Raw model (for completeness)
{
"meta": {
"id": "120818cc-991d-4319-a9c3-2aceb0d5f093",
"sha1": "468c056b1afe627692ac58cef0378c5931d49793",
"sha256": "a8cea5c926a09212b627728825fd5672f7e2a0b955909d3e88d220073d5b598f",
"filenames": [
"strongholditemsv3.pk3",
"StrongholdItemsV3.pk3"
],
"additional": {
"engines": [
"GZDOOM"
],
"iwad": [
"DOOM2"
],
"filename": null,
"added": "2013-04-19 09:51:40",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": {
"MAP99": "MAP99.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2013-04-19 09:51:40",
"file": {
"type": "PK3",
"size": 3723347,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/468c056b1afe627692ac58cef0378c5931d49793/468c056b1afe627692ac58cef0378c5931d49793.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"MAP99"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 339,
"maps": 1,
"palettes": 0
},
"engines_guess": [
"GZDOOM"
],
"iwads_guess": [
"DOOM2"
]
},
"text_files": [
{
"source": "pk3",
"name": "actors/weapons/dec_items.txt",
"contents": "/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// MARINE REINFORCEMENTS ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nActor MarineItem : CustomInventory 25003\n{\n//$Category Stronghold_Items\n inventory.pickupmessage \"Picked up some marine reinforcements.\"\n inventory.maxamount 10\n Tag \"Marine Reinforcements\"\n inventory.icon MARIA0\n +INVENTORY.INVBAR\n +GHOST\n Scale 0.75\n States\n {\n Spawn:\n \tMARP A -1 BRIGHT\n \tStop\n Use:\n TNT1 A 1 A_SpawnItem(\"TeleportFog\", 64, 16, 0, 1)\n TNT1 A 0 A_Jump(128, 4)\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 0 A_SpawnItem(\"STMarineShotgun\", 64, 16, 0, 1)\n TNT1 A 0 A_SpawnItem(\"STMarineChaingun\", 64, 16, 0, 1)\n TNT1 A 0 A_Jump(128, 6)\n\t\tTNT1 A 0 A_Jump(32, 4)\n\t\tTNT1 A 0 A_Jump(256, 1, 2)\n TNT1 A 0 A_SpawnItem(\"STMarineSSG\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"STMarineAutoShotgun\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"STMarineFlamer\", 64, 16, 0, 1)\n TNT1 A 0 A_Jump(128, 4)\n\t\tTNT1 A 0 A_Jump(96, 2)\n TNT1 A 0 A_SpawnItem(\"STMarineRocket\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"STMarineHRL\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_Jump(96, 4)\n\t\tTNT1 A 0 A_Jump(256, 1, 2)\n TNT1 A 0 A_SpawnItem(\"STMarinePlasma\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"STMarineRailgun\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"STMarineRepeater\", 64, 16, 0, 1)\n \tStop\n }\n}\n\nactor STMarineShotgun : MarineShotgun 12851\n{\n//$Category Stronghold_Marines\n SeeSound \"marine/sight\"\n ActiveSound \"marine/active\"\n DeathSound \"marine/death\"\n PainSound \"marine/pain\"\n MeleeSound \"marine/punch\"\n\tObituary \"%o was shot down like a clay pigeon.\"\n health 300\n -ACTIVATEMCROSS\n +NORADIUSDMG\n +GHOST\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tRaise:\n\t stop\n\t}\n}\n\nactor STMarineChaingun : MarineChaingun 12852\n{\n//$Category Stronghold_Marines\n SeeSound \"marine/sight\"\n ActiveSound \"marine/active\"\n DeathSound \"marine/death\"\n PainSound \"marine/pain\"\n MeleeSound \"marine/punch\"\n\tObituary \"%o was ventilated by a chaingun-toting marine.\"\n health 300\n -ACTIVATEMCROSS\n +NORADIUSDMG\n +GHOST\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tRaise:\n\t stop\n\t}\n}\n\nactor STMarineSSG : MarineSSG 12853\n{\n//$Category Stronghold_Marines\n SeeSound \"marine/sight\"\n ActiveSound \"marine/active\"\n DeathSound \"marine/death\"\n PainSound \"marine/pain\"\n MeleeSound \"marine/punch\"\n\tObituary \"%o downed a devastating dosage of double-barrelled death.\"\n health 300\n -ACTIVATEMCROSS\n +NORADIUSDMG\n +GHOST\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tRaise:\n\t stop\n\t}\n}\n\nactor STMarineRocket : MarineRocket 12854\n{\n//$Category Stronghold_Marines\n SeeSound \"marine/sight\"\n ActiveSound \"marine/active\"\n DeathSound \"marine/death\"\n PainSound \"marine/pain\"\n MeleeSound \"marine/punch\"\n\tObituary \"%o boarded the express train to oblivion on a marine's rocket.\"\n health 600\n -ACTIVATEMCROSS\n +NORADIUSDMG\n +GHOST\n\t+NOTIMEFREEZE\n States\n {\n\tMissile:\n\t PLAY E 8\n\t PLAY F 6 Bright A_M_FireMissile\n\t PLAY A 0 A_Jump(96, \"See\")\n\t Loop\n\tRaise:\n\t stop\n }\n}\n\nactor STMarinePlasma : MarinePlasma 12855\n{\n//$Category Stronghold_Marines\n SeeSound \"marine/sight\"\n ActiveSound \"marine/active\"\n DeathSound \"marine/death\"\n PainSound \"marine/pain\"\n MeleeSound \"marine/punch\"\n\tObituary \"%o was atomized by a steady stream of blazing plasma.\"\n health 200\n -ACTIVATEMCROSS\n +NORADIUSDMG\n +GHOST\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tRaise:\n\t stop\n\t}\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// SENTRY ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor Sentry 12856\n{\n//$Category Stronghold_Marines\n\tmass 9999999999\n damagefactor \"overmindfactor\", 10\n radius 16\n\theight 16\n\thealth 300\n maxstepheight 512\n maxdropoffheight 512\n\t-solid\n\t+shootable\n\t+noblood\n\t+friendly\n\t+lookallaround\n\t+missilemore\n\t+missileevenmore\n +NORADIUSDMG\n\tspeed 0\n\n\tstates\n \t{\n\n \tspawn:\n \t\tDGUN A 4 a_look\n \t\tloop\n\n \tsee:\n \t\tDGUN A 4 A_chase\n \t\tloop\n \tmissile:\n \t\tDGUN A 4 A_facetarget\n \t\tDGUN B 4 A_custommissile(\"SentryPlasma\", 16, -10, 0)\n \t\tDGUN C 4 A_custommissile(\"SentryPlasma\", 16, 10, 0)\n \t\tDGUN A 7 A_CPosRefire //was A 4\n \t\tloop\n \tdeath:\n \t\tTNT1 A 4\n \t\tstop\n \t}\n\n}\n\nactor SentryPlasma\n{\n\tradius 1\n\theight 2\n\tspeed 20\n damage 3\n scale 0.3\n\tdamagetype \"bossfactor\"\n\t+DONTBLAST\n +THRUGHOST\n\tprojectile\n translation \"192:207=208:223\",\"240:246=223:223\"\n SeeSound \"weapons/repfir\"\n DeathSound \"weapons/railf1\"\n\tstates\n \t{\n \tspawn:\n \t\tPLSS AB 4 Bright\n \t\tloop\n \tDeath:\n \t\tPLSE ABCDE 4 Bright\n TNT1 A 0\n \t\tStop\n \t}\n}\n\nactor SentryItem : CustomInventory 25004\n{\n//$Category Stronghold_Items\n inventory.pickupmessage \"Picked up a deployable sentry turret.\"\n inventory.maxamount 5\n inventory.icon SENIA0\n Tag \"Sentry Turret\"\n +INVENTORY.INVBAR\n scale 0.75\n states\n {\n Spawn:\n \t\tSENP A -1 BRIGHT\n \tstop\n use:\n \t\tTNT1 A 1 A_PlaySound(\"DSSTPLAC\", CHAN_AUTO, 0.7)\n\t\tTNT1 A 1 A_SpawnItem(\"ItemFog\", 64, 16, 0, 1)\n TNT1 A 1 a_spawnitem(\"Sentry\", 64, 0, 0, 1)\n \t\tstop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// BARREL SPAWNER ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor BarrelItem : CustomInventory 25005\n{\n//$Category Stronghold_Items\n inventory.pickupmessage \"Picked up a portable barrel.\"\n inventory.maxamount 10\n inventory.icon BARIA0\n Tag \"Barrel\"\n +INVENTORY.INVBAR\n scale 0.75\n states\n {\n Spawn:\n \tBARP A -1 BRIGHT\n \tstop\n Use:\n TNT1 A 1 A_SpawnItem(\"ItemFog\", 64, 16, 0, 1)\n TNT1 A 0 A_SpawnItem(\"ExplosiveBarrelTimer\", 64, 16, 0, 1)\n \tstop\n }\n}\n\nactor ExplosiveBarrelTimer\n{\n obituary \"%o went boom.\"\n health 20\n radius 10\n height 34\n deathsound \"world/barrelx\"\n speed 0\n MONSTER\n +SOLID\n +SHOOTABLE\n +NOBLOOD\n +DONTGIB\n +NOICEDEATH\n +FRIENDLY\n +NORADIUSDMG\n states\n {\n Spawn:\n BAR1 A 35 A_ChangeFlag(\"INVULNERABLE\",1)\n BAR1 A 0 A_ChangeFlag(\"INVULNERABLE\",0)\n BAR1 AB 6 A_Look\n Goto Spawn+2\n loop\n See:\n BAR1 AB 2 A_Chase\n loop\n Melee:\n BAR1 ABABABABABABABABABABABABABABABABAB 6\n goto Death\n Death:\n BEXP A 5 bright\n BEXP B 5 bright A_Scream\n BEXP C 5 bright\n BEXP D 10 bright A_Explode\n BEXP E 10 bright\n stop\n }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// COINS ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor CoinItem : CustomInventory 25006\n{\n//$Category Stronghold_Items\n\tConversationID 300\n\tgravity 0.6\n\tinventory.pickupmessage \"Picked up a coin.\"\n\tinventory.maxamount 100000\n\tinventory.icon SACKA0\n\tTag \"Credits\"\n\t+INVENTORY.KEEPDEPLETED\n\tstates\n\t{\n\tSpawn:\n\t\tCOIN A 1500\n\t\tCOIN A 2 A_FadeOut\n\t\tgoto Spawn+1\n\tUse:\n//TODO: Make it so it drops 10 or so coins\n\t\tTNT1 A 0 A_SpawnItem(\"CoinItem\", 64, 16, 0, 0)\n\t\tstop\n\t}\n}\n\n// Item that monsters give player when they die. An ACS script gives the player the equal amount in CoinItem.\nactor AwardItem : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\tinventory.maxamount 1000000\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// LIFES ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor LifeItem : CustomInventory 25926\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up an extra life!\"\n inventory.maxamount 9\n inventory.icon HERIA0\n Tag \"Lives (Multiplayer Use Only)\"\n +INVENTORY.INVBAR\n +INVENTORY.KEEPDEPLETED\n +INVENTORY.UNDROPPABLE\n states\n {\n Spawn:\n \tHERP A -1 Bright\n \tstop\n Use:\n TNT1 A 0 ACS_ExecuteWithResult(897, 0, 0, 0) // Allows the script to fail\n \tstop\n }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// JAILTRACKER //////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\n// Player is given this when they're in jail\nactor JailTracker : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tinventory.maxamount 1\n}\n\n// Player is given one of these per each player in jail\nactor JailTrackerAllPlayers : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tinventory.maxamount 10000\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// MONSTERTRACKER ///////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/*\n// Player is given one of these for each of the number of monsters left to kill this wave\nactor MonsterTracker : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tinventory.maxamount 10000\n}\n*/\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// WAVETRACKER //////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/*\n// Player is given one of these for each of the number of monsters left to kill this wave\nactor WaveTracker : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tinventory.maxamount 10000\n}\n\nactor HUDCredits : Inventory // Displays top bar when in Intermission\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tInventory.MaxAmount 1\n} */\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// THRUSTDUMMY //////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\n// Used for scripts that thrust player to detect when he's not where he should be\nactor ThrustDummy : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tInventory.MaxAmount 1\n}\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// SUPER SHIELD ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor SuperShield : BasicArmorPickup 10716\n{\n//$Category Stronghold_Items\n armor.savepercent 100.0\n armor.saveamount 300\n inventory.icon \"ARMXA0\"\n inventory.pickupmessage \"Picked up the super shield!\"\n states\n {\n Spawn:\n ARMX AB 3 Bright\n loop\n }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// PORTABLE MEDICINE ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor PSuperMedKit : HealthPickup 12791\n{\n//$Category Stronghold_Items\n health 100\n inventory.maxamount 10\n inventory.icon \"PMH2A0\"\n inventory.pickupmessage \"Picked up a portable super medkit.\"\n Tag \"Portable Super Medkit\"\n +COUNTITEM\n states\n {\n Spawn:\n PM02 A -1\n stop\n }\n}\n\nactor PMedKit : HealthPickup 12792\n{\n//$Category Stronghold_Items\n health 25\n inventory.maxamount 10\n inventory.icon \"PMH1A0\"\n inventory.pickupmessage \"Picked up a portable medkit.\"\n Tag \"Portable Medkit\"\n +COUNTITEM\n states\n {\n Spawn:\n PM01 ABCD 2\n loop\n }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// POWER UPS ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// TIME FREEZER //////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor TimeFreezerItem : PowerupGiver 12793\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up a time freeze sphere.\"\n inventory.icon \"FRZIA0\"\n inventory.maxamount 1\n inventory.usesound \"pickups/slowmo\"\n powerup.color \"00 33 FF\" 0.10\n powerup.type \"TimeFreezer\"\n powerup.duration 1050\n Tag \"Time Freeze\"\n +INVENTORY.FANCYPICKUPSOUND\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n FRZP A -1 BRIGHT\n stop\n }\n}\n\nactor TimeFreezerPickup : PowerupGiver 24027\n{\n//$Category Stronghold_Items\n SpawnID 229\n scale 0.75\n inventory.pickupmessage \"Time freeze!\"\n inventory.icon \"TIMEA0\"\n inventory.maxamount 10\n inventory.usesound \"pickups/slowmo\"\n powerup.color \"00 33 FF\" 0.10\n powerup.type \"TimeFreezer\"\n powerup.duration 1050\n +INVENTORY.FANCYPICKUPSOUND\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n TIME ABCD 4 BRIGHT\n loop\n }\n}\n\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// QUAD DAMAGE ////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerQuadDamage : PowerDamage\n{\ndamagefactor \"normal\", 4\ninventory.icon \"DOOMA0\"\n}\n\nactor QuadDamageItem : PowerupGiver 12794\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up a quad damage sphere.\"\n powerup.color RedMap\n inventory.maxamount 3\n inventory.usesound \"pickups/slowmo\"\n inventory.icon \"DAMIA0\"\n powerup.type QuadDamage\n powerup.duration 1050\n Tag \"Quad Damage\"\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n DAMP A -1 BRIGHT\n stop\n }\n}\n\nactor QuadDamagePowerup : PowerupGiver 24028\n{\n//$Category Stronghold_Items\n SpawnID 228\n scale 0.75\n inventory.pickupmessage \"Doomsphere!\"\n powerup.color RedMap\n inventory.usesound \"pickups/slowmo\"\n inventory.icon \"DOOMA0\"\n powerup.type QuadDamage\n powerup.duration 1050\n +INVENTORY.FANCYPICKUPSOUND\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n DOOM ABCD 4 BRIGHT\n loop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// INVULNERABILITY ///////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor InvulnerabilityItem : PowerupGiver 12795\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up an invulnerability sphere.\"\n inventory.icon \"INVIA0\"\n inventory.maxamount 2\n inventory.usesound \"pickups/slowmo\"\n powerup.color InverseMap\n powerup.type \"Invulnerable\"\n powerup.duration 1575\n Tag \"Invulnerability\"\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n INVP A -1 BRIGHT\n stop\n }\n}\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// MAX ARMOR+ //////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nACTOR MaxArmorBonus2 : BasicArmorBonus 12796\n{\n//$Category Stronghold_Items\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"Picked up a max armor bonus.\"\n\tArmor.Savepercent 33.33333\n\tArmor.Saveamount 5\n\tArmor.Maxsaveamount 200\n\tArmor.MaxBonus 5\n\tArmor.MaxBonusMax 50\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tstates\n\t{\n\tSpawn:\n\t\tBON4 ABCDCB 6 BRIGHT\n\t\tloop\n\t}\n}\n\n// The following is a hack separating the above into two actors, with one that stays in the player's inventory,\n// so that the game can count how many the player has. This ultimately wasn't needed so I've commented it out just\n// in case this ever becomes a problem. Make sure to comment out the above if you use this.\n/*\nACTOR MaxArmorBonus2 : CustomInventory 12796\n{\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"Picked up a max armor bonus.\"\n\t+COUNTITEM\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.ALWAYSPICKUP\n\tstates\n\t{\n\tSpawn:\n\t\tBON4 ABCDCB 6 BRIGHT\n\t\tloop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"MaxArmorBonus2real\")\n\t\tTNT1 A 0 A_GiveInventory (\"MaxArmorBonus2counter\")\n\t\tstop\n\tUse:\t// Dummy use state to make item stay in inventory\n\t\tTNT1 A 0\n\t\tfail\n\t}\n}\n\nACTOR MaxArmorBonus2real : BasicArmorBonus\n{\n\tArmor.Savepercent 33.33333\n\tArmor.Saveamount 5\n\tArmor.Maxsaveamount 200\n\tArmor.MaxBonus 5\n\tArmor.MaxBonusMax 50\n\t+INVENTORY.ALWAYSPICKUP\n}\n*/\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// MAX HEALTH+ /////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nACTOR MaxHealthBonus2 : UpgradeStamina 12797\n{\n//$Category Stronghold_Items\nRadius 20\nHeight 16\nInventory.Pickupmessage \"Picked up a max health bonus.\"\nInventory.Amount 5\nInventory.MaxAmount 300\n+COUNTITEM\n+INVENTORY.ALWAYSPICKUP\nstates\n {\n Spawn:\n BON3 ABCDCB 6 BRIGHT\n loop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// REGENERATION //////////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor RegenerationItem : PowerupGiver 24031\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up a regeneration sphere.\"\n inventory.icon \"RESIA0\"\n inventory.maxamount 3\n inventory.usesound \"pickups/slowmo\"\n powerup.color \"FF 00 AE\" 0.10\n powerup.type \"Regeneration\"\n powerup.duration 1575\n Tag \"Regeneration\"\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n RESP A -1 BRIGHT\n stop\n }\n}\n\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// BARRIER ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor WallItem : CustomInventory 12798\n{\n//$Category Stronghold_Items\n inventory.pickupmessage \"Picked up a barrier kit.\"\n inventory.pickupsound \"misc/p_pkup\"\n inventory.maxamount 3\n inventory.icon WALIA0\n Tag \"Barrier Kit\"\n +INVENTORY.INVBAR\n scale 0.75\n states\n {\n Spawn:\n \t\tWALP A -1 BRIGHT\n \tstop\n use:\n \t\tTNT1 A 0 A_SpawnItemEx(\"WallSpawner\",64,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tstop\n }\n}\n\nactor WallSpawner\n{\n +ISMONSTER\n +NOBLOCKMAP\n Radius 4\n Height 4\n States\n {\n Spawn:\n \t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", 60, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", 50, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", 40, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", 30, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", 20, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", 10, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", 0, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", -10, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", -20, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", -30, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", -40, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", -50, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\", -60, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n SpawnLoop:\n\t\tTNT1 A 1\n \t\tLoop\n }\n}\n\nactor WallBolt\n{\n PROJECTILE\n +NOCLIP\n Speed 1\n Damage 0\n RenderStyle Add\n Alpha 1.0\n Scale 0.33\n States\n {\n Spawn:\n WLXP A 1 A_FadeOut(0.025)\n\tLoop\n }\n}\n\nactor WallBolt2 : WallBolt\n{\n States\n {\n Spawn:\n WLXP B 1 A_FadeOut(0.025)\n\tLoop\n }\n}\n\nactor WallPlaced\n{\n\thealth 200\n\tmass 0x7fffffff\n\tradius 8\n\theight 128\n\tspeed 0\n\tscale 0.5\n\tdamage 0\n\t+FRIENDLY\n\t+DONTBLAST\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+ISMONSTER\n\tDeathSound \"WallItem/Explode\"\n\tstates\n \t{\n \tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"WallTimer\",4200,3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RedSparkleRandom\",random(-10.0,10.0),0,0,0,0,random(0.05,2.00),0,128,192)\n\t\tTNT1 A 1 A_GiveInventory(\"WallTimer\",1)\n \t\tLoop\n\t TNT1 A 1 A_Die\n\t\tWait\n \tDeath:\n \t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_KillSiblings\n\t\tTNT1 AAAA 0 A_CustomMissile(\"WallBolt\",random(10,50),0,random(0,360),2,random(-15,15))\n\t\tTNT1 AAAA 0 A_CustomMissile(\"WallBolt2\",random(10,50),0,random(0,360),2,random(-15,15))\n \t\tStop\n \t}\n}\n\nactor WallTimer : Inventory\n{\n Inventory.MaxAmount 4200\n}\n\nactor RedSparkle\n{\n height 2\n radius 1\n speed 1.0\n +MISSILE +NOINTERACTION\n renderstyle Add\n alpha 0.9\n translation \"80:96=175:191\"\n states\n {\n Spawn:\n PTCL ABCABCABCABCABCABC 2 bright\n Death:\n PTCL ABC 2 bright A_FadeOut (0.1)\n loop\n }\n}\n\nactor RedSparkleRandom : RandomSpawner\n{\n DropItem \"RedSparkleTiny\"\n DropItem \"RedSparkleSmall\"\n DropItem \"RedSparkleMedium\"\n}\n\nactor RedSparkleTiny : RedSparkle { scale 0.125 }\nactor RedSparkleSmall : RedSparkle { scale 0.2 }\nactor RedSparkleMedium : RedSparkle { scale 0.4 }\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// RANDOM WEAPON ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor RandomWeaponItem : CustomInventory 25023\n{\n//$Category Stronghold_Items\n inventory.pickupmessage \"Picked up a random weapon sphere.\"\n inventory.maxamount 3\n inventory.icon WEPIA0\n Tag \"Random Weapon\"\n +INVENTORY.INVBAR\n scale 0.75\n states\n {\n Spawn:\n \tWEPP A -1 BRIGHT\n \tstop\n Use:\n TNT1 A 0 A_Jump(64, 21)\n TNT1 A 0 A_Jump(64, 19)\n TNT1 A 0 A_Jump(64, 17)\n TNT1 A 0 A_Jump(64, 15)\n TNT1 A 0 A_Jump(64, 13)\n TNT1 A 0 A_Jump(64, 11)\n TNT1 A 0 A_Jump(64, 9)\n TNT1 A 0 A_Jump(64, 7)\n TNT1 A 0 A_Jump(64, 5)\n TNT1 A 0 A_Jump(64, 3)\n TNT1 A 0 A_Jump(64, 1)\n\tTNT1 A 0 A_GiveInventory(\"DEBFG9000\", 4)\n \tstop\n\tTNT1 A 0 A_GiveInventory(\"Pyrocannon\", 4)\n \tstop\n\tTNT1 A 0 A_GiveInventory(\"Devastator\", 4)\n \tstop\n\tTNT1 A 0 A_GiveInventory(\"Repeater\", 4)\n \tstop\n TNT1 A 0 A_GiveInventory(\"Flamer\", 4)\n \tstop\n\tTNT1 A 0 A_GiveInventory(\"Railgun\", 4)\n \tstop\n\tTNT1 A 0 A_GiveInventory(\"StunnerRifle\", 4)\n \tstop\n\tTNT1 A 0 A_GiveInventory(\"DEPlasmaRifle\", 4)\n \tstop\n TNT1 A 0 A_GiveInventory(\"DERLauncher\", 4)\n \tstop\n\tTNT1 A 0 A_GiveInventory(\"HRL\", 4)\n \tstop\n\tTNT1 A 0 A_GiveInventory(\"LandMineLayer\", 4)\n \tstop\n\tTNT1 A 0 A_GiveInventory(\"Autoshotgun\", 4)\n \tstop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// AUTO DRONE ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nACTOR AutoDroneItem : CustomInventory 24025\n{\n//$Category Stronghold_Items\n inventory.pickupmessage \"Picked up an autodrone.\"\n inventory.maxamount 2\n inventory.icon DRNIA0\n Tag \"Autodrone\"\n +INVENTORY.INVBAR\n scale 0.75\n states\n {\n Spawn:\n \tDRNP A -1 BRIGHT\n \tstop\n Use:\n TNT1 A 0 A_JumpIfInventory(\"ForceCubeTimerRight\",1,3)\n TNT1 A 0 A_GiveInventory(\"ForceCubeTimerRight\",1)\n TNT1 A 0 A_SpawnItemEx(\"ForceCube1Right\",0,0,0,0,0,0,0,33,0)\n Stop\n TNT1 A 0 A_JumpIfInventory(\"ForceCubeTimerLeft\",1,3)\n TNT1 A 0 A_GiveInventory(\"ForceCubeTimerLeft\",1)\n TNT1 A 0 A_SpawnItemEx(\"ForceCube1Left\",0,0,0,0,0,0,0,33,0)\n Stop\n TNT1 A 0\n Loop\n }\n}\n\nACTOR ForceCube1Right\n{\n Radius 0\n Height 0\n +NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"ForceCubeGiverRight\",0,0,0,0,0,0,0,33,0)\n Stop\n }\n}\n\nACTOR ForceCube1Left\n{\n Radius 0\n Height 0\n +NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"ForceCubeGiverLeft\",0,0,0,0,0,0,0,33,0)\n Stop\n }\n}\n\nACTOR ForceCube2Right : CustomInventory\n{\n +AUTOACTIVATE\n +NOTIMEFREEZE\n States\n {\n Pickup:\n TNT1 A 0 A_SpawnItemEx(\"RightCube\",28,16,36,0,0,0,0,33,0)\n Stop\n }\n}\n\nACTOR ForceCube2Left : CustomInventory\n{\n States\n {\n Pickup:\n TNT1 A 0 A_SpawnItemEx(\"LeftCube\",28,-16,36,0,0,0,0,33,0)\n Stop\n }\n}\n\nACTOR ForceCubeTimerLeft : CustomInventory\n{\n +NOTIMEFREEZE\n +INVENTORY.INTERHUBSTRIP\n States\n {\n Use:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR ForceCubeTimerRight : CustomInventory\n{\n +NOTIMEFREEZE\n +INVENTORY.INTERHUBSTRIP\n States\n {\n Use:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR ForceCubeTimer2 : Inventory\n{\n +NOTIMEFREEZE\n Inventory.Amount 1\n Inventory.MaxAmount 4200\n States\n {\n Spawn:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR ForceCubeGiverRight\n{\n Health 1000000000\n Radius 0\n Height 0\n Speed 0\n +NONSHOOTABLE\n +MISSILEMORE\n +MISSILEEVENMORE\n +NOTIMEFREEZE\n MinMissileChance 0\n States\n {\n Spawn:\n TNT1 A 1 A_Look\n Loop\n See:\n TNT1 A 1 A_Chase\n Loop\n Missile:\n TNT1 A 0 A_JumpIfInTargetInventory(\"ForceCubeTimerRight\",1,2)\n TNT1 A 0 A_Jump(256,\"Death\")\n TNT1 A 0 A_JumpIfInventory(\"ForceCubeTimer2\",4200,\"Death\")\n TNT1 A 0 A_GiveInventory(\"ForceCubeTimer2\",1)\n TNT1 A 1 A_GiveToTarget(\"ForceCube2Right\",1)\n Loop\n Death:\n TNT1 A 0 A_TakeFromTarget(\"ForceCubeTimerRight\",1)\n Stop\n }\n}\n\nACTOR ForceCubeGiverLeft\n{\n Health 1000000000\n Radius 0\n Height 0\n Speed 0\n +NONSHOOTABLE\n +MISSILEMORE\n +MISSILEEVENMORE\n +NOTIMEFREEZE\n MinMissileChance 0\n States\n {\n Spawn:\n TNT1 A 1 A_Look\n Loop\n See:\n TNT1 A 1 A_Chase\n Loop\n Missile:\n TNT1 A 0 A_JumpIfInTargetInventory(\"ForceCubeTimerLeft\",1,2)\n TNT1 A 0 A_Jump(256,\"Death\")\n TNT1 A 0 A_JumpIfInventory(\"ForceCubeTimer2\",4200,\"Death\")\n TNT1 A 0 A_GiveInventory(\"ForceCubeTimer2\",1)\n TNT1 A 1 A_GiveToTarget(\"ForceCube2Left\",1)\n Loop\n Death:\n TNT1 A 0 A_TakeFromTarget(\"ForceCubeTimerLeft\",1)\n Stop\n }\n}\n\nACTOR RightCube\n{\n Radius 0\n Height 0\n Speed 0\n Scale 0.1\n +FRIENDLY\n +NOGRAVITY\n +NOTIMEFREEZE\n +MISSILEMORE\n +MISSILEEVENMORE\n MinMissileChance 0\n States\n {\n Spawn:\n \tDRON AA 1 A_LookEx(2,0,800,0,135,\"See\")\n Stop\n See:\n\tDRON A 0 A_Jump(240,3) // the higher the number, the less frequent it attacks\n DRON A 1 A_CustomMissile(\"AutoDroneBall\",8,0,0,0)\n TNT1 A 0 A_PlaySound(\"ForceCube/Fire\")\n DRON A 1\n Stop\n }\n}\n\nACTOR LeftCube\n{\n Radius 0\n Height 0\n Speed 0\n Scale 0.1\n +FRIENDLY\n +NOGRAVITY\n +NOTIMEFREEZE\n +MISSILEMORE\n +MISSILEEVENMORE\n MinMissileChance 0\n States\n {\n Spawn:\n \tDRON AA 1 A_LookEx(2,0,800,0,135,\"See\")\n Stop\n See:\n\tDRON A 0 A_Jump(240,3) // the higher the number, the less frequent it attacks\n DRON A 1 A_CustomMissile(\"AutoDroneBall\",8,0,0,0)\n TNT1 A 0 A_PlaySound(\"ForceCube/Fire\")\n DRON A 1\n Stop\n }\n}\n\nACTOR AutoDroneBall\n{\n Radius 8\n Height 8\n Speed 20\n Damage 48\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.90\n Scale 0.2\n damagetype \"bossfactor\"\n +NOTIMEFREEZE\n +THRUGHOST\n SeeSound \"weapons/devbal\"\n DeathSound \"weapons/devex2\"\n States\n {\n Spawn:\n DBA2 AB 4 Bright\n Loop\n Death:\n DBA2 C 4 Bright\n DBA2 DE 4 Bright\n Stop\n }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// SMARTBOMB ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor SmartBombItem : CustomInventory 24026\n{\n//$Category Stronghold_Items\n inventory.pickupmessage \"Picked up the smart bomb!\"\n inventory.maxamount 1\n inventory.icon SMAIA0\n Tag \"Smart Bomb\"\n +INVENTORY.INVBAR\n scale 0.75\n states\n {\n Spawn:\n \tSMAP A -1 BRIGHT\n \tstop\n Use:\n TNT1 A 1 A_SpawnItemEx(\"SmartBombGrenade\", 0, 0, 32, 0, 10, 6, 90)\n stop\n }\n}\n\nactor SmartBombGrenade\n{\n\tprojectile\n\t-nogravity\n\t+hexenbounce\n\t+bounceonactors\n\t+canbouncewater\n\t+noexplodefloor\n\t+slidesonwalls\n\t-noteleport\n\tbouncefactor 0.6\n\tpainsound \"\"\n damagetype \"corefriendly\"\n\tobituary \"%o got blinded by %k.\"\n speed 6\n\tradius 2\n\theight 2\n\tdamage 0\n States\n {\n Spawn:\n UVGR ABCD 1\n UVGR ABCD 2\n UVGR ABCD 4\n UVGR A 16 A_Stop\n UVGR A 0 A_PlaysoundEx(\"UVCharge\",\"voice\",0,1)\n UVGR A 0 A_SpawnItemEx(\"smallestlightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n UVGR A 0 A_SpawnItemEx(\"smallerlightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n UVGR E 170 BRIGHT A_SpawnItemEx(\"smalllightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n UVGR E 0 BRIGHT A_SpawnItemEx(\"Blindinglightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n UVGR E 0 BRIGHT A_SpawnItemEx(\"MoreBlindinglightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n UVGR E 0 BRIGHT A_SpawnItemEx(\"MostBlindinglightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n UVGR E 0 BRIGHT A_CustomMissile(\"LightRailer\", 0, 0, 0)\n UVGR E 0 BRIGHT Radius_Quake(9,17,0,64,0)\n UVGR E 1 BRIGHT A_SpawnItemEx(\"RingLightemmit1\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t UVGR E 1 BRIGHT A_SpawnItemEx(\"RingLightemmit2\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t UVGR E 1 BRIGHT A_SpawnItemEx(\"RingLightemmit3\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t UVGR E 1 BRIGHT A_SpawnItemEx(\"RingLightemmit4\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t UVGR E 1 BRIGHT A_SpawnItemEx(\"RingLightemmit5\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 15\n stop\n\t\t}\n}\n\nactor smalllightemmit\n{\n radius 0\n height 0\n Renderstyle ADD\n alpha 0.75\n scale 0.5\n States\n {\n Spawn:\n WHFL A 170 BRIGHT\n WHFL A 1 BRIGHT A_Fadeout(0.05)\n goto spawn+1\n }\n}\n\nactor smallerlightemmit : smalllightemmit\n{\nscale 0.35\n}\n\nactor smallestlightemmit : smalllightemmit\n{\nscale 0.2\n}\n\nactor Blindinglightemmit : smalllightemmit\n{\n alpha 0.5\n scale 1.0\n States\n {\n Spawn:\n WHFL A 50 BRIGHT\n WHFL A 1 BRIGHT A_Fadeout(0.05)\n goto spawn+1\n}\n}\n\nactor moreBlindinglightemmit : Blindinglightemmit\n{\n scale 0.75\n}\n\nactor mostBlindinglightemmit : Blindinglightemmit\n{\n scale 0.5\n}\n\nactor Lightrailer\n{\n +MissileMore\n +LOOKALLAROUND\n obituary \"%o got blinded a smart bomb!\"\n reactiontime 25\n MinMissileChance 0\n damagetype \"corefriendly\"\n Speed 0\n Radius 0\n Height 0\n States\n {\n Spawn:\n TNT1 A 0 A_Changeflag(\"FRIENDLY\", 1)\n TNT1 A 1 A_Look\n TNT1 A 0 A_Changeflag(\"FRIENDLY\", 0)\n TNT1 A 1 A_Look\n TNT1 A 0 A_Changeflag(\"FRIENDLY\", 1)\n TNT1 A 1 A_Look\n TNT1 A 0 A_Changeflag(\"FRIENDLY\", 0)\n TNT1 A 1 A_Look\n Stop\n See:\n TNT1 A 1 A_Facetarget\n TNT1 A 1 A_CustomRailgun (200, 0, NONE, WHITE, 1)\n TNT1 A 0 A_CustomRailgun (200, 0, NONE, GREY, 1)\n TNT1 A 0 A_CustomRailgun (200, 0, NONE, GREY, 1)\n TNT1 A 0 A_CustomRailgun (200, 0, NONE, WHITE, 1)\n TNT1 A 0 A_CustomRailgun (200, 0, NONE, GREY, 1)\n TNT1 A 0 A_CustomRailgun (200, 0, NONE, GREY, 1)\n TNT1 A 0 A_CustomRailgun (200, 0, NONE, WHITE, 1)\n TNT1 A 0 A_Countdown\n goto spawn\n }\n}\n\nactor RingLightemmit1\n{\n radius 0\n height 0\n Renderstyle ADD\n alpha 0.5\n scale 5.0\n States\n{\nSpawn:\n WHFL B 2 BRIGHT\n stop\n}\n}\n\nactor ringlightemmit2 : ringlightemmit1\n{\n alpha 0.4\n scale 6.0\n}\n\nactor ringlightemmit3 : ringlightemmit1\n{\n alpha 0.3\n scale 7.0\n}\n\nactor ringlightemmit4 : ringlightemmit1\n{\n alpha 0.2\n scale 8.0\n}\n\nactor ringlightemmit5 : ringlightemmit1\n{\n alpha 0.1\n scale 9.0\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// VAMPIRISM / DRAIN /////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor DrainItem : PowerupGiver 24040\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up a vampirism sphere.\"\n inventory.icon \"VAMIA0\"\n inventory.maxamount 3\n inventory.usesound \"pickups/slowmo\"\n powerup.color \"AA 00 00\" 0.20\n powerup.type \"Drain\"\n powerup.duration 1575\n Tag \"Vampirism\"\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n VAMP A -1 BRIGHT\n stop\n }\n}\n\n///////////////////////////////////////////////////////////////////////////////////////////////////////\n// PROTECTION /////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerQuarterDamage : PowerProtection\n{\ndamagefactor \"normal\", 0.25\ninventory.icon \"MEGAA0\"\n}\n\nactor ProtectionItem : PowerupGiver 24041\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up a protection sphere.\"\n inventory.icon \"PROIA0\"\n inventory.maxamount 3\n inventory.usesound \"pickups/slowmo\"\n powerup.color \"FF AA 00\" 0.10\n powerup.type QuarterDamage\n powerup.duration 1575\n Tag \"Protection\"\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n PROP A -1 BRIGHT\n stop\n }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////\n// MORPHPOWERUP /////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nACTOR MorphPlayerItem : PowerUpGiver 24042\n{\n//$Category Stronghold_Items\n scale 0.75\n Inventory.PickupMessage \"Picked up a morph sphere.\"\n inventory.usesound \"pickups/slowmo\"\n inventory.maxamount 2\n inventory.icon \"MORIA0\"\n Powerup.Type MorphPlayer\n Powerup.Duration 1575\n Tag \"Morpher\"\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n MORP A -1 BRIGHT\n stop\n }\n}\n\nACTOR PowerMorphPlayer : PowerMorph\n{\n\tPowerMorph.PlayerClass \"MorphedPlayer\"\n\tPowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_WHENINVULNERABLE|MRF_NEWTIDBEHAVIOUR|MRF_LOSEACTUALWEAPON)\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////\n// I WIN BUTTON - POWERUP ///////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerOSPDamage : PowerDamage {\n damagefactor \"normal\", 4\n}\nactor PowerOSPSpeed : PowerSpeed {\n Speed 2.0\n}\n\nactor OSPInv : PowerupGiver {\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Powerup.Duration 350\n Powerup.Type \"Invulnerable\"\n Powerup.Color GoldMap\n States\n {\n Spawn:\n MEGA A 6\n Loop\n }\n}\nactor OSPQuad : PowerupGiver {\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Powerup.Duration 350\n Powerup.Type \"OSPDamage\"\n Powerup.color \"FF 00 00\",0.35\n States\n {\n Spawn:\n MEGA A 6\n Loop\n }\n}\nactor OSPSpeed : PowerupGiver {\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Powerup.Duration 350\n Powerup.Type \"OSPSpeed\"\n States\n {\n Spawn:\n MEGA A 6\n Loop\n }\n}\nactor OSPPower : PowerupGiver {\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Powerup.Duration 350\n Powerup.Type \"WeaponLevel2\"\n States\n {\n Spawn:\n MEGA A 6\n Loop\n }\n}\n\nactor OSPHealth : Health {\n Inventory.Amount 100\n Inventory.MaxAmount 100\n States\n {\n Spawn:\n SOUL A 6\n Loop\n }\n}\n\nactor IWinButtonItem : CustomInventory 23475\n{\n//$Category Stronghold_Items\n inventory.maxamount 1\n Inventory.Icon IWBIA0\n Inventory.PickupMessage \"You got the I Win Button. Yay!\"\n +INVENTORY.INVBAR\n Tag \"I Win Button\"\n states\n {\n Spawn:\n IWBP A -1 BRIGHT\n stop\n Use:\n TNT1 A 0 A_GiveInventory(\"OSPInv\")\n TNT1 A 0 A_GiveInventory(\"OSPQuad\")\n TNT1 A 0 A_GiveInventory(\"OSPSpeed\")\n TNT1 A 0 A_GiveInventory(\"OSPPower\")\n TNT1 A 0 A_GiveInventory(\"OSPHealth\")\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/dec_pwr.txt",
"contents": "//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// POWERUP ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor WeaponPowerItem : CustomInventory 25007\n{\n//$Category Stronghold_Items\n inventory.pickupmessage \"Picked up a weapon powerup kit.\"\n inventory.maxamount 3\n inventory.icon POWIA0\n tag \"Weapon Powerup Kit\"\n +INVENTORY.INVBAR\n scale 0.75\n states\n {\n Spawn:\n \tPOWP A -1 BRIGHT\n \tstop\n Pickup:\n \tTNT1 A 1 A_PlaySound(\"pickup\")\n \tstop\n Use:\n TNT1 A 1 A_GiveInventory(\"WeaponPowerUpGiver\")\n \tstop\n }\n}\n\nactor WeaponPowerupGiver : PowerupGiver\n{\n powerup.color \"80 00 ff\",0.1\n powerup.duration 2100 //60 seconds\n powerup.type WeaponLevel2\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n inventory.maxamount 0\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// PISTOL ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerPistol : DoomWeapon\n{\n Weapon.SelectionOrder 1900\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Weapon.SisterWeapon \"DEPistol\"\n +POWERED_UP\n Obituary \"$OB_MPPISTOL\" // \"%o was tickled by %k's pea shooter.\"\n attacksound \"weapons/pistol\"\n +WEAPON.WIMPY_WEAPON\n Inventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\" // \"Picked up a pistol.\"\n Tag \"Pistol\"\n States\n {\n Ready:\n PISG A 1 A_WeaponReady\n Loop\n Deselect:\n PISG A 1 A_Lower\n Loop\n Select:\n PISG A 1 A_Raise\n Loop\n Fire:\n PISG A 2\n\tPISG B 3 A_FirePistol\n PISG C 2\n PISG B 5 A_ReFire\n Goto Ready\n Flash:\n PISF A 3 Bright A_Light1\n Goto LightDone\n PISF A 0 Bright A_Light0\n Goto LightDone\n Spawn:\n PIST A -1\n Stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// SHOTGUN ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerShotgun : DoomWeapon\n{\n Weapon.SelectionOrder 1300\n Weapon.AmmoUse 1\n Weapon.AmmoGive 8\n Weapon.AmmoType \"Shell\"\n Weapon.SisterWeapon \"DEShotgun\"\n +POWERED_UP\n attacksound \"weapons/shotgf\"\n Inventory.PickupMessage \"$GOTSHOTGUN\" // \"You got the shotgun!\"\n Obituary \"%o got pummeled by %k's shotgun.\" // \"%o chewed on %k's boomstick.\"\n Tag \"Shotgun\"\n States\n {\n Ready:\n SHTG A 1 A_WeaponReady\n Loop\n Deselect:\n SHTG A 1 A_Lower\n Loop\n Select:\n SHTG A 1 A_Raise\n Loop\n Hold:\n Fire:\n SHTG A 3\n SHTG E 0 A_GunFlash\n SHTG E 2 A_FireBullets (1.5, 0.5, 10, 5, \"BulletPuff\")\n SHTG F 3\n SHTG G 2\n SHTG BCDCB 2\n SHTG A 1 A_ReFire\n goto Ready\n Flash:\n TNT1 A 4 bright A_Light1\n TNT1 A 3 bright A_Light2\n TNT1 A 0 bright A_Light0\n stop\n Spawn:\n SHOT A -1\n Stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// CHAINGUN ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerChaingun : DoomWeapon\n{\n Weapon.SelectionOrder 700\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Weapon.SisterWeapon \"DEChaingun\"\n +POWERED_UP\n attacksound \"weapons/chngun\"\n Inventory.PickupMessage \"$GOTCHAINGUN\" // \"You got the chaingun\"\n Obituary \"$OB_MPCHAINGUN\" // \"%o was mowed down by %k's chaingun.\"\n Tag \"Chaingun\"\n States\n {\n Ready:\n CHGG A 1 A_WeaponReady\n Loop\n Deselect:\n CHGG A 1 A_Lower\n Loop\n Select:\n CHGG A 1 A_Raise\n Loop\n Spawn:\n MGUN A -1\n Stop\n Fire:\n CHGG C 2 Bright A_GunFlash\n CHGG D 2 Bright A_FireBullets (1,1.1,1,5,\"BulletPuff\")\n CHGG E 2 Bright A_GunFlash\n CHGG F 2 Bright A_FireBullets (3,2.1,1,5,\"BulletPuff\")\n CHGG A 0 A_Refire\n // Yes, I know the \"cooldown\" that's in the \"hold\" state is not here,\n // it's not needed. This is intentional.\n goto Ready\n Hold:\n CHGG C 1 Bright A_GunFlash\n CHGG D 1 Bright A_FireBullets (6,3.1,1,5,\"BulletPuff\")\n CHGG E 1 Bright A_GunFlash\n CHGG F 1 Bright A_FireBullets (6,3.1,1,5,\"BulletPuff\")\n CHGG A 2 A_Refire\n CHGG B 2\n CHGG A 2\n CHGG B 2\n goto Ready\n Flash:\n TNT1 A 2 bright A_Light1\n TNT1 A 2 bright A_Light2\n TNT1 A 0 bright A_Light0\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// ROCKET LAUNCHER //////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerRLauncher : RocketLauncher\n{\n Weapon.SisterWeapon \"DERLauncher\"\n Tag \"Rocket Launcher\"\n\n +POWERED_UP\n States\n {\n Spawn:\n LAUN A -1\n Loop\n Ready:\n MISG A 1 A_WeaponReady\n Loop\n Deselect:\n MISG A 0 A_Lower\n MISG A 1 A_Lower\n Loop\n Select:\n MISG A 0 A_Raise\n MISG A 1 A_Raise\n Loop\n Fire:\n MISF A 4 Bright A_GunFlash\n MISF B 5 Bright A_FireCustomMissile(\"PowerRocket2\",0,1,-1,-1)\n MISF B 5 Bright A_FireCustomMissile(\"PowerRocket2\",0,0,1,-1)\n MISF B 5 Bright A_FireCustomMissile(\"PowerRocket2\",0,0,-1,1)\n MISF B 2 Bright A_FireCustomMissile(\"PowerRocket2\",0,0,1,1)\n MISF CD 5 Bright\n MISG A 0 A_Refire\n Goto Ready\n Hold:\n MISF A 4 Bright A_GunFlash\n MISF B 5 Bright A_FireCustomMissile(\"PowerRocket2\",0,1,-1,-1)\n MISF B 5 Bright A_FireCustomMissile(\"PowerRocket2\",0,0,1,-1)\n MISF B 5 Bright A_FireCustomMissile(\"PowerRocket2\",0,0,-1,1)\n MISF B 2 Bright A_FireCustomMissile(\"PowerRocket2\",0,0,1,1)\n MISF CD 5 Bright\n MISG A 0 A_Refire\n Goto Ready\n Flash:\n TNT1 A 4 A_Light1\n TNT1 A 17 A_Light2\n TNT1 A 5 A_Light1\n TNT1 A 5 A_Light0\n stop\n }\n}\n\nactor PowerRocket2\n{\n obituary \"%o rode %k's rocket.\"\n radius 11\n height 8\n speed 30\n damage 35\n seesound \"weapons/rocklf\"\n deathsound \"weapons/rocklx\"\n scale 0.5\n translation \"128:151=[192,192,192]:[64,64,64]\",\"48:79=[255,255,255]:[0,0,0]\",\"112:127=[255,255,255]:[0,0,0]\"\n PROJECTILE\n Damagetype \"Normal\"\n +RANDOMIZE\n +ROCKETTRAIL\n +THRUGHOST\n +SeekerMissile\n states\n {\n Spawn:\n MISL A 0 bright A_SeekerMissile(10,2)\n MISL A 0 bright A_BishopMissileWeave\n MISL A 1 bright A_BishopMissileWeave\n loop\n Death:\n MISL B 0 bright A_SetTranslucent (0.67,1)\n MISL B 8 bright A_Explode(96,128)\n MISL C 6 bright\n MISL D 4 bright\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// PLASMA RIFLE /////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerPlasmaRifle : PlasmaRifle\n{\n weapon.ammouse 2\n Weapon.SisterWeapon \"DEPlasmaRifle\"\n Tag \"Plasma Rifle\"\n +POWERED_UP\n States\n {\n Spawn:\n PLAS A -1\n Loop\n Ready:\n PLSG ABC 3 Bright A_WeaponReady\n Loop\n Deselect:\n PLSG E 0 A_Lower\n PLSG E 1 A_Lower\n Loop\n Select:\n PLSG E 0 A_Raise\n PLSG E 1 A_Raise\n Loop\n Fire:\n PLSG F 1 Bright A_GunFlash\n PLSG F 1 Bright A_FireCustomMissile(\"PowerPlasmaBall\",0,1,0,0)\n PLSG G 1 Bright\n PLSG H 1 Bright\n PLSG D 20 A_Refire\n Goto Ready\n Hold:\n PLSG F 1 Bright A_GunFlash\n PLSG F 1 Bright A_FireCustomMissile(\"PowerPlasmaBall\",0,1,0,0)\n PLSG G 1 Bright\n PLSG H 1 Bright\n PLSG D 20 A_Refire\n Goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n stop\n }\n}\n\nactor PowerPlasmaBall\n{\n Radius 22.75\n Height 14\n Speed 25\n Damage 9\n Scale 0.8\n Projectile\n +RANDOMIZE\n +DOOMBOUNCE\n Bouncecount 5\n RenderStyle Add\n Alpha 0.75\n SeeSound \"weapons/plasmaf\"\n DeathSound \"weapons/plasmax\"\n Obituary \"$OB_MPPLASMARIFLE\"\n States\n {\n Spawn:\n PLSE A 6 bright\n loop\n Death:\n PLSE ABCDE 4 bright\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// BFG9000 ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\n// Unlike it's unpowered counterpart, it really really sucks to use this at close\n// range now. That's the price you pay for being tough. ;)\n\nactor PowerBFG9000 : BFG9000\n{\n weapon.ammouse 5\n Weapon.SisterWeapon \"DEBFG9000\"\n Tag \"BFG 9000\"\n +POWERED_UP\n States\n {\n Spawn:\n BFUG A -1\n stop\n Ready:\n BFGG ABCD 3 Bright A_WeaponReady\n loop\n Deselect:\n BFGG E 0 A_Lower\n BFGG E 1 A_Lower\n loop\n Select:\n BFGG E 0 A_Raise\n BFGG E 1 A_Raise\n loop\n Fire:\n BFGG F 1 Bright\n BFGG H 1 Bright\n BFGG J 1 Bright\n BFGG K 0 Bright A_GunFlash\n BFGG L 1 Bright A_FireCustomMissile (\"PowerBFGBall\",0,1,0,0)\n BFGG N 1 Bright\n BFGG E 7 Bright A_ReFire\n goto Ready\n Hold:\n BFGG F 1 Bright\n BFGG H 1 Bright\n BFGG J 1 Bright\n BFGG K 0 Bright A_GunFlash\n BFGG L 1 Bright A_FireCustomMissile (\"PowerBFGBall\",0,1,0,0)\n BFGG N 1 Bright\n BFGG E 7 Bright A_ReFire\n goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 3 A_Light1\n TNT1 A 0 A_Light0\n stop\n }\n}\n\n// This is a weaker version of the BFG that gets rapidfired. Instead of tracers, it simply explodes. Note that it foils boss immunity to explosions, and it WILL hurt the shooter.\nactor PowerBFGBall\n{\n SeeSound \"weapons/bfg_fire\"\n DeathSound \"weapons/bfg_hum\"\n Radius 13\n Height 8\n Speed 35\n Damage 20\n Renderstyle Add\n Scale 0.6\n Alpha 0.75\n Projectile\n +RANDOMIZE\n +EXTREMEDEATH\n +FORCERADIUSDMG\n Obituary \"$OB_MPBFG_BOOM\" // \"%o was splintered by %k's BFG.\"\n //SuicideObituary \"%k couldn't handle the overwhelming power.\"\n States\n {\n Spawn:\n BFS1 AB 4 bright\n loop\n Death:\n BFE1 A 3 bright A_Explode(128,196)\n BFE1 BCDEF 3 bright\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// SUPER SHOTGUN ////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerSuperShotgun : SuperShotgun\n{\n Weapon.SisterWeapon \"DESuperShotgun\"\n +POWERED_UP\n obituary \"%o was splattered by %k's super shotgun.\"\n Tag \"Super Shotgun\"\n radius 20\n height 16\n attacksound \"weapons/sshotf\"\n inventory.pickupmessage \"You got the super shotgun!\"\n weapon.selectionorder 400\n weapon.kickback 100\n weapon.ammotype \"Shell\"\n weapon.ammouse 2\n weapon.ammogive 8\n Damagetype \"Normal\"\n states\n {\n Ready:\n SHT2 A 1 A_WeaponReady\n loop\n Deselect:\n SHT2 A 0 A_Lower\n SHT2 A 1 A_Lower\n loop\n Select:\n SHT2 A 0 A_Raise\n SHT2 A 1 A_Raise\n loop\n Fire:\n Hold:\n SHT2 A 3\n SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",0,1,0,0)\n SHT2 A 0 A_GunFlash\n SHT2 M 0 A_PlayWeaponSound (\"weapons/sshotf\")\n SHT2 MMMMMMMMMMMMMMMMMMM 0 A_FireCustomMissile (\"SSGRipper\",random(-11.2,11.2),0,0,random(-7.1,7.1))\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",-4.00,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",-3.55,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",-3.11,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",-2.66,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",-2.22,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",-1.77,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",-1.33,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",-0.88,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",-0.44,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",0.00,0,0,0) // middle\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",0.44,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",0.88,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",1.33,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",1.77,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",2.22,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",2.66,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",3.11,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",3.55,0,0,0)\n //SHT2 M 0 A_FireCustomMissile (\"SSGRipper\",4.00,0,0,0)\n SHT2 M 2 Bright\n SHT2 N 3 Bright\n SHT2 O 2 Bright\n SHT2 B 3\n SHT2 C 4\n SHT2 D 4 A_CheckReload\n SHT2 C 3\n SHT2 E 3 A_PlayWeaponSound (\"weapons/sshoto\")\n SHT2 F 3\n SHT2 G 4\n SHT2 H 4\n SHT2 I 3 A_PlayWeaponSound (\"weapons/sshotl\")\n SHT2 J 3\n SHT2 K 3\n SHT2 L 4\n SHT2 E 0 A_PlayWeaponSound (\"weapons/sshotc\")\n SHT2 E 6 A_ReFire\n SHT2 A 5 A_ReFire\n goto Ready\n Flash:\n TNT1 A 2 bright A_Light1\n TNT1 A 3 bright A_Light2\n TNT1 A 2 bright A_Light1\n TNT1 A 0 bright A_Light0\n stop\n Spawn:\n SGN2 A -1\n stop\n }\n}\n\nACTOR SSGRipper {\n Radius 13\n Height 8\n Speed 500\n Damage 5\n Projectile\n +RIPPER\n +NOEXTREMEDEATH\n +INVISIBLE\n Obituary \"%o was splattered by %k's super shotgun.\"\n States\n {\n Spawn:\n //PUFF A 1 bright\n TNT1 A 1\n loop\n Death:\n //PUFF BCD 4 bright\n TNT1 A 1 A_SpawnItemEx(\"BulletPuff\",0,0,0,0,0,1,160,128)\n stop\n }\n}\n\n////////////////////////////////////////////////////////\n/////////////////////////// FIST ///////////////////////\n////////////////////////////////////////////////////////\nactor PowerFist : Weapon\n{\n Weapon.SisterWeapon \"DEFist\"\n Tag \"Fist\"\n +POWERED_UP\n obituary \"%o chewed on %k's fist.\"\n weapon.selectionorder 3700\n weapon.kickback 100\n +WEAPON.WIMPY_WEAPON\n +WEAPON.MELEEWEAPON\n states\n {\n Ready:\n PUNG A 1 A_WeaponReady\n loop\n Deselect:\n PUNG A 0 A_Lower\n PUNG A 1 A_Lower\n loop\n Select:\n PUNG A 0 A_Raise\n PUNG A 1 A_Raise\n loop\n Fire:\n PUNG B 4\n PUNG C 4 A_CustomPunch(20,0,0,\"ElectricalPuff\",0)\n PUNG D 5\n PUNG C 4\n PUNG B 5 A_ReFire\n goto Ready\n }\n}\n\nactor ElectricalPuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +ALLOWPARTICLES\n +RANDOMIZE\n RenderStyle Translucent\n Alpha 0.5\n VSpeed 0.25\n Scale 0.5\n Mass 5\n SeeSound \"weapons/plasmax\"\n AttackSound \"weapons/plasmax\"\n States\n {\n Spawn:\n PLSE ABCDE 4 bright\n stop\n }\n}\n\n////////////////////////////////////////////////////////\n////////////////// CHAINSAW ////////////////////////////\n////////////////////////////////////////////////////////\nactor PowerChainsaw : Weapon\n{\n obituary \"%o was mowed over by %k's chainsaw.\"\n radius 20\n height 16\n inventory.pickupmessage \"A chainsaw! Find some meat!\"\n weapon.selectionorder 2200\n weapon.upsound \"weapons/sawup\"\n weapon.readysound \"weapons/sawidle\"\n Weapon.SisterWeapon \"DEChainsaw\"\n Tag \"Chainsaw\"\n +POWERED_UP\n +WEAPON.MELEEWEAPON\n states\n {\n Ready:\n SAWG CD 4 A_WeaponReady\n loop\n Deselect:\n SAWG C 0 A_Lower\n SAWG C 1 A_Lower\n loop\n Select:\n SAWG C 0 A_Raise\n SAWG C 1 A_Raise\n loop\n Fire:\n SAWG AABBAABBAABB 1 A_Saw\n SAWG CCDDCCDDCCDD 1 A_Saw\n SAWG B 0 A_ReFire\n goto Ready\n Spawn:\n CSAW A -1\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// DEVASTATOR ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerDevastator : Weapon\n{\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the Devastator, Hell yeah!\"\n Obituary \"%o was desintergrated by %k's Devastator.\"\n Weapon.AmmoType \"Cell\"\n Weapon.AmmoGive 60\n Weapon.AmmoUse 60\n Weapon.SisterWeapon \"Devastator\"\n Tag \"Devastator\"\n +POWERED_UP\n Damagetype \"Normal\"\n +WEAPON.EXPLOSIVE\n +WEAPON.BFG\n +WEAPON.NOAUTOFIRE\n States\n {\n Spawn:\n WDEV A -1\n Loop\n Ready:\n DEVG A 2 A_WeaponReady\n Loop\n Deselect:\n DEVG A 0 A_Lower\n DEVG A 1 A_Lower\n Loop\n Select:\n DEVG A 0 A_Raise\n DEVG A 1 A_Raise\n Loop\n Fire:\n DEVG B 5 A_PlayWeaponSound(\"weapons/devchr\")\n DEVG CDEF 5 Bright\n DEVG A 0 A_Refire\n DEVG J 2 Bright A_GunFlash\n DEVG J 1 Bright A_Playsound(\"weapons/devfir\")\n DEVG K 5 Bright A_FireCustomMissile (\"DevastatorBall\",0,1,0,0)\n DEVG L 3 Bright\n Goto Ready\n Hold:\n DEVG G 1 Bright A_PlayWeaponSound(\"weapons/devfch\")\n DEVG G 2 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG H 2 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 2 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG G 2 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG H 2 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 2 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 0 A_Refire\n DEVG J 2 Bright A_GunFlash\n DEVG J 1 Bright A_Playsound(\"weapons/devfir\")\n DEVG K 5 Bright A_FireCustomMissile (\"DevastatorBall\",0,1,0,0)\n DEVG L 3 Bright\n Goto Ready\n Flash:\n TNT1 A 2 A_Light1\n TNT1 A 5 A_Light2\n TNT1 A 4 A_Light1\n TNT1 A 2 A_Light0\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// RAILGUN ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerRailGun : Weapon\n{\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the railgun!\"\n Obituary \"%o was railed by %k.\"\n Damagetype \"Normal\"\n Tag \"Railgun\"\n Weapon.AmmoType \"Cell\"\n Weapon.AmmoGive 40\n Weapon.AmmoUse 5\n +POWERED_UP\n States\n {\n Spawn:\n WRAL A -1\n Loop\n Ready:\n \t RAIG A 2 A_WeaponReady\n\t Loop\n\t RSCP A 2 Bright A_WeaponReady(1)\n\t Goto Ready+1\n Deselect:\n\t RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t RAIG A 0 A_ZoomFactor(1)\n RAIG A 0 A_Lower\n RAIG A 1 A_Lower\n Loop\n Select:\n\t RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t RAIG A 0 A_ZoomFactor(1,ZOOM_INSTANT)\n RAIG A 0 A_Raise\n RAIG A 1 A_Raise\n Loop\n Fire:\n RAIG A 0 A_JumpIfInventory(\"RailgunScope\",1,\"ZoomFire\")\n RAIG A 0 A_JumpIfInventory(\"RailCharge\",2,22)\n RAIG A 0 A_JumpIfInventory(\"RailCharge\",1,10)\n RAIG B 6 A_PlayWeaponSound(\"weapons/railch\")\n RAIG B 6 Bright A_GiveInventory(\"RailCharge\",1)\n RAIG B 0 A_Refire\n RAIG E 3 Bright A_GunFlash\n RAIG E 1 A_PlayWeaponSound(\"weapons/railf1\")\n RAIG F 6 Bright A_RailAttack(200,0,1,\"FF 00 00\",\"FF FF FF\")\n RAIG A 4\n RAIG K 15\n RAIG A 0 A_TakeInventory(\"RailCharge\",3)\n Goto Ready\n RAIG C 6 Bright\n RAIG C 6 Bright A_GiveInventory(\"RailCharge\",1)\n RAIG C 0 A_Refire\n RAIG G 3 Bright A_GunFlash\n RAIG G 1 A_PlayWeaponSound(\"weapons/railf2\")\n RAIG H 0 Bright A_RailAttack(0,0,1,\"FF FF 00\",\"FF FF FF\")\n RAIG H 6 Bright A_RailAttack(400,0,1,\"FF FF 00\",\"FF 45 00\")\n RAIG A 4\n RAIG K 15\n RAIG A 0 A_TakeInventory(\"RailCharge\",3)\n Goto Ready\n RAIG D 6 Bright\n RAIG D 6 Bright\n RAIG D 0 A_Refire\n RAIG I 3 Bright A_GunFlash\n RAIG I 1 A_PlayWeaponSound(\"weapons/railf3\")\n RAIG J 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"00 45 FF\")\n RAIG J 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"FF FF FF\")\n RAIG J 4 Bright A_RailAttack(600,0,1,\"00 00 FF\",\"00 FF 00\")\n RAIG A 4\n RAIG K 15\n RAIG A 0 A_TakeInventory(\"RailCharge\",3)\n Goto Ready\n ZoomFire:\n\t RSCP A 0 Bright A_JumpIfInventory(\"RailCharge\",2,19)\n RSCP A 0 Bright A_JumpIfInventory(\"RailCharge\",1,9)\n RSCP A 6 Bright A_PlayWeaponSound(\"weapons/railch\")\n RSCP A 6 Bright A_GiveInventory(\"RailCharge\",1)\n RSCP A 0 Bright A_Refire\n RSCP A 3 Bright A_GunFlash\n RSCP A 1 Bright A_PlayWeaponSound(\"weapons/railf1\")\n RSCP A 6 Bright A_RailAttack(200,0,1,\"FF 00 00\",\"FF FF FF\")\n RSCP A 19 Bright\n RSCP A 0 Bright A_TakeInventory(\"RailCharge\",3)\n Goto Ready+1\n RSCP A 6 Bright\n RSCP A 6 Bright A_GiveInventory(\"RailCharge\",1)\n RSCP A 0 Bright A_Refire\n RSCP A 3 Bright A_GunFlash\n RSCP A 1 Bright A_PlayWeaponSound(\"weapons/railf2\")\n RSCP A 0 Bright A_RailAttack(0,0,1,\"FF FF 00\",\"FF FF FF\")\n RSCP A 6 Bright A_RailAttack(400,0,1,\"FF FF 00\",\"FF 45 00\")\n RSCP A 19 Bright\n RSCP A 0 Bright A_TakeInventory(\"RailCharge\",3)\n Goto Ready+1\n RSCP A 12 Bright\n RSCP A 0 Bright A_Refire\n RSCP A 3 Bright A_GunFlash\n RSCP A 1 Bright A_PlayWeaponSound(\"weapons/railf3\")\n RSCP A 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"00 45 FF\")\n RSCP A 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"FF FF FF\")\n RSCP A 4 Bright A_RailAttack(600,0,1,\"00 00 FF\",\"00 FF 00\")\n RSCP A 19 Bright\n RSCP A 0 Bright A_TakeInventory(\"RailCharge\",3)\n Goto Ready+1\n AltFire:\n RSCP A 0 Bright A_JumpIfInventory(\"RailgunScope\",1,3)\n\t RSCP A 0 Bright A_GiveInventory(\"RailgunScope\",1)\n\t RSCP A 8 Bright A_ZoomFactor(3)\n\t Goto Ready+1\n\t RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t RAIG A 8 A_ZoomFactor(1)\n\t Goto Ready\n Flash:\n TNT1 A 4 A_Light1\n TNT1 A 4 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 0 A_Light0\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// HOMING ROCKET LAUNCHER ///////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerHRL : Weapon\n{\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the Homing-Rocket Launcher!\"\n Obituary \"%o couldn't dodge %k's homing rockets.\"\n Weapon.AmmoType \"RocketAmmo\"\n Weapon.AmmoGive 4\n Weapon.AmmoUse 2\n Weapon.SisterWeapon \"HRL\"\n Tag \"Homing Rocket Launcher\"\n +POWERED_UP\n States\n {\n Spawn:\n WHRL A -1\n Loop\n Ready:\n HRLG A 1 A_WeaponReady\n Loop\n Deselect:\n HRLG A 0 A_Lower\n HRLG A 1 A_Lower\n Loop\n Select:\n HRLG A 0 A_Raise\n HRLG A 1 A_Raise\n Loop\n Fire:\n HRLG A 4\n HRLG C 0 Bright A_GunFlash\n HRLG C 5 Bright\n HRLG D 0 Bright A_FireCustomMissile (\"PowerHomRocket1\",4,1,0,4.5)\n HRLG D 0 Bright A_FireCustomMissile (\"PowerHomRocket1\",-4,0,0,4.5)\n HRLG D 0 Bright A_FireCustomMissile (\"PowerHomRocket1\",3.7,0,3,0)\n HRLG D 0 Bright A_FireCustomMissile (\"PowerHomRocket1\",-4.3,0,3,0)\n HRLG D 0 Bright A_FireCustomMissile (\"PowerHomRocket1\",4.3,0,-3,0)\n HRLG D 6 Bright A_FireCustomMissile (\"PowerHomRocket1\",-3.7,0,-3,0)\n HRLG E 5 Bright\n HRLG F 4 Bright\n HRLG B 3 A_Refire\n Goto Ready\n Flash:\n TNT1 A 5 A_Light1\n TNT1 A 6 A_Light2\n TNT1 A 5 A_Light1\n TNT1 A 0 A_Light0\n stop\n }\n}\n\nACTOR PowerHomRocket1\n{\n Radius 4\n Height 5.5\n Scale 0.5\n Speed 35\n Damage 8\n PROJECTILE\n DeathSound \"weapons/hrlexp\"\n ExplosionDamage 64\n ExplosionRadius 96\n Damagetype \"Normal\"\n +SeekerMissile\n +Rockettrail\n +THRUGHOST\n SeeSound \"weapons/hrlfir\"\n States\n {\n Spawn:\n MISL A 1 Bright A_SeekerMissile (45,35)\n MISL A 1 Bright A_SeekerMissile (30,25)\n goto Spawn+1\n Death:\n MISL B 0 Bright A_SetTranslucent (0.67,1)\n MISL C 8 Bright A_Explode\n MISL D 5 Bright\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// PYRO CANNON //////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerPyroCannon : Weapon\n{\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the PyroCannon ProtoType!\"\n Obituary \"%o was incinerated by %k's Pyrocannon.\"\n Tag \"Pyro Cannon\"\n Weapon.AmmoType \"Gas\"\n Weapon.AmmoGive 48\n Weapon.AmmoUse 16\n Weapon.SisterWeapon \"PyroCannon\"\n +WEAPON.EXPLOSIVE\n +WEAPON.BFG\n +WEAPON.DONTBOB\n +WEAPON.STAFF2_KICKBACK\n +POWERED_UP\n States\n {\n Spawn:\n WPYR A -1\n Loop\n Ready:\n PYRG A 1 A_WeaponReady\n Loop\n Deselect:\n PYRG A 0 A_Lower\n PYRG A 1 A_Lower\n Loop\n Select:\n PYRG A 0 A_Raise\n PYRG A 1 A_Raise\n Loop\n Fire:\n PYRG A 5\n PYRG B 8 Bright A_GunFlash\n PYRG C 3 Bright A_FireCustomMissile(\"PyroShot\",0,1,0,0)\n PYRG C 3 Bright A_FireCustomMissile(\"PyroShot\",0,1,0,0)\n PYRG C 3 Bright A_FireCustomMissile(\"PyroShot\",0,1,0,0)\n PYRG DEFG 5 Bright\n PYRG A 5 A_Refire\n Goto Ready\n Hold:\n PYRG A 5\n PYRG B 8 Bright A_GunFlash\n PYRG C 3 Bright A_FireCustomMissile(\"PyroShot\",0,1,0,0)\n PYRG C 3 Bright A_FireCustomMissile(\"PyroShot\",0,1,0,0)\n PYRG C 3 Bright A_FireCustomMissile(\"PyroShot\",0,1,0,0)\n PYRG DEFG 5 Bright\n PYRG A 5 A_Refire\n Goto Ready\n Flash:\n TNT1 A 8 A_Light1\n TNT1 A 10 A_Light2\n TNT1 A 15 A_Light1\n TNT1 A 1 A_Light0\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// AUTO SHOTGUN /////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerAutoShotgun : Weapon\n{\n +AMMO_OPTIONAL\n obituary \"%o got blasted away by %k's autoshotgun.\"\n radius 20\n height 16\n Inventory.Pickupmessage \"You got the automatic shotgun!\"\n Tag \"Autoshotgun\"\n weapon.selectionorder 700\n Weapon.AmmoType1 \"Shell\"\n Weapon.AmmoType2 \"ASGClip\"\n Weapon.AmmoGive1 16\n Weapon.AmmoGive2 16\n Weapon.AmmoUse 1\n Weapon.SisterWeapon \"AutoShotgun\"\n +POWERED_UP\n AttackSound \"weapons/asgfir\"\n Damagetype \"Normal\"\n states\n {\n Spawn:\n WASG A -1\n stop\n Ready:\n\tASGG A 0 A_JumpIfInventory(\"ASGClip\",20,2)\n\tASGG A 0 A_JumpIfInventory(\"Shell\",1,2)\n\tASGG A 1 A_WeaponReady(8)\n\tLoop\n ASGG A 1 A_WeaponReady\n Loop\n Deselect:\n ASGG A 0 A_Lower\n ASGG A 1 A_Lower\n loop\n Select:\n ASGG A 0 A_Raise\n ASGG A 1 A_Raise\n loop\n Fire:\n Hold:\n ASGG A 0 A_JumpIfInventory(\"ASGClip\",1,29)\n ASGG A 0 A_JumpIfInventory(\"Shell\",1,2)\n ASGG A 2 A_PlayWeaponSound(\"Weapons/asgout\")\n Goto Ready\n ASGG BCDEF 3\n ASGG G 3 A_PlayWeaponSound(\"Weapons/asgout\")\n ASGG HIJ 3\n ASGG k 15\n ASGG JIH 3\n ASGG G 0 A_TakeInventory(\"Shell\",1)\n ASGG G 0 A_GiveInventory(\"ASGClip\",1)\n ASGG G 0 A_JumpIfInventory(\"ASGClip\",20,2)\n ASGG G 0 A_JumpIfInventory(\"Shell\",1,2)\n ASGG G 0\n Goto Hold+22\n ASGG G 0\n Goto Hold+16\n ASGG G 3 A_PlayWeaponSound(\"Weapons/asgin\")\n ASGG FEDCB 3\n ASGG A 8 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n goto Ready\n ASGG A 1\n ASGG L 0 A_GunFlash\n ASGG A 0 A_TakeInventory(\"ASGClip\",1)\n ASGG L 2 A_FireBullets(5,4,7,5,\"BulletPuff\",0)\n ASGG M 3\n ASGG N 2\n ASGG A 4 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n ASGG A 0\n ASGG A 0 A_ReFire\n goto Ready\n AltFire:\n ASGG BCDEF 3\n ASGG G 3 A_PlayWeaponSound(\"Weapons/asgout\")\n ASGG HIJ 3\n ASGG K 15\n ASGG JIH 3\n ASGG G 0 A_TakeInventory(\"Shell\",1)\n ASGG G 0 A_GiveInventory(\"ASGClip\",1)\n ASGG G 0 A_JumpIfInventory(\"ASGClip\",20,2)\n ASGG G 0 A_JumpIfInventory(\"Shell\",1,2)\n ASGG G 0\n Goto AltFire+19\n ASGG G 0\n Goto AltFire+13\n ASGG G 3 A_PlayWeaponSound(\"Weapons/asgin\")\n ASGG FEDCB 3\n ASGG A 8 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n Goto Ready\n Flash:\n TNT1 A 4 bright A_Light1\n TNT1 A 3 bright A_Light2\n TNT1 A 0 bright A_Light0\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// REPEATER /////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerRepeater : Weapon\n{\n spawnid 236\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the plasma repeater!\"\n Obituary \"%o was disintegrated by %k's repeater.\"\n Weapon.AmmoType1 \"Cell\"\n Weapon.AmmoGive 20\n Weapon.AmmoUse 1\n Weapon.SisterWeapon \"Repeater\"\n +POWERED_UP\n +WEAPON.EXPLOSIVE\n AttackSound \"weapons/repfir\"\n Tag \"Plasma Repeater\"\n States\n {\n Spawn:\n WREP A -1\n Loop\n Ready:\n REPG A 1 A_WeaponReady\n Loop\n Deselect:\n REPG A 0 A_Lower\n REPG A 1 A_Lower\n Loop\n Select:\n REPG A 0 A_Raise\n REPG A 1 A_Raise\n Loop\n Fire:\n REPG A 4 A_PlaySound(\"weapons/repidl\")\n REPG BCD 4\n REPG ABCD 3\n REPG ABCD 2\n REPG E 0 Bright A_Gunflash\n REPG E 1 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n REPG F 1 Bright\n REPG G 1 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n REPG H 1 Bright\n REPG A 0 A_Refire\n REPG A 2 A_PlaySound(\"weapons/repstp\")\n REPG BCD 2\n REPG ABCD 3\n REPG ABCD 4\n Goto Ready\n Hold:\n REPG E 0 Bright A_Gunflash\n REPG E 1 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n REPG F 1 Bright\n REPG G 1 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n REPG H 1 Bright\n REPG A 0 A_Refire\n REPG A 2 A_PlaySound(\"weapons/repstp\")\n REPG BCD 2\n REPG ABCD 3\n REPG ABCD 4\n REPG ABCD 5\n Goto Ready\n Flash:\n TNT1 A 2 A_Light2\n TNT1 A 2 A_Light1\n TNT1 A 0 A_Light0\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// MINE LAYER ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerLandMineLayer : Weapon\n{\n Inventory.PickupMessage \"You got some Landmines!\"\n Inventory.PickupSound \"misc/w_pkup\"\n Weapon.AmmoType \"Mines\"\n Weapon.AmmoGive 5\n Weapon.AmmoUse 1\n Weapon.AmmoType2 \"Mines\"\n Weapon.AmmoUse2 1\n Weapon.SisterWeapon \"LandMineLayer\"\n Tag \"Land Mines\"\n +POWERED_UP\n States\n {\n Spawn:\n MINE A -1\n Loop\n Ready:\n LAYR A 1 A_WeaponReady\n Loop\n Deselect:\n LAYR A 0 A_Lower\n LAYR A 1 A_Lower\n Loop\n Select:\n LAYR A 0 A_Raise\n LAYR A 1 A_Raise\n Loop\n AltFire:\n LAYR B 8 A_PlaySound(\"weapons/minebeep\")\n LAYD ABCDE 1\n TNT1 A 10\n LAYT A 1 A_PlaySound(\"weapons/minethrow\")\n LAYT BCDEFGH 1\n LAYT I 1 A_FireCustomMissile(\"PowerLandmine2\",0,1,0,8)\n LAYT I 1 A_FireCustomMissile(\"PowerLandmine2\",-7,0,0,8)\n LAYT I 1 A_FireCustomMissile(\"PowerLandmine2\",7,0,0,8)\n LAYT JKLMNOPQR 1\n TNT1 A 10\n LAYU ABCDE 1\n LAYR A 6\n Goto Ready\n Fire:\n LAYR B 8 A_PlaySound(\"weapons/minebeep\")\n LAYD ABCDE 1\n TNT1 A 10\n TNT1 A 19 A_FireCustomMissile(\"PowerLandmine3\",0,1,0,0)\n LAYU ABCDE 1\n LAYR A 6\n Goto Ready\n }\n}\n\nACTOR PowerLandmineA\n{\n Radius 8 //was 5\n Height 5\n Mass 1000000\n Health 20\n Damage 20\n SeeSound \"weapons/tink\"\n ExplosionDamage 768\n ExplosionRadius 240\n DONTHURTSHOOTER\n Speed 0\n +NOBLOOD\n -SHOOTABLE\n +MISSILE\n +THRUGHOST\n States\n {\n Spawn:\n MINE A 0 A_Gravity\n MINE AB 5\n Loop\n Death:\n MISL B 0 A_PlaySound(\"weapons/mineexpl\")\n MISL B 8 A_Explode\n MISL C 6\n MISL D 4\n Stop\n }\n}\n\nACTOR PowerLandmineB : PowerLandmineA\n{\n ExplosionDamage 256\n ExplosionRadius 160\n}\n\nACTOR PowerLandmine2\n{\n Radius 8 //was 5\n Height 5\n Mass 1000000\n Health 20\n Damage 10\n SeeSound \"weapons/tink\"\n DONTHURTSHOOTER\n Speed 15\n +NOBLOOD\n -SHOOTABLE\n +MISSILE\n +DOOMBOUNCE\n +THRUGHOST\n States\n {\n Spawn:\n MINE A 0 A_Gravity\n MINE AB 5\n Loop\n Death:\n MINE A 0 A_SpawnItem(\"PowerLandmineB\")\n Stop\n }\n}\n\nACTOR PowerLandmine3 : PowerLandmine2\n{\n Speed 2\n States\n {\n Spawn:\n MINE A 0 A_Gravity\n MINE AB 5\n Loop\n Death:\n MINE A 0 A_SpawnItem(\"PowerLandmineA\")\n Stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// STUNNER RIFLE ////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerStunnerRifle : PlasmaRifle\n{\n Weapon.AmmoUse 5\n Weapon.SisterWeapon \"StunnerRifle\"\n Tag \"Stunner Rifle\"\n +POWERED_UP\n States\n {\n Spawn:\n STPP A -1\n Loop\n Ready:\n STPO ABC 3 Bright A_WeaponReady\n Loop\n Deselect:\n STPO E 0 A_Lower\n STPO E 1 A_Lower\n Loop\n Select:\n STPO E 0 A_Raise\n STPO E 1 A_Raise\n Loop\n Fire:\n STPO F 0 Bright A_GunFlash\n STPO F 3 Bright A_FireCustomMissile(\"PowerStunnerBall\",0,1,0,0)\n STPO GH 3 Bright\n STPO D 16\n STPO D 6 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n stop\n }\n}\n\nactor PowerStunnerBall\n{\n spawnid 10\n radius 6\n height 8\n speed 20\n scale 0.45\n damagetype Stunner\n damage 1\n renderstyle Add\n seesound \"weapons/stunner/shot\"\n deathsound \"weapons/stunner/hit\"\n translation \"192:207=250:254\"\n PROJECTILE\n +RANDOMIZE\n +RIPPER\n +SEEKERMISSILE\n // [SP] The following flag is being removed for Skulltag compatibility.\n // +SCREENSEEKER\n states\n {\n Spawn:\n STPR A 0 A_BishopMissileWeave\n\tSTPR A 0 A_Tracer2\n\tSTPR A 0 A_SpawnItemEx(\"StunnerBallFX\",0,0,0,0,0,0,0,128)\n\tSTPR A 1 Bright\n loop\n Death:\n PLSE ABCDE 4 bright\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// FLAMER ///////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerFlamer : Weapon\n{\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the flamethrower! Time for a BBQ!\"\n Obituary \"%o was BBQed by %k's flamethrower.\"\n Weapon.AmmoType \"Gas\"\n Weapon.AmmoGive 48\n Weapon.AmmoUse 1\n Weapon.SisterWeapon \"Flamer\"\n Tag \"Flamethrower\"\n +POWERED_UP\n +WEAPON.EXPLOSIVE\n States\n {\n Spawn:\n WFLM A -1\n Loop\n Ready:\n FLMG A 3 A_WeaponReady\n Loop\n Deselect:\n FLMG A 0 A_Lower\n FLMG A 1 A_Lower\n Loop\n Select:\n FLMG A 0 A_Raise\n FLMG A 1 A_Raise\n Loop\n Fire:\n FLMG A 0 Bright A_GunFlash\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 0 Bright A_GunFlash\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 0 Bright A_GunFlash\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 2 Bright A_Refire\n Goto Ready\n Hold:\n FLMG A 0 Bright A_GunFlash\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 0 Bright A_GunFlash\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 0 Bright A_GunFlash\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n FLMG A 2 Bright A_Refire\n Goto Ready\n Flash:\n TNT1 A 2 A_Light1\n TNT1 A 2 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n stop\n }\n}\n\nACTOR PowerFTFire\n{\n Radius 2\n Height 4\n Speed 16\n Damage 2\n Translation Ice\n PROJECTILE\n RENDERSTYLE ADD\n DamageType Ice\n ALPHA 0.67\n Scale 0.67\n SeeSound \"weapons/flamer\"\n DeathSound \"weapons/scorch\"\n DONTHURTSHOOTER\n +THRUGHOST\n States\n {\n Spawn:\n TNT1 A 2 Bright\n STEM ABCD 2 Bright A_Explode(7,8,0)\n STEM D 0 Bright A_Lowgravity\n STEM EFG 2 Bright A_Explode(8,16,0)\n STEM HIJ 2 Bright A_Explode(7,32,0)\n STEM KJI 2 Bright A_Explode(8,64,0)\n STEM HGFEDCBA 1 Bright\n stop\n Death:\n STEM J 1 Bright A_Explode(7,32,0)\n STEM I 1 Bright A_Explode(8,64,0)\n STEM HGECA 1 Bright\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/dec_weapons.txt",
"contents": "Actor StrongholdPlayer : DoomPlayer replaces DoomPlayer\n{\n\tDamageFactor \"MarineAlly\", 0\n\tPlayer.StartItem \"LifeItem\", 5 // starting lives\n\tPlayer.StartItem \"CoinItem\", 1200 // starting money\n\tPlayer.StartItem \"DEPistol\", 1\n\tPlayer.StartItem \"DEFist\"\n\tPlayer.StartItem \"Clip\", 50\n\t+GHOST\t\t\t// Fixing the Coop-Mine Problem\n\t-TELESTOMP\t\t// No more telefrags in coop games\n}\n\n////////////////////////////////////////////////////////\n////////////////// CHAINSAW ////////////////////////////\n////////////////////////////////////////////////////////\nactor DEChainsaw : Weapon replaces Chainsaw\n{\n spawnid 32\n obituary \"%o was mowed over by %k's chainsaw.\"\n radius 20\n height 16\n inventory.pickupmessage \"A chainsaw! Find some meat!\"\n weapon.selectionorder 2200\n weapon.upsound \"weapons/sawup\"\n weapon.readysound \"weapons/sawidle\"\n Weapon.SisterWeapon \"PowerChainsaw\"\n Decal BulletChip\n +WEAPON.MELEEWEAPON\n +GHOST\n states\n {\n Ready:\n SAWG CD 4 A_WeaponReady\n loop\n Deselect:\n SAWG C 0 A_Lower\n SAWG C 1 A_Lower\n loop\n Select:\n SAWG C 0 A_Raise\n SAWG C 1 A_Raise\n loop\n Fire:\n SAWG AABB 2 A_Saw\n SAWG B 0 A_ReFire\n goto Ready\n Spawn:\n CSAW A -1\n stop\n }\n}\n\n////////////////////////////////////////////////////////\n/////////////////////////// FIST ///////////////////////\n////////////////////////////////////////////////////////\nactor DEFist : Weapon replaces Fist\n{\n obituary \"%o chewed on %k's fist.\"\n weapon.selectionorder 3700\n weapon.kickback 100\n Weapon.SisterWeapon \"PowerFist\"\n +WEAPON.WIMPY_WEAPON\n +WEAPON.MELEEWEAPON\n Tag \"Fist\"\n states\n {\n Ready:\n PUNG A 1 A_WeaponReady\n loop\n Deselect:\n PUNG A 0 A_Lower\n PUNG A 1 A_Lower\n loop\n Select:\n PUNG A 0 A_Raise\n PUNG A 1 A_Raise\n loop\n Fire:\n PUNG B 4\n PUNG C 4 A_Punch\n PUNG D 5\n PUNG C 4\n PUNG B 5 A_ReFire\n goto Ready\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// DEVASTATOR ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nActor DevPuff\n{\n Radius 3\n Height 3\n RENDERSTYLE ADD\n ALPHA 0.75\n +ALWAYSPUFF\n +PUFFONACTORS\n +NOGRAVITY\n DeathSound \"weapons/buzz\"\n States\n {\n Spawn:\n DLIT JKLJKLJKL 3 Bright\n stop\n Crash:\n TNT1 A 1 Bright\n stop\n }\n}\n\nACTOR Devastator : Weapon 20101\n{\n//$Category Stronghold_Weapons\n spawnid 242\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the devastator! Hell yeah!\"\n Obituary \"%o was desintergrated by %k's Devastator.\"\n Weapon.AmmoType \"Cell\"\n Weapon.AmmoGive 60\n Weapon.AmmoUse 60\n Weapon.SisterWeapon \"PowerDevastator\"\n Damagetype \"Normal\"\n Tag \"Devastator\"\n +WEAPON.EXPLOSIVE\n +WEAPON.BFG\n +WEAPON.NOAUTOFIRE\n States\n {\n Spawn:\n WDEV A -1\n Loop\n Ready:\n DEVG A 2 A_WeaponReady\n Loop\n Deselect:\n DEVG A 0 A_Lower\n DEVG A 1 A_Lower\n Loop\n Select:\n DEVG A 0 A_Raise\n DEVG A 1 A_Raise\n Loop\n Fire:\n DEVG B 10 A_PlayWeaponSound(\"weapons/devchr\")\n DEVG CDEF 10 Bright\n DEVG A 0 A_Refire\n DEVG J 4 Bright A_GunFlash\n DEVG J 1 Bright A_Playsound(\"weapons/devfir\")\n DEVG K 10 Bright A_FireCustomMissile (\"DevastatorBall\",0,1,0,0)\n DEVG L 7 Bright\n Goto Ready\n Hold:\n DEVG G 1 Bright A_PlayWeaponSound(\"weapons/devfch\")\n DEVG G 3 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG G 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 0 A_Refire\n DEVG J 4 Bright A_GunFlash\n DEVG J 1 Bright A_Playsound(\"weapons/devfir\")\n DEVG K 10 Bright A_FireCustomMissile (\"DevastatorBall\",0,1,0,0)\n DEVG L 7 Bright\n Goto Ready\n Flash:\n TNT1 A 5 A_Light1\n TNT1 A 10 A_Light2\n TNT1 A 7 A_Light1\n TNT1 A 5 A_Light0\n stop\n }\n}\n\nACTOR DevastatorBall\n{\n Radius 12\n Height 8\n Speed 30\n Damage 256\n PROJECTILE\n ExplosionRadius 256\n ExplosionDamage 320\n RENDERSTYLE ADD\n ALPHA 0.90\n Damagetype \"Normal\"\n +THRUGHOST\n DeathSound \"weapons/devexp\"\n Decal DevastatorLightning\n States\n {\n Spawn:\n DBAL AB 4 Bright\n DBAL A 4 Bright A_Explode (128,128,1)\n DBAL A 0 Bright A_Jump (160,3)\n DBAL AAA 0 Bright A_CustomMissile(\"LiteShot\",0,0,Random(0,360))\n DBAL B 4 Bright A_Explode (128,128,1)\n DBAL B 0 Bright A_Jump (160,3)\n DBAL BBB 0 Bright A_CustomMissile(\"LiteShot\",0,0,Random(0,360))\n Goto Spawn+2\n Death:\n DBAL C 5 Bright\n DBAL D 5 Bright A_Explode\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,18,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,36,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,54,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,72,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,90,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,108,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,126,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,144,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,144,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,162,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,180,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,196,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,216,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,234,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,252,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,270,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,288,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,306,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,324,2)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,342,2)\n DBAL EFG 5 Bright A_Explode\n DBAL HI 3 Bright\n stop\n }\n}\n\n/* ACTOR DevastatorBall\n{\n Radius 12\n Height 8\n Speed 30\n Damage 100\n PROJECTILE\n ExplosionRadius 256\n ExplosionDamage 360\n RENDERSTYLE ADD\n ALPHA 0.90\n Damagetype lightning\n +THRUGHOST\n +FORCERADIUSDMG\n +FORCEXYBILLBOARD\n DeathSound \"weapons/devexp\"\n States\n {\n Spawn:\n DBAL AB 4 Bright\n DBAL A 4 Bright A_Explode (128,128,0)\n DBAL A 0 Bright\n DBAL AAA 0 Bright A_SpawnItem(\"DevShooter\")\n DBAL B 4 Bright A_Explode (128,128,0)\n DBAL B 0 Bright\n DBAL BBB 0 Bright A_SpawnItem(\"DevShooter\")\n Goto Spawn+2\n Death:\n DBAL C 5 Bright\n DBAL D 5 Bright A_Explode\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,18,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,36,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,54,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,72,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,90,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,108,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,126,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,144,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,144,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,162,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,180,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,196,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,216,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,234,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,252,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,270,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,288,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,306,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,324,6)\n DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,342,6)\n DBAL EFG 5 Bright A_Explode\n DBAL HI 3 Bright\n stop\n }\n} */\n\nACTOR DevastatorBall2\n{\n Radius 8\n Height 8\n Speed 10\n Damage 10\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.90\n Damagetype lightning\n Decal DoomImpScorch\n +THRUGHOST\n +FORCEXYBILLBOARD\n SeeSound \"weapons/devbal\"\n DeathSound \"weapons/devex2\"\n States\n {\n Spawn:\n DBA2 AB 4 Bright\n Loop\n Death:\n DBA2 C 1 Bright\n DBA2 C 3 Bright A_Explode(64,64,0)\n DBA2 DE 4 Bright\n Stop\n }\n}\n\nactor DevShooter\n{\n Radius 8\n Height 8\n MONSTER\n Speed 0\n +FRIENDLY\n +NOGRAVITY\n +NOCLIP\n States\n {\n Spawn:\n TNT1 A 0 A_Look\n See:\n TNT1 A 0 A_Chase\n Missile:\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"LiteShot\",0,0,0,0)\n Stop\n }\n}\n\nACTOR LiteShot\n{\n Radius 8\n Height 12\n Speed 32\n Damage 10\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.85\n Damagetype lightning\n +THRUGHOST\n +RIPPER\n +FORCEXYBILLBOARD\n SeeSound \"weapons/devlit\"\n DeathSound \"weapons/devzap\"\n States\n {\n Spawn:\n DLIT AAABBBCCC 1 Bright A_SpawnItemEx(\"LiteTrail\",0,0,0,0,0,0,0,0,128)\n Loop\n Death:\n DLIT DEFGHIJKLMNO 1 Bright\n Stop\n }\n}\n\nACTOR LiteTrail\n{\n Radius 1\n Height 1\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n +FORCEXYBILLBOARD\n States\n {\n Spawn:\n DLIT ABC 3 Bright\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// RAILGUN ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR RailGun : Weapon 20102\n{\n//$Category Stronghold_Weapons\n spawnid 241\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the railgun!\"\n Obituary \"%o was railed by %k.\"\n Damagetype \"Normal\"\n Weapon.AmmoType \"Cell\"\n Weapon.AmmoGive 40\n Weapon.AmmoUse 5\n Decal RailScorch\n Tag \"Railgun\"\n States\n {\n Spawn:\n WRAL A -1\n Loop\n Ready:\n\t RAIG A 2 A_WeaponReady\n\t Loop\n\t RSCP A 2 Bright A_WeaponReady(1)\n\t Goto Ready+1\n Deselect:\n\t RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t RAIG A 0 A_ZoomFactor(1)\n RAIG A 0 A_Lower\n RAIG A 1 A_Lower\n Loop\n Select:\n\t RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t RAIG A 0 A_ZoomFactor(1,ZOOM_INSTANT)\n RAIG A 0 A_Raise\n RAIG A 1 A_Raise\n Loop\n Fire:\n RAIG A 0 A_JumpIfInventory(\"RailgunScope\",1,\"ZoomFire\")\n RAIG A 0 A_JumpIfInventory(\"RailCharge\",2,22)\n RAIG A 0 A_JumpIfInventory(\"RailCharge\",1,10)\n RAIG B 6 A_PlayWeaponSound(\"weapons/railch\")\n RAIG B 6 Bright A_GiveInventory(\"RailCharge\",1)\n RAIG B 0 A_Refire\n RAIG E 3 Bright A_GunFlash\n RAIG E 1 A_PlayWeaponSound(\"weapons/railf1\")\n RAIG F 6 Bright A_RailAttack(100,0,1,\"FF 00 00\",\"FF FF FF\")\n RAIG A 4\n RAIG K 15\n RAIG A 0 A_TakeInventory(\"RailCharge\",3)\n Goto Ready\n RAIG C 6 Bright\n RAIG C 6 Bright A_GiveInventory(\"RailCharge\",1)\n RAIG C 0 A_Refire\n RAIG G 3 Bright A_GunFlash\n RAIG G 1 A_PlayWeaponSound(\"weapons/railf2\")\n RAIG H 0 Bright A_RailAttack(0,0,1,\"FF FF 00\",\"FF FF FF\")\n RAIG H 6 Bright A_RailAttack(200,0,1,\"FF FF 00\",\"FF 45 00\")\n RAIG A 4\n RAIG K 15\n RAIG A 0 A_TakeInventory(\"RailCharge\",3)\n Goto Ready\n RAIG D 6 Bright\n RAIG D 6 Bright\n RAIG D 0 A_Refire\n RAIG I 3 Bright A_GunFlash\n RAIG I 1 A_PlayWeaponSound(\"weapons/railf3\")\n RAIG J 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"00 45 FF\")\n RAIG J 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"FF FF FF\")\n RAIG J 4 Bright A_RailAttack(300,0,1,\"00 00 FF\",\"00 FF 00\")\n RAIG A 4\n RAIG K 15\n RAIG A 0 A_TakeInventory(\"RailCharge\",3)\n Goto Ready\n ZoomFire:\n\t RSCP A 0 Bright A_JumpIfInventory(\"RailCharge\",2,19)\n RSCP A 0 Bright A_JumpIfInventory(\"RailCharge\",1,9)\n RSCP A 6 Bright A_PlayWeaponSound(\"weapons/railch\")\n RSCP A 6 Bright A_GiveInventory(\"RailCharge\",1)\n RSCP A 0 Bright A_Refire\n RSCP A 3 Bright A_GunFlash\n RSCP A 1 Bright A_PlayWeaponSound(\"weapons/railf1\")\n RSCP A 6 Bright A_RailAttack(100,0,1,\"FF 00 00\",\"FF FF FF\")\n RSCP A 19 Bright\n RSCP A 0 Bright A_TakeInventory(\"RailCharge\",3)\n Goto Ready+1\n RSCP A 6 Bright\n RSCP A 6 Bright A_GiveInventory(\"RailCharge\",1)\n RSCP A 0 Bright A_Refire\n RSCP A 3 Bright A_GunFlash\n RSCP A 1 Bright A_PlayWeaponSound(\"weapons/railf2\")\n RSCP A 0 Bright A_RailAttack(0,0,1,\"FF FF 00\",\"FF FF FF\")\n RSCP A 6 Bright A_RailAttack(200,0,1,\"FF FF 00\",\"FF 45 00\")\n RSCP A 19 Bright\n RSCP A 0 Bright A_TakeInventory(\"RailCharge\",3)\n Goto Ready+1\n RSCP A 12 Bright\n RSCP A 0 Bright A_Refire\n RSCP A 3 Bright A_GunFlash\n RSCP A 1 Bright A_PlayWeaponSound(\"weapons/railf3\")\n RSCP A 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"00 45 FF\")\n RSCP A 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"FF FF FF\")\n RSCP A 4 Bright A_RailAttack(300,0,1,\"00 00 FF\",\"00 FF 00\")\n RSCP A 19 Bright\n RSCP A 0 Bright A_TakeInventory(\"RailCharge\",3)\n Goto Ready+1\n AltFire:\n RSCP A 0 Bright A_JumpIfInventory(\"RailgunScope\",1,3)\n\t RSCP A 0 Bright A_GiveInventory(\"RailgunScope\",1)\n\t RSCP A 8 Bright A_ZoomFactor(3)\n\t Goto Ready+1\n\t RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t RAIG A 8 A_ZoomFactor(1)\n\t Goto Ready\n Flash:\n TNT1 A 4 A_Light1\n TNT1 A 4 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 0 A_Light0\n Stop\n }\n}\n\nACTOR RailCharge : Ammo\n{\n Inventory.MaxAmount 3\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 3\n}\n\nACTOR RailgunScope : Ammo\n{\n Inventory.MaxAmount 1\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 1\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// HOMING ROCKET LAUNCHER ///////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR HRL : Weapon 20103\n{\n//$Category Stronghold_Weapons\n spawnid 240\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the homing rocket launcher!\"\n Obituary \"%o couldn't dodge %k's homing rockets.\"\n Weapon.AmmoType \"RocketAmmo\"\n Weapon.AmmoGive 4\n Weapon.AmmoUse 1\n Weapon.SisterWeapon \"PowerHRL\"\n Tag \"Homing Rocket Launcher\"\n States\n {\n Spawn:\n WHRL A -1\n Loop\n Ready:\n HRLG A 1 A_WeaponReady\n Loop\n Deselect:\n HRLG A 0 A_Lower\n HRLG A 1 A_Lower\n Loop\n Select:\n HRLG A 0 A_Raise\n HRLG A 1 A_Raise\n Loop\n Fire:\n HRLG A 4\n HRLG C 0 Bright A_GunFlash\n HRLG C 5 Bright\n HRLG D 0 Bright A_FireCustomMissile (\"HomRocket1\",-4,1,0,0)\n HRLG D 6 Bright A_FireCustomMissile (\"HomRocket1\",4,1,0,0)\n HRLG E 5 Bright\n HRLG F 4 Bright\n HRLG B 3 A_Refire\n Goto Ready\n Flash:\n TNT1 A 5 A_Light1\n TNT1 A 6 A_Light2\n TNT1 A 5 A_Light1\n TNT1 A 0 A_Light0\n stop\n }\n}\n\nACTOR HomRocket1\n{\n Radius 8\n Height 11\n Speed 30\n Damage 15\n PROJECTILE\n DeathSound \"weapons/hrlexp\"\n ExplosionDamage 128\n ExplosionRadius 128\n Damagetype \"Normal\"\n +SeekerMissile\n +Rockettrail\n +THRUGHOST\n SeeSound \"weapons/hrlfir\"\n Decal Scorch\n States\n {\n Spawn:\n HMIS A 4 Bright A_SeekerMissile (25,35)\n HMIS A 4 Bright\n HMIS A 2 Bright A_SeekerMissile (10,25)\n HMIS A 2 Bright\n goto Spawn+2\n Death:\n MISL B 0 Bright A_SetTranslucent (0.67,1)\n MISL C 8 Bright A_Explode\n MISL D 5 Bright\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// ROCKET LAUNCHER //////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR DERLauncher : RocketLauncher replaces RocketLauncher\n{\n Weapon.SisterWeapon \"PowerRLauncher\"\n Tag \"Rocket Launcher\"\n States\n {\n Spawn:\n LAUN A -1\n Loop\n Ready:\n MISG A 1 A_WeaponReady\n Loop\n Deselect:\n MISG A 0 A_Lower\n MISG A 1 A_Lower\n Loop\n Select:\n MISG A 0 A_Raise\n MISG A 1 A_Raise\n Loop\n Fire:\n MISF A 4 Bright A_GunFlash\n MISF B 5 Bright A_FireCustomMissile(\"Rocket2\",0,1,0,0)\n MISF CD 5 Bright\n MISG A 0 A_Refire\n Goto Ready\n Hold:\n MISF A 4 Bright A_GunFlash\n MISF B 5 Bright A_FireCustomMissile(\"Rocket2\",0,1,0,0)\n MISF CD 5 Bright\n MISG A 0 A_Refire\n Goto Ready\n Flash:\n TNT1 A 4 A_Light1\n TNT1 A 5 A_Light2\n TNT1 A 5 A_Light1\n TNT1 A 5 A_Light0\n stop\n }\n}\n\nactor Rocket2 replaces Rocket\n{\n obituary \"%o rode %k's rocket.\"\n radius 11\n height 8\n speed 20\n damage 20\n seesound \"weapons/rocklf\"\n deathsound \"weapons/rocklx\"\n Decal Scorch\n PROJECTILE\n Damagetype \"Normal\"\n +RANDOMIZE\n +ROCKETTRAIL\n -THRUGHOST\n states\n {\n Spawn:\n MISL A 1 bright\n loop\n Death:\n MISL B 0 bright A_SetTranslucent (0.67,1)\n MISL B 8 bright A_Explode\n MISL C 6 bright\n MISL D 4 bright\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// PLASMA RIFLE /////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR DEPlasmaRifle : PlasmaRifle replaces PlasmaRifle\n{\n Weapon.SisterWeapon \"PowerPlasmaRifle\"\n Tag \"Plasma Rifle\"\n States\n {\n Spawn:\n PLAS A -1\n Loop\n Ready:\n PLSG ABC 3 Bright A_WeaponReady\n Loop\n Deselect:\n PLSG E 0 A_Lower\n PLSG E 1 A_Lower\n Loop\n Select:\n PLSG E 0 A_Raise\n PLSG E 1 A_Raise\n Loop\n Fire:\n PLSG F 0 Bright A_GunFlash\n PLSG F 1 Bright A_FireCustomMissile(\"PlasmaBall\",0,1,0,0)\n PLSG G 1 Bright\n PLSG H 1 Bright\n PLSG D 20 A_Refire\n Goto Ready\n Hold:\n PLSG F 0 Bright A_GunFlash\n PLSG F 1 Bright A_FireCustomMissile(\"PlasmaBall\",0,1,0,0)\n PLSG G 1 Bright\n PLSG H 1 Bright\n PLSG D 20 A_Refire\n Goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// BFG9000 ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor DEBFG9000 : BFG9000 Replaces BFG9000\n{\n Weapon.SisterWeapon \"PowerBFG9000\"\n Tag \"BFG 9000\"\n States\n {\n Spawn:\n BFUG A -1\n stop\n Ready:\n BFGG ABCD 3 Bright A_WeaponReady\n loop\n Deselect:\n BFGG E 0 A_Lower\n BFGG E 1 A_Lower\n loop\n Select:\n BFGG E 0 A_Raise\n BFGG E 1 A_Raise\n loop\n Fire:\n BFGG F 5 Bright A_PlayWeaponSound (\"weapons/bfgf\")\n BFGG G 5 Bright\n BFGG H 5 Bright\n BFGG I 5 Bright\n BFGG J 4 Bright\n BFGG K 7 Bright A_GunFlash\n BFGG L 8 Bright A_FireCustomMissile (\"BFGBall\",0,1,0,0)\n BFGG M 8 Bright\n BFGG N 7 Bright\n BFGG E 20 Bright A_ReFire\n goto Ready\n Hold:\n BFGG F 5 Bright A_PlayWeaponSound (\"weapons/bfgf\")\n BFGG G 5 Bright\n BFGG H 5 Bright\n BFGG I 5 Bright\n BFGG J 4 Bright\n BFGG K 7 Bright A_GunFlash\n BFGG L 8 Bright A_FireCustomMissile (\"BFGBall\",0,1,0,0)\n BFGG M 8 Bright\n BFGG N 7 Bright\n BFGG E 20 Bright A_ReFire\n goto Ready\n Flash:\n TNT1 A 7 A_Light1\n TNT1 A 8 A_Light2\n TNT1 A 8 A_Light1\n TNT1 A 0 A_Light1\n TNT1 A 0 A_Light0\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// PYRO CANNON //////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PyroCannon : Weapon 20107\n{\n//$Category Stronghold_Weapons\n spawnid 239\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the pyro cannon prototype!\"\n Obituary \"%o was incinerated by %k's pyro cannon.\"\n Weapon.AmmoType \"Gas\"\n Weapon.AmmoGive 48\n Weapon.AmmoUse 48\n Weapon.SisterWeapon \"PowerPyroCannon\"\n Tag \"Pyro Cannon\"\n +WEAPON.EXPLOSIVE\n +WEAPON.BFG\n +WEAPON.DONTBOB\n +WEAPON.STAFF2_KICKBACK\n States\n {\n Spawn:\n WPYR A -1\n Loop\n Ready:\n PYRG A 1 A_WeaponReady\n Loop\n Deselect:\n PYRG A 0 A_Lower\n PYRG A 1 A_Lower\n Loop\n Select:\n PYRG A 0 A_Raise\n PYRG A 1 A_Raise\n Loop\n Fire:\n PYRG A 5\n PYRG B 8 Bright A_GunFlash\n PYRG C 10 Bright A_FireCustomMissile(\"PyroShot\",0,1,0,0)\n PYRG DEFG 5 Bright\n PYRG A 5 A_Refire\n Goto Ready\n Hold:\n PYRG A 5\n PYRG B 8 Bright A_GunFlash\n PYRG C 10 Bright A_FireCustomMissile(\"PyroShot\",0,1,0,0)\n PYRG DEFG 5 Bright\n PYRG A 5 A_Refire\n Goto Ready\n Flash:\n TNT1 A 8 A_Light1\n TNT1 A 10 A_Light2\n TNT1 A 15 A_Light1\n TNT1 A 1 A_Light0\n stop\n }\n}\n\nACTOR Gas : Ammo 22106\n{\n//$Category Stronghold_Weapons\n SpawnID 222\n RENDERSTYLE Normal\n Inventory.PickupSound \"misc/pickup\"\n Inventory.Amount 24\n Inventory.MaxAmount 240\n Ammo.BackpackAmount 24\n Ammo.BackpackMaxAmount 480\n Inventory.PickupMessage \"Picked up a gas canister.\"\n Inventory.Icon AGASA0\n States\n {\n Spawn:\n AGAS A 1\n Loop\n }\n}\n\nACTOR Fuel : Gas 22107\n{\n//$Category Stronghold_Weapons\n SpawnID 221\n Inventory.Amount 96\n Inventory.PickupMessage \"Picked up a gas pack.\"\n States\n {\n Spawn:\n AGAS B 1\n Loop\n }\n}\n\nACTOR PyroShot\n{\n Radius 8\n Height 12\n Speed 30\n Damage 180\n PROJECTILE\n RENDERSTYLE ADD\n DamageType Fire\n ALPHA 0.95\n Scale 0.75\n +THRUGHOST\n SeeSound \"weapons/hellfi\"\n DeathSound \"weapons/hellex\"\n Decal BigScorch\n States\n {\n Spawn:\n PBAL ABA 4 Bright\n PBAL BA 4 Bright A_Explode(128,128)\n goto Spawn+3\n Death:\n PYXP AB 2 Bright\n PYXP C 2 Bright A_Explode(192,128)\n PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,0,4)\n PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,45,4)\n PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,90,4)\n PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,135,4)\n PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,180,4)\n PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,225,4)\n PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,270,4)\n PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,315,4)\n PYXP C 0 Bright A_Mushroom(\"PyroFlare\",16)\n PYXP DEFGHIJKLMNOPQRSTU 2 Bright\n stop\n }\n}\n\nACTOR PyroSpawner\n{\n Radius 1\n Height 1\n Damage 10\n PROJECTILE\n Speed 15\n RENDERSTYLE NONE\n +RIPPER\n +BLOODLESSIMPACT\n States\n {\n Spawn:\n TNT1 AAAAA 5 Bright A_CustomMissile(\"PyroBoom\",0,0,0,4)\n stop\n }\n}\n\nACTOR PyroBoom\n{\n Radius 0\n Height 1\n PROJECTILE\n RENDERSTYLE ADD\n DamageType Fire\n ALPHA 0.95\n Scale 0.67\n +THRUGHOST\n SeeSound \"weapons/boom1\"\n States\n {\n Spawn:\n PYXP AB 2 Bright\n PYXP C 2 Bright A_Explode(192,128)\n PYXP DEFGHIJKLMNOPQRSTU 2 Bright\n stop\n }\n}\n\nACTOR PyroFlare\n{\n Radius 8\n Height 11\n Speed 35\n Damage 10\n PROJECTILE\n RENDERSTYLE ADD\n DamageType Fire\n Decal DoomImpScorch\n ALPHA 0.95\n -NOGRAVITY\n +THRUGHOST\n DeathSound \"weapons/bang1\"\n States\n {\n Spawn:\n TNT1 A 1 Bright A_SpawnItemEx(\"PyroFX\",0,0,0,0,0,0,0,128)\n loop\n Death:\n FRFX HIJ 2 Bright\n FRFX J 0 A_Explode(64,64)\n FRFX J 0 A_SpawnItem(\"DropFire\",0,0)\n FRFX KLMNO 2 Bright\n stop\n }\n}\n\nACTOR PyroFX\n{\n Radius 0\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.85\n States\n {\n Spawn:\n TNT1 A 3 Bright\n PYFX ABCDE 3 Bright\n Stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// SHOTGUN //////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor DEShotgun : Shotgun replaces Shotgun\n{\n Weapon.SisterWeapon \"PowerShotgun\"\n obituary \"%o got pummeled by %k's shotgun.\"\n radius 20\n height 16\n attacksound \"weapons/shotgf\"\n inventory.pickupmessage \"You got the shotgun!\"\n Tag \"Shotgun\"\n weapon.selectionorder 1300\n weapon.kickback 100\n weapon.ammotype \"Shell\"\n weapon.ammouse 1\n weapon.ammogive 8\n decal bulletchip\n states\n {\n Spawn:\n SHOT A -1\n stop\n Ready:\n SHTG A 1 A_WeaponReady\n loop\n Deselect:\n SHTG A 0 A_Lower\n SHTG A 1 A_Lower\n loop\n Select:\n SHTG A 0 A_Raise\n SHTG A 1 A_Raise\n loop\n Fire:\n SHTG A 3\n SHTG E 0 A_GunFlash\n SHTG E 2 A_FireBullets (4, 3, 7, 5, \"BulletPuff\")\n SHTG F 3\n SHTG G 2\n SHTG BC 5\n SHTG D 4\n SHTG CB 5\n SHTG A 3\n SHTG A 7 A_ReFire\n goto Ready\n Hold:\n SHTG A 3\n SHTG E 0 A_GunFlash\n SHTG E 2 A_FireBullets (4, 3, 7, 5, \"BulletPuff\")\n SHTG F 3\n SHTG G 2\n SHTG BC 5\n SHTG D 4\n SHTG CB 5\n SHTG A 3\n SHTG A 7 A_ReFire\n goto Ready\n Flash:\n TNT1 A 4 bright A_Light1\n TNT1 A 3 bright A_Light2\n TNT1 A 0 bright A_Light0\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// FLAMER ///////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR Flamer : Weapon 20105\n{\n//$Category Stronghold_Weapons\n spawnid 238\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the flamethrower! Time for a BBQ!\"\n Obituary \"%o was BBQed by %k's flamethrower.\"\n Weapon.AmmoType \"Gas\"\n Weapon.AmmoGive 48\n Weapon.AmmoUse 1\n Weapon.SisterWeapon \"PowerFlamer\"\n Tag \"Flamethrower\"\n +WEAPON.EXPLOSIVE\n States\n {\n Spawn:\n WFLM A -1\n Loop\n Ready:\n FLMG BCD 3 A_WeaponReady\n Loop\n Deselect:\n FLMG A 0 A_Lower\n FLMG A 1 A_Lower\n Loop\n Select:\n FLMG A 0 A_Raise\n FLMG A 1 A_Raise\n Loop\n Fire:\n FLMG E 0 Bright A_GunFlash\n FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG E 0 Bright A_GunFlash\n FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG E 0 Bright A_GunFlash\n FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG H 2 Bright A_Refire\n Goto Ready\n Hold:\n FLMG E 0 Bright A_GunFlash\n FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG E 0 Bright A_GunFlash\n FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG E 0 Bright A_GunFlash\n FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n FLMG H 2 Bright A_Refire\n Goto Ready\n Flash:\n TNT1 A 2 A_Light1\n TNT1 A 2 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n stop\n }\n}\n\nACTOR FTFire\n{\n Radius 2\n Height 4\n Speed 16\n Damage 1\n PROJECTILE\n RENDERSTYLE ADD\n DamageType Fire\n ALPHA 0.67\n Scale 0.67\n SeeSound \"weapons/flamer\"\n DeathSound \"weapons/scorch\"\n DONTHURTSHOOTER\n +THRUGHOST\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 A 2 Bright\n FRFX ABCD 2 Bright A_Explode(5,8,0)\n FRFX D 0 Bright A_Lowgravity\n FRFX EFG 2 Bright A_Explode(5,16,0)\n FRFX HIJ 2 Bright A_Explode(5,32,0)\n FRFX KLM 2 Bright A_Explode(5,64,0)\n FRFX NO 2 Bright\n stop\n Death:\n FRFX HIJ 2 Bright A_Explode(5,32,0)\n FRFX J 0 A_CustomMissile (\"DropFire\",0,0,0,4)\n FRFX KLM 2 Bright A_Explode(5,64,0)\n FRFX NO 2 Bright\n stop\n }\n}\n\nACTOR DropFire\n{\n Radius 8\n Height 40\n PROJECTILE\n RENDERSTYLE ADD\n DamageType Fire\n ALPHA 0.90\n DONTHURTSHOOTER\n -NOGRAVITY\n +LOWGRAVITY\n +NOEXPLODEFLOOR\n +NODAMAGETHRUST\n +THRUGHOST\n +DONTSPLASH\n States\n {\n Spawn:\n FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n FLME A 1 Bright A_Explode(5,16,0)\n FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)\n FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n FLME A 1 Bright A_Explode(5,32,0)\n FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)\n FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n FLME A 1 Bright A_Explode(5,32,0)\n FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)\n FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n FLME A 1 Bright A_Explode(5,32,0)\n FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)\n FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n FLME A 1 Bright A_Explode(5,32,0)\n FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)\n FLME A 0 A_Jump(192,1)\n loop\n TNT1 A 0\n goto death\n Death:\n TNT1 A 1 Bright\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// CHAINGUN /////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor DEChaingun : Chaingun replaces Chaingun\n{\n spawnid 28\n Weapon.SisterWeapon \"PowerChaingun\"\n obituary \"%o was mowed down by %k's chaingun.\"\n radius 20\n height 16\n inventory.pickupmessage \"You got the chaingun!\"\n Tag \"Chaingun\"\n weapon.selectionorder 700\n weapon.kickback 100\n weapon.ammotype \"Clip\"\n weapon.ammouse 1\n weapon.ammogive 20\n Damagetype \"Normal\"\n decal bulletchip\n states\n {\n Ready:\n CHGG A 1 A_WeaponReady\n loop\n Deselect:\n CHGG A 0 A_StopSoundEx(\"Weapon\")\n CHGG A 0 A_Lower\n CHGG A 1 A_Lower\n goto Deselect+1\n Select:\n CHGG A 0 A_Raise\n CHGG A 1 A_Raise\n loop\n Fire:\n \tCHGG C 0 A_PlaySoundEx(\"weapons/chnglp\",\"Weapon\",1)\n CHGG C 2 Bright A_GunFlash\n CHGG D 2 Bright A_FireBullets (4,2.3,1,5,\"BulletPuff\")\n CHGG E 2 Bright A_GunFlash\n CHGG F 2 Bright A_FireBullets (4,2.3,1,5,\"BulletPuff\")\n CHGG A 0 A_Refire\n\tCHGG A 0 A_StopSoundEx(\"Weapon\")\n\tCHGG A 0 A_PlaySoundEx(\"weapons/chngdn\",\"Weapon\",0)\n goto Ready\n Hold:\n CHGG C 2 Bright A_GunFlash\n CHGG D 2 Bright A_FireBullets (4,2.3,1,5,\"BulletPuff\")\n CHGG E 2 Bright A_GunFlash\n CHGG F 2 Bright A_FireBullets (4,2.3,1,5,\"BulletPuff\")\n CHGG A 0 A_Refire\n\tCHGG A 0 A_StopSoundEx(\"Weapon\")\n\tCHGG A 0 A_PlaySoundEx(\"weapons/chngdn\",\"Weapon\",0)\n goto Ready\n Flash:\n TNT1 A 2 bright A_Light1\n TNT1 A 2 bright A_Light2\n TNT1 A 0 bright A_Light0\n stop\n Spawn:\n CHNG A -1\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// PISTOL ///////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor DEPistol : Weapon replaces Pistol\n{\n obituary \"%o was tickled by %k's pea shooter.\"\n attacksound \"weapons/pistol\"\n weapon.selectionorder 1900\n weapon.kickback 100\n weapon.ammotype \"Clip\"\n weapon.ammouse 1\n weapon.ammogive 20\n Weapon.SisterWeapon \"PowerPistol\"\n Tag \"Pistol\"\n +WEAPON.WIMPY_WEAPON\n decal bulletchip\n states\n {\n Spawn:\n PISW A -1\n stop\n Ready:\n PISG A 0 A_JumpIfInventory(\"PCount\",1,2)\n PISG A 1\n Goto Reload\n PISG A 1 A_WeaponReady\n Goto Ready\n Deselect:\n PISG A 0 A_Lower\n PISG A 1 A_Lower\n loop\n Select:\n PISG A 0 A_Raise\n PISG A 1 A_Raise\n loop\n Fire:\n PISG A 4\n PISG B 0 A_FireBullets (5.6, 0, 1, 5, \"BulletPuff\")\n PISF A 6 A_GunFlash\n PISG C 4\n PISG B 5 A_ReFire\n goto Ready\n Reload:\n PISG D 5 A_PlaySound(\"weapons/clipou\")\n PISG EFGHIJK 4\n PISG L 4 A_Playsound(\"weapons/clipin\")\n PISG MNO 4\n PISG P 4 A_Playsound(\"weapons/clipre\")\n PISG QR 4\n PISG S 4 A_GiveInventory(\"PCount\",1)\n Goto Ready\n Flash:\n PISF A 7 bright A_Light1\n PISF A 0 bright A_Light0\n stop\n }\n}\n\nACTOR PCount : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 1\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// SUPER SHOTGUN ////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor DESuperShotgun : SuperShotgun replaces SuperShotgun\n{\n spawnid 33\n obituary \"%o was splattered by %k's super shotgun.\"\n radius 20\n height 16\n attacksound \"weapons/sshotf\"\n inventory.pickupmessage \"You got the super shotgun!\"\n weapon.selectionorder 400\n weapon.kickback 100\n weapon.ammotype \"Shell\"\n weapon.ammouse 2\n weapon.ammogive 8\n Weapon.SisterWeapon \"PowerSuperShotgun\"\n Tag \"Super Shotgun\"\n Damagetype \"Normal\"\n decal bulletchip\n states\n {\n Ready:\n SHT2 A 1 A_WeaponReady\n loop\n Deselect:\n SHT2 A 0 A_Lower\n SHT2 A 1 A_Lower\n loop\n Select:\n SHT2 A 0 A_Raise\n SHT2 A 1 A_Raise\n loop\n Fire:\n SHT2 A 3\n SHT2 A 0 A_GunFlash\n SHT2 M 2 Bright A_FireBullets (11.2,7.1,20,5,\"BulletPuff\")\n SHT2 N 3 Bright\n SHT2 O 2 Bright\n SHT2 B 3\n SHT2 C 4\n SHT2 D 4 A_CheckReload\n SHT2 C 3\n SHT2 E 3 A_PlayWeaponSound (\"weapons/sshoto\")\n SHT2 F 3\n SHT2 G 4\n SHT2 H 4\n SHT2 I 3 A_PlayWeaponSound (\"weapons/sshotl\")\n SHT2 J 3\n SHT2 K 3\n SHT2 L 4\n SHT2 E 0 A_PlayWeaponSound (\"weapons/sshotc\")\n SHT2 E 6 A_ReFire\n SHT2 A 5 A_ReFire\n goto Ready\n Hold:\n SHT2 A 3\n SHT2 A 0 A_GunFlash\n SHT2 M 2 Bright A_FireBullets (11.2,7.1,20,5,\"BulletPuff\")\n SHT2 N 3 Bright\n SHT2 O 2 Bright\n SHT2 B 3\n SHT2 C 4\n SHT2 D 4 A_CheckReload\n SHT2 C 3\n SHT2 E 3 A_PlayWeaponSound (\"weapons/sshoto\")\n SHT2 F 3\n SHT2 G 4\n SHT2 H 4\n SHT2 I 3 A_PlayWeaponSound (\"weapons/sshotl\")\n SHT2 J 3\n SHT2 K 3\n SHT2 L 4\n SHT2 E 0 A_PlayWeaponSound (\"weapons/sshotc\")\n SHT2 E 6 A_ReFire\n SHT2 A 5 A_ReFire\n goto Ready\n Flash:\n TNT1 A 2 bright A_Light1\n TNT1 A 3 bright A_Light2\n TNT1 A 2 bright A_Light1\n TNT1 A 0 bright A_Light0\n stop\n Spawn:\n SGN2 A -1\n stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// AUTO SHOTGUN /////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor AutoShotgun : Weapon 5118\n{\n//$Category Stronghold_Weapons\n +AMMO_OPTIONAL\n spawnid 237\n obituary \"%o got blasted away by %k's autoshotgun.\"\n radius 20\n height 16\n Inventory.PickupMessage \"You got the automatic shotgun!\"\n Tag \"Autoshotgun\"\n weapon.selectionorder 700\n Weapon.AmmoType1 \"Shell\"\n Weapon.AmmoType2 \"ASGClip\"\n //Weapon.AmmoGive1 20\n Weapon.AmmoGive2 20\n Weapon.AmmoUse 1\n Weapon.SisterWeapon \"PowerAutoShotgun\"\n AttackSound \"weapons/asgfir\"\n DamageType \"Normal\"\n decal bulletchip\n states\n {\n Spawn:\n WASG A -1\n stop\n Ready:\n \tASGG A 0 A_JumpIfInventory(\"ASGClip\",20,2)\n\tASGG A 0 A_JumpIfInventory(\"Shell\",1,2)\n\tASGG A 1 A_WeaponReady(8)\n\tLoop\n ASGG A 1 A_WeaponReady\n Loop\n Deselect:\n ASGG A 0 A_Lower\n ASGG A 1 A_Lower\n Loop\n Select:\n ASGG A 0 A_Raise\n ASGG A 1 A_Raise\n Loop\n Fire:\n Hold:\n ASGG A 0 A_JumpIfInventory(\"ASGClip\",1,29)\n ASGG A 0 A_JumpIfInventory(\"Shell\",1,2)\n ASGG A 2 A_PlayWeaponSound(\"Weapons/asgout\")\n Goto Ready\n ASGG BCDEF 3\n ASGG G 3 A_PlayWeaponSound(\"Weapons/asgout\")\n ASGG HIJ 3\n ASGG K 15\n ASGG JIH 3\n ASGG G 0 A_TakeInventory(\"Shell\",1)\n ASGG G 0 A_GiveInventory(\"ASGClip\",1)\n ASGG G 0 A_JumpIfInventory(\"ASGClip\",20,2)\n ASGG G 0 A_JumpIfInventory(\"Shell\",1,2)\n ASGG G 0\n Goto Fire+22\n ASGG G 0\n Goto Fire+16\n ASGG G 3 A_PlayWeaponSound(\"Weapons/asgin\")\n ASGG FEDCB 3\n ASGG A 8 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n goto Ready\n ASGG A 1\n ASGG L 0 A_GunFlash\n ASGG A 0 A_TakeInventory(\"ASGClip\",1)\n ASGG L 2 A_FireBullets(5,4,7,5,\"BulletPuff\",0)\n ASGG M 3\n ASGG N 2\n ASGG A 5 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n ASGG A 3\n ASGG A 0 A_ReFire\n goto Ready\n AltFire:\n ASGG BCDEF 3\n ASGG G 3 A_PlayWeaponSound(\"Weapons/asgout\")\n ASGG HIJ 3\n ASGG K 15\n ASGG JIH 3\n ASGG G 0 A_TakeInventory(\"Shell\",1)\n ASGG G 0 A_GiveInventory(\"ASGClip\",1)\n ASGG G 0 A_JumpIfInventory(\"ASGClip\",20,2)\n ASGG G 0 A_JumpIfInventory(\"Shell\",1,2)\n ASGG G 0\n Goto AltFire+19\n ASGG G 0\n Goto AltFire+13\n ASGG G 3 A_PlayWeaponSound(\"Weapons/asgin\")\n ASGG FEDCB 3\n ASGG A 8 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n Goto Ready\n Flash:\n TNT1 A 4 bright A_Light1\n TNT1 A 3 bright A_Light2\n TNT1 A 0 bright A_Light0\n stop\n }\n}\n\nACTOR ASGClip: Ammo\n{\n Inventory.MaxAmount 20\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 20\n +Inventory.IgnoreSkill\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// REPEATER /////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR Repeater : Weapon 20100\n{\n//$Category Stronghold_Weapons\n spawnid 236\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the plasma repeater!\"\n Obituary \"%o was disintegrated by %k's repeater.\"\n Weapon.AmmoType1 \"Cell\"\n Weapon.AmmoGive 20\n Weapon.AmmoUse 1\n Weapon.SisterWeapon \"PowerRepeater\"\n +WEAPON.EXPLOSIVE\n AttackSound \"weapons/repfir\"\n Decal FireDemonScorch\n Tag \"Plasma Repeater\"\n States\n {\n Spawn:\n WREP A -1\n Loop\n Ready:\n REPG A 1 A_WeaponReady\n Loop\n Deselect:\n REPG A 0 A_Lower\n REPG A 1 A_Lower\n Loop\n Select:\n REPG A 0 A_Raise\n REPG A 1 A_Raise\n Loop\n Fire:\n REPG A 4 A_PlaySound(\"weapons/repidl\")\n REPG BCD 4\n REPG ABCD 3\n REPG ABCD 2\n REPG E 0 Bright A_Gunflash\n REPG E 2 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n REPG F 2 Bright\n REPG G 2 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n REPG H 2 Bright\n REPG A 0 A_Refire\n REPG A 2 A_PlaySound(\"weapons/repstp\")\n REPG BCD 2\n REPG ABCD 3\n REPG ABCD 4\n Goto Ready\n Hold:\n REPG E 0 Bright A_Gunflash\n REPG E 2 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n REPG F 2 Bright\n REPG G 2 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n REPG H 2 Bright\n REPG A 0 A_Refire\n REPG A 2 A_PlaySound(\"weapons/repstp\")\n REPG BCD 2\n REPG ABCD 3\n REPG ABCD 4\n REPG ABCD 5\n Goto Ready\n Flash:\n TNT1 A 2 A_Light2\n TNT1 A 2 A_Light1\n TNT1 A 0 A_Light0\n stop\n }\n}\n\nActor RepPuff\n{\n Radius 3\n Height 3\n RENDERSTYLE ADD\n ALPHA 0.75\n Damagetype normal\n ExplosionDamage 32\n ExplosionRadius 88\n +ALWAYSPUFF\n +PUFFONACTORS\n +NOGRAVITY\n +NOBLOCKMAP\n +PUFFGETSOWNER\n DeathSound \"weapons/buzz\"\n States\n {\n Spawn:\n BLAS A 1 Bright\n BLAS A 2 Bright A_Explode\n BLAS BCDEFG 3 Bright\n stop\n }\n}\n\nACTOR Heat : Ammo\n{\n Inventory.MaxAmount 100\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 100\n Inventory.Icon STTPRCNT\n}\n\nActor RepSteam\n{\n Radius 0\n Height 1\n Speed 25\n PROJECTILE\n RENDERSTYLE TRANSLUCENT\n ALPHA 0.35\n SeeSound \"weapons/repstm\"\n States\n {\n Spawn:\n TNT1 A 3\n WSMK ABCDE 2\n Stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// MINE LAYER ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR LandMineLayer : Weapon 25084\n{\n//$Category Stronghold_Weapons\n SpawnId 200\n Inventory.PickupMessage \"You got some land mines!\"\n Inventory.PickupSound \"misc/w_pkup\"\n Weapon.AmmoType \"Mines\"\n Weapon.AmmoGive 5\n Weapon.AmmoUse 1\n Weapon.AmmoType2 \"Mines\"\n Weapon.AmmoUse2 1\n Weapon.SisterWeapon \"PowerLandMineLayer\"\n Tag \"Land Mines\"\n States\n {\n Spawn:\n MINE A -1\n Loop\n Ready:\n LAYR A 1 A_WeaponReady\n Loop\n Deselect:\n LAYR A 0 A_Lower\n LAYR A 1 A_Lower\n Loop\n Select:\n LAYR A 0 A_Raise\n LAYR A 1 A_Raise\n Loop\n AltFire:\n LAYR B 8 A_PlaySound(\"weapons/minebeep\")\n LAYD ABCDE 1\n TNT1 A 10\n LAYT A 1 A_PlaySound(\"weapons/minethrow\")\n LAYT BCDEFGH 1\n LAYT I 1 A_FireCustomMissile(\"Landmine2\",0,1,0,8)\n LAYT JKLMNOPQR 1\n TNT1 A 10\n LAYU ABCDE 1\n LAYR A 6\n Goto Ready\n Fire:\n LAYR B 8 A_PlaySound(\"weapons/minebeep\")\n LAYD ABCDE 1\n TNT1 A 5\n TNT1 A 9 A_FireCustomMissile(\"Landmine3\",0,1,0,0)\n LAYU ABCDE 1\n LAYR A 4\n Goto Ready\n }\n}\n\nACTOR Landmine\n{\n Radius 8 //was 5\n Height 5\n Mass 1000000\n Health 20\n Damage 10\n SeeSound \"weapons/tink\"\n ExplosionDamage 384\n ExplosionRadius 160\n DONTHURTSHOOTER\n Speed 0\n +NOBLOOD\n -SHOOTABLE\n +MISSILE\n +THRUGHOST\n States\n {\n Spawn:\n MINE A 0 A_Gravity\n MINE AB 5\n Loop\n Death:\n MISL B 0 A_PlaySound(\"weapons/mineexpl\")\n MISL B 8 A_Explode\n MISL C 6\n MISL D 4\n Stop\n }\n}\n\nACTOR Landmine2\n{\n Radius 8 //was 5\n Height 5\n Mass 1000000\n Health 20\n Damage 10\n SeeSound \"weapons/tink\"\n DONTHURTSHOOTER\n Speed 15\n +NOBLOOD\n -SHOOTABLE\n +MISSILE\n +DOOMBOUNCE\n +THRUGHOST\n States\n {\n Spawn:\n MINE A 0 A_Gravity\n MINE AB 5\n Loop\n Death:\n MINE A 0 A_SpawnItem(\"Landmine\")\n Stop\n }\n}\n\nACTOR Landmine3 : Landmine2\n{\n Speed 2\n}\n\nACTOR Mines : Ammo 25085\n{\n//$Category Stronghold_Weapons\n SpawnId 201\n Inventory.Amount 2\n Inventory.MaxAmount 20\n Ammo.BackpackAmount 5\n Ammo.BackpackMaxAmount 40\n Inventory.PickupMessage \"Picked up some additional landmines.\"\n Inventory.PickupSound \"misc/i_pkup\"\n Inventory.Icon MINEA0\n States\n {\n Spawn:\n MINE B -1\n Stop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// STUNNER RIFLE ////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR StunnerRifle : PlasmaRifle 23099\n{\n//$Category Stronghold_Weapons\n SpawnID 202\n Weapon.AmmoUse 5\n Weapon.SisterWeapon \"PowerStunnerRifle\"\n Inventory.PickupMessage \"You got the stunner rifle!\"\n Tag \"Stunner Rifle\"\n States\n {\n Spawn:\n STPP A -1\n Loop\n Ready:\n STPO ABC 3 Bright A_WeaponReady\n Loop\n Deselect:\n STPO E 0 A_Lower\n STPO E 1 A_Lower\n Loop\n Select:\n STPO E 0 A_Raise\n STPO E 1 A_Raise\n Loop\n Fire:\n Hold:\n STPO F 0 Bright A_GunFlash\n STPO F 3 Bright A_FireCustomMissile(\"StunnerBall\",0,1,0,0)\n STPO GH 3 Bright\n STPO E 4\n STPO D 6 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n stop\n }\n}\n\nactor StunnerBall\n{\n spawnid 10\n radius 6\n height 8\n speed 20\n scale 0.45\n damagetype Stunner\n damage 1\n decal StunnerScorch\n renderstyle Add\n seesound \"weapons/stunner/shot\"\n deathsound \"weapons/stunner/hit\"\n translation \"192:207=250:254\"\n PROJECTILE\n +RANDOMIZE\n +RIPPER\n states\n {\n Spawn:\n STPR A 1 bright A_SpawnItemEx(\"StunnerBallFX\",0,0,0,0,0,0,0,128)\n loop\n Death:\n PLSE ABCDE 4 bright\n stop\n }\n}\n\nactor StunnerBallFX\n{\n +NOBLOCKMAP\n +NOGRAVITY\n scale 0.45\n renderstyle Add\n radius 1\n height 2\n States\n {\n Spawn:\n STPR A 1 bright A_FadeOut(0.1)\n Loop\n }\n}\n\n/////////////////////\n// NEW BULLET PUFF //\n/////////////////////\n\nACTOR NewPuff : BulletPuff replaces BulletPuff\n{\n\tAlpha 1.0\n\tMass 1\n\tStates\n\t{\n\tSpawn:\n\tMelee:\n\t PUFF A 2\n\t PUFF A 0 A_Jump(128,2)\n\t PUFF A 2 A_SpawnItemEx(\"Puff2\",0,0,0,0,0,0,0,128)\n\t PUFF BCD 4\n\t Stop\n\t}\n}\n\nACTOR Puff2\n{\n\tPROJECTILE\n\t+NOCLIP\n\tMass 1\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF E 2\n\t\tPUFF E 2 A_PlaySound(\"puff/ric\")\n\t\tPUFF FGH 4\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "sbarinfo.txt",
"contents": "height 32;\nmonospacefonts true, \"0\";\n\nstatusbar fullscreen, fullscreenoffsets\n{\n\tdrawimage \"STBARFS\", 0+center, -32, center;\n\n\tdrawimage \"MEDIA0\", -98+center, -28, centerbottom;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, health, -41+center, -42;\n\tdrawimage \"WIPCNTSM\", -38+center, -37;\n\n\tdrawimage armoricon, -98+center, -6;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, armor, -41+center, -21;\n\tdrawimage \"WIPCNTSM\", -38+center, -16;\n\n\tIsSelected not AutoShotgun\n\t{\n\t\tdrawimage ammoicon1, -6+center, -7;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 49+center, -21;\n\t}\n\tIsSelected AutoShotgun\n\t{\n\t\tdrawimage ammoicon2, -6+center, -29;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo2, 49+center, -42;\n\t\tdrawimage ammoicon1, -6+center, -7;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 49+center, -21;\n\t}\n\tIsSelected PowerAutoShotgun\n\t{\n\t\tdrawimage ammoicon2, -6+center, -29;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo2, 49+center, -42;\n\t\tdrawimage ammoicon1, -6+center, -7;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 49+center, -21;\n\t}\n\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, LifeItem, 85+center, -21;\n\n\tgamemode deathmatch, teamgame\n\t{\n\t\tdrawnumber 2, HUDFONT_DOOM, untranslated, frags, -8, 1;\n\t}\n\n\tdrawselectedinventory center, alwaysshowcounter, INDEXFON, 116+center, -35, 142+center, -38, gold;\n\tdrawimage \"SACKA0\", 100+center, -25;\n\tdrawnumber 5, INDEXFON, gold, CoinItem, 142+center, -16;\n}\n\nstatusbar normal\n{\n\tdrawimage \"STBAR\", 0, 168;\n\tdrawimage \"WIPCNTSM\", 87, 177;\n\tdrawimage \"WIPCNTSM\", 217, 177;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, LifeItem, 248, 172;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, health, 85, 172;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, armor, 216, 172;\n\t// Special case for the Auto Shotgun - if AS is selected then display clip\n\t// Don't worry, the shells remaining are still shown to the right.\n\tIsSelected not AutoShotgun\n\t{\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 40, 172;\n\t}\n\tIsSelected AutoShotgun\n\t{\n\t\tdrawnumber 3, HUDFONT_DOOM, gold, ammo2, 40, 172;\n\t}\n\n/*\t//keys\n\tdrawswitchableimage BlueCard && BlueSkull, \"nullimage\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", 239, 171;\n\tdrawswitchableimage YellowCard && YellowSkull, \"nullimage\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", 239, 181;\n\tdrawswitchableimage RedCard && RedSkull, \"nullimage\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", 239, 191;\n*/\n\tdrawnumber 3, INDEXFON, gold, ammo Clip, 284, 173;\n\tdrawnumber 3, INDEXFON, gold, ammo Shell, 284, 182;\n\tdrawnumber 3, INDEXFON, gold, ammo RocketAmmo, 284, 191;\n\tdrawnumber 3, INDEXFON, gold, ammo Gas, 315, 173;\n\tdrawnumber 3, INDEXFON, gold, ammo Mines, 315, 182;\n\tdrawnumber 3, INDEXFON, gold, ammo Cell, 315, 191;\n\n/*\tdrawnumber 3, INDEXFON, gold, ammocapacity Clip, 314, 173;\n\tdrawnumber 3, INDEXFON, gold, ammocapacity Shell, 314, 179;\n\tdrawnumber 3, INDEXFON, gold, ammocapacity RocketAmmo, 314, 185;\n\tdrawnumber 3, INDEXFON, gold, ammocapacity Cell, 314, 191;\n*/\n/*\tgamemode deathmatch, teamgame\n\t{\n\t\tdrawnumber 2, HUDFONT_DOOM, untranslated, frags, 138, 171;\n\t}\n*/\n\n//\tgamemode cooperative, singleplayer\n//\t{\n//\t\tdrawimage \"STARMS\", 104, 168;\n\t\tdrawswitchableimage weaponslot 2, \"STGNUM2\", \"STYSNUM2\", 106, 172;\n\t\tdrawswitchableimage weaponslot 3, \"STGNUM3\", \"STYSNUM3\", 114, 172;\n\t\tdrawswitchableimage weaponslot 4, \"STGNUM4\", \"STYSNUM4\", 122, 172;\n\t\tdrawswitchableimage weaponslot 5, \"STGNUM5\", \"STYSNUM5\", 130, 172;\n\t\tdrawswitchableimage weaponslot 6, \"STGNUM6\", \"STYSNUM6\", 106, 182;\n\t\tdrawswitchableimage weaponslot 7, \"STGNUM7\", \"STYSNUM7\", 114, 182;\n\t\tdrawswitchableimage weaponslot 8, \"STGNUM8\", \"STYSNUM8\", 122, 182;\n\t\tdrawswitchableimage weaponslot 9, \"STGNUM9\", \"STYSNUM9\", 130, 182;\n//\t}\n\n\tdrawselectedinventory alternateonempty, INDEXFON, 140, 169\n\t{\n\t\tdrawmugshot \"STF\", 5, 140, 169;\n\t}\n}\n\nstatusbar inventory\n{\n\tdrawinventorybar Doom, 7, INDEXFONT, 50, 170;\n}\n\nstatusbar inventoryfullscreen // ZDoom HUD overlay.\n{\n\tdrawinventorybar Doom, translucent, 7, INDEXFONT, 50, 170;\n}\n\n/* Skulltag can't handle \"center\"\nstatusbar inventoryfullscreen, fullscreenoffsets // ZDoom HUD overlay.\n{\n\tdrawinventorybar Doom, translucent, 7, INDEXFONT, -106+center, -31, -80+center, -9;\n}\n*/"
},
{
"source": "pk3",
"name": "hirestex.txt",
"contents": "define SSEIA0 24 24\ndefine SMRIA0 24 24"
}
]
},
"maps": [
{
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}
},
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},
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},
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},
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"metadata": {
"title": null,
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},
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