/chngun\t\tdschngn\nweapons/Railgf\t\tdsrailf\nweapons/pistol\t\tdspisto\nweapons/shotgf\t\tdsshotg\nweapons/shotgr\t\tdssgcoc\nweapons/sshotf\t\tdsdshtg\nweapons/sshoto\t\tdsdbop\nweapons/sshotc\t\tdsdbcl\nweapons/sshotl\t\tdsdbloa\nweapons/rocklf\t\tdsrlaun\nweapons/grenlf\t\tdsglaun\nweapons/grenlx\t\tdsgrnexp\nweapons/grbnce\t\tdsbounce\nweapons/plasmaf\t\tdsplasm\nweapons/plasmax\t\tdsfirxp\nweapons/bfgf\t\tdsbf\nweapons/bfgx\t\tdsrxplo\n\nWeapons/BFG10KF\t\tDSBFG10K\nWeapons/BFG10KX\t\tDSBAREXP\nWeapons/BFG10KCool\tDS10KCDN\nWeapons/BFG10KIdle\tDS10KIDL\n\n$Limit\tWeapons/BFG10KX\t0\n\n$pitchshiftrange 3\nweapons/sawup\t\tdssawu\nweapons/sawidle\t\tdssawid\nweapons/sawfull\t\tdssawfu\nweapons/sawhit\t\tdssawhi\nWeapons/SawWall\t\tDSSAWWAL\n$pitchshiftrange 4\n$limit weapons/sawwall 5\n\n//Bullet Sounds\n$Random\tBulletHit\t{ BulletHit1 BulletHit2 BulletHit3 BulletHit4 }\nBulletHit1\t\t\"Sounds/Weapons/Bullet/GUN_HIT1.ogg\"\nBulletHit2\t\t\"Sounds/Weapons/Bullet/GUN_HIT2.ogg\"\nBulletHit3\t\t\"Sounds/Weapons/Bullet/GUN_HIT3.ogg\"\nBulletHit4\t\t\"Sounds/Weapons/Bullet/GUN_HIT4.ogg\"\n$Random BulletFlesh\t{ BulletFlesh1 BulletFlesh2 BulletFlesh3 BulletFlesh4 }\nBulletFlesh1\t\t\"Sounds/Weapons/Bullet/Flesh1.ogg\"\nBulletFlesh2\t\t\"Sounds/Weapons/Bullet/Flesh2.ogg\"\nBulletFlesh3\t\t\"Sounds/Weapons/Bullet/Flesh3.ogg\"\nBulletFlesh4\t\t\"Sounds/Weapons/Bullet/Flesh4.ogg\"\n\n$limit BulletHit 12\n$volume BulletFlesh 0.85\n\nminigun1 dsminign\nminigun2 dsminig2\nminigun3 dsminig3\n$RANDOM weapons/minigun { minigun1 minigun2 minigun3 }\n\nmisc/w_pkup\t\tdswpnu\nmisc/p_pkup\t\tdsgetpo\nmisc/i_pkup\t\tdsitemu\nmisc/k_pkup\t\tdsitemu\nmisc/spawn\t\tdsitmb\nmisc/chat\t\tdsradi\nmisc/chat2\t\tdstin\n\n//Player Sounds\n$playersound\tmarine\tmale\t*death\t\tdspldeth\n$playersound\tmarine\tmale\t*xdeath\t\tdspdiehi\n$playersound\tmarine\tmale\t*gibbed\t\tdsslop\n$playersound\tmarine\tmale\t*pain100\tdsplpain\n$playersound\tmarine\tmale\t*pain75\t\tdsplpain\n$playersound \tmarine\tmale\t*pain50\t\tdsplpain\n$playersound\tmarine\tmale\t*pain25\t\tdsplpain\n$playersound\tmarine\tmale\t*grunt\t\tdsoof\n$playersound\tmarine\tmale\t*land\t\tdsoof\n$playersound\tmarine\tmale\t*jump\t\tdsjump\n$playersound\tmarine\tmale\t*fist\t\tdspunch\n$playersound\tmarine\tmale\t*usefail\tdsnoway\n$playersound\tmarine\tmale\t*taunt\t\tdstaunt\n\n$playersound\tmarine\tfemale\t*death\t\tdscrdeth\n$playersound\tmarine\tfemale\t*xdeath\t\tdscrdihi\n$playersound\tmarine\tfemale\t*gibbed\t\tdsslop\n$playersound\tmarine\tfemale\t*pain100 \tdscrpain\n$playersound\tmarine\tfemale\t*pain75 \tdscrpain\n$playersound\tmarine\tfemale\t*pain50 \tdscrpain\n$playersound\tmarine\tfemale\t*pain25 \tdscrpain\n$playersound\tmarine\tfemale\t*grunt\t\tdscrnway\n$playersound\tmarine\tfemale\t*land\t\tdscroof\n$playersound\tmarine\tfemale\t*fist\t\tdspunch\n$playersound\tmarine\tfemale\t*usefail\tdscrnway\n$playersound\tmarine\tfemale\t*taunt\t\tdscrtant\n\n$playersound\tmarine\tother\t*death\t\tdsphbdth\n$playersound\tmarine\tother\t*xdeath\t\tdsphbdhi\n$playersound\tmarine\tother\t*gibbed\t\tdsslop\n$playersound\tmarine\tother\t*pain100\tdsphbpn\n$playersound\tmarine\tother\t*pain75\t\tdsphbpn\n$playersound \tmarine\tother\t*pain50\t\tdsphbpn\n$playersound\tmarine\tother\t*pain25\t\tdsphbpn\n$playersound\tmarine\tother\t*grunt\t\tdsphboof\n$playersound\tmarine\tother\t*land\t\tdsphboof\n$playersound\tmarine\tother\t*jump\t\tdsphbjmp\n$playersound\tmarine\tother\t*fist\t\tdspunch\n$playersound\tmarine\tother\t*usefail\tdsphbnwy\n$playersound\tmarine\tother\t*taunt\t\tdsphbtnt\n\n$playeralias marine male *taunt playertaunt\n$playeralias marine female *taunt playertaunt2\n$playeralias marine other *taunt playertaunt3\nplayertaunt dstaunt\nplayertaunt2 dscrtant\nplayertaunt3 dsphbtnt\n$limit playertaunt \t1\n$limit playertaunt2 \t1\n$limit playertaunt3 \t1\n\n//Misc\n\n//Terrain\nslime\t\t\t\t\"Sounds/Terrain/dsmuck.ogg\"\nslimesmall\t\t\t\"Sounds/Terrain/dsmucksm.ogg\"\nwater\t\t\t\t\"Sounds/Terrain/dsgloop.ogg\"\nwatersmall\t\t\t\"Sounds/Terrain/dsfloush.ogg\"\nburn\t\t\t\t\"Sounds/Terrain/dsburn.ogg\"\nburnsmall\t\t\t\"Sounds/Terrain/dsburnsm.ogg\"\nblood1\t\t\t\t\"Sounds/Terrain/dssplat1.ogg\"\nblood2\t\t\t\t\"Sounds/Terrain/dssplat2.ogg\"\n$RANDOM blood { blood1 blood2 }\nbloodsmall1\t\t\t\"Sounds/Terrain/dssplat3.ogg\"\nbloodsmall2\t\t\t\"Sounds/Terrain/dssplat4.ogg\"\n$RANDOM bloodsmall { bloodsmall1 bloodsmall2 }\n\n// Default\nplayer/step1\t\t\tDSSTP1\nplayer/step2\t\t\tDSSTP2\nplayer/step3\t\t\tDSSTP3\nplayer/step4\t\t\tDSSTP4\n$random player/footstep { player/step1  player/step2  player/step3  player/step4 }\n\n// Water\nplayer/water1\t\t\tDSWTR1\nplayer/water2\t\t\tDSWTR2\nplayer/water3\t\t\tDSWTR3\nplayer/water4\t\t\tDSWTR4\n$random player/waterstep { player/water1  player/water2  player/water3  player/water4 }\n\n// Lava\nplayer/lava1\t\t\tDSLVA1\nplayer/lava2\t\t\tDSLVA2\nplayer/lava3\t\t\tDSLVA1\nplayer/lava4\t\t\tDSLVA2\n$random player/lavastep { player/lava1  player/lava2  player/lava3  player/lava4 }\n\n// Nukage\nplayer/nukage1\t\t\tDSNKG1\nplayer/nukage2\t\t\tDSNKG2\nplayer/nukage3\t\t\tDSNKG3\nplayer/nukage4\t\t\tDSNKG4\n$random player/nukagestep { player/nukage1  player/nukage2  player/nukage3  player/nukage4 }\n\n // Blood\nplayer/blood1\t\t\tDSBLD1\nplayer/blood2\t\t\tDSBLD2\nplayer/blood3\t\t\tDSBLD3\nplayer/blood4\t\t\tDSBLD4\n$random player/bloodstep { player/blood1  player/blood2  player/blood3  player/blood4 }\n\n// Slime\nplayer/slime1\t\t\tDSSLM1\nplayer/slime2\t\t\tDSSLM2\nplayer/slime3\t\t\tDSSLM3\nplayer/slime4\t\t\tDSSLM4\n$random player/slimestep { player/slime1  player/slime2  player/slime3  player/slime4 }\n\n// Metal\nplayer/metal1\t\t\tDSMET1\nplayer/metal2\t\t\tDSMET2\nplayer/metal3\t\t\tDSMET3\nplayer/metal4\t\t\tDSMET4\n$random player/metalstep { player/metal1  player/metal2  player/metal3  player/metal4 }\n\n// Carpet\nplayer/carpet1\t\t\tDSCAR1\nplayer/carpet2\t\t\tDSCAR2\nplayer/carpet3\t\t\tDSCAR3\nplayer/carpet4\t\t\tDSCAR4\n$random player/carpetstep { player/carpet1  player/carpet2  player/carpet3  player/carpet4 }\n\n// Dirt\nplayer/dirt1\t\t\tDSDIR1\nplayer/dirt2\t\t\tDSDIR2\nplayer/dirt3\t\t\tDSDIR3\nplayer/dirt4\t\t\tDSDIR4\n$random player/dirtstep { player/dirt1  player/dirt2  player/dirt3  player/dirt4 }\n\n// Brick/Stone\nplayer/brick1\t\t\tDSBRK1\nplayer/brick2\t\t\tDSBRK2\nplayer/brick3\t\t\tDSBRK3\nplayer/brick4\t\t\tDSBRK4\n$random player/brickstep { player/brick1  player/brick2  player/brick3  player/brick4 }\n\n// Grass\nplayer/grass1\t\t\tDSGRS1\nplayer/grass2\t\t\tDSGRS2\nplayer/grass3\t\t\tDSGRS3\nplayer/grass4\t\t\tDSGRS4\n$random player/grassstep { player/grass1  player/grass2  player/grass3  player/grass4 }\n\n// Gravel\nplayer/gravel1\t\t\tDSGRV1\nplayer/gravel2\t\t\tDSGRV2\nplayer/gravel3\t\t\tDSGRV3\nplayer/gravel4\t\t\tDSGRV4\n$random player/gravelstep { player/gravel1  player/gravel2  player/gravel3  player/gravel4 }\n\n// Marble\nplayer/marble1\t\t\tDSMRB1\nplayer/marble2\t\t\tDSMRB2\nplayer/marble3\t\t\tDSMRB3\nplayer/marble4\t\t\tDSMRB4\n$random player/marblestep { player/marble1  player/marble2  player/marble3  player/marble4 }\n\n// Wood\nplayer/wood1\t\t\tDSWOD1\nplayer/wood2\t\t\tDSWOD2\nplayer/wood3\t\t\tDSWOD3\nplayer/wood4\t\t\tDSWOD4\n$random player/woodstep { player/wood1  player/wood2  player/wood3  player/wood4 }\n\n// Flesh\nplayer/flesh1\t\t\tDSFLS1\nplayer/flesh2\t\t\tDSFLS2\nplayer/flesh3\t\t\tDSFLS3\nplayer/flesh4\t\t\tDSFLS4\n$random player/fleshstep { player/flesh1  player/flesh2  player/flesh3  player/flesh4 }\n\n// Snow\nplayer/snow1\t\t\tDSSNO1\nplayer/snow2\t\t\tDSSNO2\nplayer/snow3\t\t\tDSSNO3\nplayer/snow4\t\t\tDSSNO4\n$random player/snowstep { player/snow1  player/snow2  player/snow3  player/snow4 }\n\n$volume player/footstep 0.65\n$volume player/waterstep 0.55\n$volume player/lavastep 0.55\n$volume player/nukagestep 0.4\n$volume player/bloodstep 0.4\n$volume player/slimestep 0.55\n$volume player/metalstep 0.65\n$volume player/carpetstep 0.65\n$volume player/dirtstep 0.65\n$volume player/brickstep 0.65\n$volume player/grassstep 0.65\n$volume player/gravelstep 0.65\n$volume player/marblestep 0.65\n$volume player/woodstep 0.65\n$volume player/fleshstep 0.65\n$volume player/snowstep 0.65\n\n//Blood\n\nbloodsplat1 \"Sounds/Gore/dsblud01.ogg\"\nbloodsplat2 \"Sounds/Gore/dsblud02.ogg\"\nbloodsplat3 \"Sounds/Gore/dsblud03.ogg\"\n\n$random bloodsplat { bloodsplat1 bloodsplat2 bloodsplat3 }\n$volume\tbloodsplat\t0.65\n$limit bloodsplat \t3\n\n//MISC\n\nFlies\t\"Sounds/Gore/FLIES.ogg\"\n$limit\tFlies\t\t0"
      },
      {
        "source": "pk3",
        "name": "Terrain.txt",
        "contents": "//********** Splashes **********\n\nSplash \tNukage\n{\n  SmallClip\t6\n  SmallSound\tSlimeSmall\n  Sound\t\tSlime\n  NoAlert\n}\n\nSplash  Slime\n{\n  SmallClip\t6\n  SmallSound\tSlimeSmall\n  Sound\t\tSlime\n  NoAlert\n}\n\nSplash \tWater\n{\n  SmallClip\t3\n  SmallSound\tWaterSmall\n  Sound\t\tWater\n  NoAlert\n}\n\nSplash \tGreyWater\n{\n  SmallClip\t3\n  SmallSound\tWaterSmall\n  Sound\t\tWater\n  NoAlert\n}\n\nSplash \tBlood\n{\n SmallClip\t4\n SmallSound\tBloodSmall\n Sound\t\tBlood\n NoAlert\n}\n\nSplash \tBlueBlood\n{\n SmallClip\t4\n SmallSound\tBloodSmall\n Sound\t\tBlood\n NoAlert\n}\n\nSplash \tLava\n{\n SmallClip\t5\n SmallSound\tBurnSmall\n Sound\t\tBurn\n NoAlert\n}\n\n//********** Terrain **********\n\nTerrain\t nukage_t\n{\n  Splash \tNukage\n  FootClip\t3\n  Liquid\n}\n\nTerrain\twater_t\n{\n  Splash \tWater\n  FootClip\t4\n  Liquid\n}\n\nTerrain greywater_t\n{\n  Splash\tGreyWater\n  FootClip\t4\n  Liquid\n}\n\nTerrain\tlava_t\n{\n  Splash \tLava\n  FootClip\t2\n}\n\nTerrain\tblood_t\n{\n  FootClip\t3\n  Splash \tBlood\n  Liquid\n}\n\nTerrain\tbblood_t\n{\n  FootClip\t3\n  Splash \tBlueBlood\n  Liquid\n}\n\nTerrain Slime\n{\n  FootClip\t4\n  Splash\tSlime\n  Liquid\n}\n\n//********** Floors **********\n\nifdoom\nfloor nukage1 nukage_t\nfloor nukage2 nukage_t\nfloor nukage3 nukage_t\nfloor fwater1 water_t\nfloor fwater2 water_t\nfloor fwater3 water_t\nfloor fwater4 water_t\nfloor lava1 lava_t\nfloor lava2 lava_t\nfloor lava3 lava_t\nfloor lava4 lava_t\nfloor blood1 blood_t\nfloor blood2 blood_t\nfloor blood3 blood_t\nfloor SLIME01 Slime\nfloor SLIME02 Slime\nfloor SLIME03 Slime\nfloor SLIME04 Slime\nfloor SLIME05 Slime\nfloor SLIME06 Slime\nfloor SLIME07 Slime\nfloor SLIME08 Slime\nendif"
      },
      {
        "source": "pk3",
        "name": "Textures.txt",
        "contents": "graphic HUD_BKG1, 121, 32\n{\n  patch HUDLFT, 0, 0\n}\n\ngraphic HUD_BKG2, 121, 32\n{\n  patch HUDRGHT, 0, 0\n}\n\ngraphic BKEY, 16, 14\n{\n   yscale 2.25\n   xscale 2.25\n   patch KEY_B, 0, 0 { rotate 270 }\n}\n\ngraphic RKEY, 16, 14\n{\n   yscale 2.25\n   xscale 2.25\n   patch KEY_R, 0, 0 { rotate 270 }\n}\n\ngraphic YKEY, 16, 14\n{\n   yscale 2.25\n   xscale 2.25\n   patch KEY_Y, 0, 0 { rotate 270 }\n}\n\ngraphic BSKULL, 13, 16\n{\n   yscale 2.25\n   xscale 2.25\n   patch SKULL_B, 0, 0\n}\n\ngraphic RSKULL, 13, 16\n{\n   yscale 2.25\n   xscale 2.25\n   patch SKULL_R, 0, 0\n}\n\ngraphic YSKULL, 13, 16\n{\n   yscale 2.25\n   xscale 2.25\n   patch SKULL_Y, 0, 0\n}\n\ngraphic NOKEY, 16, 14\n{\n   yscale 2.25\n   xscale 2.25\n   patch KEY_NO, 0, 0 { rotate 270 }\n}\n\ngraphic NOSKULL, 13, 16\n{\n   yscale 2.25\n   xscale 2.25\n   patch SKULL_NO, 0, 0\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Decorations.txt",
        "contents": "Actor FlySpawner\n{\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(64, \"Done\")\n    TNT1 A 0 A_PlaySoundEx (\"Flies\", \"SoundSlot6\", 1, -1)\n    TNT1 AAAAAAA 2 A_CustomMissile(\"FlyDecor\", 32, 0, random (0, 360), 2, random (-40, 40))\n  Done:\n    TNT1 A -1\n    Loop\n  }\n}\n\nActor FlyDecor\n{\n  Radius 1\n  Height 1\n  Speed 3\n  Projectile\n  +NoClip\n  +DontSplash\n  ReactionTime 4\n  Scale 0.6\n  States\n  {\n  Spawn:\n    SFLY AB 2 ThrustThingZ(0, random (-1, 1), random (1, 0), 1)\n    SFLY A 0 A_CountDown\n    Loop\n  Death:\n    SFLY A 2 A_CustomMissile(\"FlyDecor\", 0, 0, random (-40, 40))\n    Stop\n  }\n}\n\nActor DeadHDMarine replaces DeadMarine\n{\n  States\n  {\n  Spawn:\n    PLAY N 35\n    PLAY N 0 A_SpawnItemEx(\"FlySpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    PLAY N -1\n    Stop\n  }\n}\n\nActor GibbedHDMarine replaces GibbedMarine\n{\n  States\n  {\n  Spawn:\n    PLAY W 35\n    PLAY W 0 A_SpawnItemEx(\"FlySpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    PLAY W -1\n    Stop\n  }\n}\n\nActor GibbedHDMarineExtra : GibbedHDMarine replaces GibbedMarineExtra\n{\n  States\n  {\n  Spawn:\n    PLAY W 35\n    PLAY W 0 A_SpawnItemEx(\"FlySpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    PLAY W -1\n    Stop\n  }\n}\n\nActor HDEvilEye replaces EvilEye\n{\n  Radius 16\n  Height 54\n  +Solid\n  +FloatBob\n  +ForceXYBillBoard\n  States\n  {\n  Spawn:\n    CEYE A 0\n    CEYE A 0 A_SpawnItem(\"CandleStick\")\n    CEYE ABCB 6 Bright\n    Goto Spawn+2\n  }\n}\n\nActor HDFloatingSkull replaces FloatingSkull\n{\n  Radius 16\n  Height 36\n  +Solid\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1 A_SpawnItem(\"HDFloatingSkull2\")\n    TNT1 A 1\n    Goto Spawn+2\n  }\n}\n\nActor HDFloatingSkull2\n{\n  Radius 16\n  Height 36\n  -Solid\n  +FloatBob\n  states\n  {\n  Spawn:\n    FSKU ABC 6 bright\n    Loop\n  }\n}\n\nActor LiveDeadStick replaces LiveStick\n{\n  Radius 16\n  Height 64\n  +Solid\n  States\n  {\n  Spawn:\n    POL6 A 0\n    POL6 A 2 A_Jump(4, 1)\n    Loop\n    POL6 B 6\n    Loop\n  }\n}\n\nActor HDExplosiveBarrel Replaces ExplosiveBarrel\n{\n  Health 20\n  Radius 10\n  Height 34\n  +Solid\n  +Shootable\n  +NoBlood\n  +ActivateMCross\n  +DontGib\n  +NoIceDeath\n  +OldRadiusDmg\n  DeathSound \"World/BarrelX\"\n  Obituary \"$OB_BARREL\"\n  States\n  {\n  Spawn:\n    BAR1 AAAAAABBBBBB 1 A_SpawnItemEx(\"BarrelParticle\", Random(0, 4), 0, Random(32, 34), (0.1)*Random(2, 15), 0, (0.1)*Random(5, 20), Random(0, 360), 128, 253)\n    Loop\n  Death:\n    BEXP A 5 Bright\n    BEXP B 5 Bright A_Scream\n    BEXP C 5 Bright\n    BEXP D 0 Bright A_SpawnItemEx(\"HDoomRocketParticleSpawner\", 0, 0, 24, 0, 0, 0, 0, 128)\n    BEXP D 5 Bright A_Explode\n    BEXP EEE 0 Bright A_SpawnDebris(\"BarrelPiece\")\n    BEXP E 10 Bright\n    BEXP E 1050 Bright A_BarrelDestroy\n    BEXP E 5 A_Respawn\n    Wait\n  }\n}\n\nActor BarrelParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +LowGravity\n  +DontSplash\n  +ForceXYBillboard\n  RenderStyle Add\n  Scale 0.03\n  States\n  {\n  Spawn:\n    SPKG A 1 Bright A_FadeOut(0.04)\n    Loop\n  }\n}\n\nACTOR BarrelPiece\n{\n  Health 1\n  Mass 1\n  Scale 0.45\n  +Missile\n  +NoBlockMap\n  +DoomBounce\n  +NoTeleport\n  -NoGravity\n  +ClientSideOnly\n  BounceFactor 0.6\n  BounceCount 3\n  Gravity 0.6\n  States\n  {\n  Spawn:\n    SHRD LMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMN 2\n    Goto Death\n  Death:\n    SHRD L 6 A_FadeOut(0.10)\n    Loop\n  }\n}\n\nActor HDBurningBarrel Replaces BurningBarrel\n{\n  Radius 16\n  Height 32\n  +Solid\n  States\n  {\n  Spawn:\n    FCAN A 0 Bright\n    FCAN A 0 Bright A_Jump(128, \"Flare2\")\n  Flare1:\n    FCAN A 0 Bright\n    FCAN A 0 Bright A_CheckSight(\"Idle1\")\n    FCAN A 0 A_SpawnItemEx(\"YellowFlare\", 0, 0, 29, 0, 0, 0, 0, 128)\n    FCAN A 0 Bright A_Jump(128, 2)\n    FCAN AAA 0 Bright A_SpawnItemEx(\"BarrelFire\", Random(-6, 6), Random(-6, 6), Random(24, 28), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    FCAN A 1 Bright\n    Goto Flare1\n  Flare2:\n    FCAN A 0 Bright\n    FCAN A 0 Bright A_CheckSight(\"Idle2\")\n    FCAN A 0 A_SpawnItemEx(\"AltYellowFlare\", 0, 0, 29, 0, 0, 0, 0, 128)\n    FCAN A 0 Bright A_Jump(128, 2)\n    FCAN AAA 0 Bright A_SpawnItemEx(\"BarrelFire\", Random(-6, 6), Random(-6, 6), Random(24, 28), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    FCAN A 1 Bright\n    Goto Flare2\n  Idle1:\n    FCAN A 1\n    Goto Flare1\n  Idle2:\n    FCAN A 1\n    Goto Flare2\n  }\n}\n\nActor BarrelFire\n{\n  +NoGravity\n  +NoInteraction\n  +NoBlockmap\n  +NoTeleport\n  +ForceXYBillboard\n  Radius 0\n  Height 0\n  RenderStyle Add\n  Scale 0.185\n  States\n  {\n  Spawn:\n    FIR1 ABCDEFG 1 Bright\n    FIR1 HIJKL 1 Bright A_FadeOut(0.15)\n    Stop\n  }\n}\n\nActor HDBlueTorch Replaces BlueTorch\n{\n  Radius 16\n  Height 68\n  +Solid\n  States\n  {\n  Spawn:\n    TRCH A 0 Bright\n    TRCH A 0 Bright A_Jump(128, \"Flare2\")\n  Flare1:\n    TRCH A 0 Bright A_CheckSight(\"Idle1\")\n    TRCH A 0 Bright A_Jump(128, 3)\n    TRCH A 0 Bright A_SpawnItemEx(\"BlueFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"BlueTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n    TRCH A 0 Bright A_SpawnItemEx(\"BlueFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"BlueTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n  Flare2:\n    TRCH A 0 Bright A_CheckSight(\"Idle2\")\n    TRCH A 0 Bright A_Jump(128, 3)\n    TRCH A 0 Bright A_SpawnItemEx(\"AltBlueFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"BlueTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n    TRCH A 0 Bright A_SpawnItemEx(\"AltBlueFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"BlueTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n  Idle1:\n    TRCH A 1 Bright\n    Goto Flare1\n  Idle2:\n    TRCH A 1 Bright\n    Goto Flare2\n  }\n}\n\nActor BlueTorchFire1\n{\n  +NoGravity\n  +NoInteraction\n  +NoBlockmap\n  +NoTeleport\n  +ForceXYBillboard\n  Radius 0\n  Height 0\n  RenderStyle Add\n  Scale 0.175\n  States\n  {\n  Spawn:\n    FIB1 ABCDEFG 1 Bright\n    FIB1 HIJKL 1 Bright A_FadeOut(0.15)\n    Stop\n  }\n}\n\nActor BlueTorchFire2 : BlueTorchFire1\n{\n  States\n  {\n  Spawn:\n    FIB2 ABCDEFG 1 Bright\n    FIB2 HIJKL 1 Bright A_FadeOut(0.15)\n    Stop\n  }\n}\n\nActor HDGreenTorch Replaces GreenTorch\n{\n  Radius 16\n  Height 68\n  +Solid\n  States\n  {\n  Spawn:\n    TRCH A 0 Bright\n    TRCH A 0 Bright A_Jump(128, \"Flare2\")\n  Flare1:\n    TRCH A 0 Bright A_CheckSight(\"Idle1\")\n    TRCH A 0 Bright A_Jump(128, 3)\n    TRCH A 0 Bright A_SpawnItemEx(\"GreenFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"GreenTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n    TRCH A 0 Bright A_SpawnItemEx(\"GreenFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"GreenTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n  Flare2:\n    TRCH A 0 Bright A_CheckSight(\"Idle2\")\n    TRCH A 0 Bright A_Jump(128, 3)\n    TRCH A 0 Bright A_SpawnItemEx(\"AltGreenFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"GreenTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n    TRCH A 0 Bright A_SpawnItemEx(\"AltGreenFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"GreenTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n  Idle1:\n    TRCH A 1 Bright\n    Goto Flare1\n  Idle2:\n    TRCH A 1 Bright\n    Goto Flare2\n  }\n}\n\nActor GreenTorchFire1\n{\n  +NoGravity\n  +NoInteraction\n  +NoBlockmap\n  +NoTeleport\n  +ForceXYBillboard\n  Radius 0\n  Height 0\n  RenderStyle Add\n  Scale 0.175\n  States\n  {\n  Spawn:\n    FIG1 ABCDEFG 1 Bright\n    FIG1 HIJKL 1 Bright A_FadeOut(0.15)\n    Stop\n  }\n}\n\nActor GreenTorchFire2 : GreenTorchFire1\n{\n  States\n  {\n  Spawn:\n    FIG2 ABCDEFG 1 Bright\n    FIG2 HIJKL 1 Bright A_FadeOut(0.15)\n    Stop\n  }\n}\n\nActor HDRedTorch Replaces RedTorch\n{\n  Radius 16\n  Height 68\n  +Solid\n  States\n  {\n  Spawn:\n    TRCH A 0 Bright\n    TRCH A 0 Bright A_Jump(128, \"Flare2\")\n  Flare1:\n    TRCH A 0 Bright A_CheckSight(\"Idle1\")\n    TRCH A 0 Bright A_Jump(128, 3)\n    TRCH A 0 Bright A_SpawnItemEx(\"RedFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"RedTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n    TRCH A 0 Bright A_SpawnItemEx(\"RedFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"RedTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n  Flare2:\n    TRCH A 0 Bright A_CheckSight(\"Idle2\")\n    TRCH A 0 Bright A_Jump(128, 3)\n    TRCH A 0 Bright A_SpawnItemEx(\"AltRedFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"RedTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n    TRCH A 0 Bright A_SpawnItemEx(\"AltRedFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n    TRCH A 1 Bright A_SpawnItemEx(\"RedTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n  Idle1:\n    TRCH A 1 Bright\n    Goto Flare1\n  Idle2:\n    TRCH A 1 Bright\n    Goto Flare2\n  }\n}\n\nActor RedTorchFire1\n{\n  +NoGravity\n  +NoInteraction\n  +NoBlockmap\n  +NoTeleport\n  +ForceXYBillboard\n  Radius 0\n  Height 0\n  RenderStyle Add\n  Scale 0.175\n  States\n  {\n  Spawn:\n    FIR1 ABCDEFG 1 Bright\n    FIR1 HIJKL 1 Bright A_FadeOut(0.15)\n    Stop\n  }\n}\n\nActor RedTorchFire2 : RedTorchFire1\n{\n  States\n  {\n  Spawn:\n    FIR2 ABCDEFG 1 Bright\n    FIR2 HIJKL 1 Bright A_FadeOut(0.15)\n    Stop\n  }\n}\n\nActor HDShortBlueTorch Replaces ShortBlueTorch\n{\n  Radius 16\n  Height 37\n  +Solid\n  States\n  {\n  Spawn:\n    STCB A 0 Bright\n    STCB A 0 Bright A_Jump(128, \"Flare2\")\n  Flare1:\n    STCB A 0 Bright\n    STCB A 0 Bright A_CheckSight(\"Idle1\")\n    STCB A 0 Bright A_Jump(128, 3)\n    STCB A 0 Bright A_SpawnItemEx(\"BlueFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"BlueTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n    STCB A 0 Bright A_SpawnItemEx(\"BlueFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"BlueTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n  Flare2:\n    STCB A 0 Bright\n    STCB A 0 Bright A_CheckSight(\"Idle2\")\n    STCB A 0 Bright A_Jump(128, 3)\n    STCB A 0 Bright A_SpawnItemEx(\"AltBlueFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"BlueTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n    STCB A 0 Bright A_SpawnItemEx(\"AltBlueFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"BlueTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n  Idle1:\n    STCB A 1 Bright\n    Goto Flare1\n  Idle2:\n    STCB A 1 Bright\n    Goto Flare2\n  }\n}\n\nActor HDShortGreenTorch Replaces ShortGreenTorch\n{\n  Radius 16\n  Height 37\n  +Solid\n  States\n  {\n  Spawn:\n    STCB A 0 Bright\n    STCB A 0 Bright A_Jump(128, \"Flare2\")\n  Flare1:\n    STCB A 0 Bright\n    STCB A 0 Bright A_CheckSight(\"Idle1\")\n    STCB A 0 Bright A_Jump(128, 3)\n    STCB A 0 Bright A_SpawnItemEx(\"GreenFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"GreenTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n    STCB A 0 Bright A_SpawnItemEx(\"GreenFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"GreenTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n  Flare2:\n    STCB A 0 Bright\n    STCB A 0 Bright A_CheckSight(\"Idle2\")\n    STCB A 0 Bright A_Jump(128, 3)\n    STCB A 0 Bright A_SpawnItemEx(\"AltGreenFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"GreenTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n    STCB A 0 Bright A_SpawnItemEx(\"AltGreenFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"GreenTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n  Idle1:\n    STCB A 1 Bright\n    Goto Flare1\n  Idle2:\n    STCB A 1 Bright\n    Goto Flare2\n  }\n}\n\nActor HDShortRedTorch Replaces ShortRedTorch\n{\n  Radius 16\n  Height 37\n  +Solid\n  States\n  {\n  Spawn:\n    STCB A 0 Bright\n    STCB A 0 Bright A_Jump(128, \"Flare2\")\n  Flare1:\n    STCB A 0 Bright\n    STCB A 0 Bright A_CheckSight(\"Idle1\")\n    STCB A 0 Bright A_Jump(128, 3)\n    STCB A 0 Bright A_SpawnItemEx(\"RedFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"RedTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n    STCB A 0 Bright A_SpawnItemEx(\"RedFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"RedTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare1\n  Flare2:\n    STCB A 0 Bright\n    STCB A 0 Bright A_CheckSight(\"Idle2\")\n    STCB A 0 Bright A_Jump(128, 3)\n    STCB A 0 Bright A_SpawnItemEx(\"AltRedFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"RedTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n    STCB A 0 Bright A_SpawnItemEx(\"AltRedFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n    STCB A 1 Bright A_SpawnItemEx(\"RedTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n    Goto Flare2\n  Idle1:\n    STCB A 1 Bright\n    Goto Flare1\n  Idle2:\n    STCB A 1 Bright\n    Goto Flare2\n  }\n}\n\nACTOR HDCandlestick : Candlestick replaces Candlestick\n{\n  States\n  {\n  Spawn:\n  CAND A 0 Bright\n  CAND A 0 Bright A_CheckSight(\"Idle\")\n  CAND A 1 Bright A_SpawnItemEx(\"TinyYellowFlare\", 0, 0, 15, 0, 0, 0, 0, 128)\n  Goto Spawn\n  Idle:\n  CAND A 1 Bright\n  Goto Spawn\n  }\n}\n\nACTOR HDColumn : Column replaces Column\n{\n  States\n  {\n  Spawn:\n    COLU A 0 Bright\n    COLU A 0 Bright A_CheckSight(\"Idle\")\n    COLU A 1 Bright A_SpawnItemEx(\"YellowFlare2\", 0, 0, 40, 0, 0, 0, 0, 128)\n    Loop\n  Idle:\n    COLU A 1 Bright\n    Goto Spawn\n  }\n}\n\nACTOR HDTechLamp : TechLamp replaces TechLamp\n{\n  States\n  {\n  Spawn:\n    TLMP A 0 Bright\n    TLMP A 0 Bright A_CheckSight(\"Idle\")\n    TLMP A 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP A 0 Bright A_CheckSight(\"Idle\")\n    TLMP A 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP A 0 Bright A_CheckSight(\"Idle\")\n    TLMP A 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP A 0 Bright A_CheckSight(\"Idle\")\n    TLMP A 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP B 0 Bright A_CheckSight(\"Idle\")\n    TLMP B 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP B 0 Bright A_CheckSight(\"Idle\")\n    TLMP B 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP B 0 Bright A_CheckSight(\"Idle\")\n    TLMP B 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP B 0 Bright A_CheckSight(\"Idle\")\n    TLMP B 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP C 0 Bright A_CheckSight(\"Idle\")\n    TLMP C 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP C 0 Bright A_CheckSight(\"Idle\")\n    TLMP C 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP C 0 Bright A_CheckSight(\"Idle\")\n    TLMP C 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP C 0 Bright A_CheckSight(\"Idle\")\n    TLMP C 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP D 0 Bright A_CheckSight(\"Idle\")\n    TLMP D 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP D 0 Bright A_CheckSight(\"Idle\")\n    TLMP D 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP D 0 Bright A_CheckSight(\"Idle\")\n    TLMP D 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    TLMP D 0 Bright A_CheckSight(\"Idle\")\n    TLMP D 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n    Loop\n  Idle:\n    TLMP A 1 Bright\n    Goto Spawn\n  }\n}\n\nACTOR HDTechLamp2 : TechLamp2 replaces TechLamp2\n{\n  States\n  {\n  Spawn:\n    TLP2 A 0 Bright\n    TLP2 A 0 Bright A_CheckSight(\"Idle\")\n    TLP2 A 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 A 0 Bright A_CheckSight(\"Idle\")\n    TLP2 A 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 A 0 Bright A_CheckSight(\"Idle\")\n    TLP2 A 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 A 0 Bright A_CheckSight(\"Idle\")\n    TLP2 A 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 B 0 Bright A_CheckSight(\"Idle\")\n    TLP2 B 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 B 0 Bright A_CheckSight(\"Idle\")\n    TLP2 B 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 B 0 Bright A_CheckSight(\"Idle\")\n    TLP2 B 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 B 0 Bright A_CheckSight(\"Idle\")\n    TLP2 B 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 C 0 Bright A_CheckSight(\"Idle\")\n    TLP2 C 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 C 0 Bright A_CheckSight(\"Idle\")\n    TLP2 C 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 C 0 Bright A_CheckSight(\"Idle\")\n    TLP2 C 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 C 0 Bright A_CheckSight(\"Idle\")\n    TLP2 C 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 D 0 Bright A_CheckSight(\"Idle\")\n    TLP2 D 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 D 0 Bright A_CheckSight(\"Idle\")\n    TLP2 D 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 D 0 Bright A_CheckSight(\"Idle\")\n    TLP2 D 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    TLP2 D 0 Bright A_CheckSight(\"Idle\")\n    TLP2 D 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n    Loop\n  Idle:\n    TLP2 A 1 Bright\n    Goto Spawn\n  }\n}\n\nACTOR BaseLensflare\n{\n  Radius 0\n  Height 0\n  Renderstyle Add\n  Alpha 0.6\n  +NoBlockMap\n  +NoInteraction\n  +NoClip\n  +NoGravity\n  +ClientSideOnly\n  States\n  {\n  Spawn:\n    TNT1 A 1 Bright\n    Stop\n  }\n}\n\nACTOR BlueFlare : BaseLensflare\n{\n  Scale 0.4\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    FLAR C 1 Bright\n    Stop\n  }\n}\n\nACTOR AltBlueFlare : BaseLensflare\n{\n  Scale 0.4\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    FL2R C 1 Bright\n    Stop\n  }\n}\n\nACTOR YellowFlare : BaseLensflare\n{\n  Scale 0.35\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    FLAR B 1 Bright\n    Stop\n  }\n}\n\nACTOR AltYellowFlare : BaseLensflare\n{\n  Scale 0.35\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    FL2R B 1 Bright\n    Stop\n  }\n}\n\nACTOR RedFlare : BaseLensflare\n{\n  Scale 0.4\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    FLAR A 1 Bright\n    Stop\n  }\n}\n\nACTOR AltRedFlare : BaseLensflare\n{\n  Scale 0.4\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    FL2R A 1 Bright\n    Stop\n  }\n}\n\nACTOR GreenFlare : BaseLensflare\n{\n  Scale 0.4\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    FLAR D 1 Bright\n    Stop\n  }\n}\n\nACTOR AltGreenFlare : BaseLensflare\n{\n  Scale 0.4\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    FL2R D 1 Bright\n    Stop\n  }\n}\n\nACTOR TinyYellowFlare : BaseLensflare\n{\n  Alpha 0.4\n  Scale 0.1\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    FLAR B 1 Bright\n    Stop\n  }\n}\n\nACTOR YellowFlare2 : BaseLensFlare\n{\n  Alpha 0.4\n  Scale 0.35\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    LEYS A 1 Bright\n    Stop\n  }\n}\n\nACTOR WhiteFlare : BaseLensFlare\n{\n  Alpha 0.5\n  Scale 0.5\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    LENS A 1 Bright\n    Stop\n  }\n}\n\nACTOR WhiteFlare2 : BaseLensFlare\n{\n  Alpha 0.5\n  Scale 0.4\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright\n    LENS A 1 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Gore.txt",
        "contents": "Actor HDBlood : Blood Replaces Blood\n{\n  Radius 1\n  Height 1\n  Scale 0.1\n  Alpha 0.85\n  Renderstyle Translucent\n  PROJECTILE\n  +CLIENTSIDEONLY\n  +NOGRAVITY\n  -SOLID\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0\n    TNT1 A 0\n    Goto Death\n  Death:\n    TNT1 A 0 A_PlaySound(\"BulletFlesh\")\n    TNT1 A 0 A_SpawnItemEx (\"ActualBloodSpray\",0,0,0,0,0,0,0,129)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor HDGibBlood\n{\n  Radius 1\n  Height 1\n  Scale 0.1\n  Alpha 0.85\n  Renderstyle Translucent\n  PROJECTILE\n  +CLIENTSIDEONLY\n  +NOGRAVITY\n  -SOLID\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0\n    TNT1 A 0\n    Goto Death\n  Death:\n    TNT1 A 0 A_SpawnItemEx (\"GibBloodSpray\",0,0,0,0,0,0,0,129)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor ActualBloodSpray\n{\n  Radius 1\n  Height 1\n  Alpha 0.85\n  Renderstyle Translucent\n  PROJECTILE\n  +CLIENTSIDEONLY\n  +NOGRAVITY\n  -SOLID\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    Goto Death\n  Death:\n    BLUD C 0\n    BLUD C 4 A_SpawnItemEx(\"BloodParticler\",0,0,0,0,0,0,0,129)\n    BLUD B 4\n    BLUD A 4\n    Stop\n  }\n}\n\nActor GibBloodSpray\n{\n  Radius 1\n  Height 1\n  Alpha 0.85\n  Renderstyle Translucent\n  PROJECTILE\n  +CLIENTSIDEONLY\n  +NOGRAVITY\n  -SOLID\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    Goto Death\n  Death:\n    BLUD C 0\n    BLUD C 2 A_SpawnItemEx(\"GibBloodParticler\",0,0,0,0,0,0,0,129)\n    BLUD B 2\n    BLUD A 2\n    Stop\n  }\n}\n\nActor BloodParticler\n{\n  Radius 1\n  Height 1\n  Alpha 0.85\n  Renderstyle Translucent\n  PROJECTILE\n  +CLIENTSIDEONLY\n  +NOBLOCKMONST\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    TNT1 A 3\n    Goto Death\n  Death:\n    TNT1 A 0 A_SpawnItemEx (\"BloodParticle\",0,0,0,0,0,0,0,129)\n    TNT1 A 0 A_SpawnItemEx (\"BloodParticle\",0,0,0,0,0,0,0,129)\n    TNT1 A -1\n    Stop\n  }\n}\n\nActor GibBloodParticler\n{\n  Radius 1\n  Height 1\n  Alpha 0.85\n  Renderstyle Translucent\n  PROJECTILE\n  +CLIENTSIDEONLY\n  +NOBLOCKMONST\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    TNT1 A 3\n    Goto Death\n  Death:\n    TNT1 A 0 A_SpawnItemEx (\"GibBloodParticle\",0,0,0,0,0,0,0,129)\n    TNT1 A 0 A_SpawnItemEx (\"GibBloodParticle\",0,0,0,0,0,0,0,129)\n    TNT1 A 0 A_SpawnItemEx (\"GibBloodParticle\",0,0,0,0,0,0,0,129)\n    TNT1 A 0 A_SpawnItemEx (\"GibBloodParticle\",0,0,0,0,0,0,0,129)\n    TNT1 A -1\n    Stop\n  }\n}\n\nActor BloodParticle\n{\n  Radius 1\n  Height 1\n  speed 0\n  Scale 0.56\n  Alpha 0.85\n  Renderstyle Translucent\n  +FLOORCLIP\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  +NOBLOCKMONST\n  +CORPSE\n  -SOLID\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    BLUD C 0\n    BLUD C 0 ThrustThing (random(0,255),random(1,5))\n    BLUD C 0 ThrustThingZ (0,random(0,40),0,0)\n    TNT1 A 1 A_Jump (256,1,2)\n    TNT1 A 1\n    Goto Death\n    TNT1 A 1\n    Goto Death+3\n  Death:\n    TNT1 A 1\n    BLUD C 1 A_SpawnItemEx(\"BloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n    BLUD C 0 A_JumpIf(waterlevel == 3,\"splash\")\n    Goto Death+1\n    TNT1 A 1\n    BLUD B 1  A_SpawnItemEx(\"BloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n    BLUD B 0 A_JumpIf(waterlevel == 3,\"splash\")\n    Goto Death+4\n  Crash:\n    BPDL A 85 A_Stop\n    BPDL A 2 A_FadeOut (0.025)\n    Goto Crash+1\n  Splash:\n    TNT1 A 0\n    Stop\n  }\n}\n\nActor GibBloodParticle\n{\n  Radius 1\n  Height 1\n  speed 0\n  Scale 0.56\n  Alpha 0.85\n  Renderstyle Translucent\n  +FLOORCLIP\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  +NOBLOCKMONST\n  +CORPSE\n  -SOLID\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    BLUD C 0\n    BLUD C 0 ThrustThing (random(0,255),random(1,5))\n    BLUD C 0 ThrustThingZ (0,random(0,40),0,0)\n    TNT1 A 1 A_Jump (256,1,2)\n    TNT1 A 1\n    Goto Death\n    TNT1 A 1\n    Goto Death+3\n  Death:\n    TNT1 A 1\n    BLUD C 1 A_SpawnItemEx(\"BloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n    BLUD C 0 A_JumpIf(waterlevel == 3,\"splash\")\n    Goto Death+1\n    TNT1 A 1\n    BLUD B 1  A_SpawnItemEx(\"BloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n    BLUD B 0 A_JumpIf(waterlevel == 3,\"splash\")\n    Goto Death+4\n  Crash:\n    BPDL A 15 A_Stop\n    BPDL A 210\n    BPDL A 1 A_FadeOut (0.04)\n    Goto Crash+2\n  Splash:\n    TNT1 A 0\n    Stop\n  }\n}\n\nActor BloodTrailB\n{\n  Scale 0.48\n  Radius 1\n  Height 1\n  Speed 0\n  +FLOORCLIP\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  +NOBLOCKMONST\n  +CORPSE\n  -SOLID\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  RenderStyle Translucent\n  Alpha 0.75\n  States\n  {\n  Spawn:\n    BLUD B 0\n    BLUD B 1 A_FadeOut(0.08)\n    Loop\n  Crash:\n    TNT1 A 0\n    Stop\n  }\n}\n\nActor BloodTrailC\n{\n  Scale 0.48\n  Radius 1\n  Height 1\n  Speed 0\n  +FLOORCLIP\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  +NOBLOCKMONST\n  +CORPSE\n  -SOLID\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  RenderStyle Translucent\n  Alpha 0.75\n  States\n  {\n  Spawn:\n    BLUD C 0\n    BLUD C 1 A_FadeOut(0.095)\n    Loop\n  Crash:\n    TNT1 A 0\n    Stop\n  }\n}\n\nActor GibGenerator1\n{\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1 A_SpawnDebris(\"HDGib3\")\n    Stop\n  }\n}\n\nActor GibGenerator2\n{\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1 A_SpawnDebris(\"HDGib4\")\n    Stop\n  }\n}\n\nActor GibGenerator3\n{\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(128, 2)\n    TNT1 A 1 A_SpawnDebris(\"HDGib1\")\n    Stop\n    TNT1 A 1 A_SpawnDebris(\"HDGib2\")\n    Stop\n  }\n}\n\nActor GibGenerator4\n{\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(128, 2)\n    TNT1 A 1 A_SpawnDebris(\"HDGib5\")\n    Stop\n    TNT1 A 1 A_SpawnDebris(\"HDGib6\")\n    Stop\n  }\n}\n\nActor GibGenerator5\n{\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(128, 2)\n    TNT1 A 1 A_SpawnDebris(\"HDGib7\")\n    Stop\n    TNT1 A 1 A_SpawnDebris(\"HDGib8\")\n    Stop\n  }\n}\n\nActor HDGib9Generator\n{\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(128, 2)\n    TNT1 A 1 A_SpawnDebris(\"HDGib9\")\n    Stop\n    TNT1 A 1 A_SpawnDebris(\"HDGib9\")\n    TNT1 A 1 A_SpawnDebris(\"HDGib9\")\n    Stop\n  }\n}\n\nActor HDGib1\n{\n  Health 1\n  Radius 8\n  Height 8\n  Mass 1\n  Scale 0.75\n  +CLIENTSIDEONLY\n  +CORPSE\n  +NOTELEPORT\n  +NoBlockMap\n  +MoveWithSector\n  States\n  {\n  Spawn:\n    GIB1 A 8 A_SpawnItemEx(\"HDGibBlood\",0,0,0,0,0,0,0,129)\n    Loop\n  Crash:\n    GIB1 A 0 A_JumpIf(waterlevel > 0, 3)\n    GIB1 A 0 A_PlaySound(\"BloodSplat\")\n    GIB1 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n    GIB1 A 15 A_Stop\n    GIB1 A 210\n    GIB1 A 1 A_FadeOut (0.04)\n    Goto Crash+5\n  }\n}\n\nActor HDGib2\n{\n  Health 1\n  Radius 8\n  Height 8\n  Mass 1\n  Scale 0.75\n  +CLIENTSIDEONLY\n  +CORPSE\n  +NOTELEPORT\n  +NoBlockMap\n  +MoveWithSector\n  States\n  {\n  Spawn:\n    GIB2 A 8 A_SpawnItemEx(\"HDGibBlood\",0,0,0,0,0,0,0,129)\n    Loop\n  Crash:\n    GIB2 A 0 A_JumpIf(waterlevel > 0, 3)\n    GIB2 A 0 A_PlaySound(\"BloodSplat\")\n    GIB2 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n    GIB2 A 15 A_Stop\n    GIB2 A 210\n    GIB2 A 1 A_FadeOut (0.04)\n    Goto Crash+5\n  }\n}\n\nActor HDGib3\n{\n  Health 1\n  Radius 8\n  Height 8\n  Mass 1\n  Scale 0.75\n  +CLIENTSIDEONLY\n  +CORPSE\n  +NOTELEPORT\n  +NoBlockMap\n  +MoveWithSector\n  States\n  {\n  Spawn:\n    GIB3 A 8 A_SpawnItemEx(\"HDGibBlood\",0,0,0,0,0,0,0,129)\n    Loop\n  Crash:\n    GIB3 A 0 A_JumpIf(waterlevel > 0, 3)\n    GIB3 A 0 A_PlaySound(\"BloodSplat\")\n    GIB3 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n    GIB3 A 15 A_Stop\n    GIB3 A 210\n    GIB3 A 1 A_FadeOut (0.04)\n    Goto Crash+5\n  }\n}\n\nActor HDGib4\n{\n  Health 1\n  Radius 8\n  Height 8\n  Mass 1\n  Scale 0.75\n  +CLIENTSIDEONLY\n  +CORPSE\n  +NOTELEPORT\n  +NoBlockMap\n  +MoveWithSector\n  States\n  {\n  Spawn:\n    GIB4 A 8 A_SpawnItemEx(\"HDGibBlood\",0,0,0,0,0,0,0,129)\n    Loop\n  Crash:\n    GIB4 A 0 A_JumpIf(waterlevel > 0, 3)\n    GIB4 A 0 A_PlaySound(\"BloodSplat\")\n    GIB4 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n    GIB4 A 15 A_Stop\n    GIB4 A 210\n    GIB4 A 1 A_FadeOut (0.04)\n    Goto Crash+5\n  }\n}\n\nActor HDGib5\n{\n  Health 1\n  Radius 8\n  Height 8\n  Mass 1\n  Scale 0.75\n  +CLIENTSIDEONLY\n  +CORPSE\n  +NOTELEPORT\n  +NoBlockMap\n  +MoveWithSector\n  States\n  {\n  Spawn:\n    GIB5 A 8 A_SpawnItemEx(\"HDGibBlood\",0,0,0,0,0,0,0,129)\n    Loop\n  Crash:\n    GIB5 A 0 A_JumpIf(waterlevel > 0, 3)\n    GIB5 A 0 A_PlaySound(\"BloodSplat\")\n    GIB5 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n    GIB5 A 15 A_Stop\n    GIB5 A 210\n    GIB5 A 1 A_FadeOut (0.04)\n    Goto Crash+5\n  }\n}\n\nActor HDGib6\n{\n  Health 1\n  Radius 8\n  Height 8\n  Mass 1\n  Scale 0.75\n  +CLIENTSIDEONLY\n  +CORPSE\n  +NOTELEPORT\n  +NoBlockMap\n  +MoveWithSector\n  States\n  {\n  Spawn:\n    GIB6 A 8 A_SpawnItemEx(\"HDGibBlood\",0,0,0,0,0,0,0,129)\n    Loop\n  Crash:\n    GIB6 A 0 A_JumpIf(waterlevel > 0, 3)\n    GIB6 A 0 A_PlaySound(\"BloodSplat\")\n    GIB6 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n    GIB6 A 15 A_Stop\n    GIB6 A 210\n    GIB6 A 1 A_FadeOut (0.04)\n    Goto Crash+5\n  }\n}\n\nActor HDGib7\n{\n  Health 1\n  Radius 8\n  Height 8\n  Mass 1\n  Scale 0.75\n  +CLIENTSIDEONLY\n  +CORPSE\n  +NOTELEPORT\n  +NoBlockMap\n  +MoveWithSector\n  States\n  {\n  Spawn:\n    GIB7 A 8 A_SpawnItemEx(\"HDGibBlood\",0,0,0,0,0,0,0,129)\n    Loop\n  Crash:\n    GIB7 A 0 A_JumpIf(waterlevel > 0, 3)\n    GIB7 A 0 A_PlaySound(\"BloodSplat\")\n    GIB7 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n    GIB7 A 15 A_Stop\n    GIB7 A 210\n    GIB7 A 1 A_FadeOut (0.04)\n    Goto Crash+5\n  }\n}\n\nActor HDGib8\n{\n  Health 1\n  Radius 8\n  Height 8\n  Mass 1\n  Scale 0.75\n  +CLIENTSIDEONLY\n  +CORPSE\n  +NOTELEPORT\n  +NoBlockMap\n  +MoveWithSector\n  States\n  {\n  Spawn:\n    GIB8 A 8 A_SpawnItemEx(\"HDGibBlood\",0,0,0,0,0,0,0,129)\n    Loop\n  Crash:\n    GIB8 A 0 A_JumpIf(waterlevel > 0, 3)\n    GIB8 A 0 A_PlaySound(\"BloodSplat\")\n    GIB8 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n    GIB8 A 15 A_Stop\n    GIB8 A 210\n    GIB8 A 1 A_FadeOut (0.04)\n    Goto Crash+5\n  }\n}\n\nActor HDGib9\n{\n  Health 1\n  Radius 8\n  Height 8\n  Mass 1\n  Scale 0.7\n  +CLIENTSIDEONLY\n  +CORPSE\n  +NOTELEPORT\n  +NoBlockMap\n  +MoveWithSector\n  States\n  {\n  Spawn:\n    GIBI A 8 A_SpawnItemEx(\"HDGibBlood\",0,0,0,0,0,0,0,129)\n    Loop\n  Crash:\n    GIBI A 15 A_Stop\n    GIBI A 210\n    GIBI A 1 A_FadeOut (0.04)\n    Goto Crash+2\n  }\n}\n\nActor BloodGibPool\n{\n  Radius 10\n  Height 5\n  Speed 0\n  Alpha 0.85\n  Renderstyle Translucent\n  Scale 0.9\n  +CLIENTSIDEONLY\n  +FLOORCLIP\n  +DONTSPLASH\n  +NOBLOCKMONST\n  +MISSILE\n  +SLIDESONWALLS\n  +CORPSE\n  -SOLID\n  +NoBlockMap\n  +MoveWithSector\n  +NoTeleport\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    Loop\n  Crash:\n    BPDL AAABB 3 A_FadeIn (0.2)\n    BPDL B 210\n    BPDL B 1 A_FadeOut (0.04)\n    Goto Crash+6\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/HUD.txt",
        "contents": "ACTOR FullHealth : Inventory { Inventory.MaxAmount 1 }"
      },
      {
        "source": "pk3",
        "name": "Actors/Player.txt",
        "contents": "ACTOR DoomMarine : DoomPlayer\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  +NoSkin\n  Player.SoundClass \"Marine\"\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Marine\"\n  Player.CrouchSprite \"PLYC\"\n  Player.StartItem \"Shotgun~\"\n  Player.StartItem \"Pistol~\"\n  Player.StartItem \"Fist~\"\n  Player.StartItem \"Shell\", 8\n  Player.StartItem \"Clip\", 75\n  States\n  {\n  Spawn:\n    PLAY A -1\n    Loop\n  See:\n    PLAY ABCD 4\n    Loop\n  Missile:\n    PLAY E 12\n    Goto Spawn\n  Melee:\n    PLAY F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLAY G 4\n    PLAY G 4 A_Pain\n    Goto Spawn\n  Pain.Ice2:\n    PLAY G 4 ACS_ExecuteAlways(211)\n    PLAY G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLAY H 10\n    PLAY I 10 A_PlayerScream\n    PLAY J 10 A_NoBlocking\n    PLAY KLM 10\n    PLAY N -1\n    Stop\n  Death.SpawnTelefrag:\n    PLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n  XDeath:\n    PLAY O 0 A_SpawnItemEX(\"HDGib9Generator\",0,0,0,0,0,0,0,128)\n    PLAY O 0 A_SpawnItemEx(\"GibGenerator1\",0,0,0,0,0,0,0,128)\n    PLAY O 0 A_SpawnItemEx(\"GibGenerator2\",0,0,0,0,0,0,0,128)\n    PLAY O 5\n    PLAY P 0 A_SpawnItemEx(\"GibGenerator3\",0,0,0,0,0,0,0,128)\n    PLAY P 5 A_XScream\n    PLAY Q 0 A_SpawnItemEx(\"GibGenerator4\",0,0,0,0,0,0,0,128)\n    PLAY Q 5 A_NoBlocking\n    PLAY R 0 A_SpawnItemEx(\"GibGenerator5\",0,0,0,0,0,0,0,128)\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Powerups.txt",
        "contents": "Actor BaseLineEffect\n{\n  +Missile\n  +NoGravity\n  +NoBlockmap\n  +NoInteraction\n  -Solid\n  Radius 0\n  Height 0\n  RenderStyle Add\n  Alpha 0.01\n  Scale 0.37\n  States\n  {\n  Spawn:\n    SPFX AAAAA 1 Bright A_FadeIn(0.2)\n    SPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n    Stop\n  }\n}\n\nActor BlueLineEffect : BaseLineEffect\n{\n  translation \"80:111=196:207\"\n}\n\nActor BlueLineEffect2 : BaseLineEffect\n{\n  translation \"80:111=196:207\"\n  States\n  {\n  Spawn:\n    SPFX AAAAA 1 Bright A_FadeIn(0.2)\n    SPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.08)\n    Stop\n  }\n}\n\nActor GreenLineEffect : BaseLineEffect\n{\n  translation \"80:111=112:127\"\n}\n\nActor GreenLineEffect2 : BaseLineEffect\n{\n  translation \"80:111=112:127\"\n  States\n  {\n  Spawn:\n    SPFX AAAAA 1 Bright A_FadeIn(0.2)\n    SPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.08)\n    Stop\n  }\n}\n\nActor RedLineEffect : BaseLineEffect\n{\n  translation \"80:111=176:191\"\n}\n\nActor TanLineEffect : BaseLineEffect\n{\n  translation \"80:111=60:79\"\n}\n\nActor HDGreenArmor : GreenArmor replaces GreenArmor\n{\n  States\n  {\n  Spawn:\n    ARM1 AAA 2 A_SpawnItemEx(\"GreenLineEffect2\", random(-15, 15),0,random(4, 12), 0,0,random(1,2), Random(0, 360), 128, 0)\n    ARM1 BBB 2 Bright A_SpawnItemEx(\"GreenLineEffect2\", random(-15, 15),0,random(4, 12), 0,0,random(1,2), Random(0, 360), 128, 0)\n    Loop\n  }\n}\n\nActor HDBlueArmor : BlueArmor replaces BlueArmor\n{\n  States\n  {\n  Spawn:\n    ARM2 AAA 2 A_SpawnItemEx(\"BlueLineEffect2\", random(-15, 15),0,random(4, 12), 0,0,random(1,2), Random(0, 360), 128, 0)\n    ARM2 BBB 2 Bright A_SpawnItemEx(\"BlueLineEffect2\", random(-15, 15),0,random(4, 12), 0,0,random(1,2), Random(0, 360), 128, 0)\n    Loop\n  }\n}\n\nActor HDSoulSphere : SoulSphere replaces SoulSphere\n{\n  States\n  {\n  Spawn:\n    SOUL A 0 Bright\n    SOUL A 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL A 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL A 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL A 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL A 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL A 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL D 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL D 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL D 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL D 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL D 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL D 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL C 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    SOUL B 0 Bright A_SpawnItemEX(\"BlueSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    SOUL B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    Loop\n  }\n}\n\nActor HDInvulnerabilitySphere : InvulnerabilitySphere replaces InvulnerabilitySphere\n{\n  States\n  {\nSpawn:\n    PINV A 0 Bright\n    PINV A 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV A 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV A 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV A 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV A 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV A 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV A 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV A 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV A 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV A 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV A 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV A 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV B 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV B 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV B 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV B 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV B 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV B 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV B 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV B 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV B 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV B 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV B 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV B 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV C 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV C 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV C 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV C 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV C 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV C 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV C 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV C 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV C 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV C 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV C 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV C 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV D 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV D 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV D 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV D 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV D 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV D 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV D 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV D 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV D 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV D 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINV D 0 Bright A_SpawnItemEX(\"GreenSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINV D 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    Loop\n  }\n}\n\nActor HDBlurSphere : BlurSphere replaces BlurSphere\n{\n  States\n  {\n  Spawn:\n    PINS A 0 Bright\n    PINS A 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS A 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS A 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS A 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS A 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS A 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS A 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS A 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS A 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS B 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS B 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS B 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS B 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS B 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS B 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS B 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS B 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS B 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS C 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS C 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS C 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS C 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS C 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS C 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS C 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS C 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS C 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS D 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS D 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS D 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS D 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS D 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS D 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS D 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    PINS D 0 Bright A_SpawnItemEX(\"RedSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    PINS D 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    Loop\n  }\n}\n\nActor HDMegaSphere : MegaSphere replaces MegaSphere\n{\n  States\n  {\n  Spawn:\n    MEGA A 0 Bright\n    MEGA A 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA A 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA A 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA A 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA A 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA A 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA A 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA A 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA A 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA A 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA A 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA A 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA B 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA B 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA B 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA B 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA B 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA B 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA B 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA B 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA B 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA B 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA B 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA B 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA C 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA C 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA C 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA C 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA C 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA C 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA C 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA C 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA C 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA C 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA C 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA C 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA D 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA D 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA D 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA D 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA D 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA D 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA D 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA D 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA D 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA D 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    MEGA D 0 Bright A_SpawnItemEX(\"WhiteSphereFlare\", 0, 0, 25, 0, 0, 0, 0, 128)\n    MEGA D 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n    Loop\n  }\n}\n\nACTOR BlueSphereFlare : BaseLensFlare\n{\n  Alpha 0.4\n  Scale 0.2\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    LENB A 1 Bright\n    Stop\n  }\n}\n\nACTOR RedSphereFlare : BaseLensFlare\n{\n  Alpha 0.4\n  Scale 0.2\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    LENR A 1 Bright\n    Stop\n  }\n}\n\nACTOR GreenSphereFlare : BaseLensFlare\n{\n  Alpha 0.4\n  Scale 0.2\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    LENG A 1 Bright\n    Stop\n  }\n}\n\nACTOR WhiteSphereFlare : BaseLensFlare\n{\n  Alpha 0.25\n  Scale 0.2\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    LENW A 1 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/TeleportFog.txt",
        "contents": "ACTOR TeleportFog~ : TeleportFog replaces TeleportFog\n{\n  States\n  {\n  Spawn:\n    TFOG A 0\n    TFOG A 0 A_SpawnItemEx(\"TeleportFogParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TFOG ABABCDEFGHIJ 6 Bright\n    Stop\n  }\n}\n\nActor TeleportFogParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +NoGravity\n  +DontSplash\n  +NoClip\n  RenderStyle Add\n  Scale 0.02\n  States\n  {\n  Spawn:\n    SPKG A 4 Bright\n    SPKG A 1 A_FadeOut(0.035)\n    Goto Spawn+1\n  }\n}\n\nActor TeleportFogParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"TeleportFogParticle\", Random(0, 28), 0, Random(45, 60), 0, 0, Random(-2, -4), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"TeleportFogParticle\", Random(0, 28), 0, Random(45, 60), 0, 0, Random(-2, -4), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"TeleportFogParticle\", Random(0, 28), 0, Random(45, 60), 0, 0, Random(-2, -4), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"TeleportFogParticle\", Random(0, 28), 0, Random(45, 60), 0, 0, Random(-2, -4), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor HDItemFog : ItemFog replaces ItemFog\n{\n  States\n  {\n  Spawn:\n    IFOG A 0\n    IFOG A 0 A_SpawnItemEx(\"ItemFogParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    IFOG ABABCDE 6 BRIGHT\n    Stop\n  }\n}\n\nActor ItemFogParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +NoGravity\n  +DontSplash\n  +NoClip\n  RenderStyle Add\n  Scale 0.0275\n  States\n  {\n  Spawn:\n    SPKB D 2\n    SPKB D 1 A_FadeOut(0.05)\n    Goto Spawn+1\n  }\n}\n\nActor ItemFogParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAAAA 0 A_SpawnItemEx(\"ItemFogParticle\", Random(0, 20), 0, 0, 0, 0, (Random(10, 25)*0.1), Random(0, 360), 128)\n    TNT1 AAAAAAA 0 A_SpawnItemEx(\"ItemFogParticle\", Random(0, 20), 0, 0, 0, 0, (Random(10, 25)*0.1), Random(0, 360), 128)\n    TNT1 AAAAAAA 0 A_SpawnItemEx(\"ItemFogParticle\", Random(0, 20), 0, 0, 0, (Random(10, 25)*0.1), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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