Raw model (for completeness)
{
"meta": {
"id": "0d1a9a0b-c01f-4c53-8878-bc62b5d03ef5",
"sha1": "f43c2efe9009347000ad753bbc5024c07748a83b",
"sha256": "455314799f546b58e45b1c817bdb7a21c02c95b98d134540fcb342b2952f9f2b",
"filenames": [
"whodunitfinal5b.pk3"
],
"additional": {
"engines": [
"GZDOOM"
],
"iwad": [
"DOOM2"
],
"filename": null,
"added": "2013-04-21 17:14:47",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": {
"TITLEMAP": "TITLEMAP.png",
"WDI01": "WDI01.png",
"WDI02": "WDI02.png",
"WDI03": "WDI03.png",
"WDI04": "WDI04.png",
"WDI05": "WDI05.png",
"WDI06": "WDI06.png",
"WDI08": "WDI08.png",
"WDIIC": "WDIIC.png",
"WDITUT": "WDITUT.png",
"wdi08": "wdi08.png",
"wdiic": "wdiic.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2013-04-21 17:14:47",
"file": {
"type": "PK3",
"size": 55736512,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/f43c2efe9009347000ad753bbc5024c07748a83b/f43c2efe9009347000ad753bbc5024c07748a83b.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"TITLEMAP",
"WDI01",
"WDI02",
"WDI03",
"WDI04",
"WDI05",
"WDI06",
"WDI08",
"WDICRED",
"WDIIC",
"WDITUT"
],
"counts": {
"endoom": 0,
"graphics": 2,
"lumps": 4750,
"maps": 11,
"palettes": 0
},
"engines_guess": [
"GZDOOM"
],
"iwads_guess": [
"DOOM2"
]
},
"analysis": {
"title": "Who Dun It?",
"description": "A GZDoom-only Doom II total-conversion style package built around a custom “murder mystery” multiplayer ruleset rather than traditional map-by-map demon combat. It includes several playable locations (Asylum, museum, town, confinement, high school, and a “Men’s Night Out” map) plus a title screen, tutorial, credits, and an unfinished extra map, with heavy use of custom DECORATE actors, ACS scripting, and MAPINFO features like jumping/crouching, falling damage, and team damage. Gameplay emphasizes scavenging and player-vs-player tension via custom weapons, traps (smoke bombs, gas canisters, tripwire shotgun), keys/locks, deployable cameras and sound emitters, and lots of environmental dressing (dynamic lights, fog/rain effects, animated textures). Expect a modern, scripted experience with many custom assets and mechanics, not a vanilla-compatible combat WAD.",
"tags": [
"acs",
"atmospheric",
"custom_items",
"custom_weapons",
"decorate_heavy",
"doom2",
"dynamic_lighting",
"gzdoom_required",
"hub_style",
"key_locks",
"mixed_theme",
"modern_effects",
"multiplayer_focused",
"pvp",
"scripted_events",
"total_conversion",
"traps",
"urban"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "ANIMDEFS.txt",
"contents": "warp flat wlq1\nwarp flat wlq2\nwarp flat wlq3\nwarp flat wlq4\nwarp flat wlq5\nwarp flat wlq6\nwarp flat wlq7\nwarp flat wlq8\n\nwarp2 texture PSBGC0 0.1\nwarp2 texture PSBGD0 0.1\nwarp2 texture PSBGE0 0.1\nwarp2 texture PSBGF0 0.1\nwarp2 texture PSBGG0 0.1\nwarp2 texture PSBGH0 0.1\nwarp2 texture PSBGI0 0.1\n\nwarp2 texture SSBGC0 0.1\nwarp2 texture SSBGD0 0.1\nwarp2 texture SSBGE0 0.1\nwarp2 texture SSBGF0 0.1\nwarp2 texture SSBGG0 0.1\nwarp2 texture SSBGH0 0.1\nwarp2 texture SSBGI0 0.1\n\n//warp2 texture XSMKA0 0.35 //Lets not warp this.\n\nwarp2 texture WATER-S\nwarp2 texture LAVA\nwarp2 texture LAVA2\nwarp2 texture MLAVA\nwarp2 texture MLAVA2\nwarp2 texture GWATER\nwarp2 texture GWATER2\n\nwarp2 texture WBLDA0 0.5\n\ntexture STATIC1\npic STATIC1 tics 2\npic STATIC2 tics 2\npic STATIC3 tics 2\npic STATIC4 tics 2\npic STATIC5 tics 2\npic STATIC6 tics 2\n\ntexture TSTATIC1\npic TSTATIC1 tics 2\npic TSTATIC2 tics 2\npic TSTATIC3 tics 2\npic TSTATIC4 tics 2\npic TSTATIC5 tics 2\npic TSTATIC6 tics 2\n\nwarp flat wqlava\nwarp2 texture HYWATER\nwarp2 texture SMPEA0 0.1\nwarp flat wfwater1\nwarp flat wblood1\n\nCameraTexture MURDTV 320 240 fit 160 32\ncameratexture RECAMTX 640 480 fit 213 160\n\ncameratexture MAP2CAM1 256 256 fit 64 64\ncameratexture MAP2CAM2 256 256 fit 64 64\ncameratexture MAP2CAM3 256 256 fit 64 64\ncameratexture MAP2CAM4 256 256 fit 64 64\ncameratexture MAP2CAM5 256 256 fit 64 64\ncameratexture MAP2CAM6 256 256 fit 64 64\ncameratexture MAP2CAM7 256 256 fit 64 64\ncameratexture MAP2CAM8 256 256 fit 64 64\ncameratexture MAP2CAM9 256 256 fit 64 64\ncameratexture MAP2CAM10 256 256 fit 64 64\ncameratexture MAP2CAM11 256 256 fit 64 64\ncameratexture MAP2CAM12 256 256 fit 64 64\ncameratexture\tcamtx128\t384 384\t\tfit\t128 128\ncameratexture\tcamtx64 \t384 384\t\tfit\t64 64\n\ntexture NOIS1 range NOIS5 rand 1 3\n\nswitch BSW07B on sound LightOff pic BSW07A tics 0\nswitch BSW07A off sound LightOn pic BSW07B tics 0\n\n//Black water\nwarp2 texture DIRWAT\n\ntexture\tBABWAS01 \trange\tBABWAS04 \ttics 3\ntexture\tESFMCLD1 \trange\tESFMCLD4 \ttics 3\ntexture\tRATASLD1 \trange\tRATASLD4 \ttics 9\n\ntexture steam1\npic 1 tics 4\npic 2 tics 4\npic 3 tics 4\npic 4 tics 4\npic 5 tics 4\n\ntexture bbfall1\n\tpic bbfall1 tics 8\n\tpic bbfall2 tics 8\n\tpic bbfall3 tics 8\n\tpic bbfall4 tics 8\n\nflat fan1\n\tpic fan1 tics 1\n\tpic fan2 tics 1\n\tpic fan3 tics 1\n\tpic fan4 tics 1\n\nflat granuke1\n\tpic granuke1 tics 8\n\tpic granuke2 tics 8\n\tpic granuke3 tics 8\n\nwarp flat e1sky1"
},
{
"source": "pk3",
"name": "CLOCKTWN.txt",
"contents": "//////////////////////\n//Most of this decorate\n//stuff are from realm667\n///////////////////////\n\nActor RainSpawner 191\n{\n Radius 1\n Height 1\n +NoClip\n +ClientSideOnly\n +SpawnCeiling\n +NoGravity\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(Args[2] > 0, \"NoSound\")\n TNT1 A 0 A_JumpIf(Args[3] > 0, \"Circle\")\n TNT1 A 0\n TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -16, 0, 0, 0, 0, 128, Args[1])\n wait\n Circle:\n TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])\n NoSound:\n TNT1 A 0 A_Jumpif(Args[3] > 0, \"NoSoundCircle\")\n TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n Loop\n NoSoundCircle:\n TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])\n Loop\n }\n}\n\nActor RainDrop\n{\n +Missile\n +NoBlockMap\n -NoGravity\n +Clientsideonly\n +DONTSPLASH\n Height 2\n Radius 2\n Renderstyle Translucent\n Alpha 0.95\n Scale 0.2\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_CheckSight(\"OPTIMIZE\")\n RNDR A 1 A_JumpIf(WaterLevel > 0, \"Death\")\n Loop\n Death:\n RNDR BCDEFGH 3 A_FadeOut(0.15)\n Stop\n OPTIMIZE:\n TNT1 A 0\n stop\n }\n}\n\n/////////////////////////\n// FOG by TORMENTOR667 //\n/////////////////////////\n\nActor FogCloud_Generator 9918\n{\n +Missile\n +NoBlockmap\n +NoGravity\n +NoSector\n +Clientsideonly\n Radius 1\n Height 1\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128,1,2)\n TNT1 A 0 A_SpawnItemEx (\"FogCloud_V1\", 0, 0, random(0, 32), 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx (\"FogCloud_V2\", 0, 0, random(0, 32), 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx (\"FogCloud_V2\", 0, 0, random(0, 32), 0, 0, 0, 0, 128)\n stop\n }\n}\n\nActor FogCloud_V1\n{\n +Missile\n +NoGravity\n +NoBlockmap\n +Clientsideonly\n Radius 1\n Height 1\n Speed 0\n RenderStyle Translucent\n Alpha 0.25\n Scale 3\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_CheckSight(\"OPTIMIZE\")\n XSMK AAAAAAAAAAAAAAAAAAAA 10 A_FadeIn(0.002)\n XSMK AAAAAAAAAAAAAAAAAAAA 10 A_FadeOut(0.002)\n loop\n\n OPTIMIZE:\n TNT1 A 1\n goto Spawn\n }\n}\n\nActor FogCloud_V2 : FogCloud_V1\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_CheckSight(\"OPTIMIZE\")\n XSMK AAAAAAAAAAAAAA 10 A_FadeIn(0.002)\n XSMK AAAAAAAAAAAAAA 10 A_FadeOut(0.002)\n loop\n }\n}\n\nActor FogCloud_V3 : FogCloud_V1\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_CheckSight(\"OPTIMIZE\")\n XSMK AAAAAAAAAAAAAA 13 A_FadeIn(0.002)\n XSMK AAAAAAAAAAAAAA 13 A_FadeOut(0.002)\n loop\n }\n}\n\nActor Chandelier2Off 14071\n{\n Radius 10\n Height 21\n +NOGRAVITY\n +SPAWNCEILING\n States\n {\n Spawn:\n CHAN H 1\n Loop\n }\n}\n\nActor Chandelier2On 14072\n{\n Radius 10\n Height 21\n +NOGRAVITY\n +SPAWNCEILING\n States\n {\n Spawn:\n CHAN EFG 2 A_PlaySound(\"DSCHAFIR\")\n Loop\n }\n}\n\nActor WDIBarrel 13967\n{\n+SOLID\nheight 36\nradius 24\nstates\n{\nSpawn:\nBARL A -1\nstop\n}}\n\nACTOR TrashCan1 14267\n{\n Game Doom\n Radius 16\n Height 40\n +SOLID\n States\n {\n Spawn:\n TRAC A -1\n Stop\n }\n}\n\nActor SkolVodka 14269\n{\n\t+SOLID\n\tRadius 8\n\tHeight 24\n\n\tStates\n\t{\n\tSpawn:\n\t\tVODK A -1\n\t\tStop\n\t}\n}\n\nActor BeerGarten 14271\n{\n\t+SOLID\n\tRadius 8\n\tHeight 18\n\n\tStates\n\t{\n\tSpawn:\n\t\tPIVO A -1\n\t\tStop\n\t}\n}\n\nActor Cocktail_Glass 14273\n{\n\t+SOLID\n\tRadius 3\n\tHeight 8\n\n\tStates\n\t{\n\tSpawn:\n\t\tGLSS A -1\n\t\tStop\n\t}\n}\n\nACTOR PushableChair 13712\n{\n Health 100\n Radius 10\n Height 34\n Mass 25\n +SOLID\n +SHOOTABLE\n +NOBLOOD\n\t//+SLIDESONWALLS\n States\n {\n Spawn:\n CHAI A -1\n Loop\n Death:\n CHAI A -1 A_NoBlocking\n goto Spawn\n }\n}\n\n////Push_Start_To_Rich sprites\n\nactor BFGrass2 14275\n{\n+ClientSideOnly\nStates\n {\n Spawn:\n\tTRV2 A -1\n\tStop\n }\n}\n\nactor BFGrass3 14277\n{\n+ClientSideOnly\nStates\n {\n Spawn:\n\tTRV3 A -1\n\tStop\n }\n}\n\nactor BFGrass5 14279\n{\n+ClientSideOnly\nStates\n {\n Spawn:\n\tTRV5 A -1\n\tStop\n }\n}\n\nactor BFGrass6 14281\n{\n+ClientSideOnly\nStates\n {\n Spawn:\n\tTRV6 A -1\n\tStop\n }\n}\n\nactor BFTree2 14283\n{\nGame Doom\nSpawnID 3\nRadius 5\nMass 1000000\nheight 64\nscale 1.4\n+SOLID\n+SHOOTABLE\n+INVULNERABLE\n+NOBLOOD\nStates\n {\n Spawn:\n DREV B -1\n Stop\n }\n}\nactor BFTree3 14285\n{\nGame Doom\nSpawnID 3\nRadius 5\nMass 1000000\nheight 64\nscale 1.4\n+SOLID\n+SHOOTABLE\n+INVULNERABLE\n+NOBLOOD\nStates\n {\n Spawn:\n DREV C -1\n Stop\n }\n}\nactor BFTree4 14287\n{\nGame Doom\nSpawnID 3\nRadius 20\nscale 1.4\nMass 1000000\nheight 64\n+SOLID\n+INVULNERABLE\n+NOBLOOD\n+SHOOTABLE\nStates\n {\n Spawn:\n DREV D -1\n Stop\n }\n}\n\nactor BFTree7 14289\n{\nGame Doom\nSpawnID 3\n+SOLID\n+SHOOTABLE\n+INVULNERABLE\n+NOBLOOD\nRadius 5\nMass 1000000\nheight 64\nscale 1.4\nStates\n {\n Spawn:\n DREV G -1\n Stop\n }\n}\n\n//evil_owl\n\nACTOR loudyowl 13721\n{\n Game Doom\n Radius 16\n Height 40\n +SOLID\n States\n {\n Spawn:\n NOWL A -1\n Stop\n }\n}\n\nactor TrickyStatueSpawner : RandomSpawner 14246\n{\n DropItem \"DeathStatue\" 128 1\n\n\t//DropItem \"ABigNothing\" 2\n}\n\nACTOR DeathStatue 14244\n{\n Health 400\n Radius 20\n Height 56\n speed 3\n Mass 900\n BloodColor 88 88 88\n +SOLID\n +SHOOTABLE\n +NOBLOOD\n PAINSOUND \"PotBits\"\n DEATHSOUND \"pot/break\"\n States\n {\n Spawn:\n STT1 A -1\n Loop\n Pain:\n STT1 A 3 A_Pain\n goto See\n\n Death:\n STT1 H 5\n STT1 I 3 A_PlayerScream\n STT1 J 3 A_NoBlocking\n STT1 KLM 6\n STT1 NO 3\n\tSTT1 P -1\n Stop\n\n }\n}\n\nACTOR TechLanternSmall 14248\n{\n\tRadius 6\n\tHeight 45\n\t+NOGRAVITY\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tHLMP EFGH -1\n\t\tloop\n\t}\n}\n\nactor str_LampDesk 14252\n{\n scale 0.75\n radius 16\n height 32\n states\n {\n Spawn:\n NJEX A -1\n stop\n }\n}\n\nactor Gonefishing 14254\n{\n speed 24\n MaxStepHeight 16\n MaxDropoffHeight 32\n MONSTER\n +FRIENDLY\n -SHOOTABLE\n states\n {\n Spawn:\n GNFI A 1 A_Look2\n loop\n See:\n GNFI ABCD 4 A_Wander\n loop\n }\n}\n\n/* STEAM */\n\nActor SteamSpawner : SwitchableDecoration 20902\n{\n Height 2\n Radius 1\n Mass 0\n +NoBlockMap\n +NoGravity\n +NoInteraction\n +ClientSideOnly\n States\n {\n Spawn:\n Active:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(Args[0] == 1, \"Down\")\n TNT1 A 0 A_JumpIf(Args[0] > 1, \"Forward\")\n TNT1 A 0 A_JumpIf(Args[1] > 0, \"UpBurst\")\n TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n Loop\n Down:\n TNT1 A 0 A_JumpIf(Args[1] > 0, \"DownBurst\")\n TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n Loop\n Forward:\n TNT1 A 0 A_JumpIf(Args[1] > 0, \"ForwardBurst\")\n TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n Loop\n UpBurst:\n TNT1 A 1 A_Jump(Args[2]/16, 1)\n Loop\n TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n Loop\n DownBurst:\n TNT1 A 1 A_Jump(Args[2]/16, 1)\n Loop\n TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n Loop\n ForwardBurst:\n TNT1 A 1 A_Jump(Args[2]/16, 1)\n Loop\n TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n Loop\n Inactive:\n TNT1 A 1 A_StopSoundEx(\"SoundSlot7\")\n TNT1 A 1\n Goto Inactive+1\n }\n}\n\nActor SteamParticle\n{\n Height 1\n Radius 1\n +Missile\n +NoGravity\n +NoBlockMap\n +DONTSPLASH\n +Clientsideonly\n RenderStyle Add\n Scale 0.4\n Alpha 0.65\n States\n {\n Spawn:\n STEM A 2 A_SetTranslucent(0.6, 1)\n STEM B 2 A_SetTranslucent(0.55, 1)\n STEM C 2 A_SetTranslucent(0.5, 1)\n STEM D 2 A_SetTranslucent(0.45, 1)\n STEM E 2 A_SetTranslucent(0.4, 1)\n STEM F 2 A_SetTranslucent(0.35, 1)\n STEM G 2 A_SetTranslucent(0.3, 1)\n STEM H 2 A_SetTranslucent(0.25, 1)\n STEM I 2 A_SetTranslucent(0.2, 1)\n STEM J 2 A_SetTranslucent(0.15, 1)\n STEM K 2 A_SetTranslucent(0.1, 1)\n STEM L 2 A_SetTranslucent(0.05, 1)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for modification or\nreuse. Permissions have been obtained from original authors for any of\ntheir resources modified or included in this file.\n\nYou MAY distribute this file, provided you include this text file, with no\nmodifications. You may distribute this file in any electronic format (BBS,\nDiskette, CD, etc) as long as you include this file intact. I have\nreceived permission from the original authors of any modified or included\ncontent in this file to allow further distribution.\n\n-------Maps/Levels--------\nWDI01: Asylum\nPeanut\n\nWDI02: Now You Museum, Now You Don't!\nTheMisterCat\n\nWDI03: Clock Town\nZeberPal\n\nWDI04: Confinement\nDevon West and Rob Babor (Map 32 of the orginal Hellcore)\nEdited by ConflagratedCanine and Theshooter7\n\nWDI05: Surrounded\nXSnake\n\nWDI06: The High School of Pain\nCapt. J3\n\n------Scripts-----------\nTheShooter7\nTribeam\nConflagratedCanine\nTheMisterCat\n\n-----Decorate----------\nWildWeasel\nConflagratedCanine\nTribeam\nTheshooter7\nTheMisterCat\n\n--------Sprites----------\nBeretta\nRealm 667 Armory\n\nShotgun\nDonated by WildWeasel\nEdited by Minigunner for Widescreen\n\nPipe\nDonated by WildWeasel\n\nWrench\nDonated by WildWeasel\n\nChainsaw\nDonated by LoganMtM\n\nShovel\nUh... the topic that had that info is gone! :(\n\nGraphics touched up by Mooseknuckle\n\n-------Music----------\nD_LEVEL1\nGod$peed http://www.newgrounds.com/audio/listen/39752\n\"Find Him\"\n\nD_SPOOK\nSource Unknown\n\nD_FINAL1\nNoah Potter http://www.newgrounds.com/audio/listen/265335\n\"Ninja Suspense\"\n\nVarious sounds from Freesound.org\n\nAnd a bunch of others, sorry if you were not mentioned. This project's been in development for ages and we sort of lost track. :/"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "//Copied from Zdoom.pk3, because the defaults smears don't have mother-fucking Decal ID's. >:(\n\nstretcher BloodStretcher\n{\n\tStretchTime\t35\n\tGoalY\t\t2.0\n}\n\nslider BloodSlider\n{\n\tSlideTime\t35\n\tDistY\t\t-5\n}\n\ncombiner BloodSmearer\n{\n\tBloodStretcher\n\tBloodSlider\n}\n\n/***** Blood Decals ********************************************************/\n/*\n * Blood splats just stick to the walls.\n * Blood smears crawl down walls a bit like in Blood.\n *\n * These do not need generators; the engine will create them automatically\n * when something bleeds. If a blood color is set, the shade color will be ignored,\n * and the actor's blood color will be used instead.\n */\ndecal BloodSplat1 1\n{\n\tpic BSPLAT1\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat2 2\n{\n\tpic BSPLAT2\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat3 3\n{\n\tpic BSPLAT3\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat4 4\n{\n\tpic BSPLAT4\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat5 5\n{\n\tpic BSPLAT5\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat6 6\n{\n\tpic BSPLAT6\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat7 7\n{\n\tpic BSPLAT7\n\tshade \"BloodDefault\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\n// The smaller blood splats are more common than the big ones.\n\ndecalgroup BloodSplat\n{\n\tBloodSplat1\t2\n\tBloodSplat2\t1\n\tBloodSplat3\t5\n\tBloodSplat4\t5\n\tBloodSplat5\t5\n\tBloodSplat6\t5\n\tBloodSplat7\t6\n}\n\ndecal BloodSmear1 8\n{\n\tpic BSMEAR1\n\tx-scale 0.625\n\ty-scale 0.625\n\tshade \"BloodDefault\"\n\trandomflipx\n\tanimator BloodSmearer\n}\n\ndecal BloodSmear2 9\n{\n\tpic BSMEAR1\n\tx-scale 0.625\n\ty-scale 0.625\n\tshade \"BloodDefault\"\n\trandomflipx\n\tanimator BloodSmearer\n}\n\ndecalgroup BloodSmear\n{\n\tBloodSmear1\t1\n\tBloodSmear2\t1\n}"
},
{
"source": "pk3",
"name": "DECOR.txt",
"contents": "Actor Rat 28674\n{\nMONSTER\n-ISMONSTER\n+ALWAYSRESPAWN\n-TELESTOMP\n-CANPASS\n+DONTFALL\n+PUSHABLE\n+NODROPOFF\n-CANUSEWALLS\n-COUNTKILL\n-CANPUSHWALLS\nhealth 10\nradius 4\nheight 6\nspeed 13\nactivesound \"rat/squeak\"\ndeathsound \"rat/die\"\nstates\n{\nSpawn:\nRATT A 1 A_Chase\nRATT A 8 A_Jump(60, \"Walk\", \"TryAgain\")\nloop\nTryAgain:\nRATT B 8 A_Jump(60, \"Walk\", \"Spawn\")\nloop\nWalk:\nRATT ABABAB 4 A_Wander\nRATT A 0 A_JumpIfCloser(64, \"Scared\")\nRATT A 0 A_CheckSight(\"Spawn\")\nloop\nScared:\nRATT A 1 A_ChangeFlag(\"FRIGHTENED\", 1)\nRATT ABABABAB 3 A_Chase\nRATT A 0 A_CheckSight(\"Spawn\")\nloop\ndeath:\nRATT A 0 A_GiveToTarget(\"MadMeter\", 20)\nRATT A 1 A_PlaySound(\"rat/die\")\nMEAT R 4 A_Burst(\"RatMeat\")\nMEAT QP 4\nMEAT P -1\nstop\n}}\n\nActor RatMeat {\n+CLIENTSIDEONLY\n+HEXENBOUNCE\nscale 0.3\ngravity 0.4\nbouncecount 5\nreactiontime 20\nstates {\nSpawn:\nMEAT S 1 A_Jump(150, \"Two\")\nOne:\nMEAT S 3 A_Countdown\nloop\nTwo:\nMEAT T 3 A_Countdown\nloop\nDeath:\nstop\n}}\n\nActor FireDecorative 20900\n{\n+NOINTERACTION\n+NOCLIP\n+RANDOMIZE\n+FORCEYBILLBOARD\n+CLIENTSIDEONLY\nRenderStyle Translucent\nAlpha 0.4\nStates\n{\nSpawn:\nFFLG F 1 A_PlaySound(\"fire/fire\")\nLoopie:\nFFLG FGHIJKLMNOPQ 3\nFFLG F 0 A_Jump(20, \"Random\")\nloop\nRandom:\nFFLG F 3\ngoto Loopie\n}}\n\nActor FireDecorativeLarge : FireDecorative 20901 { scale 1.5 }\n\nActor Bulb 32055 {\n+NOCLIP\n+NOGRAVITY\n+NOINTERACTION\nscale 0.05\nstates {\nSpawn:\nOn:\nBULB A -1\nloop\nOff:\nBULB B -1\nloop\n}}\n\nActor GlassShards {\n+HEXENBOUNCE\n+CLIENTSIDEONLY\nbouncecount 5\ngravity 0.4\nrenderstyle Translucent\nTranslation \"0:255=96:111\"\nalpha 0.1\nspeed 10\nreactiontime 10\n-SOLID\n+NOBLOCKMAP\nstates {\nSpawn:\nSHRD B 1 A_Jump(150, \"Next\")\nFirst:\nSHRD B 6 A_Countdown\nloop\nNext:\nSHRD A 6 A_Countdown\nloop\nDeath:\nstop\n}}\n\nActor GlassSpawn 32002 {\n+NOCLIP\n+INVISIBLE\n+NOINTERACTION\nradius 16\nheight 16\nstates {\nSpawn:\nTNT1 A -1\nloop\nCrack:\nTNT1 A 1 A_PlaySound(\"glass/break\")\nTNT1 A 1 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nWaiting:\nTNT1 A -1\nloop\nDeath:\nstop\n}}\n\nActor ArmorSuit 32003 {\n+SOLID\nradius 24\nheight 56\nstates {\nSpawn:\nSUIT A -1\nloop\n}}\n\nActor PushUseScript 31999 {\nheight 24\nradius 24\n+GHOST\n-SHOOTABLE\n+USESPECIAL\nStates {\nSpawn:\nTNT1 A 4\nloop\n}}\n\nActor PotA 31998 {\n+SOLID\n+SHOOTABLE\n+NOBLOOD\n+SLIDESONWALLS\n+PUSHABLE\n+NOICEDEATH\nhealth 10\nspeed 10\nradius 10\nheight 20\nstates {\nSpawn:\nPOT1 A -1\nloop\nDeath:\nPOT1 A 1 A_PlaySound(\"pot/break\")\nPOT1 A 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotB : PotA 31997 {\nstates {\nSpawn:\nPOT2 A -1\nloop\nDeath:\nPOT2 A 1 A_PlaySound(\"pot/break\")\nPOT2 A 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotC : PotA 31996 {\nstates {\nSpawn:\nPOT3 A -1\nloop\nDeath:\nPOT3 A 1 A_PlaySound(\"pot/break\")\nPOT3 A 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotD : PotA 31979 {\nstates {\nSpawn:\nPOT4 A -1\nloop\nDeath:\nPOT4 A 1 A_PlaySound(\"pot/break\")\nPOT4 A 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotE : PotA 31980 {\nstates {\nSpawn:\nVASE A -1\nloop\nDeath:\nVASE A 1 A_PlaySound(\"pot/break\")\nVASE A 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotF : PotA 31981 {\nstates {\nSpawn:\nVASE B -1\nloop\nDeath:\nVASE B 1 A_PlaySound(\"pot/break\")\nVASE B 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotBits {\n+DOOMBOUNCE\ngravity 2.0\nbouncecount 5\nreactiontime 30\nspeed 12\nstates {\nSpawn:\nROCK E 1 A_Jump(255, \"One\", \"Two\", \"Three\")\nOne:\nROCK E 4 A_Countdown\nloop\nTwo:\nROCK F 4 A_Countdown\nloop\nThree:\nROCK G 4 A_Countdown\nloop\nDeath:\nstop\n}}\n\nActor TreeA 31995 {\n+SOLID\n-NOGRAVITY\n//+FORCEYBILLBOARD\nradius 16\nheight 64\nstates {\nSpawn:\nTRDT A -1\nloop\n}}\n\nActor TreeB : TreeA 31994 {\nstates {\nSpawn:\nTRE1 A -1\nloop\n}}\n\nActor TreeC : TreeA 31993 {\nstates {\nSpawn:\nTRE4 A -1\nloop\n}}\n\nActor TreeD : TreeA 31992 {\nstates {\nSpawn:\nTRE5 A -1\nloop\n}}\n\nActor PotTree : TreeA 31982 { height 48 radius 16\nstates {\nSpawn:\nTREE C -1\nloop\n}}\n\nActor Bottle 31981 { +NOCLIP\nStates {\nSpawn:\nWATR A -1\nloop\n}}\n\nActor TreeE: TreeA 31986 { scale 0.7 height 64 }\nActor TreeF: TreeB 31985 { scale 0.7 height 64 }\nActor TreeG: TreeC 31984 { scale 0.7 height 64 }\nActor TreeH: TreeD 31983 { scale 0.7 height 64 }\nActor TreeX : TreeA 31991 {\nstates {\nSpawn:\nXMAS A -1\nloop\n}}\n\nActor RockA 31990 {\nstates\n{\nSpawn:\nRCK4 A -1\nloop\n}}\n\nActor RockB 31989 {\nstates\n{\nSpawn:\nRCK3 A -1\nloop\n}}\n\nActor Pedestal 31988 {\n+SOLID\nradius 24\nheight 48\nstates {\nSpawn:\nGMPD B -1\nloop\n}}\n\nActor PedestalRuby : Pedestal 31987 {\nstates {\nSpawn:\nGMPD A -1\nloop\n}}\n\nActor ChairColl1 {\nradius 22\nheight 14\n+SOLID\nstates\n{\nSpawn:\nTNT2 A -1\nstop\n}}\n\nActor ChairColl2 {\nradius 6\nheight 48\n+SOLID\nstates\n{\nSpawn:\nTNT2 A -1\nstop\n}}\n\nActor Chair 11111 {\nStates\n{\nSpawn:\nCHAR A 1\nCHAR A 1 A_SpawnItemEx(\"ChairColl1\", -16, 4, 0, 0, 0, 0, 0, 0, 0)\nCHAR A 1 A_SpawnItemEx(\"ChairColl2\", -16, -4, 0, 0, 0, 0, 0, 0, 0)\nCHAR A -1\nstop\n}}\n\nActor Door 11112 {\n+NOINTERACTION\n+ISMONSTER\nStates\n{\nSpawn:\nDOOR A 0\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -20, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -16, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -12, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -8, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -4, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 4, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 8, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 12, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 16, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 20, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A -1\nstop\nOpening:\nDOOR A 0 A_PlaySound(\"Lift/OpenDoor\", CHAN_BODY, 2.0, 0, 0.8)\nDOOR BCDEFGHIJ 2\nDOOR K 0 A_RemoveChildren(1)\nDOOR KLMNOPQRS 2\nOpen:\nDOOR T -1\nstop\nClosing:\nDOOR S 0 A_PlaySound(\"Lift/CloseDoor\", CHAN_BODY, 2.0, 0, 0.8)\nDOOR SRQPONMLKJIHGFEDCB 2\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -20, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -16, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -12, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -8, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -4, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 4, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 8, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 12, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 16, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 20, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\ngoto Spawn\n}}\n\nActor DoorMover 11113 {\nRadius 2\nHeight 2\n-NOGRAVITY\nStates\n{\nSpawn:\nDOOR A -1\nstop\nOpening:\nDOOR A 0 A_PlaySound(\"Lift/OpenDoor\", CHAN_BODY, 2.0, 0, 0.8)\nDOOR BCDEFGHIJKLMNOPQRS 2\nOpen:\nDOOR T -1\nstop\nClosing:\nDOOR S 0 A_PlaySound(\"Lift/CloseDoor\", CHAN_BODY, 2.0, 0, 0.8)\nDOOR SRQPONMLKJIHGFEDCB 2\ngoto Spawn\n}}\n\nACtor DoorBlocker\n{\nRadius 4\nHeight 96\n+SOLID\n+NOGRAVITY\n+ISMONSTER\n+SHOOTABLE\n+NOBLOOD\n\nStates\n{\nSpawn:\nTNT1 A -1\nstop\n}\n}\n\nActor chandelier 11114\n{\n+SPAWNCEILING\n+NOGRAVITY\nStates\n{\nSpawn:\nCHAN A -1 offset(25,0)\nstop\n}\n}\n\nactor GrassLarge 31008\n{ Radius 24\n Height 40\n scale 1.1\n +FLOORCLIP\n +NOINTERACTION\n States\n {\n Spawn:\n GRAS A -1\n\t stop\n\t}\n}\n\nactor GrassMedium 31009\n{ Radius 24\n Height 40\n scale 0.75\n +FLOORCLIP\n +NOINTERACTION\n States\n {\n Spawn:\n GRAS A -1\n\t stop\n\t}\n}\n\nactor GlowShroom 31010\n{ Radius 8\n Height 8\n scale 0.75\n +FLOORCLIP\n +NOINTERACTION\n States\n {\n Spawn:\n SHRM A -1\n\t stop\n\t}\n}\n\nactor AFUCKINGGNOME 31015\n{\nRadius 8\nHeight 32\nspeed 8\nHealth 999999999999\nMass 32\nScale 0.25\nMaxStepHeight 512 //THE ROAMING GNOME KNOWS NO BOUNDS!\n\nMONSTER\n-NODROPOFF\n+NOBLOOD\n+CANUSEWALLS\n+NOTARGET\n+NOTIMEFREEZE\n+PUSHABLE\n+SLIDESONWALLS\n//+INVULNERABLE\n\n\tstates\n\t{\n\tSpawn:\n\t GNOM A 0\n\t GNOM A -1\n\t //NOPE A_CHECKSIGHT NEEDS A FIXIN!\n\t GNOM A 0 A_Stop\n\t GNOM A 0 A_ChangeFlag(\"SOLID\", 1)\n\t GNOM A 0 A_ChangeFlag(\"FRIGHTENED\", 0)\n\t GNOM A 1 A_ClearTarget\n\t GNOM A 1 A_LookEx (LOF_NOSEESOUND, 0, 0, 0, 360, \"See\")\n\t loop\n\n \tSee:\n\t GNOM A 1 A_CheckSight(\"Chase\")\n\t GNOM A 0 A_Jump(6, \"Spawn\")\n\t //GNOM A 0 A_Jump(256, \"DONTFUCKINGSTAREATME\")\n\t loop\n\n\tChase:\n\t GNOM A 1 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t GNOM A 0 A_Jump(6, \"GhostMode\")\n\t GNOM A 0 A_CheckSight(\"Chase\")\n\t goto Spawn\n\n\tGhostMode:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t TNT1 A 0 A_ChangeFlag(\"FRIGHTENED\", 1)\n\t TNT1 A 1 A_Chase\n\t TNT1 A 1 A_Jump(200, \"GhostMode\")\n\t goto Spawn\n\n\t/*DONTFUCKINGSTAREATME:\n\t GNOM A 0 A_JumpIfInTargetLOS(2, 100)\n\t GNOM A 0 A_Jump(256, \"See\")\n\t GNOM A 0 A_JumpIfInventory(\"RAPETHRESHHOLD\", 10, \"IMGOINGTORAPEYOU\")\n\t GNOM A 35\n\t GNOM A 0 A_GiveInventory(\"RAPETHRESHHOLD\", 1)\n\t GNOM A 0 A_JumpIfInTargetLOS (\"DONTFUCKINGSTAREATME\", 100, 0)\n\t goto See\n\n\tIMGOINGTORAPEYOU:\n\t GNOM A 0 A_TakeInventory(\"RAPETHRESHHOLD\", 10)\n\t GNOM A 1 A_FaceTarget\n\t GNOM A 0 A_PlaySound(\"GODDAMMIT\")\n\t GNOM A 0 ThrustThingZ(0, 26, 0, 0)\n\t GNOM A 8 A_SkullAttack\n\t goto Spawn*/\n\n\t}\n}\n\nActor RAPETHRESHHOLD : Inventory\n{\nInventory.MaxAmount 10\n}"
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#Include Players\n#include SKULLTAG // SkullTag compat items for Zandronum\n#Include Lights\n#Include Weapons\n#Include Items\n#Include Effects\n#Include Hacks\n#Include Murderer\n#Include Keys\n#Include Decor\n#Include Dump\n#Include CLOCKTWN //Unoffical map made offical.\n#Include SURRND //XSnake's map\n#Include HSP \t //Capt. J3's map\n#include NIGHTOUT //Sicamore's map"
},
{
"source": "pk3",
"name": "DEHACKED.txt",
"contents": "[STRINGS]\n\nOB_FRIENDLY1 = `\nOB_FRIENDLY2 = `\nOB_FRIENDLY3 = `\nOB_FRIENDLY4 = `\n\nOB_SUICIDE = `\nOB_DEFAULT = `\nOB_FALLING = `"
},
{
"source": "pk3",
"name": "DUMP.txt",
"contents": "Actor InGame : CustomInventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\nstates\n{\nSpawn:\nTNT1 A -1\nstop\n}}\n\nActor CameraWDI 13963\n{\n+NOGRAVITY\n+SOLID\n+SHOOTABLE\n+NOBLOOD\nDeathSound \"weapons/gundrop\"\nheight 10\nradius 16\nhealth 30\nmass 65535\nstates\n{\nSpawn:\nCAMR A -1\nloop\nDeath:\nCAMR A 1 A_Scream\nstop\n}}\n\nActor StatueFighter 13964\n{\n+SOLID\nheight 48\nradius 24\nstates\n{\nSpawn:\nFGHT A -1\nstop\n}}\n\nActor StatueMage 13965\n{\n+SOLID\nheight 48\nradius 24\nstates\n{\nSpawn:\nMAGE A -1\nstop\n}}\n\nActor StatueCleric 13966\n{\n+SOLID\nheight 48\nradius 24\nstates\n{\nSpawn:\nCLER A -1\nstop\n}}\n\nActor WDIBarrel 13967\n{\n+SOLID\nheight 36\nradius 24\nstates\n{\nSpawn:\nBARL A -1\nstop\n}}\n\nActor PodiumVase 13968\n{\n+SOLID\nHeight 48\nRadius 32\nstates\n{\nSpawn:\nVASS A -1\nstop\n}}"
},
{
"source": "pk3",
"name": "EFFECTS.txt",
"contents": "actor Footstep\n{\n- SOLID\n+NOBLOCKMAP\n//+CORPSE\nStates\n{\nSpawn:\nTNT1 A 8\nStop\n\n//Crash:\n//TNT1 A 1 A_PlaySound(\"generic/floor\")\n//Stop\n}\n}\n\nACTOR NoFlash\n{\n // SeeSound \"mysounds/myflashsound\"\n RenderStyle None\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nActor FogFiller 26666\n{\nradius 8\nheight 8\n+NOGRAVITY\n\nstates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"SexyFog\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), random(-Args[0], Args[0]), random(-Args[1], Args[1]), random(-Args[1], Args[1]), random(-Args[1], Args[1]), random(0, 360), SXF_CLIENTSIDE, 0)\n\t stop\n\t}\n}\n\nActor SexyFog : Smokecloud 26667\n{\nspeed 1\nscale 0.35\nstates\n\t{\n\tSpawn:\n\t XSMK A 1\n\t loop\n\t}\n}\n\nactor BloodDrop\n{\nradius 4\nheight 2\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+MOVEWITHSECTOR\n-NOGRAVITY\n-SOLID\n\nStates\n\t{\n\tSpawn:\n\t BLDR A 0\n\t DBLD A 1 A_JumpIf(waterlevel == 3, \"WaterDeath\")\n\t loop\n\n\tDeath:\n\t BLDR H 1 A_JumpIf(waterlevel == 3, \"WaterDeath\")\n\t TNT1 A 1 A_SpawnItemEx(\"BloodTrail\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t stop\n\n\tWaterDeath:\n\t WBLD A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t WBLD A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t WBLD A 8 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 0 A_Stop\n\t WBLD A 26 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1050 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t goto Vanish\n\n\tVanish:\n\t WBLD A 1 A_FadeOut(0.01)\n\t loop\n\t}\n}\n\nactor BloodDropSmall : BloodDrop\n{\nscale 0.25\nStates\n\t{\n\n\tDeath:\n\t BLDR H 1 A_JumpIf(waterlevel == 3, \"WaterDeath\")\n\t TNT1 A 1 A_SpawnItemEx(\"BloodTrailSmall\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t stop\n\n\tWaterDeath:\n\t WBLD A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t WBLD A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t WBLD A 8\n\t WBLD A 0 A_Stop\n\t WBLD A 26\n\t WBLD A 1\n\t WBLD A 1050\n\t goto Vanish\n\t}\n}\n\nactor ActionMarkerWhite 16070\n{\n- SOLID\n+NOBLOCKMAP\n+NOGRAVITY\n+CLIENTSIDEONLY\n+ALLOWCLIENTSPAWN\nRadius 2\nHeight 2\nRenderstyle Add\nAlpha 0.45\nVisibleToTeam 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //Thing_ChangeTID(0,256)\nTNT1 A 0\nGoto On\n//Goto Off\n\nActive:\nACTI A 1 BRIGHT A_UnHideThing\nACTI A 1 BRIGHT\nWait\n\nInActive:\nTNT1 A 1 A_HideThing\nTNT1 A 1\nWait\n\nOff:\nTNT1 A 1\nWait\n\nOn:\nACTI A 1 BRIGHT\nWait\n}\n}\n\nactor ActionMarkerBlue : ActionMarkerWhite 16071\n{\nAlpha 0.45\nVisibleToTeam 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //Thing_ChangeTID(0,257)\nTNT1 A 0\nGoto On\n//Goto Off\n\nActive:\nACTI A 1 BRIGHT A_UnHideThing\nACTI A 1 BRIGHT\nWait\n\nInActive:\nTNT1 A 1 A_HideThing\nTNT1 A 1\nWait\n\nOff:\nTNT1 A 1\nWait\n\nOn:\nACTI B 1 BRIGHT\nWait\n}\n}\n\nActor YellowHaloSpawner : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 0\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"YellowHalo\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor RedHaloSpawner : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 0\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"RedHalo\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor YellowHalo\n{\n\tRadius 4\n\tHeight 32\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t-SOLID\n\t-SHOOTABLE\n\t+DROPOFF\n\t+NOTELEPORT\n\tStates\n\t{\n\tSpawn:\n\t\tWARN A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nActor RedHalo : YellowHalo\n{\n\tStates\n\t{\n\tSpawn:\n\t\tWARN B 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR Breath\n{\n\tPROJECTILE\n\tscale 0.02\n\tDamage 0\n\tRadius 8\n\tHeight 8\n\tSpeed 0\n\t+THRUGHOST\n\tDeathSound \"\"\n\tRenderStyle Add\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1 A_FadeOut(0.03)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR BreathTest\n{\n\tscale 0.02\n\tDamage 0\n\tRadius 8\n\tHeight 8\n\tSpeed 0\n\tDeathSound \"\"\n\tRenderStyle NONE\n\tAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAA 1 A_SpawnItemEx (\"Breath\", 1, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\n//Bullet cases\nACTOR ShotgunCasing\n{\n\tHeight 12\n\tRadius 9\n\tSpeed 4\n\tScale 0.20\n\tMass 0\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t- NOGRAVITY\n\tSeeSound \"weapons/casing2\"\n\tStates\n\t{\n\tSpawn:\n\t D3S1 A 0 A_PlaySound(\"NULL\")\n\t D3S1 ACBHEGFD 1\n\t Goto Spawn+1\n\tDeath:\n\t D3S1 A 0 A_Jump(32,8)\n\t D3S1 A 0 A_Jump(37,8)\n\t D3S1 A 0 A_Jump(43,8)\n\t D3S1 A 0 A_Jump(51,8)\n\t D3S1 A 0 A_Jump(64,8)\n\t D3S1 A 0 A_Jump(85,8)\n\t D3S1 A 0 A_Jump(128,8)\n\t D3S1 A 200 A_SpawnItem (\"Poof\")\n\t Stop\n\t D3S1 B 200 A_SpawnItem (\"Poof2\")\n\t Stop\n\t D3S1 C 200 A_SpawnItem (\"Poof\")\n\t Stop\n\t D3S1 D 200 A_SpawnItem (\"Poof2\")\n\t Stop\n\t D3S1 E 200 A_SpawnItem (\"Poof\")\n\t Stop\n\t D3S1 F 200 A_SpawnItem (\"Poof2\")\n\t Stop\n\t D3S1 G 200 A_SpawnItem (\"Poof\")\n\t Stop\n\t D3S1 H 200 A_SpawnItem (\"Poof2\")\n\t Stop\n\t}\n}\n\nACTOR Poof\n{\nRenderStyle Normal\n+NOGRAVITY\nscale 0.5\nStates\n{\nSpawn:\nTNT1 A 0\nGoto death\nDeath:\nPOOF ABCDEFGHIJKLMNOP 1\nStop\n}\n}\nACTOR Poof2\n{\nRenderStyle Normal\n+NOGRAVITY\nscale 0.2\nStates\n{\nSpawn:\nTNT1 A 0\nGoto death\nDeath:\nPOOF ABCDEFGHIJKLMNOP 1\nStop\n}\n}\n\nActor FreezerFan 15061\n{\n+NOGRAVITY\n+NOBLOCKMAP\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItemEx (\"FanCloud\", 0, 0, 0, random(5, 15), 0, random(-2, 2), random(-8.0, 8.0), SXF_CLIENTSIDE, 0)\n\t\tloop\n\t}\n}\n\nACTOR FanCloud\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\t+DONTSPLASH\n\t+LOOKALLAROUND\n\tscale 0.5\n\tDamage 0\n\tRadius 8\n\tHeight 8\n\tSpeed 0\n\tDamageType \"Ice\"\n\tDeathSound \"\"\n\tTranslation Ice\n\tRenderStyle Add\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t SMOK QPONMLKJIHGFEDBC 1 A_FadeOut(0.03)\n\t\tgoto Death\n\tDeath:\n\t\t//TNT1 A 1 A_Jump(235, 2)\n\t\tTNT1 A 1 //A_Explode(2, 32, 1)\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR ColdCloud 15060\n{\n Translation Ice\n Radius 20\n Height 30\n Mass 1\n Speed 1\n DamageType \"Ice\"\n +DROPOFF\n +NODAMAGETHRUST\n +DONTSPLASH\n +FOILINVUL\n +BLOODLESSIMPACT\n +SLIDESONWALLS\n RenderStyle Add\n Obituary \"%o went north.\"\n HitObituary \"%o went north.\"\n Alpha 0.25\n DeathSound \"PoisonShroomDeath\"\n\n States\n {\n Spawn:\n PSBG D 1\n PSBG D 1 A_Scream\n PSBG DEFH 4\n\tPSBG H 1\n \tGoto Float\n\n Float:\n\tPSBG H 1 A_Wander\n\tPSBG H 8\n PSBH H 1 A_Jump(255, \"Float\")\n\tgoto Explode\n\n\tExplode:\n\tPSBG H 350\n\tPSBG H 1 A_Explode(4,256)\n\tgoto Float\n\nDeath:\n PSBG HG 7\n PSBG FD 6 A_FadeOut(0.1)\n goto Death + 1\n }\n}\n\nACTOR BloodTrail\n{\n Radius 20\n Height 1\n Scale 0.45\n +NOBLOCKMAP\n +DONTSPLASH\n +NOCLIP\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n POB2 A 0\n POB2 A 1 A_JumpIf(waterlevel == 3, \"WaterDeath\")\n POB2 A 6300\n goto Death\n\n\tWaterDeath:\n\t WBLD A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t WBLD A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t WBLD A 8 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 0 A_Stop\n\t WBLD A 26 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1050 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t goto Vanish\n\n\tVanish:\n\t WBLD A 1 A_FadeOut(0.01)\n\t loop\n\n Death:\n\tPOB2 A 1 A_FadeOut(0.01)\n\tloop\n }\n}\n\nACTOR BloodTrailSmall\n{\n Radius 20\n Height 1\n Scale 0.25\n +NOBLOCKMAP\n +DONTSPLASH\n +NOCLIP\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n States\n {\nSpawn:\n POB2 A 0\n POB2 A 1 A_JumpIf(waterlevel == 3, \"WaterDeath\")\n POB2 A 1050\n goto Death\n\n\tWaterDeath:\n\t WBLD A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t WBLD A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t WBLD A 8 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 0 A_Stop\n\t WBLD A 26 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1050 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t goto Vanish\n\n\tVanish:\n\t WBLD A 1 A_FadeOut(0.01)\n\t loop\n\n Death:\n\tPOB2 A 1 A_FadeOut(0.01)\n\tloop\n }\n}\n\nActor HealSparkleSmall\n{\n+NOGRAVITY\n+CLIENTSIDEONLY\n+NOINTERACTION\nRadius 32\nHeight 32\nScale 0.65\nRenderstyle Add\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t HEAL A 0 BRIGHT\n\t\t HEAL A 0 BRIGHT A_SpawnItemEx(\"HealSparkleSmall2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t HEAL A 0 BRIGHT A_SpawnItemEx(\"HealSparkleSmall2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t HEAL A 0 BRIGHT ThrustThingZ (0, 32, 0, 0)\n\t\t goto Death\n\n\t\tDeath:\n\t\t HEAL A 0 BRIGHT A_SpawnItemEx(\"HealSparkleTrail\", 0, 0, -24, 0, 0, 0, 0, 0, 0)\n\t\t HEAL A 1 BRIGHT A_Fadeout(0.1)\n\t\t loop\n\n\t}\n\n}\n\nActor HealSparkleSmall2 : HealSparkleSmall\n{\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t HEAL A 0 BRIGHT\n\t\t HEAL A 0 BRIGHT ThrustThingZ (0, 32, 0, 0)\n\t\t goto Death\n\t}\n\n}\n\nActor BigKitHealSparkle : HealSparkleSmall\n{\nRenderstyle Normal\nScale 1.0\nStates\n\t{\n\t\tSpawn:\n\t\t KITS A 0 BRIGHT\n\t\t KITS A 1 BRIGHT ThrustThingZ (0, 32, 0, 0)\n\t\t goto Death\n\n\t\tDeath:\n\t\t KITS A 1 BRIGHT A_Fadeout(0.1)\n\t\t loop\n\n\t}\n}\n\nActor BigKitHealSparkleThing\n{\nstates\n\t{\n\tSpawn:\n\tTNT1 A 5 A_SpawnItemEx (\"BigKitHealSparkle\", random(-24, 24), random(-24, 24), -16, 0, 0, 0, 0, 0, 0)\n\tTNT1 A 5 A_SpawnItemEx (\"BigKitHealSparkle\", random(-24, 24), random(-24, 24), -16, 0, 0, 0, 0, 0, 0)\n\tTNT1 A 5 A_SpawnItemEx (\"BigKitHealSparkle\", random(-24, 24), random(-24, 24), -16, 0, 0, 0, 0, 0, 0)\n\tTNT1 A 5 A_SpawnItemEx (\"BigKitHealSparkle\", random(-24, 24), random(-24, 24), -16, 0, 0, 0, 0, 0, 0)\n\tTNT1 A 5 A_SpawnItemEx (\"BigKitHealSparkle\", random(-24, 24), random(-24, 24), -16, 0, 0, 0, 0, 0, 0)\n\tstop\n\t}\n}\n\nActor HealSparkleTrail\n{\n+NOGRAVITY\n+CLIENTSIDEONLY\n+NOINTERACTION\nRadius 1\nHeight 1\nScale 0.25\nRenderstyle Add\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t HEAL A 1 BRIGHT\n\t\t goto Death\n\n\t\tDeath:\n\t\t HEAL A 1 BRIGHT A_Fadeout(0.15)\n\t\t loop\n\n\t}\n\n}\n\nActor HealSparkleTrailRed\n{\n+NOGRAVITY\n+CLIENTSIDEONLY\nRadius 1\nHeight 1\nScale 0.85\nRenderstyle Add\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t HEAL B 0 BRIGHT\n\t\t HEAL B 1 BRIGHT A_Fadeout(0.08)\n\t\t goto Spawn + 1\n\n\t\tDeath:\n\t\t TNT1 A 0\n\t\t stop\n\n\t}\n\n}\n\nActor BigKitOrbit\n{\n Radius 6\n Height 8\n Speed 10\n Damage 5\n SpawnID 250\n Scale 0.55\n Projectile\n SeeSound \"\"\n +NOINTERACTION\n +CLIENTSIDEONLY\n +NOGRAVITY\n +NOCLIP\n Scale 0.85\n RenderStyle Add\n States\n {\n Spawn:\n HEAL B 0\n HEAL B 0 Thing_ChangeTID(0, 2000)\n HEAL B 0 Thing_Hate(0, 2001, 5)\n HEAL BBBBBB 1 Bright //A_CustomRailgun (0, 0, none, red, RGF_NOPIERCING, 1, 0, 0) //The flags are 2.5.0? God dammit!\n HEAL B 0 A_CustomMissile(\"BigKitOrbit\", 0, 0, 75)\n //HEAL B 0 A_SpawnItemEx(\"HealSparkleTrailRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n Death:\n HEAL B 0 Bright //A_SpawnItemEx(\"Insertprettythinghere\", 0, 0, 0, 0, 0, 0, 0, 128)\n stop\n }\n}\n\nActor BigKitOrbit2 : BigKitOrbit\n{\nStates\n {\n Spawn:\n HEAL B 0\n HEAL B 0 Thing_ChangeTID(0, 2001)\n HEAL BBBBBB 1 Bright //A_SpawnItemEx(\"HealSparkleTrailRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n HEAL B 0 A_CustomMissile(\"BigKitOrbit\", 0, 0, 75)\n //HEAL B 0 A_SpawnItemEx(\"HealSparkleTrailRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n stop\n }\n}\n\nActor BigKitLight\n{\nRadius 4\nHeight 4\nstates\n{\nSpawn:\nTNT1 A 360\nstop\n}\n}"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "Skybox DAWNCLOD\n{\n CLOUDN\n CLOUDE\n CLOUDS\n CLOUDW\n CLOUDT\n CLOUDB\n}\n\nskybox SKYB\n{\nSKYB_N\nSKYB_E\nSKYB_S\nSKYB_W\nSKYB_T\nSKYB_B\n}\n\nSkybox OVERCAST fliptop\n{\n OVERCN\n OVERCE\n OVERCS\n OVERCW\n OVERCT\n OVERCB\n}\n\npointlight Hallway\n{\ncolor 255 255 255\nsize 128\n}\n\npointlight NoLight\n{\ncolor 0 0 0\nsize 0\n}\n\npointlight BulbOn\n{\ncolor 200 170 155\nsize 10\n}\n\npointlight Elevator\n{\ncolor 255 255 255\nsize 56\noffset 0 8 0\n\n}\n\npointlight Chandelier\n{\n color 1.0 1.0 1.0\n size 40\n offset 0 16 0\n}\n\npointlight Chandelier2\n{\n color 1.0 1.0 1.0\n size 38\n offset 0 16 0\n}\n\npointlight Chandelier3\n{\n color 1.0 1.0 1.0\n size 36\n offset 0 16 0\n}\n\npointlight HealRed\n{\n color 1.0 0.0 0.0\n size 64\n offset 0 0 0\n dontlightself 0\n}\n\npointlight HealWhite\n{\n color 1.0 1.0 1.0\n size 60\n offset 0 0 0\n dontlightself 0\n}\n\nPulseLight SMALLLANTERN\n{\n color 1.0 1.0 0.8\n size 56\n secondarySize 58\n interval 0.4\n offset 0 7 0\n}\n\npointlight PlayerShadow\n{\n color 0.25 0.25 0.25\n size 12\n subtractive 1\n dontlightself 1\n\n}\n\npointlight DiscoRed\n{\n color 1.0 0.0 0.0\n size 64\n}\n\npointlight DiscoGreen\n{\n color 0.0 1.0 0.0\n size 64\n}\n\npointlight DiscoBlue\n{\n color 0.0 0.0 1.0\n size 64\n}\n\npointlight DiscoYellow\n{\n color 1.0 1.0 0.0\n size 64\n}\n\npointlight DiscoPurple\n{\n color 1.0 0.0 1.0\n size 64\n}\n\nobject RedLight { frame TNT1A { light DiscoRed}}\nobject GreenLight { frame TNT1A { light DiscoGreen}}\nobject BlueLight { frame TNT1A { light DiscoBlue}}\nobject YellowLight { frame TNT1A { light DiscoYellow}}\nobject PurpleLight { frame TNT1A { light DiscoPurple}}\n\nobject Innocent\n{\n frame PLAYA {light PlayerShadow}\n frame PLAYB {light PlayerShadow}\n frame PLAYC {light PlayerShadow}\n frame PLAYD {light PlayerShadow}\n frame PLAYE {light PlayerShadow}\n frame PLAYF {light PlayerShadow}\n frame PLAYG {light PlayerShadow}\n}\n\nobject Innocent2\n{\n frame PLAYA {light PlayerShadow}\n frame PLAYB {light PlayerShadow}\n frame PLAYC {light PlayerShadow}\n frame PLAYD {light PlayerShadow}\n frame PLAYE {light PlayerShadow}\n frame PLAYF {light PlayerShadow}\n frame PLAYG {light PlayerShadow}\n}\n\nflickerlight FLARE1 { color 0.5 0.5 0.0 size 8 secondarySize 24 chance 1.0 }\n\npointlight FLARE { color 0.8 0.3 0.3 size 96 }\n\npointlight SHROOM { color 0.0 0.2 0.0 size 16 dontlightself 1}\n\nobject HallwayLight\n{\n frame TNT1A {light Hallway}\n\tframe TNT1B {light NoLight}\n}\n\nobject LibraryLight\n{\n frame TNT1A {light Library}\n\tframe TNT1B {light NoLight}\n}\n\nobject ElevatorLight\n{\n frame ELITA {light Elevator}\n\tframe TNT1B {light NoLight}\n}\n\nobject Chandelier1Switchable\n{\n frame CHANA { light Chandelier }\n\tframe CHANB { light Chandelier2 }\n\tframe CHANC { light Chandelier3 }\n}\n\nobject Chandelier1On\n{\n frame CHANA { light Chandelier }\n\tframe CHANB { light Chandelier2 }\n\tframe CHANC { light Chandelier3 }\n}\n\nobject Chandelier2Switchable\n{\n frame CHANE { light Chandelier }\n\tframe CHANF { light Chandelier2 }\n\tframe CHANG { light Chandelier3 }\n}\n\nobject Chandelier2On\n{\n frame CHANE { light Chandelier }\n\tframe CHANF { light Chandelier2 }\n\tframe CHANG { light Chandelier3 }\n}\n\nobject Chandelier3Switchable\n{\n frame CHANI { light Chandelier }\n\tframe CHANJ { light Chandelier2 }\n\tframe CHANL { light Chandelier3 }\n}\n\nobject Chandelier3On\n{\n frame CHANI { light Chandelier }\n\tframe CHANJ { light Chandelier2 }\n\tframe CHANL { light Chandelier3 }\n}\n\nobject Chandelier4Switchable\n{\n frame CHANN { light Chandelier }\n\tframe CHANO { light Chandelier2 }\n\tframe CHANP { light Chandelier3 }\n}\n\nobject Chandelier4On\n{\n frame CHANN { light Chandelier }\n\tframe CHANO { light Chandelier2 }\n\tframe CHANP { light Chandelier3 }\n}\n\nobject FlareUsed {\n\nframe FLARA0 { light FLARE1 light FLARE }\nframe FLARB0 { light FLARE1 light FLARE }\nframe FLARC0 { light FLARE1 light FLARE }\n}\n\nobject DroppedKit\n{\nframe MEDIE0 { light HealRed }\nframe MEDIE1 { light HealRed }\nframe MEDIE2 { light HealRed }\nframe MEDIE3 { light HealRed }\nframe MEDIE4 { light HealRed }\n}\n\nobject BigKitLight\n{\nframe TNT1A0 { light HealWhite }\nframe TNT1A1 { light HealWhite }\nframe TNT1A2 { light HealWhite }\nframe TNT1A3 { light HealWhite }\nframe TNT1A4 { light HealWhite }\n}\n\nobject Bulb { frame BULBA { light BULBON }}\nobject GlowShroom { frame SHRMA { light SHROOM }}\n\n//Brightmaps\nbrightmap texture PANBOOK { map \"BRPANBOO\" }\nbrightmap sprite BULBA0 { map \"bulbc0\" }\nbrightmap texture ALITE50 { map \"Graphics/ALITE50B.png\" }\nbrightmap sprite CHANA0{ map \"Graphics/CHANA0B.png\" }\nbrightmap sprite SHRMA0{ map \"Graphics/SHRMA0B.png\" }\n\nbrightmap sprite GNOMA0{ map \"Graphics/GNOMBMAP.png\" }\nbrightmap sprite GNOMB0{ map \"Graphics/GNOMBMAP.png\" }\nbrightmap sprite GNOMC0{ map \"Graphics/GNOMBMAP.png\" }\nbrightmap sprite GNOMD0{ map \"Graphics/GNOMBMAP.png\" }\nbrightmap sprite GNOME0{ map \"Graphics/GNOMBMAP.png\" }\nbrightmap sprite GNOMF0{ map \"Graphics/GNOMBMAP.png\" }\n\nbrightmap sprite HLMPE0{ map \"Graphics/HLMPBM.png\" }\nbrightmap sprite HLMPF0{ map \"Graphics/HLMPBM.png\" }\nbrightmap sprite HLMPG0{ map \"Graphics/HLMPBM.png\" }\nbrightmap sprite HLMPH0{ map \"Graphics/HLMPBM.png\" }\n\npointlight POLICERED\n{\n color 1.0 0.1 0.1\n size 80\n}\n\npointlight POLICEBLUE\n{\n color 0.1 0.1 1.0\n size 80\n}\n\nobject POLICELIGHT\n{\n frame TNT1A { light POLICERED }\n frame TNT1B { light POLICEBLUE }\n}"
},
{
"source": "pk3",
"name": "HACKS.txt",
"contents": "Actor PowerOff: Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor HudCleaner: Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor HudAlive: Inventory\n{\nInventory.MaxAmount 1\n -INVENTORY.INTERHUBSTRIP\n}\n\nActor ScriptDeath : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor MarkMe : Inventory\n{\nInventory.MaxAmount 1\n -INVENTORY.INTERHUBSTRIP\n}\n\nactor InoKill : Inventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 1\n}\n\nactor Hero: Inventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 1\n}\n\nactor KillMarker: Inventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 99\n}\n\nactor SlowCounter : Inventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 5\n}\n\nactor TKHero: CustomInventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 1\n +INVENTORY.UNDROPPABLE\n states\n {\n Spawn:\n AWI3 A -1\n stop\n Pickup:\n TNT1 A 0\n TNT1 A 0 ACS_ExecuteAlways(651, 0, 0, 0)\n stop\n }\n}\n\nactor BackstabHero: CustomInventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 1\n +INVENTORY.UNDROPPABLE\n states\n {\n Spawn:\n AWI3 A -1\n stop\n Pickup:\n TNT1 A 0\n TNT1 A 0 ACS_ExecuteAlways(652, 0, 0, 0)\n stop\n }\n}\n\nactor Warm : Inventory //When this isn't present, the player will emit fog.\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 1\n}\n\nActor TIDGiver : CustomInventory\n{\n\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 1\n +INVENTORY.UNDROPPABLE\n states\n {\n Spawn:\n AWI3 A -1\n stop\n Pickup:\n TNT1 A 0\n TNT1 A 0 ACS_ExecuteAlways(102, 0, 0, 0)\n stop\n }\n}\n\nActor NoRegen : Inventory\n{\n Inventory.PickupSound \"\"\n Inventory.MaxAmount 1\n +INVENTORY.UNDROPPABLE\n}\n\nActor TKToken : Inventory\n{\n Inventory.PickupSound \"\"\n Inventory.MaxAmount 3\n +INVENTORY.UNDROPPABLE\n}\n\nACTOR PowerFriendlyCueDamage: PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"CueMelee\", 0.25\n}\n\nACTOR PowerFriendlyShovelDamage: PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"ShovelMelee\", 0.25\n}\n\nACTOR PowerFriendlyGunDamage: PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"friendlygun\", 0.25\n}\n\nACTOR PowerFriendlySawDamage: PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"SawMelee\", 0.25\n}\n\nACTOR PowerFriendlyMeleeDamage: PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"friendlymelee\", 0.25\n}\n\nACTOR PowerFriendlyThrownDamage : PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"friendlythrown\", 0.25\n}\n\nACTOR PowerFriendlyBurnDamage : PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"Burn\", 0.5\n}\n\nactor PowerMurderNerf : PowerDamage\n{\n\tPowerup.Duration 3024000\n\tdamagefactor \"friendlygun\", 1.25\n}\n\nactor PowerMurderNerf2 : PowerDamage\n{\n\tPowerup.Duration 3024000\n\tdamagefactor \"friendlymelee\", 1.65\n}\n\nactor PowerMurderNerf3 : PowerDamage\n{\n\tPowerup.Duration 3024000\n\tdamagefactor \"SawMelee\", 2.0\n}\n\nactor PowerMurderNerf4 : PowerDamage\n{\n\tPowerup.Duration 3024000\n\tdamagefactor \"CueMelee\", 1.65\n}\n\nactor PowerMurderNerf5 : PowerDamage\n{\n\tPowerup.Duration 3024000\n\tdamagefactor \"ShovelMelee\", 1.65\n}\n\nACTOR FriendlyCueDamage : PowerupGiver 29021\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyCueDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyShovelDamage : PowerupGiver 29022\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyShovelDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyFire1 : PowerupGiver 29560\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyGunDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyFire2 : PowerupGiver 29561\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyMeleeDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyFire3 : PowerupGiver 29562\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlySawDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyFire4 : PowerupGiver 29563\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyThrownDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyFire5 : PowerupGiver 29564\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyBurnDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR MurderNerf1 : PowerupGiver 29500 //Nerf his guns\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type MurderNerf\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR MurderNerf2 : PowerupGiver 29501 //Nerf his melee (slightly)\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type MurderNerf2\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR MurderNerf3 : PowerupGiver 29502 //Buff his Saw (so it counter-acts their protection)\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type MurderNerf3\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR MurderNerf4 : PowerupGiver 29503\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type MurderNerf4\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR MurderNerf5 : PowerupGiver 29504\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type MurderNerf5\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nActor MurdererNerf : CustomInventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 1\n +INVENTORY.UNDROPPABLE\n states\n {\n Spawn:\n AWI3 A -1\n stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"MurderNerf1\", 1)\n TNT1 A 0 A_GiveInventory(\"MurderNerf2\", 1)\n\tTNT1 A 0 A_GiveInventory(\"MurderNerf3\", 1)\n\tTNT1 A 0 A_GiveInventory(\"MurderNerf4\", 1)\n\tTNT1 A 0 A_GiveInventory(\"MurderNerf5\", 1)\n\t//TNT1 A 0 A_GiveInventory(\"MurdererMorph\", 1)\n stop\n }\n}\n\nActor InnocentBuff : CustomInventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 1\n +INVENTORY.UNDROPPABLE\n states\n {\n Spawn:\n AWI3 A -1\n stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"FriendlyFire1\", 1)\n TNT1 A 0 A_GiveInventory(\"FriendlyFire2\", 1)\n\tTNT1 A 0 A_GiveInventory(\"FriendlyFire3\", 1)\n\tTNT1 A 0 A_GiveInventory(\"FriendlyCueDamage\", 1)\n\tTNT1 A 0 A_GiveInventory(\"FriendlyShovelDamage\", 1)\n\tTNT1 A 0 A_GiveInventory(\"FriendlyFire4\", 1)\n\tTNT1 A 0 A_GiveInventory(\"FriendlyFire5\", 1)\n stop\n }\n}\n\nACTOR ABigNothing replaces TeleportFog\n{\n RenderStyle None\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR Column 2028\n{\n Game Doom\n Radius 16\n Height 16\n +SOLID\n States\n {\n Spawn:\n COLU A -1 bright\n Stop\n }\n}\n\nActor DeathDropper : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 0\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1\n\tStop\n }\n}\n\nActor DeathDropper_Shotgun : DeathDropper\n{\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeShotgun\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_PoolCue : DeathDropper\n{\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeCue\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Wrench : DeathDropper\n{\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeWrench\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Pipe : DeathDropper\n{\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakePipe\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Shovel : DeathDropper\n{\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeShovel\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Chainsaw : DeathDropper\n{\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeChainsaw\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Beretta : DeathDropper\n{\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeBeretta\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Crossbow : DeathDropper\n{\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeCrossbow\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_M1 : DeathDropper\n{\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeM1\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Brick : DeathDropper\n{\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeBrick\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Molly : DeathDropper\n{\n States\n {\n Spawn:\n\tTNT1 A 1\n\tWait\n\n Use:\n\tTNT1 A 1 A_SpawnItemEx(\"ThrownMolly\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "HIRESTEX.txt",
"contents": "define FULLEFT 412 72\ndefine EMPLEFT 412 72\ndefine FULRIGHT 412 72\ndefine EMPRIGHT 412 72\ndefine HUDCOLOR 64 48\n\ndefine SKYB_N 512 512\ndefine SKYB_E 512 512\ndefine SKYB_S 512 512\ndefine SKYB_W 512 512\ndefine SKYB_T 512 512\ndefine SKYB_B 512 512\n\nremap MMTOPL FULLEFT\nremap MMBOTL EMPLEFT\nremap MMTOPR FULRIGHT\nremap MMBOTR EMPRIGHT\nremap HEALCOL HUDCOLOR\n\n//102, 24 Desired pixel size (As it would look at 320 x 200)\n//1092, 298 Original Pixel size."
},
{
"source": "pk3",
"name": "HSP.txt",
"contents": "Actor M1Carbine : Weapon\n{\n Decal BulletChip\n Weapon.SelectionOrder 1900\n Weapon.preferredSkin \"M1Skin\"\n +INVENTORY.UNDROPPABLE\n Inventory.PickupSound \"M1/cock\"\n Weapon.AmmoType \"M1CarbineClipIn\"\n Weapon.AmmoType2 \"M1Ammo\"\n Weapon.AmmoGive 0\n Weapon.AmmoGive2 0\n Weapon.AmmoUse 1\n Inventory.Pickupmessage \"You picked up A M1-Carbine!\"\n Obituary \"%o was killed by %k's M1-Carbine.\"\n AttackSound \"M1/Fire\"\n //Scale 0.16\n +AMMO_OPTIONAL\n +ALT_AMMO_OPTIONAL\n States\n {\n Spawn:\n M1GN Y -1\n Loop\n Ready:\n 2PIS A 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n 2PIS A 0 A_JumpIfNoAmmo(\"EmptyReady\")\n M1GN A 1 A_WeaponReady\n Loop\n Deselect:\n M1GN A 1 A_Lower\n Goto Deselect+1\n Select:\n M1GS A 1 A_Raise\n\t M1GS A 0 A_Raise\n\t M1GS A 1 A_Raise\n\t M1GS A 0 A_Raise\n\t M1GS A 1 A_Raise\n\t M1GS A 0 A_Raise\n\t M1GS A 1 A_Raise\n\t M1GS A 0 A_Raise\n\t M1GS A 1 A_Raise\n\t M1GS A 0 A_Raise\n\t M1GS A 6\n\t M1GS BCDEFG 3\n\t M1GC A 4\n\t M1GC B 3\n M1GC C 3\n\t M1GC D 3\n M1GC D 0 A_PlayWeaponSound (\"M1/cock\")\n\t M1GC E 2\n M1GC F 2\n M1GC G 2\n\t M1GC H 2\n\t M1GC J 2\n\t M1GC K 2 A_Raise\n\t goto ready\n\n\t EmptyReady:\n M1GN A 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n M1GN A 3 A_WeaponReady\n goto EmptyReady\n Fire:\n M1GN A 1 A_JumpIfInventory(\"M1CarbineClipIn\",1,3)\n\t M1GN A 16 A_PlaySound (\"weapons/NOAMMO\")\n M1GN A 0\n Goto Ready\n\t M1GN A 0 A_Jump(250,35)\n\t M1GN A 3 A_PlayWeaponSound (\"weapons/NOAMMO\")\n\t M1GN A 15\n\t M1GN A 6 A_PlayWeaponSound (\"weapons/NOAMMO\")\n\t M1GC ABCDEF 3 A_Print(\"My M1-Carbine Is Jammed!\")\n\t M1GC F 3 A_PlayWeaponSound (\"M1/cock\")\n\t M1GN A 0 //A_TakeInventory(\"M1CarbineClipIn\",1)\n\t M1GC GHJK 2\n\t M1GC KJHG 2\n\t M1GC GHJK 2 A_PlayWeaponSound (\"M1/cock\")\n\t M1GC KJHG 2\n\t M1GC F 4\n\t M1GN A 0 A_FireCustomMissile(\"CaseSpawn2\",0,0,10,5)\n\t M1GC EDCA 2\n\t M1GN A 2\n\t Goto ready\n\t M1GN B 0 Bright A_Light1\n M1GN B 2 Bright A_FireBullets (1, 1, -1, 15, \"FFBulletPuff\")\n M1GN C 0 Bright A_FireCustomMissile(\"CaseSpawn2\",0,0,10,5)\n M1GN C 2 Bright\n M1GN C 0 Bright\n\t M1GN D 2 Bright\n\t M1GN E 2 Bright A_Light0\n\t M1GN F 1\n\t M1GN G 2\n\t M1GN H 2\n\t M1GN I 2\n\t M1GN J 2\n\t M1GN A 2\n\t M1GN A 1 A_ReFire\n Goto Ready\n AltFire:\n M1GN A 0 A_JumpIfInventory(\"M1CarbineClipIn\",8,2)\n M1GN A 0 A_JumpIfInventory(\"M1Ammo\",1,2)\n M1GN A 0\n Goto Ready\n\t M1GN AA 0\n\t M1GN A 20\n\t M1GN K 4\n\t M1GN L 4\n\t M1GN M 4 A_PlayWeaponSound (\"M1/CLIPOUT\")\n\t M1GN N 30 A_FireCustomMissile(\"M1ClipCasing\",0+Random(-15,-10),0,0,0)\n\t M1GN O 4\n M1GN P 4\n M1GN Q 6\n M1GN R 4\n M1GN S 0 A_TakeInventory(\"M1Ammo\",1)\n M1GN S 0 A_GiveInventory(\"M1CarbineClipIn\",8)\n M1GN S 0 A_JumpIfInventory(\"M1CarbineClipIn\",8,4)\n M1GN S 0 A_JumpIfInventory(\"M1Ammo\",1,2)\n M1GN S 0\n Goto AltFire+20\n M1GN A 0\n Goto AltFire+14\n\t M1GN S 4\n\t M1GN T 30 A_PlayWeaponSound (\"M1/CLIPIN\")\n\t M1GN U 5\n\t M1GN V 5\n\t M1GN W 5\n\t M1GC A 4\n\t M1GC B 3\n M1GC C 3\n M1GC D 3 A_PlayWeaponSound (\"M1/cock\")\n\t M1GC E 2\n M1GC F 2\n M1GC G 2\n\t M1GC H 2\n\t M1GC J 2\n\t M1GC K 2\n\t M1GN A 6\n Goto Ready\n\n\t WeaponDrop:\n TNT1 A 0\n TNT1 A 1 A_TakeInventory(\"IsDropping\",1)\n TNT1 A 0 A_TakeInventory(\"Slot1Filled\",1)\n TNT1 A 0 A_FireCustomMissile(\"DroppedM1\",0,0,0)\n TNT1 A 1 A_TakeInventory(\"M1Carbine\",1)\n loop\n }\n}\n\nACTOR M1CarbineClipIn : Ammo\n{\n Inventory.MaxAmount 8\n Inventory.Icon \"M1HUDA0\"\n States\n {\n Spawn:\n CLP1 C 0\n Loop\n }\n}\n\nACTOR M1ClipCasing\n{\n+NOTELEPORT\n-NOBLOCKMAP\n Height 12\n Radius 9\n Speed 4\n Scale 0.08\n PROJECTILE\n - NOGRAVITY\n - NOLIFTDROP\n States\n {\n Spawn:\n NULL A 0\n NULL A 0\n CLP3 A 0\n CLP3 ABCDEF 2\n Goto Spawn+2\n Death:\n CLP3 A 0 A_Jump(32,6)\n CLP3 A 0 A_Jump(37,6)\n CLP3 A 0 A_Jump(43,6)\n CLP3 A 0 A_Jump(51,6)\n CLP3 A 0 A_Jump(64,6)\n CLP3 A 900\n Stop\n CLP3 B 900\n Stop\n CLP3 C 900\n Stop\n CLP3 D 900\n Stop\n CLP3 E 900\n Stop\n CLP3 F 900\n Stop\n }\n}\n\nACTOR CaseSpawn2\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tNULL AA 1 A_CustomMissile(\"BulletCasing2\",0,0,random(-85,-95),2,random(-10,30))\n\t\tStop\n\t}\n}\n\nACTOR BulletCasing2\n{\n\tHeight 8\n\tRadius 6\n\tSpeed 4\n Scale 0.45\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t- NOGRAVITY\n\t- NOBLOCKMAP\n\tSeeSound \"weapons/casing2\"\n\tStates\n\t{\n\tSpawn:\n\t CAS2 A 0 A_PlaySound(\"null\")\n\t CAS2 ABCD 1\n\t Goto Spawn+1\n\tDeath:\n\t CAS2 A 0 A_Jump(32,7)\n\t CAS2 A 0 A_Jump(37,7)\n\t CAS2 A 0 A_Jump(43,7)\n\t CAS2 A 0 A_Jump(51,7)\n\t CAS2 A 0 A_Jump(64,7)\n\t CAS2 A 0 A_Jump(85,7)\n\t CAS2 A 900\n\t Stop\n\t CAS2 B 900\n\t Stop\n\t CAS2 C 900\n\t Stop\n\t CAS2 D 900\n\t Stop\n\t CAS2 C 900\n\t Stop\n\t CAS2 B 900\n\t Stop\n\t CAS2 A 900\n\t Stop\n\t}\n}\n\nACTOR M1Once : Inventory\n{\n\tInventory.MaxAmount 1\n\t-INVBAR\n}\n\nACTOR M1Ammo : Ammo 31013\n{\n Inventory.MaxAmount 1\n Scale 0.08\n +INVENTORY.INVBAR\n -INVENTORY.INTERHUBSTRIP\n Inventory.Icon \"M1CLIP2\"\n Inventory.Pickupmessage \"Picked up some M1Carbine ammo\"\n Inventory.RespawnTics 21000 //10 minutes\n States\n {\n Spawn:\n CLP3\tA -1\n stop\n }\n}\n\nACTOR FakeM1 : CustomInventory 31011\n{\n\tRadius 16\n\tHeight 8\n\tInventory.PickupMessage \"\"\n\tInventory.RespawnTics 3024000 //1 hour\n\t //Scale 0.16\n\tStates\n\t{\n\tSpawn:\n\t\tM1GN Y -1\n\t\tStop\n\tPickup:\n\t\tPIST A 0\n\t\tPIST A 0 A_JumpIfInventory(\"M1Carbine\",1,\"AmmoPickup\")\n\t\tPIST A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tPIST A 0 A_PlaySound(\"pickups/weapon\")\n\t\tPIST A 0 A_GiveInventory(\"M1Carbine\",1)\n\t\tPIST A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Beretta.\")\n\t\tPIST A 1 ACS_Execute(670,0,23)\n\t\tPIST A 0 A_JumpIfInventory(\"M1Once\",1,\"ForgetIt\")\n\t\tPIST A 0 A_GiveInventory(\"M1CarbineClipIn\",random(3,8))\n\t\tPIST A 0 A_GiveInventory(\"M1Once\",1)\n\t\tStop\n\tNotPickup:\n\t\tPIST A 0\n\t\tM1GN Y 1 ACS_Execute(670,0,23)\n\t\tFail\n\tAmmoPickup:\n\t\tPIST A 0\n\t\tPIST A 0 A_JumpIfInventory(\"M1Ammo\",1,\"NotPickup\")\n\t\tPIST A 0 A_PlaySound(\"pickups/ammo\")\n\t\tTNT1 A 0 //A_Print(\"Picked up some Pistol ammo.\")\n\t\tM1GN Y 1 A_GiveInventory(\"M1Ammo\",1)\n\t\tStop\n\tForgetIt:\n\t\tM1GN Y 1\n\t\tStop\n\t}\n}\n\nActor TKFakeM1 : FakeM1\n{\nstates\n\t{\n\tPickup:\n\t\tPIST A 0\n\t\tPIST A 0 A_JumpIfInventory(\"TKToken\",1,\"NotPickup\")\n\t\tPIST A 0 A_JumpIfInventory(\"M1Carbine\",1,\"AmmoPickup\")\n\t\tPIST A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tPIST A 0 A_PlaySound(\"pickups/weapon\")\n\t\tPIST A 0 A_GiveInventory(\"M1Carbine\",1)\n\t\tPIST A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Beretta.\")\n\t\tPIST A 1 ACS_Execute(670,0,20)\n\t\tPIST A 0 A_JumpIfInventory(\"M1Once\",1,\"ForgetIt\")\n\t\tPIST A 0 A_GiveInventory(\"M1CarbineClipIn\",random(1,8))\n\t\tPIST A 0 A_GiveInventory(\"M1Once\",1)\n\t\tStop\n\tNotPickup:\n\t\tPIST A 0\n\t\tM1GN Y 1 ACS_Execute(670,0,23)\n\t\tFail\n\t}\n}\n\nACTOR DroppedM1\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n\tSpeed 9\n\t //Scale 0.16\n\tDeathSound \"weapons/gundrop\"\n\tStates\n\t{\n\tSpawn:\n\t\tM1GN Y 1\n\t\tLoop\n\tDeath:\n\t\tM1GN Y 35\n\t\tM1GN Y 1 A_SpawnItem(\"FakeM1\",0,0,0,0)\n\t\tStop\n\t}\n}\n\nACTOR HPipe2 31016\n{\n Radius 16\n Height 128\n Tag \"Pipe 2\"\n +SOLID\n States\n {\n Spawn:\n PIP2 A -1\n Stop\n }\n}\n\nACTOR HPipe3 31017\n{\n Radius 16\n Height 128\n Tag \"Pipe 3\"\n +SOLID\n States\n {\n Spawn:\n PIP3 A -1\n Stop\n }\n}\n\nACTOR HPipe4 31018\n{\n Radius 16\n Height 128\n Tag \"Pipe 4\"\n +SOLID\n States\n {\n Spawn:\n PIP4 A -1\n Stop\n }\n}\n\nACTOR HPipe5 31019\n{\n Radius 16\n Height 128\n Tag \"Pipe 5\"\n +SOLID\n States\n {\n Spawn:\n PIP5 A -1\n Stop\n }\n}\n\nACTOR Box1 31020\n{\n Game Doom\n Radius 16\n Height 56\n +SOLID\n States\n {\n Spawn:\n BOX1 A -1\n Stop\n }\n}\n\nACTOR WasteBin 31021\n{\n Game Doom\n Radius 8\n Height 24\n Scale .5\n +SOLID\n States\n {\n Spawn:\n WBIN A -1\n Stop\n }\n}\n\nACTOR WasteBinFilthy 31022\n{\n Game Doom\n Radius 8\n Height 24\n Scale .5\n +SOLID\n States\n {\n Spawn:\n WBIN B -1\n Stop\n }\n}\n\nACTOR HelmA 31023\n{\n Radius 8\n Height 10\n +SOLID\n States\n {\n Spawn:\n AHLM A -1\n Stop\n }\n}\n\nACTOR HelmB 31024\n{\n Radius 8\n Height 10\n +SOLID\n States\n {\n Spawn:\n BHLM A -1\n Stop\n }\n}\n\nACTOR HelmC 31025\n{\n Radius 8\n Height 10\n +SOLID\n States\n {\n Spawn:\n CHLM A -1\n Stop\n }\n}\n\nACTOR HelmD 31026\n{\n Radius 6\n Height 10\n +SOLID\n States\n {\n Spawn:\n dHLM A -1\n Stop\n }\n}\n\nACTOR Boots 31027\n{\n Radius 8\n Height 11\n +SOLID\n States\n {\n Spawn:\n BOOT A -1\n Stop\n }\n}\n\nACTOR UniformA 31028\n{\n Radius 12\n Height 11\n +SOLID\n States\n {\n Spawn:\n UNIF A -1\n Stop\n }\n}\n\nACTOR UniformB 31029\n{\n Radius 12\n Height 11\n +SOLID\n States\n {\n Spawn:\n UNIF B -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "ITEMS.txt",
"contents": "//Health items\nACTOR SmallKit : CustomInventory Replaces Stimpack 2011\n{\n Health 35\n +FLOORCLIP\n +INVENTORY.INVBAR\n +INVENTORY.KEEPDEPLETED\n -INVENTORY.INTERHUBSTRIP\n Inventory.MaxAmount 3\n Inventory.Icon \"ARTISTIM\"\n Inventory.RespawnTics 10500 //5 minutes\n Inventory.PickupMessage \"Found a small medical kit.\"\n //HealthPickup.Autouse 3\n States\n {\n Spawn:\n STIM A -1\n Wait\n Use:\n TNT1 A 1 ACS_ExecuteAlways(751,0,0,0,0)\n Fail\n }\n}\n\nActor SmallKitUsing : CustomInventory\n{\n -INVENTORY.INVBAR\n +AUTOACTIVATE\n Inventory.MaxAmount 0\n States\n {\n Spawn:\n TNT1 A -1\n Wait\n Use:\n TNT1 A 0 A_Giveinventory(\"Health\", 35)\n TNT1 A 0 A_Giveinventory(\"StimUsed\", 1)\n TNT1 A 0 A_PlaySound(\"Items/Healtiny\")\n TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", 28, 0, -16, 0, 0, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", 20, 8, -16, 0, 0, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", 12, 16, -16, 0, 0, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", 20, -8, -16, 0, 0, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", 12, -16, -16, 0, 0, 0, 0, 0, 0)\n\n TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", -28, 0, -16, 0, 0, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", -20, 8, -16, 0, 0, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", -12, 16, -16, 0, 0, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", -20, -8, -16, 0, 0, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", -12, -16, -16, 0, 0, 0, 0, 0, 0)\n Stop\n }\n}\n\nACTOR TKSmallKit : CustomInventory\n{\n Inventory.PickupMessage \"Found a small medical kit.\"\n\n States\n {\n Spawn:\n STIM A -1\n\n Pickup:\n STIM A 1 A_JumpifInventory(\"TKToken\", 1, \"NoPickup\")\n STIM A 0 A_GiveInventory(\"SmallKit\", 1)\n stop\n\n NoPickup:\n STIM A 1\n Fail\n\n }\n}\n\nActor TKSmallKitDropper : CustomInventory\n{\n -INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 1\n Inventory.Icon \"ARTIBEAC\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Picked up a Remote Camera\"\n Inventory.RespawnTics 21000 //10 minutes\n scale 0.1\n States\n {\n Spawn:\n CAM2 A -1\n Stop\n TossKit:\n Pickup:\n TNT1 A 0 A_FireCustomMissile(\"TKSmallKit\", Random(-100,100), 0, 0, 0)\n TNT1 A 0 A_TakeInventory(\"SmallKit\",1)\n TNT1 A 0 A_JumpIfInventory(\"SmallKit\",1,\"TossKit\")\n TNT1 A 0 A_JumpIfInventory(\"BigKit\",1,2)\n TNT1 A 1\n stop\n TNT1 A 0 A_FireCustomMissile(\"TKBigKit\", Random(-100,100), 0, 0, 0)\n TNT1 A 0 A_TakeInventory(\"BigKit\",1)\n TNT1 A 1\n stop\n }\n}\n\nActor BigKit : CustomInventory replaces Medikit 2012\n{\n Health 50\n DamageType Heal\n -INVENTORY.INTERHUBSTRIP\n +FLOORCLIP\n +INVENTORY.INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"ARTIKIT\"\n Inventory.RespawnTics 21000 //10 minutes\n Inventory.PickupMessage \"Found a large medical pack. Who leaves this shit lying around?\"\n\n\tStates\n\t{\n\tSpawn:\n\t MEDI A -1\n\n\tUse:\n\t TNT1 A 0 A_SpawnItemEx(\"DroppedKit\", 32, 0, 42, 0, 0, 0, 0, 0, 0)\n \t TNT1 A 0 A_Giveinventory(\"StimUsed\", 1)\n\t stop\n\n\t}\n}\n\nActor BigKitSparkle : CustomInventory\n{\n -INVENTORY.INVBAR\n States\n {\n Spawn:\n TNT1 A -1\n Wait\n Pickup:\n TNT1 A 0 A_PlaySound(\"Items/Healsparkle\")\n TNT1 A 0 A_SpawnItemEx (\"BigKitHealSparkleThing\", 0, 0, -16, 0, 0, 0, 0, 0, 0)\n Stop\n }\n}\n\nActor DroppedKit\n{\n-NOGRAVITY\nMass 999999999\n ReactionTime 11\n\n\tStates\n\t{\n\tSpawn:\n\t MEDI A 35\n\t MEDI A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t MEDI A 35\n\t MEDI A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t MEDI A 35\n\t MEDI A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t MEDI A 35\n\t MEDI A 15\n\t MEDI A 0 A_PlaySound(\"Items/BigKitActivate\")\n\t MEDI A 35\n\t MEDI A 0 A_PlaySound(\"Items/BigKitOpen\")\n\t MEDI BCD 4\n\t MEDI E 1 A_SpawnItemEx (\"BigKitLight\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 0)\n\t MEDI E 3\n\t MEDI E 15\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 1\n\t goto HealItUp\n\n\tHealItUp:\n\t MEDI E 0 A_PlaySound (\"Items/BigKitHum\", CHAN_VOICE, 3.0, 1)\n\t MEDI E 0 ACS_ExecuteAlways(752,0,0,0,0)\n\t MEDI E 35 A_CountDown\n\t Loop\n\n\tDeath:\n\t MEDI E 0 A_StopSound(CHAN_VOICE)\n\t MEDI E 0 A_RemoveChildren\n\t MEDI E 0 A_SpawnItemEx(\"BigKitFake\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t stop\n\t}\n}\n\nActor BigKitFake\n{\nstates\n\t{\n\t Spawn:\n\t MEDI EDCB 4\n\t MEDI A 35\n\t MEDI A 1 A_Fadeout(0.01)\n\t Wait\n\t}\n}\n\nACTOR TKBigKit : CustomInventory\n{\n Inventory.PickupMessage \"Found a large medical pack. Who leaves this shit lying around?\"\n\n States\n {\n Spawn:\n MEDI A -1\n\n Pickup:\n MEDI A 1 A_JumpifInventory(\"TKToken\", 1, \"NoPickup\")\n MEDI A 0 A_GiveInventory(\"BigKit\", 1)\n stop\n\n NoPickup:\n MEDI A 1\n Fail\n\n }\n}\n\nactor HealthSpawner : RandomSpawner 32056\n{\n DropItem \"SmallKit\" 255 74\n DropItem \"BigKit\" 255 25\n DropItem \"TechnoKit\" 255 1\n\t//DropItem \"ABigNothing\" 2\n}\n\n//===========================\n\n//Traps (Murderer Only!)\n\n//Bertholite (Chlorine Gas)\n\nACTOR ChlorineGas : CustomInventory 10492\n{\n +INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 1\n Inventory.Icon \"ARTIPSBG\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Found a Bertholite canister.\"\n Inventory.RespawnTics 2625 // 1 minute 15 seconds\n States\n {\n Spawn:\n PSBG A -1\n Stop\n\n Use:\n TNT1 A 0 A_FireCustomMissile(\"GasCanister\", 0, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory(\"GasUsed\", 1)\n\tstop\n\n }\n}\n\nActor GasCanister\n{\n\tRadius 12\n\tHeight 12\n\tMass 10\n\tSpeed 25\n\tDamageType \"Gas\"\n\tPROJECTILE\n\t-NOGRAVITY\n +NODAMAGETHRUST\n States\n{\n\tSpawn:\n\tPSBG A 1\n\tloop\n\n\tDeath:\n\tPSBG A 35\n\tPSBG A 0 A_PlaySound(\"weapons/Gasbreak\")\n\tPSBG BC 4 A_Explode(10,312)\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx (\"ChlorineCloud\", 0, 0, 0, random(-3.0,3.0), random(-3.0,3.0), random(-1.0, 1.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx (\"ChlorineCloud\", 0, 0, 0, random(-5.0,5.0), random(-5.0,5.0), random(-2.5, 2.5), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"ChlorineCloud\", 0, 0, 0, random(-15.0,15.0), random(-15.0,15.0), random(-5.0, 5.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 1\n\tstop\n\n}\n\n}\n\nACTOR ChlorineCloud //Lol hexen cloud.\n{\n Radius 10\n Height 12\n DamageType \"Gas\"\n PoisonDamage 3\n Mass 0x7fffffff\n ReactionTime 120\n //BounceType \"Doom\"\n BounceFactor 0.15\n MaxStepHeight 64\n Gravity 0.0001\n WallBounceFactor 0.15\n +HEXENBOUNCE\n +CANNOTPUSH\n +NOEXPLODEFLOOR\n //+FLOATBOB\n +NOBLOCKMAP\n //+NOGRAVITY\n +DROPOFF\n +NODAMAGETHRUST\n +DONTSPLASH\n //+FOILINVUL\n +CANBLAST\n +BLOODLESSIMPACT\n +SLIDESONWALLS\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n RenderStyle Add\n Alpha 0.1\n DeathSound \"PoisonShroomDeath\"\n\n States\n {\n Spawn:\n PSBG D 1\n PSBG D 1 A_Scream\n PSBG DEFH 4\n\tPSBG H 1 A_Explode(4, 128)\n \tGoto Float\n\n Float:\n PSBG HH 18 A_Explode(4, 128)\n\tPSBG H 0 A_Countdown\n\tloop\n\n Death:\n PSBG H 1 A_FadeOut(0.001)\n loop\n }\n}\n\n//==========================\n//Smoke Bomb (SPLINTER CELL VERSUS STYLE)\nACTOR SmokeBomb : CustomInventory 10498\n{\n +INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 2\n Inventory.Icon \"ARTISSBG\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Found a Smoke Bomb.\"\n Inventory.RespawnTics 1575 // 45 Seconds\n Scale 0.25\n States\n {\n Spawn:\n SSBG A -1\n Stop\n\n Use:\n TNT1 A 0 A_FireCustomMissile(\"SmokeCanister\", 0, 0, 0, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory(\"SmokeUsed\", 1)\n\tstop\n }\n}\n\nActor SmokeCanister\n{\n\tRadius 12\n\tHeight 12\n\tMass 10\n\tSpeed 25\n\tDamageType \"Cough\"\n\tPROJECTILE\n\t+NOGRAVITY\n States\n{\n\tSpawn:\n\tTNT1 A 1 A_Stop\n\tTNT1 A 1 ThrustThingZ (0, 128, 1, 0)\n\tloop\n\n\tDeath:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"Smokebomb/Bang\")\n\tSSBG BC 4\n\tTNT1 A 8\n\tTNT1 A 0 A_PlaySound(\"Smokebomb/Hiss\")\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"SmokeCloud\", 0, 0, 0, random(-5.0,5.0), random(-5.0,5.0), random(-1.0, 1.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx (\"SmokeCloud\", 0, 0, 0, random(-8.0,8.0), random(-8.0, 8.0), random(-1.0, 1.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx (\"SmokeCloud\", 0, 0, 0, random(-15.0, 15.0), random(-15.0, 15.0), random(-1.0, 1.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 1\n\tstop\n\n}\n}\n\nACTOR SmokeCloud //Lol wut\n{\n Radius 20\n Height 30\n scale 0.95\n DamageType \"Cough\"\n Mass 0x7fffffff\n ReactionTime 1\n BounceFactor 0.0\n MaxStepHeight 64\n Gravity 0.0001\n WallBounceFactor 0.0\n +HEXENBOUNCE\n //+FLOATBOB\n +NOBLOCKMAP\n +NOGRAVITY\n +CANNOTPUSH\n +DROPOFF\n +DONTSPLASH\n +FOILINVUL\n +CANBLAST\n +BLOODLESSIMPACT\n +SLIDESONWALLS\n +FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n Renderstyle Translucent\n Alpha 0.85\n DeathSound \"PoisonShroomDeath\"\n\n States\n {\n Spawn:\n XSMK A 1\n XSMK A 1 A_Scream\n XSMK A 4\n\tXSMK H 1\n \tGoto Float\n\n Float:\n XSMK A 35\n\tXSMK A 0 A_Countdown\n\tloop\n\n Death:\n XSMK A 1 A_FadeOut(0.001)\n loop\n }\n}\n\n//===========================\n//Shotgun trap (Totally not like Saw or anything)\nACTOR TripShotgun : CustomInventory 10493\n{\n +INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Scale 0.5\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 2\n Inventory.Icon \"ARTITURT\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Found a Tripwire Shotgun\"\n Inventory.RespawnTics 2100 // 1 minute\n States\n {\n Spawn:\n TURT A -1\n Stop\n\n Use:\n //TURT A 0 A_SpawnItemEx (\"ShotgunTrap\", 0, 0, 0, 32, 0, 0, 180, 0, 0)\n\tTURT A 0 A_FireCustomMissile(\"ThrownTripShotgun\", 0, 0, 0, 0)\n\tTURT A 0 A_GiveInventory(\"TripUsed\", 1)\n\tstop\n }\n}\n\nACTOR ThrownTripShotgun\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tscale 0.5\n\tDamage 0\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDeathSound \"weapons/gundrop\"\n\tStates\n\t{\n\tSpawn:\n\t\tTURT A 1\n\t\tLoop\n\tDeath:\n\t\tTURT A 0\n\t\tTURT A 1 A_SpawnItemEx(\"ShotgunTrap\", 0, 0, 0, 0, 0, 0, 180, 0, 0)\n\t\tStop\n\t}\n}\n\nActor ShotgunTrap\n{\n\tHealth 10\n\tRadius 8\n\tHeight 8\n\tMass 0x7fffffff\n\tScale 0.5\n\tDamageType \"ShotgunTrap\"\n\tDamageFactor \"Gas\", 0.0\n\tObituary \"\"\n\tSeeSound \"weapons/turretactive\"\n\t-SOLID\n\t+SHOOTABLE\n\t+STRIFEDAMAGE\n\t+NOBLOOD\n\t+QUICKTORETALIATE\n\t+BUMPSPECIAL\n States\n{\n\tSpawn:\n\tTURT A 10\n\tTURT A 0 A_PlaySound(\"weapons/Shotgunopen\")\n\tTURT A 16 A_KillMaster\n\tTURT A 1 A_PlaySound(\"weapons/Shotgunload\")\n\tTURT A 16\n\tTURT A 1 A_PlaySound(\"weapons/Shotgunload\")\n\tTURT A 25\n\tTURT A 1 A_PlaySound(\"weapons/Shotgunclose\")\n\tTURT A 25\n\tTURT A 1 A_PlaySound(\"weapons/turretready\")\n\tTURT A 25\n goto Look\n\n\tLook:\n\tTURT A 1 A_LookEx(LOF_DONTCHASEGOAL|LOF_NOSOUNDCHECK, 1, 256, 0, 45, \"Shoot\")\n\tWait\n\n\tShoot:\n\tTURT B 1 //Because of the wide FOV needed to set them off.\n\tTURT B 0 A_PlaySound(\"weapons/Shotgunfire\")\n\tTURT B 0 A_SpawnItemEx (\"ShotgunCasing\", 0, 1, 0, 0, random(2, 6), random(2, 15), 0, 0, 0)\n\tTURT BD 1 BRIGHT A_CustomBulletAttack(8, 8, 6, 2, \"TripShotgunPuff\", 10000, 1)\n\tTURT A 4\n\tTURT B 0 A_PlaySound(\"weapons/Shotgunfire\")\n\tTURT B 1 A_SpawnItemEx (\"ShotgunCasing\", 0, -1, 0, 0, random(-2, -6), random(2, 15), 0, 0, 0)\n\tTURT BD 1 BRIGHT A_CustomBulletAttack(8, 8, 6, 2, \"TripShotgunPuff\", 10000, 1)\n\tTURT A 35\n\tTURT A 1 A_Die\n Goto Death\n\n\tDeath:\n\tTURT A 1 A_Playsound(\"weapons/turretfired\")\n\tTURT A 10\n\tTURT A 1 A_Playsound(\"weapons/turretfired\")\n\tTURT A 35\n\tTURT A 1 A_Playsound(\"weapons/turretdie\")\n\tTURT A 0 A_NoBlocking\n\tTURT C -1\n\tstop\n\n}\n}\n\nActor DefaultPuff : BulletPuff\n{\nDamageType \"Default\"\n}\n\nActor TripShotgunPuff : DefaultPuff\n{\nDamageType \"ShotgunTrap\"\n}\n\nActor LolTrap\n{\n\tRadius 8\n\tHeight 8\n\tMass 10\n\tScale 0.5\n\tObituary \"%o was killed by a fucking cheater.\"\n\tSeeSound \"weapons/turretactive\"\n\t+SOLID\n States\n{\n\tSpawn:\n\tTURT A 10\n\tTURT A 0 A_PlaySound(\"weapons/Shotgunopen\")\n\tTURT A 16\n\tTURT A 1 A_PlaySound(\"weapons/Shotgunload\")\n\tTURT A 16\n\tTURT A 1 A_PlaySound(\"weapons/Shotgunload\")\n\tTURT A 25\n\tTURT A 1 A_PlaySound(\"weapons/Shotgunclose\")\n\tTURT A 25\n\tTURT A 1 A_PlaySound(\"weapons/turretready\")\n\tTURT A 25\n\tTURT AAAAAAAAAAAAAAAAAAAAAAAAA 1 A_LookEx(LOF_DONTCHASEGOAL|LOF_NOSOUNDCHECK, 0, 256, 0, 2, \"Shoot\")\n goto Spawn + 11\n\n\tShoot:\n\tTURT B 0 A_PlaySound(\"weapons/Shotgunfire\")\n\tTURT B 0 A_SpawnItemEx (\"ShotgunCasing\", 0, 1, 0, 0, random(2, 6), random(2, 15), 0, 0, 0)\n\tTURT BD 1 BRIGHT A_CustomBulletAttack(7, 7, 6, 1, \"BulletPuff\", 10000, 0)\n\tTURT A 4\n\tTURT B 0 A_PlaySound(\"weapons/Shotgunfire\")\n\tTURT B 1 A_SpawnItemEx (\"ShotgunCasing\", 0, -1, 0, 0, random(-2, -6), random(2, 15), 0, 0, 0)\n\tTURT BD 1 BRIGHT A_CustomBulletAttack(7, 7, 6, 1, \"BulletPuff\", 10000, 0)\n loop\n\n\tDeath:\n\tTURT A 35\n\tTURT A 0 A_Playsound(\"weapons/turretdie\")\n\tTURT A 0 A_NoBlocking\n\tTURT C -1\n\tstop\n\n}\n}\n\n//Spy Camera\n\nACTOR RemoteCamera: CustomInventory 10499\n{\n +INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 1\n Inventory.Icon \"ARTICAM\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Picked up a Remote Camera\"\n Inventory.RespawnTics 1575 // 45 Seconds\n scale 0.1\n States\n {\n Spawn:\n CAM2 A -1\n Stop\n\n Use:\n TNT1 A 1 ACS_Execute(711, 0, 0, 0, 0)\n Fail\n }\n}\n\nACTOR RemoteCameraLauncher : CustomInventory\n{\n -INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 1\n Inventory.Icon \"ARTIBEAC\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Picked up a Remote Camera\"\n Inventory.RespawnTics 21000 //10 minutes\n scale 0.1\n States\n {\n Spawn:\n CAM2 A -1\n Stop\n Pickup:\n TNT1 A 0 A_FireCustomMissile(\"DeployingCamera\", 0, 0, 0, 0)\n\tstop\n }\n}\n\nACTOR DeployingCamera\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tscale 0.1\n\tDamage 0\n\tRadius 4\n\tHeight 4\n\tSpeed 25\n\tDeathSound \"weapons/gundrop\"\n\tStates\n\t{\n\tSpawn:\n CAM2 A 0\n\t\tCAM2 A 1 //Thing_ChangeTID(0, 1336)\n\t\tLoop\n\tDeath:\n\t\tCAM2 A 0\n\t\tCAM2 A 1 A_SpawnItemEx(\"DeployedCamera\", 0, 0, 0, 0, 0, 0, 180, 0, 0)\n\t\tStop\n\t}\n}\n\nActor DeployedCamera\n{\n\tHealth 10\n\tRadius 16\n\tHeight 16\n\tMass 10\n\tscale 0.1\n\tObituary \"\"\n\tSeeSound \"\"\n\tReactionTime 2500\n\tDamageFactor \"Gas\", 0.0\n\tCameraHeight 1\n\t-SOLID\n\t+SHOOTABLE\n\t+STRIFEDAMAGE\n\t+NOBLOOD\n\t+NOGRAVITY\n States\n{\n\tSpawn:\n\tCAM2 A 0\n CAM2 A 0 Thing_Destroy (1337)\n\tCAM2 A 72 Thing_ChangeTID(0, 1337)\n\tCAM2 A 1 //ACS_Execute(713, 0, 1, 0, 0)\n \tCAM2 A 1 A_PlaySound(\"weapons/noiseready\")\n \tgoto lolloop\n\n\tLolLoop:\n\tCAM2 A 1\n\tloop\n\n\tDeath:\n CAM2 A 0 Acs_Execute(713, 0, 2, 0, 0)\n\tCAM2 A 0 A_NoBlocking\n\tCAM2 A 0 //A_Takefromtarget(\"CameraOn\", 1)\n\tCAM2 A 0 //A_Givetotarget(\"CameraCheck\", 1)\n\tTNT1 A 1\n\tstop\n\n}\n}\n\nActor CameraOn : Inventory\n{\n Inventory.PickupSound \"\"\n Inventory.MaxAmount 1\n +INVENTORY.UNDROPPABLE\n}\n\nActor CameraCheck : Inventory\n{\n Inventory.PickupSound \"\"\n Inventory.MaxAmount 1\n +INVENTORY.UNDROPPABLE\n}\n\n//Sound Emitter\nACTOR SoundEmitter : CustomInventory 10495\n{\n +INVBAR\n +FANCYPICKUPSOUND\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 4\n Inventory.Icon \"ARTIBEAC\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"Got a sound emitter.\"\n Inventory.RespawnTics 1575 // 45 Seconds\n Scale 0.2\n States\n {\n Spawn:\n BEAC A -1\n Stop\n\n Use:\n TNT1 A 0 A_FireCustomMissile(\"SoundThingy\", 0, 0, 0, 0)\n TNT1 A 0 A_GiveInventory(\"NoiseMakerUsed\", 1)\n\tstop\n }\n}\n\nACTOR SoundThingy\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tscale 0.2\n\tDamage 0\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\t//DeathSound \"weapons/gundrop\"\n\tDeathSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tBEAC A 1\n\t\tLoop\n\tDeath:\n\t\tBEAC A 0\n\t\tBEAC A 1 A_SpawnItemEx(\"SoundThingy2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t\tStop\n\t}\n}\n\nActor SoundThingy2\n{\n\tHealth 10\n\tRadius 8\n\tHeight 8\n\tMass 0x7fffffff\n\tScale 0.2\n\tObituary \"\"\n\tSeeSound \"\"\n\tReactionTime 2500\n\tDamageFactor \"Gas\", 0.0\n\t-SOLID\n\t+SHOOTABLE\n\t+STRIFEDAMAGE\n\t+NOBLOOD\n\t+LOOKALLAROUND\n States\n{\n\tSpawn:\n\tBEAC A 72\n\tBEAC A 1 A_PlaySound(\"weapons/noiseready\")\n goto SuperLoop\n\n\tSuperLoop:\n\tBEAC A 1 A_ClearTarget\n\tBEAC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_LookEx(LOF_DONTCHASEGOAL|LOF_NOSOUNDCHECK, 1, 512, 0, 360, \"MakeNearSound\")\n\tBEAC A 1 A_Jump(128, \"MakeSound\")\n\tloop\n\n\tMakeSoundPre:\n\tBEAC A 1\n\tMakeSound:\n\tBEAC AAAAAAAAAAA 1 A_LookEx(LOF_DONTCHASEGOAL|LOF_NOSOUNDCHECK, 1, 512, 0, 360, \"MakeNearSound\")\n\tBEAC A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 12, 0, 0, 0, 0, 0, 0)\n\tBEAC AAAAAAAAAAA 1 A_LookEx(LOF_DONTCHASEGOAL|LOF_NOSOUNDCHECK, 1, 512, 0, 360, \"MakeNearSound\")\n\tBEAC A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 12, 0, 0, 0, 0, 0, 0)\n\tBEAC A 1 A_CountDown\n\tBEAC A 0 A_Jump(224, \"MakeSoundPre\")\n\tBEAC A 0 A_Jump(225, \"SuperLoop\")\n\tBEAC A 1 A_PlaySound(\"weapons/KnifeReady\")\n\tBEAC A 0 A_Jump(220, \"SuperLoop\") //Have a small chance to make it sound like somebody is getting attack with that knife\n\tBEAC A 15\n\tBEAC A 1 A_PlaySound(\"weapons/Knifehit\")\n\tBEAC A 1 A_PlaySound(\"Ouchie\")\n\tgoto SuperLoop\n\n\tWaitingForSound:\n\tBEAC A 1\n\tMakeNearSound: //Loops if the object 'sees' a player. Has a chance of playing the knife draw when they break LOS (leave the room)\n\tBEAC A 35\n\tBEAC A 1 A_JumpIfTargetInLOS(\"WaitingForSound\", 360, 0)\n\tBEAC A 1 A_Jump(80, \"SuperLoop\")\n\tBEAC A 1 A_PlaySound(\"weapons/KnifeReady\")\n\tBEAC A 0 A_Jump(220, \"SuperLoop\") //Have a small chance to make it sound like somebody is getting attack with that knife\n\tBEAC A 15\n\tBEAC A 1 A_PlaySound(\"weapons/Knifehit\")\n\tBEAC A 1 A_PlaySound(\"Ouchie\")\n\tBEAC A 1 A_ClearTarget //Stop chasing that asshole\n goto SuperLoop\n\n\tDeath:\n\tBEAC A 0 A_NoBlocking\n\tTNT1 A -1\n\tstop\n\n}\n}\n\n//Poisoned Stimpack\n\nactor FakeStim : CustomInventory 10500\n{\n inventory.pickupmessage \"Picked up a Rigged Stimpack.\"\n inventory.pickupsound \"\"\n Inventory.Icon \"ARTIFTIM\"\n Inventory.MaxAmount 3\n Inventory.RespawnTics 1750 // 50 Seconds\n +INVBAR\n +INVENTORY.UNDROPPABLE\n Radius 8\n Height 8\n states\n {\n Spawn:\n FTIM A -1\n stop\n\nUse:\n TNT1 A 0 A_FireCustomMissile(\"DeployingStimGas\", 0, 0, 0, 0)\n TNT1 A 0 A_GiveInventory(\"FakeStimUsed\", 1)\n stop\n }\n}\n\nactor FakeStimActive : CustomInventory\n{\n inventory.pickupmessage \"WHOOPS!\"\n inventory.pickupsound \"\"\n +NODAMAGETHRUST\n -solid\n +shootable\n +NOBLOOD\n Mass 0x7fffffff\n Radius 8\n Height 8\n Health 20\n DamageFactor \"Gas\", 0.0\n states\n {\n Spawn:\n FTIM A -1\n stop\n\n Pickup:\n TNT1 A 0 A_SpawnItemEx (\"StimGas\", 0, 0, 0, 0, 0, 0, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE, 0)\n //TNT1 A 0 A_SpawnItemEx(\"GayPoison\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n stop\n\n Death:\n TNT1 A 0\n stop\n }\n}\n\n/*ACTOR GayPoison\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t//Damage 15\n\tPoisonDamage 15\n\tRadius 4\n\tHeight 4\n\tSpeed 10\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Explode(15, 40)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}*/\n\nACTOR DeployingStimGas\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t-SOLID\n\tDamage 0\n\tRadius 4\n\tHeight 4\n\tSpeed 10\n\t//DeathSound \"weapons/gundrop\"\n\tStates\n\t{\n\tSpawn:\n\t\tFTIM A 1\n\t\tLoop\n\tDeath:\n\t\tFTIM A 35\n\t\tFTIM A 1 A_SpawnItemEx(\"FakeStimActive\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t\tStop\n\t}\n}\n\nactor StimGas\n{\nPROJECTILE\n-NOGRAVITY\n+NODAMAGETHRUST\nObituary \"\"\nDamageType \"Gas\"\nstates\n{\nSpawn:\n\tFTIM A 0\n\t//lol fall through!\nDeath:\n\tFTIM A 0 A_PlaySound(\"Weapons/Aw_FFS\")\n\tFTIM A 1 A_Explode(20, 40)\n\tFTIM BCBCBCBCBCBCBCBC 2\n\tFTIM CCCCCCCCCCCCCCC 2 A_SpawnItemEx (\"ChlorineCloudMini\", 0, 0, 0, random(-5.0,5.0), random(-5.0,5.0), 0, random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE, 0)\n\nDeathloop: //Because state offsets didn't work for whatever reason\n\tFTIM C 1 A_FadeOut(0.01)\n\tloop\n}\n}\n\nACTOR ChlorineCloudMini : ChlorineCloud\n{\nReactiontime 45\nDamageType \"Gas\"\n}\n\n//Dummy item dump\n//For scripts\n\nactor GasUsed : Inventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 999\n +INVENTORY.UNDROPPABLE\n}\n\nactor SmokeUsed : Inventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 999\n +INVENTORY.UNDROPPABLE\n}\n\nactor TripUsed : Inventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 999\n +INVENTORY.UNDROPPABLE\n}\n\nactor StimUsed : Inventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 999\n +INVENTORY.UNDROPPABLE\n}\n\nactor FakeStimUsed : Inventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 999\n +INVENTORY.UNDROPPABLE\n}\n\nactor NoiseMakerUsed : Inventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n Inventory.MaxAmount 999\n +INVENTORY.UNDROPPABLE\n}\n\n///////////////////////////////////TheMisterCat Flare actor\nactor FlareSpawner : RandomSpawner 14256\n{\n DropItem \"Flare\" 128 1\n\n\t//DropItem \"ABigNothing\" 2\n}\n\nActor Flare : CustomInventory 14434\n{\nxscale 0.5\nyscale 0.3\nheight 4\nradius 10\n+FLOORCLIP\n+INVENTORY.INVBAR\n -INVENTORY.INTERHUBSTRIP\n+MOVEWITHSECTOR\nInventory.Amount 1\nInventory.Icon \"ARTIFLAR\"\nInventory.MaxAmount 3\nInventory.PickupMessage \"You picked up a flare\"\nInventory.RespawnTics 10500\n\nstates\n{\nSpawn:\nFLAR P -1\nstop\nuse:\nTNT1 A 15 A_PlaySound(\"MATCH\", CHAN_ITEM, 1.0, 0, 15.0)\nTNT1 D 0 A_SpawnItemEx(\"FlareUsed\", 0, 0, 37, 12, 0, 4, 0, 0, 0)\nstop\n}}\n\nActor FlareUsed\n{\nxscale 0.3\nyscale 0.5\nheight 4\nradius 6\nspeed 6\nReactionTime 900\n+NOBLOCKMAP\n-SOLID\n\nstates\n{\nSpawn:\nFLAR A 3 ThrustThingZ(0, 4, 0, 0)\nFLAR A 0 A_PlaySound(\"FIZZLE\", CHAN_BODY, 1.0, 1, 9.0)\nLooper:\nFLAR BCA 3 bright A_Countdown\nloop\nDeath:\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR B 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR C 3 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR A 3\nFLAR D 0 A_StopSound(CHAN_BODY)\nFLAR D 1 A_Fadeout(0.01)\nWait\n}}\n\n//=================================================\n\n//Eastereggggggggggggggggggggggggggggggggg\nACTOR EasterEgg : CustomInventory 10400\n{\n +INVBAR\n +FANCYPICKUPSOUND\n -INVENTORY.INTERHUBSTRIP\n +INVENTORY.UNDROPPABLE\n Inventory.DefMaxAmount\n Inventory.PickupFlash \"PickupFlash\"\n Inventory.MaxAmount 1\n Inventory.Icon \"ARTIEAST\"\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"???\"\n Inventory.RespawnTics 9999999999999999 //Oh dear god.\n States\n {\n Spawn:\n EAST A -1\n Stop\n Use:\n TNT1 A 0 A_PlaySound(\"EASTERTIME\", CHAN_VOICE)\n\tstop\n }\n}\n\nActor TechnoKit : CustomInventory 32767\n{\n Health 50\n DamageType Heal\n +FLOORCLIP\n +INVENTORY.INVBAR\n -INVENTORY.INTERHUBSTRIP\n Inventory.MaxAmount 1\n Inventory.Icon \"ARTIRAVE\"\n Inventory.RespawnTics 21000 //10 minutes\n Inventory.PickupMessage \"RAVE IN A BOX!\"\n\n\tStates\n\t{\n\tSpawn:\n\t DKIT A -1\n\n\tUse:\n\t TNT1 A 0 A_SpawnItemEx(\"DroppedTechnoKit\", 32, 0, 42, 0, 0, 0, 0, 0, 0)\n\t stop\n\n\t}\n}\n\nActor DroppedTechnoKit\n{\n-NOGRAVITY\nMass 999999999\n ReactionTime 110\n\n\tStates\n\t{\n\tSpawn:\n\t DKIT A 35\n\t DKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t DKIT A 35\n\t DKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t DKIT A 35\n\t DKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t DKIT A 35\n\t DKIT A 15\n\t DKIT A 0 A_PlaySound(\"Items/BigKitActivate\")\n\t DKIT A 35\n\t DKIT A 0 A_PlaySound(\"Items/BigKitOpen\")\n\t MEDI BCD 4\n\t MEDI E 4\n\t MEDI E 15\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 1 A_SpawnItemEx(\"ILoveYouMisterCat\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\t MEDI E 1 A_SpawnItemEx(\"ILoveYouMisterCat\", 0, 1, 31, 0, 0, 0, 0, 0, 0)\n\t MEDI E 1 A_SpawnItemEx(\"ILoveYouMisterCat\", 0, 2, 30, 0, 0, 0, 0, 0, 0)\n\t MEDI E 0 A_SpawnItemEx(\"TechnoMusic\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\t goto HealItUp\n\n\tHealItUp:\n\t MEDI E 0 A_SpawnItemEx(\"RedLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t MEDI E 15 A_CountDown\n\t MEDI E 0 A_SpawnItemEx(\"GreenLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t MEDI E 15 A_CountDown\n\t MEDI E 0 A_SpawnItemEx(\"BlueLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t MEDI E 15 A_CountDown\n\t MEDI E 0 A_SpawnItemEx(\"YellowLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t MEDI E 15 A_CountDown\n\t MEDI E 0 A_SpawnItemEx(\"PurpleLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t MEDI E 15 A_CountDown\n\t Loop\n\n\tDeath:\n\t MEDI E 0 A_StopSound(CHAN_VOICE)\n\t MEDI E 0 A_RemoveChildren\n\t MEDI E 0 A_SpawnItemEx(\"BigKitFake\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t stop\n\t}\n}\n\nactor DiscoLight : RandomSpawner\n{\n DropItem \"RedLight\" 255 1\n DropItem \"GreenLight\" 255 1\n DropItem \"BlueLight\" 255 1\n DropItem \"YellowLight\" 255 1\n DropItem \"PurpleLight\" 255 1\n}\n\nActor RedLight\n{\nstates\n{\nspawn:\nTNT1 A 15\nstop\n}\n}\n\nActor GreenLight\n{\nstates\n{\nspawn:\nTNT1 A 15\nstop\n}\n}\n\nActor BlueLight\n{\nstates\n{\nspawn:\nTNT1 A 15\nstop\n}\n}\n\nActor YellowLight\n{\nstates\n{\nspawn:\nTNT1 A 15\nstop\n}\n}\n\nActor PurpleLight\n{\nstates\n{\nspawn:\nTNT1 A 15\nstop\n}\n}\n\nActor ILoveYouMisterCat\n{\n+NOGRAVITY\n+NOINTERACTION\nRenderStyle Add\nAlpha 0.75\nReactionTime 47\nstates\n{\nspawn:\nNEWZ A 0 BRIGHT\nNEWZ A 26 BRIGHT\nNEWZ B 3 BRIGHT\nNEWZ C 3 BRIGHT\nNEWZ D 3 BRIGHT\nNEWZ A 0 BRIGHT A_CountDown\nloop\n\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nACtor TechnoMusic\n{\nreactiontime 47\nstates\n{\nspawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySound (\"DISCO\", CHAN_VOICE, 3.0, 0)\ngoto buttloop\n\nbutloop:\nTNT1 A 35\nTNT1 A 0 A_CountDown\nloop\n\nDeath:\nTNT1 A 0\nstop\n}\n}"
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "ClearPlayerClasses\nAddPlayerClass \"Innocent\"\nAddPlayerClass \"Innocent2\"\n\nweaponsection \"Whodunit\"\nsetslot 0 MurderKnife\nsetslot 1 NewFist PoolCue PipeWrench LeadPipe Shovel LChainsaw Beretta Shotgun2 Crossbow M1Carbine Brick Molotov\n\naddkeysection \"Who Dun It?\" whodunit\n\n addmenukey \"Drop Weapon\" +dropweapon\n addmenukey \"Use Medkit\" \"Use SmallKit\"\n addmenukey \"Admin Vote Yes\" wdi_voteyes\n addmenukey \"Admin Vote No\" wdi_voteno\n\naddkeysection \"Murderer Controls\" whodunit2\n addmenukey \"Wield Knife\" \"use murderknife\"\n addmenukey \"Drop Smokebomb\" \"Use Smokebomb\"\n //addmenukey \"Quick Color\" Colormescotty\n\n alias +dropweapon \"use Action_DropWeapon\"\n alias -dropweapon \"use Action_DropWeaponCancel\"\n alias Usesmallkit \"Use SmallKit\"\n alias UseSmokeBomb \"Use Smokebomb\"\n alias Knife \"use murderknife\"\n alias wdi_voteyes \"puke -830\"\n alias wdi_voteno \"puke -835\"\n\n alias admin_wdi_punish \"puke 866 %1 %2 %3\"\n alias admin_wdi_login \"puke 863 %1\"\n //alias Colormescotty \"puke 662\"\n\n //Server console commands (No longer needed)\n //alias WDI_Safetytime \"set Safetytime %1\"\n //alias WDI_Resettime \"set Resettime %1\"\n\n defaultbind Q Usesmallkit\n defaultbind G Knife\n defaultbind F UseSmokeBomb\n defaultbind V dropweapon\n\n bind pgup \"vote_yes;wdi_voteyes\"\n bind pgdn \"vote_no;wdi_voteno\"\n\n //defaultbind X Colormescotty\n\naddkeysection \"Colour Changer\" colourchanger\naddmenukey \"Change colour\" changecolour\nalias changecolour \"puke 999\"\ndefaultbind c changecolour"
},
{
"source": "pk3",
"name": "KEYS.txt",
"contents": "actor KeySpawner : RandomSpawner 32065\n{\n DropItem \"BarKey\" 176 1\n\t//DropItem \"ABigNothing\" 2\n}\n\nactor SafeKeySpawner : RandomSpawner 14258\n{\n DropItem \"SafeKey\" 176 1\n\n\t//DropItem \"ABigNothing\" 2\n}\n\nactor BasementKeySpawner : RandomSpawner 14259\n{\n DropItem \"BasementKey\" 176 1\n\n\t//DropItem \"ABigNothing\" 2\n}\n\nactor SafeKey : Key 14257\n{\n Scale 0.35\n spawnid 86\n inventory.pickupmessage \"Pocketed the Bar Safe key.\"\n inventory.icon \"ARTISAF\"\n +INVENTORY.UNDROPPABLE\n states\n {\n Spawn:\n KEY5 A -1\n stop\n }\n}\n\nactor BarKey : Key replaces RedCard 13\n{\n Scale 0.35\n spawnid 86\n inventory.pickupmessage \"Pocketed the bar key.\"\n inventory.icon \"ARTIBAR\"\n +INVENTORY.UNDROPPABLE\n states\n {\n Spawn:\n KEY1 A -1\n stop\n }\n}\n\nActor BasementKey : Key 14444\n{\n-NOGRAVITY\nheight 8\nradius 4\ninventory.pickupmessage \"Picked up the Basement Key\"\nstates\n{\nSpawn:\nBKEY A -1\nstop\n}}\n\nactor TrapKey : Key\n{\n Scale 0.35\n inventory.pickupmessage \"Pocketed the trap key.\"\n inventory.icon \"KEY1A0\"\n +INVENTORY.UNDROPPABLE\n states\n {\n Spawn:\n KEY1 A -1\n stop\n }\n}\n\nActor MurdererKey : RedSkull replaces RedSkull\n{\n+INVENTORY.UNDROPPABLE\n}"
},
{
"source": "pk3",
"name": "LIGHTS.txt",
"contents": "Actor GenericLight\n{\n+NOGRAVITY\n+NOBLOCKMAP\n+DONTSPLASH\nStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n\t\tgoto Active\n\n\t\tActive:\n\t\tTNT1 A 1 BRIGHT A_TakeInventory(\"PowerOff\", 1)\n\t\tloop\n\n\t\tInactive:\n\t\tTNT1 B 1 A_GiveInventory(\"PowerOff\", 1)\n\t\tloop\n\t}\n}\n\nActor HallwayLight 20050\n{\n}\n\nActor LibraryLight 20051\n{\n}\n\nActor ElevatorLight 20052\n{\n-NOGRAVITY\n-SOLID\n+DONTSPLASH\n+CLIENTSIDEONLY\n\nRadius 4\nHeight 48\nStates\n\t{\n\t\tSpawn:\n\t\tELIT A 1\n\t\tgoto On\n\n\t\tOn:\n\t\tELIT A -1\n\t\tloop\n\n\t\tOff:\n\t\tELIT B -1\n\t\tloop\n\t}\n}"
},
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "redrum\nadmin\nclassic"
},
{
"source": "pk3",
"name": "LOCKDEFS.txt",
"contents": "Lock 1\n{\n\tBarKey\n\tMessage \"You do not have the key for the Bar!\"\n\tRemoteMessage \"You do not have the key for the Bar!\"\n\tMapcolor 64 64 0\n\tLOCKEDSOUND \"Door/DoorFail\"\n}\n\n//Murderer Key\nLock 4\n{\n\tMurdererKey\n\tMessage \"\" //No message\n\tRemoteMessage \"\" //Burrhurr\n\tMapcolor 255 255 255 //White on the automap.\n\tLOCKEDSOUND \"DSNULL\" //No sound\n}\n\n//Trap door (inside)\nLock 20\n{\n\tTrapKey //Murderer Only\n\tMessage \"It doesn't open from this side!\"\n\tRemoteMessage \"It doesn't open from this side!\"\n\tMapcolor 0 0 0 //Black on automap\n\tLOCKEDSOUND \"Door/DoorKnock\"\n}\n\nLock 55\n{\n\t\tBasementKey\n\t\tMessage \"You need the Basement Key to open this door\"\n\t\tMapcolor 255 0 0\n}\n\nLock 121\n{\n\tSafeKey\n\tMessage \"You do not have the key for the Safe!\"\n\tRemoteMessage \"You do not have the key for the Safe!\"\n\tMapcolor 64 64 0\n\tLOCKEDSOUND \"Door/DoorFail\"\n}"
},
{
"source": "pk3",
"name": "MAPINFO.txt",
"contents": "map TITLEMAP \"Oye! Get out!\"\n{\n\tsky1 = \"STSKY2\", 0.0\n\tsmoothlighting\n\tlightning\n\tnointermission\n\tlevelnum = 99\n}\n\nmap WDI01 \"Asylum\"\n{\n\tlevelnum = 1\n\tcluster = 1\n\tmusic = D_SPOOK\n\tsky1 = \"SKYB\", 0.0\n\tnext = WDI02\n\thorizwallshade = 8\n\tvertwallshade = 0\n\tallowcrouch\n\tallowjump\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnointermission\n}\n\nmap WDI02 \"Now Museum, Now You Don't!\"\n{\n\tlevelnum = 2\n\tnext = WDI03\n\tsky1 = \"STSKY8\", 0.0\n\tmusic = D_LEVEL1\n\tlightning\n\tsmoothlighting\n\tallowcrouch\n\tallowjump\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnointermission\n}\n\nmap WDI03 \"Clock Town\"\n{\n\tlevelnum = 3\n\tnext = WDI01\n\tsky1 = \"OVERCAST\", 0.0\n\tmusic = WDIZEB1M\n\tevenlighting\n\tallowcrouch\n\tallowjump\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnointermission\n}\n\nmap WDI04 \"Confinement\"\n{\n\tlevelnum = 4\n\tnext = WDI05\n\tsky1 = \"STSKY8\", 0.0\n\tmusic = D_HLMS01\n\tevenlighting\n\tallowcrouch\n\tallowjump\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnointermission\n}\n\nmap WDI05 \"Surrounded\"\n{\n\tsky1 = \"STSKY8\", 0.0\n\tmusic = D_LEVEL1\n\tnext = WDI06\n\tlightning\n\tsmoothlighting\n\tallowcrouch\n\tallowjump\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnointermission\n}\n\nmap WDI06 \"Slaughter Seminar\"\n{\n\tlevelnum = 6\n\tnext = WDI07\n\tsky1 = \"STSKY8\", 0.0\n\tmusic = D_SPOOK\n\tevenlighting\n\tallowcrouch\n\tallowjump\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnointermission\n}\n\nmap WDI08 \"Men's Night Out\"\n{\n\tlevelnum = 7\n\tnext = WDI01\n\tsky1 = \"STSKY8\", 0.0\n\tmusic = D_SPOOK\n\tsmoothlighting\n\tallowcrouch\n\tallowjump\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnointermission\n}\n\n/*\nmap WDI07 \"Castaway\"\n{\n\tnext = WDI01\n\tmusic = D_OCEAN\n\tSKY1 = \"DAWNCLOD\", 0.0\n\tevenlighting\n\tallowcrouch\n\tallowjump\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnointermission\n}\n*/\n\nmap WDIIC \"Cradle Under The Star (Unfinished)\"\n{\n\tnext = WDI02\n\tsky1 = \"STSKY8\", 0.0\n\tmusic = D_LEVEL1\n\tevenlighting\n\tallowcrouch\n\tcheckswitchrange\n\tfallingdamage\n\tforcefallingdamage\n\tTeamDamage = 1.0\n\tnointermission\n}"
}
]
},
"maps": []
}