ghoul4v24final_edited36.pk3

PK3 38 MiB 1 map(s)

Counts

endoom0
graphics0
lumps1964
maps1
palettes0

Totals (across maps)

Things60
Linedefs12061
Sectors2153
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "571abbc4-7469-4d3d-b382-c5abcbc7fc2d",
    "sha1": "989c18924fd840def0f0c1043a0930b20babaa48",
    "sha256": "27c735040eff1c82c7850fa2db230b810d2b5137075a24020573b3e5341eb240",
    "filenames": [
      "ghoul4v24final_edited36.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2018-03-28 00:21:40",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-03-28 00:21:40",
    "file": {
      "type": "PK3",
      "size": 40282285,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/989c18924fd840def0f0c1043a0930b20babaa48/989c18924fd840def0f0c1043a0930b20babaa48.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP01"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 1964,
        "maps": 1,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "GLDefs.txt",
        "contents": "// Barbarian definitions:\nPointLight Barb_GreenShot\n{\n    Color 0.0 1.0 0.0\n    Size 32\n}\n\nPointLight Barb_GreenShotWeak\n{\n    Color 0.0 0.8 0.0\n    Size 24\n}\n\nPointLight Barb_GroundHammerBlue\n{\n    Color 0.0 0.0 1.0\n    Size 64\n}\n\nPointLight Barb_RedSparkle\n{\n    Color 1.0 0.0 0.0\n    Size 24\n}\n\nObject BookOfInfinityfury_Rain\n{\n    Frame KNSX { Light BookOfInfinityfury_RainRedLight }\n    Frame KNSX { Light BookOfInfinityfury_RainRedLight }\n\tFrame KNSX { Light BookOfInfinityfury_RainRedLight }\n    Frame KNSX { Light BookOfInfinityfury_RainRedLight }\n}\n\nPointLight BookOfInfinityfury_RainRedLight\n{\n    Color 1.0 0.0 0.0\n    Size 35\n}\n\nObject BerserkSparkle\n{\n    Frame SKFX { Light Barb_RedSparkle }\n}\n\nObject WSS_Rain\n{\n    Frame KNSX { Light WSS_RainGreenLight }\n    Frame KNSX { Light WSS_RainGreenLight }\n\tFrame KNSX { Light WSS_RainGreenLight }\n    Frame KNSX { Light WSS_RainGreenLight }\n}\n\nPointLight WSS_RainGreenLight\n{\n    Color 0.0 1.0 0.0\n    Size 25\n}\n\nObject BerserkWSS_Rain\n{\n    Frame KNSX { Light WSS_RainRedLight }\n    Frame KNSX { Light WSS_RainRedLight }\n\tFrame KNSX { Light WSS_RainRedLight }\n    Frame KNSX { Light WSS_RainRedLight }\n}\n\nPointLight WSS_RainRedLight\n{\n    Color 1.0 0.0 0.0\n    Size 35\n}\n\nObject AxeRipper\n{\n    Frame KNA1 { Light AxeRipperLight }\n\tFrame KNA1 { Light AxeRipperLight }\n\tFrame KNA1 { Light AxeRipperLight }\n\tFrame KNA1 { Light AxeRipperLight }\n\tFrame KNA1 { Light AxeRipperLight }\n\tFrame KNA1 { Light AxeRipperLight }\n\tFrame KNA1 { Light AxeRipperLight }\n}\n\nPointLight AxeRipperLight\n{\n    Color 0.0 0.0 1.0\n    Size 40\n}\n\nObject BerserkAxeRipper\n{\n    Frame KNA2 { Light BerserkAxeRipperLight }\n\tFrame KNA2 { Light BerserkAxeRipperLight }\n\tFrame KNA2 { Light BerserkAxeRipperLight }\n\tFrame KNA2 { Light BerserkAxeRipperLight }\n\tFrame KNA2 { Light BerserkAxeRipperLight }\n\tFrame KNA2 { Light BerserkAxeRipperLight }\n\tFrame KNA2 { Light BerserkAxeRipperLight }\n}\n\nPointLight BerserkAxeRipperLight\n{\n    Color 1.0 0.0 0.0\n    Size 45\n}\n\nObject AxeRipperTrail\n{\n    Frame AXPF { Light AxeRipperLightTrail }\n\tFrame AXPF { Light AxeRipperLightTrail }\n\tFrame AXPF { Light AxeRipperLightTrail }\n\tFrame AXPF { Light AxeRipperLightTrail }\n\tFrame AXPF { Light AxeRipperLightTrail }\n\tFrame AXPF { Light AxeRipperLightTrail }\n\tFrame AXPF { Light AxeRipperLightTrail }\n}\n\nPointLight AxeRipperLightTrail\n{\n    Color 0.0 0.0 1.0\n    Size 15\n}\n\nObject BerserkAxeRipperTrail\n{\n    Frame AXPB { Light BerserkAxeRipperLightTrail }\n\tFrame AXPB { Light BerserkAxeRipperLightTrail }\n\tFrame AXPB { Light BerserkAxeRipperLightTrail }\n\tFrame AXPB { Light BerserkAxeRipperLightTrail }\n\tFrame AXPB { Light BerserkAxeRipperLightTrail }\n\tFrame AXPB { Light BerserkAxeRipperLightTrail }\n\tFrame AXPB { Light BerserkAxeRipperLightTrail }\n}\n\nPointLight BerserkAxeRipperLightTrail\n{\n    Color 1.0 0.0 0.0\n    Size 20\n}\n\nObject BerserkSwordShot\n{\n    Frame SWDB { Light Barb_RedShot }\n    Frame SWDB { Light Barb_RedShot }\n    Frame SWDB { Light Barb_RedShot }\n    Frame SWDB { Light Barb_RedShotWeak }\n}\n\nPointLight Barb_RedShot\n{\n    Color 1.0 0.0 0.0\n    Size 40\n}\n\nPointLight Barb_RedShotWeak\n{\n    Color 0.8 0.0 0.0\n    Size 34\n}\n\nObject SwordShot\n{\n    Frame SWDF { Light Barb_GreenShot }\n    Frame SWDF { Light Barb_GreenShot }\n    Frame SWDF { Light Barb_GreenShot }\n    Frame SWDF { Light Barb_GreenShotWeak }\n}\n\nObject WeakSwordShot\n{\n    Frame SWDF { Light Barb_GreenShotWeak }\n    Frame SWDF { Light Barb_GreenShotWeak }\n    Frame SWDF { Light Barb_GreenShotWeak }\n}\n\nObject BerserkWeakSwordShot\n{\n    Frame SWDB { Light Barb_RedShotWeak }\n    Frame SWDB { Light Barb_RedShotWeak }\n    Frame SWDB { Light Barb_RedShotWeak }\n}\n\nPointLight Barb_RedShotWeak\n{\n    Color 1.0 0.0 0.0\n    Size 40\n}\n\nObject HShotTrail\n{\n\tFrame AXPFA { Light Barb_GroundHammerBlue }\n\tFrame AXPFB { Light Barb_GroundHammerBlue }\n\tFrame AXPFC { Light Barb_GroundHammerBlue }\n\tFrame AXPFD { Light Barb_GroundHammerBlue }\n}\n\nObject BerserkHShotTrail\n{\n\tFrame AXPBA { Light Barb_GroundHammerRed }\n\tFrame AXPBB { Light Barb_GroundHammerRed }\n\tFrame AXPBC { Light Barb_GroundHammerRed }\n\tFrame AXPBD { Light Barb_GroundHammerRed }\n}\n\nPointLight Barb_GroundHammerRed\n{\n    Color 1.0 0.0 0.0\n    Size 64\n}\n\n//\tCALEB\n\nObject Caleb\n{\n    Frame CALBF { Light MARINESHOT }\n}\n\nObject Lightprojectile\n{\n    Frame TNT1A { Light LILIGHT }\n}\n\nPointLight BOXLIGHT\n{\n\tColor 0.9 0.9 0.9\n\tSize 25\n}\n\nObject AmmoBox\n{\n\tFrame BBOXA0 { Light BOXLIGHT }\n}\n\n//\tCORVUS\n\nPointLight CORVUSSHOT\n{\n\tColor 0.8 0.4 0.0\n\tSize 50\n}\n\nObject Corvus\n{\n\tFrame CORVF { Light CORVUSSHOT }\n}\n\nPointLight FIRELIGHT_X1\n{\n\tColor 0.8 0.4 0.0\n\tSize 15\n}\n\nPointLight FIRELIGHT_X2\n{\n\tColor 0.8 0.4 0.0\n\tSize 40\n}\n\nObject CorvusFireBall\n{\n\tFrame GLDFA { Light FIRELIGHT_X1 }\n\tFrame GLDFB { Light FIRELIGHT_X1 }\n\tFrame GLDFC { Light FIRELIGHT_X1 }\n\tFrame GLDFD { Light FIRELIGHT_X1 }\n\tFrame GLDFE { Light FIRELIGHT_X1 }\n}\n\nObject CorvusFastFireBall\n{\n\tFrame GLDFA { Light FIRELIGHT_X1 }\n\tFrame GLDFB { Light FIRELIGHT_X1 }\n\tFrame GLDFC { Light FIRELIGHT_X1 }\n\tFrame GLDFD { Light FIRELIGHT_X1 }\n\tFrame GLDFE { Light FIRELIGHT_X1 }\n}\n\nObject TracerFireBall\n{\n\tFrame CVFBA { Light FIRELIGHT_X1 }\n\tFrame CVFBB { Light FIRELIGHT_X1 }\n\tFrame CVFBC { Light FIRELIGHT_X1 }\n\tFrame CVFBD { Light FIRELIGHT_X1 }\n\tFrame CVFBE { Light FIRELIGHT_X1 }\n\tFrame CVFBF { Light FIRELIGHT_X1 }\n\tFrame CVFBG { Light FIRELIGHT_X1 }\n}\n\nObject FireTracer\n{\n\tFrame CVFBA { Light FIRELIGHT_X1 }\n\tFrame CVFBB { Light FIRELIGHT_X1 }\n\tFrame CVFBC { Light FIRELIGHT_X1 }\n}\n\nObject FireRain\n{\n\tFrame FRINA { Light FIRELIGHT_X2 }\n\tFrame FRINB { Light FIRELIGHT_X2 }\n\tFrame FRINC { Light FIRELIGHT_X2 }\n\tFrame FRIND { Light FIRELIGHT_X2 }\n\tFrame FRINE { Light FIRELIGHT_X2 }\n\tFrame FRINF { Light FIRELIGHT_X2 }\n\tFrame FRING { Light FIRELIGHT_X1 }\n\tFrame FRINH { Light FIRELIGHT_X1 }\n}\n\nObject FirePhoenix\n{\n\tFrame PHNXA { Light FIRELIGHT_X2 }\n\tFrame PHNXB { Light FIRELIGHT_X2 }\n\tFrame PHNXC { Light FIRELIGHT_X2 }\n\tFrame PHNXD { Light FIRELIGHT_X2 }\n\tFrame PHNXE { Light FIRELIGHT_X2 }\n\tFrame PHNXF { Light FIRELIGHT_X2 }\n\tFrame GLDFB { Light FIRELIGHT_X1 }\n\tFrame GLDFC { Light FIRELIGHT_X1 }\n\tFrame GLDFD { Light FIRELIGHT_X1 }\n\tFrame GLDFE { Light FIRELIGHT_X1 }\n}\n\nObject PhoenixFireBall\n{\n\tFrame PXFBA { Light FIRELIGHT_X1 }\n\tFrame PXFBB { Light FIRELIGHT_X1 }\n\tFrame PXFBC { Light FIRELIGHT_X1 }\n\tFrame PXFBD { Light FIRELIGHT_X1 }\n\tFrame PXFBE { Light FIRELIGHT_X1 }\n\tFrame PXFBF { Light FIRELIGHT_X1 }\n}\n\nObject FireSoul\n{\n\tFrame FSOLA { Light FIRELIGHT_X1 }\n\tFrame FSOLB { Light FIRELIGHT_X1 }\n\tFrame FSOLC { Light FIRELIGHT_X1 }\n\tFrame FSOLD { Light FIRELIGHT_X1 }\n\tFrame FSOLE { Light FIRELIGHT_X1 }\n\tFrame FSOLF { Light FIRELIGHT_X1 }\n\tFrame FSOLG { Light FIRELIGHT_X1 }\n}\n\nObject FireSoul2\n{\n\tFrame FSOLA { Light FIRELIGHT_X1 }\n\tFrame FSOLB { Light FIRELIGHT_X1 }\n\tFrame FSOLC { Light FIRELIGHT_X1 }\n\tFrame FSOLD { Light FIRELIGHT_X1 }\n\tFrame FSOLE { Light FIRELIGHT_X1 }\n\tFrame FSOLF { Light FIRELIGHT_X1 }\n\tFrame FSOLG { Light FIRELIGHT_X1 }\n}\n\n// Warlock definitions:\n\nPointLight WL_FireBall\n{\n    Color 1.0 0.0 0.0\n    Size 32\n}\n\nObject PurpleParticle\n{\n    Frame WSST { Light PurpleParticleLight }\n}\n\nPointLight PurpleParticleLight\n{\n    Color 1.0 0.0 1.0\n    Size 15\n}\n\nObject LightningPlasma\n{\n    Frame WLBR { Light LightningPlasmaLight }\n\tFrame WLBR { Light LightningPlasmaLight }\n}\n\nPointLight LightningPlasmaLight\n{\n    Color 1.0 0.0 0.0\n    Size 35\n}\n\nObject FireBall\n{\n    Frame MSP2A { Light WL_FireBall }\n\tFrame MSP2B { Light WL_FireBall }\n\tFrame MSP2C { Light WL_FireBall }\n\tFrame MSP2D { Light WL_FireBall }\n\tFrame MSP2G { Light WL_FireBall }\n\tFrame MSP2H { Light WL_FireBall }\n\tFrame MSP2I { Light WL_FireBall }\n}\n\nPointLight WL_Lightning\n{\n    Color 1.0 0.0 0.0\n    Size 24\n}\n\nObject LightningRain\n{\n\tFrame ZOT1A { Light WL_Lightning }\n\tFrame ZOT1B { Light WL_Lightning }\n\tFrame ZOT1C { Light WL_Lightning }\n\tFrame ZOT1D { Light WL_Lightning }\n\tFrame ZOT1E { Light WL_Lightning }\n}\n\nPointLight WL_IceShardBlue\n{\n    Color 0.0 0.0 1.0\n    Size 24\n}\n\nPointLight WL_IceShardFaintBlue\n{\n    Color 0.0 0.0 0.7\n    Size 16\n}\n\nObject IceShards\n{\n\tFrame ICMGA { Light WL_IceShardBlue }\n\tFrame ICMGB { Light WL_IceShardBlue }\n\tFrame ICMGC { Light WL_IceShardFaintBlue }\n\tFrame ICMGD { Light WL_IceShardFaintBlue }\n\tFrame ICMGE { Light WL_IceShardFaintBlue }\n\tFrame ICMGF { Light WL_IceShardFaintBlue }\n}\n\nObject MiniIceShards\n{\n\tFrame SHRDA { Light WL_IceShardBlue }\n\tFrame SHRDB { Light WL_IceShardBlue }\n\tFrame SHEXA { Light WL_IceShardFaintBlue }\n\tFrame SHEXB { Light WL_IceShardFaintBlue }\n\tFrame SHEXC { Light WL_IceShardFaintBlue }\n\tFrame SHEXD { Light WL_IceShardFaintBlue }\n\tFrame SHEXE { Light WL_IceShardFaintBlue }\n\tFrame SHEXF { Light WL_IceShardFaintBlue }\n}\n\nObject IceShardsX\n{\n\tFrame ICMGA { Light WL_IceShardBlue }\n\tFrame ICMGB { Light WL_IceShardBlue }\n\tFrame ICMGC { Light WL_IceShardFaintBlue }\n\tFrame ICMGD { Light WL_IceShardFaintBlue }\n\tFrame ICMGE { Light WL_IceShardFaintBlue }\n\tFrame ICMGF { Light WL_IceShardFaintBlue }\n}\n\nObject MiniIceShardsX\n{\n\tFrame SHRDA { Light WL_IceShardBlue }\n\tFrame SHRDB { Light WL_IceShardBlue }\n\tFrame SHEXA { Light WL_IceShardFaintBlue }\n\tFrame SHEXB { Light WL_IceShardFaintBlue }\n\tFrame SHEXC { Light WL_IceShardFaintBlue }\n\tFrame SHEXD { Light WL_IceShardFaintBlue }\n\tFrame SHEXE { Light WL_IceShardFaintBlue }\n\tFrame SHEXF { Light WL_IceShardFaintBlue }\n}\n\nPointLight WL_NovaBall\n{\n    Color 1.0 0.0 0.0\n    Size 128\n}\n\nObject NovaBall\n{\n\tFrame THUNA { Light WL_NovaBall }\n\tFrame THUNB { Light WL_NovaBall }\n\tFrame THUNC { Light WL_NovaBall }\n\tFrame THUND { Light WL_NovaBall }\n\tFrame THUNE { Light WL_NovaBall }\n\tFrame THUNF { Light WL_NovaBall }\n\tFrame THUNG { Light WL_NovaBall }\n\tFrame THUNH { Light WL_NovaBall }\n\tFrame THUNI { Light WL_NovaBall }\n\tFrame THUNJ { Light WL_NovaBall }\n\tFrame THUNK { Light WL_NovaBall }\n\tFrame THUNL { Light WL_NovaBall }\n\tFrame THUNM { Light WL_NovaBall }\n\tFrame THUNN { Light WL_NovaBall }\n\tFrame THUNO { Light WL_NovaBall }\n\tFrame THUNP { Light WL_NovaBall }\n}\n\nObject NovaGraphicExplosion\n{\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n\tFrame NKXP { Light WL_NovaMagmaBig }\n}\n\nPointLight WL_NovaMagmaBig\n{\n    Color 1.0 1.0 0.0\n    Size 150\n}\n\n// God definitions:\n\npointLight LUS\n{\n    color 0.2 0.2 0.8\n    size 40\n\toffset 10 2 0\n}\n\npulseLight LUS2\n{\n    color 0.0 0.0 0.8\n    size 160\n    secondarySize 220\n    interval 1.2\n}\npointLight LUS3\n{\n    color 0.2 0.2 0.8\n    size 80\n\toffset 10 2 0\n}\n\nobject Light2\n{\n    Frame MISL { Light LUS2 }\n\tFrame MIS2 { Light LUS2 }\n}\n\nobject Light\n{\n    Frame PLSSA { Light LUS }\n\tFrame PLSSB { Light LUS }\n\tFrame PLSEA { Light LUS3 }\n}\npointLight BlancoRayo\n{\n    color 0.2 0.2 0.8\n    size 45\n\toffset 0 85 0\n}\nobject Blanco\n{\n    Frame BOS5B { Light BlancoRayo }\n\tFrame BOS5C { Light BlancoRayo }\n\tFrame BOS5D { Light BlancoRayo }\n\tFrame BOS5E { Light BlancoRayo }\n}\nflickerLight Trueno\n{\n    color 1.0 1.0 1.0\n    size 300\n\tsecondarySize  350\n\tchance 1\n\toffset 0 30 0\n\n}\n\nflickerLight Trueno2\n{\n    color 1.0 1.0 1.0\n    size 300\n\tsecondarySize  350\n\tchance 1\n\toffset 0 30 10\n\n}\n\nflickerLight Trueno3\n{\n    color 1.0 1.0 1.0\n    size 300\n\tsecondarySize  350\n\tchance 1\n\toffset 0 30 30\n\n}\nObject Thunder_GeneratorBlue\n{\nFrame THND { Light Trueno }\nFrame THND { Light Trueno2 }\nFrame THND { Light Trueno3 }\n}\n\nObject Thunder_GeneratorWhite\n{\nFrame THND { Light Trueno }\nFrame THND { Light Trueno2 }\nFrame THND { Light Trueno3 }\n}\n\nObject Thunder_GeneratorRed\n{\nFrame THND { Light Trueno }\nFrame THND { Light Trueno2 }\nFrame THND { Light Trueno3 }\n}\n\nObject Thunder_GeneratorTan\n{\nFrame THND { Light Trueno }\nFrame THND { Light Trueno2 }\nFrame THND { Light Trueno3 }\n}\nObject Thunder_GeneratorGreen\n{\nFrame THND { Light Trueno }\nFrame THND { Light Trueno2 }\nFrame THND { Light Trueno3 }\n}\nObject Thunder_GeneratorPink\n{\nFrame THND { Light Trueno }\nFrame THND { Light Trueno2 }\nFrame THND { Light Trueno3 }\n}\n\n// Nightmare definitions:\nPointLight NM_IceWeak\n{\n    Color 0.0 0.0 0.5\n    Size 8\n}\n\nPointLight NM_IceMedium\n{\n    Color 0.0 0.0 0.7\n    Size 12\n}\n\nPointLight NM_IceStrong\n{\n    Color 0.0 0.0 0.85\n    Size 16\n}\n\nPointLight NM_IceMax\n{\n    Color 0.0 0.0 0.1\n    Size 24\n}\n\nObject FloorHuggerIce\n{\n\tFrame ICPLA { Light NM_IceWeak }\n\tFrame ICPLB { Light NM_IceWeak }\n\tFrame ICPLC { Light NM_IceWeak }\n\tFrame ICPLD { Light NM_IceMedium }\n\tFrame ICPLE { Light NM_IceMedium }\n\tFrame ICPLF { Light NM_IceStrong }\n\tFrame ICPLG { Light NM_IceStrong }\n\tFrame ICPLH { Light NM_IceMax }\n\tFrame ICPLI { Light NM_IceMax }\n}\n\n// Defiler defintions:\nPointLight Defiler_GreenBall\n{\n    Color 0.78 1.0 0.40\n    Size 24\n}\n\nObject DefilerAcidBall\n{\n\tFrame BOGYA { Light Defiler_GreenBall }\n\tFrame BOGYB { Light Defiler_GreenBall }\n\tFrame BOGYC { Light Defiler_GreenBall }\n\tFrame BOGYD { Light Defiler_GreenBall }\n\tFrame BOGYE { Light Defiler_GreenBall }\n\tFrame BOGYF { Light Defiler_GreenBall }\n}\n\nPointLight Defiler_CloudBall\n{\n    Color 1.0 0.5 0.0\n    Size 24\n}\n\nObject DefilerCloudball\n{\n\tFrame CLDBA { Light Defiler_CloudBall }\n\tFrame CLDBB { Light Defiler_CloudBall }\n\tFrame CLDBC { Light Defiler_CloudBall }\n\tFrame CLDBD { Light Defiler_CloudBall }\n\tFrame CLDBE { Light Defiler_CloudBall }\n\tFrame CLDBF { Light Defiler_CloudBall }\n}\n\n// NEW GVHNS MODIFICATIONS\n// Hunter\n\nPointLight Hunter_MagmaBallBig\n{\n    Color 1.0 0.0 0.0\n    Size 24\n}\n\nPointLight Hunter_MagmaBallSmall\n{\n    Color 0.8 0.0 0.0\n    Size 16\n}\n\nPointLight Hunter_SuperIceArrow\n{\n    Color 0.0 0.0 1.0\n    Size 24\n}\n\nObject SuperFireBowMagmaBall\n{\n\tFrame MGMBA { Light Hunter_MagmaBallBig }\n\tFrame MGMBB { Light Hunter_MagmaBallBig }\n\tFrame MGMBC { Light Hunter_MagmaBallBig }\n\tFrame MGMBD { Light Hunter_MagmaBallBig }\n\tFrame MGMBE { Light Hunter_MagmaBallBig }\n\tFrame MGMBF { Light Hunter_MagmaBallBig }\n}\n\nObject SuperFireBowMagmaBallSmall\n{\n\tFrame MGMSA { Light Hunter_MagmaBallSmall }\n\tFrame MGMSB { Light Hunter_MagmaBallSmall }\n}\n\nObject SuperIceArrow\n{\n\tFrame SHRDA { Light Hunter_SuperIceArrow }\n\tFrame SHRDB { Light Hunter_SuperIceArrow }\n\tFrame SHRDC { Light Hunter_SuperIceArrow }\n}\n\n////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////\n\n// Marine\n\nobject BulletPuff2\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\npointlight MARINESHOT\n{\n    color 0.8 0.8 0.0\n    size 50\n}\n\nobject DoomPlayer2\n{\n    frame PLAYF { light MARINESHOT }\n}\n\nflickerlight GRENADE_X1\n{\n    color 1.0 1.0 0.0\n    size 80\n    secondarySize 75\n    chance 0.9\n}\n\nflickerlight GRENADE_X2\n{\n    color 1.0 1.0 0.0\n    size 75\n    secondarySize 65\n    chance 0.9\n}\n\nflickerlight GRENADE_X3\n{\n    color 1.0 1.0 0.0\n    size 65\n    secondarySize 60\n    chance 0.9\n}\n\nflickerlight GRENADE_X4\n{\n    color 1.0 1.0 0.0\n    size 60\n    secondarySize 55\n    chance 0.9\n}\n\nflickerlight GRENADE_X5\n{\n    color 1.0 1.0 0.0\n    size 55\n    secondarySize 50\n    chance 0.9\n}\n\nflickerlight GRENADE_X6\n{\n    color 1.0 1.0 0.0\n    size 50\n    secondarySize 45\n    chance 0.9\n}\n\nflickerlight GRENADE_X7\n{\n    color 1.0 1.0 0.0\n    size 45\n    secondarySize 40\n    chance 0.9\n}\n\nflickerlight GRENADE_X8\n{\n    color 1.0 1.0 0.0\n    size 40\n    secondarySize 35\n    chance 0.9\n}\n\nflickerlight GRENADE_X9\n{\n    color 1.0 1.0 0.0\n    size 35\n    secondarySize 30\n    chance 0.9\n}\n\nflickerlight GRENADE_X10\n{\n    color 1.0 1.0 0.0\n    size 30\n    secondarySize 25\n    chance 0.9\n}\n\nflickerlight GRENADE_X11\n{\n    color 1.0 1.0 0.0\n    size 25\n    secondarySize 20\n    chance 0.9\n}\n\nflickerlight GRENADE_X12\n{\n    color 1.0 1.0 0.0\n    size 20\n    secondarySize 15\n    chance 0.9\n}\n\nflickerlight GRENADE_X13\n{\n    color 1.0 1.0 0.0\n    size 15\n    secondarySize 10\n    chance 0.9\n}\n\nflickerlight GRENADE_X14\n{\n    color 1.0 1.0 0.0\n    size 10\n    secondarySize 5\n    chance 0.9\n}\n\nflickerlight GRENADE_X15\n{\n    color 1.0 1.0 0.0\n    size 5\n    chance 0.9\n}\n\nobject GrenadeExplosion\n{\n    frame NKXPB { light GRENADE_X1 }\n\tframe NKXPC { light GRENADE_X2 }\n\tframe NKXPD { light GRENADE_X3 }\n\tframe NKXPE { light GRENADE_X4 }\n\tframe NKXPF { light GRENADE_X5 }\n\tframe NKXPG { light GRENADE_X6 }\n\tframe NKXPH { light GRENADE_X7 }\n\tframe NKXPI { light GRENADE_X8 }\n\tframe NKXPJ { light GRENADE_X9 }\n\tframe NKXPK { light GRENADE_X10 }\n\tframe NKXPL { light GRENADE_X11 }\n\tframe NKXPM { light GRENADE_X12 }\n\tframe NKXPN { light GRENADE_X13 }\n\tframe NKXPO { light GRENADE_X14 }\n\tframe NKXPP { light GRENADE_X15 }\n}\n\nobject Launchfx\n{\n    frame MNSMA { light GRENADE_X1 }\n\tframe MNSMB { light GRENADE_X2 }\n\tframe MNSMC { light GRENADE_X3 }\n\tframe MNSMD { light GRENADE_X4 }\n\tframe MNSME { light GRENADE_X5 }\n\tframe MNSMF { light GRENADE_X6 }\n\tframe MNSMG { light GRENADE_X7 }\n\tframe MNSMH { light GRENADE_X8 }\n\tframe MNSMI { light GRENADE_X9 }\n\tframe MNSMJ { light GRENADE_X10 }\n\tframe MNSMK { light GRENADE_X11 }\n\tframe MNSML { light GRENADE_X12 }\n\tframe MNSMM { light GRENADE_X13 }\n\tframe MNSMN { light GRENADE_X14 }\n\tframe MNSMO { light GRENADE_X15 }\n}\n\n// Hunter\n\npointlight FIREARROW\n{\n    color 1.0 0.0 0.0\n    size 12\n}\n\npointlight FIREARROWX1\n{\n    color 1.0 0.2 0.0\n    size 30\n}\n\npointlight FIREARROWX2\n{\n    color 1.0 0.2 0.0\n    size 25\n}\n\npointlight FIREARROWX3\n{\n    color 1.0 0.2 0.0\n    size 20\n}\n\npointlight FIREARROWX4\n{\n    color 1.0 0.2 0.0\n    size 15\n}\n\npointlight FIREARROWX5\n{\n    color 1.0 0.2 0.0\n    size 10\n}\n\npointlight FIREARROWX6\n{\n    color 1.0 0.2 0.0\n    size 5\n}\n\nobject FlameArrow\n{\n    frame FARW { light FIREARROW }\n\tframe HELXA { light FIREARROWX1 }\n\tframe HELXB { light FIREARROWX2 }\n\tframe HELXC { light FIREARROWX3 }\n\tframe HELXD { light FIREARROWX4 }\n\tframe HELXE { light FIREARROWX5 }\n\tframe HELXF { light FIREARROWX6 }\n}\n\npointlight ICEARROW\n{\n    color 0.0 0.0 1.0\n    size 12\n}\n\npointlight ICEARROWX1\n{\n    color 0.0 0.0 1.0\n    size 30\n}\n\npointlight ICEARROWX2\n{\n    color 0.0 0.0 1.0\n    size 20\n}\n\npointlight ICEARROWX3\n{\n    color 0.0 0.0 1.0\n    size 10\n}\n\nobject IceArrow\n{\n\tframe SHRD { light ICEARROW }\n\tframe SHEXA { light ICEARROWX1 }\n\tframe SHEXB { light ICEARROWX2 }\n\tframe SHEXC { light ICEARROWX3 }\n}\n\nobject IceArrow2\n{\n\tframe SHRD { light ICEARROW }\n\tframe SHEXA { light ICEARROWX1 }\n\tframe SHEXB { light ICEARROWX2 }\n\tframe SHEXC { light ICEARROWX3 }\n}\n\npointlight ARROWHIGHLIGHT\n{\n    color 0.3 0.3 0.3\n    size 8\n}\n\nobject ArrowDropped\n{\n\tframe ARRW { light ARROWHIGHLIGHT }\n}\n\nflickerlight FIRERADIUS1\n{\n\tcolor 1.0 0.0 0.0\n    size 100\n    secondarySize 80\n}\n\nflickerlight FIRERADIUS2\n{\n\tcolor 1.0 0.0 0.0\n    size 80\n    secondarySize 60\n}\n\nflickerlight FIRERADIUS3\n{\n\tcolor 1.0 0.0 0.0\n    size 60\n    secondarySize 40\n}\n\nflickerlight FIRERADIUS4\n{\n\tcolor 1.0 0.0 0.0\n    size 40\n    secondarySize 20\n}\n\nflickerlight FIRERADIUS5\n{\n    color 1.0 0.0 0.0\n    size 20\n}\n\nobject FireRadius\n{\n\tframe TNT1A { light FIRERADIUS1 }\n\tframe TNT1B { light FIRERADIUS2 }\n\tframe TNT1C { light FIRERADIUS3 }\n\tframe TNT1D { light FIRERADIUS4 }\n\tframe TNT1E { light FIRERADIUS5 }\n}\n\nflickerlight ICERADIUS1\n{\n\tcolor 0.0 0.0 1.0\n    size 100\n    secondarySize 80\n}\n\nflickerlight ICERADIUS2\n{\n\tcolor 0.0 0.0 1.0\n    size 80\n    secondarySize 60\n}\n\nflickerlight ICERADIUS3\n{\n\tcolor 0.0 0.0 1.0\n    size 60\n    secondarySize 40\n}\n\nflickerlight ICERADIUS4\n{\n\tcolor 0.0 0.0 1.0\n    size 40\n    secondarySize 20\n}\n\nflickerlight ICERADIUS5\n{\n    color 0.0 0.0 1.0\n    size 20\n}\n\nobject IceRadius\n{\n\tframe TNT1A { light ICERADIUS1 }\n\tframe TNT1B { light ICERADIUS2 }\n\tframe TNT1C { light ICERADIUS3 }\n\tframe TNT1D { light ICERADIUS4 }\n\tframe TNT1E { light ICERADIUS5 }\n}\n\nflickerlight LIGHTNINGRADIUS1\n{\n\tcolor 1.0 1.0 0.0\n    size 100\n    secondarySize 80\n}\n\nflickerlight LIGHTNINGRADIUS2\n{\n\tcolor 1.0 1.0 0.0\n    size 80\n    secondarySize 60\n}\n\nflickerlight LIGHTNINGRADIUS3\n{\n\tcolor 1.0 1.0 0.0\n    size 60\n    secondarySize 40\n}\n\nflickerlight LIGHTNINGRADIUS4\n{\n\tcolor 1.0 1.0 0.0\n    size 40\n    secondarySize 20\n}\n\nflickerlight LIGHTNINGRADIUS5\n{\n    color 1.0 1.0 0.0\n    size 20\n}\n\nobject LightningRadius\n{\n\tframe TNT1A { light LIGHTNINGRADIUS1 }\n\tframe TNT1B { light LIGHTNINGRADIUS2 }\n\tframe TNT1C { light LIGHTNINGRADIUS3 }\n\tframe TNT1D { light LIGHTNINGRADIUS4 }\n\tframe TNT1E { light LIGHTNINGRADIUS5 }\n}\n\nobject LightningFall\n{\n\tframe FX16G { light LIGHTNINGRADIUS1 }\n\tframe FX16H { light LIGHTNINGRADIUS2 }\n\tframe FX16I { light LIGHTNINGRADIUS3 }\n\tframe FX16J { light LIGHTNINGRADIUS4 }\n\tframe FX16K { light LIGHTNINGRADIUS5 }\n}\n\nflickerlight NORMALRADIUS1\n{\n\tcolor 1.0 1.0 1.0\n    size 100\n    secondarySize 80\n}\n\nflickerlight NORMALRADIUS2\n{\n\tcolor 1.0 1.0 1.0\n    size 80\n    secondarySize 60\n}\n\nflickerlight NORMALRADIUS3\n{\n\tcolor 1.0 1.0 1.0\n    size 60\n    secondarySize 40\n}\n\nflickerlight NORMALRADIUS4\n{\n\tcolor 1.0 1.0 1.0\n    size 40\n    secondarySize 20\n}\n\nflickerlight NORMALRADIUS5\n{\n    color 1.0 1.0 1.0\n    size 20\n}\n\nobject NormalRadius\n{\n\tframe TNT1A { light NORMALRADIUS1 }\n\tframe TNT1B { light NORMALRADIUS2 }\n\tframe TNT1C { light NORMALRADIUS3 }\n\tframe TNT1D { light NORMALRADIUS4 }\n\tframe TNT1E { light NORMALRADIUS5 }\n}\n\nflickerlight HUNLIG4\n{\n\tcolor 1.0 1.0 0.0\n    size 80\n    secondarySize 60\n}\n\nflickerlight HUNLIG3\n{\n\tcolor 1.0 1.0 0.0\n    size 60\n    secondarySize 40\n}\n\nflickerlight HUNLIG2\n{\n\tcolor 1.0 1.0 0.0\n    size 40\n    secondarySize 20\n}\n\nflickerlight HUNLIG1\n{\n    color 1.0 1.0 0.0\n    size 20\n}\n\nobject HunterLightSpawner\n{\n\tframe TNT1A { light HUNLIG1 }\n\tframe TNT1B { light HUNLIG2 }\n\tframe TNT1C { light HUNLIG3 }\n\tframe TNT1D { light HUNLIG4 }\n\tframe TNT1E { light HUNLIG4 }\n}\n\nobject HunterLightningParticle\n{\n\tframe EBLTG { light HUNLIG3 }\n\tframe EBLTH { light HUNLIG3 }\n\tframe EBLTI { light HUNLIG2 }\n\tframe EBLTJ { light HUNLIG2 }\n\tframe EBLTK { light HUNLIG1 }\n}\n\nobject HunterLightningParticle2\n{\n\tframe EBLTG { light HUNLIG3 }\n\tframe EBLTH { light HUNLIG3 }\n\tframe EBLTI { light HUNLIG2 }\n\tframe EBLTJ { light HUNLIG2 }\n\tframe EBLTK { light HUNLIG1 }\n}\n\n// Cyborg\n\npointlight PLASMABALL\n{\n    color 0.0 0.1 1.0\n    size 56\n}\n\nflickerlight PLASMA_X1\n{\n    color 0.2 0.2 1.0\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA_X2\n{\n    color 0.2 0.2 0.8\n    size 80\n    secondarySize 88\n    chance 0.4\n}\n\nflickerlight PLASMA_X3\n{\n    color 0.1 0.1 0.5\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA_X4\n{\n    color 0.0 0.0 0.2\n    size 8\n    secondarySize 16\n    chance 0.4\n}\n\npointlight JETPACK1\n{\n    color 1.0 1.0 0.0\n    size 33\n}\n\npointlight JETPACK2\n{\n    color 1.0 0.5 0.0\n    size 30\n}\n\npointlight JETPACK3\n{\n    color 1.0 0.8 0.0\n    size 39\n}\n\nobject Firey\n{\n    frame BFIRA { light JETPACK1 }\n    frame BFIRB { light JETPACK2 }\n\tframe BFIRC { light JETPACK3 }\n}\n\nobject CyborgPlasmaBall\n{\n    frame SBLLA { light PLASMABALL }\n    frame SBLLB { light PLASMABALL }\n\tframe SBLLC { light PLASMABALL }\n\tframe SBLLD { light PLASMABALL }\n\tframe SBLLE { light PLASMABALL }\n\tframe SBLLF { light PLASMABALL }\n\tframe SBLLG { light PLASMABALL }\n\tframe SBLLH { light PLASMABALL }\n\tframe SBLLI { light PLASMABALL }\n\tframe SBLLJ { light PLASMABALL }\n\n    frame SBLLK { light PLASMA_X1 }\n    frame SBLLL { light PLASMA_X2 }\n    frame SBLLM { light PLASMA_X2 }\n    frame SBLLN { light PLASMA_X3 }\n    frame SBLLO { light PLASMA_X4 }\n}\n\n// Global\n\nObject JuggyBall\n{\n    Frame MANF { Light JuggyBallLight }\n\tFrame MANF { Light JuggyBallLight }\n\tFrame MANF { Light JuggyBallLight }\n\tFrame MANF { Light JuggyBallLight }\n\tFrame MANF { Light JuggyBallLight }\n\tFrame MANF { Light JuggyBallLight }\n\tFrame MANF { Light JuggyBallLight }\n}\n\nPointLight JuggyBallLight\n{\n    Color 1.0 0.0 0.0\n    Size 50\n}\n\nObject JuggyBallDeath\n{\n    Frame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n\tFrame MISL { Light JuggyBallLightDeath }\n}\n\nPointLight JuggyBallLightDeath\n{\n    Color 1.0 0.0 0.0\n    Size 80\n}\n\nflickerlight ARCHFIRE1\n{\n    color 1.0 1.0 0.0\n    size 24\n    secondarySize 32\n    chance 0.3\n    offset 0 8 0\n}\n\nflickerlight ARCHFIRE2\n{\n    color 1.0 1.0 0.0\n    size 40\n    secondarySize 48\n    chance 0.3\n    offset 0 24 0\n}\n\nflickerlight ARCHFIRE3\n{\n    color 1.0 1.0 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 32 0\n}\n\nflickerlight ARCHFIRE4\n{\n    color 0.8 0.8 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight ARCHFIRE5\n{\n    color 0.8 0.8 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 48 0\n}\n\nflickerlight ARCHFIRE6\n{\n    color 0.6 0.6 0.0\n    size 48\n    secondarySize 56\n    chance 0.3\n    offset 0 64 0\n}\n\nflickerlight ARCHFIRE7\n{\n    color 0.4 0.4 0.0\n    size 32\n    secondarySize 40\n    chance 0.3\n    offset 0 72 0\n}\n\nflickerlight ARCHFIRE8\n{\n    color 0.2 0.2 0.0\n    size 16\n    secondarySize 24\n    chance 0.3\n    offset 0 80 0\n}\n\nobject ArchvileFirex\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject ArchvileFirex2\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\n// GVH01 Stuff\n\nflickerlight BIGLIGHT\n{\n    color 0.5 0.5 0.0\n    size 400\n    secondarySize 500\n    chance 0.8\n}\n\nobject Logfire\n{\n    frame TNT1A { light BIGLIGHT }\n}\n\npointlight GhostTrap\n{\n    color 0.0 0.0 0.8\n    size 16\n}\n\nobject GhostTrap\n{\n    frame GTRPE0 { light GhostTrap }\n}\n\nflickerlight TRAP_X1\n{\n    color 0.0 0.0 1.0\n    size 80\n    secondarySize 75\n    chance 0.5\n}\n\nflickerlight TRAP_X2\n{\n    color 0.3 0.3 1.0\n    size 75\n    secondarySize 65\n    chance 0.5\n}\n\nobject GhostTrapFX\n{\n    frame GTRPB0 { light TRAP_X1 }\n\tframe GTRPC0 { light TRAP_X2 }\n\tframe GTRPD0 { light TRAP_X1 }\n}\n\npointlight ProtonBall\n{\n    color 1.0 0.0 0.0\n    size 30\n}\n\npointlight ProtonBall2\n{\n    color 0.0 0.0 1.0\n    size 40\n}\n\nflickerlight Proton_X1\n{\n    color 1.0 0.0 0.0\n    size 30\n    secondarySize 40\n    chance 0.4\n}\n\nflickerlight Proton_X2\n{\n    color 1.0 0.2 0.2\n    size 20\n    secondarySize 30\n    chance 0.4\n}\n\nflickerlight Proton_X3\n{\n    color 1.0 0.3 0.3\n    size 10\n    secondarySize 20\n    chance 0.4\n}\n\nflickerlight Proton_X4\n{\n    color 1.0 0.4 0.4\n    size 5\n    secondarySize 10\n    chance 0.4\n}\n\nobject GhostBusterBall\n{\n    frame PROTA0 { light ProtonBall }\n    frame PROTB0 { light ProtonBall2 }\n\n    frame PROTE0 { light Proton_X1 }\n\tframe PROTE0 { light Proton_X1 }\n    frame PROTF0 { light Proton_X2 }\n    frame PROTG0 { light Proton_X2 }\n    frame PROTH0 { light Proton_X3 }\n    frame PROTI0 { light Proton_X4 }\n}\n\n//object FrozenWind\n//{\n//\tframe PLSSJ { light ICERADIUS1X }\n//\tframe PLSSK { light ICERADIUS1X }\n//\tframe PLSSL { light ICERADIUS1X }\n//\tframe PLSSM { light ICERADIUS1X }\n//\tframe PLSSN { light ICERADIUS1X }\n//\tframe PLSSO { light ICERADIUS1X }\n//\tframe PLSSP { light ICERADIUS1X }\n//\tframe PLSSQ { light ICERADIUS1X }\n//\tframe PLSSR { light ICERADIUS1X }\n//\tframe PLSSS { light ICERADIUS1X }\n//\tframe PLSST { light ICERADIUS1X }\n//\tframe PLSSU { light ICERADIUS2X }\n//\tframe PLSSV { light ICERADIUS3X }\n//\tframe PLSSW { light ICERADIUS4X }\n//\tframe PLSSX { light ICERADIUS5X }\n//}\n\nobject FrostDeathFX\n{\n\tframe PLSSJ { light ICERADIUS1X }\n\tframe PLSSK { light ICERADIUS1X }\n\tframe PLSSL { light ICERADIUS1X }\n\tframe PLSSM { light ICERADIUS1X }\n\tframe PLSSN { light ICERADIUS1X }\n\tframe PLSSO { light ICERADIUS1X }\n\tframe PLSSP { light ICERADIUS1X }\n\tframe PLSSQ { light ICERADIUS1X }\n\tframe PLSSR { light ICERADIUS1X }\n\tframe PLSSS { light ICERADIUS1X }\n\tframe PLSST { light ICERADIUS1X }\n\tframe PLSSU { light ICERADIUS2X }\n\tframe PLSSV { light ICERADIUS3X }\n\tframe PLSSW { light ICERADIUS4X }\n\tframe PLSSX { light ICERADIUS5X }\n}\n\npointlight ICERADIUS1X\n{\n\tcolor 0.0 0.0 1.0\n    size 100\n}\n\npointlight ICERADIUS2X\n{\n\tcolor 0.0 0.0 1.0\n    size 80\n}\n\npointlight ICERADIUS3X\n{\n\tcolor 0.0 0.0 1.0\n    size 60\n}\n\npointlight ICERADIUS4X\n{\n\tcolor 0.0 0.0 1.0\n    size 40\n}\n\npointlight ICERADIUS5X\n{\n    color 0.0 0.0 1.0\n    size 20\n}\n\nobject SteamProjectile\n{\n    frame EMBPA { light ARCHFIRE1 }\n    frame EMBPB { light ARCHFIRE2 }\n    frame EMBPC { light ARCHFIRE3 }\n    frame EMBPD { light ARCHFIRE4 }\n    frame EMBPE { light ARCHFIRE5 }\n}\n\n// GVH 19\npointlight RedGlow\n{\n\tcolor 1.0 0.0 0.0\n\tsize 100\n}\n\nobject EerieRedLight\n{\n\tframe TNT1 { light RedGlow }\n}\n\npointlight RedGlow2\n{\n\tcolor 1.0 0.0 0.0\n\tsize 50\n}\n\nobject EerieRedLight2\n{\n\tframe TNT1 { light RedGlow2 }\n}\n\n// GVH 23\nPointlight WhiteSparkFlare\n{\nColor 1.0 1.0 1.0\nSize 12\n}\n\nPointlight RedSparkFlare\n{\nColor 0.4 0.0 0.0\nSize 12\n}\n\nPointlight OrangeSparkFlare\n{\nColor 0.8 0.4 0.0\nSize 12\n}\n\nPointlight YellowSparkFlare\n{\nColor 1.0 1.0 0.0\nSize 12\n}\n\nPointlight GreenSparkFlare\n{\nColor 0.0 1.0 0.0\nSize 12\n}\n\nPointlight BlueSparkFlare\n{\nColor 0.0 0.0 0.8\nSize 12\n}\n\nPointlight PurpleSparkFlare\n{\nColor 0.5 0.0 0.5\nSize 12\n}\n\nObject SparkFlare_W1 { Frame SPKW { Light WhiteSparkFlare } }\nObject SparkFlare_W2 { Frame SPKW { Light WhiteSparkFlare } }\nObject SparkFlare_W3 { Frame SPKW { Light WhiteSparkFlare } }\nObject SparkFlare_W4 { Frame SPKW { Light WhiteSparkFlare } }\nObject SparkFlare_W5 { Frame SPKW { Light WhiteSparkFlare } }\nObject SparkFlare_W6 { Frame SPKW { Light WhiteSparkFlare } }\n\nObject SparkFlare_R1 { Frame SPKR { Light RedSparkFlare } }\nObject SparkFlare_R2 { Frame SPKR { Light RedSparkFlare } }\nObject SparkFlare_R3 { Frame SPKR { Light RedSparkFlare } }\nObject SparkFlare_R4 { Frame SPKR { Light RedSparkFlare } }\nObject SparkFlare_R5 { Frame SPKR { Light RedSparkFlare } }\nObject SparkFlare_R6 { Frame SPKR { Light RedSparkFlare } }\n\nObject SparkFlare_O1 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O2 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O3 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O4 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O5 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O6 { Frame SPKO { Light OrangeSparkFlare } }\n\nObject SparkFlare_Y1 { Frame SPKY { Light YellowSparkFlare } }\nObject SparkFlare_Y2 { Frame SPKY { Light YellowSparkFlare } }\nObject SparkFlare_Y3 { Frame SPKY { Light YellowSparkFlare } }\nObject SparkFlare_Y4 { Frame SPKY { Light YellowSparkFlare } }\nObject SparkFlare_Y5 { Frame SPKY { Light YellowSparkFlare } }\nObject SparkFlare_Y6 { Frame SPKY { Light YellowSparkFlare } }\n\nObject SparkFlare_G1 { Frame SPKG { Light GreenSparkFlare } }\nObject SparkFlare_G2 { Frame SPKG { Light GreenSparkFlare } }\nObject SparkFlare_G3 { Frame SPKG { Light GreenSparkFlare } }\nObject SparkFlare_G4 { Frame SPKG { Light GreenSparkFlare } }\nObject SparkFlare_G5 { Frame SPKG { Light GreenSparkFlare } }\nObject SparkFlare_G6 { Frame SPKG { Light GreenSparkFlare } }\n\nObject SparkFlare_B1 { Frame SPKB { Light BlueSparkFlare } }\nObject SparkFlare_B2 { Frame SPKB { Light BlueSparkFlare } }\nObject SparkFlare_B3 { Frame SPKB { Light BlueSparkFlare } }\nObject SparkFlare_B4 { Frame SPKB { Light BlueSparkFlare } }\nObject SparkFlare_B5 { Frame SPKB { Light BlueSparkFlare } }\nObject SparkFlare_B6 { Frame SPKB { Light BlueSparkFlare } }\n\nObject SparkFlare_P1 { Frame SPKP { Light PurpleSparkFlare } }\nObject SparkFlare_P2 { Frame SPKP { Light PurpleSparkFlare } }\nObject SparkFlare_P3 { Frame SPKP { Light PurpleSparkFlare } }\nObject SparkFlare_P4 { Frame SPKP { Light PurpleSparkFlare } }\nObject SparkFlare_P5 { Frame SPKP { Light PurpleSparkFlare } }\nObject SparkFlare_P6 { Frame SPKP { Light PurpleSparkFlare } }\n\n// GVH 36\nPointLight YellowLamp\n{\nColor 1.0 1.0 0.0\nSize 56\nOffset 0 48 0\n}\n\nObject YellowLamp\n{\nFrame YLMP { Light YellowLamp }\n}\n\nPointLight GreyLamp\n{\nColor 0.6 0.6 0.6\nSize 56\nOffset 0 48 0\n}\n\nObject GreyLamp\n{\nFrame GLMP { Light GreyLamp }\n}\n\n// GVH 40\nGlow\n{\n Flats\n  {\n \tblooda\n \tbloodb\n \twatera\n \twaterb\n \tslimea\n \tslimeb\n   }\n}\n\nObject FloorHuggerIceMedium\n{\n\tFrame ICPLA { Light NM_IceWeak }\n\tFrame ICPLB { Light NM_IceWeak }\n\tFrame ICPLC { Light NM_IceWeak }\n\tFrame ICPLD { Light NM_IceMedium }\n\tFrame ICPLE { Light NM_IceMedium }\n\tFrame ICPLF { Light NM_IceStrong }\n\tFrame ICPLG { Light NM_IceStrong }\n\tFrame ICPLH { Light NM_IceMax }\n}\n\nObject FloorHuggerIceSmall\n{\n\tFrame ICPLA { Light NM_IceWeak }\n\tFrame ICPLB { Light NM_IceWeak }\n\tFrame ICPLC { Light NM_IceWeak }\n\tFrame ICPLD { Light NM_IceMedium }\n\tFrame ICPLE { Light NM_IceMedium }\n\tFrame ICPLF { Light NM_IceStrong }\n}\n\nObject FloorHuggerIceTiny\n{\n\tFrame ICPLA { Light NM_IceWeak }\n\tFrame ICPLB { Light NM_IceWeak }\n\tFrame ICPLC { Light NM_IceWeak }\n\tFrame ICPLD { Light NM_IceMedium }\n\tFrame ICPLE { Light NM_IceMedium }\n}\n\nflickerlight NORMALRADIUS6\n{\n\tcolor 1.0 1.0 1.0\n    size 80\n    secondarySize 56\n}\n\nflickerlight NORMALRADIUS5\n{\n\tcolor 1.0 1.0 1.0\n    size 72\n    secondarySize 48\n}\n\nflickerlight NORMALRADIUS4\n{\n\tcolor 1.0 1.0 1.0\n    size 64\n    secondarySize 40\n}\n\nflickerlight NORMALRADIUS3\n{\n\tcolor 1.0 1.0 1.0\n    size 56\n    secondarySize 32\n}\n\nflickerlight NORMALRADIUS2\n{\n\tcolor 1.0 1.0 1.0\n    size 48\n    secondarySize 24\n}\n\nflickerlight NORMALRADIUS1\n{\n    color 1.0 1.0 1.0\n    size 24\n\tsecondarysize 16\n}\n\nobject NormalRadius\n{\n\tframe TNT1A { light NORMALRADIUS1 }\n\tframe HUNMA { light NORMALRADIUS1 }\n\tframe HUNMB { light NORMALRADIUS2 }\n\tframe HUNMC { light NORMALRADIUS3 }\n\tframe HUNMD { light NORMALRADIUS4 }\n\tframe HUNME { light NORMALRADIUS5 }\n\tframe HUNMF { light NORMALRADIUS6 }\n}\n\npointlight REDLIGHT1\n{\n\tcolor 0.9 0.25 0.25\n\tsize 24\n}\n\npointlight REDLIGHT2\n{\n\tcolor 0.9 0.25 0.25\n\tsize 36\n}\n\npointlight REDLIGHT3\n{\n\tcolor 0.9 0.25 0.25\n\tsize 48\n}\n\npointlight REDLIGHT4\n{\n\tcolor 0.9 0.25 0.25\n\tsize 60\n}\n\npointlight REDLIGHT5\n{\n\tcolor 0.9 0.25 0.25\n\tsize 16\n}\n\nobject LightningExplosion\n{\n\tframe THUND { light REDLIGHT1 }\n\tframe THUNE { light REDLIGHT2 }\n\tframe THUNF { light REDLIGHT3 }\n\tframe THUNG { light REDLIGHT4 }\n\tframe THUNP { light REDLIGHT5 }\n}\n\nflickerlight WRED1\n{\n\tcolor 0.85 0.1 0.1\n\tsize 84\n\tsecondarysize 64\n}\n\nflickerlight WRED2\n{\n\tcolor 0.85 0.2 0.2\n\tsize 64\n\tsecondarysize 48\n}\n\npointlight WRED3\n{\n\tcolor 0.85 0.2 0.2\n\tsize 36\n}\n\nflickerlight WRED4\n{\n\tcolor 0.85 0.35 0.35\n\tsize 48\n\tsecondarysize 32\n}\n\nobject BigFireBall\n{\n\tframe MSP1A { light WRED1 }\n\tframe MSP1B { light WRED1 }\n\tframe MSP1C { light WRED1 }\n\tframe MSP1D { light WRED1 }\n\tframe MSP1E { light WRED1 }\n\tframe MSP1F { light WRED1 }\n\tframe MSP1G { light WRED2 }\n\tframe MSP1H { light WRED2 }\n\tframe MSP1I { light WRED2 }\n\tframe MSP1J { light WRED2 }\n\tframe MSP1K { light WRED2 }\n\tframe MSP1L { light WRED2 }\n\tframe MSP1M { light WRED2 }\n\tframe MSP1N { light WRED2 }\n\tframe MSP1O { light WRED2 }\n\tframe MSP1P { light WRED2 }\n}\n\nobject FireBallMage\n{\n\tframe MSP2A { light WRED3 }\n\tframe MSP2B { light WRED3 }\n\tframe MSP2C { light WRED3 }\n\tframe MSP2D { light WRED3 }\n\n\tframe MSP1G { light WRED4 }\n\tframe MSP1H { light WRED4 }\n\tframe MSP1I { light WRED4 }\n\tframe MSP1J { light WRED4 }\n\tframe MSP1K { light WRED4 }\n\tframe MSP1L { light WRED4 }\n\tframe MSP1M { light WRED4 }\n\tframe MSP1N { light WRED4 }\n\tframe MSP1O { light WRED4 }\n\tframe MSP1P { light WRED4 }\n}\n\nPulseLight BloodLight2\n{\n\tColor 1.0 0.2 0.2\n\tSize 48\n\tSecondarySize 72\n\tInterval 4.0\n}\n\nObject BigNathrezimLight\n{\n\tFRAME OMG1 { Light BloodLight2 }\n}\n\nflickerlight SentryMissileExplosion\n{\n\tcolor 1.0 0.75 0.0\n\tsize 64\n\tsecondarysize 32\n}\n\nflickerlight ZOMGPAINIS1\n{\n\tcolor 0.8 0.08 0.8\n\tsize 27\n\tsecondarysize 13\n}\n\nflickerlight ZOMGPAINIS2\n{\n\tcolor 0.8 0.08 0.8\n\tsize 36\n\tsecondarysize 18\n}\n\nflickerlight ZOMGPAINIS3\n{\n\tcolor 0.8 0.08 0.8\n\tsize 45\n\tsecondarysize 22\n}\n\nflickerlight ZOMGPAINIS4\n{\n\tcolor 0.8 0.08 0.8\n\tsize 54\n\tsecondarysize 27\n}\n\nflickerlight PulseLighter\n{\n\tcolor 0.8 0.2 0.8\n\tsize 108\n\tsecondarysize 64\n}\n\nObject SentryRocket\n{\n\tframe MACXA { light SentryMissileExplosion }\n\tframe MACXB { light SentryMissileExplosion }\n\tframe MACXC { light SentryMissileExplosion }\n\tframe MACXD { light SentryMissileExplosion }\n\tframe MACXE { light SentryMissileExplosion }\n\tframe MACXF { light SentryMissileExplosion }\n\tframe MACXG { light SentryMissileExplosion }\n\tframe MACXH { light SentryMissileExplosion }\n}\n\nObject PulseLighter\n{\n\tframe TNT1A { light PulseLighter }\n}\n\nObject ZOMGLIGHT\n{\n\tframe TNT1A { light ZOMGPAINIS1 }\n\tframe TNT1B { light ZOMGPAINIS2 }\n\tframe TNT1C { light ZOMGPAINIS3 }\n\tframe TNT1D { light ZOMGPAINIS4 }\n}\n\n// Planeswalker\n\npointlight VortexLight\n{\n\tcolor 0.1 0.1 0.78\n\tsize 64\n}\n\nObject PlaneVortex\n{\n\tframe VORYA { light VortexLight }\n\tframe VORYB { light VortexLight }\n\tframe VORYC { light VortexLight }\n\tframe VORYD { light VortexLight }\n\tframe VORYE { light VortexLight }\n\tframe VORYF { light VortexLight }\n\tframe VORYG { light VortexLight }\n\tframe VORYH { light VortexLight }\n\tframe VORYI { light VortexLight }\n\tframe VORYJ { light VortexLight }\n\tframe VORYK { light VortexLight }\n\tframe VORYL { light VortexLight }\n\tframe VORYM { light VortexLight }\n\tframe VORYN { light VortexLight }\n\tframe VORYO { light VortexLight }\n\tframe VORYP { light VortexLight }\n}\n\nObject PlaneVortex2\n{\n\tframe VORYA { light VortexLight }\n\tframe VORYB { light VortexLight }\n\tframe VORYC { light VortexLight }\n\tframe VORYD { light VortexLight }\n\tframe VORYE { light VortexLight }\n\tframe VORYF { light VortexLight }\n\tframe VORYG { light VortexLight }\n\tframe VORYH { light VortexLight }\n\tframe VORYI { light VortexLight }\n\tframe VORYJ { light VortexLight }\n\tframe VORYK { light VortexLight }\n\tframe VORYL { light VortexLight }\n\tframe VORYM { light VortexLight }\n\tframe VORYN { light VortexLight }\n\tframe VORYO { light VortexLight }\n\tframe VORYP { light VortexLight }\n}\n\nflickerlight VoidRedLight\n{\n\tcolor 0.8 0.35 0.35\n\tsize 64\n\tsecondarysize 32\n}\n\npointlight VoidRedLight2\n{\n\tcolor 0.8 0.35 0.35\n\tsize 48\n}\n\nobject VoidSphere\n{\n\tframe LFX1S { light VoidRedLight }\n\tframe LFX1T { light VoidRedLight }\n\tframe LFX1U { light VoidRedLight }\n\tframe LFX1V { light VoidRedLight }\n\tframe LFX1W { light VoidRedLight }\n}\n\nobject StormParticle\n{\n\tframe LFX1X { light VoidRedLight2 }\n\tframe LFX1Y { light VoidRedLight2 }\n\tframe LFX1Z { light VoidRedLight2 }\n\n\tframe DLITD { light VoidRedLight2 }\n\tframe DLITE { light VoidRedLight2 }\n\tframe DLITF { light VoidRedLight2 }\n\tframe DLITG { light VoidRedLight2 }\n\tframe DLITH { light VoidRedLight2 }\n\tframe DLITI { light VoidRedLight2 }\n\tframe DLITJ { light VoidRedLight2 }\n\tframe DLITK { light VoidRedLight2 }\n\tframe DLITL { light VoidRedLight2 }\n\tframe DLITM { light VoidRedLight2 }\n\tframe DLITN { light VoidRedLight2 }\n\tframe DLITO { light VoidRedLight2 }\n}\n\n// New for v1.1\npointlight DroneFire1\n{\n    color 0.0 0.8 0.0\n    size 15\n}\n\npointlight DroneFire2\n{\n    color 0.1 1.0 0.0\n    size 17\n}\n\npointlight DroneDeath1\n{\n    color 0.0 0.7 0.0\n    size 10\n}\n\npointlight DroneDeath2\n{\n    color 0.1 0.9 0.0\n    size 15\n}\n\npointlight DroneDeath3\n{\n    color 0.1 1.0 0.0\n    size 18\n}\n\npointlight DroneDeath4\n{\n    color 0.0 0.9 0.0\n    size 18\n}\n\npointlight DroneDeath5\n{\n    color 0.0 0.7 0.0\n    size 16\n}\n\npointlight DroneDeath6\n{\n    color 0.0 0.5 0.0\n    size 14\n}\n\npointlight DroneDeath7\n{\n    color 0.0 0.4 0.0\n    size 12\n}\n\nobject Drone\n{\n\tframe DRONB { light DroneFire1 }\n    frame DRONC { light DroneFire2 }\n    frame DROND { light DroneFire2 }\n\tframe DRONE { light DroneDeath1 }\n    frame DRONF { light DroneDeath2 }\n    frame DRONG { light DroneDeath3 }\n\tframe DRONH { light DroneDeath4 }\n    frame DRONI { light DroneDeath5 }\n    frame DRONJ { light DroneDeath6 }\n\tframe DRONK { light DroneDeath7 }\n}\n\npointlight DroneShotLight\n{\n    color 0.1 1.0 0.0\n    size 12\n}\n\npointlight DroneShotLightD1\n{\n    color 0.0 0.9 0.0\n    size 18\n}\n\npointlight DroneShotLightD2\n{\n    color 0.0 0.7 0.0\n    size 16\n}\n\npointlight DroneShotLightD3\n{\n    color 0.0 0.5 0.0\n    size 14\n}\n\npointlight DroneShotLightD4\n{\n    color 0.0 0.3 0.0\n    size 12\n}\n\nobject DroneShot\n{\n    frame DRFXA { light DroneShotLight }\n    frame DRFXB { light DroneShotLight }\n    frame DRFXC { light DroneShotLightD1 }\n    frame DRFXD { light DroneShotLightD1 }\n    frame DRFXE { light DroneShotLightD1 }\n\tframe DRFXF { light DroneShotLightD2 }\n\tframe DRFXG { light DroneShotLightD3 }\n\tframe DRFXH { light DroneShotLightD4 }\n}\n\n// MOHOPH\n\nPointLight MOHOPH_RED\n{\n\tColor 1.0 0.0 0.0\n\tSize 105\n}\n\nPointLight MOHOPH_SILVER\n{\n\tColor 1.0 1.0 1.0\n\tSize 105\n}\n\nPointLight MOHOPH_BLUE\n{\n\tColor 0.0 0.0 1.0\n\tSize 105\n}\n\nPointLight MOHOPH_GOLD\n{\n\tColor 1.0 1.0 0.0\n\tSize 105\n}\n\nObject Mohoph\n{\n\tFrame MOPHB0 { Light MOHOPH_RED }\n\tFrame MOPHC0 { Light MOHOPH_SILVER }\n\tFrame MOPHD0 { Light MOHOPH_BLUE }\n\tFrame MOPHE0 { Light MOHOPH_GOLD }\n}\n\nObject MorphBall\n{\n\tFrame 6AL1D0 { Light FIRELIGHT_X2 }\n\tFrame 6AL1E0 { Light FIRELIGHT_X2 }\n\tFrame 6AL1F0 { Light FIRELIGHT_X2 }\n\tFrame 6AL1G0 { Light FIRELIGHT_X2 }\n\tFrame 6AL1H0 { Light FIRELIGHT_X2 }\n\tFrame 6AL1I0 { Light FIRELIGHT_X2 }\n}\n\nObject MarineMorph\n{\n\tFrame PLAYF { Light MARINESHOT }\n}\n\nObject NormalRadius2\n{\n\tFrame TNT1A { Light NORMALRADIUS1 }\n\tFrame TNT1B { Light NORMALRADIUS2 }\n\tFrame TNT1C { Light NORMALRADIUS3 }\n\tFrame TNT1D { Light NORMALRADIUS4 }\n\tFrame TNT1E { Light NORMALRADIUS5 }\n}\n\nObject CyborgPlasmaBall2\n{\n    Frame SBLLA { Light PLASMABALL }\n    Frame SBLLB { Light PLASMABALL }\n\tFrame SBLLC { Light PLASMABALL }\n\tFrame SBLLD { Light PLASMABALL }\n\tFrame SBLLE { Light PLASMABALL }\n\tFrame SBLLF { Light PLASMABALL }\n\tFrame SBLLG { Light PLASMABALL }\n\tFrame SBLLH { Light PLASMABALL }\n\tFrame SBLLI { Light PLASMABALL }\n\tFrame SBLLJ { Light PLASMABALL }\n    Frame SBLLK { Light PLASMA_X1 }\n    Frame SBLLL { Light PLASMA_X2 }\n    Frame SBLLM { Light PLASMA_X2 }\n    Frame SBLLN { Light PLASMA_X3 }\n    Frame SBLLO { Light PLASMA_X4 }\n}\n\nObject GhostBusterBall2\n{\n\tFrame PROTA0 { Light ProtonBall }\n\tFrame PROTB0 { Light ProtonBall2 }\n\tFrame PROTE0 { Light Proton_X1 }\n\tFrame PROTE0 { Light Proton_X1 }\n\tFrame PROTF0 { Light Proton_X2 }\n\tFrame PROTG0 { Light Proton_X2 }\n\tFrame PROTH0 { Light Proton_X3 }\n\tFrame PROTI0 { Light Proton_X4 }\n}\n\nPointLight PillarFlash\n{\n\tColor 0.9 0.9 0.08\n\tSize 64\n}\n\nPointLight BurningFlash\n{\n\tColor 1.0 1.0 0.0\n\tSize 56\n}\n\nPointLight BurningFlash2\n{\n\tColor 1.0 1.0 0.0\n\tSize 40\n}\n\nFlickerLight BurningFlash3\n{\n\tColor 1.0 1.0 0.0\n\tSize 32\n\tSecondarySize 24\n}\n\nObject PillarOfFlame\n{\n\tframe DGFLA { light PillarFlash }\n\tframe DGFLB { light PillarFlash }\n\tframe DGFLC { light PillarFlash }\n\tframe DGFLD { light PillarFlash }\n\tframe DGFLE { light PillarFlash }\n\tframe DGFLF { light PillarFlash }\n\tframe DGFLG { light PillarFlash }\n\tframe DGFLH { light PillarFlash }\n\tframe DGFLI { light PillarFlash }\n\tframe DGFLJ { light PillarFlash }\n\tframe DGFLK { light BurningFlash }\n\tframe DGFLL { light BurningFlash }\n\tframe DGFLM { light BurningFlash }\n\tframe DGFLN { light BurningFlash2 }\n\tframe DGFLO { light BurningFlash2 }\n\tframe DGFLP { light BurningFlash2 }\n\tframe DGFLQ { light BurningFlash2 }\n\tframe DGFLR { light BurningFlash2 }\n\tframe DGFLS { light BurningFlash3 }\n\tframe DGFLT { light BurningFlash3 }\n\tframe DGFLU { light BurningFlash3 }\n\tframe DGFLV { light BurningFlash3 }\n\tframe DGFLW { light BurningFlash3 }\n}\n\nPointlight HSLight\n{\n\tcolor 0.6 0.6 1.0\n\tsize 32\n}\n\nPointlight HSLight2\n{\n\tcolor 0.6 0.6 1.0\n\tsize 40\n}\n\nObject HeartSeekerPellet\n{\n\tframe AFX2A { light HSLight }\n\tframe AFX2B { light HSLight }\n\tframe AFX2C { light HSLight }\n\tframe AFX2D { light HSLight2 }\n\tframe AFX2E { light HSLight2 }\n\tframe AFX2F { light HSLight2 }\n\tframe AFX2G { light HSLight }\n\tframe AFX2H { light HSLight }\n}\n\nPointLight Flask1Exp1\n{\n\tcolor 1.0 0.2 0.3\n\tsize 40\n}\n\nPointLight Flask1Exp2\n{\n\tcolor 1.0 0.2 0.3\n\tsize 32\n}\n\nPointLight Flask1Exp3\n{\n\tcolor 1.0 0.2 0.3\n\tsize 24\n}\n\nObject FlaskType1\n{\n\tframe XPL1A { light Flask1Exp1 }\n\tframe XPL1B { light Flask1Exp1 }\n\tframe XPL1C { light Flask1Exp2 }\n\tframe XPL1D { light Flask1Exp2 }\n\tframe XPL1E { light Flask1Exp3 }\n\tframe XPL1F { light Flask1Exp3 }\n}\n\nPointLight WitchLaser1\n{\n\tcolor 1.0 0.65 0.65\n\tsize 32\n}\n\nPointLight WitchLaser2\n{\n\tcolor 1.0 0.65 0.65\n\tsize 48\n}\n\nPointLight WitchLaser3\n{\n\tcolor 1.0 0.65 0.65\n\tsize 24\n}\n\nObject NewWitchLaserShot\n{\n\tframe CFX3A { light WitchLaser1 }\n\tframe CFX3B { light WitchLaser1 }\n\tframe CFX3C { light WitchLaser2 }\n\tframe CFX3D { light WitchLaser2 }\n\tframe CFX3E { light WitchLaser3 }\n\tframe CFX3F { light WitchLaser3 }\n\tframe CFX3G { light WitchLaser3 }\n}\n\nObject NewWitchLaserShot2\n{\n\tframe CFX3A { light WitchLaser1 }\n\tframe CFX3B { light WitchLaser1 }\n\tframe CFX3C { light WitchLaser2 }\n\tframe CFX3D { light WitchLaser2 }\n\tframe CFX3E { light WitchLaser3 }\n\tframe CFX3F { light WitchLaser3 }\n\tframe CFX3G { light WitchLaser3 }\n}\n\nObject WitchLaserAlt\n{\n\tframe CFX3A { light WitchLaser1 }\n\tframe CFX3B { light WitchLaser1 }\n}\n\nObject WitchLaserLand\n{\n\tframe CFX3A { light WitchLaser1 }\n\tframe CFX3B { light WitchLaser1 }\n}\n\nObject WitchLaserSpike\n{\n\tframe CFX3A { light WitchLaser1 }\n\tframe CFX3B { light WitchLaser1 }\n\tframe CFX3C { light WitchLaser2 }\n\tframe CFX3D { light WitchLaser2 }\n\tframe CFX3E { light WitchLaser3 }\n\tframe CFX3F { light WitchLaser3 }\n\tframe CFX3G { light WitchLaser3 }\n}\n\nflickerLight Flask3Exp\n{\n\tcolor 1.0 0.7 0.1\n\tsize 96\n\tsecondarysize 48\n}\n\nObject FlaskType3\n{\n\tframe DTHRG { light Flask3Exp }\n\tframe DTHRH { light Flask3Exp }\n}\n\npointlight NightmareDarkness\n{\n\tcolor 0.5 0.5 0.5\n\tsize 192\n\tsubtractive 1\n}\n\nObject Icefiend\n{\n\tframe NMRXA { light NightmareDarkness }\n\tframe NMRXB { light NightmareDarkness }\n\tframe NMRXC { light NightmareDarkness }\n\tframe NMRXD { light NightmareDarkness }\n\tframe NMRXE { light NightmareDarkness }\n\tframe NMRXF { light NightmareDarkness }\n\tframe NMRXG { light NightmareDarkness }\n\tframe NMRXH { light NightmareDarkness }\n}\n\npointlight GreenProjFlashFX\n{\n\tcolor 0.2 0.8 0.35\n\tsize 44\n}\n\nObject GreenProjFlash\n{\n\tframe TNT1 { light GreenProjFlashFX }\n}\n\npointlight GreenProjFlashFX2\n{\n\tcolor 0.3 0.85 0.45\n\tsize 40\n}\n\nObject GreenProjFlash2\n{\n\tframe TNT1 { light GreenProjFlashFX2 }\n}\n\nPulseLight LGunBigLight\n{\n\tColor 0.8 0.8 0.9\n\tSize 72\n\tSecondarySize 96\n\tInterval 1\n}\n\nPointLight LGunParticle\n{\n\tColor 0.8 0.8 0.9\n\tsize 32\n}\n\nObject LightningRing\n{\n\tframe LGUTA { light LGunParticle }\n\tframe LGUTB { light LGunParticle }\n\tframe LGUTC { light LGunParticle }\n\tframe LGUTD { light LGunParticle }\n\tframe LGUTE { light LGunParticle }\n\tframe LGUTF { light LGunParticle }\n\tframe LGUTG { light LGunParticle }\n\tframe LGUTH { light LGunParticle }\n\tframe LGUTI { light LGunParticle }\n\tframe LGUTJ { light LGunParticle }\n\tframe LGUTK { light LGunParticle }\n\tframe LGUTL { light LGunParticle }\n\tframe LGUTM { light LGunParticle }\n\tframe LGUTN { light LGunParticle }\n\tframe LGUTO { light LGunParticle }\n\tframe LGUTP { light LGunParticle }\n}\n\nObject LGunFlash\n{\n\tframe TNT1 { light LGunBigLight }\n}\n\npointlight MISSILE\n{\n    color 1.0 0.7 0.0\n    size 56\n    offset -40 0 0\n}\n\nflickerlight MISSILE_X1\n{\n    color 1.0 0.7 0.0\n    size 56\n    secondarySize 60\n    chance 0.3\n}\n\nflickerlight MISSILE_X2\n{\n    color 1.0 0.65 0.0\n    size 60\n    secondarySize 64\n    chance 0.3\n}\n\nflickerlight MISSILE_X3\n{\n    color 1.0 0.6 0.0\n    size 64\n    secondarySize 68\n    chance 0.3\n}\n\nflickerlight MISSILE_X4\n{\n    color 1.0 0.6 0.0\n    size 68\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight MISSILE_X5\n{\n    color 1.0 0.6 0.0\n    size 72\n    secondarySize 76\n    chance 0.3\n}\n\nflickerlight MISSILE_X6\n{\n    color 1.0 0.6 0.0\n    size 76\n    secondarySize 80\n    chance 0.3\n}\n\nflickerlight MISSILE_X7\n{\n    color 1.0 0.6 0.0\n    size 80\n    secondarySize 88\n    chance 0.3\n}\n\nobject MinMissile\n{\n    frame MICRA { light MISSILE    }\n\n    frame SMISA { light MISSILE_X1 }\n    frame SMISB { light MISSILE_X2 }\n    frame SMISC { light MISSILE_X3 }\n    frame SMISD { light MISSILE_X4 }\n    frame SMISE { light MISSILE_X5 }\n    frame SMISF { light MISSILE_X6 }\n    frame SMISG { light MISSILE_X7 }\n}\n\npointlight ExpanderLight\n{\n\tcolor 1.0 0.6 0.0\n\tsize 32\n}\n\nflickerlight2 ExpanderLight2\n{\n\tcolor 1.0 0.6 0.0\n\tsize 48\n\tsecondarysize 24\n\tinterval 0.075\n}\n\nObject ExpanderFlash\n{\n\tframe TNT1 { light ExpanderLight }\n}\n\nObject ExpanderShot\n{\n    frame GBEPA { light ExpanderLight2 }\n\tframe GBEPB { light ExpanderLight2 }\n\tframe GBEPC { light ExpanderLight2 }\n\tframe GBEPD { light ExpanderLight2 }\n}\n\nflickerlight2 ProtectorDashLight\n{\n\tcolor 0.4 0.4 1.0\n\tsize 64\n\tsecondarysize 48\n\tinterval 0.075\n}\n\nobject DashEffectStart\n{\n\tframe NB03D { light ProtectorDashLight }\n}\n\nobject DashEffectEnd\n{\n\tframe NB03D { light ProtectorDashLight }\n}\n\nobject Marine\n{\n    frame PLAYF { light ZOMBIEATK }\n}\n\nflickerlight PulverizeLight\n{\n\tcolor 0.9 0.9 0.9\n\tsize 80\n\tsecondarysize 40\n}\n\nflickerlight PulverizeExpL1\n{\n\tcolor 0.9 0.9 0.9\n\tsize 120\n\tsecondarysize 100\n}\n\nflickerlight PulverizeExpL2\n{\n\tcolor 0.9 0.9 0.9\n\tsize 110\n\tsecondarysize 90\n}\n\nflickerlight PulverizeExpL3\n{\n\tcolor 0.9 0.9 0.9\n\tsize 100\n\tsecondarysize 80\n}\n\nflickerlight PulverizeExpL4\n{\n\tcolor 0.9 0.9 0.9\n\tsize 90\n\tsecondarysize 70\n}\n\nflickerlight PulverizeExpL5\n{\n\tcolor 0.9 0.9 0.9\n\tsize 80\n\tsecondarysize 60\n}\n\nflickerlight PulverizeExpL6\n{\n\tcolor 0.9 0.9 0.9\n\tsize 70\n\tsecondarysize 50\n}\n\nflickerlight PulverizeExpL7\n{\n\tcolor 0.9 0.9 0.9\n\tsize 60\n\tsecondarysize 40\n}\n\nflickerlight PulverizeExpL8\n{\n\tcolor 0.9 0.9 0.9\n\tsize 50\n\tsecondarysize 30\n}\n\nflickerlight PulverizeExpL9\n{\n\tcolor 0.9 0.9 0.9\n\tsize 40\n\tsecondarysize 20\n}\n\nflickerlight PulverizeExpL10\n{\n\tcolor 0.9 0.9 0.9\n\tsize 30\n\tsecondarysize 10\n}\n\nobject PulverizeBall\n{\n\tframe SRBLA { light PulverizeLight }\n\tframe SRBLB { light PulverizeLight }\n\tframe SRBLC { light PulverizeLight }\n\tframe SRBLD { light PulverizeLight }\n\tframe SRBLE { light PulverizeLight }\n}\n\nobject ReturnPulverizeBall\n{\n\tframe SRBLA { light PulverizeLight }\n\tframe SRBLB { light PulverizeLight }\n\tframe SRBLC { light PulverizeLight }\n\tframe SRBLD { light PulverizeLight }\n\tframe SRBLE { light PulverizeLight }\n}\n\nobject PulverizerExplosion\n{\n\tframe VORTA { light PulverizeExpL1 }\n\tframe VORTB { light PulverizeExpL1 }\n\tframe VORTC { light PulverizeExpL1 }\n\tframe VORTD { light PulverizeExpL1 }\n\tframe VORTE { light PulverizeExpL2 }\n\tframe VORTF { light PulverizeExpL2 }\n\tframe VORTG { light PulverizeExpL2 }\n\tframe VORTH { light PulverizeExpL2 }\n\tframe VORTI { light PulverizeExpL3 }\n\tframe VORTJ { light PulverizeExpL3 }\n\tframe VORTK { light PulverizeExpL3 }\n\tframe VORTL { light PulverizeExpL4 }\n\tframe VORTM { light PulverizeExpL4 }\n\tframe VORTN { light PulverizeExpL4 }\n\tframe VORTO { light PulverizeExpL5 }\n\tframe VORTP { light PulverizeExpL5 }\n\tframe VORTQ { light PulverizeExpL5 }\n\tframe VORTR { light PulverizeExpL6 }\n\tframe VORTS { light PulverizeExpL6 }\n\tframe VORTT { light PulverizeExpL7 }\n\tframe VORTU { light PulverizeExpL7 }\n\tframe VORTV { light PulverizeExpL8 }\n\tframe VORTW { light PulverizeExpL8 }\n\tframe VORTX { light PulverizeExpL9 }\n\tframe VORTY { light PulverizeExpL10 }\n}\n\nflickerlight2 ZOMBIEATK2\n{\n    color 0.8 0.8 0.3\n    size 64\n    secondarySize 96\n    interval 1\n}\n\nobject PlaneLightSpawner\n{\n    frame TNT1A { light ZOMBIEATK }\n}\n\nobject PlaneLightSpawner2\n{\n    frame TNT1A { light ZOMBIEATK2 }\n}\n\npointlight BladeLight\n{\n    color 1.0 1.0 1.0\n    size 16\n}\n\nobject PlaneBlade\n{\n\tframe SHFLA { light BladeLight }\n\tframe SHFLB { light BladeLight }\n\tframe SHFLC { light BladeLight }\n\tframe SHFLD { light BladeLight }\n}\n\nobject PlaneBlade2\n{\n\tframe SHFLA { light BladeLight }\n\tframe SHFLB { light BladeLight }\n\tframe SHFLC { light BladeLight }\n\tframe SHFLD { light BladeLight }\n}\n\nobject ReturnPlaneBlade\n{\n\tframe SHFLA { light BladeLight }\n\tframe SHFLB { light BladeLight }\n\tframe SHFLC { light BladeLight }\n\tframe SHFLD { light BladeLight }\n}\n\nobject ReturnPlaneBlade2\n{\n\tframe SHFLA { light BladeLight }\n\tframe SHFLB { light BladeLight }\n\tframe SHFLC { light BladeLight }\n\tframe SHFLD { light BladeLight }\n}\n\npulselight MorgDisplacerLight\n{\n\tcolor 1.0 0.65 0.0\n\tsize 48\n\tsecondarysize 72\n\tinterval 1\n}\n\nobject MorgDisplacer\n{\n\tframe MDISA { light MorgDisplacerLight }\n}\n\nobject BulletPuffPistol\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nobject BulletPuffShotgun\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nobject BulletPuffMachinegun\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nobject BulletPuffPlane\n{\n    frame BPUFA { light BPUFF1 }\n    frame BPUFB { light BPUFF1 }\n    frame BPUFC { light BPUFF2 }\n    frame BPUFD { light BPUFF2 }\n}\n\nObject ParticleHit\n{\n    frame PHITA { light BPUFF1 }\n    frame PHITB { light BPUFF2 }\n    frame PHITC { light BPUFF1 }\n    frame PHITD { light BPUFF2 }\n    frame PHITE { light BPUFF1 }\n    frame PHITF { light BPUFF2 }\n    frame PHITG { light BPUFF1 }\n    frame PHITH { light BPUFF2 }\n}\n\nflickerlight LPUFF1\n{\n    color 1.0 0.0 0.0\n    size 6\n    secondarySize 8\n    chance 0.8\n}\n\nflickerlight LPUFF2\n{\n    color 1.0 0.0 0.0\n    size 3\n    secondarySize 4\n    chance 0.8\n}\n\nflickerlight LPUFF1B\n{\n    color 0.0 0.0 1.0\n    size 6\n    secondarySize 8\n    chance 0.8\n}\n\nflickerlight LPUFF2B\n{\n    color 0.0 0.0 1.0\n    size 3\n    secondarySize 4\n    chance 0.8\n}"
      },
      {
        "source": "pk3",
        "name": "SBarinfo.txt",
        "contents": "Height 32;\n//monospacefonts true, \"0\";\nstatusbar fullscreen, fullscreenoffsets\n{\n\t// Health\n\tdrawimage \"MEDIA0\", 20, -2, centerbottom;\n\tdrawnumber 2147483647, HUDFONT_DOOM, Red, health, drawshadow, 82, -20;\n\n\t// Ammo\n\tdrawimage ammoicon1, -14, -4, centerbottom;\n\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo1, drawshadow, -25, -20;\n\n\t// Ammo box\n\tDrawImage \"STBOX\", -110, -2, centerbottom;\n    DrawImage weaponicon, -110, -2, centerbottom;\n\n\tPlayerClass Hunter {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Warlock {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Corvus {\n\t    usesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -45, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -29, -26, -45, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n               usesammo not {\n\t\t\t        inventorybarnotvisible {\n\t\t\t\t\t    drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, LightBlue;\n\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\tPlayerClass Barbarian {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -42, -26, -59, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -24, -26, -41, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Caleb {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\t// Warlock stuff\n\tPlayerClass Warlock {\n\t\tInInventory GhoulSouls, 1 {\n\t\t\tDrawString BigFont, Cyan, \"Souls Captured:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gray, GhoulSouls, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not GhoulSouls, 1 {\n\t\t\tDrawString BigFont, Black, \"No souls captured\", -50, -93;\n\t\t}\n\n\t\tDrawImage ArmorIcon, 20, -24, CenterBottom; // Warlock bone armor stuff\n\t\tDrawNumber 2147483647, HUDFONT_DOOM, Untranslated, Armor, DrawShadow, WhenNotZero, 82, -39;\n\t}\n\n\t// Misc stuff\n\tgamemode deathmatch {\n\t\tdrawnumber 2147483647, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;\n\t}\n\n\tgamemode singleplayer, cooperative, teamgame {\n\t\tdrawkeybar 100, vertical, reverserows, auto, -10, 2, 0, 3, auto;\n\t}\n}\n\nstatusbar normal // Standard Doom Status bar\n{\n\tdrawimage \"STBAR2\", 0, 168;\n\tdrawimage \"STTPRCNT\", 42, 171;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, health, 42, 171;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 183, 171;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo2, 229, 171;\n\n\tDrawImage playericon, 106, 170;\n\tDrawImage  weaponicon, 236, 170;\n\n\tgamemode deathmatch, teamgame {\n\t\tdrawnumber 2, HUDFONT_DOOM, untranslated, frags, 92, 171;\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DecalDef.txt",
        "contents": "decal BFGLightning3\n{\n\tpic BFGLITE1\n\tshade \"ff ff 00\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tx-scale 0.6\n\ty-scale 0.6\n}\n\ndecal BFGLightning4\n{\n\tpic BFGLITE2\n\tshade \"ff ff 00\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tx-scale 0.6\n\ty-scale 0.6\n}\n\ndecalgroup LightningDecal\n{\n\tBFGLightning3\t1\n\tBFGLightning4\t1\n}\n\ndecal icehit1\n{\n\tpic BSMEAR1\n\tshade \"00 00 ff\"\n    x-scale 0.50\n    y-scale 0.50\n    randomflipx\n\tanimator BloodSmearer\n}\n\ndecal icehit2\n{\n\tpic BSMEAR2\n\tshade \"00 00 ff\"\n    x-scale 0.50\n    y-scale 0.50\n    randomflipx\n\tanimator BloodSmearer\n}\n\ndecal icehit3\n{\n\tpic BSPLAT1\n\tshade \"00 00 ff\"\n    randomflipx\n\tanimator BloodSmearer\n}\n\ndecal icehit4\n{\n\tpic BSPLAT2\n\tshade \"00 00 ff\"\n    randomflipx\n\tanimator BloodSmearer\n}\n\ndecal icehit5\n{\n\tpic BSPLAT3\n\tshade \"00 00 ff\"\n    randomflipx\n\tanimator BloodSmearer\n}\n\ndecal icehit6\n{\n\tpic BSPLAT3\n\tshade \"00 00 ff\"\n    randomflipx\n\tanimator BloodSmearer\n}\n\ndecal icehit7\n{\n\tpic BSPLAT4\n\tshade \"33 33 ff\"\n    randomflipx\n\tanimator BloodSmearer\n}\n\ndecal icehit8\n{\n\tpic BSPLAT5\n\tshade \"33 33 ff\"\n    randomflipx\n\tanimator BloodSmearer\n}\n\ndecal icehit9\n{\n\tpic BSPLAT6\n\tshade \"33 33 ff\"\n    randomflipx\n\tanimator BloodSmearer\n}\n\ndecal icehit10\n{\n\tpic BSPLAT7\n\tshade \"33 33 ff\"\n    randomflipx\n\tanimator BloodSmearer\n}\n\ndecalgroup icehit\n{\n\ticehit1\t2\n\ticehit2\t1\n\ticehit2\t5\n\ticehit4\t5\n\ticehit5\t5\n\ticehit6\t5\n\ticehit7\t6\n}\n\ndecal BFGScorch3\n{\n\tpic BFGSCRC1\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n\tx-scale 0.5\n\ty-scale 0.5\n}\n\ndecal BFGScorch4\n{\n\tpic BFGSCRC2\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n\tx-scale 0.5\n\ty-scale 0.5\n}\n\ndecal BFGScorch5\n{\n\tpic BFGSCRC1\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n\tx-scale 0.25\n\ty-scale 0.25\n}\n\ndecal BFGScorch6\n{\n\tpic BFGSCRC2\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n\tx-scale 0.25\n\ty-scale 0.25\n}\n\ndecal BFGScorch7\n{\n\tpic BFGSCRC1\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n\tx-scale 0.15\n\ty-scale 0.15\n}\n\ndecal BFGScorch8\n{\n\tpic BFGSCRC2\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n\tx-scale 0.15\n\ty-scale 0.15\n}\n\ndecalgroup BFGScorchx\n{\n\tBFGScorch3\t1\n\tBFGScorch4\t1\n}\n\ndecalgroup BFGScorchx2\n{\n\tBFGScorch5\t1\n\tBFGScorch6\t1\n}\n\ndecalgroup BFGScorchx3\n{\n\tBFGScorch7\t1\n\tBFGScorch8\t1\n}\n\ndecal PlasmaDecal1\n{\n\tpic BFGLITE1\n\tshade \"00 33 ff\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tx-scale 0.5\n\ty-scale 0.5\n\tlowerdecal BFGScorchx\n}\n\ndecal PlasmaDecal2\n{\n\tpic BFGLITE2\n\tshade \"00 33 ff\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tx-scale 0.5\n\ty-scale 0.5\n\tlowerdecal BFGScorchx\n}\n\ndecal PlasmaDecal3\n{\n\tpic BFGLITE1\n\tshade \"00 33 ff\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tx-scale 0.25\n\ty-scale 0.25\n\tlowerdecal BFGScorchx2\n}\n\ndecal PlasmaDecal4\n{\n\tpic BFGLITE2\n\tshade \"00 33 ff\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tx-scale 0.25\n\ty-scale 0.25\n\tlowerdecal BFGScorchx2\n}\n\ndecal PlasmaDecal5\n{\n\tpic BFGLITE1\n\tshade \"00 33 ff\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tx-scale 0.15\n\ty-scale 0.15\n\tlowerdecal BFGScorchx3\n}\n\ndecal PlasmaDecal6\n{\n\tpic BFGLITE2\n\tshade \"00 33 ff\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tx-scale 0.15\n\ty-scale 0.15\n\tlowerdecal BFGScorchx3\n}\ndecalgroup plasmadecal\n{\n\tPlasmaDecal1\t1\n\tPlasmaDecal2\t1\n}\n\ndecalgroup plasmadecal2\n{\n\tPlasmaDecal3\t1\n\tPlasmaDecal4\t1\n}\n\ndecalgroup plasmadecal3\n{\n\tPlasmaDecal5\t1\n\tPlasmaDecal6\t1\n}\n\nstretcher Creeperstretch\n{\n   GoalX 2.0\n   GoalY 2.0\n   StretchStart 0.0\n   StretchTime 1.0\n\n}\n\nfader GoAway3\n{\n\tDecayStart\t0.0\n\tDecayTime\t1.0\n}\n\ncombiner Creeperanim\n{\nGoAway3\nCreeperstretch\n}\n\ndecal Creeperballdecal\n{\n\tpic SRBAJ0\n\tfullbright\n\trandomflipx\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator Creeperanim\n}\n\nstretcher Protonstretch\n{\n   GoalX 0.1\n   GoalY 0.1\n   StretchStart 0.0\n   StretchTime 0.4\n}\n\nfader GoAway4\n{\n\tDecayStart\t0.0\n\tDecayTime\t0.3\n}\n\ncombiner Protonanim\n{\nGoAway4\nProtonstretch\n}\n\ndecal ProtonDecal\n{\n\tpic DBALC0\n\tfullbright\n\trandomflipx\n\tx-scale 0.7\n\ty-scale 0.7\n\tanimator Protonanim\n}\n\ndecal snowhit1\n{\n\tpic BSMEAR1\n\tshade \"ff ff ff\"\n    x-scale 0.1\n    y-scale 0.1\n    randomflipx\n}\n\ndecal snowhit2\n{\n\tpic BSMEAR2\n\tshade \"ff ff ff\"\n    x-scale 0.1\n    y-scale 0.1\n    randomflipx\n}\n\ndecal snowhit3\n{\n\tpic BSPLAT1\n\tshade \"ff ff ff\"\n    randomflipx\n\tx-scale 0.1\n\ty-scale 0.1\n}\n\ndecal snowhit4\n{\n\tpic BSPLAT2\n\tshade \"ff ff ff\"\n    randomflipx\n\tx-scale 0.1\n\ty-scale 0.1\n}\n\ndecal snowhit5\n{\n\tpic BSPLAT3\n\tshade \"ff ff ff\"\n    randomflipx\n\tx-scale 0.1\n\ty-scale 0.1\n}\n\ndecal snowhit6\n{\n\tpic BSPLAT3\n\tshade \"ff ff ff\"\n    randomflipx\n\tx-scale 0.1\n\ty-scale 0.1\n}\n\ndecal snowhit7\n{\n\tpic BSPLAT4\n\tshade \"dd dd ff\"\n    randomflipx\n\tx-scale 0.1\n\ty-scale 0.1\n}\n\ndecal snowhit8\n{\n\tpic BSPLAT5\n\tshade \"dd dd ff\"\n    randomflipx\n\tx-scale 0.1\n\ty-scale 0.1\n}\n\ndecal snowhit9\n{\n\tpic BSPLAT6\n\tshade \"dd dd ff\"\n    randomflipx\n\tx-scale 0.1\n\ty-scale 0.1\n}\n\ndecal snowhit10\n{\n\tpic BSPLAT7\n\tshade \"dd dd ff\"\n    randomflipx\n\tx-scale 0.1\n\ty-scale 0.1\n}\n\ndecalgroup snowhit\n{\n\tsnowhit1\t2\n\tsnowhit2\t1\n\tsnowhit2\t5\n\tsnowhit4\t5\n\tsnowhit5\t5\n\tsnowhit6\t5\n\tsnowhit7\t6\n}\n\n//New Animations\n\nfader GoAway3\n{\n\tDecayStart\t1.0\n\tDecayTime\t10.0\n}\n\nfader DecalFade //Fade for smaller decals that occur commonly, like flame and bullet decals\n{\n\tDecayStart\t30.0\n\tDecayTime\t30.0\n}\n\ncolorchanger ToBlack2\n{\n\tFadeStart\t3.0\n\tFadeTime\t12.0\n}\n\nCombiner FlameAnim\n{\n\tToBlack\n\tDecalFade\n}\n\nCombiner ChemAnim\n{\n\tToBlack2\n\tDecalFade\n}\n\n//Now for decals\n\ndecal BulletChip1\n{\n\tpic CHIP1\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip2\n{\n\tpic CHIP2\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip3\n{\n\tpic CHIP3\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip4\n{\n\tpic CHIP4\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip5\n{\n\tpic CHIP5\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletChip\n{\n\tBulletChip1\t1\n\tBulletChip2\t1\n\tBulletChip3\t1\n\tBulletChip4\t1\n\tBulletChip5\t1\n}\n\ndecal BigBulletChip1\n{\n\tpic CHIP1\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BigBulletChip2\n{\n\tpic CHIP2\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BigBulletChip3\n{\n\tpic CHIP3\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BigBulletChip4\n{\n\tpic CHIP4\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecal BigBulletChip5\n{\n\tpic CHIP5\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\tanimator DecalFade\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BigBulletChip\n{\n\tBigBulletChip1\t1\n\tBigBulletChip2\t1\n\tBigBulletChip3\t1\n\tBigBulletChip4\t1\n\tBigBulletChip5\t1\n}\n\nGenerator \"Hammer\" BigBulletChip\nGenerator \"sawed-off\" BulletChip\nGenerator \"Revolver\" BigBulletChip\nGenerator \"Shotty\" BulletChip\nGenerator \"DualShotties\" BulletChip"
      },
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "// Global Actors\n#include \"Actors/GlobalConstants.txt\"\n#include \"Actors/Global.txt\"\n\n// Gibs Actors\n#include \"Actors/Gibs.txt\"\n\n// Death Sequences Actors\n#Include \"Actors/DeathSequences.txt\"\n\n// External Actors\n#include \"Actors/NoItems.txt\"\n\n// Main Actors\n#include \"Actors/Hunter.txt\"\n#include \"Actors/Barbarian.txt\"\n#include \"Actors/Warlock.txt\"\n#Include \"Actors/Corvus.txt\"\n#Include \"Actors/God.txt\"\n#Include \"Actors/Monsters.txt\"\n#Include \"Actors/Caleb.txt\"\n\n// Bullet Puff Actors\n#include \"actors/puffs.txt\"\n#include \"actors/puffsmoke.txt\"\n#include \"actors/particles.txt\"\n#include \"actors/flares.txt\"\n\n// Casings\n#include \"actors/casings.txt\""
      },
      {
        "source": "pk3",
        "name": "mapinfo.txt",
        "contents": "map Map01 \"Ghoul's Forest\" // Created By Stolen, Edited By Maty\nnext Map01\nlevelnum 33\ncluster 66\nsky1 stsky8 .15\nmusic D_Ghoul"
      },
      {
        "source": "pk3",
        "name": "TEXTURES.txt",
        "contents": "Sprite REVGA0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n}\n\nSprite REVGB0, 320, 200\n{\n\tOffset -1, 22\n\tPatch REVFB0, 130, 88\n\tPatch RVLVA0, 137, 115\n}\n\nSprite REVGC0, 320, 200\n{\n\tOffset -1, 22\n\tPatch REVFA0, 130, 80\n\tPatch RVLVC0, 138, 100\n}\n\nSprite REVGD0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 138, 102\n}\n\nSprite REVGE0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 137, 93\n}\n\nSprite REVGF0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 137, 95\n}\n\nSprite REVGG0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 137, 97\n}\n\nSprite REVGH0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 138, 111\n}\n\nSprite REVGI0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 138, 113\n}\n\nSprite REVGJ0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 132\n}\n\nSprite REVGK0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 124\n}\n\nSprite REVGL0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 119\n}\n\nSprite REVGM0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 116\n}\n\nSprite REVGN0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 112\n}\n\nSprite REVXA0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n}\n\nSprite REVXB0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 138, 95\n}\n\nSprite REVXC0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 139, 94\n}\n\nSprite REVXD0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 141, 92\n}\n\nSprite REVXE0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 146, 79\n}\n\nSprite REVXF0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 147, 78\n}\n\nSprite REVXG0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 149, 76\n}\n\nSprite REVXH0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 150, 75\n}\n\nSprite REVXI0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 152, 78\n}\n\nSprite REVXJ0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 155, 81\n}\n\nSprite REVXK0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 160, 87\n}\n\nSprite REVXL0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 168, 95\n}\n\nSprite REVXM0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 178, 106\n}\n\nSprite REVXN0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 194, 122\n}\n\nSprite REVXO0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 211, 137\n}\n\nSprite REVXP0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 239, 159\n}\n\nSprite REVXQ0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 261, 176\n}\n\nSprite REVRA0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n}\n\nSprite REVRB0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 141, 98\n}\n\nSprite REVRC0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 142, 100\n}\n\nSprite REVRD0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 142, 95\n}\n\nSprite REVRE0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 144, 98\n}\n\nSprite REVRF0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 149, 106\n}\n\nSprite REVRG0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 161, 118\n}\n\nSprite REVRH0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 167, 126\n}\n\nSprite REVRI0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 172, 131\n}\n\nSprite REVRJ0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 175, 134\n}\n\nSprite REVRK0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 176, 135\n}\n\nSprite REVRL0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 177, 139\n}\n\nSprite REVRM0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 177, 151\n}\n\nSprite REVRN0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 177, 155\n}\n\nSprite REVRO0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 177, 159\n}\n\nSprite REVRP0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 177, 157\n}\n\nSprite REVAA0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch OPENHAND, 36, 159\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAB0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch OPENHAND, 50, 141\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAC0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch OPENHAND, 71, 124\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAD0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch FANHAN, 113, 119\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAE0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch FANHAN, 122, 123\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAF0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch FANHAN, 126, 129\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAG0, 320, 200\n{\n\tOffset -1, 22\n\tPatch REVFB0, 130, 86\n\tPatch RVLVA0, 137, 115\n\tPatch FANHAN, 144, 147\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAH0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 138, 102\n\tPatch FANHAN, 155, 167\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAI0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 114\n}"
      },
      {
        "source": "pk3",
        "name": "gameinfo.txt",
        "contents": "STARTUPTITLE = \"Ghoul Forest 4 v24 final Edited n35\"\nSTARTUPCOLORS = \"FF0000\", \"000000\"\nSTARTUPTYPE = \"Hexen\""
      },
      {
        "source": "pk3",
        "name": "Actors/Hunter.txt",
        "contents": "ACTOR Hunter : PlayerPawn\n{\n    Health 140\n\tmass 400\n    Speed 1\n\t+NOSKIN\n\t+QUICKTORETALIATE\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\tRadius 16\n    Height 56\n    PainChance 256\n    player.forwardmove 1.18\n    player.sidemove 1.0\n\tPlayer.soundclass \"hunter\"\n\tPlayer.DisplayName \"Hunter\"\n    Player.MaxHealth 240\n\tPlayer.startitem \"Bow\", 1\n\tPlayer.startitem \"IceBow\", 1\n\tPlayer.startitem \"LightningBow\", 1\n    Player.startitem \"Gasoline\" , 10\n\tPlayer.startitem \"ArrowSingle\", 300\n\tPlayer.StartItem \"MegaHunterBowUpgrade\", 1\n\tPlayer.StartItem \"HunterBowUpgrade\", 1\n\tPlayer.StartItem \"ClassID\", 2\n\tPlayer.scoreicon \"HUNTERST\"\n\tPlayer.ColorRange 112, 127\n\tdamagefactor \"HunterFireArrow\", 0.4\n\tDamageFactor \"HunterSuperFireArrow\", 0.3\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n    States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tHUNT A 1 SetPlayerProperty(0, 1, 2)\n\t\tHUNT A 3\n\t\tGoto Spawn+2\n\tSee:\n\t\tHUNT ABCD 4\n\t\tLoop\n\tMissile:\n\t\tHUNT E 12 //ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tGoto Spawn\n\tMelee:\n\t\tHUNT F 6\n\t\tGoto Missile\n\tPain:\n\t\tHUNT G 4\n\t\tHUNT G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tHUNT H 8 A_SpawnItem(\"Arrows\")\n\t\tHUNT I 8 A_PlayerScream\n\t\tHUNT J 8 A_NoBlocking\n\t\tHUNT KLM 8\n\t\tHUNT N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull2\")\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tHUNT A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n    }\n}\n\nACTOR Bow : Weapon 9901\n{\n    Inventory.PickupMessage \"You picked up the bow.\"\n    Obituary \"%o was pierced by %k's arrows.\"\n    AttackSound \"weapons/bowfire\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoUse1 1\n    Weapon.AmmoType2 \"Gasoline\"\n    Weapon.AmmoUse2 1\n\tinventory.icon \"NBOW\"\n\t+NOALERT\n\t+DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SlotNumber 1\n    Weapon.SelectionOrder 10\n\t+WEAPON.NOAUTOAIM\n\t+AMMO_OPTIONAL\n    Radius 30\n\tHeight 10\n    Scale .20\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowup\", \"Weapon\")\n       BOWA H 1 A_Raise\n       Loop\n    Fire:\n\t   //BOWA H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   BOWA H 0\n\t   BOWA H 0 //ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 3\n\t   BOWA H 0 //ACS_ExecuteAlways(999,0)\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\tGoto Hold\n    Hold:\n           BOWA M 1\n           BOWA M 0 A_Refire\n\t   BOWA O 0 A_FireCustomMissile(\"ArrowFire\", 0, 1, 8, 0)\n\t   BOWA O 0 A_GunFlash\n           BOWA P 15\n\t   BOWA G 4 ACS_ExecuteAlways(998,0)\n       Goto Ready\n    AltFire:\n           BOWA A 0 A_JumpIfInventory(\"ArrowSingle\",1,\"Altfire2\")\n           Goto Ready\n    AltFire2:\n           BOWA HIJKL 4\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n\t   BOWA L 4 A_Playsound(\"weapons/bowdraw\")\n           BOWA M 1\n           BOWA A 0\n\t   Goto AltHold\n    AltHold:\n\t   BOWA H 0 A_Light0\n           BOWA A 0 A_TakeInventory(ArrowSingle,1)\n\t   BOWA O 0 A_FireCustomMissile(\"FlameArrow\", 0, 1, 8, 0)\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n           BOWA P 18\n\t   BOWA G 4\n\t   Goto Ready\n\t   Flash:\n\t   TNT1 A 19\n\t   Stop\n    }\n}\n\nActor HunterLightningSparkletMaggot\n{\n\tRadius 2\n\tHeight 2\n\talpha 0.8\n\trenderstyle add\n\tProjectile\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tEBLT ABCDEF 2 Bright\n\t\t\tStop\n\t}\n}\n\nactor IceBow : Weapon\n{\n  Weapon.SlotNumber 3\n  Obituary \"%o was frozen by %k's ice arrows.\"\n\t+DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoGive1 0\n    Weapon.AmmoUse1 1\n\tWeapon.SlotNumber 5\n    Weapon.SelectionOrder 10\n\t+WEAPON.NOAUTOAIM\n\t+AMMO_OPTIONAL\n    Radius 30\n\tHeight 10\n    Scale .20\n  inventory.icon \"IBOW\"\n  States\n\t{\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowiswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Goto Select+1\n    Fire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   TNT1 A 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 3\n\t   TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t   TNT1 A 0 A_GunFlash\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\tGoto Hold\n\tHold:\n\t   BOWA M 1 bright\n\t   TNT1 A 0 A_Refire\n\t   TNT1 A 0 A_Light0\n\t   TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 11, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 5, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, 4)\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, -4)\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, random(5,11), random(-4,4))\n\t   TNT1 A 0 ACS_ExecuteAlways(998,0)\n       BOWA P 25\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\tFlash:\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   BLU5 ABC 2 bright\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 D 1 bright\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 CBA 1 bright\n\t   Stop\n\tSFlash:\n\t   BOWL D 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL D 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tAltfire:\n\t   BOWA GFE 4\n\t   BOWA E 45 A_GunFlash\n\t   BOWA EFG 6\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n\t}\n}\n\nactor miniicespike\n{\n\tPROJECTILE\n\t+FLOORHUGGER\n\t+THRUGHOST\n\tObituary \"%o was frozen by %k's ice spikes.\"\n\tspeed 0\n\tDamage 15\n\tradius 3\n\theight 5\n\tDamageType \"HunterIceSpike\"\n\tdeathsound \"weapons/arrowshatter\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/icespike\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\t\tICEP NMLKJIHGFEDCB 1\n\t\tICEP A 35 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\t\tICEP BCDEFGHIJKLMN 1\n\t\tstop\n\t\tDeath:\n\t\tSHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n\t\tstop\n\t}\n}\n\nactor IceRadius\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1// A_Explode(60,152,0)\n\t\tTNT1 BCDE 1\n\t\tStop\n    }\n}\n\nACTOR IceArrow\n{\n\tObituary \"%o was frozen by %k's ice arrows.\"\n   Radius 3\n   Height 2\n   Speed 38\n   decal icehit\n   Scale .5\n   Damage (random(30,40))\n   +DONTBLAST\n   PROJECTILE\n   damagetype \"HunterIceArrow\"\n   renderstyle add\n   alpha 0.8\n   +NOGRAVITY\n   +NOEXTREMEDEATH\n   renderstyle translucent\n   alpha 1.0\n   SeeSound \"weapons/icearrow\"\n   DeathSound \"weapons/arrowshatter\"\n   States\n   {\n   Spawn:\n      SHRD ABC 2 bright A_SpawnItemEx(\"Icearrowtrail\",-4,0,0,0,0,0,0,128)\n\t  Loop\n   Death:\n      TNT1 A 0 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n      SHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}\n\nactor IceArrow2 : IceArrow\n{\n   Speed 38\n   Damage (25)\n   States\n   {\n\tSpawn:\n\t  TNT1 A 0\n\t  TNT1 A 0 ThrustThingZ(0,random(0,5),random(0,1),1)\n      SHRD ABC 2 bright A_SpawnItemEx(\"Icearrowtrail\",-4,0,0,0,0,0,0,128)\n\t  Goto Spawn+2\n   Death:\n      SHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}\n\nACTOR Icearrowtrail\n{\n\t- SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\talpha 0.9\n\trenderstyle add\n\tscale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tCRYT ABCD 4 bright\n\t\tStop\n\t}\n}\n\nactor LightningBow : Weapon\n{\n\t+WEAPON.NOAUTOAIM\n\tObituary \"%o was electrocuted by %k's lightning arrows.\"\n\tAttackSound \"weapons/lightningarrow\"\n\tdecal \"LightningDecal\"\n\tinventory.icon \"LBOW\"\n\t+DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SlotNumber 4\n\tWeapon.SelectionOrder 10\n\tWeapon.AmmoType1 \"ArrowSingle\"\n\tWeapon.AmmoUse1 1\n\t+WEAPON.NOAUTOAIM\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowlswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Goto Select+1\n    Fire:\n\t   BOWA H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 3\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   BOWA A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA A 0 A_GunFlash\n\t   Goto Hold\n\tHold:\n\t   BOWA M 1 bright\n\t   BOWL A 0 A_Refire\n\t   BOWL A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA H 0 A_Light0\n\t   BOWA O 0 A_FireCustomMissile(\"LightningArrow\", 0, 1, 8, 0)\n\t   BOWA O 0 A_RailAttack(50, 8, 0, \"none\", \"yellow\", 0, 9999, \"HunterRailPuff\")\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n       BOWA P 28\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\t SFlash:\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tNoArrows:\n\t   LBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tGoAway:\n\t   LBOW H 0\n\t   Goto Ready+1\n\tFlash:\n\t   YEL5 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   YEL5 ABC 1 bright\n\t   YEL5 D 2 bright\n\t   YEL5 A 0 A_PlaySoundEx(\"weapons/lightfall\",\"Weapon\")\n\t   YEL5 A 0 A_SpawnItemEx(\"LightningSpawner\",0,0,9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t   YEL5 EF 2 bright\n\t   YEL5 EF 2 bright\n\t   YEL5 CBA 1 bright\n\t   Stop\n\tSFlash:\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\t   Altfire:\n\t   BOWA GFE 4\n\t   BOWA E 25 A_GunFlash\n\t   BOWA EFG 6\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n\t}\n}\n\nActor HunterRailPuff : BulletPuff\n{\n\tObituary \"%o was electrocuted by %k's lightning arrows.\"\n\tDamageType \"HunterLightningRail\"\n\tStates\n\t{\n\t  Spawn:\n\t\tTNT1 A 1\n\t\tGoto Melee\n\t  Melee:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor LightningSpawner\n{\n+SKYEXPLODE\nPROJECTILE\n-SOLID\n+NOGRAVITY\n+CEILINGHUGGER\nradius 1\nheight 8\nspeed 0\nStates\n{\nSpawn:\nDeath:\nTNT1 AAAAA 3 A_SpawnItemEx(\"LightningFall\",1,0,-1,0,0,-20)\nstop\n}\n}\n\nactor LightningFall\n{\nPROJECTILE\ndamage 20\nObituary \"%o was electrocuted %k's lightning magic.\"\nradius 8\n+RANDOMIZE\nheight 8\nrenderstyle add\ntranslation \"192:207=229:231\"\nalpha 0.8\nStates\n{\nSpawn:\nZAP6 MNO 2 bright\nloop\nDeath:\nFX16 A 0 A_PlaySound(\"weapons/lighthit\")\nFX16 A 0 A_Explode(12,125,0)\nFX16 GHIJK 2\nstop\n}\n}\n\nActor HunterLightningParticle\n{\n\tRadius 4\n\tHeight 4\n\tProjectile\n\tDamage (random(15,25))\n\tDamageType \"HunterLightningMagic\"\n\tObituary \"%o was electrocuted by %k's Super lightning magic.\"\n\tSpeed 0\n\talpha 0.8\n\trenderstyle add\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(450, 0, angle, 12)\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n/*\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0) */\n\t\tEBLT H 1\n\t\tGoto Death\n\tDeath:\n\t\tEBLT IJK 2\n\t\tStop\n\t}\n}\n\nactor LightningRadius\n{\n\tObituary \"%o was shocked by %k's Super lightning magic.\"\n\tDamageType \"HunterLightningMagic\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(18,152,0)\n\t\tStop\n\t}\n}\n\nACTOR SuperLightningArrow : FastProjectile\n{\n\tPROJECTILE\n\tdamage (random(40,45))\n\t+RIPPER\n\theight 5\n\tradius 5\n\t+NOBLOOD\n\tspeed 2000\n\tDeathSound \"superlightningarrow/thunder\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"goaway\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\",1)\n\t\tTNT1 A 1 A_SpawnItemEx(\"ArrowSingle\",0,0,0,0,0,0,0,32,0)\n\t\tStop\n\tGoAway:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nActor HunterSuperRailPuff : BulletPuff\n{\n\tObituary \"%o was electrocuted by %k's super lightning arrows.\"\n\tDamageType \"HunterSuperLightningRail\"\n\tStates\n\t{\n\t  Spawn:\n\t\tTNT1 A 1\n\t\tGoto Melee\n\t  Melee:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR LightningArrow : FastProjectile\n{\n\tPROJECTILE\n\tdamage (random(15,20))\n\t+RIPPER\n\theight 5\n\tradius 5\n\t+NOBLOOD\n\tspeed 1000\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"goaway\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\",1)\n\t\tTNT1 A 1 A_SpawnItemEx(\"ArrowSingle\",0,0,0,0,0,0,0,32,0)\n\t\tStop\n\tGoAway:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor LightningRadius\n{\n\tObituary \"%o was shocked by %k's lightning magic.\"\n\tDamageType \"HunterLightningMagic\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(18,152,0)\n\t\tStop\n\t}\n}\n\nactor BurstCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 50\n}\n\n// Magic bow upgrades below:\nActor HunterBowUpgrade : CustomInventory\n{\n\tInventory.amount 1\n\tInventory.maxamount 1\n\tInventory.icon \"H_UPGR\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(718, 0)\n\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(903, 0), 15)\n\t\tTNT1 A 0 A_JumpIf(2 == ACS_ExecuteWithResult(903, 0), 6)\n\t\tTNT1 A 0 A_Jump(128, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"XHunterSpecial1\", 5)\n\t\tStop\n\t\tTNT1 AA 0 A_PlaySoundEx(\"XHunterSpecial2\", 5)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"FHunterSpecial1\", 5)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"FHunterSpecial2\", 5)\n\t\tStop\n\t\tTNT1 AA 0 A_PlaySoundEx(\"FHunterSpecial3\", 5)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"OHunterSpecial1\", 5)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"OHunterSpecial2\", 5)\n\t\tStop\n\t\tTNT1 AA 0 A_PlaySoundEx(\"OHunterSpecial3\", 5)\n\t\tStop\n\t}\n}\n\nACTOR SuperLightningBow : Weapon\n{\n    Radius 30\n\tHeight 10\n    Scale 0.20\n    Inventory.PickupMessage \"You picked up the SuperLightningbow.\"\n\tObituary \"%o was electrocuted by %k's super lightning arrows.\"\n    AttackSound \"weapons/lightningarrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoUse1 1\n\tWeapon.SlotNumber 3\n\tDecal \"LightningDecal\"\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"LBOW\"\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowlswitch\", \"Weapon\")\n\t   LBOW H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       LBOW H 1 A_Lower\n\t   Loop\n    Select:\n       LBOW H 1 A_Raise\n       Loop\n    Fire:\n\t   LBOW H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   LBOW H 3 ACS_ExecuteAlways(999, 0)\n       LBOW IJKL 3\n\t   LBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   Goto Hold\n\tHold:\n       LBOW M 1\n       LBOW M 0 A_Refire\n\t   LBOW O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"yellow\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_FireCustomMissile(\"SuperBowLightningArrow\", 0, 1, 8, 0)\n       LBOW P 5\n\t   LBOW G 6 ACS_ExecuteAlways(998, 0)\n\t   LBOW G 15\n\t   LBOW H 10\n       Goto Ready+1\n\t   SFlash:\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tNoArrows:\n\t   LBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tGoAway:\n\t   LBOW H 0\n\t   Goto Ready+1\n\tFlash:\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   YEL5 ABC 1 bright\n\t   YEL5 D 2 bright\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/lightfall\",\"Weapon\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 45)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 90)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 135)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 180)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 225)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 270)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 315)\n\t   YEL5 EF 3 bright\n\t   YEL5 EF 3 bright\n\t   YEL5 CBA 2 bright\n\t   Stop\n\tSFlash:\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   LBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\t   Altfire:\n\t   LBOW GFE 4\n\t   LBOW E 25 A_GunFlash\n\t   LBOW EFG 6\n\t   LBOW H 1 A_WeaponReady\n\t   Goto Ready+1\n\t}\n}\n\nActor SuperIceBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n    Scale 0.20\n    Inventory.PickupMessage \"You picked up the Supericebow.\"\n\tObituary \"%o was frozen by %k's super ice arrows.\"\n    AttackSound \"weapons/LightningArrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoGive1 0\n    Weapon.AmmoUse1 1\n\tWeapon.SlotNumber 3\n\tWeapon.SelectionOrder 5\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"IBOW\"\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowiswitch\", \"Weapon\")\n\t   IBOW H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       IBOW H 1 A_Lower\n\t   Loop\n    Select:\n       IBOW H 1 A_Raise\n       Loop\n    Fire:\n\t  TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   IBOW H 3 ACS_ExecuteAlways(999, 0)\n       IBOW IJKL 3\n\t   IBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   Goto Hold\n\tHold:\n       IBOW M 1\n       TNT1 A 0 A_Refire\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperIceArrow\", 0, 1, 8, 0)\n       IBOW P 15 ACS_ExecuteAlways(998, 0)\n\t   IBOW G 18\n\t   IBOW H 18\n\t   Goto Ready+1\n        Flash:\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   BLU5 ABC 2 bright\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 D 1 bright\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n           TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n           TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 CBA 1 bright\n\t   Stop\n        SFlash:\n\t   BOWL D 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL D 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tNoArrows:\n\t   IBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tGoAway:\n\t   TNT1 A 0\n\t   Goto Ready+1\n        Altfire:\n\t   IBOW GFE 4\n\t   IBOW E 45 A_GunFlash\n\t   IBOW EFG 6\n\t   IBOW H 1 A_WeaponReady\n\t   Goto Ready+1\n    }\n}\n\nActor SuperIceArrow\n{\n\tObituary \"%o was frozen by %k's super ice arrows.\"\n\tRadius 6\n\tHeight 12\n\tSpeed 65\n\tDecal IceHit\n\tScale 1.1\n\tDamage (random(15,20))\n\t+DONTBLAST\n\tPROJECTILE\n\tDamagetype \"HunterSuperIceArrow\"\n\tRenderstyle add\n\tAlpha 0.8\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\tRenderstyle Translucent\n\tSeeSound \"weapons/icearrow\"\n\tDeathSound \"weapons/arrowshatter\"\n\tStates\n\t{\n\tSpawn:\n\t\tSHRD ABC 1 Bright A_SpawnItemEx(\"SuperIceArrowTrail\", -4, 0, 0, random(-5, 5), random(-5, 5), random(-5, 5), 0, 128)\n\t\tSHRD C 0 A_SpawnItemEx(\"SuperIceArrowTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\tDeath:\n\t\tTNT1 AA 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tTNT1 A 0 A_Jump(128, 2) // 50% chance to not drop.\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArrowDropped\",0,0,0,0,0,0,0,32,0)\n\t\tTNT1 A 0 A_Explode(random(32,48),64,0)\n\t\tSHEX B 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX C 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX D 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX E 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX F 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX G 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX H 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX I 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX J 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX K 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tStop\n\t}\n}\n\nActor MegaIceArrow\n{\n\tObituary \"%o was frozen by %k's Mega ice arrows.\"\n\tRadius 6\n\tHeight 12\n\tSpeed 75\n\tDecal IceHit\n\tScale 1.1\n\tDamage (random(55,60))\n\t+DONTBLAST\n\tPROJECTILE\n\tDamagetype \"HunterSuperIceArrow\"\n\tRenderstyle add\n\tAlpha 0.8\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\tRenderstyle Translucent\n\tSeeSound \"weapons/icearrow\"\n\tDeathSound \"weapons/arrowshatter\"\n\tStates\n\t{\n\tSpawn:\n\t\tSHRD ABC 1 Bright A_SpawnItemEx(\"SuperIceArrowTrail\", -4, 0, 0, random(-5, 5), random(-5, 5), random(-5, 5), 0, 128)\n\t\tSHRD C 0 A_SpawnItemEx(\"SuperIceArrowTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\tDeath:\n\t\tTNT1 AA 0 A_PlaySound(\"hunterMegaicearrow\")\n\t\tTNT1 A 0 A_Jump(128, 2) // 50% chance to not drop.\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArrowDropped\",0,0,0,0,0,0,0,32,0)\n\t\tTNT1 A 0 A_Explode(random(32,48),64,0)\n\t\tSHEX B 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MegaFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX C 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MegaFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX D 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MegaFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX E 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MegaFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX F 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MegaFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX G 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MegaFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX H 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MegaFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX I 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MegaFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX J 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MegaFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX K 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MegaFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tStop\n\t}\n}\n\nActor MegaFrostEffect\n{\n\tDamage (random(20,35))\n\tSpeed 12\n\tRadius 12\n\tHeight 20\n\trenderstyle add\n\tDamageType \"HunterSuperIceArrowTrail2\"\n\tObituary \"%o was Forzen by %k. mega ice Frost \"\n\talpha 0.8\n\tscale 2.0\n\tPROJECTILE\n\t+RIPPER\n\t+DONTREFLECT\n\t+DOOMBOUNCE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS JKLMNOPQRSTUVWX 5 A_FadeOut(0.05)\n\t\tstop\n\tDeath:\n\t\tPLSS X 0\n\t\tstop\n\t}\n}\n\nACTOR SuperIceArrowTrail\n{\n\tRadius 3\n\tHeight 6\n\tSpeed 5\n\tDamageType \"HunterSuperIceArrowTrail\"\n\tPROJECTILE\n\tAlpha 1.0\n\tRenderstyle add\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tCRYT ABCD 3 Bright A_Explode(5, 32, 0)\n\t\tStop\n\t}\n}\n\nActor SuperFrostEffect\n{\n\tDamage (random(10,15))\n\tSpeed 12\n\tRadius 12\n\tHeight 20\n\trenderstyle add\n\tDamageType \"HunterSuperIceArrowTrail2\"\n\tObituary \"%o was frozen by %k's Super ice Frost.\"\n\talpha 0.8\n\tscale 2.0\n\tPROJECTILE\n\t+RIPPER\n\t+DONTREFLECT\n\t+DOOMBOUNCE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS JKLMNOPQRSTUVWX 5 A_FadeOut(0.05)\n\t\tstop\n\tDeath:\n\t\tPLSS X 0\n\t\tstop\n\t}\n}\n\nActor SuperRegularBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n    Scale 0.20\n    Inventory.PickupMessage \"You picked up the SuperRegularbow.\"\n    AttackSound \"weapons/LightningArrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoUse1 3\n    Weapon.AmmoType2 \"Gasoline\"\n    Weapon.AmmoUse2 5\n\tWeapon.SlotNumber 3\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"NBOW\"\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowup\", \"Weapon\")\n\t   SBOW H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       SBOW H 1 A_Lower\n\t   Loop\n    Select:\n       SBOW H 1 A_Raise\n       Loop\n    Fire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   SBOW H 4\n       SBOW IJKL 3\n\t   SBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n       SBOW M 2\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperArrowFire\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireNoDrop\", -3, 0, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireNoDrop\", 3, 0, 8, 0)\n       SBOW P 9\n\t   SBOW G 14\n       Goto Ready+1\n\tFlash:\n\t   BOWL G 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL G 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL G 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tAltFire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   SBOW H 4\n       SBOW IJKL 3\n\t   SBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   SBOW M 2\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperFlameArrow\", 0, 1, 8, 0)\n       SBOW P 9\n\t   SBOW G 14\n       Goto Ready+1\n\tNoArrows:\n\t   SBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tGoAway:\n\t   TNT1 A 0\n\t   Goto Ready+1\n    }\n}\n\nACTOR MegaLightningBow : Weapon\n{\n    Radius 30\n\tHeight 10\n    Scale 0.20\n    Inventory.PickupMessage \"You picked up the MegaLightningbow.\"\n\tObituary \"%o was electrocuted by %k's mega lightning arrows.\"\n    AttackSound \"weapons/lightningarrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoUse1 1\n\tWeapon.SlotNumber 3\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"LBOW\"\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowlswitch\", \"Weapon\")\n\t   LBOW H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       LBOW H 1 A_Lower\n\t   Loop\n    Select:\n       LBOW H 1 A_Raise\n       Loop\n    Fire:\n\t   LBOW H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   LBOW H 0 ACS_ExecuteAlways(999,0)\n       LBOW HIJKL 3\n\t   LBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   LBOW A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   LBOW A 0 A_GunFlash\n\t   Goto Hold\n\tHold:\n       LBOW M 1 Bright\n       LBOW M 0 A_Refire\n\t   LBOW A 0 A_GiveInventory(\"LightningCheck\",1)\n       LBOW O 0 A_FireCustomMissile(\"Trueno2\", 0, 1, 8, 0)\n\t   LBOW O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   LBOW H 0 A_Light0\n\t   LBOW O 0 A_FireCustomMissile(\"MegaLightningArrow\", 0, 1, 8, 0)\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n\t   LBOW O 0 A_RailAttack(60, 8, 0, \"none\", \"white\", 0, 0, \"HunterSuperRailPuff\")\n       LBOW P 5\n\t   LBOW G 6 ACS_ExecuteAlways(998, 0)\n\t   LBOW G 15\n\t   LBOW H 10 A_TakeInventory(\"LightningCheck\",2)\n       Goto Ready+1\n\t   SFlash:\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tNoArrows:\n\t   LBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tGoAway:\n\t   LBOW H 0\n\t   Goto Ready+1\n\tFlash:\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   YEL5 ABC 1 bright\n\t   YEL5 D 2 bright\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/lightfall\",\"Weapon\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"Trueno4\", 0, 0, 4, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Trueno3\", 0, 0, 4, 0, 0, 0, 45)\n\t   YEL5 EF 3 bright\n\t   YEL5 EF 3 bright\n\t   YEL5 CBA 2 bright\n\t   Stop\n\tSFlash:\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   LBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\t   Altfire:\n\t   LBOW GFE 4\n\t   LBOW E 25 A_GunFlash\n\t   LBOW EFG 6\n\t   LBOW H 1 A_WeaponReady\n\t   Goto Ready+1\n\t}\n}\n\nActor MegaIceBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n    Scale 0.20\n    Inventory.PickupMessage \"You picked up the Megaicebow.\"\n    AttackSound \"weapons/LightningArrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoUse1 1\n\tWeapon.SlotNumber 3\n\tWeapon.SelectionOrder 5\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"IBOW\"\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowiswitch\", \"Weapon\")\n\t   IBOW H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       IBOW H 1 A_Lower\n\t   Loop\n    Select:\n       IBOW H 1 A_Raise\n       Loop\n    Fire:\n\t  TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   IBOW H 3 ACS_ExecuteAlways(999, 0)\n       IBOW IJKL 3\n\t   IBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   Goto Hold\n\tHold:\n       IBOW M 1\n       TNT1 A 0 A_Refire\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"MegaIceArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"MegaIceArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"MegaIceArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"MegaIceArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"MegaIceArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"MegaIceArrow\", 0, 1, 8, 0)\n       IBOW P 15 ACS_ExecuteAlways(998, 0)\n\t   IBOW G 18\n\t   IBOW H 18\n\t   Goto Ready+1\n        Flash:\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   BLU5 ABC 2 bright\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 D 1 bright\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n           TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n           TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n           TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n           TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n           TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n           BLU5 CBA 1 bright\n\t   Stop\n        SFlash:\n\t   BOWL D 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL D 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tNoArrows:\n\t   IBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tGoAway:\n\t   TNT1 A 0\n\t   Goto Ready+1\n        Altfire:\n\t   IBOW GFE 4\n\t   IBOW E 45 A_GunFlash\n\t   IBOW EFG 6\n\t   IBOW H 1 A_WeaponReady\n\t   Goto Ready+1\n    }\n}\n\nACTOR MegaLightningArrow : FastProjectile\n{\n\tPROJECTILE\n\tdamage 150\n\t+RIPPER\n\theight 5\n\tradius 5\n\t+NOBLOOD\n\tspeed 3000\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"goaway\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\",1)\n\t\tTNT1 A 1 A_SpawnItemEx(\"ArrowSingle\",0,0,0,0,0,0,0,32,0)\n\t\tStop\n\tGoAway:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nActor MegaRegularBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n    Scale 0.20\n    Inventory.PickupMessage \"You picked up the MegaRegularbow.\"\n    AttackSound \"weapons/LightningArrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoUse1 3\n    Weapon.AmmoType2 \"Gasoline\"\n    Weapon.AmmoUse2 1\n\tWeapon.SlotNumber 3\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"NBOW\"\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowup\", \"Weapon\")\n\t   SBOW H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       SBOW H 1 A_Lower\n\t   Loop\n    Select:\n       SBOW H 1 A_Raise\n       Loop\n    Fire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   SBOW H 4\n       SBOW IJKL 3\n\t   SBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n       SBOW M 2\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperArrowFire\", 0, 1, 8, 0)\n           TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireNoDrop\", -3, 0, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireNoDrop\", 3, 0, 8, 0)\n       SBOW P 9\n\t   SBOW G 14\n       Goto Ready+1\n\tFlash:\n\t   BOWL G 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL G 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL G 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tAltFire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   SBOW H 4\n       SBOW IJKL 3\n\t   SBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   SBOW M 2\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperFlameArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperFlameArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperFlameArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperFlameArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperFlameArrow\", 0, 1, 8, 0)\n       SBOW P 9\n\t   SBOW G 14\n       Goto Ready+1\n\tNoArrows:\n\t   SBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tGoAway:\n\t   TNT1 A 0\n\t   Goto Ready+1\n    }\n}\n\nActor SuperFireBowMagmaBall\n{\n\tRadius 4\n\tHeight 8\n\tSpeed 20\n\tDamage (random(13,18))\n\tDamageType \"HunterSuperFireArrow\"\n\tObituary \"%o was burned alive by %k's super fire arrows.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tGoto Death\n\tDeath:\n\t\tMGMB C 0 A_PlaySound(\"BarbSwordDeath\")\n\t\tMGMB CDEF 3\n\t\tStop\n\t}\n}\n\nActor SuperFireBowMagmaBallSmall\n{\n\tRadius 2\n\tHeight 4\n\tSpeed 14\n\tDamage 3\n\tDamageType \"HunterSuperFireArrow\"\n\tObituary \"%o was burned alive by %k's super fire arrows.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n\t\tMGMS ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 3 Bright\n\t\tGoto Death\n\tDeath:\n\t\tFX10 DEFG 3\n\t\tStop\n\t}\n}\n\nActor FireMagicMagmaBall : SuperFireBowMagmaBallSmall\n{\n\tDamage 6\n\t+NOGRAVITY\n}\n\nActor SuperFlameArrowTrail\n{\n\tScale 1.3\n\tAlpha 0.7\n\tRenderstyle Add\n\t-SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tWBAL CDE 4 Bright\n\t\tStop\n\t}\n}\n\nActor SuperFlameArrow\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 65\n\tDecal \"Scorch\"\n\tScale .5\n\tDamage (random(25,30))\n\tGravity 0.6\n\tDamageType \"HunterSuperFireArrow\"\n\tObituary \"%o was burned alive by %k's super fire arrows.\"\n\tRenderstyle Translucent\n\tAlpha 1.0\n\tSeeSound \"weapons/flamearrow\"\n\tDeathSound \"weapons/arrowexplode\"\n\t+DONTBLAST\n\tPROJECTILE\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tFARW A 2 bright A_SpawnItemEx(\"SuperFlameArrowTrail\",0,0,0,0,0,0,0,128)\n\t\tFARW A 0 A_Explode(15,80,0)\n\t\tLoop\n\tDeath:\n\t\tFARW A 0 A_Explode(40,100,1)\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, 0, random(1, 8), random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(1, 8), random(1, 8), random(-1, 5))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(1, 8), 0, random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(1, 8), random(-8, 1), random(-1, 5))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, 0, random(-8, 1), random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(-8, 1), random(-8, 1), random(-1, 5))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(-8, 1), 0, random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(-8, 1), random(1, 8), random(-1, 5))\n\t\tARRW A 0 A_SpawnItemEx(\"ArrowDropped\", 0, 0, 0, 0, 0, 0, 0, 32, 0)\n\t\tHELX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SuperArrowFire\n{\n\tObituary \"%o was shot down by %k's super arrows.\"\n\tRadius 5\n\tHeight 5\n\tSpeed 70\n\tScale .6\n\tDamage (random(25,30))\n\tPROJECTILE\n\t+NOGRAVITY\n\t+ROCKETTRAIL\n\t+NOEXTREMEDEATH\n\tDamageType \"HunterSuperRegularArrow\"\n\tDecal \"BulletChip\"\n\tSeeSound \"weapons/bowfire\"\n\tDeathSound \"weapons/bowhit\"\n\tStates\n\t{\n\tSpawn:\n\t\tARRW AAAAA 2\n\t\tLoop\n\tDeath:\n\t\tARRW A 0 A_PlaySound(\"weapons/arrowhit\")\n\t\tARRW A 1 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n\t\tARRW A 1 A_SpawnItemEx(\"Arrowdropped\",-3,0,0,0,0,0,0,8,0)\n\t\tARRW A 1 A_SpawnItemEx(\"Arrowdropped\",3,0,0,0,0,0,0,8,0)\n\t\tStop\n\t}\n}\n\nActor SuperArrowFireUp : SuperArrowFire\n{\n\tStates\n\t{\n\tSpawn:\n\t\tARRW A 0\n\t\tARRW A 1 ThrustThingZ(0, 16, 0, 1)\n\t\tARRW A 1\n\t\tGoto Spawn+2\n\tDeath:\n\t\tARRW A 1 A_PlaySound(\"weapons/arrowhit\")\n\t\tStop\n\t}\n}\n\nActor SuperArrowFireDown : SuperArrowFireUp\n{\n\tStates\n\t{\n\tSpawn:\n\t\tARRW A 0\n\t\tARRW A 1 ThrustThingZ(0, -16, 0, 1)\n\t\tARRW A 1\n\t\tGoto Spawn+2\n\t}\n}\n\nActor SuperArrowFireNoDrop : SuperArrowFire\n{\n\tStates\n\t{\n\tDeath:\n\t\tARRW A 1 A_PlaySound(\"weapons/arrowhit\")\n\t\tStop\n\t}\n}\n\nactor LightningCheck : Inventory\n\t{\n\tInventory.amount 2\n\tinventory.maxamount 2\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR Arrowdropped : CustomInventory\n{\n   Inventory.PickupMessage \"You picked up an Arrow\"\n   Inventory.PickupSound \"misc/a_pkup\"\n   Scale .5\n   Radius 8\n   Height 2\n   States\n   {\n   Spawn:\n\t\tARRW A 800\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Bow\", 1, 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SuperLightningBow\", 1, 1)\n\t\tFail\n\t\tTNT1 A 0 A_GiveInventory(\"ArrowSingle\", 1)\n\t\tStop\n   }\n}\n\nActor HunterSuperRailPuff : BulletPuff\n{\n\tObituary \"%o was electrocuted by %k's super lightning arrows.\"\n\tDamageType \"HunterSuperLightningRail\"\n\tStates\n\t{\n\t  Spawn:\n\t\tTNT1 A 1\n\t\tGoto Melee\n\t  Melee:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SuperLightningEffects\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 1\n\tDamage 10\n\tDamageType \"HunterSuperLightningRail\"\n\tScale 0.1\n\tRenderStyle Add\n\tAlpha 1.0\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n\t\tSPBL ABC 2 A_FadeOut(0.05)\n\t\tLoop\n\tDeath:\n\t\tFX16 GHIJK 2 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SuperBowLightningArrow : SuperLightningArrow\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"goaway\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\",1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SuperLightningEffects\", 0, 0, 0, random(-10, 10), random(-10, 10), random(-10, 10))\n\t\tTNT1 A 0 ACS_ExecuteAlways(727, 0, x, y, z)\n\t\tTNT1 A 1 A_SpawnItemEx(\"ArrowSingle\",0,0,0,0,0,0,0,32,0)\n\t\tStop\n\tGoAway:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR FlameArrow\n{\n   Radius 3\n   Height 2\n   Speed 66\n   Decal \"Scorch\"\n   Scale .5\n   Damage 25\n   Obituary \"%o was burned alive by %k's fire arrows.\"\n   +DONTBLAST\n   PROJECTILE\n   +NOGRAVITY\n   +NOEXTREMEDEATH\n   renderstyle translucent\n   alpha 1.0\n   SeeSound \"weapons/flamearrow\"\n   DeathSound \"weapons/arrowexplode\"\n   States\n   {\n   Spawn:\n      FARW AAAAAA 2 bright A_SpawnItemEx(\"Flamearrowtrail\",0,0,0,0,0,0,0,128)\n      FARW A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  FARW A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   Death:\n      FARW A 0 A_Explode(128,168)\n\t  ARRW A 0 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n      HELX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}\n\nACTOR Flamearrowtrail\n{\n- SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\nalpha 0.7\nrenderstyle add\nStates\n{\nSpawn:\nWBAL CDE 4 bright\nStop\n}\n}\n\nACTOR ArrowSingle : Ammo 9902\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 300\n   Ammo.BackpackAmount 1\n   Ammo.BackpackMaxAmount 300\n   Inventory.PickupMessage \"You picked an Arrow\"\n   Inventory.Icon ARRWA3A7\n   +INVENTORY.IGNORESKILL\n   Scale .5\n   Radius 2\n   Height 2\n   States\n   {\n   Spawn:\n      ARRW A 1000\n      Stop\n   }\n}\n\nactor Arrows : CustomInventory\n{\n  inventory.pickupmessage \"Picked up a quiver of arrows\"\n  inventory.pickupsound \"misc/a_pkup\"\n  - COUNTITEM\n     Scale .25\n  states\n  {\n  Spawn:\n    QUIV A -1\n    stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory (\"ArrowSingle\", 25)\n    stop\n  }\n}\n\nACTOR ArrowFire\n{\n   Radius 3\n   Height 2\n   Speed 100\n      Scale .5\n   Damage 15\n   PROJECTILE\n   +NOGRAVITY\n   +GHOST\n   +WINDTHRUST\n   +NOEXTREMEDEATH\n   SeeSound \"weapons/bowfire\"\n   DeathSound \"weapons/bowhit\"\n   States\n   {\n   Spawn:\n      ARRW AAAAAA 2\n      ARRW A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  ARRW A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   Death:\n      ARRW A 0\n      ARRW A 1 A_SpawnItem(\"ArrowSingle\")\n      Stop\n   }\n}\n\nACTOR ArrowFire2 : ArrowFire\n{\n   States\n   {\n   Death:\n      ARRW A 1\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Barbarian.txt",
        "contents": "Actor Warrior : PlayerPawn\n{\n\tSpeed 1.2\n\tHealth 150\n\tMass 400\n\tPainChance 256\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Barbarian\"\n\tPlayer.SoundClass \"Barbarian\"\n    Player.MaxHealth 250\n\tPlayer.ForwardMove 0.85\n\tPlayer.SideMove 0.85\n\tPlayer.StartItem \"Sword\"\n\tPlayer.StartItem \"SwordAmmo\", 10\n\tPlayer.Startitem \"HammerAmmo\", 10\n\tPlayer.StartItem \"Hammer\"\n\tPlayer.StartItem \"ArrowSingle\", 35\n\tPlayer.StartItem \"WarriorAxe\"\n\tPlayer.StartItem \"WarriorAxeAmmo\", 30\n\tPlayer.StartItem \"BerserkBarb\", 1\n\tPlayer.StartItem \"IsBarbarian\", 1\n\tPlayer.StartItem \"ClassID\", 13\n\tPlayer.scoreicon \"BARBST\"\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tKNIG A 1\n\t\tKNIG A 28\n\t\tKNIG A 0 A_JumpIf(momz > 0, \"Spawn\")\n\t\tKNIG A 0 A_JumpIfInventory (\"SwordAmmo\", 10, \"Spawn\")\n\t\tKNIG A 0 ACS_ExecuteAlways (706, 0) // Green flash\n\t\tKNIG A 0 A_GiveInventory (\"SwordAmmo\", 2)\n\t\tLoop\n\tSee:\n\t\tKNIG AB 5\n\t\tKNIG A 0 A_JumpIf(z - floorz > 0, 2)\n\t\tKNIG A 0 A_PlaySound(\"BarbarianWalk\", CHAN_FEET)\n\t\tKNIG CD 5\n\t\tKNIG D 0 A_JumpIf(z - floorz > 0, \"See\")\n\t\tKNIG D 0 A_PlaySound(\"BarbarianWalk\", CHAN_FEET)\n\t\tLoop\n\tPain:\n\t\tKNIG G 4 A_Pain\n\t\tGoto Spawn\n\tMissile:\n\t\tKNIG F 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tKNIG FE 8\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tKNIG I 6 A_PlaySound(\"BarbarianDeath\")\n\t\tKNIG JK 6\n\t\tKNIG L 6 A_NoBlocking\n\t\tKNIG M 6\n\t\tKNIG N -1\n\t\tStop\n    XDeath:\n\t\tKING A 0 A_NoBlocking\n\t    KNIG A 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tKNIG A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tKNIG A 0 A_NoBlocking\n\t\tKNIG A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tKNIG A 0\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n    }\n}\n\nActor Sword : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoType \"SwordAmmo\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+WEAPON.MELEEWEAPON\n\t+INVENTORY.UNDROPPABLE\n\t+DONTBOB\n\tDecal \"BulletChip\"\n\tInventory.Icon \"BARBS\"\n\tStates\n\t{\n\tSelect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 5)\n\t\tKNSD A 0 ACS_ExecuteAlways(700, 0, WM_BARBARIAN_SWORD)\n\t\tKNSD ABC 1 bright A_Raise\n\t\tGoto Select+2\n\t\tKNSB ABC 1 Bright A_Raise\n\t\tGoto Select+5\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 4)\n\t\tKNSD ABC 3 bright A_WeaponReady\n\t\tLoop\n\t\tKNSB ABC 3 bright A_WeaponReady\n\t\tGoto Ready+4\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 4)\n\t\tKNSD ABC 1 bright A_Lower\n\t\tGoto DeSelect+1\n\t\tKNSB ABC 1 Bright A_Lower\n\t\tGoto DeSelect+4\n\tFire:\n\t\tKNSD D 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkNormalShot\")\n\t\tKNSD D 1 A_JumpIfInventory(\"SwordAmmo\", 1, \"NormalShot\")\n\t\tGoto Weakshot\n\tAltFire:\n\t\tKNSD D 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkAltShot\")\n\t\tGoto WeakShot\n\tNormalShot:\n\t\tKNSD D 0 A_TakeInventory(\"SwordAmmo\", 1)\n\t\tKNSD D 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSD DEF 3 bright\n\t\tKNSD GH 3 bright A_FireCustomMissile(\"SwordShot\")\n\t\tKNSD I 3 bright A_FireCustomMissile(\"SwordShot\")\n\t\tTNT1 A 10\n\t\tKNSD A 1 bright offset(0,72)\n\t\tKNSD B 1 bright offset(0,68)\n\t\tKNSD C 1 bright offset(0,64)\n\t\tKNSD A 1 bright offset(0,60)\n\t\tKNSD B 1 bright offset(0,56)\n\t\tKNSD C 1 bright offset(0,52)\n\t\tKNSD A 1 bright offset(0,48)\n\t\tKNSD B 1 bright offset(0,44)\n\t\tKNSD C 1 bright offset(0,40)\n\t\tKNSD B 1 bright offset(0,36)\n\t\tGoto Ready\n\tBerserkNormalShot:\n\t\tKNSB D 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSB DEF 2 bright\n\t\tKNSB GH 2 bright A_FireCustomMissile(\"BerserkSwordShot\")\n\t\tKNSB I 2 bright A_FireCustomMissile(\"BerserkSwordShot\")\n\t\tTNT1 A 17\n\t\tGoto Ready\n\tBerserkAltShot:\n\t\tKNSB D 0\n\t\tKNSB D 0 A_PlayWeaponSound(\"BarbarianRipperShot\")\n\t\tKNSB DEF 2 bright\n\t\tKNSB G 2 bright A_FireCustomMissile(\"BerserkWeakSwordShot\")\n\t\tKNSB HI 2 bright\n\t\tTNT1 A 9\n\t\tGoto Ready\n\tWeakShot:\n\t\tKNSD D 0\n\t\tKNSD D 0 A_PlayWeaponSound(\"BarbarianRipperShot\")\n\t\tKNSD DE 3 bright\n\t\tKNSD F 3 bright A_FireCustomMissile(\"WeakSwordShot\")\n\t\tKNSD GHI 3 bright\n\t\tTNT1 A 4\n\t\tKNSD A 1 bright offset(0,72)\n\t\tKNSD B 1 bright offset(0,68)\n\t\tKNSD C 1 bright offset(0,64)\n\t\tKNSD A 1 bright offset(0,60)\n\t\tKNSD B 1 bright offset(0,56)\n\t\tKNSD C 1 bright offset(0,52)\n\t\tKNSD A 1 bright offset(0,48)\n\t\tKNSD B 1 bright offset(0,44)\n\t\tKNSD C 1 bright offset(0,40)\n\t\tKNSD B 1 bright offset(0,36)\n\t\tGoto Ready\n\t}\n}\n\nActor SwordAmmo : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tAmmo.BackpackAmount 10\n\tAmmo.BackpackMaxAmount 10\n\tInventory.Icon \"ARROWUP\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n\n}\n\nActor SwordShot\n{\n\tSpeed 70\n\tRadius 5\n\tHeight 5\n\tAlpha 0.95\n\tDamage (random(26,30))\n\tDamageType \"BarbarianSword\"\n\tSeeSound \"SwordFireS\"\n\tDecal \"Scorch\"\n\tObituary \"%o was blown away by %k's sword magic.\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tSWDF ABC 3 bright\n\t\tLoop\n\tDeath:\n\t\tSWDF D 1 A_PlaySound(\"BarbSwordDeath\")\n\t\tSWDF D 2 bright\n\t\tSWDF EFGHIJKLM 3 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor BerserkSwordShot : SwordShot\n{\n\tDamage (random(58,75))\n\tDamageType \"BarbarianBerserkSword\"\n\tSeeSound \"SwordFireB\"\n\tStates\n\t{\n\tSpawn:\n\t\tSWDB ABC 3 bright\n\t\tLoop\n\tDeath:\n\t\tSWDB D 1 A_PlaySound(\"BarbSwordDeathB\")\n\t\tSWDB D 2 bright\n\t\tSWDB EFGHIJKLM 3 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor WeakSwordShot\n{\n\tSpeed 45\n\tRadius 5\n\tHeight 5\n\tAlpha 0.95\n\tDamage (random(28,33))\n\tDamageType \"BarbarianSword\"\n\tSeeSound \"SwordFireS\"\n\tDecal \"Scorch\"\n\tObituary \"%o was blown away by %k's sword magic.\"\n\tRenderStyle Add\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tSWDF AABBCC 2 bright A_SpawnItemEx(\"WSS_Rain\")\n\t\tLoop\n\tDeath:\n\t\tSWDF D 1 A_PlaySound(\"BarbSwordDeath\")\n\t\tSWDF D 2 bright\n\t\tSWDF EFGHIJKLM 3 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor WSS_Rain\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\tspeed 0\n\tdamage (16)\n\tradius 6\n\theight 6\n\trenderstyle add\n\tObituary \"%o couldn't escape %k's sword rain.\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tKNSX ABCDEFGABCDEFG 3 bright\n\tDeath:\n\t\tKNSX HIJ 4 bright\n\t\tstop\n\t}\n}\n\nActor BerserkWeakSwordShot : WeakSwordShot\n{\n\tDamageType \"BarbarianBerserkSword\"\n\tDamage (random(60,70))\n\tStates\n\t{\n\tSpawn:\n\t\tSWDB AAAABBBBCCCC 1 bright A_SpawnItemEx(\"BerserkWSS_Rain\",0,0,0,random(-4,4),random(-4,4),0)\n\t\tLoop\n\tDeath:\n\t\tSWDB D 1 A_PlaySound(\"BarbSwordDeath\")\n\t\tSWDB D 2 bright\n\t\tSWDB EFGHIJKLM 3 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor BerserkWSS_Rain : WSS_Rain\n{\n\tdamage (20)\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tKNSX KLMNOPQKLMNOPQ 3 bright\n\tDeath:\n\t\tKNSX RST 4 bright\n\t\tstop\n\t}\n}\nActor Hammer : Weapon\n{\n\tWeapon.SlotNumber 2\n\tWeapon.SelectionOrder 2\n\tWeapon.AmmoType \"HammerAmmo\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+DONTBOB\n\tDecal \"BulletChip\"\n\tInventory.Icon \"BARBH\"\n\tStates\n\t{\n\tSelect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 3)\n\t\tKNHM A 0 ACS_ExecuteAlways(700, 0, WM_BARBARIAN_HAMMER)\n\t\tKNHM A 1 A_Raise\n\t\tGoto Select+1\n\t\tFPHM ABC 1 Bright A_Raise\n\t\tGoto Select+3\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 2)\n\t\tKNHM A 1 A_WeaponReady\n\t\tLoop\n\t\tFPHM ABC 3 Bright A_WeaponReady\n\t\tGoto Ready+2\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 2)\n\t\tKNHM A 1 A_Lower\n\t\tLoop\n\t\tFPHM ABC 1 Bright A_Lower\n\t\tGoto Deselect+2\n\tFire:\n\t\tKNSD D 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkHammer\")\n\t\tKNSD D 1 A_JumpIfInventory (\"HammerAmmo\", 1, 1)\n\t\tGoto AltFire\n\t\tKNHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSM B 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 2)\n\t\tKNHM B 0 A_TakeInventory (\"HammerAmmo\", 1)\n\t\tKNHM BCD 5\n\t\tKNHM E 0 A_FireCustomMissile(\"HammerShot\",0,0,0,-20)\n\t\tKNHM E 0 A_PlaySound(\"HammerThunder\")\n\t\tKNHM E 15 A_PlayWeaponSound(\"HammerHit\")\n\t\tKNHM A 15\n\t\tGoto Ready\n\tBerserkHammer:\n\t\tFPHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tFPHM DEF 4 Bright\n\t\tFPHM E 0 A_FireCustomMissile(\"BerserkHammerShot\",0,0,0,-20)\n\t\tFPHM E 0 A_PlaySound(\"HammerThunder\")\n\t\tFPHM GHI 5 Bright A_PlayWeaponSound(\"HammerHit\")\n\t\tFPHM ABC 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkAltFire\")\n\t\tKNHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNHM BCD 4\n\t\tKNHM E 0 A_PlayWeaponSound(\"HammerHit\")\n\t\tKNHM E 0 A_PlaySound(\"HammerLightning\")\n\t\tKNHM E 10 A_FireCustomMissile(\"HammerAttack\")\n\t\tKNHM A 20\n\t\tGoto Ready\n\tBerserkAltFire:\n\t\tFPHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tFPHM DEF 3 Bright\n\t\tFPHM E 0 A_PlayWeaponSound(\"HammerHit\")\n\t\tFPHM E 0 A_PlaySound(\"HammerLightning\")\n\t\tFPHM GHI 3 Bright A_FireCustomMissile(\"HammerAttack\")\n\t\tFPHM ABC 5 Bright\n\t\tGoto Ready\n\t}\n}\n\nActor HammerAmmo : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tAmmo.BackpackAmount 10\n\tAmmo.BackpackMaxAmount 10\n\tInventory.Icon \"HAMMER1\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor HammerAttack\n{\n\tSpeed 40\n\tHeight 7\n\tRadius 4\n\tdamage 60000\n\tDamageType \"BarbarianHammerMelee\"\n\tObituary \"%o felt the wrath of %k's hammer.\"\n\tDecal \"BulletChip\"\n\t+NOEXTREMEDEATH\n\t+DONTREFLECT\n\t+PIERCEARMOR\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_PlaySoundEx(\"Puff/Ric\",\"Body\")\n\t\tTNT1 A 0 A_SpawnItem(\"BulletPuff\")\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor HammerShot\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage 42\n\tRenderStyle Add\n\tObituary \"%o Was pummeled by %k's hammer.\"\n\tDamageType \"BarbarianHammer\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_Explode(96, 128, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, -135, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, -90, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, -45, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0 ,0, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 45, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 90, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 135, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nActor BerserkHammerShot : HammerShot\n{\n\tTranslation \"168:191=192:207\"\n\tDamageType \"BarbarianBerserkHammer\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_Explode(108, 144, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, -135, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, -90, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, -45, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0 ,0, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, 45, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, 90, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, 135, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nActor HammerSpawn : SwordShot\n{\n\tSpeed 27\n\tTranslation \"ice\"\n\tDecal \"Scorch\"\n\tDamage 41\n\tObituary \"%o Was pummeled by %k's hammer.\"\n\tDamageType \"BarbarianHammer\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+FORCERADIUSDMG\n\t+FLOORHUGGER\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tSWDF A 3 bright A_SpawnItemEx(\"HShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(16,20), 32,0 )\n\t\tSWDF B 3 bright A_SpawnItemEx(\"HShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(16,20), 32,0 )\n\t\tSWDF C 3 bright A_SpawnItemEx(\"HShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(16,20), 32, 0)\n\t\tGoto Death\n\tDeath:\n\t\tSWDF D 0 A_Stop\n\t\tSWDF A 0 A_Explode(32, 32, 0)\n\t\tSWDF DEFGHIJKLM 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor BerserkHammerSpawn : HammerSpawn\n{\n\tSpeed 24\n\tDamageType \"BarbarianBerserkHammer\"\n\tStates\n\t{\n\tSpawn:\n\t\tSWDB A 3 bright A_SpawnItemEx(\"BerserkHShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(24,28), 32,0 )\n\t\tSWDB B 3 bright A_SpawnItemEx(\"BerserkHShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(24,28), 32,0 )\n\t\tSWDB C 3 bright A_SpawnItemEx(\"BerserkHShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(24,28), 32, 0)\n\t\tSWDB A 3 bright A_SpawnItemEx(\"BerserkHShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(24,28), 32,0 )\n\t\tGoto Death\n\tDeath:\n\t\tSWDF D 0 A_Stop\n\t\tSWDF A 0 A_Explode(32, 32, 0)\n\t\tSWDB DEFGHIJKLM 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor HShotTrail\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tRenderStyle Translucent\n\tAlpha 0.7\n\tScale 0.8\n\tSpeed 0\n\tDamage 36\n\tDamageType \"BarbarianHammer\"\n\tObituary \"%o was pummeled by %k's hammer.\"\n\tStates\n\t{\n\tSpawn:\n\t\tAXPF A 0\n\t\tAXPF ABCDCD 2 bright A_Explode(random(12,15), 24, 0)\n\t\tStop\n\t}\n}\n\nActor BerserkHShotTrail : HShotTrail\n{\n\tDamageType \"BarbarianBerserkHammer\"\n\tStates\n\t{\n\tSpawn:\n\t\tAXPB A 0\n\t\tAXPB ABCDCD 2 bright A_Explode(random(12,15), 24, 0)\n\t\tStop\n\t}\n}\n\nActor BerserkBarb : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"B_BSK_IC\"\n\t+INVBAR\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n//\t\tTNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(705, 0, 1) == 1, 1)\n\t\tTNT1 A 1 ACS_ExecuteAlways(705, 0, 0) // This activates the Berserk\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_BARBARIAN_BERSERK)\n\t\tTNT1 A 0 A_PlaySoundEx (\"ThunderHit\", \"Body\")\n\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(903), 12)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"BarbarianWarcry\", 5)\n\t\tFail\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"BarbarianWarcry2\", 5)\n\t\tFail\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"BarbarianWarcry3\", 5)\n\t\tFail\n\t\tTNT1 AA 0 A_PlaySoundEx(\"BarbarianWarcry4\", 5)\n\t\tFail\n\t\tTNT1 A 0 A_Jump(172, 5)\n\t\tTNT1 AAAA 0 A_PlaySoundEx(\"OtherBarbarianRoar\", 5)\n\t\tFail\n\t\tTNT1 A 0 A_Jump(172, 5)\n\t\tTNT1 AAAA 0 A_PlaySoundEx(\"OtherBarbarianRoar2\", 5)\n\t\tFail\n\t\tTNT1 AAAA 0 A_PlaySoundEx(\"OtherBarbarianRoar3\", 5)\n\t\tFail //stop\n\tFailSound:\n\t\tTNT1 A 1\n\t\tFail\n\t}\n}\n\nActor NoCreeperFreeze : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n}\n\nActor BerserkArmor : BasicArmorPickup\n{\n\tArmor.SavePercent 100.0\n\tArmor.SaveAmount 16000\n}\n\nActor BerserkSparkle\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 0.9\n\tScale 0.4\n\tTranslation \"112:127=32:47\"\n\tStates\n\t{\n\tSpawn:\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor BarbOnSword : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n}\n\nActor BarbOnHammer : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n}\n\nActor BarbLightningSpawner\n{\n\tPROJECTILE\n\t+NOGRAVITY\n\t+FLOORHUGGER\n\t+RIPPER\n\t-SOLID\n\tRadius 1\n\tHeight 1\n\tSpeed 1\n\tObituary \"%o got too close to Thor.\"\n\tDamageType \"BarbarianLightningFall\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_Explode(64,96,0)\n\t\tTNT1 A 2 A_SpawnItemEx(\"BerserkThunderFX\")\n\t\tStop\n\t}\n}\n\n/*\nActor BarbLightningFall\n{\n\tdamage 20\n\tradius 8\n\theight 8\n\trenderstyle add\n\ttranslation \"192:207=229:231\"\n\talpha 0.8\n\tPROJECTILE\n\t+RANDOMIZE\n\tStates\n\t{\n\tSpawn:\n\t\tZAP6 MNO 2 Bright\n\t\tLoop\n\tDeath:\n\t\tFX16 A 0 A_PlaySound(\"weapons/lighthit\")\n\t\tFX16 GHIJK 2\n\t\tStop\n\t}\n}\n*/\n\nActor BarbBerserkEnd\n{\n\tHeight 1\n\tRadius 1\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_PlaySound(\"BarbBerserkEnd\")\n\t\tStop\n\t}\n}\n\nActor IsBarbarian : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor BerserkModeOn : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor BerserkThunderFX\n{\n\t\t+FLOORHUGGER +NoBlockMap +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n        translation \"80:111=192:207\"\n\t\tRenderstyle Add\n        Height 1\n\t\tDamageType \"BarbEffect\"\n        Radius 1\n        Alpha 0.2\n\t\tScale 1.25\n        states\n        {\n        Spawn:\n                TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Thunder_Spark\", 0, 0, 0, random(1,10), 0, random(1,10), random(0,359), 129)\n                THND AAAA 1 Bright A_FadeIn(0.2)\n                THND AAAA 2 Bright A_FadeOut(0.2)\n                TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1  Bright A_SpawnItemEx(\"Thunder_Smoke\", 0, 0, 0, random(0,3), 0, random(2,3), random(0,359), 128)\n           Stop\n        }\n}\n\nActor Thunder_Spark\n{\n\tSpeed 3\n\tHeight 2\n\tRadius 1\n\tMass 0\n\t+Missile +LowGravity\n\ttranslation \"80:111=192:207\"\n\tRenderStyle Add\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n            SPRK A 1 A_Jump(80, 4)\n            SPRK A 1 A_Jump(80, 4)\n            SPRK A 1 A_Jump(80, 4)\n\t    SPRK A 32 Bright\n\t    SPRK A 32 Bright\n\t    SPRK A 32 Bright\n\t    SPRK A 32 Bright\n\t    SPRK ABCDEFGHHH 1 Bright A_FadeOut(0.1)\n\t    Stop\n\tDeath:\n\t    SPRK ABCDEFGHHH 1 Bright A_FadeOut(0.1)\n \t    Stop\n\t}\n}\n\nActor Thunder_Smoke\n{\n    Height 2\n    Radius 1\n    +Missile +NoGravity +NoInteraction +NoBlockmap\n    RenderStyle Translucent\n    Alpha .5\n    Scale .65\n    States\n    {\n    Spawn:\n    \tSMK1 IHGFEEDDCCBBBBAAAAAA 2 A_FadeOut(0.05)\n        Stop\n    }\n}\n\nActor WarriorAxe : Weapon\n{\n\tInventory.Icon \"BARBA\"\n\tWeapon.SlotNumber 3\n\tweapon.selectionorder 3\n\tObituary \"%o as Ripped by %k's WarriorAxe.\"\n\tInventory.PickupSound \"misc/w_pkup2\"\n\tWeapon.Ammotype \"WarriorAxeAmmo\"\n\tWeapon.AmmoUse1 0\n\tstates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 4)\n\t\tKNAX ABC 3 bright A_WeaponReady\n\t\tloop\n\t\tKNAX IJK 3 bright A_WeaponReady\n\t\tloop\n\tSelect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 10)\n\t\tKNAX AAABBBCCC 1 A_Raise\n\t\tgoto Select+1\n\t\tKNAX IIIJJJKKK 1 A_Raise\n\t\tgoto Select+10\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 10)\n\t\tKNAX AAABBBCCC 1 A_Lower\n\t\tgoto Select+1\n\t\tKNAX IIIJJJKKK 1 A_Lower\n\t\tgoto Select+10\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WarriorAxeAmmo\",1,\"NormalFire\")\n\t\tgoto Weakfire\n\tNormalFire:\n\t\tKNAX D 2 bright Offset(15,20) A_TakeInventory(\"WarriorAxeAmmo\",1)\n\t\tKNAX E 3 bright Offset(15,20)\n\t\tKNAX F 3 bright Offset(15,37)\n\t\tKNAX G 3 bright Offset(15,32) A_PlayWeaponSound(\"WarriorAxe/swing\")\n\t\tKNAX G 2 bright Offset(-5,70)\n\t\t//KNAX G 2 bright Offset(-25,90)\n\t\t//KNAX H 2 bright Offset(15,32)\n\t\t//KNAX H 2 bright Offset(10,55)\n\t\tKNAX O 7 Offset(0,28) A_FireCustomMissile(\"AxeRipper\")\n\t\tKNAX O 2 Offset(0,37)\n\t\tKNAX O 1 Offset(0,42)\n\t\tKNAX O 1 Offset(0,47)\n\t\tKNAX O 1 Offset(0,52)\n\t\tKNAX O 1 Offset(0,56)\n\t\tKNAX O 1 Offset(0,60)\n\t\tTNT1 A 4\n\t\tTNT1 A 3 //A_ReFire\n\t\tKNAX A 2 bright Offset(-3,55)\n\t\tKNAX A 2 bright Offset(-3,40)\n\t\tGoto Ready\n\tBerserkFire:\n\t\tKNAX L 2 bright Offset(15,20)\n\t\tKNAX M 3 bright Offset(15,20)\n\t\tKNAX M 3 bright Offset(15,37)\n\t\tKNAX N 3 bright Offset(15,32) A_PlayWeaponSound(\"WarriorAxe/swing\")\n\t\tKNAX N 2 bright Offset(-5,70)\n\t\t//KNAX G 2 bright Offset(-25,90)\n\t\t//KNAX H 2 bright Offset(15,32)\n\t\t//KNAX H 2 bright Offset(10,55)\n\t\tKNAX O 7 Offset(0,28) A_FireCustomMissile(\"BerserkAxeRipper\")\n\t\tKNAX O 2 Offset(0,37)\n\t\tKNAX O 1 Offset(0,42)\n\t\tKNAX O 1 Offset(0,47)\n\t\tKNAX O 1 Offset(0,52)\n\t\tKNAX O 1 Offset(0,56)\n\t\tKNAX O 1 Offset(0,60)\n\t\tTNT1 A 4\n\t\tTNT1 A 3 //A_ReFire\n\t\tKNAX I 2 bright Offset(-3,55)\n\t\tKNAX I 2 bright Offset(-3,40)\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkAltFire\")\n\t\tgoto WeakFire\n\tWeakFire:\n\t\tKNAX D 2 bright Offset(15,20)\n\t\tKNAX E 3 bright Offset(15,20)\n\t\tKNAX F 3 bright Offset(15,37)\n\t\tKNAX G 3 bright Offset(15,32) A_PlayWeaponSound(\"WarriorAxe/swing\")\n\t\tKNAX G 2 bright Offset(-5,70)\n\t\t//KNAX G 2 bright Offset(-25,90)\n\t\t//KNAX H 2 bright Offset(15,32)\n\t\t//KNAX H 2 bright Offset(10,55)\n\t\tKNAX H 3 Offset(0,28) A_FireCustomMissile(\"AxeSlicer\")\n\t\tKNAX H 2 Offset(0,37)\n\t\tKNAX H 1 Offset(0,42)\n\t\t//KNAX H 1 Offset(0,47)\n\t\tKNAX H 1 Offset(0,52)\n\t\t//KNAX H 1 Offset(0,56)\n\t\tKNAX H 1 Offset(0,60)\n\t\tTNT1 A 6\n\t\tTNT1 A 3 //A_ReFire\n\t\tKNAX A 2 bright Offset(-3,55)\n\t\tKNAX A 2 bright Offset(-3,40)\n\t\tGoto Ready\n\tBerserkAltFire:\n\t\tKNAX L 2 bright Offset(15,20)\n\t\tKNAX M 3 bright Offset(15,20)\n\t\tKNAX M 3 bright Offset(15,37)\n\t\tKNAX N 3 bright Offset(15,32) A_PlayWeaponSound(\"WarriorAxe/swing\")\n\t\tKNAX N 2 bright Offset(-5,70)\n\t\t//KNAX G 2 bright Offset(-25,90)\n\t\t//KNAX H 2 bright Offset(15,32)\n\t\t//KNAX H 2 bright Offset(10,55)\n\t\tKNAX P 3 Offset(0,28) A_FireCustomMissile(\"BerserkAxeSlicer\")\n\t\tKNAX P 2 Offset(0,37)\n\t\t//KNAX P 1 Offset(0,42)\n\t\tKNAX P 1 Offset(0,47)\n\t\t//KNAX P 1 Offset(0,52)\n\t\tKNAX P 1 Offset(0,56)\n\t\t//KNAX P 1 Offset(0,60)\n\t\tTNT1 A 6\n\t\tTNT1 A 3 //A_ReFire\n\t\tKNAX I 2 bright Offset(-3,55)\n\t\tKNAX I 2 bright Offset(-3,40)\n\t\tGoto Ready\n\t}\n}\n\nActor WarriorAxeAmmo : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 30\n\tAmmo.BackpackMaxAmount 30\n\tInventory.Icon \"KNA5M0\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n\n}\n\nActor AxeRipper\n{\n\tPROJECTILE\n\tObituary \"%o as Ripped by %k's WarriorAxe.\"\n\t+RIPPER\n\t+BLOODSPLATTER\n\tDamage 160\n\tSpeed 37\n\tRadius 10\n\tHeight 18\n\tdecal \"plasmadecal\"\n\tstates\n\t{\n\tSpawn:\n\t\tKNAM A 0\n\t\tKNAM A 0 A_PlaySound(\"WarriorAxe/Fly\")\n\t\tKNA1 AABBCCDD 1 bright A_SpawnItemEx(\"AxeRipperTrail\",random(-2,2),random(-2,2),random(-2,2),random(-2,2),random(-2,2),random(-2,2))\n\t\tKNA1 EEFFGGHH 1 bright A_SpawnItemEx(\"AxeRipperTrail\",random(-2,2),random(-2,2),random(-2,2),random(-2,2),random(-2,2),random(-2,2))\n\t\tloop\n\tDeath:\n\t\tKNAM A 0 A_PlaySound(\"WarriorAxe/Impact\")\n\t\tKNA1 IJK 3 bright A_FadeOut(0.2)\n\t\tstop\n\t}\n}\n\nActor AxeRipperTrail\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t-SOLID\n\t+ALLOWCLIENTSPAWN\n\tObituary \"%o as Ripped by %k's AxeRipperTrail.\"\n\trenderstyle add\n\talpha 0.7\n\tscale 0.7\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tAXPF ABCDEFG 2 bright A_FadeOut(0.07)\n\t\tstop\n\t}\n}\n\nActor BerserkAxeRipper : AxeRipper\n{\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODSPLATTER\n\tObituary \"%o as Ripped by %k's Berserk WarriorAxe.\"\n\tDamage 230\n\tSpeed 45\n\tRadius 8\n\tHeight 16\n\tstates\n\t{\n\tSpawn:\n\t\tKNAM A 0\n\t\tKNAM A 0 A_PlaySound(\"WarriorAxe/Fly\")\n\t\tKNA2 AABBCCDD 1 bright A_SpawnItemEx(\"BerserkAxeRipperTrail\",random(-2,2),random(-2,2),random(-2,2),random(-2,2),random(-2,2),random(-2,2))\n\t\tKNA2 EEFFGGHH 1 bright A_SpawnItemEx(\"BerserkAxeRipperTrail\",random(-2,2),random(-2,2),random(-2,2),random(-2,2),random(-2,2),random(-2,2))\n\t\tloop\n\tDeath:\n\t\tKNAM A 0 A_PlaySound(\"WarriorAxe/Impact\")\n\t\tKNA2 IJK 3 bright A_FadeOut(0.2)\n\t\tstop\n\t}\n}\n\nActor BerserkAxeRipperTrail : AxeRipperTrail\n{\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tAXPB ABCDEFG 2 bright A_FadeOut(0.07)\n\t\tstop\n\t}\n}\n\nACTOR AxeSlicer\n{\n   Radius 8\n   Height 36\n   Speed 32\n   Damage (random(15,20))\n   DamageType \"BarbarianAxe\"\n   Obituary \"%o as killed by %k. AxeSlicer\"\n   PROJECTILE\n   RENDERSTYLE Add\n   ALPHA 0.5\n   Scale 0.5\n   +THRUGHOST\n   +RIPPER\n   +EXTREMEDEATH\n   States\n   {\n   Spawn:\n      KNA3 AA 1 Bright A_SpawnItemEx(\"AxeSlicerTrail\",0,0,0,momx*0.9,momy*0.9,momz*0.9,0,SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t  TNT1 A 0 A_Explode(1,12,0)\n\t  TNT1 A 0 A_FadeOut(0.09)\n\t  Loop\n   }\n}\n\nACTOR BerserkAxeSlicer : AxeSlicer\n{\n   Damage (random(20,25))\n   Obituary \"%o as killed by %k. Berserk AxeSlicer\"\n   DamageType \"BerserkBarbarianAxe\"\n   States\n   {\n   Spawn:\n      KNA4 AA 1 Bright A_SpawnItemEx(\"BerserkAxeSlicerTrail\",0,0,0,momx*0.9,momy*0.9,momz*0.9,0,SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t  TNT1 A 0 A_Explode(1,12,0)\n\t  TNT1 A 0 A_FadeOut(0.09)\n\t  Loop\n   }\n}\n\nACTOR AxeSlicerTrail\n{\n   Radius 8\n   Height 36\n   damage 15\n   PROJECTILE\n   +RIPPER\n   +BLOODLESSIMPACT\n   RENDERSTYLE Add\n   DamageType \"BarbarianAxe\"\n   Obituary \"%o as killed by %k. AxeSlicerTrail\"\n   ALPHA 0.28\n   Scale 0.5\n   States\n   {\n   Spawn:\n      TNT1 A 1 A_Explode(1, 6, 0)\n      KNA3 A 1 Bright A_FadeOut(0.01)\n\t  TNT1 A 0 Bright A_SpawnItemEx(\"AxeSlicerClientTrail\",0,0,0,momx*0.9,momy*0.9,momz*0.9,0,SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t  TNT1 A 0 A_Explode(1, 6, 0)\n\t  TNT1 A 1 Bright //A_Fadeout(0.01)\n      Goto Spawn+1\n   }\n}\n\nACTOR BerserkAxeSlicerTrail : AxeSlicerTrail\n{\n   DamageType \"BerserkBarbarianAxe\"\n   Obituary \"%o as killed by %k. Berserk AxeSlicerTrail\"\n   States\n   {\n   Spawn:\n      TNT1 A 1 A_Explode(2, 12, 0)\n      KNA4 A 1 Bright A_FadeOut(0.01)\n\t  TNT1 A 0 Bright A_SpawnItemEx(\"BerserkAxeSlicerClientTrail\",0,0,0,momx*0.9,momy*0.9,momz*0.9,0,SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t  TNT1 A 0 A_Explode(2, 12, 0)\n\t  TNT1 A 1 Bright //A_Fadeout(0.01)\n      Goto Spawn+1\n   }\n}\n\nActor AxeSlicerClientTrail : AxeSlicerTrail\n{\n\t+CLIENTSIDEONLY\n\tScale 0.5\n\tAlpha 0.26\n\tDamage 5\n\tStates\n\t{\n\tSpawn:\n\t\tKNA3 A 2 Bright A_FadeOut(0.01)\n\t\twait\n\t}\n}\n\nActor BerserkAxeSlicerClientTrail : AxeSlicerClientTrail\n{\n\tStates\n\t{\n\tSpawn:\n\t\tKNA4 A 2 Bright A_FadeOut(0.01)\n\t\twait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Global.txt",
        "contents": "////////////////////////////////////////////////////////////////////////////////\n//                             NEW GLOBAL DEFS                                //\n////////////////////////////////////////////////////////////////////////////////\nActor PlayerNum : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 64\n}\n\nActor ClassID : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}\n\nActor HumanTeam : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor GhoulTeam : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor Timer : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tPowerup.Duration 35\n}\n\nActor HumanTelefrag : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor GhoulTelefrag : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor IsHuman : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor NoTips : HumanTeam { }\n\nActor IsSjas : GhoulTeam { }\nActor IsJitterskull : GhoulTeam { }\nActor IsCreeper : GhoulTeam { }\nActor IsChoke : GhoulTeam { }\nActor IsFrostbite : GhoulTeam { }\nActor IsDefiler : GhoulTeam { }\nActor IsIcefiend : GhoulTeam { }\n\nActor MenuCloserEraser : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(760, 0, tid)\n\t\tStop\n\t}\n}\n\nActor GBUpgrader : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GBSjasUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBSjasUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 1)\n\t\tStop\n\t}\n}\n\nActor GBJitterskullUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBJitterskullUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 2)\n\t\tStop\n\t}\n}\n\nActor GBCreeperUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBCreeperUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 3)\n\t\tStop\n\t}\n}\n\nActor GBChokeUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBChokeUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 4)\n\t\tStop\n\t}\n}\n\nActor GBFrostbiteUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBFrostbiteUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 5)\n\t\tStop\n\t}\n}\n\nActor GBDefilerUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBDefilerUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 6)\n\t\tStop\n\t}\n}\n\nActor GBIcefiendUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBIcefiendUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 7)\n\t\tStop\n\t}\n}\n\nActor GBUpgradeToken : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor GBSjasUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBJitterskullUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBCreeperUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBChokeUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBFrostbiteUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBDefilerUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBIcefiendUpgradeToken : GBUpgradeToken\n{\n}\n\nActor ChokeHealPause : PowerDamage\n{\n\tPowerup.Duration 5\n\tDamageFactor \"Nothing\", 1.0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ChokePainHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(726, 0, 3, 0)\n\t\tStop\n\t}\n}\n\nActor ChokeDeathHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(726, 0, 18, 1)\n\t\tStop\n\t}\n}\n\nActor CreeperHealBallHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(737, 0)\n\t\tStop\n\t}\n}\n\nActor LightningIntenseFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 1)\n\t\tStop\n\t}\n}\n\nActor LightningModerateFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 2)\n\t\tStop\n\t}\n}\n\nActor LightningWeakFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 3)\n\t\tStop\n\t}\n}\n\nActor ReflectionKill : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(738, 0)\n\t\tStop\n\t}\n}\n\nActor SuperIceStunnedFullPowerup : PowerSpeed\n{\n\tPowerup.Duration 100\n\tSpeed 0.0\n}\n\nActor SuperIceStunnedFull : PowerupGiver\n{\n\tPowerup.Duration 100\n\tPowerup.Type \"SuperIceStunnedFullPowerup\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nActor SuperIceStunnedPartialPowerup : PowerSpeed\n{\n\tPowerup.Duration 75\n\tSpeed 0.3\n}\n\nActor SuperIceStunnedPartial : PowerupGiver\n{\n\tPowerup.Duration 75\n\tPowerup.Type \"SuperIceStunnedPartialPowerup\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nActor SuperIceDontStun : Timer\n{\n\tPowerup.Duration -8\n}\n\nActor DispenserUseCooldown : Timer\n{\n\tPowerup.Duration 35\n}\n\nActor JitterskullPoints : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 5\n}\n\nActor ForceReload : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CyborgPulseGainCooldown : Timer\n{\n\tPowerup.Duration 2\n}\n\n// NS 02 actors\nActor NS02MinimapDecoration 12001\n{\n\tRadius 1\n\tHeight 2\n\tScale 0.8\n\t-SOLID\n\t-CANBLAST\n\t+NOCLIP\n\t+NOINTERACTION\n\t+FLOATBOB\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tCRBL A 1 Bright\n\t\tLoop\n\t}\n}\n\nActor NS02PowerScannerGiver : PowerupGiver\n{\n\tInventory.MaxAmount 1\n\tPowerup.Duration 1225\n\tPowerup.Color GoldMap 0.1\n\tPowerup.Type \"Scanner\" // Doesn't use NS02Scanner right now\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor PowerNS02Scanner : PowerScanner\n{\n\tPowerup.Duration 1225\n}\n\nActor NS02MapRevealer : MapRevealer\n{\n\tStates\n\t{\n\tSpawn:\n\t\tMMAP A 1 bright\n\t\tStop\n\t}\n}\n\n// GVHNS05\nActor PowerNS05HumanDamage : PowerDamage\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 1.5\n}\n\nActor PowerNS05HumanVampire : PowerDrain\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor PowerNS05GhoulProtection : PowerProtection\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 0.5\n}\n\nActor PowerNS05GhoulRegeneration : PowerRegeneration\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor NS05Human1 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05HumanDamage\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Human2 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05HumanVampire\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Ghoul1 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05GhoulProtection\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Ghoul2 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05GhoulRegeneration\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\n// Sjas Rage effects [Thanks to R667]\n// UNUSED I THINK\nActor SjasRageOrb\n{\n\t+MISSILE\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOSECTOR\n\t+NOINTERACTION\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t-SOLID\n\tRadius 1\n\tHeight 1\n\tRenderStyle Add\n\tAlpha 0.5\n\tYScale 0.1\n\tXScale 1.1\n\tTranslation \"112:127=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tLRFX AAAAAA 1 Bright A_FadeOut(0.25)\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                             OLD GLOBAL DEFS                                //\n////////////////////////////////////////////////////////////////////////////////\nActor ChokeDist : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 99999\n}\n\nActor Crunched : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 999\n}\n\nactor DontAlterBot : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\t}\n}\n\nactor GhoulAmmo : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 3\n  inventory.maxamount 3\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 3\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor ChokeHealer : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+INVENTORY.AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A -1\n\tstop\n\tPickup:\n\tUse:\n\tTNT1 A 0 ACS_ExecuteAlways(613,0)//3\n\tstop\n\t}\n}\n\nactor HealDelay : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 17\n}\n\nactor CreepGotya : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\tPickup:\n\tANT1 A 0 A_PlaySoundEx(\"creepgotya\", \"SoundSlot5\")\n\tstop\n\t}\n}\n\nactor CreeperStunCheck : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\t}\n}\n\nactor Reflectdummy : ScriptedMarine\n{\n\t+REFLECTIVE\n\t+INVULNERABLE\n}\n\nactor Railtester : ChaingunGuy\n{\n\tdamage 1\n\tstates\n\t{\n\tMissile:\n\tCPOS E 10 A_FaceTarget\n\tCPOS FE 4 bright A_MonsterRail\n\tCPOS F 1 A_CPosRefire\n\tgoto Missile+1\n\t}\n}\n\nactor Cheapcheck : Inventory // Used to prevent R_Drawtrans false and any other BS settings to cheat.\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tLoop\n\t}\n}\n\nactor Creeperheal : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A -1\n\tstop\n\tPickup:\n\tTNT1 A 0 ACS_ExecuteAlways(979,0,3)\n\tstop\n\t}\n}\n\nactor Creeperhealth : Health\n{\n  inventory.amount 70\n  inventory.maxamount 70\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nActor ChokeHealth : Health\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 150\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor gibmeplz // Test the gibs\n{\n\tdamagetype \"Jitter\"\n\tPROJECTILE\n\tSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_Explode(255,255,1)\n\tStop\n\t}\n}\n\nactor bob : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 6 A_CustomMissile(\"CreeperBall\",0,0,0)\n    loop\n}\n}\n\nactor bill\n{\n\tstates\n\t{\n\tSpawn:\n\tTROO EF 5\n\tTROO E 0 A_CustomMissile(\"CreeperBall\",0,0,0,2,0)\n\tTROO EF 5\n\tTROO E 0\n\tTROO EF 5\n\tTROO E 0\n\tloop\n}\n}\n\nactor Cyborgstomp\n{\nPROJECTILE\n+NOBLOOD\ndamage 0\nradius 10\nSpeed 20\n+CLIENTSIDEONLY\ndeathsound \"CyborgStomp\"\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nTNT1 A 1 //A_PlaySound(\"CyborgStomp\")\nStop\n}\n}\n\nACTOR ArchvileFirex : ArchvileFire\n{\n\tSpeed 5\n\t+NOINTERACTION\n        +NOBLOCKMAP\n        +NOCLIP\n\t\t+CLIENTSIDEONLY\n}\n\nACTOR ArchvileFirex2 : ArchvileFirex\n{\n\tSpeed 2\n}\n\nACTOR ArchvileFirex3 : ArchvileFirex\n{\n\ttranslation \"160:167=96:111\"\n}\n\nACTOR ArchvileFirex4 : SpawnFire replaces TeleportFog\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle none // No more giving away spawn spots\ntranslation \"160:167=192:207\"\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR TelFire : ArchvileFirex4\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle translucent\ntranslation \"160:167=192:207\"\nalpha 0.7\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/GlobalConstants.txt",
        "contents": "// Operator constants\nconst int VAL_FALSE = 0;\nconst int VAL_TRUE = 1;\n\n// Gender\nconst int GENDER_MALE = 0;\nconst int GENDER_FEMALE = 1;\nconst int GENDER_OTHER = 2;\n\n// Weapon text display constants\nconst int WM_ICEFIEND_SPIKES = 0;\nconst int WM_ICEFIEND_MELEE = 1;\nconst int WM_DEFILER_ACIDSHOT = 2;\nconst int WM_ICEFIEND_INVISIBLEMSG = 3;\nconst int WM_BARBARIAN_HAMMER = 4;\nconst int WM_MAGE_ICEHANDS = 5;\nconst int WM_MAGE_FIRESTAFF = 6;\nconst int WM_BARBARIAN_BERSERK = 7;\nconst int WM_BARBARIAN_SWORD = 8;\nconst int WM_MAGE_LIGHTNING = 9;\nconst int WM_MAGE_NOVAFIRE = 10;\nconst int WM_MAGE_SKULL = 11;\n\n// Sound channel constants\nconst int CHAN_FEET = 5;\nconst int CHAN_SJAS = 6;\n\nconst int FAS_CyborgPulse = 0;\nconst int FAS_FrostShards = 1;\nconst int FAS_ChokeVomit = 2;\nconst int FAS_ChokeBloodFeast = 3;\nconst int FAS_WarlockTeleport = 4;"
      },
      {
        "source": "pk3",
        "name": "Actors/Warlock.txt",
        "contents": "Actor Warlock : PlayerPawn\n{\n\tMass 400\n\tHealth 125\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Warlock\"\n    Player.MaxHealth 225\n\tPlayer.SoundClass \"Mage\"\n\tPlayer.ForwardMove 1.0\n\tPlayer.SideMove 1.0\n\tPlayer.StartItem \"FireStaff\", 1\n\tPlayer.StartItem \"FireStaffAmmo\", 60\n\tPlayer.StartItem \"IceHands\", 1\n\tPlayer.StartItem \"LightningHands\", 1\n\tPlayer.StartItem \"LightningAmmo\", 10\n\tPlayer.StartItem \"ArrowSingle\", 35\n\tPlayer.StartItem \"icestaffspazzitem\", 16\n\tPlayer.StartItem \"firestaffspazzitem\", 10\n\tPlayer.StartItem \"ClassID\", 7 // 13\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.scoreicon \"WARLST\"\n\tDamageFactor \"Fire2\", 0.8\n\tDamageFactor \"Ice2\", 0.8\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tSpecies \"Human\"\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t    DAED B 1\n\t\tLoop\n\tSee:\n\t    TNT1 A 0\n\t    DAED A 0 A_PlaySound(\"MageWalk\", CHAN_FEET)\n\t\tDAED AB 4\n//\t\tTNT1 A 0 A_SpawnItemEx (\"WarlockStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n        DAED A 0 A_PlaySound(\"MageWalk\", CHAN_FEET)\n\t\tDAED CD 4\n//\t\tTNT1 A 0 A_SpawnItemEx (\"WarlockStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tLoop\n\tPain:\n\t\tDAED G 4\n\t\tDAED G 4 A_Pain\n\t\tGoto Spawn\n\tMissile:\n\t\tDAED F 8 bright ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tGoto Spawn\n\tBlowBone:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoneExplosion\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoneShieldSpark\")\n\t\tTNT1 AA 0 A_PlaySoundEx(\"BoneShieldShatter\", 6)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BoneShieldParticles\", 0, 0, 0, random(-24,24), random(-24,24), random(1,24), 0)\n\t\tGoto Spawn\n\tTeleportation:\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportEffect1\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportBlast\")\n\t\tTNT1 A 0 A_ChangeFlag(FLOORHUGGER, 1)\n\t\tTNT1 A 0 A_ChangeFlag(SOLID, 0)\n\t\tTNT1 A 0 A_SetTranslucent(0.15, 1)\n\t\tTNT1 A 0 A_SetReflectiveInvulnerable\n\t\tTNT1 A 0 ACS_ExecuteAlways(852, 0, 1)\n\t\tDAED E 5 Bright\n\t\tTNT1 A 0 A_Recoil(-100)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n//\t\tDAED F 17 Bright\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 ACS_ExecuteAlways(852, 0, 2)\n\t\tTNT1 A 0 A_UnSetReflectiveInvulnerable\n\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\tTNT1 A 0 A_ChangeFlag(FLOORHUGGER, 0)\n\t\tTNT1 A 0 A_ChangeFlag(SOLID, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportBlast\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportEffect2\")\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"DeathSoul\")\n\t\tDAED H 6\n\t\tDAED I 6 A_PlayerScream\n\t\tDAED JK 6\n\t\tDAED L 6 A_NoBlocking\n\t\tDAED M 6\n\t\tDAED N -1\n\t\tStop\n\tDeathSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tDAED I 8\n\t\tDAED O 8 A_PlayerScream\n\t\tDAED PQ 8\n\t\tDAED R 8 A_NoBlocking\n\t\tDAED S 8\n\t\tDAED T -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"GibDeathSoul\")\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/XSplat\")\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tDAED A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tGibDeathSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/XSplat\")\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tDAED A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n    }\n}\n\nActor FireStaffAmmo : Ammo\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 50\n\tInventory.Icon \"REDMAGEB\"\n\tAmmo.BackpackAmount 5\n\tAmmo.BackpackMaxAmount 50\n\t+IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nactor firestaffspazzitem : inventory\n{\n\tinventory.maxamount 10\n}\n\nActor FireStaff : Weapon\n{\n\tWeapon.SelectionOrder 1\n\tWeapon.Slotnumber 3\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 40\n\tWeapon.KickBack 150\n\tWeapon.YAdjust 20\n\tWeapon.AmmoType \"FireStaffAmmo\"\n\tInventory.Icon \"MHUDB0\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tSelect:\n\t\tHELL A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_FIRESTAFF)\n\t\tHELL A 1 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tHELL A 1 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tLoop\n\tReady:\n\t\tHELL A 3 A_WeaponReady\n\t\tHELL A 1 A_jump(18, \"coolskullanimation\")\n\t\tLoop\n\tcoolskullanimation:\n\t\tHELL BCDEFGH 3 A_WeaponReady\n\t\tgoto ready\n\tFire:\n\t\tTNT1 A 0\n\t\tHELL G 0 A_FireCustomMissile(\"FireBallMage\")\n\t\tHELL G 0 A_PlaySound(\"FireStaffF\")\n\t\tHELL GHIJKLMNOPQRSTUV 1 BRIGHT\n\t\tHELL WXYZ 1\n\t\tHEL2 ABC 1\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0\n\t\tHELL G 0 A_JumpIfInventory(\"FireStaffAmmo\", 5, \"TrueFire\")\n\t\tGoto Ready\n\tTrueFire:\n\t\tHEL2 D 0 A_jumpifinventory(\"firestaffspazzitem\", 1, \"punishment\")\n\t\tHELL G 0 A_TakeInventory(\"FireStaffAmmo\",5)\n\t\tHELL G 0 A_FireCustomMissile(\"FlamePillarSpawner\")\n\t\tHELL G 0 A_PlaySound(\"FireStaffF\")\n\t\tHELL JKLMNOPQRSTUV 1 BRIGHT\n\t\tHELL WXYZ 1\n\t\tHEL2 ABC 1\n\t\tHELL A 0 a_giveinventory(\"firestaffspazzitem\", 10)\n\t\tGoto Ready\n\tPunishment:\n\t\tHEL2 D 0\n\t\tHEL2 D 0 a_takeinventory(\"firestaffspazzitem\", 1)\n\t\tHEL2 D 0 A_jump(256, \"spazz1\", \"spazz2\", \"spazz3\", \"spazz4\", \"spazz5\", \"spazz6\", \"spazz7\", \"spazz8\")\n\t\tspazz1:\n\t\tHEL2 E 1 bright\n\t\tgoto TrueFire\n\t\tspazz2:\n\t\tHEL2 F 1 bright\n\t\tgoto TrueFire\n\t\tspazz3:\n\t\tHEL2 G 1 bright\n\t\tgoto TrueFire\n\t\tspazz4:\n\t\tHEL2 H 1 bright\n\t\tgoto TrueFire\n\t\tspazz5:\n\t\tHEL2 I 1 bright\n\t\tgoto TrueFire\n\t\tspazz6:\n\t\tHEL2 J 1 bright\n\t\tgoto TrueFire\n\t\tspazz7:\n\t\tHEL2 K 1 bright\n\t\tgoto TrueFire\n\t\tspazz8:\n\t\tHEL2 L 1 bright\n\t\tgoto TrueFire\n\t}\n}\n\nActor FlamePillarExploder\n{\n\tSpeed 0\n\tHeight 1\n\tRadius 1\n\tDamage (0)\n\tObituary \"%o was disemboweled by %k's pillars of flame.\"\n\tDamageType \"WarlockBigFireball\"\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+DONTREFLECT\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(9, 72, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor PillarofFlame : FlamePillarExploder\n{\n\tSpeed 0\n\tHeight 1\n\tRadius 1\n\tDamage (0)\n\tObituary \"%o was disemboweled by %k's pillars of flame.\"\n\tDamageType \"WarlockBigFireball\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDGFL A 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL B 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL C 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL D 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL E 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL F 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL G 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL H 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL I 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL J 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL K 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL L 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL M 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL N 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL O 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL P 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL R 2 bright\n//\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL S 2 bright\n//\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL T 2 bright\n//\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL U 2 bright\n//\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL V 2 bright\n//\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL W 2 bright\n\t\tStop\n\t}\n}\n\nActor FlamePillarSpawner\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 24\n\tDamage (0)\n\tObituary \"%o was disemboweled by %k's pillars of flame.\"\n\tDamageType \"WarlockBigFireball\"\n\tProjectile\n\t-SOLID\n\t+FLOORHUGGER\n\t+NODAMAGETHRUST\n\t+RIPPER\n\t+DONTREFLECT\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFWPR A 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR B 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR A 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR B 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR A 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR B 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n/*\n\t\t\tFWPR A 7 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR B 7 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR A 7 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR B 7 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\t*/\n\t\t\tStop\n\t}\n}\n\nActor FireBallMage\n{\n\tSpeed 50\n\tRadius 16\n\tHeight 24\n\tMass 0\n\tDamage (30)\n\tDamageType \"WarlockFireball\"\n\tObituary \"%o was burned by %k's fireball\"\n\tPROJECTILE\n\tScale 1.25\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t    MSP2 A 1 bright a_spawnitem(\"fireballsmoke\")\n\t\tMSP2 A 1 bright a_spawnitem(\"fireballsmoke\")\n\t\tMSP2 B 1 bright a_spawnitem(\"fireballsmoke\")\n\t\tMSP2 B 1 bright a_spawnitem(\"fireballsmoke\")\n\t\tMSP2 C 1 bright a_spawnitem(\"fireballsmoke\")\n\t\tMSP2 C 1 bright a_spawnitem(\"fireballsmoke\")\n\t\tMSP2 D 1 bright a_spawnitem(\"fireballsmoke\")\n\t\tMSP2 D 1 bright a_spawnitem(\"fireballsmoke\")\n\n\t\tLoop\n\tDeath:\n\t\tMSP1 G 0 A_PlaySound(\"FireStaffH\")\n\t\tMSP1 GHIJKLMNOP 2 Bright\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR fireballSmoke\n{\n   Radius 0\n   Height 1\n   Speed 0\n   PROJECTILE\n   scale 1.0\n   RENDERSTYLE Translucent\n   +clientsideonly\n\talpha 0.35\n   States\n   {\n   Spawn:\n      TNT1 A 3\n      SMK2 ABCDE 2 Bright\n      Stop\n   }\n}\n\nActor MaledictExploder // this is necessary, calling A_Explode in actor can cause unwanted effects.\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"$OB_MALEDICT\"\n\tDamageType \"Maledict\"\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(32,40), 144, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor IceHands : Weapon\n{\n\tWeapon.SelectionOrder 2\n\tWeapon.SlotNumber 1\n\tInventory.Icon \"MHUDA0\"\n\t+WEAPON.NOAUTOAIM\n//\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tCONE A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCONE A 1 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCONE A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_ICEHANDS)\n\t\tCONE A 1 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tCONE BCD 1\n\t\tgoto Hold\n\tHold:\n\t\tCONE EFGH 1 BRIGHT\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 2, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 4, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 6, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", -2, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", -4, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", -6, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 2)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 4)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 6)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, -2)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, -4)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, -6)\n\t\tCONE E 0 A_PlaySound (\"MageMissileF\")\n\t\tCONE IJKLMNOPQRSTU 1 bright\n\t\tCONE VZ 1\n\t\tCON2 ABCDEFGH 1\n\t\tCON2 I 1 a_refire\n\t\tCONE DCB 1\n\t\tGoto Ready\n\tAltFire:\n\t\tCONX ABC 1\n\t\tCONX DEF 1 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 6)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX GHI 1 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 10)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\tfirego:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpifinventory(\"icestaffspazzitem\", 1, \"spazz\")\n\t\tCONX J 1 BRIGHT\n\t\tCONX IHGDEF 1 BRIGHT\n\t\tCONY C 1\n\t\tCONX C 1\n\t\tCONY B 1\n\t\tCONX B 1\n\t\tCONY A 1\n\t\tTNT1 A 0 a_giveinventory(\"icestaffspazzitem\", 16)\n\t\tCONX A 1\n\t\tgoto ready\n\tspazz:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_takeinventory(\"icestaffspazzitem\", 1)\n\t\tTNT1 A 0 a_giveinventory(\"icetimer\", 1)\n\t\tTNT1 A 0 a_jumpifinventory(\"icestaffspazzitem\", 1, \"nigg\")\n\t\tTNT1 A 0\n\t\tgoto firego\n\tnigg:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jump(256, \"spazz1\", \"spazz2\", \"spazz3\", \"spazz4\", \"spazz5\", \"spazz6\", \"spazz7\", \"spazz8\")\n\tspazz1:\n\t\tCONX K 1 bright\n\t\tTNT1 A 0 a_jumpifinventory(\"icetimer\", 0, \"spazzfire1\")\n\t\tgoto spazz\n\tspazz2:\n\t\tCONX L 1 bright\n\t\tTNT1 A 0 a_jumpifinventory(\"icetimer\", 0, \"spazzfire2\")\n\t\tgoto spazz\n\tspazz3:\n\t\tCONX M 1 bright\n\t\tTNT1 A 0 a_jumpifinventory(\"icetimer\", 0, \"spazzfire3\")\n\t\tgoto spazz\n\tspazz4:\n\t\tCONX N 1 bright\n\t\tTNT1 A 0 a_jumpifinventory(\"icetimer\", 0, \"spazzfire4\")\n\t\tgoto spazz\n\tspazz5:\n\t\tCONX O 1 bright\n\t\tTNT1 A 0 a_jumpifinventory(\"icetimer\", 0, \"spazzfire5\")\n\t\tgoto spazz\n\tspazz6:\n\t\tCONX P 1 bright\n\t\tTNT1 A 0 a_jumpifinventory(\"icetimer\", 0, \"spazzfire6\")\n\t\tgoto spazz\n\tspazz7:\n\t\tCONX Q 1 bright\n\t\tTNT1 A 0 a_jumpifinventory(\"icetimer\", 0, \"spazzfire7\")\n\t\tgoto spazz\n\tspazz8:\n\t\tCONX R 1 bright\n\t\tTNT1 A 0 a_jumpifinventory(\"icetimer\", 0, \"spazzfire8\")\n\t\tgoto spazz\n\tspazzfire1:\n\t\tTNT1 A 0 bright\n\t\tTNT1 A 0 bright a_takeinventory(\"icetimer\", 5)\n\t\tTNT1 A 0 bright A_FireCustomMissile(\"MiniIceShards\", 0, 0, 7)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tgoto spazz\n\tspazzfire2:\n\t\tTNT1 A 0 bright\n\t\tTNT1 A 0 bright a_takeinventory(\"icetimer\", 5)\n\t\tTNT1 A 0 bright A_FireCustomMissile(\"MiniIceShards\", 0, 0, 13)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tgoto spazz\n\tspazzfire3:\n\t\tTNT1 A 0 bright\n\t\tTNT1 A 0 bright a_takeinventory(\"icetimer\", 5)\n\t\tTNT1 A 0 bright A_FireCustomMissile(\"MiniIceShards\", 0, 0, 10, 3)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tgoto spazz\n\tspazzfire4:\n\t\tTNT1 A 0 bright\n\t\tTNT1 A 0 bright a_takeinventory(\"icetimer\", 5)\n\t\tTNT1 A 0 bright A_FireCustomMissile(\"MiniIceShards\", 0, 0, 10, -3)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tgoto spazz\n\tspazzfire5:\n\t\tTNT1 A 0 bright\n\t\tTNT1 A 0 bright a_takeinventory(\"icetimer\", 5)\n\t\tTNT1 A 0 bright A_FireCustomMissile(\"MiniIceShards\", 0, 0, 7, 3)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tgoto spazz\n\tspazzfire6:\n\t\tTNT1 A 0 bright\n\t\tTNT1 A 0 bright a_takeinventory(\"icetimer\", 5)\n\t\tTNT1 A 0 bright A_FireCustomMissile(\"MiniIceShards\", 0, 0, 13, -3)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tgoto spazz\n\tspazzfire7:\n\t\tTNT1 A 0 bright\n\t\tTNT1 A 0 bright a_takeinventory(\"icetimer\", 5)\n\t\tTNT1 A 0 bright A_FireCustomMissile(\"MiniIceShards\", 0, 0, 13, 3)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tgoto spazz\n\tspazzfire8:\n\t\tTNT1 A 0 bright\n\t\tTNT1 A 0 bright a_takeinventory(\"icetimer\", 5)\n\t\tTNT1 A 0 bright A_FireCustomMissile(\"MiniIceShards\", 0, 0, 7, -3)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tgoto spazz\n\t}\n}\n\nactor icetimer : inventory\n{\n\tinventory.maxamount 4\n}\n\nactor icestaffspazzitem : inventory\n{\n\tinventory.maxamount 16\n}\n\nActor IceShards\n{\n\tSpeed 42\n\tRadius 4\n\tHeight 6\n\tScale 0.5\n\tMass 0\n\tDamage (random(25,30))\n\tDamageType \"WarlockIceShards\"\n\tObituary \"%o was frozen by %k\"\n\tPROJECTILE\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tICMG A 1 BRIGHT\n\t\tICMG A 0 A_spawnitem(\"iceshardtrail\")\n\t\tICMG A 1 BRIGHT\n\t\tICMG A 0 A_spawnitem(\"iceshardtrail\")\n\t\tICMG B 1 BRIGHT\n\t\tICMG A 0 A_spawnitem(\"iceshardtrail\")\n\t\tICMG B 1 BRIGHT\n\t\tICMG A 0 A_spawnitem(\"iceshardtrail\")\n\t\tLoop\n\tDeath:\n\t\tICMG C 0 A_PlaySound(\"FireStaffH\")\n\t\tICMG A 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG A 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG B 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG B 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG A 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG A 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG B 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG B 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG A 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG A 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG B 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG B 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tLoop\n\t}\n}\n\nactor iceshardtrail\n{\n\t+NOBLOCKMAP\n\t-SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\trenderstyle translucent\n\talpha 0.6\n\tstates\n\t{\n\t\tSpawn:\n\t\tICMG A 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG A 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG B 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tICMG B 1 bright\n\t\tICMG A 0 a_fadeout(0.1)\n\t\tLoop\n\t}\n}\n\nActor MiniIceShards : IceShards\n{\n\tSpeed 54\n\tRadius 2\n\tHeight 3\n\tScale 0.85\n\tDamage (random(22,28))\n\tAlpha 0.75\n\tRenderStyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHRD AB 2 bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"FrostTeeth\")\n\t\t\tSHEX ABCDE 3 Bright\n\t\tStop\n\t}\n}\n\nActor LightningAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 20\n\tInventory.Icon \"ICSPE0\"\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 20\n\t+IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor LightningHands : weapon\n{\n\tWeapon.SelectionOrder 3\n\tWeapon.SlotNumber 3\n\tWeapon.YAdjust 20\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoType \"LightningAmmo\"\n\tInventory.Icon \"MHUDC0\"\n\t+WEAPON.NOAUTOAIM\n//\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tICHN BBBBB 1 Bright A_WeaponReady\n\t\tICHN B 1 Bright A_PlaysoundEx(\"ElectricHands\",\"Weapon\")\n\t\tICHN CCCCC 1 Bright A_WeaponReady\n\t\tICHN C 1 Bright A_PlaysoundEx(\"ElectricHands\",\"Weapon\")\n\t\tICHN BBBBB 1 Bright A_WeaponReady\n\t\tICHN AAAAA 1 Bright A_WeaponReady\n\t\tICHN A 1 Bright A_PlaysoundEx(\"ElectricHands\",\"weapon\")\n\t\tLoop\n\tDeselect:\n\t\tICHN A 1 bright A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tLoop\n\tSelect:\n\t\tICHN A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_LIGHTNING)\n\t\tICHN A 1 bright A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tTNT1 A 0\n\t\tICHN DEFGH 1 bright\n\t\tTNT1 A 0 A_PlayWeaponSound(\"LightningHandsFire\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"LightningPlasma\")\n\t\tICHN IJKLMNOPQRSTUV 1 bright\n\t\tTNT1 A 10\n\t\tICHU ABCDEFGHIJKL 1 bright\n\t\tGoto Ready\n\tAltfire:\n\t\tICHG A 0 A_JumpIfInventory(\"LightningAmmo\", 10, \"Nova\")\n\t\tICHG A 0 A_Print(\"Not enough required mana\")\n\t\tICHG ABCB 5\n\t\tGoto Ready\n\tNova:\n\t\tTNT1 A 0\n\t\tICHG A 0 Bright A_JumpIfInventory(\"NovaFired\", 1, \"CancelNova\")\n\t\tICHG A 1 Bright A_GiveInventory(\"NovaFired\", 1)\n\t\tICHG A 0 Bright ACS_ExecuteAlways(750, 0, 1)\n\t\tICHG A 0 Bright ACS_ExecuteAlways(734, 0)\n\t\tICHG A 0 Bright ACS_ExecuteAlways(700, 0, WM_MAGE_NOVAFIRE)\n\t\tICHG A 0 Bright A_PlaysoundEx(\"NovaCharge\", \"Weapon\")\n\t\tICHG A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHG ABCB 6 Bright\n\t\tICHG A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHG ABCB 6 Bright A_WeaponReady\n\t\tICHG A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHG ABCB 6 Bright A_WeaponReady\n\t\tICHG A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHG A 0 Bright ACS_ExecuteAlways(735, 0, 1)\n\t\tICHG ABCB 6 Bright\n\t\tICHG A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHG ABCB 6 Bright\n\t\tICHG A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHG ABCB 6 Bright\n\t\tICHG A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHG ABCB 6 Bright\n\t\tICHG D 0 Bright A_TakeInventory(\"LightningAmmo\", 10)\n\t\tICHG DE 3 Bright\n\t\tICHG F 0 Bright ACS_ExecuteAlways(735, 0, 2)\n\t\tICHG F 0 Bright A_FireCustomMissile(\"NovaBall\")\n\t\tICHG F 0 Bright ACS_ExecuteAlways(750, 0, 2)\n\t\tICHG G 4 Bright\n\t\tICHG HI 3 Bright\n\t\tICHG I 6 Bright Offset (0, 199)\n\t\tICHG C 2 Bright Offset (0, 55)\n\t\tICHG B 2 Bright Offset (0, 50)\n\t\tICHG B 2 Bright Offset (0, 45)\n\t\tICHG B 2 Bright Offset (0, 40)\n\t\tICHG B 0 Bright A_TakeInventory(\"NovaFired\", 1)\n\t\tGoto Ready\n\tCancelNova:\n\t\tICHG B 1 A_TakeInventory(\"NovaFired\", 1)\n\t\tICHG B 1 A_GiveInventory(\"NovaAbort\", 1)\n\t\tICHG B 0 SetPlayerProperty(0, 0, 0)\n\t\tICHG B 1 ACS_ExecuteAlways(744, 0)\n\t\tICHG F 0 ACS_ExecuteAlways(750, 0, 2)\n\t\tICHG ABCB 5\n\t\tGoto Ready\n\t}\n}\n\nActor MaledictExploder // this is necessary, calling A_Explode in actor can cause unwanted effects.\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage 10\n\tObituary \"$OB_MALEDICT\"\n\tDamageType \"Maledict\"\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(36,48), 128, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor TinyNovaExploder : MaledictExploder\n{\n\tObituary \"%o was engulfed by %k's nova.\"\n\tDamageType \"WarlockNova\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(64, 64, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BigNovaExploder : TinyNovaExploder\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(576, 640, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NovaBall\n{\n\tRadius 8\n\tHeight 16\n\tSpeed 40\n\tDamage 100000\n\tScale 1.25\n\tDamageType \"WarlockNova\"\n\tObituary \"%o was engulfed by %k's nova.\"\n\tSeeSound \"NovaFire\"\n\tDeathSound \"NovaDeath\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTHUN ABCB 2 Bright\n\t\tLoop\n\tDeath:\n\t\tTHUN DEFGH 2 Bright A_SpawnItem(\"TinyNovaExploder\")\n\t\tTHUN I 2 Bright ACS_ExecuteAlways(733, 0)\n\t\tTHUN JKLMNO 2 Bright A_SpawnItem(\"TinyNovaExploder\")\n\t\tTHUN NMLKJIHGFE 1 Bright A_SpawnItem(\"TinyNovaExploder\")\n\t\tTHUN A 0 A_SpawnItemEx(\"NovaGraphicExplosion\")\n\t\tTHUN DP 1 Bright A_SpawnItem(\"TinyNovaExploder\")\n \t\tTHUN A 0 A_SpawnItem(\"BigNovaExploder\")\n\t\tTHUN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NovaMagmaBig\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NovaMagmaBig\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tStop\n\t}\n}\n\nActor LightningPlasma : FastProjectile\n{\n\tAlpha 0.84\n//\tDecal \"PlasmaDecal\"\n\tDamageType \"WarlockLightning\"\n\tRadius 12\n\tHeight 6\n\tSpeed 100\n\tScale 0.85\n\tSeeSound \"LightningHandsFire\"\n\tDeathSound \"MageElectricalStorm\"\n\tDamage (random(30,35))\n\tObituary \"%o was fried by %k's lightning ball.\"\n\tTranslation \"0:255=176:191\"\n\tRenderStyle Add\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tWLBR AB 2 bright\n\t\tLoop\n\tDeath:\n\t\tICSP G 3 bright A_SpawnItemEx(\"LightningExplosion\")\n\t\tICSP HIJK 3 bright\n\t\tStop\n\t}\n}\n\nActor LightningExplosion\n{\n\tDamageType \"WarlockLightning\"\n\tSeeSound \"WarlockLightning\"\n\tObituary \"%o was caught in %k's void trap.\"\n\tRenderStyle Add\n\tScale 1.15\n\tAlpha 0.75\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTHUN DE 2 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(40, 72, 0)\n\t\tTHUN DEF 3 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(48, 84, 0)\n\t\tTHUN ED 2 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(56, 96, 0)\n\t\tTHUN EFG 3 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(48, 84, 0)\n\t\tTHUN FED 2 bright\n\t\tTNT1 A 0 A_Explode(40, 72, 0)\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tLoop\n\t}\n}\n\nActor MagmaSmallBall\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tMass 25\n\tPROJECTILE\n\t-ACTIVATEPCROSS\n\t-ACTIVATEIMPACT\n\t-NOGRAVITY\n\tRenderStyle Add\n\tDamageType \"WarlockMagmaSmall\"\n\tObituary \"%o got caught in the aftermath of %k's fireball.\"\n\tStates\n\t{\n\tSpawn:\n\t\tFX10 ABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABC 6 Bright A_Explode(3, 9, 0)\n\t\tGoto Death\n\tDeath:\n\t\tFX10 DEFG 5 Bright A_Explode(3, 6, 0)\n\t\tStop\n\t}\n}\n\nActor NovaMagmaBig\n{\n\tRadius 4\n\tHeight 8\n\tSpeed 20\n\tProjectile\n\tDamage 90000\n\tDamageType \"WarlockNova\"\n\tObituary \"%o got caught in the aftermath of %k's nova.\"\n\tStates\n\t{\n\tSpawn:\n\t\tMGMB ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 3 Bright\n\t\tGoto Death\n\tDeath:\n\t\tMGMB C 0 A_PlaySound(\"BarbSwordDeath\")\n\t\tMGMB CDEF 3\n\t\tStop\n\t}\n}\n\nActor NovaMagmaSmall\n{\n\tRadius 2\n\tHeight 4\n\tSpeed 15\n\tProjectile\n\tDamage (random(5,10))\n\tDamageType \"WarlockNova\"\n\tObituary \"%o got caught in the aftermath of %k's nova.\"\n\tStates\n\t{\n\tSpawn:\n\t\tMGMS ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 3 Bright\n\t\tGoto Death\n\tDeath:\n\t\tFX10 DEFG 3\n\t\tStop\n\t}\n}\n\nActor NovaFader : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(732, 0)\n\t\tStop\n\t}\n}\n\nActor NovaPowerupEffect\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 0.01\n\tScale 0.6\n\tTranslation \"0:255=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPFX AAAAA 1 Bright A_FadeIn(0.2)\n\t\tSPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\nActor NovaPowerupEffectSummoner\n{\n\t+NoBlockMap\n\t+NoGravity\n\t+NoSector\n\t+NoInteraction\n\t+NoClip\n\t-Solid\n\t+CLIENTSIDEONLY\n\tTranslation \"0:255=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tStop\n\t}\n}\n\nActor NovaGraphicExplosion\n{\n\tRadius 1\n\tHeight 1\n\tScale 4.0\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tNKXP A 0\n\t\tNKXP BCDEFGHIJKLMNOPQRSTUV 3 Bright\n\t\tStop\n\t}\n}\n\nActor NovaAbort : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor NovaFired : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nactor PurpleStaffAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 50\n\tinventory.icon \"PURPA0\"\n\t+IGNORESKILL\n}\n\nactor MaledictCooldownF : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -5\n}\n\nActor SkullRod2 : Weapon\n{\n\tWeapon.SelectionOrder 4\n\tWeapon.Slotnumber 4\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 50\n\tWeapon.KickBack 150\n\tWeapon.AmmoType \"PurpleStaffAmmo\"\n\tWeapon.AmmoType2 \"PurpleStaffAmmo\"\n\tInventory.Icon \"SKHUA0\"\n\tScale 0.7\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tSpawn:\n\t\tWSST J -1\n\t\tStop\n\tSelect:\n\t\tWSST A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_SKULL)\n\t\tWSST A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tWSST A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tWSST A 48 A_WeaponReady\n\t\tWSST A 0 A_JumpIfInventory(\"PurpleStaffAmmo\", 50, \"Ready\")\n\t\tWSST A 0 A_GiveInventory(\"PurpleStaffAmmo\", 10)\n\t\tWSST A 0 A_PlaySound(\"weapons/creepercharge\")\n\t\tWSST A 0 ACS_ExecuteAlways(706, 0, 1)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0\n\t\tWSST B 2 bright\n\t\tWSST C 3 bright\n\t\tWSST A 0 A_PlayWeaponSound(\"SkullShoot\")\n\t\tWSST A 0 A_FireCustomMissile(\"SkullRodBall\", 0, 1)\n\t\tWSST D 3 bright\n\t\tWSST E 2 bright\n\t\tWSST A 2 A_Refire\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0\n\t\tWSST A 0 A_JumpIfInventory(\"PurpleStaffAmmo\", 25, 1)\n\t\tGoTo Ready\n\t\tWSST A 0 A_JumpIfInventory(\"MaledictCooldownF\", 1, \"Ready\")\n\t\tWSST A 0 A_PlaySound(\"MaledictStart\", 5)\n\t\tWSST A 28\n\t\tWSST FGH 3 bright\n\t\tWSST A 0 A_PlayWeaponSound(\"MaledictLaunch\")\n\t\tWSST A 0 A_FireCustomMissile(\"BigCurseBall\", 0, 1)\n\t\tWSST A 0 A_TakeInventory(\"PurpleStaffAmmo\", 25)\n\t\tWSST A 0 ACS_ExecuteAlways(852, 0, 0)\n\t\tWSST A 0 A_GiveInventory(\"MaledictCooldownF\", 1)\n\t\tWSST I 3 bright\n\t\tWSST A 28\n\t\tGoto Ready\n\t}\n}\n\nActor PurpleParticle\n{\n\t+NOINTERACTION\n\tScale 0.16\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tWSST K 3 Bright A_FadeOut(0.08)\n\t\tLoop\n\t}\n}\n\nActor PurpleParticle2 : PurpleParticle\n{\n\t+NOINTERACTION\n\tScale 0.06\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tWSST K 2 Bright A_FadeOut(0.08)\n\t\tLoop\n\t}\n}\n\nActor PurpleExploder : MaledictExploder\n{\n\tDamagetype \"PurpleMagic\"\n\tObituary \"%o was sent to the netherworld by %k's magic.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(12, 48, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ZOMGLIGHT\n{\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 ABCD 4\n\t\tStop\n\t}\n}\n\nACTOR SkullRodBall\n{\n\tRadius 12\n\tHeight 8\n\tSpeed 50\n\tDamage (random(80,90))\n\tDamagetype \"PurpleMagic\"\n\tObituary \"%o was sent to the netherworld by %k's magic.\"\n\tProjectile\n\tScale 0.65\n\tRenderStyle Add // Translucent\n\tDeathSound \"StarHit\"\n\tAlpha 0.85\n\tStates\n\t{\n\tSpawn:\n\t\tWSST L 0\n\t\tWSST L 0 A_Jump(170,3,5,7)\n\t\tWSST LLMMNNOO 1 bright A_SpawnItemEx(\"PurpleParticle\", 0, 0, 0, random(-2,0), random(-2,2), random(-2,2))\n\t\tGoto Spawn+2\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"PurpleExploder\")\n\t\tTNT1 A 0 A_SpawnItem(\"ZOMGLIGHT\")\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,0,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n\t\tWSST PQRSTU 3 bright\n\t\tStop\n\t}\n}\n\nActor BigCurseBall\n{\n\tDamagetype \"Maledict\"\n\tObituary \"$OB_MALEDICT\"\n\tRadius 10\n\tHeight 12\n\tSpeed 32\n\tDamage (random(100,150))\n\tProjectile\n\tScale 1.25\n\tRenderstyle Add\n\tAlpha 0.85\n\tGravity 0.9\n\t-NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS1 ABCD 5 Bright A_SpawnItemEx(\"CurseBallTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"MaledictExploder\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Malediction\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigCurseBallDeath\", 0, 0, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigNathrezimLight\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tStop\n\t}\n}\n\nActor CurseBallTrail\n{\n\tRadius 1\n\tHeight 1\n\tRenderstyle Add\n\tAlpha 1.25\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tScale 0.85\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS1 A 2 bright A_Fadeout(0.15)\n\t\tLoop\n\t}\n}\n\nActor BigCurseBall2 : BigCurseBall\n{\n\tDamageType \"Maledict2\"\n\tObituary \"%o couldn't withstand the dreadful curse of %k.\"\n}\n\nActor BigCurseBallDeath\n{\n  Radius 1\n  Height 1\n  +NoGravity\n  +NoClip\n  RenderStyle Translucent\n  Alpha 0.8\n  States\n  {\n  Spawn:\n    BSBL GHIJKL 4 Bright\n    BSBL L 2 Bright A_FadeOut(0.05)\n    Goto Spawn+6\n  }\n}\n\nActor BigNathrezimLight\n{\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tOMG1 A 16\n\t\tStop\n\t}\n}\n\nActor MaledictDamageAmp : PowerProtection\n{\n\tPowerup.Duration -6\n\tDamageFactor \"Normal\", 1.25\n}\n\nactor MaledictCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -6\n}\n\nActor MaledictAmpPower: PowerupGiver\n{\n\tInventory.MaxAmount 1\n\tPowerup.Type MaledictDamageAmp\n\tPowerup.Duration -6\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor TeleportCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -9\n}\n\nactor GhoulSoul\n{\n  Radius 2\n  Height 2\n  Speed 1\n  Alpha 0\n  Scale 0.5\n  RenderStyle Add\n  +CLIENTSIDEONLY\n  +NOINTERACTION\n  +RIPPER\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    DAMD A 0 BRIGHT\n    DAMD A 1 BRIGHT A_PlaySoundEx(\"GhoulSoulSpawn\", 5)\n    //fall through\n  FadeIn:\n    DAMD A 2 BRIGHT A_SetTranslucent (0.05, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.1, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.15, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.2, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.25, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.3, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.35, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.4, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.45, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.5, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.55, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.6, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.65, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.7, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.75, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.8, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.85, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.9, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.95, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (1, 1)\n  Linger:\n    DAMD A 4 BRIGHT\n  FadeOut:\n    DAMD A 1 BRIGHT A_FadeOut(0.025)\n    loop\n  }\n}\n\nActor GhoulSouls : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 32\n\tinventory.icon \"SOULA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(853, 0)\n\t\tTNT1 A 0 A_PlaySoundEx (\"ConsumeSoul\", 6)\n\t\tTNT1 A 0 A_SpawnItemEx (\"SoulEffectSpawner\")\n\t\tTNT1 A 0 A_GiveInventory (\"SoulConsumed\",1)\n\t\tStop\n\t}\n}\n\nActor SoulConsumed : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}\n\nActor BoneShieldItem : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"SBONA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(767, 0, 1)\n\t\tTNT1 AA 0 A_PlaySoundEx (\"BoneShieldActivate\", 6)\n\t\tStop\n\t}\n}\n\nActor BoneShieldArmor : BasicArmorPickup\n{\n\tinventory.icon \"SBONA0\"\n\tArmor.SavePercent 100.0\n\tArmor.SaveAmount 75\n}\n\nActor WarlockSoul : Health\n{\n\tInventory.Amount 150\n\tInventory.MaxAmount 150\n\tInventory.PickupMessage \"Consumed a powerful warlock's soul!\"\n\tInventory.PickupSound \"soulpickup\"\n\t+FLOATBOB\n\t  States\n\t  {\n\t  Spawn:\n\t\tWMSO ABCDCB 6 Bright\n\t\tLoop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HumanTeam\", 1, 1)\n\t\tFail\n\t\t\tTNT1 A 0\n\t\tStop\n\t  }\n}\n\nActor BoneExplosion\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage 15\n\tObituary \"%o was mutilated by %k's boneshield.\"\n\tDamageType \"BoneShield\"\n\tPROJECTILE\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(48,56), 108, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor TeleportEffect1\n{\n  Radius 1\n  Height 1\n  +NoGravity\n  +NoClip\n  RenderStyle Translucent\n  Alpha 0.8\n  States\n  {\n  Spawn:\n    X010 YXWVUTSRQPONMLKJIHGFEDCA 2 Bright A_Fadeout(0.035)\n    Stop\n  }\n}\n\nActor TeleportEffect2 : TeleportEffect1\n{\n  States\n  {\n  Spawn:\n    X010 ACDEFGHIJKLMNOPQRSTUVWXY 2 Bright A_Fadeout(0.035)\n    Stop\n  }\n}\n\nActor TeleportationItem : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n\tinventory.icon \"WTELA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"TeleportCooldown\", 1, \"Failure\")\n\t\tTNT1 A 1 ACS_ExecuteAlways(774, 0, FAS_WarlockTeleport)\n\t\tTNT1 AA 0 A_PlaySoundEx (\"WarlockTeleport\", 6)\n\t\tTNT1 A 0 A_GiveInventory(\"TeleportCooldown\", 1)\n\t\tStop\n\tFailure:\n\t\tTNT1 A 1\n\t\tFail\n\t}\n}\n\nActor SkullRodItemCheck : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor SmokeExploder : MaledictExploder\n{\n\tObituary \"%o was lost in shadows of %k.\"\n\tDamageType \"ShadowBlast\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(32,44), 84, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ShadowSmoke\n{\n\tRadius 1\n\tHeight 1\n\t+FLOORHUGGER\n\tRenderStyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tX117 ABCDEGHIJKLMNOPQRSTUVWXYZ 1 A_FadeOut(0.025)\n\t\tStop\n\t}\n}\n\nActor ShadowSmokeSpawner\n{\n\tRadius 1\n\tHeight 1\n\tProjectile\n\tSpeed 32\n\tDamage 7\n\tObituary \"%o was lost in shadows of %k.\"\n\tDamageType \"ShadowBlast\"\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\tStop\n\t}\n}\n\nActor TeleportBlast\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage 10\n\tObituary \"%o surely didn't expect %k to end up %p ass!\"\n\tDamageType \"ShadowBlast\"\n\tPROJECTILE\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(96,128), 160, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BoneShieldParticles\n{\n\tPROJECTILE\n\t+BRIGHT\n\tSpeed 42\n\tHeight 6\n\tRadius 6\n\tObituary \"%o was mutilated by %k's boneshield.\"\n\tDamageType \"BoneShield\"\n\tDamage (random(20,25))\n\tDeathSound \"boneparticlehit\"\n\tStates\n\t{\n\tSpawn:\n\t\tWBON A 2\n\t\tloop\n\tDeath:\n\t\tHHPF ABCDEF 4\n\t\tStop\n\t}\n}\n\nActor BoneShieldSpark\n{\n\tRadius 1\n\tHeight 1\n\t+NoGravity\n\t+NoClip\n\tRenderStyle Translucent\n\tAlpha 0.75\n\tScale 0.85\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWSPA A 2 A_Fadeout(0.1)\n\t\tLoop\n\t}\n}\n\nActor WarlockBoneChecker : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 5\n\t+INVENTORY.UNDROPPABLE\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tUse:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(855, 0)\n\t\t\tStop\n\t}\n}\n\nActor BoneFX\n{\n\tHeight 1\n\tRadius 1\n\tDamage (3)\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.15\n\tScale 0.2\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n\tSpeed 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKFX A 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX B 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX C 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX D 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX E 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\t\tDKFX F 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\t\tDKFX G 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\t\tDKFX H 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\tStop\n\t}\n}\n\nActor SoulUseEffect\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 0.01\n\tScale 0.6\n\ttranslation \"0:255=196:207\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPFX AAAAA 1 Bright A_FadeIn(0.2)\n\t\tSPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\nActor SoulEffectSpawner\n{\n\t+NoBlockMap\n\t+NoGravity\n\t+NoSector\n\t+NoInteraction\n\t+NoClip\n\t-Solid\n\t+CLIENTSIDEONLY\n\ttranslation \"0:255=196:207\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tStop\n\t}\n}\n\nactor WarlockStomp : CyborgStomp\n{\n\tdeathsound \"WarlockStep\"\n\t+CLIENTSIDEONLY\n}\n\nActor SoulKeeper : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 999\n\t+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Corvus.txt",
        "contents": "Actor Corvus : PlayerPawn\n{\n\tHealth 130\n\tMass 400\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Corvus\"\n\tPlayer.SoundClass \"Corvus\"\n\tPlayer.MaxHealth 230\n\tPlayer.ForwardMove 0.82\n\tPlayer.SideMove 0.8\n\tPlayer.StartItem \"FireWand\", 1\n\tPlayer.StartItem \"PhoenixWand\", 1\n\tPlayer.StartItem \"FireGloves\", 1\n\tPlayer.StartItem \"CorvusAmmo1\", 60\n\tPlayer.StartItem \"CorvusAmmo2\", 15\n\tPlayer.StartItem \"CorvusAmmo3\", 10\n\tPlayer.StartItem \"CorvusAmmo4\", 15\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 18\n\tPlayer.ScoreIcon \"CORVUSST\"\n\tDamageFactor \"Fire2\", 0.65\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tCORV A 1\n\t\tLoop\n\tSee:\n\t\tCORV AB 4\n\t\tCORV A 0 A_JumpIf(z - floorz > 0, 2)\n\t\tCORV A 0 A_PlaySound(\"BarbarianWalk\", CHAN_FEET)\n\t\tCORV CD 4\n\t\tCORV A 0 A_JumpIf(z - floorz > 0, \"See\")\n\t\tCORV A 0 A_PlaySound(\"BarbarianWalk\", CHAN_FEET)\n\t\tLoop\n\tPain:\n\t\tCORV G 4 A_Pain\n\t\tGoto Spawn\n\tMissile:\n\t\tCORV E 6\n\t\tCORV F 6 bright\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t    CORV H 4\n\t\tCORV I 4 A_PlayerScream\n\t\tCORV JK 4\n\t\tCORV L 4 A_NoBlocking\n\t\tCORV M 4\n\t\tCORV N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull5\")\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tPLAY A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\t}\n}\n\nActor CorvusAmmo1 : Ammo\n{\n\tInventory.Icon \"CVFBC0\"\n\tInventory.Amount 60\n\tInventory.MaxAmount 60\n\tAmmo.BackPackAmount 60\n\tAmmo.BackPackMaxAmount 60\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CorvusAmmo2 : Ammo\n{\n\tInventory.Amount 15\n\tInventory.MaxAmount 15\n\tInventory.Icon \"WANDAMMO\"\n\tAmmo.BackPackAmount 15\n\tAmmo.BackPackMaxAmount 15\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CorvusAmmo3 : Ammo\n{\n\tInventory.Icon \"PHNIXATT\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tAmmo.BackPackAmount 10\n\tAmmo.BackPackMaxAmount 10\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CorvusAmmo4 : Ammo\n{\n\tInventory.Amount 15\n\tInventory.MaxAmount 15\n\tInventory.Icon \"SOULMAGE\"\n\tAmmo.BackPackAmount 15\n\tAmmo.BackPackMaxAmount 15\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor FireGloves : Weapon\n{\n\tWeapon.SelectionOrder 3\n\tWeapon.SlotNumber 1\n\tObituary \"%k as Killed by %o FireGloves.\"\n\tInventory.Icon \"CORVATTK\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tCVAT ABCABCABCABCABCABC 5 bright A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCVAT A 1 bright A_Lower\n\t\tLoop\n\tSelect:\n\t\tCVAT A 1 bright A_Raise\n\t\tLoop\n\tFire:\n\t\tCVAT DE 2 bright\n\t\tCVAT F 2 bright A_FireCustomMissile(\"CorvusFireBall\")\n\t\tCVAT GH 2 bright\n\t\tCVAT E 0 A_ReFire\n\t\tGoto Ready\n\tHold:\n\t\tCVAT F 2 bright A_FireCustomMissile(\"CorvusFireBall\")\n\t\tCVAT GH 2 bright\n\t\tCVAT I 2 bright A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tCVAT D 2 bright A_FireCustomMissile(\"CorvusFastFireBall\")\n\t\tCVAT E 2 bright A_FireCustomMissile(\"CorvusFastFireBall\")\n\t\tCVAT F 2 bright A_FireCustomMissile(\"CorvusFastFireBall\")\n\t\tCVAT G 2 bright A_FireCustomMissile(\"CorvusFastFireBall\")\n\t\tCVAT H 2 bright A_FireCustomMissile(\"CorvusFastFireBall\")\n\t\tCVAT ABCABC 5 bright\n\t    Goto Ready\n\t}\n}\n\nActor CorvusFireBall\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 30\n\tDamage 10\n\tDamageType \"Ice2\"\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tScale 0.5\n\tSeeSound \"CorvusAttack\"\n\tDeathSound \"CorvusHit\"\n\tObituary \"%o as Killed by %k FireGloves.\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tGLDF A 1 bright\n\t\tLoop\n\tDeath:\n\t\tGLDF BCDE 3 bright\n\t\tStop\n\t}\n}\n\nActor CorvusFastFireBall : CorvusFireBall\n{\n\tSpeed 60\n}\n\nActor FireWand : Weapon\n{\n\tWeapon.SelectionOrder 1\n\tWeapon.SlotNumber 2\n\tInventory.Icon \"CORVWAND\"\n\tWeapon.AmmoType \"CorvusAmmo1\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"CorvusAmmo2\"\n\tWeapon.AmmoUse2 1\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tCRVW A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCRVW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCRVW A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tCRVW B 3 A_PlayWeaponSound(\"ThrowRain\")\n\t\tCRVW C 2 bright A_FireCustomMissile(\"TracerFireBall\")\n\t\tCRVW C 3 Offset(0,42) bright\n\t\tCRVW D 3\n\t\tCRVW A 11\n\t\tGoto Ready\n\tAltFire:\n\t\tCRVW A 1 Offset(0,42) A_JumpIfNoAmmo(\"Ready\")\n\t\tCRVW A 1 Offset(0,52)\n\t\tCRVW A 1 Offset(0,62)\n\t\tCRVW E 5 A_TakeInventory(\"CorvusAmmo2\",1)\n\t\tCRVW F 5 bright A_PlayWeaponSound(\"ThrowRain\")\n\t\tCRVW G 5 bright A_SpawnItemEx(\"FireRainBall\",10,2,20,0,0,20)\n\t\tCRVW H 5 bright\n\t\tCRVW E 5 bright\n\t\tCRVW A 1 Offset(0,62)\n\t\tCRVW A 1 Offset(0,52)\n\t\tCRVW A 1 Offset(0,42)\n\t\tCRVW A 12 Offset(0,32)\n\t\tGoto Ready\n\t}\n}\n\nActor TracerFireBall\n{\n\tSpeed 25\n\tHeight 4\n\tRadius 4\n\tDamage 30\n\tDamageType \"Fire2\"\n\tAlpha 0.8\n\tRenderStyle Translucent\n\tDeathSound \"FireTracer\"\n\tObituary \"%o got onto %k's fire path.\"\n\tPROJECTILE\n\t+RIPPER\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tCVFB ABC 5 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB D 0 A_CustomMissile(\"FireTracer\",0,0,180)\n\t\tCVFB D 0 A_Explode(30,40,1)\n\t\tCVFB DEFG 2 bright\n\t\tStop\n\t}\n}\n\nActor FireTracer\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 16\n\tAlpha 0.95\n\tDamage 35\n\tDamageType \"Fire2\"\n\tRenderStyle Add\n\tObituary \"%o got onto %k's fire path.\"\n\t+FLOORHUGGER\n\t+RIPPER\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB A 3 bright\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB B 3 bright\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB C 3 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB A 1 bright\n\t\tStop\n\t}\n}\n\nActor FloorHuggerFire : FireTracer\n{\n\tSpeed 0\n\tDamage 15\n\tDamageType \"Fire2\"\n\tObituary \"%o got onto %k's fire path.\"\n\t+RIPPER\n\t+THRUGHOST\n\t+FORCERADIUSDMG\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tFRSK ABCDEFEDCBA 3 bright A_Explode(6,30,0)\n\t\tStop\n\t}\n}\n\nActor FireRainBall\n{\n\tMass 5\n\tRenderStyle Translucent\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tFRRN A 1 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB DEFG 2 bright\n\t\tCVFB ZZZZZZ 5 A_SpawnItemEx(\"FireRainSpawner\", random(-150,150), random(-150,150), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor FireRainSpawner\n{\n\tPROJECTILE\n\t+SKYEXPLODE\n\t-SOLID\n\t+NOGRAVITY\n\t+CEILINGHUGGER\n\tRadius 1\n\tHeight 8\n\tSpeed 0\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tCVFB DD 1 A_SpawnItemEx(\"FireRain\",0,10,0,0,0,-22)\n\t\tStop\n\t}\n}\n\nActor FireRain\n{\n\tHeight 5\n\tRadius 10\n\tBounceFactor 0.3\n\tBounceCount 4\n\tSpeed 46\n\tReactionTime 30\n\tDamage 25\n\tDamageType \"Grenade\"\n\tScale 2\n\tDeathSound \"RainFall\"\n\tObituary \"%o stood in the middle of a fire storm that %k has predicted.\"\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tFRIN ABC 5 bright\n\t\tLoop\n\tDeath:\n\t\tFRIN D 5 bright A_Explode(13,80,1)\n\t\tFRIN EFGH 5 bright A_Explode(13,80,0)\n\t\tStop\n\t}\n}\n\nActor PhoenixWand : Weapon\n{\n\tWeapon.SelectionOrder 2\n\tWeapon.SlotNumber 3\n\tInventory.Icon \"CORVPHNX\"\n\tWeapon.AmmoType \"CorvusAmmo3\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"CorvusAmmo4\"\n\tWeapon.AmmoUse2 1\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tPHXW A 1 A_WeaponReady\n\t\tTNT1 A 0\n\t\tLoop\n\tDeselect:\n\t\tPHXW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPHXW A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPHXW B 3 A_PlayWeaponSound(\"ThowRain\")\n\t\tPHXW C 2 bright A_FireCustomMissile(\"FirePhoenix\")\n\t\tPHXW C 3 Offset(0,42) bright\n\t\tPHXW D 3\n\t\tPHXW A 40\n\t\tGoto Ready\n\tAltFire:\n\t\tPHXW A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tPHXW C 2 bright A_FireCustomMissile(\"FireSoul\")\n\t\tPHXW D 3 Offset(0,42) bright\n\t\tPHXW B 3\n\t\tPHXW A 30\n\t\tGoto Ready\n\t}\n}\n\nActor FirePhoenix\n{\n\tRadius 15\n\tHeight 10\n\tSpeed 30\n\tDamage 40\n\tDamageType \"AltFire2\"\n\tRenderStyle Add\n\tDeathSound \"RainFall\"\n\tObituary \"%o felt the burning power of %k's fire phoenix.\"\n\tPROJECTILE\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tPHNX ABCDEF 3 bright A_SpawnItemEx(\"PhoenixFireBall\",0,random(-37,37),0,0,0,-20,0,SXF_NOCHECKPOSITION)\n\t\tGoto Spawn+5\n\tDeath:\n\t\tGLDF BCDE 3 bright A_Explode(6,40,1)\n\t\tStop\n\t}\n}\n\nActor PhoenixFireBall\n{\n\tHeight 5\n\tRadius 10\n\tBounceFactor 0.3\n\tBounceCount 4\n\tSpeed 46\n\tReactionTime 30\n\tDamage 30\n\tDamageType \"AltFire2\"\n\tScale 2\n\tRenderStyle Add\n\tDeathSound \"RainFall\"\n\tObituary \"%o felt the burning power of %k's fire phoenix.\"\n\tPROJECTILE\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPXFB A 1 bright\n\t\tLoop\n\tDeath:\n\t\tPXFB BCDEFGHI 2 bright A_Explode(9,60,0)\n\t\tStop\n\t}\n}\n\nActor FireSoul\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 28\n\tDamage 38\n\tDamageType \"Fire3\"\n\tRenderStyle Add\n\tSeeSound \"FireSoulSee\"\n\tDeathSound \"FireSoulHit\"\n\tObituary \"%k invoked fire souls to carry %o to the place where %g belongs.\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+RANDOMIZE\n\tStates\n\t{\n\tSpawn:\n\t\tFSOL ABCABC 2 bright A_SeekerMissile(10,20)\n\t\tGoto Death\n\tDeath:\n\t\tFSOL D 0 A_Stop\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,0,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,23,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,45,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,78,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,90,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,113,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,135,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,157,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,180,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-157,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-135,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-113,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-90,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-45,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-78,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-23,2)\n\t\tFSOL DEFG 3 bright\n\t\tStop\n\t}\n}\n\nActor FireSoul2 : FireSoul\n{\n\tDamage 29\n\tStates\n\t{\n\tSpawn:\n\t\tFSOL ABC 2 bright A_SeekerMissile(10,20)\n\t\tLoop\n\tDeath:\n\t\tFSOL DEFG 3 bright\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/DeathSequences.txt",
        "contents": "// Actor that comes out as a soul of the body\nActor SoulSprite\n{\n\tRadius 1\n\tHeight 1\n\tMass 1\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tSPIR EFGHIJ 5\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/God.txt",
        "contents": "//===========================================================================\n//\n// Dios Del Trueno\n//\n//===========================================================================\nACTOR Blanco 30014\n{\n\tGame DooM\n\tGame Hexen\n\tHealth 160000\n\tRadius 48\n\tHeight 85\n\tMass 850\n\tSpeed 8\n\tRadiusDamageFactor 0.20\n\tSpecies Chaja\n\tMaxTargetRange 5000\n\tDamageFactor \"Rayo\", 1.2\n\tDamageFactor \"Garra\", 0.8\n\tDamageFactor \"Asteka\", 0.5\n\tDamageFactor \"AstekaE\", 0.3\n\tDamageFactor \"Hacha\", 0.6\n\tDamageFactor \"Espada\", 0.4\n\tDamageFactor \"canionaso\", 0.8\n\tDamageFactor \"Chaja\", 0.6\n\tDamageFactor \"Madera\", 1.4\n\tDamageFactor \"MaderaF\", 1.1\n\tDamageFactor \"Madera2\", 1.2\n\tDamageFactor \"Piedra\", 1.5\n\tDamageFactor \"Vala\", 0.7\n\tDamageFactor \"Energia\", 1.1\n\tDamageFactor \"Missil\", 0.8\n\tDamageFactor \"Missilpb\", 0.7\n\tDamageFactor \"Fuego\", 0.7\n\tDamageFactor \"MGarra\", 0.5\n\tDamageFactor \"Falling\", 0\n\tPainChance 15\n\t//PainThreshold 20\n\tMaxStepHeight 50\n    MaxDropOffHeight 50\n\tPainChance \"Espada\", 2\n\t//PainChance \"Fuego\", 0\n\tPainChance \"Vala\", 10\n\tPainChance \"MaderaF\", 50\n\tPainChance \"Madera\", 30\n\tPainChance \"Madera2\", 30\n\tMonster\n\t+TELESTOMP\n\t+BOSS\n\t+FLOORCLIP\n\t+DONTHURTSPECIES\n\t+ACTLIKEBRIDGE\n\t+CANPASS\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+BOSSDEATH\n\t+QUICKTORETALIATE\n\t+DONTMORPH\n\tSeeSound \"Dios/Despierta\"\n\tPainSound \"Dios/Pain\"\n\tDeathSound \"Dios/Muere\"\n\tActiveSound \"Dios/Alpedo\"\n\tAttackSound \"\"\n\tMeleeSound \"\"\n\tDropitem \"MegaSoul\"\n\tDropitem \"BookOfInfinityFury\"\n\tObituary \"%o to death by the God\"\n\tMeleeThreshold 160\n\tMeleeRange 150\n\tStates\n\t{\n\tSpawn:\n\t\tBOSS ABCDEFGHIJKLMNOPQ 6 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(800,\"see2\")\n\t\tBOS2 ABCDEFGHIJKL 3 A_Chase\n\t\tTNT1 A 0 A_JumpIf(WaterLevel > 0, \"Bajar\")\n\t\tTNT1 A 0 A_JumpIfCloser(2400,2)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0\n\t\tLoop\n\tSee2:\n\t\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(994,0)\n\t\tBOS8 ABCDEF 3 A_Chase\n\t\tTNT1 A 0 A_JumpIf(WaterLevel > 0, \"Bajar\")\n\t\tTNT1 A 0 A_JumpIfCloser(2400,2)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0\n\t\tLoop\n\tBajar:\n\t\tTNT1 A 0 A_CheckFloor(\"See\")// A_JumpIf(WaterLevel > 0, \"Bajar\")\n\t\tBOS2 ABCDEFGHIJKL 3 ThrustThingZ (0, -15, 0, 0)\n\t\tLoop\n\tOtro: //TNT1 A 0 A_JumpIfinTargetInventory(\"Muerto\",1,\"otro\")\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\tMelee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(50,\"Missile\")\n\t\tTNT1 A 0 A_Jump(120,\"Melee2\")\n\t\tTNT1 A 0 A_Jump(80,\"MeleeG\")\n\t\tTNT1 A 0 A_PlaySound(\"Dios/Dispara\")\n\t\tBOS3 ABCDEF 2 A_CPosRefire\n\t\tBOS3 G 3 A_CustomMeleeAttack(24,\"Dios/Attack\",\"Milicia/Dispara\",\"Garra\",1)\n\t\tBOS3 HI 4\n\t\tGoto See\n\tMelee2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Dios/Dispara\")\n\t\tBOS3 JKLMNO 2 A_CPosRefire\n\t\tBOS3 P 3 A_CustomMeleeAttack(24,\"Dios/Attack\",\"Milicia/Dispara\",\"Garra\",1)\n\t\tBOS3 QR 4\n\t\tGoto See\n\tMeleeG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Dios/Dispara\")\n\t\tBOS6 ABCDEFGH 3 A_FaceTarget\n\t\tBOS6 I 2 A_CustomMeleeAttack(20,\"Dios/Attack\",\"Milicia/Dispara\",\"Garra\",1)\n\t\tTNT1 A 0 A_Recoil (-5)\n\t\tBOS6 J 2 A_CustomMeleeAttack(30,\"Dios/Attack\",\"Milicia/Dispara\",\"Garra\",1)\n\t\tBOS6 KL 4 A_CustomMissile(\"Extreme\",32,0,0)\n\t\tGoto See\n\tMissile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(1400,\"Deside\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(18,\"Missile3\")\n\t\tTNT1 A 0 A_Jump(64,\"Missile2\")\n\t\tTNT1 A 0 A_Jump(30,\"Missile4\")\n\t\tTNT1 A 0 A_JumpIfCloser(800,2)\n\t\tTNT1 A 0 A_Jump(256,\"Deside\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Dios/Atacka\")\n\t\tBOS5 ABC 4 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(50,2)\n\t\tTNT1 A 0 A_CPosRefire\n\t\tTNT1 A 0\n\t\tBOS5 DEF 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Dios/Boom\")\n\t\tBOS5 GHIHIHIJ 2 A_CustomMissile(\"light\",80,0,0)\n\t\tBOS5 KL 3\n\t\tGoto See\n\tDeside:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(80,\"Missile3\")\n\t\tTNT1 A 0 A_Jump(64,\"Missile2\")\n\t\tTNT1 A 0 A_Jump(40,\"Missile4\")\n\t\tGoto Missile +3\n\tMissile2:\n\t\tTNT1 A 0 A_PlaySound(\"Dios/Atacka\")\n\t\tBOS5 ABC 4 A_FaceTarget\n\t\tBOS5 DEF 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Dios/Boom\")\n\t\tBOS5 G 4 A_CustomMissile(\"light2\",80,0,0,4)\n\t\tBOS5 HIJKL 4\n\t\tGoto See\n\tMissile4:\n\t\tTNT1 A 0 A_PlaySound(\"Dios/Atacka\")\n\t\tBOS5 ABC 4 A_FaceTarget\n\t\tBOS5 DEF 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Dios/Boom\")\n\t\tBOS5 G 4 A_CustomMissile(\"Trueno2\",80,0,0,4)\n\t\tBOS5 HIJKL 4\n\t\tGoto See\n\tMissile3:\n\t\tTNT1 A 0 A_PlaySound(\"Dios/Atacka\")\n\t\tBOS5 ABCD 4 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia4\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia2\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia3\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia4\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia3\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia2\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia3\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia4\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia4\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia2\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia3\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia4\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia3\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia2\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia3\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia4\",32,0,0+random(0,359),2)\n\t\tGoto Tormenta\n\tTormenta:\n\t\tTNT1 A 0 A_PlaySound(\"Dios/Boom\")\n\t\tTNT1 A 0 A_PlaySoundEx(\"Dios/Vieto2\", \"Voice\" , 1 , 2)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Dios/Vieto\", \"Auto\" , 0 , 0)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia_1\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia_2\",32,0,0+random(0,359),2)\n\t\tBOS5 C 6\n\t\tBOS5 D 6 A_CustomMissile(\"Trueno3\",32,0,0+random(0,359),2)\n\t\tBOS5 C 6\n\t\tBOS5 D 6 A_CustomMissile(\"Trueno4\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia_1\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia2\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia_3\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Dios/Vieto\", \"Auto\" , 0 , 0)\n\t\tBOS5 C 6\n\t\tBOS5 D 6 A_CustomMissile(\"Trueno3\",32,0,0+random(0,359),2)\n\t\tBOS5 C 6\n\t\tBOS5 D 6 A_CustomMissile(\"Trueno4\",32,0,0+random(0,359),2)\n\t\tBOS5 C 6\n\t\tBOS5 D 6 A_CustomMissile(\"Trueno5\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia_1\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia_2\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia4\",32,0,0+random(0,359),2)\n\t\tBOS5 C 6\n\t\tBOS5 D 6 A_CustomMissile(\"Trueno4\",32,0,0+random(0,359),2)\n\t\tBOS5 C 6\n\t\tBOS5 D 6 A_CustomMissile(\"Trueno3\",32,0,0+random(0,359),2)\n\t\tBOS5 C 6\n\t\tBOS5 D 6 A_CustomMissile(\"Trueno5\",32,0,0+random(0,359),2)\n\t\tBOS5 C 6\n\t\tBOS5 D 6 A_CustomMissile(\"Trueno4\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Dios/Vieto\", \"Auto\" , 0 , 0)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia3\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia_2\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia3\",32,0,0+random(0,359),2)\n\t\tBOS5 C 6\n\t\tBOS5 D 6 A_CustomMissile(\"Trueno3\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0 A_CustomMissile(\"Lluvia_3\",32,0,0+random(0,359),2)\n\t\tBOS5 D 6\n\t\tBOS5 C 6 A_CustomMissile(\"Trueno2\",32,0,0)\n\t\tTNT1 A 0 A_Jump(200,3)\n\t\tTNT1 A 0 //A_VileTarget(\"Trueno\")\n\t\tTNT1 A 0 A_CustomMissile(\"TruenoBFG\",32,0,0) //A_VileAttack(\"nada\",25,80,600,10,\"Rayo\")\n\t\tTNT1 A 0\n\t\tBOS5 EEEEEEEEEE 2 A_CPosRefire\n\t\tTNT1 A 0 A_Jump(10,\"fin\")\n\t\tLoop  //TNT1 A 0 //A_Warp(AAPTR_TRACER, 24, 0, 0, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\tFin:\n\t\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 A_SpidRefire\n\t\tBOS5 G 4 A_CustomMissile(\"light2\",80,0,0,4)\n\t\tBOS5 HIJKL 4\n\t\tGoto See\n\tPain:\n\t\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\t\tBOS4 ABCDE  2\n\t\tBOS4 F  3 A_Pain\n\t\tGoto See\n\tDeath:\n\t    TNT1 A 0 A_SpawnItemEx(\"Trueno5\",32,0,0+random(0,359),2)\n\t\tTNT1 A 0\n\t\tBOS7 A  4 A_Scream\n\t\tBOS7 B  4\n\t\tBOS7 C  4 A_NoBlocking\n\t\tBOS7 D  4\n\t\tBOS7 EFGHIJ 4\n\t\tBOS7 K -1 A_Die\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t    NULL A 0 A_PlaySound(\"Quake/UDEATH\")\n\t\tNULL A 0 A_XScream\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"DiosCavesa\")\n\t\tNULL AAAAAAAA 0 A_SpawnItemEx(\"GIBBER\", Random(-8, 8), Random(-8, 8), 32, Random(-4, 4), Random(-4, 4), Random(6, 16), 0, 128, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"Gib5\", Random(-8, 8), Random(-8, 8), 32, Random(-3, 3), Random(-3, 3), Random(6, 10), 0, 128, 0)\n\t\tNULL AAAAA 0 A_SpawnItemEx(\"Gib3\", Random(-8, 8), Random(-8, 8), 32, Random(-4, 4), Random(-4, 4), Random(6, 12), 0, 128, 0)\n\t\tNULL AAAAAAAA 0 A_SpawnItemEx(\"Gib4\", Random(-8, 8), Random(-8, 8), 32, Random(-4, 4), Random(-4, 4), Random(6, 16), 0, 128, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"Gib2\", Random(-8, 8), Random(-8, 8), 32, Random(-3, 3), Random(-3, 3), Random(6, 10), 0, 128, 0)\n\t\tNULL AAAAA 0 A_SpawnItemEx(\"GIBBER\", Random(-8, 8), Random(-8, 8), 32, Random(-4, 4), Random(-4, 4), Random(6, 12), 0, 128, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"GIBBER\", Random(-6, 6), Random(-6, 6), 32, Random(-4, 4), Random(-4, 4), Random(6, 12), 0, 128, 0)\n\t\tNULL A 10\n\t\tNULL A -1 ACS_ExecuteAlways(666,0)\n\t\tStop\n    }\n}\n\nACTOR DiosCavesa\n{\n\tMass 20\n\tBounceFactor 1.3\n\tBounceCount 3\n}\nACTOR Lluvia\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 60\n\tDamage 6\n\tDamageType Rayo\n\tProjectile\n\t+EXTREMEDEATH\n    +FORCEXYBILLBOARD\n\t+RANDOMIZE\n\t+SKYEXPLODE\n\tRenderStyle None\n\tDeathSound \"\"\n\tObituary \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"RainSpawner2\",0,0,0,0,0,0,0,28,0)\n\t\tStop\n\t}\n}\nACTOR Lluvia2 : Lluvia\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 15\n\t\tGoto Death\n\t}\n}\nACTOR Lluvia3 : Lluvia\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 10\n\t\tGoto Death\n\t}\n}\nACTOR Lluvia4 : Lluvia\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 20\n\t\tGoto Death\n\t}\n}\nACTOR Lluvia_\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 50\n\tDamage 6\n\tDamageType Rayo\n\tProjectile\n\t+EXTREMEDEATH\n    +FORCEXYBILLBOARD\n\t+RANDOMIZE\n\t+SKYEXPLODE\n\tRenderStyle None\n\tDeathSound \"\"\n\tObituary \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"RainSpawner3\",0,0,0,0,0,0,0,28,0)\n\t\tStop\n\t}\n}\nACTOR Lluvia_1 : Lluvia_\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 10\n\t\tGoto Death\n\t}\n}\nACTOR Lluvia_2 : Lluvia_\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 6\n\t\tGoto Death\n\t}\n}\nACTOR Lluvia_3 : Lluvia_\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 15\n\t\tGoto Death\n\t}\n}\nACTOR Trueno2\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 256\n\tDamage 100\n\tDamageType Rayo\n\tProjectile\n\t+DONTREFLECT\n\t+CANNOTPUSH\n\t+CANBLAST\n\t+EXTREMEDEATH\n    +FORCEXYBILLBOARD\n    +FORCERADIUSDMG\n\t+OLDRADIUSDMG\n\t+FOILINVUL\n\t+SEEKERMISSILE\n\t//+STEPMISSILE\n\t+RANDOMIZE\n\t+SKYEXPLODE\n\tRenderStyle None\n\tDeathSound \"\"\n\tObituary \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(130,2)\n\t\tTNT1 A 0 A_ChangeFlag(FLOORHUGGER,1)\n\t\tTNT1 A 0\n\t\tGoto CHAJA\n\tChaja:\n\t\tTNT1 A 1 A_SeekerMissile(180,256)//SMF_PRECISE)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"Trueno\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Radius_Quake(1, 50, 0, 20, 0)\n\t    TNT1 A 0 A_Explode(180,600,0)\n\t\tStop\n\t}\n}\nACTOR TruenoBFG\n{\n\tRadius 13\n\tHeight 8\n\tSpeed 20\n\tDamage 100\n\tProjectile\n\tDAMAGETYPE Rayo\n\t+RANDOMIZE\n\t+DONTREFLECT\n\t+CANNOTPUSH\n\t+CANBLAST\n\t+EXTREMEDEATH\n\t+FORCERADIUSDMG\n\t+SKYEXPLODE\n\t+SEEKERMISSILE//SCREENSEEKER\n\tRenderStyle NONE\n\tAlpha 0\n\tDeathSound \"\"\n\tObituary \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFS1 AAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_Tracer2\n\t\tBFS1 B 1 A_Gravity\n\t\tLoop\n\tDeath:\n\t\tQ2BE AB 2 Bright\n\t\tQ2BE C 2 Bright A_BFGSpray(\"TruenoExtra\")\n\t\tQ2BE DEFGHIJKLMNOPQ 2 Bright\n\t\tStop\n\t}\n}\nACTOR TruenoExtra\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+OLDRADIUSDMG\n\t+FORCERADIUSDMG\n\t+SKYEXPLODE\n\t+EXTREMEDEATH\n\t+FOILINVUL\n\tDAMAGETYPE Rayo\n\tRenderStyle Add\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"Trueno\",0,0,10,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Radius_Quake(1, 50, 0, 20, 0)\n\t    TNT1 A 0 A_Explode(180,600,0)\n\t\tStop\n\t}\n}\n\nACTOR Trueno3 : Trueno2\n{\n\t+DONTREFLECT\n\t+CANNOTPUSH\n\t+CANBLAST\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n\t\tGoto Death\n\t}\n}\nACTOR Trueno4 : Trueno2\n{\n\t+DONTREFLECT\n\t+CANNOTPUSH\n\t+CANBLAST\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 8\n\t\tGoto Death\n\t}\n}\nACTOR Trueno5 : Trueno2\n{\n\t+DONTREFLECT\n\t+CANNOTPUSH\n\t+CANBLAST\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 5\n\t\tGoto Death\n\t}\n}\n\nACTOR light2\n{\n\tRadius 14\n\tHeight 8\n\tSpeed 30\n\tDamage 10\n\tDamageType Rayo\n\tProjectile\n\t+DONTREFLECT\n\t+CANNOTPUSH\n\t+CANBLAST\n\t+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+EXPLODEONDEATH\n\tSeeSound \"light2/Star\"\n\tDeathSound \"light2/Boom\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_PlaySound(\"light2/Volando\")\n\t\tTNT1 A 0 A_JumpIf(WaterLevel > 0, \"DeathE\")\n\t\tMISL A 1 A_JumpIf(WaterLevel > 0, \"DeathE\")\n\t\tMISL ABCDEFGHIJKLMNOPQRSTUVWYXZ 1  A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tTNT1 A 0 A_JumpIf(WaterLevel > 0, \"DeathE\")\n\t\tTNT1 A 0 A_PlaySound(\"light2/Volando\")\n\t\tMIS2 ABCDEF 1  A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tTNT1 A 0 A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tTNT1 A 0 A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tTNT1 A 0 A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tTNT1 A 0 A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tPLSE A 4 Bright A_Explode(64,64,0)\n\t\tTNT1 A 0 A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tTNT1 A 0 A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tTNT1 A 0 A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tTNT1 A 0 A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tTNT1 A 0 A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tPLSE BCDE 4 Bright A_CustomMissile(\"light\",0+random(25,-5),0+random(20,-20),0+random(0,359),2,0+random(0,359))\n\t\tStop\n\tDeathE:\n\t\tPLSE A 1 Bright A_Explode(80,520,0)\n\t\tStop\n\t}\n}\n\nACTOR light\n{\n\n\tRadius 16\n\tHeight 5\n\tSpeed 80\n\tDamage 2\n\tScale 0.6\n\tDamageType Rayo\n\tProjectile\n\t+DONTREFLECT\n\t+CANNOTPUSH\n\t+CANBLAST\n\t+FORCERADIUSDMG\n\t+RIPPER\n\t//RenderStyle Add\n\t//Alpha 1.0\n\tSeeSound \"light/Star\"\n\tDeathSound \"light/Boom\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_JumpIf(WaterLevel > 0, \"DeathE\")\n\t\tPLSS AB 1\n\t\tTNT1 A 0 A_JumpIf(WaterLevel > 0, \"DeathE\")\n\t\tPLSS AB 1\n\t\tTNT1 A 0 A_JumpIf(WaterLevel > 0, \"DeathE\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(WaterLevel > 0, \"DeathE\")\n\t\tPLSS AB 1\n\t\tTNT1 A 0 A_JumpIf(WaterLevel > 0, \"DeathE\")\n\t\tPLSS AB 1\n\t\tTNT1 A 0 A_JumpIf(WaterLevel > 0, \"DeathE\")\n\t\tPLSE AA 1 A_Explode(6,30,0)\n\t\tTNT1 A 0 A_JumpIf(WaterLevel > 0, \"DeathE\")\n\t\tTNT1 A 0\n\t\tStop\n\tDeathE:\n\t\tPLSE A 1 Bright A_Explode(50,350,0)\n\t\tStop\n\t}\n}\n\nACTOR Extreme\n{\n\tRadius 5\n\tHeight 5\n\tSpeed 35\n\tDamage 5\n\tProjectile\n\t+NOGRAVITY\n\t-RANDOMIZE\n\t+EXTREMEDEATH\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 1\n\tDeath:\n\t\tTNT1 A 1 A_Explode(30,64,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR BookOfInfinityFury : CustomInventory\n{\n  Game Doom\n  Game Hexen\n  SpawnID 132\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.UNDROPPABLE\n  +NOCLIP\n  +NOGRAVITY\n  +inventory.invbar\n  Inventory.icon \"REDBOOK\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 5\n  Inventory.PickupMessage \"You Got a Book Of Infinity Fury\"\n  Scale 0.2\n  Renderstyle Add\n  Alpha 0.75\n  States\n  {\n  Spawn:\n    BOOK A 3 BRIGHT A_SpawnItemEx (\"MegaSoulEffectSpawner\")\n\tBOOK A 3 BRIGHT A_SpawnItemEx (\"BookOfInfinityFury_Rain\")\n\tBOOK A 3 BRIGHT A_SpawnItemEx (\"MegaSoulEffectSpawner\")\n\tBOOK A 3 BRIGHT A_SpawnItemEx (\"BookOfInfinityFury_Rain\")\n    Loop\n  Use:\n        TNT1 A 0 A_GiveInventory (\"BerserkModeOn\",1)\n\t\tTNT1 A 0 A_PlaySoundEx (\"ConsumeSoul\", 6)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MegaSoulEffectSpawner\")\n\t\tTNT1 A 0 A_GiveInventory (\"SoulConsumed\",1)\n\t\tStop\n  }\n}\n\nActor BookOfInfinityFury_Rain : WSS_Rain\n{\n\tdamage (0)\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tKNSX KLMNOPQKLMNOPQ 3 bright\n\tDeath:\n\t\tKNSX RST 4 bright\n\t\tstop\n\t}\n}\n\nACTOR MegaSoul : CustomInventory\n{\n  Game Doom\n  SpawnID 132\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.UNDROPPABLE\n  +NOCLIP\n  +NOGRAVITY\n  +inventory.invbar\n  Inventory.icon \"WMSOC0\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 5\n  Inventory.PickupMessage \"You Got a God MegaSoul!\"\n  Scale 0.2\n  Renderstyle Add\n  Alpha 0.75\n  States\n  {\n  Spawn:\n    DKFX A 3 BRIGHT\n    DKFX C 3 BRIGHT\n    Loop\n  Use:\n        TNT1 A 1 ACS_ExecuteAlways(851, 0)\n\t\tTNT1 A 1 A_GiveInventory(\"SwordAmmo\", 10)\n\t\tTNT1 A 1 A_GiveInventory(\"CorvusAmmo1\", 60)\n\t\tTNT1 A 1 A_GiveInventory(\"CorvusAmmo2\", 15)\n\t\tTNT1 A 1 A_GiveInventory(\"CorvusAmmo3\", 10)\n\t\tTNT1 A 1 A_GiveInventory(\"CorvusAmmo4\", 15)\n        TNT1 A 1 A_GiveInventory(\"LightningAmmo\", 20)\n        TNT1 A 1 A_GiveInventory(\"HammerAmmo\", 10)\n\t\tTNT1 A 1 A_GiveInventory(\"FireStaffAmmo\", 50)\n\t\tTNT1 A 1 A_GiveInventory(\"MegasphereHealth\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx (\"ConsumeSoul\", 6)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MegaSoulEffectSpawner\")\n\t\tTNT1 A 0 A_GiveInventory (\"SoulConsumed\",1)\n\t\tStop\n  }\n}\n\nActor MegaSoulEffectSpawner\n{\n\t+NoBlockMap\n\t+NoGravity\n\t+NoSector\n\t+NoInteraction\n\t+NoClip\n\t-Solid\n\t+CLIENTSIDEONLY\n    Translation \"0:255=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tStop\n\t}\n}\n\nactor MultiLag : Inventory\n{\n  inventory.maxamount 1\n}\n\n#Include DECO_AGE\n#Include DECO_EE"
      },
      {
        "source": "pk3",
        "name": "Actors/Gibs.txt",
        "contents": "// Nash blood, thanks to guess who: Nash!\n\nactor NashGore_Blood : Blood replaces Blood\n{\n -TELESTOMP\n states\n {\n  Spawn:\n  BLUD C 0\n  BLUD C 8 A_SpawnItemEx(\"NashGore_FlyingBlood\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n  BLUD B 8\n  BLUD A 300\n  stop\n }\n}\n\nactor NashGore_FlyingBlood\n{\n game Doom\n scale 0.75\n health 1\n radius 8\n height 1\n mass 1\n renderstyle translucent\n alpha 1.0\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n -TELESTOMP\n states\n {\n Spawn:\n  TNT1 A 0 A_CheckSight(\"Cheap\")\n  FBLD A 1 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n//  FBLD A 0 A_Fadeout(0.1)\n  loop\n Cheap:\n  FBLD A 8 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n//  FBLD A 0 A_Fadeout(0.1)\n  loop\n Crash:\n  TNT1 A 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n }\n}\n\nactor NashGore_BloodSpot\n{\n game Doom\n radius 12\n height 2\n mass 1\n\n  renderstyle translucent\n alpha 1.0\n +NOTELEPORT\n -NOBLOCKMAP\n -TELESTOMP\n states\n {\n Spawn:\n  TNT1 A 0\n  TNT1 A 0 A_PlaySound(\"gibbage/blood\")\n  TNT1 A 0 A_Jump(64,4)\n  TNT1 A 0 A_Jump(128,4)\n  TNT1 A 0 A_Jump(192,4)\n  TNT1 A 0 A_Jump(255,4)\n  // make the blood spots stay on the ground. 1500 is the default duration.\n  BSPT A 200 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n  BSPT B 200 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n  BSPT C 200 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n  BSPT D 200 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nactor NashGore_FlyingBloodTrail\n{\n game Doom\n scale 0.70\n mass 1\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n -TELESTOMP\n states\n {\n  Spawn:\n  BTRL A 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  BTRL B 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  BTRL C 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  BTRL D 4 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n }\n}\n\nactor GIBBER\n{\n\tHeight 1\n\tRadius 1\n\t+NOGRAVITY\n\t+NOCLIP\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n        TNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n        TNT1 A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        Stop\n    }\n}\n\nactor JitterChipper : GIBBER\n{\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0\n        TNT1 A 1 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"jitterchip\", 1, 1, random(8,32), random(-8,8), random(-8,8), random(8,18), random(0,360), 160, 0)\n        Stop\n    }\n}\n\n// Individual Bits and Pieces\nactor GIB1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n\trenderstyle translucent\n\talpha 1.0\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB1SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB1 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB1 B 5 //A_Fadeout(0.1)\n        GIB1 AB 5\n        loop\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB1 A 0 A_Jump (64,2)\n        GIB1 A 0 A_Jump (128,2)\n        GIB1 A 200\n        Stop\n        GIB1 B 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nactor GIB2\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB2 A 0\n        GIB2 A 0 A_Jump(64,\"Alt\")\n        GIB2 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB2 A 0 A_SpawnItemEx (\"GIB2SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB2 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB2 B 5 ThrustThingZ(0,6,1,1)\n        GIB2 C 5\n        GIB2 ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB2 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB2 A 0 A_Jump (32,3)\n        GIB2 A 0 A_Jump (64,3)\n        GIB2 A 0 A_Jump (128,3)\n        GIB2 A 200\n        Stop\n        GIB2 B 200\n        Stop\n        GIB2 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nactor GIB3\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB3SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB3 B 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB3 C 5 ThrustThingZ(0,6,1,1)\n        GIB3 BC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB3 B 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB3 B 0 A_Jump (64,2)\n        GIB3 B 0 A_Jump (128,2)\n        GIB3 B 200\n        Stop\n        GIB3 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nactor GIB4\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB4SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB4 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB4 B 5 ThrustThingZ(0,6,1,1)\n        GIB4 C 5\n        GIB4 ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB4 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB4 A 0 A_Jump (32,3)\n        GIB4 A 0 A_Jump (64,3)\n        GIB4 A 0 A_Jump (128,3)\n        GIB4 A 200\n        Stop\n        GIB4 B 200\n        Stop\n        GIB4 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nactor GIB5\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 2\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xgib\"\n    Speed 5\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_Jump(64,\"Alt\")\n        GIB1 A 0 ThrustThingZ (0, random(0,45), 0, 1)\n        goto See\n    Alt:\n    \tGIB1 A 0 A_SpawnItemEx (\"GIB5SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 128, 0)\n    \tStop\n    See:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        GIB5 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        GIB5 B 5 ThrustThingZ(0,6,1,1)\n        GIB5 C 5\n        GIB5 ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        GIB5 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        GIB5 A 0 A_Jump (32,3)\n        GIB5 A 0 A_Jump (64,3)\n        GIB5 A 0 A_Jump (128,3)\n        GIB5 A 200\n        Stop\n        GIB5 B 200\n        Stop\n        GIB5 C 200\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\n//Actor-specific Carnage\n\nactor ZOMBIEMANLEG\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLEG A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLEG B 5 ThrustThingZ(0,6,1,1)\n        PLEG C 5\n        PLEG ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLEG C 0 A_Jump (32,3)\n        PLEG C 0 A_Jump (64,3)\n        PLEG C 0 A_Jump (128,3)\n        PLEG A -1\n        Stop\n        PLEG B -1\n        Stop\n        PLEG C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nactor SHOTGUYARM\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        SARM A 0\n        SARM A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        SARM A 5 A_Custommissile(\"Blood\", -5,0,0)\n        SARM B 5 ThrustThingZ(0,6,1,1)\n        SARM C 5\n        SARM ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM A -1\n        Stop\n        SARM B -1\n        Stop\n        SARM C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nactor MARINEHEAD\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.6\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLHD A 0\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLHD A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLHD B 5 ThrustThingZ(0,6,1,1)\n        PLHD CD 5\n        PLHD ABCD 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1\n        Stop\n        PLHD B -1\n        Stop\n        PLHD C -1\n        Stop\n        PLHD D -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nactor PLAYERBOOT\n{\n\t renderstyle translucent\n\talpha 1.0\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n\t-TELESTOMP\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLG1 A 0\n        PLG1 A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLG1 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLG1 B 5 ThrustThingZ(0,6,1,1)\n        PLG1 C 5\n        PLG1 ABC 5 A_Fadeout(0.1)\n        loop\n    Death:\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 A -1\n        Stop\n        PLG1 B -1\n        Stop\n        PLG1 C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\n// Gibs that go SPLAT instead of bounce.\n\nactor GIB1SPLAT : GIB1\n{\n\t-DOOMBOUNCE\n\t-TELESTOMP\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 2000\n        Stop\n    }\n}\n\nactor GIB2SPLAT : GIB2\n{\n\t-DOOMBOUNCE\n\t-TELESTOMP\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 2000\n        Stop\n    }\n}\n\nactor GIB3SPLAT : GIB3\n{\n\t-DOOMBOUNCE\n\t-TELESTOMP\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 2000\n        Stop\n    }\n}\n\nactor GIB4SPLAT : GIB4\n{\n\t-DOOMBOUNCE\n\t-TELESTOMP\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 2000\n        Stop\n    }\n}\n\nactor GIB5SPLAT : GIB5\n{\n\t-DOOMBOUNCE\n\t-TELESTOMP\n    States\n    {\n        Spawn:\n        GIB1 A 0\n        goto See\n    Death:\n        GIB1 A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 0 A_SpawnItem(\"Blood\")\n        SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n        SPLT BCD 4\n        SPLT D 2000\n        Stop\n    }\n}\n\nACTOR Custom_BloodySkull : PlayerChunk\n{\n\tRadius 4\n\tHeight 4\n\t+DOOMBOUNCE\n\t+NOBLOCKMAP\n\t+DROPOFF\n\tPROJECTILE\n\t+CANNOTPUSH\n\t+SKYEXPLODE\n\t-TELESTOMP\n\t+NOBLOCKMONST\n\t+NOSKIN\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -EXPLODEONWATER\n    +CANBOUNCEWATER\n    +DONTTRANSLATE // Enough flags?\n    SeeSound \"gibbage/xpart\"\n\tStates\n\t{\n    Spawn:\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        PLHD A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLHD BCD 5\n        PLHD ABCD 5\n        loop\n       Death:\n\tPLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1 A_CheckPlayerDone\n        Wait\n        PLHD B -1 A_CheckPlayerDone\n        Wait\n        PLHD C -1 A_CheckPlayerDone\n        Wait\n        PLHD D -1 A_CheckPlayerDone\n\t\tWait\n\t}\n}\n\nACTOR Custom_BloodySkull2 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        HUNT Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        HUNT Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        HUNT ZZZ 5\n        HUNT ZZZZ 5\n        loop\n       Death:\n\tHUNT Z 0 A_Jump (16,4)\n        HUNT Z 0 A_Jump (32,4)\n        HUNT Z 0 A_Jump (64,4)\n        HUNT Z 0 A_Jump (128,4)\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n\t\tWait\n\t}\n}\n\nACTOR Custom_BloodySkull4 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        CALB Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        CALB Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        CALB ZZZ 5\n        CALB ZZZZ 5\n        loop\n       Death:\n\tCALB Z 0 A_Jump (16,4)\n        CALB Z 0 A_Jump (32,4)\n        CALB Z 0 A_Jump (64,4)\n        CALB Z 0 A_Jump (128,4)\n        CALB Z -1 A_CheckPlayerDone\n        Wait\n        CALB Z -1 A_CheckPlayerDone\n        Wait\n        CALB Z -1 A_CheckPlayerDone\n        Wait\n        CALB Z -1 A_CheckPlayerDone\n\t\tWait\n\t}\n}\n\nACTOR Custom_BloodySkull5 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        CORV Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        CORV Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        CORV ZZZ 5\n        CORV ZZZZ 5\n        loop\n       Death:\n\tCORV Z 0 A_Jump (16,4)\n        CORV Z 0 A_Jump (32,4)\n        CORV Z 0 A_Jump (64,4)\n        CORV Z 0 A_Jump (128,4)\n        CORV Z -1 A_CheckPlayerDone\n        Wait\n        CORV Z -1 A_CheckPlayerDone\n        Wait\n        CORV Z -1 A_CheckPlayerDone\n        Wait\n        CORV Z -1 A_CheckPlayerDone\n\t\tWait\n\t}\n}\n\nActor Custom_BloodySkullPW : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        TNT1 A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        ZHRH A 5 A_Custommissile(\"Blood\", -5,0,0)\n        ZHRH AAA 35\n        loop\n       Death:\n\t\tTNT1 A 0 A_Jump (16,4)\n        TNT1 A 0 A_Jump (32,4)\n        TNT1 A 0 A_Jump (64,4)\n        TNT1 A 0 A_Jump (128,4)\n        ZHRH A -1 A_CheckPlayerDone\n        Wait\n        ZHRH A -1 A_CheckPlayerDone\n        Wait\n        ZHRH A -1 A_CheckPlayerDone\n        Wait\n        ZHRH A -1 A_CheckPlayerDone\n\t\tWait\n\t}\n}\n\nActor CYBJUNK1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -TELESTOMP\n    -NOTELEPORT\n    -SOLID\n    Radius 2\n    Damage 0\n    Decal None\n    bouncefactor 0.4\n    SeeSound \"gibbage/cyborg\"\n    Speed 5\n\trenderstyle translucent\n\talpha 1.0\n    States\n    {\n    Spawn:\n        JUNK A 0\n        JUNK A 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK A 5\n        JUNK A 5 ThrustThingZ(0,6,1,1)\n        JUNK A 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK A 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nActor CYBJUNK2 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK B 0\n        JUNK B 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK B 5\n        JUNK B 5 ThrustThingZ(0,6,1,1)\n        JUNK B 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK B 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK B 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nActor CYBJUNK3 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK C 0\n        JUNK C 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK C 5\n        JUNK C 5 ThrustThingZ(0,6,1,1)\n        JUNK C 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK C 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK C 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nActor CYBJUNK4 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK D 0\n        JUNK D 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK D 5\n        JUNK D 5 ThrustThingZ(0,6,1,1)\n        JUNK D 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK D 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK D 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nActor CYBJUNK5 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK E 0\n        JUNK E 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK E 5\n        JUNK E 5 ThrustThingZ(0,6,1,1)\n        JUNK E 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK E 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK E 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      TNT1 A 0\n        stop\n    }\n}\n\nactor CYBGIBBER\n{\n  radius 20\n  height 56\n  +NOCLIP\n  -TELESTOMP\n  States\n  {\n  Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_PlaySound(\"gibbage/cyborg\")\n        TNT1 A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 160, 0)\n        TNT1 A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        TNT1 A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        Stop\n    }\n}\n\nACTOR Custom_BloodySkull3 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        ROB1 Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        ROB1 Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        ROB1 ZZZ 5\n        ROB1 ZZZZ 5\n        loop\n       Death:\n\t\tROB1 Z 0 A_Jump (16,4)\n        ROB1 Z 0 A_Jump (32,4)\n        ROB1 Z 0 A_Jump (64,4)\n        ROB1 Z 0 A_Jump (128,4)\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n\t\tWait\n\t}\n}\n\nACTOR Custom_BloodySkullPRT : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        TNT1 A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        PROH A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PROH AAA 5\n        PROH AAAA 5\n        loop\n       Death:\n\t\tROB1 Z 0 A_Jump (16,4)\n        ROB1 Z 0 A_Jump (32,4)\n        ROB1 Z 0 A_Jump (64,4)\n        ROB1 Z 0 A_Jump (128,4)\n        PROH A -1 A_CheckPlayerDone\n        Wait\n        PROH A -1 A_CheckPlayerDone\n        Wait\n        PROH A -1 A_CheckPlayerDone\n        Wait\n        PROH A -1 A_CheckPlayerDone\n\t\tWait\n\t}\n}\n\nACTOR Custom_BloodySkullWH : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n\t\tTNT1 A 0\n        ROB1 Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        WHHE Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        WHHE ABC 6\n        WHHE DE 6\n        loop\n       Death:\n        WHHE F -1\n        Stop\n\t}\n}\n\nactor jitterchip\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  -TELESTOMP\n  +CLIENTSIDEONLY\n  RenderStyle Translucent\n  Alpha 0.5\n  renderstyle none\n  VSpeed 1\n  Mass 5\n  States\n  {\n  Spawn:\n  PUFF A 0\n  PUFF A 0 A_PlaySoundEx(\"jitpain\", \"Body\")\n  PUFF A 0 A_SpawnItemEx(\"jitterchip2\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION,0)\n    PUFF A 4 bright\n    PUFF B 4\n    // Intentional fall-through\n  Melee:\n    PUFF CD 4\n    stop\n  }\n}\n\nactor jitterchip2\n{\n\t renderstyle translucent\n\talpha 1.0\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n\t+RIPPER\n\tscale 0.4\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t+BLOODLESSIMPACT\n\tbouncefactor 0.1\n    -SOLID\n\t-TELESTOMP\n\treactiontime 35\n\t+CLIENTSIDEONLY\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    SeeSound \"skullchips\"\n    States\n    {\n    Spawn:\n        JCHP A 0\n        JCHP A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\t\tTNT1 A 0 ThrustThing(random(0,255), 6, 0, 0)\n\t\tTNT1 A 0 A_Jump(128, 6)\n\t\tTNT1 A 0 A_Jump(128, 4)\n\t\tTNT1 A 0 A_Jump(128, 5)\n        JCHP A 4 A_JumpIf(waterlevel > 1, \"Remove\")\n        JCHP B 4 ThrustThingZ(0,random(3,9),1,1)\n\t\tJCHP CDE 4 A_Countdown\n\t\tGoto See+2\n    Death:\n        JCHP C 0 A_Jump (128,4)\n        JCHP C 0 A_Jump (128,6)\n        JCHP A 20\n\t\tJCHP A 3 A_FadeOut(0.01)\n        Goto Death+3\n        JCHP B 20\n\t\tJCHP B 3 A_FadeOut(0.01)\n        Goto Death+5\n        JCHP C 20\n\t\tJCHP C 3 A_FadeOut(0.01)\n        Goto Death+7\n\tRemove: // Anti-Lag - Removes blood in water.\n\t\tTNT1 A 1\n        stop\n    }\n}\n\nActor RandomCyborgChunk\n{\n\tRadius 1\n\tHeight 1\n    Radius 2\n    Damage 0\n    Decal None\n    BounceFactor 0.4\n    SeeSound \"gibbage/cyborg\"\n    Speed 5\n\tRenderstyle Translucent\n\tAlpha 1.0\n\t+DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -TELESTOMP\n    -NOTELEPORT\n    -SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Jump(256, 1, 2, 3, 4, 5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"CYBJUNK1\", 0, 0, 0, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Death\n\t\tTNT1 A 0 A_SpawnItemEx(\"CYBJUNK2\", 0, 0, 0, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Death\n\t\tTNT1 A 0 A_SpawnItemEx(\"CYBJUNK3\", 0, 0, 0, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Death\n\t\tTNT1 A 0 A_SpawnItemEx(\"CYBJUNK4\", 0, 0, 0, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Death\n\t\tTNT1 A 0 A_SpawnItemEx(\"CYBJUNK5\", 0, 0, 0, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor CyborgExplosion\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.8\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n        MISL B 2\n        MISL B 2 Bright A_PlaySound(\"weapons/rocklx\")\n        MISL B 4 Bright\n        MISL C 6\n        MISL D 4\n\t\tStop\n\t}\n}\n\nActor ImmolationEffect\n{\n\tScale 1.0\n\tAlpha 0.8\n\tRenderstyle Add\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AA 0 A_Playsound(\"Engulfed\")\n\t\t\tX007 ABC 3 Bright\n\t\t\tX007 DEFG 2 Bright\n\t\t\tX007 HI 2 Bright\n\t\tSpawnLoop:\n\t\t\tX007 J 2 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor ImmolationEffectSmall : ImmolationEffect\n{\n\tScale 0.75\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters.txt",
        "contents": "ACTOR Eyesore\n{\n    Health 3000\n    Radius 16\n    Height 62\n    Speed 15\n    Scale 0.5\n    bloodcolor yellow\n    MASS 100000000\n    MONSTER\n\t+RIPPER\n    +FLOORCLIP\n    +DROPOFF\n    +DONTBLAST\n    +LOOKALLAROUND\n    +DONTMORPH\n\t+NOICEDEATH\n    +BOSS\n    PainChance 255\n    MeleeSound \"Freak2\"\n    DeathSound \"Freak5\"\n    ActiveSound \"FreakR\"\n    PainSound \"Freak4\"\n    Obituary \"%o was munched by the eyesore.\"\n    States\n    {\n    Spawn:\n        THIN AAABBB 1 A_Wander\n        THIN A 0 A_Look\n        Loop\n    See:\n        THIN AAABBB 1 A_Chase\n        Loop\n    Melee:\n        THIN A 3 A_CustomMeleeAttack(255,\"none\",\"none\",\"none\",1)\n        THIN A 1\n        Goto See\n    Pain:\n        THIN A 1\n        Goto Kid\n    Death:\n\tDeathAnim:\n        THIN A 2 A_Scream\n        THIN C 3 A_fall\n        THIN D 3\n        THIN E 3\n        THIN F 3\n        THIN H 3 A_PlaySound(\"vile/firecrkl\")\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\n        Stop\n\tDeath.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Kid:\n        THIN A 0\n        THIN A 0 A_Spawnitem(\"Eyesorekidinactive\")\n        Goto See\n    }\n}\n\nACTOR Eyesorekid\n{\n    Health 1\n    Radius 16\n    Height 62\n    Speed 15\n    Scale 0.2\n    bloodcolor yellow\n    MASS 100000000\n    MONSTER\n    +FLOORCLIP\n    +DROPOFF\n    +DONTBLAST\n    +LOOKALLAROUND\n    +DONTMORPH\n    +NOICEDEATH\n    PainChance 255\n    MeleeSound \"Freak22\"\n    DeathSound \"Freak52\"\n    ActiveSound \"FreakR2\"\n    PainSound \"Freak42\"\n    Obituary \"%o was munched by a baby eyesore.\"\n    States\n    {\n    Spawn:\n        THIN AAABBB 1 A_Wander\n        THIN A 0 A_Look\n        Loop\n    See:\n        THIN AAABBB 1 A_Chase\n        Loop\n    Melee:\n        THIN A 1 A_CustomMeleeAttack(10,\"none\",\"none\",\"none\",1)\n        THIN A 1\n        Goto See\n    Pain:\n        THIN A 1\n        Goto See\n    Death:\n        THIN A 2 A_Scream\n        THIN C 3 A_fall\n        THIN D 3\n        THIN E 3\n        THIN F 3\n        THIN H 3 A_PlaySound(\"vile/firecrkl\")\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirexsmall\",0,0,-150,2)\n        Stop\n    }\n}\n\nACTOR Eyesorekidinactive\n{\n  Radius 16\n  Height 48\n  +SOLID\n  +NOCLIP\n  Scale 0.2\n  States\n  {\n  Spawn:\n    THIN A 35\n    THIN A 0 A_Spawnitem(\"Eyesorekid\")\n    Stop\n  }\n}\n\nactor Ravager\n{\n  spawnid 5\n  obituary \"the ravager placed a curse upon %o.\"\n  hitobituary \"%o soul was sucked out by the ravager.\"\n  health 2500\n  radius 10\n  height 38\n  mass 100000000\n  speed 25\n  floatspeed 25\n  painchance 255\n  bloodcolor darkgreen\n  renderstyle translucent\n  Alpha 0.75\n  ActiveSound \"ravagtaunt\"\n  MONSTER\n  +FLOORCLIP\n  +DONTBLAST\n  +FORCEXYBILLBOARD\n  +NOICEDEATH\n  +NOGRAVITY\n  +FLOAT\n  states\n  {\n  Spawn:\n    SPIR AB 3 BRIGHT A_Wander\n    SPIR A 0 A_Look\n    SPIR A 0 BRIGHT A_LoopActiveSound\n    loop\n  See:\n    SPIR AB 3 BRIGHT A_Chase\n    SPIR A 0 BRIGHT A_LoopActiveSound\n    loop\n  Melee:\n    SPIR A 3 BRIGHT A_CustomMeleeAttack(255,\"none\",\"none\",\"none\",1)\n    SPIR B 1 BRIGHT\n    Goto See\n  Missile:\n    SPIR A 0 BRIGHT A_FaceTarget\n    SPIR A 0 BRIGHT A_Skullattack\n    SPIR A 6 BRIGHT A_CustomMissile(\"Ravagerball\",0,0)\n    goto See\n  Pain:\n    SPIR A 1 BRIGHT A_PlaySound(\"ravagerpain\")\n    goto See\n  Pain.HunterSuperIceArrowTrail:\n\tSPIR A 0 A_PlaySound(\"huntersupericefreeze\")\n\tSPIR A 0 ACS_ExecuteAlways(731, 0)\n\tGoto Pain\n  Pain.HunterSuperIceArrowTrail2:\n \tGHOU A 0 ACS_ExecuteAlways(731, 0)\n\tGHOU A 0 A_PlaySound(\"huntersupericefreeze\")\n\tGoto Pain\n  Pain.HunterSuperIceArrow:\n\tSPIR A 0 A_PlaySound(\"huntersupericefreeze\")\n\tSPIR A 0 ACS_ExecuteAlways(730, 0)\n\tGoto Pain\n  Death:\n  DeathAnim:\n    SPIR E 2 BRIGHT A_PlaySound(\"ravagerdie\")\n    SPIR F 2 BRIGHT\n    SPIR G 2 BRIGHT\n    SPIR H 2 BRIGHT\n    SPIR I 2 BRIGHT\n    SPIR J 2 BRIGHT\n    TNT1 A 0 BRIGHT A_Burst(\"ArchvilefireX3\")\n    stop\n\t Death.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n  XDeath:\n    SPIR E 2 BRIGHT A_PlaySound(\"ravagerdie\")\n    SPIR F 2 BRIGHT\n    SPIR G 2 BRIGHT\n    SPIR H 2 BRIGHT\n    SPIR I 2 BRIGHT\n    SPIR J 2 BRIGHT\n    TNT1 A 0 BRIGHT A_Burst(\"ArchvilefireX3\")\n    stop\n  }\n}\n\nactor RavagerBall\n{\nspeed 45\ndamage (random(4,6))\ndamagetype \"CreepStun\"\nobituary \"the ravager placed a curse upon %o.\"\nheight 8\nradius 10\nrenderstyle add\nscale 0.6\nalpha 1.0\nPROJECTILE\ndecal \"Creeperballdecal\"\nseesound \"RavagerBall\"\ndeathsound \"RavagerBallDeath\"\nStates\n{\nSpawn:\nSRBA ABCD 3 A_FadeOut(0.06)\nLoop\nDeath:\nSRBA EFGHIJ 3 bright A_SetTranslucent(1.0, 1)\nStop\n}\n}\n\nactor Jugulum\n{\n  spawnid 5\n  obituary \"%o was burned alive by the jugulum.\"\n  hitobituary \"%o was swallowed whole by the jugulum.\"\n  health 2000\n  Radius 16\n  Height 56\n  mass 100000000\n  speed 18\n  floatspeed 18\n  painchance 255\n  bloodcolor darkred\n  renderstyle translucent\n  alpha 0.75\n  Scale 0.20\n  ActiveSound \"juggy/taunt\"\n  SeeSound \"juggy/breath\"\n  MONSTER\n  +RIPPER\n  +FLOORCLIP\n  +DONTBLAST\n  +SHADOW\n  +FORCEXYBILLBOARD\n  +NOICEDEATH\n  +BOSS\n  +NOGRAVITY\n  +FLOAT\n  +LOOKALLAROUND\n  states\n  {\n  Spawn:\n    JUGY A 0 A_Wander\n    JUGY A 0 A_Look\n    JUGY A 0 A_LoopActiveSound\n    JUGY A 1 A_SpawnItemEx (CorpseBloodDrip, 0, 0, 16, 0, 0, -8, 0, 160)\n    loop\n  See:\n    JUGY A 0 A_Chase\n    JUGY A 0 A_LoopActiveSound\n    JUGY A 1 A_SpawnItemEx (CorpseBloodDrip, 0, 0, 16, 0, 0, -8, 0, 160)\n    loop\n  Missile:\n    JUGY A 0 A_FaceTarget\n    JUGY A 6 A_CustomMissile(\"juggyball\",0,0)\n    goto See\n  Melee:\n        JUGY A 3 A_CustomMeleeAttack(255,\"none\",\"none\",\"none\",1)\n        JUGY A 1\n        Goto See\n  Pain:\n    SPIR A 1 A_PlaySound(\"juggy/pain\")\n    goto See\n  Pain.HunterSuperIceArrowTrail:\n\tJUGY A 0 A_PlaySound(\"huntersupericefreeze\")\n\tJUGY A 0 ACS_ExecuteAlways(731, 0)\n\tGoto Pain\n  Pain.HunterSuperIceArrowTrail2:\n\tGHOU A 0 ACS_ExecuteAlways(731, 0)\n\tGHOU A 0 A_PlaySound(\"huntersupericefreeze\")\n\tGoto Pain\n  Pain.HunterSuperIceArrow:\n\tJUGY A 0 A_PlaySound(\"huntersupericefreeze\")\n\tJUGY A 0 ACS_ExecuteAlways(730, 0)\n\t\tGoto Pain\n  Death:\n  DeathAnim:\n    JUGY A 1 A_Playsound(\"juggy/death\")\n    JUGY A 0 A_NoBlocking\n    JUGY AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"ArchvileFirex2\", 2, 0, random(0,360), 2,0)\n    JUGY AAAAAAAAAA 1 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 2,0)\n    JUGY A 1\n    Stop\n\t Death.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n  XDeath:\n    JUGY A 1 A_Playsound(\"juggy/death\")\n    JUGY A 0 A_NoBlocking\n    JUGY AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"ArchvileFirex2\", 2, 0, random(0,360), 2,0)\n    JUGY AAAAAAAAAA 1 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 2,0)\n    JUGY A 1\n    Stop\n  }\n}\n\nactor JuggyBall\n{\n  Radius 6\n  Height 16\n  Speed 30\n  Damage 8\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"juggy/shoot\"\n  DeathSound \"imp/shotx\"\n  obituary \"%o was burned alive by the jugulum.\"\n  Decal \"Scorch\"\n  Projectile\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    MANF AAA 1 bright\n\tMANF BBB 1 bright\n    loop\n  Death:\n    MISL B 8 bright A_Explode(16,128)\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\nActor SoulHarvester\n{\nhealth 1800\nPainChance 255\nscale 0.25\nradius 24\nheight 70\nSpeed 15\nRENDERSTYLE TRANSLUCENT\nAlpha 0.75\nmass 100000000\nActivesound \"ghoul/act\"\n+FloorHugger\n+BOSS\n+LOOKALLAROUND\nBloodColor Gray\nPainchance 255\nObituary \"%o's soul was sucked out by the soul harvester.\"\nMONSTER\nStates\n{\nSpawn:\nSCAR A 0 A_Wander\nSCAR A 0 A_Look\nSCAR A 0 A_LoopActiveSound\nSCAR A 0 A_SetTranslucent(0.4,0)\nSCAR A 1\nSCAR A 0 A_LoopActiveSound\nSCAR A 0 A_SetTranslucent(0.6,0)\nloop\nSee:\nSCAR A 0 A_Chase\nSCAR A 0 A_LoopActiveSound\nSCAR A 0 A_SetTranslucent(0.4,0)\nSCAR A 1\nSCAR A 0 A_LoopActiveSound\nSCAR A 0 A_SetTranslucent(0.6,0)\nloop\nMelee:\nSCAR A 0 A_SetTranslucent(0.5,0)\nSCAR D 0 A_CustomMeleeAttack(255,\"none\",\"none\",\"none\",1)\nSCAR D 0 A_Playsound(\"Whiteskullattack\")\nSCAR D 0\nSCAR DADADADADA 1\nSCAR D 20\ngoto see\nPain:\nSCAR D 1\nGoto See\nPain.HunterSuperIceArrowTrail:\nSCAR A 0 A_PlaySound(\"huntersupericefreeze\")\nSCAR A 0 ACS_ExecuteAlways(731, 0)\nGoto Pain\nPain.HunterSuperIceArrowTrail2:\nGHOU A 0 ACS_ExecuteAlways(731, 0)\nGHOU A 0 A_PlaySound(\"huntersupericefreeze\")\nGoto Pain\nPain.HunterSuperIceArrow:\nSCAR A 0 A_PlaySound(\"huntersupericefreeze\")\nSCAR A 0 ACS_ExecuteAlways(730, 0)\nGoto Pain\nDeath:\nDeathAnim:\nSCAR A 0 A_SetTranslucent(1,0)\nSCAR B 50 A_Playsound(\"ghoul/die\")\nSCAR BCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBC 2 A_Playsound(\"ghoul/die\")\nSCAR B 50 A_Fall\nSCAR AAAAAAAAAAAA 0 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 0)\nSCAR BBBBB 10 A_Fadeout(0.2)\nstop\n Death.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n}\n}\n\nACTOR Creeper\n{\nMONSTER\n+NOBLOCKMONST\n+DROPOFF\nBloodColor Green\ndamagetype \"Creeper\"\n+SOLID\nSpeed 15\n+DONTSPLASH\n//Renderstyle Fuzzy\nHeight 16\nRadius 13\nxscale 0.8\nyscale 0.1\nHealth 600\nMeleeDamage 255\npainchance 255\nObituary \"creeper sucked out %o soul.\"\n+LOOKALLAROUND\nstates\n{\n\tSpawn:\n\tCREE A 0 A_Playsound(\"creeperact\")\n        CREE A 0 A_Look\n\tCREE AAAABBBBAAAABBBBAAAABBBBAAAABBBBAAAABBBBAAAABBBB 2 A_Wander\n        CREE A 0 A_Look\n        Loop\n\tSee:\n\tCREE A 0 A_Playsound(\"creeperact\")\n\tCREE AAAABBBBAAAABBBBAAAABBBBAAAABBBBAAAABBBBAAAABBBB 2 A_Chase\n\tCREE A 0 A_FaceTarget\n    \tCREE A 6 A_CustomMissile(\"Creeperball\",0,0)\n   \tgoto See\n\tLoop\n\tMelee:\n\tTNT1 A 10 A_GiveToTarget(\"Creeperactivate\", 1)\n\tTNT1 A 0 A_CustomMeleeAttack(255,\"none\",\"none\",\"none\",1)\n\tTNT1 A 0 A_FaceTarget\n\tGoto See\n\tPain:\n\tCREE A 0 A_GiveInventory(\"Creeperpainboost\", 1)\n\tCREE A 0 A_PlaySound(\"Creeperpain\", 1)\n        CREE A 0 A_FaceTarget\n\tCREE BABABABABABABABABABABAB 1 A_Chase\n\tCREE ABABABABABAB 2 A_Chase\n\tCREE ABABABABABAB 3 A_Chase\n\tGoto See\n\tPain.HunterSuperIceArrowTrail:\n\t\tCREE A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tCREE A 0 ACS_ExecuteAlways(731, 0)\n\t\tGoto Pain+1\n\tPain.HunterSuperIceArrowTrail2:\n\t\tGHOU A 0 ACS_ExecuteAlways(731, 0)\n\t\tGHOU A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain+1\n\tPain.HunterSuperIceArrow:\n\t\tCREE A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tCREE A 0 ACS_ExecuteAlways(730, 0)\n\t\tGoto Pain+1\n\tDeath:\n\tDeathAnim:\n\t    CREE A 0\n\t\tCREE A 0\n\t\tCREE A 0\n\t\tCREE A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0\n\t\tCREE A 0\n\t\tCREE Z 0 A_SpawnItem(\"Creeperdeath\")\n\t\tCREE Z 1 A_NoBlocking\n\t\tCREE Z 1 A_Fall\n\t\tCREE Z -1\n\tStop\n\tDeath.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\t}\n}\n\nactor CreeperBall\n{\n\tspeed 42\n\tdamage (random(5,8))\n\tobituary \"%k was patient enough to kill %o with %p balls.\"\n\theight 8\n\tradius 10\n\trenderstyle add\n\tscale 0.6\n\talpha 1.0\n\tPROJECTILE\n\tdecal \"Creeperballdecal\"\n\tseesound \"RavagerBall\"\n    deathsound \"RavagerBallDeath\"\n\tStates\n\t{\n\tSpawn:\n\t\tSRBA ABCD 3 A_FadeOut(0.06)\n\t\tLoop\n\t\tDeath:\n\t\tSRBA EFGHIJ 3 bright A_SetTranslucent(1.0, 1)\n\t\tStop\n\t}\n}\n\nactor Creeperactivate : CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  Pickup:\n    TNT1 A 0 ACS_Execute(997, 0)\n    stop\n  }\n}\n\nACTOR Creeperdeath\n{\n\tHeight 10\n\tRadius 10\n\t-SOLID\n\tScale 0.5\n\talpha 1.0\n\trenderstyle translucent\n\tSpeed 5\n\tStates\n\t{\n\tSpawn:\n\t\tCREE D 0\n\t\tCREE D 0 A_Playsound(\"creeperdie\")\n\t\tCREE D 1 A_FadeOut(0.05)\n\t\tCREE D 0 A_SpawnItemEx (\"Creeperdeathfx\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tCREE D 0 A_Wander\n\t\tGoto spawn+2\n\t}\n}\n\nactor Creeperdeathfx\n{\n\t+NOGRAVITY\n\t- SOLID\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ArchvileFirex4\", 0,0,random(0,360), 2,0)\n\t\tStop\n\t}\n}\n\nACTOR Creeperdeath2\n{\n\tHeight 10\n\tRadius 10\n\t-SOLID\n\tScale 0.5\n\talpha 1.0\n\trenderstyle translucent\n\tSpeed 5\n\tStates\n\t{\n\tSpawn:\n\t\tSCRP A 0\n\t\tSCRP A 0 A_Playsound(\"creeperdie\")\n\t\tSCRP A 1 A_FadeOut(0.01)\n\t\tSCRP A 0 A_SpawnItemEx (\"Creeperdeathfx\", 0, 0, 0, 0, 0, 0, 0, 64, 0)\n\t\tSCRP A 0 A_Wander\n\t\tGoto spawn+2\n\t}\n}\n\nACTOR Creeperdeath3\n{\n\tHeight 10\n\tRadius 10\n\t-SOLID\n\tScale 0.5\n\talpha 1.0\n\trenderstyle translucent\n\tSpeed 5\n\tStates\n\t{\n\tSpawn:\n\t\tSCRP B 0\n\t\tSCRP B 0\n\t\tSCRP B 1 A_FadeOut(0.01)\n\t\tSCRP B 0 A_SpawnItemEx (\"Creeperdeathfx\", 0, 0, 0, 0, 0, 0, 0, 32, 0)\n\t\tSCRP B 0 A_Wander\n\t\tGoto spawn+2\n\t}\n}\n\nactor Creeperpainboost : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.duration 21\n  powerup.color \"00 00 00\", 0.0\n  powerup.type \"Speed\"\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  states\n  {\n  Spawn:\n    TNT1 A 6\n    loop\n  }\n}\n\nACTOR Jitterskull\n{\nScale 0.13\nHeight 70\nRadius 15\nSpeed 23\nDamage 255\nHealth 3100\nbloodtype \"jitterchip\"\nMONSTER\n+RIPPER\n+NOBLOCKMONST\n+DROPOFF\n+LOOKALLAROUND\n+QUICKTORETALIATE\nObituary \"%o was Crunched by the jitterskull\"\npainchance 0\nmass 9999999999\nStates\n{\nSpawn:\nJSKL A 0 A_Stop\nJSKL A 0 A_PlaySound(\"skullact\")\nJSKL D 0 A_Wander\nJSKL A 0 A_Look\nJSKL ABCBABCBCBABABCBCBABABCBCBA 1 A_FaceTarget\nJSKL AAAAAAAAAAAAAAAAAAAA 0 A_Wander\nJSKL A 0 A_Look\nLoop\nSee:\nJSKL A 0 A_Stop\nJSKL A 0 A_PlaySound(\"skullact\")\nJSKL D 0 A_Chase\nJSKL ABCBABCBCBABABCBCBABABCBCBA 1 A_FaceTarget\nJSKL A 0 A_JumpIfCloser(280, 21)\nJSKL AAAAAAAAAAAAAAAAAAAA 0 A_Chase\nLoop\nJSKL D 0 A_FaceTarget\n//JSKL DDD 0 A_Chase\nJSKL B 0 A_PlaySoundEx(\"skullattack\",\"Voice\")\nGoto Pain\nPain: // Actually his attacking state to prevent him randomly charging at you from afar\nJSKL D 0 A_FaceTarget\nJSKL D 1 A_SkullAttack\nJSKL D 0 A_JumpIfCloser(280, 2)\nJSKL D 1 A_Stop\nGoto See\nJSKL D 0\nLoop\nDeath:\nDeathAnim:\nJSKL D 0 A_Playsound(\"skulldie\")\nJSKL DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile(\"ArchvileFirex2\", 2, 0, random(0,360), 0)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 0)\nTNT1 A 0 A_Fall\nStop\n Death.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n}\n}\n\nACTOR Sjas\n{\nfloatspeed 10\nSpeed 16\nMONSTER\nHealth 1000\nRENDERSTYLE TRANSLUCENT\nAlpha 0.5\nmeleedamage 255\nRadius 30\nHeight 45\nMass 9999999999999\n+FLOAT\n+LOOKALLAROUND\n+NOGRAVITY\n+NOTELEOTHER\nSeesound \"Sjassee\"\nBloodcolor Black\nPainchance 255\nObituary \"%o was screamed at by Sjas\"\nStates\n{\nSpawn:\nSJAS BBBBBBBBBBBBBB 1 A_Wander\nSJAS A 0 A_Look\nSJAS B 0 A_PlaySound(\"Sjasact\")\nloop\nLoop\nSee:\nSJAS BBBBBBBBBBBBBB 1 A_Chase\nSJAS B 0 A_PlaySound(\"Sjasact\")\nGoto See\nPain:\nTNT1 A 0 A_SpawnItem(\"SjasVanish\",0,25)\nSJAS B 1 Teleport_NoFog(random(2,8))\nGoto See\nPain.HunterSuperIceArrowTrail:\nSJAS A 0 A_PlaySound(\"huntersupericefreeze\")\nSJAS A 0 ACS_ExecuteAlways(731, 0)\nGoto Pain\nPain.HunterSuperIceArrowTrail2:\nGHOU A 0 ACS_ExecuteAlways(731, 0)\nGHOU A 0 A_PlaySound(\"huntersupericefreeze\")\nGoto Pain\nPain.HunterSuperIceArrow:\nSJAS A 0 A_PlaySound(\"huntersupericefreeze\")\nSJAS A 0 ACS_ExecuteAlways(730, 0)\nGoto Pain\nMelee:\nSJAS C 0 A_FaceTarget\nSJAS C 0 A_MeleeAttack\nSJAS C 0 A_VileAttack\nSJAS C 0 A_Playsound(\"Sjasattack\")\nSJAS CDCDCDCDCD 1\nSJAS C 20\nGoto See\nDeath:\nDeathAnim:\nSJAS E 50 A_Playsound(\"Sjaspain\")\nSJAS EFEFEFEFEFEFEFEFEFEFEFEF 2 A_Playsound(\"Sjaspain\")\nSJAS FGFGFGFGFGFGFGFGFGFGFGFG 2 A_Playsound(\"Sjaspain\")\nSJAS GHGHGHGHGHGHGHGHGHGHGHGH 2 A_Playsound(\"Sjaspain\")\nSJAS F 50 A_Playsound(\"Sjaspain\")\nSJAS C 0 A_Playsound(\"Sjasdeath\")\nSJAS C 0 A_Fall\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\nTNT1 A 30\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\nTNT1 A 30\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\nTNT1 A 50\nStop\n Death.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n}\n}\n\nACTOR Sjasvanish\n{\n- SOLID\n+NOGRAVITY\n+NOCLIP\n+NOBLOCKMAP\nRenderstyle None\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Playsound(\"Sjaspain\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"SjasVapor\", 0, 0, random(0,360), 2, random(-100,100))\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"SjasVapor\", 0, 0, random(0,360), 2, random(-100,100))\nstop\n}\n}\n\nACTOR SjasVapor\n{\n   Speed 6\n   Damage 0\n   PROJECTILE\n   Radius 2\n   +DONTSPLASH\n   Height 2\n   RENDERSTYLE TRANSLUCENT\n   ALPHA 0.2\n   States\n   {\n   Spawn:\n      PDBA ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n      DEBR ABC 1\n      Stop\n   }\n}\n\nACTOR Choke\n{\n    Health 1700\n    Radius 29\n    Height 56\n    Speed 30\n    PainChance 255\n    MONSTER\n\t+RIPPER\n    +FLOORCLIP\n    +DROPOFF\n    +NODAMAGETHRUST\n    +TELESTOMP\n    +DONTMORPH\n    +DONTBLAST\n    +DONTGIB\n    +SHOOTABLE\n    +SOLID\n    MASS 600\n    SeeSound choke1\n    PainSound choke2\n    ActiveSound choke3\n    MeleeSound choke4\n    DeathSound choke5\n    HitObituary \"%o was Munched by the choke\"\n    Obituary \"%o was blooided by choke's bloodball\"\n    States\n    {\n    Spawn:\n        GHOU AB 1 A_Wander\n        GHOU A 0 A_Look\n        Loop\n    See:\n        GHOU AB 1 A_Chase\n        GHOU A 0 A_Jump(2,\"bloodball\")\n        Loop\n    Pain:\n\t\tCHOK A 0\n        Goto See\n\tPain.HunterSuperIceArrowTrail:\n\t\tGHOU A 0 ACS_ExecuteAlways(731, 0)\n\t\tGHOU A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail2:\n\t\tGHOU A 0 ACS_ExecuteAlways(731, 0)\n\t\tGHOU A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tGHOU A 0 ACS_ExecuteAlways(730, 0)\n\t\tGHOU A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n    Melee:\n        GHOU E 1 A_CustomMeleeAttack(10,\"none\",\"none\",\"none\",1)\n        GHOU FG 1\n        Goto See\n    Death:\n\tDeathAnim:\n        GHOU H 5 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n        GHOU I 10 A_Scream\n        GHOU J 10 A_Fall\n        GHOU K 10\n        GHOU L 10\n        GHOU M 10\n        Stop\n\t\t Death.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    bloodball:\n        GHOU A 0 A_ChangeFlag(\"SHOOTABLE\",0)\n        GHOU E 35 A_Playsound(\"Chokeswallow\")\n        GHOU G 15\n        GHOU F 0 A_Playsound(\"Chokespit\")\n        GHOU F 12 A_CustomMissile(\"Chokeball\",0,0,0,0)\n        GHOU A 0 A_ChangeFlag(\"SHOOTABLE\",1)\n        Goto See\n    }\n}\n\nactor Chokeball\n{\n\tPROJECTILE\n\tSpeed 50\n\t-NOGRAVITY\n\tScale 0.8\n\t+LOWGRAVITY\n\t+NOTELEPORT\n\tdecal \"BloodSplat\"\n\tdamagetype \"ChokeBloodBall\"\n\tDamage 3\n\tHeight 5\n\tRadius 6\n\treactiontime 8\n\tStates\n\t{\n\tSpawn:\n\t\tBLBA AAAA 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA BBBB 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA CCCC 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA DDDD 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tVFX6 A 0 A_JumpIfInventory(\"ChokeDist\",11,\"Far\")\n\t\tVFX6 A 0 A_Stop\n\t\tVFX6 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tVFX6 A 0 A_Explode(125, 125, 0)\n\t\tNULL A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tNULL A 0 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tVFX6 A 3 A_FadeOut(0.08)\n\t\tVFX6 A 0 A_TakeFromTarget(\"ChokeDist\",999)\n\t\tVFX6 BCDE 3 A_FadeOut(0.08)\n\t\tStop\n\tFar:\n\t\tVFX6 A 0 A_GiveToTarget(\"ChokeDist\",1)\n\t\tGoto Death+1\n\t}\n}\n\nACTOR ChokeTrail\n{\n  Damage 2\n  Speed 0\n  PROJECTILE\n  States\n  {\n  Spawn:\n    TNT1 A 1 A_Burst(\"Blood\")\n    Loop\n  Death:\n    TNT1 A 1\n    Stop\n  }\n}\n\nactor ArchvileFire_\n{\n  RenderStyle Add\n  Alpha 1\n  +NOBLOCKMAP\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    FIRE A 2 bright A_StartFire\n    FIRE BAB 2 bright A_Fire\n    FIRE C 2 bright A_FireCrackle\n    FIRE BCBCDCDCDEDED 2 bright A_Fire\n    FIRE E 2 bright A_FireCrackle\n    FIRE FEFEFGHGHGH 2 bright A_Fire\n    Stop\n  }\n}\n\nACTOR ArchvileFirex : ArchvileFire_\n{\n\tSpeed 5\n        +NOBLOCKMAP\n        +NOCLIP\n\t\t- NOGRAVITY\n}\n\nACTOR ArchvileFirex2 : ArchvileFirex\n{\n\tSpeed 2\n}\n\nACTOR ArchvileFirex3 : ArchvileFirex\n{\n\ttranslation \"160:167=96:111\"\n}\n\nACTOR ArchvileFirex4 : ArchvileFirex3\n{\n\tSpeed 12\n}\n\nACTOR ArchvileFirex5 : ArchvileFirex3\n{\n\tSpeed 20\n}\n\nACTOR ArchvileFirexsmall : ArchvileFire_\n{\n\tSpeed 5\n\tScale 0.5\n        +NOBLOCKMAP\n        +NOCLIP\n\t\t- NOGRAVITY\n}\n\nactor ArchvileFire_\n{\n  RenderStyle Add\n  Alpha 1\n  +NOBLOCKMAP\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    FIRE A 2 bright A_StartFire\n    FIRE BAB 2 bright A_Fire\n    FIRE C 2 bright A_FireCrackle\n    FIRE BCBCDCDCDEDED 2 bright A_Fire\n    FIRE E 2 bright A_FireCrackle\n    FIRE FEFEFGHGHGH 2 bright A_Fire\n    Stop\n  }\n}\n\nactor SamaraGhoul\n{\nHealth 1\n+DONTSPLASH\n-SHOOTABLE\n-SOLID\n-COUNTKILL\n+LOOKALLAROUND\nRadius 18\nHeight 50\nScale 0.3\nrenderstyle translucent\nAlpha 0.0\nspeed 320\ndamagetype \"yurei\"\nHitObituary \"%o felt the wrath of the yurei.\"\nObituary \"%o felt the wrath of the yurei.\"\nMONSTER\nStates\n{\nSpawn:\nSAMA ABC 5 bright A_SetTranslucent(0.25,0)\nSAMA A 0 A_Skullattack\nSAMA D 5 bright A_Wander\nSAMA E 5 bright\nSAMA FGHI 5 bright A_SetTranslucent(0.0,0)\nSAMA A 0 A_Look\nLoop\nSee:\nSAMA ABC 5 bright A_SetTranslucent(0.25,0)\nSAMA D 0 bright A_ChangeFlag(\"SHOOTABLE\", 1)\nSAMA A 0 A_Skullattack\nSAMA D 5 bright A_Chase\nSAMA E 5 bright\nSAMA F 0 bright A_ChangeFlag(\"SHOOTABLE\", 0)\nSAMA FGHI 5 bright A_SetTranslucent(0.0,0)\nLoop\nMelee:\nSAMA A 0 bright A_GiveToTarget(\"SamaraActivate\",1)\nSAMA A 0 bright A_CustomMeleeAttack(255,\"none\",\"none\",\"none\",1)\nSAMA A 0 bright\nGoto See\nPain:\nSAMA A 0 A_Playsound(\"samarahit\")\nGoto See\nDeath:\nTNT1 A 0 ACS_Execute(60,0)\nSAMA G 0 A_Playsound(\"samarahit\")\nSAMA G 30 A_SpawnItem(\"Bloodshotcreate\",0,35)\nSAMA G 0 A_Playsound(\"samaradie\")\nSAMA G 0 A_RadiusThrust(64, 256, 0)\nSAMA JKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJKJK 1 bright A_SpawnItem(\"Samaradeathfire\")\nSAMA JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 2 A_SpawnItem(\"Samaradeathfire2\")\nTNT1 A 90\nStop\nDeath.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n}\n}\n\nactor SamaraActivate : CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  Pickup:\n    TNT1 A 0 ACS_Execute(100, 0)\n    stop\n  }\n}\n\nACTOR Samaradeathfire\n{\n- SOLID\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAA 0 A_CustomMissile(\"ArchvileFirex4\",0,0,random(0,360),2,0)\nTNT1 AAA 0 A_CustomMissile(\"ArchvileFirex3\",0,0,random(0,360),2,0)\n//TNT1 A 0 A_SpawnItem(\"Bloodshotcreate2\",0,35)\nStop\n}\n}\n\nACTOR Samaradeathfire2\n{\n- SOLID\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAA 0 A_CustomMissile(\"ArchvileFirex5\",0,0,random(0,360),2,random(50,90))\nTNT1 AAA 0 A_CustomMissile(\"ArchvileFirex3\",0,0,random(0,360),2,random(50,90))\nStop\n}\n}\n\nactor Bloodshotcreate\n{\n- SOLID\n+NOCLIP\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Bloodshot\",0,0,random(0,360),2,random(-20,90))\nStop\n}\n}\n\nactor Bloodshotcreate2\n{\n- SOLID\n+NOCLIP\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAA 0 A_CustomMissile(\"Bloodshot\",0,0,random(0,360),2,random(-20,90))\nStop\n}\n}\n\nactor Bloodshot\n{\nPROJECTILE\nDamage 0\nHeight 2\nradius 2\n- NOGRAVITY\nSpeed 30\nStates\n{\nSpawn:\nBLUD CCCCCCCCCCCCCCCBBBBBBBBAAAAAA 1 A_SpawnItem(\"BloodFade\")\nStop\nDeath:\nBLUD A 1\nStop\n}\n}\n\nactor BloodFade\n{\nRenderstyle Translucent\n- SOLID\n+NOGRAVITY\nHeight 1\nalpha 0.6\nRadius 1\nStates\n{\nSpawn:\nBLUD CBA 5\nStop\n}\n}\n\nactor Motherofallghouls\n{\n    Health 40000\n    Radius 40\n    Height 100\n    MASS 100000000\n    +MISSILEMORE\n    Speed 34\n    FloatSpeed 34\n\tbloodcolor green\n    SEESOUND \"DRAGSEE\"\n  DEATHSOUND \"DRAGDTH\"\n    MONSTER\n    +NOGRAVITY\n    +NOBLOOD\n    +FLOAT\n    Obituary \"%o has been turned into debris by the mother of all ghouls.\"\n    Painchance 0\n    States\n    {\n    Spawn:\n        BDRA A 0 A_Look\n        BDRA ABCDEDCB 3 A_Wander\n        Loop\n    See:\n        BDRA ABCDEDCB 3 A_Chase\n        BDRA A 0 A_Skullattack\n        Loop\n    Missile:\n    BDRA I 12 BRIGHT A_VileStart\n    BDRA J 12 BRIGHT A_FaceTarget\n    BDRA I 12 BRIGHT A_VileTarget\n    BDRA J 35 BRIGHT A_FaceTarget\n    BDRA I 12 BRIGHT A_VileAttack\n    BDRA J 24 BRIGHT\n    Goto See\n    Death:\n        BDRA V 6\n        BDRA W 6 A_Scream\n        BDRA XY 6\n        BDRA A 0 A_Spawnitem(\"DeathFire\")\n        BDRA A 0 A_Spawnitem(\"DeathFire2\")\n        BDRA Z -1 A_Fall\n        stop\n\tDeath.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    }\n}\n\nACTOR DeathFire\n{\n- SOLID\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAA 0 A_CustomMissile(\"ArchvileFirex\",0,0,random(0,360),2,0)\nTNT1 AAA 0 A_CustomMissile(\"ArchvileFirex\",0,0,random(0,360),2,0)\nStop\n}\n}\n\nACTOR DeathFire2\n{\n- SOLID\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAA 0 A_CustomMissile(\"ArchvileFirex\",0,0,random(0,360),2,random(50,90))\nTNT1 AAA 0 A_CustomMissile(\"ArchvileFirex\",0,0,random(0,360),2,random(50,90))\nStop\n}\n}\n\nactor ArchvileFire\n{\n  Game Doom\n  SpawnID 98\n  RenderStyle Add\n  Alpha 1\n  +NOBLOCKMAP\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    FIRE A 0 A_Explode(16,68)\n    FIRE A 2 bright A_StartFire\n    FIRE A 0 A_Explode(16,68)\n    FIRE BAB 2 bright A_Fire\n    FIRE A 0 A_Explode(16,68)\n    FIRE C 2 bright A_FireCrackle\n    FIRE A 0 A_Explode(16,68)\n    FIRE BCBCDCDCDEDED 2 bright A_Fire\n    FIRE A 0 A_Explode(16,68)\n    FIRE E 2 bright A_FireCrackle\n    FIRE A 0 A_Explode(16,68)\n    FIRE FEFEFGHGHGH 2 bright A_Fire\n    Stop\n  }\n}\n\nACTOR Soul : CustomInventory\n{\n  Game Doom\n  SpawnID 132\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.UNDROPPABLE\n  +NOCLIP\n  +NOGRAVITY\n  +inventory.invbar\n  Inventory.icon \"ETHSB8B2\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 12\n  Inventory.PickupMessage \"Gathered a Soul\"\n  Scale 0.2\n  Renderstyle Add\n  Alpha 0.75\n  States\n  {\n  Spawn:\n    PSOU A 12 BRIGHT\n    PSOU B 12 BRIGHT\n    Loop\n  Use:\n        TNT1 A 1 ACS_ExecuteAlways(850, 0)\n\t\tTNT1 A 1 A_GiveInventory(\"MegasphereHealth\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx (\"ConsumeSoul\", 6)\n\t\tTNT1 A 0 A_SpawnItemEx (\"SoulEffectSpawner\")\n\t\tTNT1 A 0 A_GiveInventory (\"SoulConsumed\",1)\n\t\tStop\n  }\n}\n\nactor CursedSoul\n{\n  obituary \"%o was spooked by a cursed soul.\"\n  health 1\n  radius 16\n  height 56\n  SpawnID 132\n  mass 100000000\n  speed 14\n  damage 0\n  painchance 0\n  bloodcolor black\n  renderstyle Translucent\n  Alpha 0.50\n  MONSTER\n  +NOICEDEATH\n  +DONTFALL\n  +FLOAT\n  -SOLID\n  +FRIGHTENED\n  deathsound \"SoulDeaths\"\n  Dropitem \"Soul\"\n  states\n  {\n  Spawn:\n    ETHS A 0 A_SetTranslucent(0.50,0)\n    ETHS ABCD 1 A_Wander\n    ETHS A 0 A_SkullAttack\n    loop\n  Death:\n    ETHS F 3 bright\n    ETHS H 3 bright A_Scream\n    ETHS IJKLMNO 3 bright\n    SKUL I 6 bright A_NoBlocking\n    SKUL JK 6 bright\n    stop\n  }\n}\n\nACTOR GhoulChecker 12345\n{\n  Radius 16\n  Height 48\n  +NOCLIP\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Loop\n  }\n}\n\nActor Clowny 5163\n{\nhealth 3100\nradius 32\nheight 128\nSpeed 18\nscale 0.5\nRENDERSTYLE Add\nmass 100000000\nActivesound \"ghoul2/laugh\"\nDeathsound \"ghoul2/death\"\nMONSTER\n+LOOKALLAROUND\n-SHOOTABLE\nPainchance 255\nObituary \"%o thought he saw clowny\"\nStates\n{\nSpawn:\nGHL2 A 0 A_Changeflag(\"SHOOTABLE\", 0)\nGHL2 A 0 A_Settranslucent(0,0)\nGHL2 A 0 A_SkullAttack\nGHL2 A 1 A_Look\nGHL2 AAAAAAAAAA 4 A_Wander\nGHL2 A 0 A_Changeflag(\"SHOOTABLE\", 1)\nGHL2 B 0 A_Settranslucent(0.5,0)\nGHL2 A 1 A_Look\nGHL2 B 2 A_Wander\nGHL2 B 0 A_Settranslucent(0.6,0)\nGHL2 A 1 A_Look\nGHL2 B 2 A_Wander\nGHL2 B 0 A_Settranslucent(0.7,0)\nGHL2 A 1 A_Look\nGHL2 B 2 A_Wander\nGHL2 B 0 A_Settranslucent(0.8,0)\nGHL2 A 1 A_Look\nGHL2 A 2 A_Wander\nGHL2 A 0 A_Settranslucent(0.7,0)\nGHL2 A 1 A_Look\nGHL2 A 2 A_Wander\nGHL2 A 0 A_Settranslucent(0.6,0)\nGHL2 A 1 A_Look\nGHL2 A 2 A_Wander\nGHL2 A 0 A_Settranslucent(0.5,0)\nGHL2 A 1 A_Look\nGHL2 A 2 A_Wander\nloop\nSee:\nGHL2 A 0 A_Changeflag(\"SHOOTABLE\", 0)\nGHL2 A 0 A_Settranslucent(0,0)\nGHL2 A 0 A_LoopActiveSound\nGHL2 AAAAAAAAAA 4 A_Chase\nGHL2 A 0 A_Changeflag(\"SHOOTABLE\", 1)\nGHL2 B 0 A_Settranslucent(0.5,0)\nGHL2 B 2 A_Chase\nGHL2 B 0 A_Settranslucent(0.6,0)\nGHL2 B 2 A_Chase\nGHL2 B 0 A_Settranslucent(0.7,0)\nGHL2 B 2 A_Chase\nGHL2 B 0 A_Settranslucent(0.8,0)\nGHL2 A 0 A_SkullAttack\nGHL2 A 70 A_Chase\nGHL2 A 0 A_Settranslucent(0.7,0)\nGHL2 A 2 A_Chase\nGHL2 A 0 A_Settranslucent(0.6,0)\nGHL2 A 2 A_Chase\nGHL2 A 0 A_Settranslucent(0.5,0)\nGHL2 A 2 A_Chase\nloop\nMelee:\nGHL2 A 0 A_PlaySound(\"ghoul2/laugh\")\nGHL2 A 0 A_Settranslucent(0,0)\nGHL2 A 0 A_Facetarget\nGHL2 A 0 A_SkullAttack\nGHL2 A 0 A_CustomMeleeAttack(255,\"none\",\"none\",\"none\",1)\nTNT1 A 20\ngoto see\nPain:\nGHL2 A 0 A_Changeflag(\"FRIGHTENED\", 1)\nGHL2 A 0 A_Settranslucent(0.0,0)\nGHL2 AAAAAAA 5 A_Chase\nGHL2 A 0 A_Changeflag(\"FRIGHTENED\", 0)\ngoto see\nPain.HunterSuperIceArrowTrail:\nGHL2 A 0 A_PlaySound(\"huntersupericefreeze\")\nGHL2 A 0 ACS_ExecuteAlways(731, 0)\nGoto Pain\nPain.HunterSuperIceArrowTrail2:\nGHOU A 0 ACS_ExecuteAlways(731, 0)\nGHOU A 0 A_PlaySound(\"huntersupericefreeze\")\nGoto Pain\nPain.HunterSuperIceArrow:\nGHL2 A 0 A_PlaySound(\"huntersupericefreeze\")\nGHL2 A 0 ACS_ExecuteAlways(730, 0)\nGoto Pain\nDeath:\nDeathAnim:\nGHL2 C 0 A_Settranslucent(0.5,0)\nGHL2 C 0 A_Die\nGHL2 C 0 A_Fall\nGHL2 C 50 A_Scream\nGHL2 C 4 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 2 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 4 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 2 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 4 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 2 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 4 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 2 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 4 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 2 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 4 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 2 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nGHL2 C 5 A_Fadeout(0.1)\nGHL2 C 5 A_Fadeout(0.1)\nGHL2 C 5 A_Fadeout(0.1)\nGHL2 C 5 A_Fadeout(0.1)\nstop\n Death.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n}\n}\n\nActor youarefucked : Custominventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"ghoul2/laugh\"\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  Pickup:\n    TNT1 A 1\n    stop\n}\n}\n\nActor PoisonDeath : Plasmaball\n{\nspeed 200\npoisonDamage 99999\ndamage 0\nRenderstyle NONE\nSeesound \"\"\nDeathsound \"\"\n}\n\nActor Misty 5169\n{\nhealth 1600\nradius 32\nheight 64\nSpeed 15\nRENDERSTYLE TRANSLUCENT\nAlpha 0.40\nPainsound \"Misty/painy\"\nDeathsound \"Misty/death\"\nActivesound \"Misty/idley\"\nscale 0.15\nmass 100000000\nObituary \"%o was lost in the mist\"\nMONSTER\nbloodcolor white\n+LOOKALLAROUND\nPainchance 255\nStates\n{\nSpawn:\nMIST A 0 A_LoopActiveSound\nMIST A 1 A_Look\nMIST A 1 A_Wander\nMIST A 0 A_SpawnItemEx(\"mistspawner\",0,0,0,0,0,0,0,16)\nMIST A 0 A_SpawnItemEx(\"trailsmoke\", random(32, -32), random(32, -32), 0,0,0,0,0,128)\nMIST A 1 A_Look\nMIST A 1 A_Wander\nMIST A 0 A_SpawnItemEx(\"mistspawner\",0,0,0,0,0,0,0,16)\nMIST A 0 A_SpawnItemEx(\"trailsmoke\", random(32, -32), random(32, -32), 0,0,0,0,0,128)\nMIST A 1 A_Look\nMIST A 1 A_Wander\nMIST A 0 A_SpawnItemEx(\"mistspawner\",0,0,0,0,0,0,0,16)\nMIST A 0 A_SpawnItemEx(\"trailsmoke\", random(32, -32), random(32, -32), 0,0,0,0,0,128)\nMIST A 1 A_Look\nMIST A 1 A_Wander\nMIST A 0 A_SpawnItemEx(\"mistspawner\",0,0,0,0,0,0,0,16)\nMIST A 0 A_SpawnItemEx(\"trailsmoke\", random(32, -32), random(32, -32), 0,0,0,0,0,128)\nloop\nSee:\nMIST A 0 A_LoopActiveSound\nMIST A 1 A_Chase\nMIST A 0 A_SpawnItemEx(\"mistspawner\",0,0,0,0,0,0,0,16)\nMIST A 0 A_SpawnItemEx(\"trailsmoke\", random(32, -32), random(32, -32), 0,0,0,0,0,128)\nMIST A 1 A_Chase\nMIST A 0 A_SpawnItemEx(\"mistspawner\",0,0,0,0,0,0,0,16)\nMIST A 0 A_SpawnItemEx(\"trailsmoke\", random(32, -32), random(32, -32), 0,0,0,0,0,128)\nMIST A 1 A_Chase\nMIST A 0 A_SpawnItemEx(\"mistspawner\",0,0,0,0,0,0,0,16)\nMIST A 0 A_SpawnItemEx(\"trailsmoke\", random(32, -32), random(32, -32), 0,0,0,0,0,128)\nMIST A 1 A_Chase\nMIST A 0 A_SpawnItemEx(\"mistspawner\",0,0,0,0,0,0,0,16)\nMIST A 0 A_SpawnItemEx(\"trailsmoke\", random(32, -32), random(32, -32), 0,0,0,0,0,128)\nloop\nMelee:\nMIST A 0 A_PlaySound(\"Misty/activ\")\nMIST A 1 A_CustomMeleeAttack(255,\"none\",\"none\",\"none\",1)\ngoto see\nPain:\nMIST A 0 A_Pain\nMIST A 1 A_FaceTarget\nMIST A 0 A_SkullAttack\nMIST A 0 A_SpawnItemEx(\"mistspawner\",0,0,0,0,0,0,0,16)\nMIST A 100 ThrustThing(random(0,255), 30, 0)\ngoto see\nPain.HunterSuperIceArrowTrail:\nMIST A 0 A_PlaySound(\"huntersupericefreeze\")\nMIST A 0 ACS_ExecuteAlways(731, 0)\nGoto Pain\nPain.HunterSuperIceArrowTrail2:\nGHOU A 0 ACS_ExecuteAlways(731, 0)\nGHOU A 0 A_PlaySound(\"huntersupericefreeze\")\nGoto Pain\nPain.HunterSuperIceArrow:\nMIST A 0 A_PlaySound(\"huntersupericefreeze\")\nMIST A 0 ACS_ExecuteAlways(730, 0)\nGoto Pain\nDeath:\nDeathAnim:\nMIST A 0 A_Stopsound\nMIST A 1 A_Fall\nMIST A 0 A_Scream\nMIST A 1 A_CustomMissile(\"Trailsmoke3\", 0, 0, 0)\nMIST A 0 A_CustomMissile(\"Trailsmoke3\", 0, 0, 45)\nMIST A 0 A_CustomMissile(\"Trailsmoke3\", 0, 0, -45)\nMIST A 0 A_CustomMissile(\"Trailsmoke3\", 0, 0, 90)\nMIST A 0 A_CustomMissile(\"Trailsmoke3\", 0, 0, -90)\nMIST A 0 A_CustomMissile(\"Trailsmoke3\", 0, 0, 135)\nMIST A 0 A_CustomMissile(\"Trailsmoke3\", 0, 0, -135)\nMIST A 0 A_CustomMissile(\"Trailsmoke3\", 0, 0, 180)\nMIST A 10\nMIST AAAAAAAAAAAA 4 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 0)\nMIST A 1 Radius_Quake(6,32,0,32,0)\nMIST AAAAAAAAAAAA 4 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 0)\nMIST A 1 Radius_Quake(6,32,0,32,0)\nMIST AAAAAAAAAAAA 4 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 0)\nMIST A 1 Radius_Quake(6,32,0,32,0)\nMIST AAAAAAAAAAAA 4 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 0)\nMIST A 1 Radius_Quake(6,32,0,32,0)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"Darkness\",0,0,-150,2)\nTNT1 A 0 A_KillChildren\nTNT1 A 32\nstop\n Death.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n}\n}\n\nActor Trailsmoke\n{\nHeight 1\nRadius 1\nSpeed 2\nRenderstyle Translucent\nAlpha 0.40\nPROJECTILE\n+NOCLIP\nStates\n{\nSpawn:\nSMIS A 100\nSMIS AAAAAAAAAA 5 A_Fadeout(0.1)\n}\n}\n\nActor Trailsmoke2 : Trailsmoke\n{\nSpeed 6\n-NOGRAVITY\n}\n\nActor Trailsmoke3 : Trailsmoke2\n{\nSpeed 12\nScale 2.0\nAlpha 0.75\n}\n\nActor Mistspawner\n{\nHeight 1\nRadius 1\nSpeed 0\nPROJECTILE\n+NOCLIP\nStates\n{\nSpawn:\nTNT1 A 1 A_CustomMissile(\"trailsmoke2\",0,0,random(0,360))\nTNT1 A 1 A_CustomMissile(\"trailsmoke2\",0,0,random(0,360))\nTNT1 A 1 A_CustomMissile(\"trailsmoke2\",0,0,random(0,360))\nTNT1 A 1 A_CustomMissile(\"trailsmoke2\",0,0,random(0,360))\nstop\n}\n}\n\nactor Mistysound : CustomInventory\n{\ninventory.pickupmessage \"\"\ninventory.pickupsound \"Misty/activ\"\nstates\n{\nSpawn:\nTNT1 A -1\nstop\nPickup:\nTNT1 A 0\nstop\n}\n}\n\nactor Darkness\n{\nHeight 1\nRadius 1\nSpeed 30\nPROJECTILE\n+NOCLIP\n-NOGRAVITY\nStates\n{\nSpawn:\nDARS A 1000\nstop\n}\n}\n\nACTOR BillyMays\n{\n    Health 500\n    Radius 16\n    Height 62\n    Speed 12\n    Scale 0.5\n    bloodcolor red\n    MASS 100000000\n    MONSTER\n    +DROPOFF\n    +DONTBLAST\n    +LOOKALLAROUND\n    +DONTMORPH\n    +NOICEDEATH\n    PainChance 255\n    ActiveSound \"BILLYMAYS\"\n    PainSound \"BILLYMAYS\"\n    DeathSound \"WTFYOUDO\"\n    Obituary \"%o was haunted by the ghost of billy mays.\"\n    States\n    {\n    Spawn:\n        MAYS A 0 A_Look\n        MAYS A 1 A_Wander\n        Loop\n    See:\n        MAYS A 0 A_Jump(2,\"Taunt\")\n        MAYS A 1 A_Chase\n        Loop\n    Melee:\n        MAYS A 1 A_CustomMeleeAttack(255,\"none\",\"none\",\"none\",1)\n        Goto See\n    Pain:\n        MAYS A 1 A_SpawnItem(\"BLOODSPLATTER\")\n        Goto See\n\tPain.HunterSuperIceArrowTrail:\n\t\tMAYS A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tMAYS A 0 ACS_ExecuteAlways(731, 0)\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail2:\n\t\tGHOU A 0 ACS_ExecuteAlways(731, 0)\n\t\tGHOU A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tMAYS A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tMAYS A 0 ACS_ExecuteAlways(730, 0)\n\t\tGoto Pain\n    Death:\n\tDeathAnim:\n        MAYS A 0 A_SpawnItem(\"BLOODSPLATTER2\")\n        MAYS A 2 A_Scream\n        MAYS A 3 A_fall\n        MAYS A 3 A_PlaySound(\"vile/firecrkl\")\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\n        MAYS A 35 A_PlaySound(\"vile/firecrkl\")\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\n        MAYS A 35 A_PlaySound(\"vile/firecrkl\")\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\n        MAYS A 35 A_PlaySound(\"vile/firecrkl\")\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\n        MAYS A 35 A_PlaySound(\"vile/firecrkl\")\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\n        MAYS A 15 A_PlaySound(\"vile/firecrkl\")\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\n        MAYS A 5 A_PlaySound(\"vile/firecrkl\")\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n        FIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\n        TNT1 A 1\n        Stop\n\tDeath.WarlockFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Taunt:\n        MAYS A 4 A_Pain\n        Goto See\n    }\n}\n\nACTOR BLOODSPLATTER\n{\n    Radius 16\n    Height 62\n    Mass 100000000\n    +NOCLIP\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 1 A_Burst(\"Blood\")\n        stop\n    }\n}\n\nACTOR BLOODSPLATTER2\n{\n    Radius 16\n    Height 62\n    Mass 100000000\n    +NOCLIP\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 1 A_Burst(\"BLOODSPLATTER\")\n        stop\n    }\n}\n\nactor CampFire\n{\n  RenderStyle Add\n  Alpha 1\n  Scale 1.5\n  +NOBLOCKMAP\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    FIRE A 2 bright A_Explode(4,64)\n    FIRE BAB 2 bright A_Explode(4,64)\n    FIRE C 2 bright A_Explode(4,64)\n    FIRE BCBCDCDCDEDED 2 bright A_Explode(4,64)\n    FIRE E 2 bright A_Explode(4,64)\n    FIRE FEFEFGHGHGH 2 bright A_Explode(4,64)\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Caleb.txt",
        "contents": "Actor Caleb : PlayerPawn\n{\n\tSpeed 1\n\tHealth 110\n\tMass 400\n\tPainChance 256\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Caleb\"\n\tPlayer.SoundClass \"Caleb\"\n\tPlayer.ForwardMove 0.9\n\tPlayer.SideMove 0.9\n\tPlayer.MaxHealth 210\n\tPlayer.StartItem \"sawed-off\", 1\n\tPlayer.StartItem \"Shotty\", 1\n\tPlayer.StartItem \"shotgunammo\", 30\n\tPlayer.StartItem \"Dynamite\", 1\n\tPlayer.StartItem \"Revolver\", 1\n\tPlayer.StartItem \"sawedoffShells\", 100\n\tPlayer.StartItem \"PistolRound\", 6\n\tPlayer.StartItem \"DynamiteAmmo\", 15\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.ScoreIcon \"CALEBST\"\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"GhostTrap\", 0.0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tCALB E 1\n\t\tLoop\n\tSee:\n\t\tCALB AB 5\n\t\tCALB A 0 A_PlaySound(\"CalebWalk\", CHAN_FEET)\n\t\tCALB A 0\n\t\tCALB CD 5\n\t\tCALB A 0 A_PlaySound(\"CalebWalk\", CHAN_FEET)\n\t\tLoop\n\tPain:\n\t\tCALB G 4\n\t\tCALB G 4 A_Pain\n\t\tGoto See\n\tMissile:\n\t\tCALB E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tCALB F 6 bright\n\t\tGoto Missile\n\tDeath:\n\tDeathAnim:\n\t\tCALB A 0\n\t\tCALB A 0\n\t\tCALB A 0\n\t\tCALB H 6\n\t\tCALB I 6 A_PlayerScream\n\t\tCALB JK 6\n\t\tCALB L 6 A_NoBlocking\n\t\tCALB M 6\n\t\tCALB N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull4\")\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tHUNT A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\t}\n}\n\nActor Sawed-Off : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"SawedOffShells\"\n\tWeapon.AmmoType2 \"SawedOffShells\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 2\n\tInventory.Icon \"SAWEDOFF\"\n\tObituary \"%o was sawed off by %k.\"\n\tDecal \"BulletChip\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSelect:\n\t\tWP01 A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"SawedOffRaise\")\n\t\tWP01 A 1 A_WeaponReady\n\t\tGoto Ready+1\n\tDeselect:\n\t\tWP01 A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\t  TNT1 A 0\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Fire2\")\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWFL ABC 2 BRIGHT\n\t\t  TNT1 A 7\n\t\t  TNT1 A 0 A_GiveInventory(\"sawedoffcheck\",1)\n\t   Goto ready+1\n\t   Fire2:\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWFL DEF 2 BRIGHT\n\t\t  TNT1 A 26\n\t\t  TNT1 A 0 A_TakeInventory(\"sawedoffcheck\",1)\n\t   Goto ready+1\n\t   AltFire:\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Fire2\")\n\t\t  SWF2 A 0 A_JumpIfInventory(\"SawedOffShells\", 2, 1)\n\t  Goto Fire\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWF2 ABC 2 BRIGHT\n\t\t  TNT1 A 28\n\t  Goto ready+1\n\t  Flash:\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Flash2\")\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"SawedOffShoot\")\n\t\t  TNT1 A 0 A_FireBullets(7, 6, 8,Random (8,10), \"BulletPuff2\", 1)\n\t\t  ANIM DEEFFG 1 Bright\n\t\t  ANIM GFYXCBA 1\n\t  Stop\n\t  Flash2:\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"Sawedoffshoot\")\n\t\t  TNT1 A 0 A_FireBullets(7, 6, 8, Random (8,10), \"BulletPuff2\", 1)\n\t\t  ANIM DEEFFG 1 Bright\n\t\t  ANIM GFY 1\n\t\t  TNT1 A 0 A_FireCustomMissile(\"ShotgunShellcasing\",0,0,3,3)\n\t\t  TNT1 A 0 A_FireCustomMissile(\"ShotgunShellcasing\",0,0,6,3)\n\t\t  ANIM XCBA 1\n\t\t  TNT1 A 0 A_PlaySound(\"sawedoffload\")\n\t\t  WP01 EFG 2\n\t\t  WP01 HIJKLMNOPQRST 1\n\t  Stop\n\t  Altflash:\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Flash2\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"SawedOffShells\", 2, 1)\n\t  Goto Flash\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"sawedoffshoot2\")\n\t\t  TNT1 A 0 A_FireBullets(10, 10, 16, Random (8,10), \"BulletPuff2\", 1)\n\t\t  ANIM DEEFFGHII 1 Bright\n\t\t  ANIM HGF 1\n\t\t  TNT1 A 0 A_FireCustomMissile(\"ShotgunShellcasing\",0,0,3,3)\n\t\t  TNT1 A 0 A_FireCustomMissile(\"ShotgunShellcasing\",0,0,6,3)\n\t\t  ANIM YXC 1\n\t\t  TNT1 A 0 A_PlaySound(\"sawedoffload\")\n\t\t  WP01 EFG 2\n\t\t  WP01 HIJKLMNOPQRST 1\n\t  Stop\n\t}\n}\n\nactor sawedoffcheck : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor SawedOffShells : Ammo\n{\n\tInventory.Icon \"SHELA0\"\n\tInventory.Amount 100\n\tInventory.MaxAmount 100\n\tAmmo.BackPackAmount 100\n\tAmmo.BackPackMaxAmount 100\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR Revolver : weapon\n{\n  Obituary \"%k made %o know that revolvers are the best guns.\"\n  weapon.ammotype \"pistolround\"\n  Weapon.SelectionOrder 1500\n  Weapon.SlotNumber 3\n  weapon.ammouse 1\n  +WEAPON.NOAUTOAIM\n  +WEAPON.NOALERT\n  +WEAPON.AMMO_OPTIONAL\n  +INVENTORY.UNDROPPABLE\n  Inventory.Icon \"MAGNUMSW\"\n  DamageType \"PistolBullet\"\n  Decal BulletChip\n  states\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"DSROUL1\")\n    REVG A 1 A_WeaponReady\n    Goto Ready+1\n  Deselect:\n\tREVG D 1 A_Lower\n    Loop\n  Select:\n\tREVG D 1 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 A_JumpIfNoAmmo(\"DryFire\")\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_RailAttack(random (45,60),0,0,none,none,0,1,\"BulletPuff2\")\n\tTNT1 A 0 A_FireBullets(0, 0, 1, 12.8, \"BulletPuff2\")\n\tREVF AB 1 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 21 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n   goto Ready+1\n  Flash:\n    TNT1 A 0 A_PlaySound(\"MagnumFire\")\n\tREVG ACD 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tREVG EFGHIJKLMN 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tstop\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"pistolround\",1,2)\n\tTNT1 A 0\n\tGoto DryFire\n\tTNT1 A 0\n  \tREVA ABCDEF 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_PlayWeaponSound(\"MagnumFire\")\n\tTNT1 A 0 A_FireBullets(7.0, 6.0, -1,random (18,30), \"BulletPuff2\")\n\tTNT1 A 0 A_TakeInventory(\"pistolround\",1)\n\tREVA G 1 Bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tREVA H 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tREVA I 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tGoto Ready+1\n  DryFire:\n    TNT1 A 0 A_PlaySound(\"MagnumDryFire\")\n    REVG A 10 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n  Reload:\n\tREVG A 1 A_WeaponReady(WRF_NOSWITCH)\n    TNT1 A 0 A_JumpIfInventory(\"pistolround\", 6, \"Ready\")\n\tTNT1 A 0\n    REVR ABCDEFGHIJ 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_PlaySound(\"DSROUL1\",2)\n\tREVR KLMNOP 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",0,0,25,random (1,0),random (1,0),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",0,0,25,random (1,0),random (1,0),1,156)\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",0,0,25,random (1,0),random (1,0),2,128)\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",0,0,25,random (1,0),random (1,0),3,156)\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",0,0,25,random (1,0),random (1,0),4,128)\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",0,0,25,random (1,0),random (1,0),5,156)\n\tReloadWorking:\n\tREVR O 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_PlaySound(\"DSMLOAD\",3)\n\tREVR P 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"PistolRound\", 1)\n\tTNT1 D 0 A_JumpIfInventory(\"pistolround\",6,\"ReloadFinished\")\n\tGoto ReloadWorking\n  ReloadFinished:\n    TNT1 A 0 A_PlaySound(\"DSMOUT\",4)\n\tREVR PONMLKJIHGFEDCBA 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n   Goto Ready+1\n  }\n}\n\nACTOR pistolRound : Ammo\n{\n   +IGNORESKILL\n   Inventory.MaxAmount 6\n   Inventory.Icon \"CLIPA0\"\n}\n\nActor TNT2 : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor TNTCounter : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 3\n}\n\nActor TNTSoundDelay : PowerDamage\n{\n\tDamagefactor \"normal\", 1.0\n\tpowerup.duration -2\n}\n\nActor DynamiteAmmo : Ammo\n{\n\tInventory.Icon \"DYNAMITE\"\n\tInventory.Amount 15\n\tInventory.MaxAmount 15\n\tAmmo.BackPackAmount 15\n\tAmmo.BackPackMaxAmount 15\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nactor Dynamite : Weapon\n{\n  weapon.selectionorder 880\n  weapon.ammogive 5\n  weapon.ammotype \"DynamiteAmmo\"\n  obituary \"%k was exploded by %o's dynamites.\"\n  weapon.ammouse 1\n  weapon.ammouse2 1\n  weapon.ammotype2 \"DynamiteAmmo\"\n  Weapon.SlotNumber 1\n  Inventory.Icon \"Dynamite\"\n  //+WEAPON.NOAUTOFIRE\n  +WEAPON.EXPLOSIVE\n  +NOAUTOAIM\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Ready:\n\tTNTH ACB 3 A_WeaponReady\n    Goto Ready\n  Deselect:\n\tTNT1 A 0 A_Lower\n    TNTL DD 1 A_Lower\n\tTNT1 A 0 A_Lower\n    TNTL DD 1 A_Lower\n\tTNT1 A 0 A_Lower\n\tTNTL BB 1 A_Lower\n\tTNT1 A 0 A_Lower\n\tTNTL CC 1 A_Lower\n\tTNT1 A 0 A_Lower\n    MISG A 0 A_PlayWeaponSound (\"TNT/Zip\")\n    TNTL AAAAAAAA 1 A_Lower\n    Goto Deselect+16\n  Select:\n\tTNT1 A 0 A_Raise\n    TNTL AA 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL AA 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL AA 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL AA 1 A_Raise\n    MISF A 0 A_PlayWeaponSound (\"TNT/Zip\")\n    TNTL BBCCDD 1 A_Raise\n    TNT1 AA 0 A_Raise\n    Goto Select+16\n  Fire:\n    TNTF AB 3 A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/Fuse\")\n\tTNTF CD 3 A_WeaponReady(14)\n\tTNTF EF 2 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tTNTF F 1 A_WeaponReady(14)\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0\n\tGoto Throw\n  Hold:\n\tTNT1 A 0 A_GiveInventory(\"TNTCounter\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"TNTSoundDelay\", 1, 3)\n\tTNT1 A 0 A_GiveInventory(\"TNTSoundDelay\", 1)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/FUSE\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 0, \"Throw\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 3, \"Hold3\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 2, \"Hold2\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 1, \"Hold1\")\n  Hold1:\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNTF W 3 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto Fire+8\n  Hold2:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNTF Y 3 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto Fire+8\n  Hold3:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNTF F 3 A_WeaponReady(14)\n\tTNT1 A 0 A_TakeInventory(\"TNTCounter\", 3)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto Fire+8\n  AltFire:\n    TNTF AB 3 A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/FUSE\")\n\tTNTF CD 3 A_WeaponReady(14)\n\tTNTF EF 2 A_WeaponReady(14)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNTAlt\")\n\tGoto ThrowFinish\n  Flash:\n  \tTNT1 A 6 A_Light1\n    TNT1 A 0 A_Light0\n    stop\n  Spawn:\n    TNT1 A 1\n    stop\n  Throw:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 70, \"Throw_35\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 68, \"Throw_34\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 66, \"Throw_33\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 64, \"Throw_32\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 62, \"Throw_31\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 60, \"Throw_30\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 58, \"Throw_29\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 56, \"Throw_28\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 54, \"Throw_27\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 52, \"Throw_26\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 50, \"Throw_25\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 48, \"Throw_24\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 46, \"Throw_23\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 44, \"Throw_22\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 42, \"Throw_21\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 40, \"Throw_20\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 38, \"Throw_19\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 36, \"Throw_18\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 34, \"Throw_17\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 32, \"Throw_16\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 30, \"Throw_15\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 28, \"Throw_14\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 26, \"Throw_13\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 24, \"Throw_12\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 22, \"Throw_11\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 20, \"Throw_10\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 18, \"Throw_9\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 16, \"Throw_8\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 14, \"Throw_7\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 12, \"Throw_6\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 10, \"Throw_5\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 8, \"Throw_4\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 6, \"Throw_3\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 4, \"Throw_2\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 2, \"Throw_1\")\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT\")\n\tGoto ThrowFinish\n  Throw_1:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_1\")\n\tGoto ThrowFinish\n  Throw_2:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_2\")\n\tGoto ThrowFinish\n  Throw_3:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_3\")\n\tGoto ThrowFinish\n  Throw_4:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_4\")\n\tGoto ThrowFinish\n  Throw_5:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_5\")\n\tGoto ThrowFinish\n  Throw_6:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_6\")\n\tGoto ThrowFinish\n  Throw_7:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_7\")\n\tGoto ThrowFinish\n  Throw_8:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_8\")\n\tGoto ThrowFinish\n  Throw_9:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_9\")\n\tGoto ThrowFinish\n  Throw_10:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_10\")\n\tGoto ThrowFinish\n  Throw_11:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_11\")\n\tGoto ThrowFinish\n  Throw_12:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_12\")\n\tGoto ThrowFinish\n  Throw_13:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_13\")\n\tGoto ThrowFinish\n  Throw_14:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_14\")\n\tGoto ThrowFinish\n  Throw_15:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_15\")\n\tGoto ThrowFinish\n  Throw_16:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_16\")\n\tGoto ThrowFinish\n  Throw_17:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_17\")\n\tGoto ThrowFinish\n  Throw_18:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_18\")\n\tGoto ThrowFinish\n  Throw_19:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_19\")\n\tGoto ThrowFinish\n  Throw_20:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_20\")\n\tGoto ThrowFinish\n  Throw_21:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_21\")\n\tGoto ThrowFinish\n  Throw_22:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_22\")\n\tGoto ThrowFinish\n  Throw_23:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_23\")\n\tGoto ThrowFinish\n  Throw_24:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_24\")\n\tGoto ThrowFinish\n  Throw_25:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_25\")\n\tGoto ThrowFinish\n  Throw_26:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_26\")\n\tGoto ThrowFinish\n  Throw_27:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_27\")\n\tGoto ThrowFinish\n  Throw_28:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_28\")\n\tGoto ThrowFinish\n  Throw_29:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_29\")\n\tGoto ThrowFinish\n  Throw_30:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_30\")\n\tGoto ThrowFinish\n  Throw_31:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_31\")\n\tGoto ThrowFinish\n  Throw_32:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_32\")\n\tGoto ThrowFinish\n  Throw_33:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_33\")\n\tGoto ThrowFinish\n  Throw_34:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_34\")\n\tGoto ThrowFinish\n  Throw_35:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_35\")\n\tGoto ThrowFinish\n  ThrowFinish:\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/Throw\")\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\", 99)\n\tTNTF GHIJKL 3\n\tTNTF PQMNO 3 A_WeaponReady(14)\n  goto Ready\n  }\n}\n\nactor TNTSmoke : BulletPuff\n{\n  renderstyle Translucent\n  alpha 0.5\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  PROJECTILE\n  +WINDTHRUST\n  +ALLOWPARTICLES\n  states\n  {\n  Spawn:\n    ZUFF A 0 A_Jump(128,32)\n    ZUFF AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 A_FadeOut(0.01)\n    stop\n    ZUFF IIIIJJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_FadeOut(0.01)\n    stop\n  }\n}\n\nACTOR ThrowPower : Ammo\n{\n   inventory.amount 1\n   inventory.MaxAmount 70\n   ammo.backpackamount 0\n   ammo.backpackmaxamount 70\n   +IGNORESKILL\n}\n\nactor PlayerTNT\n{\n  radius 6\n  height 4\n  speed 15\n  Scale 0.5\n  reactiontime 49\n  deathsound \"TNT/Explode\"\n  activesound \"TNT/Fuse\"\n  DamageType \"Dynamite\"\n  PROJECTILE\n  +DONTSPLASH\n  +DONTGIB\n  +NOBOUNCESOUND\n   +DOOMBOUNCE\n   +BOUNCEONACTORS\n   bouncefactor 0.5\n   bouncecount 4\n  +PUSHABLE\n  -SOLID\n  -NOGRAVITY\n  +EXTREMEDEATH\n  states\n  {\n  Spawn:\n    PTNT E 0 bright A_LoopActiveSound\n    goto see\n  See:\n    PTNT E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT E 1 bright A_LoopActiveSound\n  Cont:\n    PTNT F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT F 1 bright A_LoopActiveSound\n    PTNT G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT G 1 bright A_LoopActiveSound\n    PTNT H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT H 1 bright A_LoopActiveSound\n    PTNT A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT A 1 bright A_LoopActiveSound\n    PTNT B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT B 1 bright A_LoopActiveSound\n    PTNT C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT C 1 bright A_LoopActiveSound\n    PTNT D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT D 1 bright A_LoopActiveSound\n    Loop\n  Death:\n    TNT1 A 0 A_SpawnItem(\"FloorKaboom\",-16)\n    TNT1 A 1 bright A_Explode(150,Random(120,160),1)\n    TNT1 A 0 bright A_Scream\n    stop\n  }\n}\n\nActor PlayerTNTAlt\n{\n\tHeight 4\n\tRadius 4\n\tPROJECTILE\n\tSpeed 4\n\t-NOGRAVITY\n    +NOBOUNCESOUND\n    +DOOMBOUNCE\n\t+BOUNCEONACTORS\n    bouncefactor 0.5\n    bouncecount 4\n\tdeathsound \"TNT/Explode\"\n    activesound \"TNT/Fuse\"\n\tScale 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tPTNT E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT E 1 bright A_LoopActiveSound\n\t\tPTNT F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT F 1 bright A_LoopActiveSound\n\t\tPTNT G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT G 1 bright A_LoopActiveSound\n\t\tPTNT H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT H 1 bright A_LoopActiveSound\n\t\tPTNT A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT A 1 bright A_LoopActiveSound\n\t\tPTNT B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT B 1 bright A_LoopActiveSound\n\t\tPTNT C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT C 1 bright A_LoopActiveSound\n\t\tPTNT D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT D 1 bright A_LoopActiveSound\n\tLoop\n\tLanded:\n\t\tTNT1 A 0 A_spawnItem(\"TNTAlt2\")\n\tStop\n\t}\n}\n\nActor TNTAlt2\n{\n  radius 6\n  height 4\n  Scale 0.5\n  reactiontime 16\n  deathsound \"TNT/Explode\"\n  activesound \"TNT/Fuse\"\n  DamageType \"Dynamite\"\n  +DONTSPLASH\n  -NOGRAVITY\n  +EXTREMEDEATH\n  +BOUNCEONACTORS\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT I 2 Bright A_CountDown\n\t\t\tTNT1 A 0 A_LoopActiveSound\n\t\t\tPTNT JK 2 Bright A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"FloorKaboom\",-16)\n\t\t\tTNT1 A 1 bright A_Explode(150,Random(120,160),1)\n\t\t\tTNT1 A 0 bright A_Scream\n\t    stop\n\t}\n}\n\nactor PlayerTNT_1 : PlayerTNT\n{\n\tSpeed 16\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 1, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_2 : PlayerTNT\n{\n\tSpeed 17\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 2, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_3 : PlayerTNT\n{\n\tSpeed 18\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 3, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_4 : PlayerTNT\n{\n\tSpeed 19\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 4, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_5 : PlayerTNT\n{\n\tSpeed 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 5, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_6 : PlayerTNT\n{\n\tSpeed 21\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 6, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_7 : PlayerTNT\n{\n\tSpeed 22\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 7, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_8 : PlayerTNT\n{\n\tSpeed 23\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 8, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_9 : PlayerTNT\n{\n\tSpeed 24\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 9, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_10 : PlayerTNT\n{\n\tSpeed 25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 10, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_11 : PlayerTNT\n{\n\tSpeed 26\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 11, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_12 : PlayerTNT\n{\n\tSpeed 27\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 12, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_13 : PlayerTNT\n{\n\tSpeed 28\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 13, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_14 : PlayerTNT\n{\n\tSpeed 29\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 14, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_15 : PlayerTNT\n{\n\tSpeed 30\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 15, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_16 : PlayerTNT\n{\n\tSpeed 31\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 16, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_17 : PlayerTNT\n{\n\tSpeed 32\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 17, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_18 : PlayerTNT\n{\n\tSpeed 33\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 18, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_19 : PlayerTNT\n{\n\tSpeed 34\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 19, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_20 : PlayerTNT\n{\n\tSpeed 35\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 20, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_21 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 21, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_22 : PlayerTNT\n{\n\tSpeed 37\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 22, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_23 : PlayerTNT\n{\n\tSpeed 38\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 23, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_24 : PlayerTNT\n{\n\tSpeed 39\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 24, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_25 : PlayerTNT\n{\n\tSpeed 40\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 25, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_26 : PlayerTNT\n{\n\tSpeed 41\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 26, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_27 : PlayerTNT\n{\n\tSpeed 42\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 27, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_28 : PlayerTNT\n{\n\tSpeed 43\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 28, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_29 : PlayerTNT\n{\n\tSpeed 44\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 29, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_30 : PlayerTNT\n{\n\tSpeed 45\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 30, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_31 : PlayerTNT\n{\n\tSpeed 46\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 31, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_32 : PlayerTNT\n{\n\tSpeed 47\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 32, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_33 : PlayerTNT\n{\n\tSpeed 48\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 33, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_34 : PlayerTNT\n{\n\tSpeed 49\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 34, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_35 : PlayerTNT\n{\n\tSpeed 50\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 35, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor FloorKaboom\n{\n  radius 32\n  height 50\n  Decal Scorch\n  renderstyle Add\n  alpha 0.45\n  +NOBLOCKMAP\n  -NOGRAVITY\n  +DONTSPLASH\n  +RANDOMIZE\n  PROJECTILE\n  states\n  {\n  Spawn:\n    TNT1 A 0\n\tDEXP A 0 A_SpawnItemEx (\"FloorKaboomDouble\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION)\n    goto Death\n  Death:\n    DEXP A 0 Radius_quake(2,7,0,16,0)\n    DEXP A 0 A_SpawnDebris (\"NapalmDebris\")\n    DEXP A 0 A_Jump(128,\"AltDeath\")\n    DEXP ABC 2 bright\n    DEXP D 0 Radius_Quake (1,10,0,16,0)\n    DEXP DEFGHI 3 bright\n    DEXP JKLM 2 bright\n    stop\n  AltDeath:\n    DEXP NOP 2 bright\n    DEXP P 0 Radius_Quake (1,10,0,16,0)\n    DEXP QRSTU 3 bright\n    DEXP VWXYZ 2 bright\n    stop\n  }\n}\n\nactor FloorKaboomDouble : FloorKaboom\n{\n  states\n  {\n  Spawn:\n    TNT1 A 0\n\tDEXP A 0 A_Jump(128,\"AltDeath\")\n    DEXP ABC 1 bright\n    DEXP DEFGHI 2 bright\n    DEXP JKLM 2 bright\n    stop\n  AltDeath:\n    DEXP NOP 1 bright\n    DEXP QRSTU 2 bright\n    DEXP VWXYZ 2 bright\n    stop\n  }\n}\n\nactor NapalmDebris\n{\n  health 5\n  radius 1\n  height 1\n  Speed 10\n  Scale 0.2\n  PROJECTILE\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +RANDOMIZE\n  -NOGRAVITY\n  -SOLID\n  +WINDTHRUST\n  //RENDERSTYLE ADD\n  states\n  {\n  Spawn:\n    FSPK A 0 bright A_Jump(192,3,4,6,8)\n    FSPK A 10 bright\n    FSPK A 200 bright A_LowGravity\n    stop\n    FSPK B 10 bright\n    FSPK B 200 bright A_LowGravity\n    stop\n    FSPK C 10 bright\n    FSPK C 200 bright A_LowGravity\n    stop\n    FSPK D 10 bright\n    FSPK D 200 bright A_LowGravity\n    stop\n    FSPK E 10 bright\n    FSPK E 200 bright A_LowGravity\n    stop\n  Death:\n    FSPK A 1\n    stop\n  }\n}\n\nACTOR Lighter : Weapon 9904\n{\n    +NOALERT\n\t+DONTBOB\n\tscale 0.2\n\tWeapon.SlotNumber 6\n\tWeapon.SelectionOrder 8\n\tInventory.PickupMessage \"You found a lighter\"\n\tInventory.PickupSound \"weapons/combogun_open\"\n   States\n   {\n   Spawn:\nLIT1 H 1\nLoop\n   Ready:\n\tLIT1 A 0\n      LIT1 ABC 5\n\tLIT1 C 0 A_PlaySoundEx(\"weapons/combogun_open\",\"Weapon\",0)\n      LIT1 C 1 A_WeaponReady\n      Goto Ready+5\n   Select:\n      LIT1 A 1 A_Raise\n      Loop\n   Deselect:\n\tLIT1 C 0 A_PlaySoundEx(\"weapons/combogun_close\",\"Weapon\",0)\n      LIT1 CBA 5\n      LIT1 A 1 A_Lower\n      Goto Deselect+4\nFire:\n      LIT1 D 5\n      LIT1 EE 5\n      LIT1 F 5 A_PlaySoundEx(\"weapons/combogun_click\",\"Weapon\",0)\n      LIT1 E 5\n\tLIT1 F 5 A_PlaySoundEx(\"weapons/combogun_click\",\"Weapon\",0)\n\t  \tGoto Hold\n\tHold:\n      LIT1 I 1  BRIGHT\n\t  LIT1 I 0 A_SpawnItem(\"Lightprojectile\")\n\t  LIT1 I 1  BRIGHT\n\t  LIT1 I 0 A_SpawnItem(\"Lightprojectile\")\n      LIT1 J 1  BRIGHT\n\t  LIT1 J 0 A_SpawnItem(\"Lightprojectile\")\n      LIT1 J 1  BRIGHT\n\t  LIT1 J 0 A_SpawnItem(\"Lightprojectile\")\n\t  LIT1 J 0 A_Refire\n\tGoto Ready+5\n   }\n}\n\nACTOR Lightprojectile\n{\n+NOCLIP\n- SOLID\n+DONTSPLASH\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nACTOR Gasoline : Ammo 2058\n{\n  Game Doom\n  Inventory.PickupMessage \"You picked up a Gasoline.\"\n  Inventory.Amount 40\n  Inventory.MaxAmount 100\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 0\n  Inventory.Icon \"GASCA0\"\n  scale .5\n  States\n  {\n  Spawn:\n    GASC A -1\n    Stop\n  }\n}\n\nACTOR Shotty : Weapon\n {\n    Weapon.SlotNumber 5\n    Weapon.SelectionOrder 46\n    Weapon.AmmoGive1 2\n    Weapon.AmmoUse 2\n    Weapon.AmmoUse2 1\n    Weapon.Ammotype1 shotgunClip\n    Weapon.Ammotype2 shotgunAmmo\n\tDecal \"BulletChip\"\n\tInventory.Icon \"Shotty\"\n    Inventory.Pickupmessage \"you picked up a shotty!\"\n    Obituary \"%k as shoted By %o' Shotty.\"\n    attacksound \"WASTEM1\"\n    scale .5\n    +ammo_optional\n    States\n    {\n    Spawn:\n       SSGG A -1\n       loop\n    Ready:\n       WSTE A 1 A_WeaponReady\n       LOOP\n    Deselect:\n       WSTE A 1 A_Lower\n       goto deselect\n    Select:\n       WSTE A 1 A_Raise\n       goto select\n    Fire:\n       WSTE A 0 A_Jumpifnoammo(\"ready\")\n       WSTE B 4 bright A_FireBullets(7,7,8,10,\"BulletPuff2\",1,0)\n       WSTE C 4 bright\n       WSTE D 4 bright\n       WSTE E 4\n       WSTE J 4\n       Goto Ready\n    Altfire:\n       WSTE A 1 A_Jumpifinventory(\"shotgunclip\",2,10)\n       WSTE A 0 A_Jumpifnoammo(9)\n       WSTE A 0\n       WSTE J 4 A_playsound(\"WASTEM2\")\n       WSTE E 4 A_takeinventory(\"shotgunammo\",1)\n       WSTE F 4\n       WSTE G 4 A_giveinventory(\"shotgunclip\",2)\n       WSTE H 4\n       WSTE I 4\n       Goto Ready\n       WSTE A 0\n       WSTE A 0\n       goto ready\n    }\n}\n\nACTOR shotgunammo : Ammo replaces shell 10006\n{\n  Game Doom\n  SpawnID 11\n  Inventory.PickupMessage \"Shotgun Shells\"\n  Inventory.Amount 12\n  Inventory.MaxAmount 50\n  Ammo.BackpackAmount 24\n  Ammo.BackpackMaxAmount 50\n  Inventory.Icon \"SGAMA0\"\n  scale .5\n  States\n  {\n  Spawn:\n    SGAM A -1\n    Stop\n  }\n}\n\nACTOR shotgunclip : Ammo\n{\n  Game Doom\n  SpawnID 11\n  Inventory.PickupMessage \"faggot\"\n  Inventory.Amount 2\n  Inventory.MaxAmount 2\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 2\n}\n\nACTOR shotgunclip2 : Ammo\n{\n  Game Doom\n  SpawnID 11\n  Inventory.PickupMessage \"faggot\"\n  Inventory.Amount 4\n  Inventory.MaxAmount 4\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 4\n}\n\nACTOR DualShotties : Weapon 32119\n {\n    Weapon.SlotNumber 3\n    Weapon.SelectionOrder 45\n    Weapon.AmmoGive1 4\n    Weapon.AmmoUse 2\n    Weapon.AmmoUse2 1\n    Weapon.Ammotype1 shotgunClip2\n    Weapon.Ammotype2 shotgunAmmo\n\tInventory.Icon \"Shotty\"\n\tDecal \"BulletChip\"\n    Inventory.Pickupmessage \"you picked up sum double shotties!\"\n    Obituary \"%k as shoted by %o's DualShotties.\"\n    attacksound \"WASTEM1\"\n    scale .5\n    +ammo_optional\n    States\n    {\n    Spawn:\n       SSGG B -1\n       loop\n    Ready:\n       WST2 A 1 A_WeaponReady\n       LOOP\n    Deselect:\n       WST2 A 1 A_Lower\n       goto deselect\n    Select:\n       WST2 A 1 A_Raise\n       goto select\n    Fire:\n       WST2 A 0 A_Jumpifnoammo(\"ready\")\n       WST2 B 4 bright A_FireBullets(7,7,8,15,\"BulletPuff2\",1,0)\n       WST2 C 4 bright\n       WST2 D 4 bright\n       WST2 E 4\n       WST2 F 4 A_Jumpifnoammo(\"ready\")\n       WST2 G 4 bright A_FireBullets(7,7,8,15,\"BulletPuff2\",1,0)\n       WST2 H 4 bright\n       WST2 I 4 bright\n       WST2 J 4\n       WST2 K 4\n       Goto Ready\n    Altfire:\n       WST2 A 1 A_Jumpifinventory(\"shotgunclip2\",4,10)\n       WST2 A 0 A_Jumpifnoammo(8)\n       WST2 A 0\n       WST2 L 4 A_playsound(\"WASTEM2\")\n       WST2 M 4 A_takeinventory(\"shotgunammo\",1)\n       WST2 N 0 A_giveinventory(\"shotgunclip2\",2)\n       WST2 A 0 A_Jumpifnoammo(3)\n       WST2 M 0 A_takeinventory(\"shotgunammo\",1)\n       WST2 N 4 A_giveinventory(\"shotgunclip2\",2)\n       WST2 O 4\n\t   goto ready\n       WST2 A 0\n       WST2 A 0\n       goto ready\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NoItems.txt",
        "contents": "actor Nothing1 replaces Cell\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tStop\n\t}\n}\n\nactor Nothing2 : Nothing1 replaces CellPack { }\n\nactor Nothing3 : Nothing1 replaces Clip { }\n\nactor Nothing4 : Nothing1 replaces ClipBox { }\n\nactor Nothing5 : Nothing1 replaces Shell { }\n\nactor Nothing6 : Nothing1 replaces ShellBox { }\n\nactor Nothing7 : Nothing1 replaces RocketAmmo { }\n\nactor Nothing8 : Nothing1 replaces RocketBox { }\n\nactor Nothing9 : Nothing1 replaces BackPack { }\n\nactor Nothing10 : Nothing1 replaces Shotgun { }\n\nactor Nothing11 : Nothing1 replaces SuperShotgun { }\n\nactor Nothing12 : Nothing1 replaces Chaingun { }\n\nactor Nothing13 : Nothing1 replaces RocketLauncher { }\n\nactor Nothing14 : Nothing1 replaces PlasmaRifle { }\n\nactor Nothing15 : Nothing1 replaces BFG9000 { }\n\nactor Nothing16 : Nothing1 replaces Chainsaw { }\n\nactor Nothing17 : Nothing1 replaces Stimpack { }\n\nactor Nothing18 : Nothing1 replaces Medikit { }\n\nactor Nothing19 : Nothing1 replaces GreenArmor { }\n\nactor Nothing20 : Nothing1 replaces BlueArmor { }\n\nactor Nothing21 : Nothing1 replaces ArmorBonus { }\n\nactor Nothing22 : Nothing1 replaces HealthBonus { }\n\nactor Nothing23 : Nothing1 replaces Megasphere { }\n\nactor Nothing24 : Nothing1 replaces Soulsphere { }\n\nactor Nothing25 : Nothing1 replaces Berserk { }\n\nactor Nothing26 : Nothing1 replaces RadSuit { }\n\nactor Nothing27 : Nothing1 replaces Allmap { }\n\nactor Nothing28 : Nothing1 replaces Infrared { }"
      },
      {
        "source": "pk3",
        "name": "Actors/puffs.txt",
        "contents": "actor BulletPuff2 replaces BulletPuff {\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+PUFFGETSOWNER\n\t-ALLOWPARTICLES\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\tDeath:\n\t\tTNT1 A 0 bright A_CheckFloor(\"SpawnFloorSmoke\")\n\t\tTNT1 AAAAA 0 bright A_CustomMissile (\"PuffSpark\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 220)\n\t\tTNT1 A 0 A_SpawnItem (\"ParticleHit\", 0)\n\t\tTNT1 A 0 bright A_PlaySound(\"bullet/ricochet\")\n\t\tStop\n\tMelee:\n\t\tPUFF CD 4\n\t\tstop\n\tSpawnFloorSmoke:\n\t\tTNT1 A 0 A_SpawnItemEx(\"PuffFloorSmoke\",0,0,0,0,0,0,0,32)\n\t\tGoto Death+1\n\t}\n}\n\nActor CPPistol : BulletPuff2\n{\n\tDamageType \"Revolver\"\n\tObituary \"%k made %o know that revolvers are the best guns.\"\n}\n\nactor BulletPuffTrail {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\trenderstyle add\n\talpha 0.5\n\tscale 0.5\n\tstates {\n\tSpawn:\n\t\tPUFF A 1 bright A_FadeOut\n\t\twait\n\t}\n}\n\nactor HHMetalHit : BulletPuff {\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t-ALLOWPARTICLES\n\tbloodcolor \"White\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0 bright\n\t\tTNT1 AAAAA 0 bright A_CustomMissile (\"PuffSpark\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 192)\n        TNT1 A 0 A_SpawnItem (\"ParticleHit\", 0)\n\t\tTNT1 A 0 bright A_PlaySound(\"bullet/metal\")\n\tMelee:\n\t\tPUFF CD 4\n\t\tstop\n\t}\n}\n\nACTOR ParticleHit: BulletPuff\n{\n  renderstyle Add\n  alpha 1.0\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +CLIENTSIDEONLY\n  +BLOODLESSIMPACT\n  +FORCEXYBILLBOARD\n  Obituary \"%o ate bullet shrapnel.\"\n  Damagetype \"Rifle\"\n  Scale 0.09\n  Speed 0\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_SpawnItem (\"BulletImpactFlare\", 0)\n\n\tTNT1 A 0 A_Jump(255, \"Type1\", \"Type2\", \"Type3\", \"Type4\")\n\n\tType1:\n\tPHIT AB 2 bright A_SpawnItem (\"BulletImpactFlare\", 0)\n    Stop\n\n\tType2:\n\tPHIT CD 2 bright A_SpawnItem (\"BulletImpactFlare\", 0)\n    Stop\n\n\tType3:\n\tPHIT EF 2 bright A_SpawnItem (\"BulletImpactFlare\", 0)\n    Stop\n\n\tType4:\n\tPHIT GH 2 bright A_SpawnItem (\"BulletImpactFlare\", 0)\n    Stop\n\n    stop\n  }\n}\n\nACTOR SlashHit: BulletPuff\n{\n  renderstyle Add\n  alpha 1.0\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +CLIENTSIDEONLY\n  +BLOODLESSIMPACT\n  +FORCEXYBILLBOARD\n  Scale 0.25\n  Speed 0\n  States\n  {\n  Spawn:\n        TNT1 A 0\n\t    TNT1 A 0 A_Jump(255, \"Slash1\", \"Slash2\", \"Slash3\", \"Slash4\")\n\tSlash1:\n\t    SLH1 ABCDEFGH 1 bright\n        Stop\n\tSlash2:\n\t    SLH2 ABCDEFGH 1 bright\n        Stop\n\tSlash3:\n\t    SLH3 ABCDEFGH 1 bright\n        Stop\n\tSlash4:\n\t    SLH4 ABCDEFGH 1 bright\n        Stop\n    stop\n  }\n}\n\nACTOR SlashHitMedium: SlashHit\n{\n  Scale 0.5\n  States\n  {\n  Spawn:\n        TNT1 A 0\n\t    TNT1 A 0 A_Jump(255, \"Slash1\", \"Slash2\", \"Slash3\", \"Slash4\")\n\tSlash1:\n\t    SLH1 ABCDEFGH 1 bright\n        Stop\n\tSlash2:\n\t    SLH2 ABCDEFGH 1 bright\n        Stop\n\tSlash3:\n\t    SLH3 ABCDEFGH 1 bright\n        Stop\n\tSlash4:\n\t    SLH4 ABCDEFGH 1 bright\n        Stop\n    stop\n  }\n}\n\nACTOR SlashHitLarge: SlashHit\n{\n  Scale 0.75\n  States\n  {\n  Spawn:\n        TNT1 A 0\n\t    TNT1 A 0 A_Jump(255, \"Slash1\", \"Slash2\", \"Slash3\", \"Slash4\")\n\tSlash1:\n\t    SLH1 ABCDEFGH 1 bright\n        Stop\n\tSlash2:\n\t    SLH2 ABCDEFGH 1 bright\n        Stop\n\tSlash3:\n\t    SLH3 ABCDEFGH 1 bright\n        Stop\n\tSlash4:\n\t    SLH4 ABCDEFGH 1 bright\n        Stop\n    stop\n  }\n}\n\nActor PuffSpark {\n    Radius 1\n    Height 1\n    +CLIENTSIDEONLY\n    +FORCEXYBILLBOARD\n    +NOBLOCKMAP\n    Alpha 1\n    Gravity 0\n    Scale 0.6\n    Renderstyle Normal\n    Speed 10\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetTranslucent(1,1)\n\t\tTNT1 A 0 A_JumpIf(momz > 1,\"Up\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetGravity(1)\n\t\tPUFF A 2 A_FadeOut(0.14)\n\t\twait\n\tUp:\n\t\tPUFF A 2 A_FadeOut(0.14)\n\t\twait\n\tLowFX:\n\t\tTNT1 A 0 A_Jump(220,1)\n\t\tstop\n\tSoftFx:\n\t\tTNT1 A 0 A_JumpIf(momz > 1,\"LowUp\")\n\t\tTNT1 A 0 A_SetGravity(0.5)\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tPUFF A 3\n\t\tPUFF A 5\n\t\tstop\n\tLowUp:\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tPUFF A 3\n\t\tPUFF A 6\n\t\tstop\n\tDeath:\n\t\tPUFF A 1\n\t\tstop\n\t}\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "hexen",
      "stats": {
        "things": 60,
        "linedefs": 12061,
        "sidedefs": 20693,
        "vertices": 13808,
        "sectors": 2153,
        "segs": 27010,
        "ssectors": 10691,
        "nodes": 10690,
        "textures": {
          "ASHWALL4": 21,
          "MICHELLE": 6848,
          "RROCK19": 18,
          "BARK": 18832,
          "ZIMMER4": 5,
          "FLAT5_2": 50,
          "GRASS": 429,
          "GRASS1": 12,
          "ZIMMER2": 3851,
          "�IMMER2": 1,
          "F_SKY1": 13
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      },
      "images": [
        {
          "id": "6934f781-bd18-4b38-b017-ce5b2e05487c",
          "url": "https://wadimages2.nyc3.digitaloceanspaces.com/989c18924fd840def0f0c1043a0930b20babaa48/MAP01/images/0.webp",
          "type": null
        },
        {
          "id": "7f614eec-94da-419d-a419-e4d1d3a42a93",
          "url": "https://wadimages2.nyc3.digitaloceanspaces.com/989c18924fd840def0f0c1043a0930b20babaa48/MAP01/pano/pano_0.webp",
          "type": "pano"
        }
      ]
    }
  ]
}

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