Raw model (for completeness)
{
"meta": {
"id": "5ceb07d2-1f02-4d15-8245-4825f58d8eab",
"sha1": "2f6d08ed4048ce6b40fdc15462a9f42372151083",
"sha256": "c5f1e3a81597b65a4638bd3c69c436ec57296e64cd5b1e12900819268f7fc938",
"filenames": [
"nazizombies0.7.4-zan2.0-test.pk3"
],
"additional": {
"engines": [
"GZDOOM"
],
"iwad": [],
"filename": null,
"added": "2015-06-20 18:18:28",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": {
"INTRO02": "INTRO02.png",
"MAP01": "MAP01.png",
"MAP02": "MAP02.png",
"MAP03": "MAP03.png",
"TITLEMAP": "TITLEMAP.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2015-06-20 18:18:28",
"file": {
"type": "PK3",
"size": 58982034,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/2f6d08ed4048ce6b40fdc15462a9f42372151083/2f6d08ed4048ce6b40fdc15462a9f42372151083.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"INTRO02",
"MAP01",
"MAP02",
"MAP03",
"TITLEMAP"
],
"counts": {
"endoom": 0,
"graphics": 2,
"lumps": 1567,
"maps": 5,
"palettes": 14
},
"engines_guess": [
"GZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "TERRAIN.txt",
"contents": "/*This is going to be for Shi no numa and another map of mine however I\nam still waiting to hear back from Cubasy*/\nterrain Slime01\n{\n\tfootclip\t\t12\n\tfriction 0.8\n}\nfloor Slime01 Slime01"
},
{
"source": "pk3",
"name": "actors/dec_92fs.txt",
"contents": "Actor Beretta92FS : Weapon 10905\n{\n Obituary \"%o was shot by %k's Beretta 92FS.\"\n Inventory.Pickupmessage \"You got the Beretta 92FS!\"\n Weapon.SelectionOrder 2000\n Weapon.SlotNumber 2\n Weapon.AmmoUse 1\n Weapon.AmmoGive1 15\n Weapon.AmmoGive2 100\n Weapon.AmmoType1 \"InMagazine11\"\n Weapon.AmmoType2 \"9mmRounds\"\n Weapon.PreferredSkin \"Pistol\"\n +NOAUTOFIRE\n +AMMO_OPTIONAL\n AttackSound \"weapons/92FS\"\n States\n {\n Ready:\n 92FS A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\t 92FS A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n 92FS A 1 A_WeaponReady\n Loop\n Deselect:\n 92FS A 1 A_Lower\n\t 92FS A 0 A_Lower\n\t 92FS A 0 A_Lower\n\t 92FS A 0 A_TakeInventory(\"sights\",1)\n\t 92FS A 0 A_ZoomFactor(1)\n Loop\n Select:\n 92FS A 1 A_Raise\n\t 92FS A 0 A_Raise\n\t 92FS A 0 A_Raise\n Loop\n Fire:\n 92FS A 0 A_JumpIfNoAmmo(\"Reload\")\n\t 92FS A 0 A_JumpIfInventory(\"sights\",1,14)\n\t 92FS A 0 A_ZoomFactor(1.01)\n\t 92FS A 0 radius_quake(4, 4, 0, 1, 0)\n\t 92FS A 0 A_GunFlash\n\t 92FS A 1 A_FireBullets(3.0,3.0,-1,10)\n\t 92FS A 0 A_ZoomFactor(1)\n\t 92FS A 1 A_Light2\n\t 92FS A 1 A_Light1\n\t 92FS B 1 A_Light0\n\t 92FS B 1 A_WeaponReady\n 92FS CD 3 A_WeaponReady\n 92FS A 3 A_WeaponReady\n Goto Ready\n\t 92FS A 0 A_ZoomFactor(1.11)\n\t 92FS A 0 radius_quake(2, 2, 0, 1, 0)\n\t 92FS A 0 A_GunFlash\n\t 92FS A 1 A_FireBullets(0,0,-1,10)\n\t 92FS A 0 A_ZoomFactor(1.1)\n\t 92FS B 1 A_WeaponReady\n 92FS CD 3 A_WeaponReady\n 92FS A 3 A_WeaponReady\n\t Goto Ready\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"sights\",1,3)\n\t TNT1 A 0 A_GiveInventory(\"sights\",1)\n\t TNT1 A 0 A_ZoomFactor(1.1)\n\t Goto Ready\n\t TNT1 A 0 A_TakeInventory(\"sights\",1)\n\t TNT1 A 0 A_ZoomFactor(1)\n\t Goto Ready\n Reload:\n 92FS A 0 A_JumpIfInventory(\"InMagazine11\",15,\"Reloading\")\n 92FS A 0 A_JumpIfInventory(\"9mmRounds\",1,1)\n\t Goto Reloading\n\t 92FS A 0 A_TakeInventory(\"9mmRounds\",1)\n\t 92FS A 0 A_GiveInventory(\"InMagazine11\",1)\n\t Loop\n Reloading:\n\t 92FS A 4 A_PlaySound(\"weapons/hrel1\")\n\t CORL ABCD 7\n\t CORL D 4 A_PlaySound(\"weapons/hrel2\")\n\t CORL DCBA 4\n\t 92FS A 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n ThrowGrenade:\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\t HNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n Flash:\n 92FS F 1 Bright A_Light1\n Goto LightDone\n Spawn:\n GLOI A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_ak47.txt",
"contents": "Actor AK47 : Weapon 10026\n{\n obituary \"%o was mowed down by %k's AK47.\"\n attacksound \"weapons/ak47\"\n inventory.pickupmessage \"You got the AK47!\"\n Weapon.SlotNumber 4\n Weapon.SelectionOrder 1500\n Weapon.KickBack 100\n Weapon.AmmoType1 \"InMagazine3\"\n Weapon.AmmoType2 \"7.62x39mmM43Magazine\"\n Weapon.AmmoUse1 1\n Weapon.AmmoGive1 30\n Weapon.AmmoGive2 999\n Weapon.PreferredSkin \"MachineGun\"\n +AMMO_OPTIONAL\n +NOAUTOFIRE\n States\n {\n Ready:\n AK47 A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\t AK47 A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n AK47 A 1 A_WeaponReady\n Loop\n Deselect:\n AK47 A 1 A_Lower\n AK47 A 0 A_Lower\n AK47 A 0 A_Lower\n\t AK47 A 0 A_TakeInventory(\"sights\",1)\n\t AK47 A 0 A_ZoomFactor(1)\n Loop\n Select:\n AK47 A 1 A_Raise\n AK47 A 0 A_Raise\n AK47 A 0 A_Raise\n Loop\n Fire:\n\t AK47 A 0 A_JumpIfNoAmmo(\"Reload\")\n\t AK47 A 0 A_JumpIfInventory(\"sights\",1,9)\n\t AK47 A 0 ACS_ExecuteAlways(253,0,-4,random(-3,3),0)\n\t AK47 A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\t AK47 A 0 A_ZoomFactor(1.01)\n\t AK47 A 0 radius_quake(3,3,0,1,0)\n AK4F A 2 bright A_FireBullets(8.4,8.4,-1,15,\"GunSmoke\")\n\t AK47 A 0 A_ZoomFactor(1)\n AK47 B 3\n\t AK47 A 8 A_ReFire\n Goto Ready\n\t AK47 A 0 A_ZoomFactor(1.31)\n\t AK47 A 0 radius_quake(1,1,0,1,0)\n\t AK47 A 0 ACS_ExecuteAlways(253,0,-2,random(-2,2),0)\n\t AK47 A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n AK4F A 2 bright A_FireBullets(1.0,1.0,-1,15,\"GunSmoke\")\n\t AK47 A 0 A_ZoomFactor(1.3)\n AK47 B 4\n\t AK47 A 8 A_ReFire\n\t Goto Ready\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"sights\",1,3)\n\t TNT1 A 0 A_GiveInventory(\"sights\",1)\n\t TNT1 A 0 A_ZoomFactor(1.3)\n\t Goto Ready\n\t TNT1 A 0 A_TakeInventory(\"sights\",1)\n\t TNT1 A 0 A_ZoomFactor(1)\n\t Goto Ready\n Reload:\n AK47 A 0 A_JumpIfInventory(\"InMagazine3\",30,\"Reloading\")\n AK47 A 0 A_JumpIfInventory(\"7.62x39mmM43Magazine\",1,1)\n\t Goto Reloading\n\t AK47 A 0 A_TakeInventory(\"7.62x39mmM43Magazine\",1)\n\t AK47 A 0 A_GiveInventory(\"InMagazine3\",1)\n\t Loop\n Reloading:\n AK47 A 0 A_TakeInventory(\"sights\",1)\n\t AK47 A 0 A_ZoomFactor(1)\n\t AKRL ABCDEFGHIJK 2\n\t AKRL C 1 A_PlaySound(\"weapons/akrel1\")\n\t AKRL CBA 4\n\t AK47 A 16\n\t AK47 A 4 A_PlaySound(\"weapons/akrel2\")\n\t AK47 A 8\n\t AK47 A 4 A_PlaySound(\"weapons/akrel3\")\n\t AKRL ABCDEFGHIJK 2\n\t AKRL C 1 A_PlaySound(\"weapons/akrel1\")\n\t AKRL CBA 4\n\t TNT1 A 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n ThrowGrenade:\n AK47 A 0 A_TakeInventory(\"sights\",1)\n\t AK47 A 0 A_ZoomFactor(1)\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\t HNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n Flash:\n TNT1 A 2 bright\n Stop\n Spawn:\n AK4I A -1\n Stop\n }\n}\nActor AK115 : AK47\n{\n obituary \"%o was mowed down by %k's AK.115.\"\n attacksound \"weapons/ak47\"\n inventory.pickupmessage \"You got the AK.115!\"\n +AMMO_OPTIONAL\n States\n {\n Ready:\n AK47 A 1 A_WeaponReady\n Loop\n Deselect:\n AK47 A 1 A_Lower\n AK47 A 0 A_Lower\n AK47 A 0 A_Lower\n Loop\n Select:\n AK47 A 1 A_Raise\n AK47 A 0 A_Raise\n AK47 A 0 A_Raise\n Loop\n Fire:\n\t AK47 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t AK47 A 0 A_ZoomFactor(1.01)\n\t AK47 A 0 radius_quake(2, 2, 0, 1, 0)\n\t AK4F A 0 A_PlaySound(\"weapons/rayflux\")\n AK4F A 2 bright A_FireBullets(4.2,2.5,3,8,\"BulletPuff\")\n\t AK47 A 0 A_ZoomFactor(1)\n AK47 B 4\n\t AK47 A 8 A_ReFire\n Goto Ready\n AltFire:\n AK47 A 0 A_JumpIfInventory(\"InMagazine3\",30,\"Reloading\")\n AK47 A 0 A_JumpIfInventory(\"7.62x39mmM43Magazine\",1,1)\n\t Goto Reloading\n\t AK47 A 0 A_TakeInventory(\"7.62x39mmM43Magazine\",1)\n\t AK47 A 0 A_GiveInventory(\"InMagazine3\",1)\n\t Goto AltFire\n Reloading:\n\t AKRL ABCDEFGHIJK 2\n\t AKRL C 1 A_PlaySound(\"weapons/akrel1\")\n\t AKRL CBA 4\n\t AK47 A 16\n\t AK47 A 4 A_PlaySound(\"weapons/akrel2\")\n\t AK47 A 8\n\t AK47 A 4 A_PlaySound(\"weapons/akrel3\")\n\t AKRL ABCDEFGHIJK 2\n\t AKRL C 1 A_PlaySound(\"weapons/akrel1\")\n\t AKRL CBA 4\n\t Goto Ready\n NoAmmo:\n AK47 A 4 A_PlaySound(\"weapons/noammo\")\n\t Goto Ready\n Flash:\n TNT1 A 2 bright\n Stop\n Spawn:\n AK4I A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_m16.txt",
"contents": "Actor M16 : Weapon 10026\n{\n obituary \"%o was riddled down by %k's M16G.\"\n attacksound \"weapons/MP5\"\n inventory.pickupmessage \"You got the M16!\"\n Weapon.SlotNumber 5\n Weapon.SelectionOrder 1500\n Weapon.KickBack 100\n Weapon.AmmoType1 \"InMagazine3\"\n Weapon.AmmoType2 \"7.62x39mmM43Magazine\"\n Weapon.AmmoUse1 1\n Weapon.AmmoGive1 30\n Weapon.AmmoGive2 999\n Weapon.PreferredSkin \"MachineGun\"\n +AMMO_OPTIONAL\n +NOAUTOFIRE\n States\n {\n Ready:\n M16G A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\t M16G A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n M16G A 1 A_WeaponReady\n Loop\n Deselect:\n M16G A 1 A_Lower\n M16G A 0 A_Lower\n M16G A 0 A_Lower\n Loop\n Select:\n M16G A 1 A_Raise\n M16G A 0 A_Raise\n M16G A 0 A_Raise\n Loop\n Fire:\n\t M16G A 0 A_JumpIfNoAmmo(\"Reload\")\n\t M16G A 0 A_JumpIfInventory(\"sights\",1,9)\n\t M16G A 0 ACS_ExecuteAlways(253,0,-4,random(-3,3),0)\n\t M16G A 0 A_SpawnItemEx(\"BulletPuff\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\t M16G A 0 A_ZoomFactor(1.01)\n\t M16G A 0 radius_quake(3,3,0,1,0)\n AK4F A 2 bright A_FireBullets(8.4,8.4,-1,15,\"BulletPuff\")\n\t M16G A 0 A_ZoomFactor(1)\n M16G B 3\n\t M16G A 8 A_ReFire\n Goto Ready\n\t M16G A 0 A_ZoomFactor(1.11)\n\t M16G A 0 radius_quake(1,1,0,1,0)\n\t M16G A 0 ACS_ExecuteAlways(253,0,-2,random(-2,2),0)\n\t M16G A 0 A_SpawnItemEx(\"BulletPuff\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n AK4F A 2 bright A_FireBullets(1.0,1.0,-1,15,\"BulletPuff\")\n\t M16G A 0 A_ZoomFactor(1.1)\n M16G B 4\n\t M16G A 8 A_ReFire\n\t Goto Ready\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"sights\",1,3)\n\t TNT1 A 0 A_GiveInventory(\"sights\",1)\n\t TNT1 A 0 A_ZoomFactor(1.1)\n\t Goto Ready\n\t TNT1 A 0 A_TakeInventory(\"sights\",1)\n\t TNT1 A 0 A_ZoomFactor(1)\n\t Goto Ready\n Reload:\n M16G A 0 A_JumpIfInventory(\"InMagazine3\",30,\"Reloading\")\n M16G A 0 A_JumpIfInventory(\"7.62x39mmM43Magazine\",1,1)\n\t Goto Reloading\n\t M16G A 0 A_TakeInventory(\"7.62x39mmM43Magazine\",1)\n\t M16G A 0 A_GiveInventory(\"InMagazine3\",1)\n\t Loop\n Reloading:\n\t AKRL ABCDEFGHIJK 2\n\t AKRL C 1 A_PlaySound(\"weapons/akrel1\")\n\t AKRL CBA 4\n\t M16G A 16\n\t M16G A 4 A_PlaySound(\"weapons/akrel2\")\n\t M16G A 8\n\t M16G A 4 A_PlaySound(\"weapons/akrel3\")\n\t AKRL ABCDEFGHIJK 2\n\t AKRL C 1 A_PlaySound(\"weapons/akrel1\")\n\t AKRL CBA 4\n\t TNT1 A 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n ThrowGrenade:\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\t HNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n Flash:\n TNT1 A 2 bright\n Stop\n Spawn:\n AK4I A -1\n Stop\n }\n}\nActor AK115 : M16G\n{\n obituary \"%o was mowed down by %k's AK.115.\"\n attacksound \"weapons/M16G\"\n inventory.pickupmessage \"You got the AK.115!\"\n +AMMO_OPTIONAL\n States\n {\n Ready:\n M16G A 1 A_WeaponReady\n Loop\n Deselect:\n M16G A 1 A_Lower\n M16G A 0 A_Lower\n M16G A 0 A_Lower\n Loop\n Select:\n M16G A 1 A_Raise\n M16G A 0 A_Raise\n M16G A 0 A_Raise\n Loop\n Fire:\n\t M16G A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t M16G A 0 A_ZoomFactor(1.01)\n\t M16G A 0 radius_quake(2, 2, 0, 1, 0)\n\t AK4F A 0 A_PlaySound(\"weapons/rayflux\")\n AK4F A 2 bright A_FireBullets(4.2,2.5,3,8,\"BulletPuff\")\n\t M16G A 0 A_ZoomFactor(1)\n M16G B 4\n\t M16G A 8 A_ReFire\n Goto Ready\n AltFire:\n M16G A 0 A_JumpIfInventory(\"InMagazine3\",30,\"Reloading\")\n M16G A 0 A_JumpIfInventory(\"7.62x39mmM43Magazine\",1,1)\n\t Goto Reloading\n\t M16G A 0 A_TakeInventory(\"7.62x39mmM43Magazine\",1)\n\t M16G A 0 A_GiveInventory(\"InMagazine3\",1)\n\t Goto AltFire\n Reloading:\n\t AKRL ABCDEFGHIJK 2\n\t AKRL C 1 A_PlaySound(\"weapons/akrel1\")\n\t AKRL CBA 4\n\t M16G A 16\n\t M16G A 4 A_PlaySound(\"weapons/akrel2\")\n\t M16G A 8\n\t M16G A 4 A_PlaySound(\"weapons/akrel3\")\n\t AKRL ABCDEFGHIJK 2\n\t AKRL C 1 A_PlaySound(\"weapons/akrel1\")\n\t AKRL CBA 4\n\t Goto Ready\n NoAmmo:\n M16G A 4 A_PlaySound(\"weapons/noammo\")\n\t Goto Ready\n Flash:\n TNT1 A 2 bright\n Stop\n Spawn:\n AK4I A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_stakeout.txt",
"contents": "Actor ShotgunPUMPACTION : Weapon 10028\n{\n Weapon.SelectionOrder 1400\n Weapon.SlotNumber 3\n Weapon.AmmoUse 1\n Weapon.AmmoGive1 8\n Weapon.AmmoGive2 999\n Weapon.AmmoType1 \"InMagazine5\"\n Weapon.AmmoType2 \"ShotgunShell\"\n Inventory.PickupMessage \"You got a Remington M870 Shotgun!\"\n Obituary \"%o was blown open by %k's Remington M870.\"\n Attacksound \"weapons/spas12\"\n Weapon.PreferredSkin \"Shotgun\"\n +AMMO_OPTIONAL\n +NOAUTOFIRE\n States\n {\n Ready:\n M870 A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\t M870 A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n M870 A 1 A_WeaponReady\n Loop\n Deselect:\n M870 A 1 A_Lower\n M870 A 0 A_Lower\n M870 A 0 A_Lower\n Loop\n Select:\n M870 A 1 A_Raise\n M870 A 0 A_Raise\n M870 A 0 A_Raise\n Loop\n Fire:\n\t M870 A 0 A_JumpIfNoAmmo(\"Reload\")\n M870 A 3\n\t M870 AAAA 0 A_SpawnItemEx(\"GunSmoke\",random(12,16),random(4,-4),random(40,30),random(0,2),0,1,0,SXF_CLIENTSIDE)\n M870 B 1 A_FireBullets(12,12,10,6,\"GunSmoke\")\n M870 BCDE 1 BRIGHT ACS_ExecuteAlways(253,0,1,0,0)\n M870 F 3\n M870 FGHIJKL 2 ACS_ExecuteAlways(253,0,-1,0.5,0)\n\t M870 KJIHGF 2 ACS_ExecuteAlways(253,0,1,0.5,0)\n M870 A 7 A_WeaponReady\n Goto Ready\n ThrowGrenade:\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\t HNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n Reload:\n\t M870 A 0 A_JumpIfInventory(\"InMagazine5\",8,\"NoReload\")\n M870 A 0 A_JumpIfInventory(\"ShotgunShell\",1,1)\n\t Goto Ready\n\t M870 L 1 A_PlaySound(\"weapons/shotgunrel\")\n\t M870 L 2 Offset(0,-4)\n\t M870 L 2 Offset(0,-8)\n\t M870 L 2 Offset(0,-12)\n\t M870 L 2 Offset(0,-16)\n\t M870 L 2 Offset(0,-8)\n\t M870 L 2 Offset(0,0)\n\t M870 L 0 A_GiveInventory(\"InMagazine5\",1)\n\t M870 L 0 A_TakeInventory(\"ShotgunShell\",1)\n\t M870 L 0 A_JumpIfInventory(\"InMagazine5\",8,2)\n\t M870 L 2 A_ReFire\n\t Goto Reload\n\t M870 L 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n NoReload:\n M870 A 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n Flash:\n TNT1 A 4 Bright A_Light1\n TNT1 A 3 Bright A_Light2\n Goto LightDone\n Spawn:\n M870 Z -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_mp5.txt",
"contents": "Actor MP5 : Weapon 10902\n{\n Obituary \"%o was gunned down by %k's MP5.\"\n AttackSound \"weapons/mp5\"\n Inventory.PickupMessage \"You got the MP5!\"\n Weapon.SlotNumber 4\n Weapon.KickBack 100\n Weapon.AmmoType1 \"InMagazine6\"\n Weapon.AmmoType2 \"5.56x45mmNATO\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive1 20\n Weapon.AmmoGive2 999\n Weapon.PreferredSkin \"MachineGun\"\n +AMMO_OPTIONAL\n +NOAUTOFIRE\n states\n {\n Ready:\n MP5K A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\t MP5K A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n MP5K A 1 A_WeaponReady\n Loop\n Deselect:\n MP5K A 1 A_Lower\n MP5K A 0 A_Lower\n MP5K A 0 A_Lower\n\t MP5K A 0 A_TakeInventory(\"sights\",1)\n\t mP5K A 0 A_ZoomFactor(1)\n Loop\n Select:\n MP5K A 1 A_Raise\n MP5K A 0 A_Raise\n MP5K A 0 A_Raise\n Loop\n Fire:\n\t MP5K A 0 A_JumpIfNoAmmo(\"Reload\")\n\t MP5K A 0 A_JumpIfInventory(\"sights\",1,6)\n\t MP5K A 0 ACS_ExecuteAlways(253,0,-1,random(-1,1),0)\n\t MP5K A 0 A_SpawnItemEx(\"BulletPuff\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n MP5F A 2 Bright A_FireBullets(4,4,-1,13,\"BulletPuff\")\n MP5K A 2\n \t MP5K A 2 A_ReFire\n Goto Ready\n\t MP5K A 0 ACS_ExecuteAlways(253,0,-1,0,0)\n\t MP5K A 0 A_SpawnItemEx(\"BulletPuff\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n MP5F A 2 Bright A_FireBullets(1.0,1.0,-1,13,\"BulletPuff\")\n MP5K A 2\n \t MP5K A 2 A_ReFire\n Goto Ready\n AltFire:\n MP5K A 0 A_JumpIfInventory(\"sights\",1,3)\n\t MP5K A 0 A_GiveInventory(\"sights\",1)\n\t MP5K A 0 A_ZoomFactor(1.3)\n\t Goto Ready\n\t MP5K A 0 A_TakeInventory(\"sights\",1)\n\t MP5K A 0 A_ZoomFactor(1)\n\t Goto Ready\n ThrowGrenade:\n MP5K A 0 A_TakeInventory(\"sights\",1)\n\t MP5K A 0 A_ZoomFactor(1)\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\t HNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n Reload:\n MP5K A 0 A_JumpIfInventory(\"InMagazine6\",20,\"Reloading\")\n MP5K A 0 A_JumpIfInventory(\"5.56x45mmNATO\",1,1)\n\t Goto Reloading\n\t MP5K A 0 A_TakeInventory(\"5.56x45mmNATO\",1)\n\t MP5K A 0 A_GiveInventory(\"InMagazine6\",1)\n\t Loop\n Reloading:\n MP5K A 0 A_TakeInventory(\"sights\",1)\n\t MP5K A 0 A_ZoomFactor(1)\n\t MP5K A 1 Offset(0,36)\n\t MP5K A 1 Offset(1,40)\n\t MP5K A 1 Offset(2,44)\n\t MP5K A 1 Offset(3,48)\n\t MP5K A 1 Offset(4,52)\n\t MP5K A 1 Offset(5,56)\n\t MP5K A 1 Offset(6,60)\n\t MP5K A 1 Offset(7,64)\n\t MP5K A 1 Offset(8,68)\n\t MP5K A 1 Offset(8,72)\n\t MP5K A 16 A_PlaySound(\"weapons/akrel1\")\n\t MP5K A 2 Offset(8,68)\n\t MP5K A 2 Offset(8,64)\n\t MP5K A 8 Offset(8,68)\n\t MP5K A 1 Offset(8,72)\n\t MP5K A 1 A_PlaySound(\"weapons/akrel2\")\n\t MP5K A 8 Offset(10,68)\n\t MP5K A 8 Offset(12,64)\n\t MP5K A 1 A_PlaySound(\"weapons/akrel3\")\n\t MP5K A 4 Offset(10,68)\n\t MP5K A 1 Offset(8,68)\n\t MP5K A 1 Offset(6,60)\n\t MP5K A 1 Offset(4,52)\n\t MP5K A 1 Offset(3,44)\n\t MP5K A 1 Offset(0,36)\n\t MP5K A 1 Offset(0,32)\n\t MP5K A 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n Flash:\n TNT1 A 1\n Stop\n Spawn:\n MP5I A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_g3.txt",
"contents": "Actor G3AssaultRifle : Weapon 10031\n{\n Weapon.SelectionOrder 700\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType1 \"InMagazine7\"\n Weapon.AmmoType2 \"7.62x51mmNATO\"\n Inventory.PickupMessage \"You got the G3 Assault Rifle!\"\n Obituary \"%o was pierced by %k's G3 Assault Rifle.\"\n attacksound \"weapons/g3\"\n Weapon.SlotNumber 4\n +AMMO_OPTIONAL\n +NOAUTOFIRE\n States\n {\n Ready:\n G3AR A 1 A_WeaponReady\n Loop\n Deselect:\n G3AR A 1 A_Lower\n G3AR A 0 A_Lower\n G3AR A 0 A_Lower\n Loop\n Select:\n G3AR A 1 A_Raise\n G3AR A 0 A_Raise\n G3AR A 0 A_Raise\n Loop\n Fire:\n G3AR B 3 Bright A_FireBullets(4, 3, 1, 15, \"BulletPuff\")\n G3AR B 0 Bright A_GunFlash\n G3AR C 2\n G3AR DA 2 A_WeaponReady\n G3AR A 0 A_WeaponReady\n Goto Ready\n AltFire:\n G3AR A 0 A_JumpIfInventory(\"InMagazine7\",20,\"Reloading\")\n G3AR A 0 A_JumpIfInventory(\"7.62x51mmNATO\",1,1)\n\t Goto Reloading\n\t G3AR A 0 A_TakeInventory(\"7.62x51mmNATO\",1)\n\t G3AR A 0 A_GiveInventory(\"InMagazine7\",1)\n\t Goto AltFire\n Reloading:\n\t G3AR A 1 Offset(0,36)\n\t G3AR A 1 Offset(1,40)\n\t G3AR A 1 Offset(2,44)\n\t G3AR A 1 Offset(3,48)\n\t G3AR A 1 Offset(4,52)\n\t G3AR A 1 Offset(5,56)\n\t G3AR A 1 Offset(6,60)\n\t G3AR A 1 Offset(7,64)\n\t G3AR A 1 Offset(8,68)\n\t G3AR A 1 Offset(8,72)\n\t G3AR A 16 A_PlaySound(\"weapons/akrel1\")\n\t G3AR A 2 Offset(8,68)\n\t G3AR A 2 Offset(8,64)\n\t G3AR A 8 Offset(8,68)\n\t G3AR A 1 Offset(8,72)\n\t G3AR A 1 A_PlaySound(\"weapons/akrel2\")\n\t G3AR A 8 Offset(10,68)\n\t G3AR A 8 Offset(12,64)\n\t G3AR A 1 A_PlaySound(\"weapons/akrel3\")\n\t G3AR A 4 Offset(10,68)\n\t G3AR A 1 Offset(8,68)\n\t G3AR A 1 Offset(6,60)\n\t G3AR A 1 Offset(4,52)\n\t G3AR A 1 Offset(3,44)\n\t G3AR A 1 Offset(0,36)\n\t G3AR A 1 Offset(0,32)\n\t Goto Ready\n NoAmmo:\n G3AR A 4 A_PlaySound(\"weapons/noammo\")\n\t Goto Ready\n Flash:\n TNT1 A 1 Bright A_Light1\n Goto LightDone\n TNT1 A 1 Bright A_Light1\n Goto LightDone\n Spawn:\n G3PK A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_mosinnagant.txt",
"contents": "Actor MosinNagant : Weapon 10039\n{\n Weapon.AmmoType1 \"InMagazine15\"\n Weapon.AmmoType2 \"7.62x54mmR\"\n Weapon.AmmoGive1 5\n Weapon.AmmoGive2 9999\n Weapon.AmmoUse 1\n Inventory.PickupMessage \"You got the Mosin-Nagant!\"\n Inventory.PickupSound \"misc/w_pkup\"\n Weapon.SelectionOrder 1300\n Weapon.Slotnumber 5\n +AMMO_OPTIONAL\n +NOAUTOFIRE\n States\n {\n Spawn:\n RIFL A -1\n Loop\n Select:\n MOSI A 1 A_Raise\n MOSI A 0 A_Raise\n MOSI A 0 A_Raise\n Loop\n Deselect:\n MOSI A 1 A_Lower\n MOSI A 0 A_Lower\n MOSI A 0 A_Lower\n\tMOSI A 0 A_TakeInventory(\"sights\",1)\n\tMOSI A 0 A_ZoomFactor(1)\n Loop\n Ready:\n MOSI A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tMOSI A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n MOSI A 1 A_WeaponReady\n Loop\n Fire:\n MOSI A 0 A_JumpIfNoAmmo(\"Reload\")\n\tMOSI A 0 A_JumpIfInventory(\"sights\",1,23)\n MOSI A 0 A_GunFlash\n MOSI A 0 A_PlayWeaponSound(\"weapons/m1\")\n\tMOSI A 0 ACS_ExecuteAlways(253,0,-1,random(-1,1),0)\n\tMOSI A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n MOSI A 4 A_FireBullets(4,4,1,50,\"GunSmoke\")\n\tMOSI A 0 radius_quake(2,2,0,1,0)\n\tMOSI A 1 A_ZoomFactor(1.01)\n MOSI B 2 BRIGHT\n\tMOSI A 4 A_ZoomFactor(1)\n\tMOSI A 35\n\tMOSI A 1 Offset(0,36)\n\tMOSI A 1 Offset(0,40)\n\tMOSI A 1 Offset(0,44)\n\tMOSI A 1 Offset(0,48)\n\tMOSI A 1 Offset(0,52)\n\tMOSI A 16\n\tMOSI A 1 Offset(0,48)\n\tMOSI A 1 Offset(0,44)\n\tMOSI A 1 Offset(0,40)\n\tMOSI A 1 Offset(0,36)\n MOSI A 1 A_WeaponReady\n Goto Ready\n MOSI A 0 A_GunFlash\n MOSI A 0 A_PlayWeaponSound(\"weapons/m1\")\n\tMOSI A 0 ACS_ExecuteAlways(253,0,-1,random(-1,1),0)\n\tMOSI A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n MOSI A 4 A_FireBullets(0,0,1,50,\"GunSmoke\")\n\tMOSI A 0 radius_quake(2,2,0,1,0)\n\tMOSI A 1 A_ZoomFactor(1.51)\n MOSI B 2 BRIGHT\n\tMOSI A 4 A_ZoomFactor(1)\n\tMOSI A 35\n\tMOSI A 1 Offset(0,36)\n\tMOSI A 1 Offset(0,40)\n\tMOSI A 1 Offset(0,44)\n\tMOSI A 1 Offset(0,48)\n\tMOSI A 1 Offset(0,52)\n\tMOSI A 16\n\tMOSI A 1 Offset(0,48)\n\tMOSI A 1 Offset(0,44)\n\tMOSI A 1 Offset(0,40)\n\tMOSI A 1 Offset(0,36)\n\tMOSI A 1 A_ZoomFactor(1.5)\n MOSI A 1 A_WeaponReady\n\tGoto Ready\n AltFire:\n MOSI A 0 A_JumpIfInventory(\"sights\",1,3)\n\t MOSI A 0 A_GiveInventory(\"sights\",1)\n\t MOSI A 0 A_ZoomFactor(1.3)\n\t Goto Ready\n\t MOSI A 0 A_TakeInventory(\"sights\",1)\n\t MOSI A 0 A_ZoomFactor(1)\n\t Goto Ready\n Reload:\n MOSI A 0 A_JumpIfInventory(\"InMagazine9\",8,\"Reloading\")\n MOSI A 0 A_JumpIfInventory(\".30Springfield\",1,1)\n\t Goto Reloading\n\t MOSI A 0 A_TakeInventory(\".30Springfield\",1)\n\t MOSI A 0 A_GiveInventory(\"InMagazine9\",1)\n\t Loop\n Reloading:\n MOSI A 0 A_TakeInventory(\"sights\",1)\n\t MOSI A 0 A_ZoomFactor(1)\n\t MOSI A 1 A_PlaySound(\"weapons/m1rel1\")\n\t MOSI A 1 Offset(0,36)\n\t MOSI A 1 Offset(0,40)\n\t MOSI A 1 Offset(0,44)\n\t MOSI A 1 Offset(0,48)\n\t MOSI A 1 Offset(0,52)\n\t MOSI A 1 Offset(0,56)\n\t MOSI A 1 Offset(0,60)\n\t MOSI A 1 Offset(0,64)\n\t MOSI A 1 Offset(0,68)\n\t MOSI A 1 Offset(0,72)\n\t MOSI A 8\n\t MOSI A 1 A_PlaySound(\"weapons/m1rel2\")\n\t MOSI A 46\n\t MOSI A 4 Offset(0,68)\n\t MOSI A 1 Offset(0,68)\n\t MOSI A 1 Offset(0,60)\n\t MOSI A 1 Offset(0,52)\n\t MOSI A 1 Offset(0,44)\n\t MOSI A 1 Offset(0,36)\n\t MOSI A 1 Offset(0,32)\n\t MOSI A 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n ThrowGrenade:\n MOSI A 0 A_TakeInventory(\"sights\",1)\n\t MOSI A 0 A_ZoomFactor(1)\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\t HNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n NoAmmo:\n MOSI A 4 A_PlaySound(\"weapons/noammo\")\n\t Goto Ready\n Flash:\n RIFF A 2 Bright A_Light1\n RIFF B 2 Bright A_Light2\n TNT1 A 0 A_Light0\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_machete.txt",
"contents": "actor QuickMachete : Weapon 10901\n{\n Weapon.Kickback 100\n +WEAPON.WIMPY_WEAPON\n +WEAPON.MELEEWEAPON\n +NOEXTREMEDEATH\n Obituary \"%o was cut up by %k's machete.\"\n States\n {\n Spawn:\n MHTE A -1\n loop\n Ready:\n MHTG G 1 A_WeaponReady\n Goto Fire\n Deselect:\n MHTG G 1 A_Lower\n\tMHTG G 0 A_Lower\n\tMHTG G 0 A_Lower\n loop\n Select:\n MHTG G 1 A_Raise\n\tMHTG G 0 A_Raise\n\tMHTG G 0 A_Raise\n loop\n Fire:\n TNT1 A 0 A_Jump(128,\"Fire4\")\n TNT1 A 0 A_Jump(128,\"Fire3\")\n TNT1 A 0 A_Jump(128,\"Fire2\")\n MHTG A 2 A_PlayWeaponSound(\"MacheteSwing\")\n MHTG B 2\n MHTG C 4 A_CustomPunch(32,0,0,\"MachetePuff\")\n MHTG D 2\n MHTG E 2\n MHTG F 2\n MHTG G 2\n MHTG H 1\n MHTG I 1\n Goto Ready\n Fire2:\n MHT2 A 2 A_PlayWeaponSound(\"MacheteSwing\")\n MHT2 B 2\n MHT2 C 4 A_CustomPunch (20,0,0,\"MachetePuff\")\n MHT2 D 2\n MHT2 E 2\n MHT2 F 2\n MHT2 G 1\n MHT2 H 1\n Goto Ready\n Fire3:\n MHT3 A 2 A_PlayWeaponSound(\"MacheteSwing\")\n MHT3 B 2\n MHT3 C 4 A_CustomPunch (16,0,0,\"MachetePuff\")\n MHT3 D 2\n MHT3 E 2\n MHT3 F 1\n MHT3 G 1\n Goto Ready\n Fire4:\n MHT4 A 2 A_PlayWeaponSound(\"MacheteSwing\")\n MHT4 B 2\n MHT4 C 4 A_CustomPunch(12,0,0,\"MachetePuff\")\n MHT4 D 2\n MHT4 E 2\n MHT4 F 1\n MHT4 G 1\n Goto Ready\n }\n}\n\nActor MachetePuff\n{\n Radius 1\n Height 1\n +NOBLOCKMAP\n +NOGRAVITY\n +NOEXTREMEDEATH\n +PUFFONACTORS\n\n DamageType \"Knife\"\n\n SeeSound \"MacheteHitThing\"\n AttackSound \"MacheteHitWall\"\n ActiveSound \"MacheteSwing\"\n\n States\n {\n Spawn:\n\tTNT1 A 0\n TNT1 AAAA 0 A_SpawnItemEx(\"GunSmoke_Smoke\",0,random(-2,2),random(-2,2),0,0,0,0,SXF_CLIENTSIDE)\n\tTNT1 A 0 ACS_ExecuteAlways(270,0,0,0,0)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_flamethrower.txt",
"contents": "Actor FlameThrower : Weapon 10032\n{\n obituary \"%o was toasted by %k's Flame Thrower.\"\n attacksound \"\"\n inventory.pickupmessage \"You got the M2 Flame Thrower!\"\n Weapon.SlotNumber 6\n Weapon.SelectionOrder 1400\n Weapon.KickBack 100\n Weapon.PreferredSkin \"FlameThrower\"\n +AMMO_OPTIONAL\n States\n {\n Ready:\n M2FL A 1 A_WeaponReady\n Loop\n Deselect:\n M2FL A 1 A_Lower\n M2FL A 0 A_Lower\n M2FL A 0 A_Lower\n Loop\n Select:\n M2FL A 1 A_Raise\n M2FL A 0 A_Raise\n M2FL A 0 A_Raise\n Loop\n Fire:\n\t M2FL C 1 A_PlaySound(\"weapons/flamfir\")\n\t M2FL C 1 A_PlaySoundEx(\"weapons/flamlop\",\"SoundSlot5\")\n Hold:\n M2FL C 1 A_FireCustomMissile(\"flame\",0,0,0,-10,0)\n\t M2FL C 0 A_StopSoundEx(\"SoundSlot5\")\n\t M2FL C 0 A_PlaySoundEx(\"weapons/flamlop\",\"SoundSlot5\")\n\t M2FL C 1 A_ReFire\n\t Goto Ready\n Flash:\n TNT1 A 2 bright\n Stop\n Spawn:\n M2FL B -1\n Stop\n }\n}\nActor flame\n{\n Radius 8\n Height 16\n Damage 1\n Speed 10\n Scale 0.2\n Alpha 0.5\n Renderstyle Add\n PROJECTILE\n +NOGRAVITY\n +PAINLESS\n +SKYEXPLODE\n +NOEXTREMEDEATH\n +BLOODLESSIMPACT\n States\n {\n Spawn:\n FLAM ABCDEFGHIJKLMNOPQRSTU 2 BRIGHT A_Explode(1,5)\n\tGoto Death\n Death:\n TNT1 A 0 A_SpawnItemEx(\"flame_fire\",0,0,0,0,0,0)\n\tStop\n }\n}\nActor flame_fire\n{\n Radius 4\n Height 8\n Damage 10\n Alpha 0.5\n Renderstyle Add\n -NOGRAVITY\n +PAINLESS\n +NOEXTREMEDEATH\n +BLOODLESSIMPACT\n States\n {\n Spawn:\n FIRE AABBCCDDEEFFGGHHIIJJKKLLMMNN 4 BRIGHT A_Explode(1,4)\n\tGoto Death\n Death:\n TNT1 A -1\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_wunderwaffe.txt",
"contents": "Actor Wunderwaffe_Bolt\n{\n Radius 1\n Height 1\n +NOBLOCKMAP\n +NOGRAVITY\n States\n {\n Spawn:\n\tTHUN A 1 BRIGHT Radius_Quake(9,2,0,10,0)\n\tTHUN A 1 BRIGHT Radius_Quake(8,2,0,10,0)\n\tTHUN A 1 BRIGHT Radius_Quake(7,2,0,10,0)\n\tTHUN A 1 BRIGHT Radius_Quake(6,2,0,10,0)\n\tTHUN A 1 BRIGHT Radius_Quake(5,2,0,10,0)\n\tTHUN A 1 BRIGHT Radius_Quake(4,2,0,10,0)\n\tTHUN A 1 BRIGHT Radius_Quake(3,2,0,10,0)\n\tTHUN A 1 BRIGHT Radius_Quake(2,2,0,10,0)\n\tTHUN A 1 BRIGHT Radius_Quake(1,2,0,10,0)\n\tTHUN AAAAA 5 BRIGHT A_FadeOut(0.2)\n\tTNT1 A 0 ACS_ExecuteAlways(270,0,0,0,0)\n\tStop\n }\n}\nActor Wunderwaffe_Effect\n{\n Radius 1\n Height 1\n +NOBLOCKMAP\n +NOGRAVITY\n +FORCEXYBILLBOARD\n States\n {\n Spawn:\n\tTHUN BBBBBBBBBB 1 BRIGHT A_FadeOut(0.1)\n\tTNT1 A 0 ACS_ExecuteAlways(270,0,0,0,0)\n\tStop\n }\n}\nActor Wunderwaffe_InitialProjectile : FastProjectile\n{\n Radius 4\n Height 8\n Mass 10\n Damage 1\n Speed 75\n PROJECTILE\n +FORCEXYBILLBOARD\n +NOGRAVITY\n States\n {\n Spawn:\n\tTHUN B 1 BRIGHT A_SpawnItemEx(\"Wunderwaffe_Effect\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tLoop\n Death:\n\tTNT1 AAAAAAAA 0 A_SpawnItemex(\"Wunderwaffe_Effect\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"Wunderwaffe_Projectile\",0,0,0,75,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Wunderwaffe_Bolt\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Explode(25,150)\n\tTNT1 A 0 ACS_ExecuteAlways(270,0,0,0,0)\n\tStop\n }\n}\nActor Wunderwaffe_Projectile : FastProjectile\n{\n Radius 4\n Height 8\n Mass 10\n Damage 1\n Speed 75\n PROJECTILE\n +FORCEXYBILLBOARD\n +NOGRAVITY\n States\n {\n Spawn:\n\tTHUN B 1 BRIGHT A_SpawnItemEx(\"Wunderwaffe_Effect\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tLoop\n Death:\n\tTNT1 AAAAAAAA 0 A_SpawnItemex(\"Wunderwaffe_Effect\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_SpawnItemEx(\"Wunderwaffe_Bolt\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Explode(25,150)\n\tTNT1 A 0 ACS_ExecuteAlways(270,0,0,0,0)\n\tStop\n }\n}\n\nActor Wunderwaffe : Weapon 10058\n{\n Inventory.Pickupmessage \"Wunderwaffe-DG2\"\n Weapon.SelectionOrder 1000\n Weapon.SlotNumber 5\n Weapon.AmmoUse 1\n Weapon.AmmoGive1 3\n Weapon.AmmoGive2 999\n Weapon.AmmoType1 \"In_Wunderwaffe\"\n Weapon.AmmoType2 \"Reserve_Wunderwaffe\"\n Weapon.PreferredSkin \"Flamethrower\"\n Radius 1\n Height 1\n +NOAUTOFIRE\n +AMMO_OPTIONAL\n States\n {\n Ready:\n COLT A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tCOLT A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\tCOLT A 0 A_JumpIfInventory(\"throwspec\",1,\"ThrowSpecial\")\n\tCOLT A 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n\t//COLT A 0 A_JumpIfInventory(\"sprinting\",1,\"Ready.SprintStart\")\n COLT A 1 A_WeaponReady\n Loop\n Deselect:\n COLT A 1 A_Lower\n\tCOLT A 0 A_Lower\n\tCOLT A 0 A_Lower\n Loop\n Select:\n COLT A 1 A_Raise\n\tCOLT A 0 A_Raise\n\tCOLT A 0 A_Raise\n Loop\n Fire:\n COLT A 0 A_JumpIfNoAmmo(\"Reload\")\n\tCOLT A 0 A_ZoomFactor(0.98)\n\tCOLT A 0 A_PlaySound(\"weapons/colt\",1,0.5)\n\tCOLT A 0 A_PlaySound(\"weapons/colt\",0,0.5,0,ATTN_NONE)\n\tCOLT A 0 ACS_ExecuteAlways(253,0,random(-1,1),random(-2,2),0)\n COLT A 1 A_FireCustomMissile(\"Wunderwaffe_InitialProjectile\",0,1,4,7,1,0)\n\tCOLT A 0 A_ZoomFactor(0.99)\n\tCOLT A 1 A_Light2\n\tCOLT A 0 A_ZoomFactor(1.0)\n\tCOLT B 1 A_Light1\n\tCOLT C 1 A_Light0\n\tCOLT DE 1 A_WeaponReady\n COLT CA 3 A_WeaponReady\n Goto Ready\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"reload\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"In_Wunderwaffe\",3,\"Ready\")\n\tTNT1 A 0 A_JumpIfInventory(\"Reserve_Wunderwaffe\",1,\"ReloadLoop\")\n\tGoto Ready\n ReloadLoop:\n COLT A 0 A_JumpIfInventory(\"In_Wunderwaffe\",3,\"Reloading\")\n COLT A 0 A_JumpIfInventory(\"Reserve_Wunderwaffe\",1,1)\n\tGoto Reloading\n\tCOLT A 0 A_TakeInventory(\"Reserve_Wunderwaffe\",1)\n\tCOLT A 0 A_GiveInventory(\"In_Wunderwaffe\",1)\n\tLoop\n Reloading:\n COLT A 0 A_JumpIfInventory(\"SpeedCola\",1,\"Reloading.SpeedReload\")\n\tCOLT A 1 Offset(0,32)\n\tCOLT A 1 Offset(4,32)\n\tCOLT A 1 Offset(12,32)\n\tCOLT A 1 Offset(24,32)\n\tCOLT F 2 Offset(0,32)\n\tCOLT F 0 ACS_ExecuteAlways(253,0,1,1,0)\n\tCOLT F 4 A_PlaySound(\"weapons/m19out\")\n\tCOLT F 0 ACS_ExecuteAlways(253,0,-2,-2,0)\n\tCOLT FGHF 3 Offset(0,32)\n\tCOLT F 8 Offset(0,32)\n\tCOLT F 0 A_PlaySound(\"weapons/m19in\")\n\tCOLT FIJKF 4 Offset(0,32)\n\tCOLT F 0 ACS_ExecuteAlways(253,0,-7,-4,0)\n\tCOLT F 4 Offset(0,32)\n\tCOLT A 1 Offset(24,32)\n\tCOLT A 1 Offset(12,32)\n\tCOLT A 1 Offset(4,32)\n\tCOLT A 1 Offset(0,32)\n\tCOLT A 0 A_TakeInventory(\"reload\",1)\n\tGoto Ready\n Reloading.SpeedReload:\n\tCOLT A 1 Offset(0,32)\n\tCOLT A 1 Offset(4,32)\n\tCOLT A 1 Offset(24,32)\n\tCOLT F 1 Offset(0,32)\n\tCOLT F 0 ACS_ExecuteAlways(253,0,1,1,0)\n\tCOLT F 4 A_PlaySound(\"weapons/m19out\")\n\tCOLT F 0 ACS_ExecuteAlways(253,0,-2,-2,0)\n\tCOLT FGHF 3 Offset(0,32)\n\tCOLT F 4 Offset(0,32)\n\tCOLT F 0 A_PlaySound(\"weapons/m19in\")\n\tCOLT FIJKF 4 Offset(0,32)\n\tCOLT F 0 ACS_ExecuteAlways(253,0,-7,-4,0)\n\tCOLT F 2 Offset(0,32)\n\tCOLT A 1 Offset(24,32)\n\tCOLT A 1 Offset(4,32)\n\tCOLT A 1 Offset(0,32)\n\tCOLT A 0 A_TakeInventory(\"reload\",1)\n\tGoto Ready\n /*ThrowGrenade:\n COLT A 0 A_TakeInventory(\"sights\",1)\n\tCOLT A 0 A_ZoomFactor(1)\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\tHNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready*/\n ThrowGrenade:\n COLT A 0 A_TakeInventory(\"sights\",1)\n\tCOLT A 0 A_ZoomFactor(1)\n COLT A 1 Offset(0,32)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tNADE LM 1\n\tCOLT A 1 Offset(0,72)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n ThrowSpecial:\n\tTNT1 A 0 A_TakeInventory(\"throwspec\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_N74ST\",1,\"ThrowN74ST\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_Molotov\",1,\"ThrowMolotov\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_BouncingBetty\",1,\"ThrowBouncingBetty\")\n\tGoto Ready\n ThrowN74ST:\n TNT1 A 0 A_JumpIfInventory(\"N74STAmmo\",1,1)\n\tGoto Ready\n COLT A 0 A_TakeInventory(\"sights\",1)\n\tCOLT A 0 A_ZoomFactor(1)\n COLT A 1 Offset(0,32)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tN74S ABCD 1\n\tTNT1 A 2\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownN74ST\",0,0,0,0)\n\tNADE LM 1\n\tCOLT A 1 Offset(0,72)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,32)\n Goto Ready\n Knife:\n\tCOLT A 1 Offset(-16,52)\n\tCOLT A 1 Offset(-24,60)\n\tCOLT A 1 Offset(-30,66)\n\tCOLT A 1 Offset(-32,68)\n\tCOLT A 1 Offset(-32,84)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(0,-1),random(3,6),0)\n\tKNIF A 1 Offset(0,32)\n\tKNIF A 1 Offset(-4,32)\n\tKNIF A 1 Offset(-12,32)\n\tTNT1 A 0 A_CustomPunch(4,0,0,\"KnifeSlash\")\n\tKNIF A 1 Offset(-24,32)\n\tKNIF B 1 Offset(-40,32)\n\tKNIF B 1 Offset(-64,32)\n\tKNIF B 1 Offset(-88,32)\n\tTNT1 A 0 A_CustomPunch(4,0,0,\"KnifePuff\")\n\tKNIF C 1 Offset(-112,32)\n\tKNIF C 1 Offset(-136,32)\n\tKNIF C 1 Offset(-160,32)\n\tTNT1 A 0 A_CustomPunch(6,0,0,\"KnifeSlash\")\n\tCOLT A 1 Offset(32,80)\n\tCOLT A 1 Offset(32,64)\n\tCOLT A 1 Offset(30,62)\n\tCOLT A 1 Offset(24,56)\n\tCOLT A 1 Offset(16,48)\n\tCOLT A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"knife\",1)\n\tGoto Ready\n Spawn:\n COLP A -1\n Stop\n }\n}\nActor In_Wunderwaffe : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 3\n}\nActor Reserve_Wunderwaffe : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 15\n}"
},
{
"source": "pk3",
"name": "actors/dec_ptrs41.txt",
"contents": "Actor PTRS41 : Weapon 10904\n{\n Weapon.AmmoType1 \"In_PTRS\"\n Weapon.AmmoType2 \"Reserve_PTRS\"\n Weapon.AmmoGive1 5\n Weapon.AmmoGive2 9999\n Weapon.AmmoUse 1\n Inventory.PickupMessage \"PTRS-41, anti-tank sniper rifle\"\n Inventory.PickupSound \"misc/w_pkup\"\n Weapon.SelectionOrder 1500\n Weapon.Slotnumber 5\n +AMMO_OPTIONAL\n +NOAUTOFIRE\n Radius 1\n Height 1\n States\n {\n Spawn:\n PTRS A -1\n Loop\n Select:\n PTRS A 1 A_Raise\n PTRS A 0 A_Raise\n PTRS A 0 A_Raise\n Loop\n Deselect:\n PTRS A 1 A_Lower\n PTRS A 0 A_Lower\n PTRS A 0 A_Lower\n\tPTRS A 0 A_TakeInventory(\"sights\",1)\n\tPTRS A 0 A_ZoomFactor(1)\n Loop\n Ready:\n PTRS A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tPTRS A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n PTRS A 1 A_WeaponReady\n Loop\n Fire:\n PTRS A 0 A_JumpIfNoAmmo(\"Reload\")\n\tPTRS A 0 A_JumpIfInventory(\"sights\",1,18)\n PTRS A 0 A_PlayWeaponSound(\"weapons/ptrs\")\n\tPTRS A 0 ACS_ExecuteAlways(253,0,-3,random(-3,3),0)\n\tPTRS A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n PTRS B 1 BRIGHT A_FireBullets(12,12,1,70,\"GunSmoke\")\n\tPTRS C 1 BRIGHT\n\tPTRS A 0 radius_quake(4,4,0,1,0)\n\tPTRS A 1 A_ZoomFactor(1.01)\n\tPTRS A 35\n\tPTRS A 0 A_PlaySound(\"weapons/bolta\")\n PTRS DEF 3\n\tPTRS A 0 a_PlaySound(\"weapons/boltb\")\n\tPTRS ED 3\n\tPTRS A 1 A_ZoomFactor(1)\n PTRS A 2 A_WeaponReady\n Goto Ready\n PTRS A 0 A_PlayWeaponSound(\"weapons/ptrs\")\n\tPTRS A 0 ACS_ExecuteAlways(253,0,-2,random(-2,2),0)\n\tPTRS A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n PTRS B 1 BRIGHT A_FireBullets(0,0,1,70,\"GunSmoke\")\n\tPTRS C 1 BRIGHT\n\tPTRS A 0 radius_quake(2,2,0,1,0)\n\tPTRS A 1 A_ZoomFactor(1.51)\n\tPTRS A 35\n\tPTRS A 0 A_PlaySound(\"weapons/bolta\")\n PTRS DEF 3\n\tPTRS A 0 a_PlaySound(\"weapons/boltb\")\n\tPTRS ED 3\n\tPTRS A 1 A_ZoomFactor(1.5)\n PTRS A 2 A_WeaponReady\n\tGoto Ready\n AltFire:\n PTRS A 0 A_JumpIfInventory(\"sights\",1,3)\n\t PTRS A 0 A_GiveInventory(\"sights\",1)\n\t PTRS A 0 A_ZoomFactor(1.5)\n\t Goto Ready\n\t PTRS A 0 A_TakeInventory(\"sights\",1)\n\t PTRS A 0 A_ZoomFactor(1)\n\t Goto Ready\n Reload:\n PTRS A 0 A_JumpIfInventory(\"In_PTRS\",5,\"Reloading\")\n PTRS A 0 A_JumpIfInventory(\"Reserve_PTRS\",1,1)\n\t Goto Reloading\n\t PTRS A 0 A_TakeInventory(\"Reserve_PTRS\",1)\n\t PTRS A 0 A_GiveInventory(\"In_PTRS\",1)\n\t Loop\n Reloading:\n PTRS A 0 A_TakeInventory(\"sights\",1)\n\t PTRS A 0 A_ZoomFactor(1)\n\t PTRS A 0 A_PlaySound(\"weapons/bolta\")\n\t PTRS DEF 3\n\t PTRS F 1 Offset(0,36)\n\t PTRS F 1 Offset(0,40)\n\t PTRS F 1 Offset(0,44)\n\t PTRS F 1 Offset(0,48)\n\t PTRS F 1 Offset(0,52)\n\t PTRS F 1 Offset(0,56)\n\t PTRS F 1 Offset(0,60)\n\t PTRS F 1 Offset(0,64)\n\t PTRS F 1 Offset(0,68)\n\t PTRS F 1 Offset(0,72)\n\t PTRS F 32 A_PlaySound(\"weapons/akrel1\")\n\t PTRS F 16 A_PlaySound(\"weapons/akrel3\")\n\t PTRS F 1 Offset(0,68)\n\t PTRS F 1 Offset(0,68)\n\t PTRS F 1 Offset(0,60)\n\t PTRS F 1 Offset(0,52)\n\t PTRS F 1 Offset(0,44)\n\t PTRS F 1 Offset(0,36)\n\t PTRS F 1 Offset(0,32)\n\t PTRS F 0 A_PlaySound(\"weapons/boltb\")\n\t PTRS FED 2\n\t PTRS F 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n ThrowGrenade:\n PTRS A 0 A_TakeInventory(\"sights\",1)\n\t PTRS A 0 A_ZoomFactor(1)\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\t HNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n }\n}\n\nActor In_PTRS : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n States\n {\n Spawn:\n TNT1 A -1\n\tStop\n }\n}\nActor Reserve_PTRS : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 40\n States\n {\n Spawn:\n\tTNT1 A -1\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_kar98k_scoped.txt",
"contents": "Actor Kar98kScoped : Weapon 10059\n{\n Weapon.KickBack 100\n Weapon.AmmoType1 \"In_KarScoped\"\n Weapon.AmmoType2 \"Reserve_KarScoped\"\n Weapon.AmmoGive1 5\n Weapon.AmmoGive2 9999\n Weapon.AmmoUse 1\n Inventory.PickupMessage \"Kar98k w/ Scope\"\n Inventory.PickupSound \"misc/w_pkup\"\n Weapon.SelectionOrder 1300\n Weapon.Slotnumber 5\n +AMMO_OPTIONAL\n +NOAUTOFIRE\n Radius 1\n Height 1\n States\n {\n Spawn:\n KAR9 Z -1\n Loop\n Select:\n SPRI S 1 A_Raise\n SPRI S 0 A_Raise\n SPRI S 0 A_Raise\n Loop\n Deselect:\n SPRI S 0 A_TakeInventory(\"Scoped\",1)\n\tSPRI S 0 ACS_ExecuteAlways(279,0,0,0,0)\n Deselect.Loop:\n SPRI S 1 A_Lower\n SPRI S 0 A_Lower\n SPRI S 0 A_Lower\n\tSPRI S 0 A_ZoomFactor(1)\n Loop\n Ready:\n SPRI S 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tSPRI S 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\tKAR8 A 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n SPRI S 1 A_WeaponReady\n Loop\n Ready.Scoped:\n\tTNT1 A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tTNT1 A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\tTNT1 A 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n TNT1 A 1 A_WeaponReady\n Loop\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"Scoped\",1,\"Unscope\")\n Scope:\n\tTNT1 A 0 A_ZoomFactor(3.0)\n\tTNT1 A 0 ACS_ExecuteAlways(279,0,0,0,0)\n\tGoto Ready.Scoped\n Unscope:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 ACS_ExecuteAlways(279,0,0,0,0)\n\tGoto Ready\n Fire:\n SPRI S 0 A_JumpIfNoAmmo(\"Reload\")\n\tSPRI S 0 A_JumpIfInventory(\"Scoped\",1,\"Fire.Scoped\")\n\tSPRI S 0 A_JumpIfInventory(\"DoubleTap\",1,\"Fire.DoubleTap\")\n SPRI S 0 A_PlayWeaponSound(\"weapons/kar\")\n\tSPRI S 0 A_ZoomFactor(0.98)\n\tSPRI S 0 ACS_ExecuteAlways(253,0,random(-2,2),random(-2,2),0)\n\tSPRI S 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Jump(200,3)\n SPRI S 1 A_FireBullets(2,2,-1,65,\"GunSmoke\")\n\tTNT1 A 0 A_Jump(256,2)\n\tSPRI S 1 A_RailAttack(65,0,1,none,none,2,0,\"GunSmoke\")\n\tSPRI S 0 A_ZoomFactor(0.99)\n\tSPRI S 1 BRIGHT A_Light2\n\tSPRI S 1 BRIGHT A_Light1\n\tSPRI S 1 A_ZoomFactor(1)\n\tSPRI S 16\n\tTNT1 A 0 A_PlaySound(\"weapons/karcyc\")\n\tSPRI S 3\n\tTNT1 S 0 A_SpawnItemEx(\"Casing_Rifle\",12,2,36,0,random(1,2),random(2,3),0,SXF_CLIENTSIDE)\n\tSPRI S 4\n\tSPRI S 3\n\tSPRI S 8\n SPRI S 2 A_WeaponReady\n Goto Ready\n Fire.Scoped:\n\tSPRI S 0 A_JumpIfInventory(\"DoubleTap\",1,\"Fire.Scoped.DoubleTap\")\n SPRI S 0 A_PlayWeaponSound(\"weapons/kar\")\n\tSPRI S 0 A_ZoomFactor(2.99)\n\tSPRI S 0 ACS_ExecuteAlways(253,0,random(-4,4),random(-4,4),0)\n\tSPRI S 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Jump(200,3)\n SPRI S 1 A_FireBullets(1,1,-1,65,\"GunSmoke\")\n\tTNT1 A 0 A_Jump(256,2)\n\tSPRI S 1 A_RailAttack(65,0,1,none,none,1,0,\"GunSmoke\")\n\tSPRI S 0 A_ZoomFactor(3.0)\n\tKAR9 E 1 BRIGHT A_Light2\n\tKAR9 F 1 BRIGHT A_Light1\n\tSPRI S 1\n\tSPRI S 16\n\tTNT1 A 0 A_PlaySound(\"weapons/karcyc\")\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,3,2,0)\n\tKAR9 ABC 3\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,-3,2,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Rifle\",12,2,36,0,random(1,2),random(2,3),0,SXF_CLIENTSIDE)\n\tKAR9 D 4\n\tKAR9 CBA 3\n\tKAR9 A 8\n KAR9 A 2 A_WeaponReady\n Goto Ready\n Fire.DoubleTap:\n SPRI S 0 A_PlayWeaponSound(\"weapons/kar\")\n\tSPRI S 0 A_ZoomFactor(0.98)\n\tSPRI S 0 ACS_ExecuteAlways(253,0,random(-2,2),random(-2,2),0)\n\tSPRI S 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n SPRI S 1 A_FireBullets(1.3,1.3,-1,50,\"GunSmoke\")\n\tSPRI S 0 A_ZoomFactor(0.99)\n\tKAR9 E 1 BRIGHT A_Light2\n\tKAR9 F 1 BRIGHT A_Light1\n\tSPRI S 1 A_ZoomFactor(1)\n\tKAR9 A 8\n\tTNT1 A 0 A_PlaySound(\"weapons/karcyc\")\n\tKAR9 ABC 3\n\tKAR9 D 4\n\tKAR9 CBA 3\n\tKAR9 A 4\n SPRI S 1 A_WeaponReady\n Goto Ready\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"reload\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"In_Kar\",5,\"Ready\")\n\tTNT1 A 0 A_JumpIfInventory(\"Reserve_Kar\",1,\"ReloadLoop\")\n\tGoto Ready\n ReloadLoop:\n SPRI S 0 A_JumpIfInventory(\"In_Kar\",5,\"Reloading\")\n SPRI S 0 A_JumpIfInventory(\"Reserve_Kar\",1,1)\n\t Goto Reloading\n\t SPRI S 0 A_TakeInventory(\"Reserve_Kar\",1)\n\t SPRI S 0 A_GiveInventory(\"In_Kar\",1)\n\t Loop\n Reloading:\n SPRI S 0 A_JumpIfInventory(\"SpeedCola\",1,\"Reloading.SpeedReload\")\n\t SPRI S 1 A_PlaySound(\"weapons/karrel\")\n\t KAR9 ABCD 3\n\t KAR9 D 2 Offset(2,32)\n\t KAR9 D 2 Offset(8,32)\n\t KAR9 D 2 Offset(24,32)\n\t KAR9 D 2 Offset(56,32)\n\t KAR9 D 2 Offset(64,32)\n\t KAR9 G 8 Offset(-32,32)\n\t KAR9 GHIJ 3 Offset(-32,32)\n\t KAR9 D 2 Offset(56,32)\n\t KAR9 D 2 Offset(24,32)\n\t KAR9 D 2 Offset(8,32)\n\t KAR9 D 2 Offset(0,32)\n\t KAR9 D 16\n\t KAR9 DCBA 2\n\t SPRI S 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n Reloading.SpeedReload:\n SPRI S 1 A_PlaySound(\"weapons/karrel\")\n\t KAR9 ABCD 2\n\t KAR9 D 2 Offset(2,32)\n\t KAR9 D 2 Offset(8,32)\n\t KAR9 D 2 Offset(24,32)\n\t KAR9 D 2 Offset(56,32)\n\t KAR9 D 2 Offset(64,32)\n\t KAR9 G 4 Offset(-32,32)\n\t KAR9 GHIJ 2 Offset(-32,32)\n\t KAR9 D 2 Offset(56,32)\n\t KAR9 D 2 Offset(24,32)\n\t KAR9 D 2 Offset(8,32)\n\t KAR9 D 2 Offset(0,32)\n\t KAR9 D 8\n\t KAR9 DCBA 1\n\t SPRI S 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n ThrowGrenade:\n SPRI S 0 A_TakeInventory(\"sights\",1)\n\t SPRI S 0 A_ZoomFactor(1)\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\t HNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n Knife:\n\t SPRI S 1 Offset(-16,52)\n\t SPRI S 1 Offset(-24,60)\n\t SPRI S 1 Offset(-30,66)\n\t SPRI S 1 Offset(-32,68)\n\t SPRI S 1 Offset(-32,84)\n \t KNIF A 1 Offset(0,32)\n\t KNIF A 1 Offset(-4,32)\n\t KNIF A 1 Offset(-12,32)\n\t TNT1 A 0 A_CustomPunch(4,0,0,\"KnifeSlash\")\n\t KNIF A 1 Offset(-24,32)\n\t KNIF B 1 Offset(-40,32)\n\t KNIF B 1 Offset(-64,32)\n\t KNIF B 1 Offset(-88,32)\n\t TNT1 A 0 A_CustomPunch(4,0,0,\"KnifePuff\")\n\t KNIF C 1 Offset(-112,32)\n\t KNIF C 1 Offset(-136,32)\n\t KNIF C 1 Offset(-160,32)\n\t TNT1 A 0 A_CustomPunch(6,0,0,\"KnifeSlash\")\n\t SPRI S 1 Offset(32,80)\n\t SPRI S 1 Offset(32,64)\n\t SPRI S 1 Offset(30,62)\n\t SPRI S 1 Offset(24,56)\n\t SPRI S 1 Offset(16,48)\n\t SPRI S 1 Offset(0,32)\n\t TNT1 A 0 A_TakeInventory(\"knife\",1)\n\t Goto Ready\n NoAmmo:\n KAR9 A 4 A_PlaySound(\"weapons/noammo\")\n\t Goto Ready\n }\n}\n\nActor In_KarScoped : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n States\n {\n Spawn:\n TNT1 A -1\n\tStop\n }\n}\nActor Reserve_KarScoped : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 50\n States\n {\n Spawn:\n\tTNT1 A -1\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_springfield_scoped.txt",
"contents": "Actor SpringfieldScoped : Weapon 10066\n{\n Weapon.KickBack 0\n Weapon.AmmoType1 \"In_SpringfieldScoped\"\n Weapon.AmmoType2 \"Reserve_SpringfieldScoped\"\n Weapon.AmmoGive1 5\n Weapon.AmmoGive2 9999\n Weapon.AmmoUse 1\n Inventory.PickupMessage \"Springfield Scoped\"\n Inventory.PickupSound \"misc/w_pkup\"\n Weapon.SelectionOrder 1200\n Weapon.Slotnumber 5\n +AMMO_OPTIONAL\n +NOAUTOFIRE\n Radius 1\n Height 1\n States\n {\n Spawn:\n SPRI Z -1\n Loop\n Select:\n SPRI S 1 A_Raise\n TNT1 A 0 A_Raise\n TNT1 A 0 A_Raise\n Loop\n Deselect:\n SPRI S 1 A_Lower\n TNT1 A 0 A_Lower\n TNT1 A 0 A_Lower\n\tTNT1 A 0 A_ZoomFactor(1)\n Loop\n Ready:\n TNT1 A 0 A_JumpIfInventory(\"Scoped\",1,\"Ready.Scoped\")\n TNT1 A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tTNT1 A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\tTNT1 A 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n SPRI S 1 A_WeaponReady\n Loop\n Ready.Scoped:\n TNT1 A 0 A_JumpIfInventory(\"Scoped\",1,1)\n\tGoto Ready\n\tTNT1 A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tTNT1 A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\tTNT1 A 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n SPRI S 1 A_WeaponReady\n\tLoop\n Fire:\n TNT1 A 0 A_JumpIfNoAmmo(\"Reload\")\n\tTNT1 A 0 A_JumpIfInventory(\"Scoped\",1,\"Fire.Scoped\")\n\tTNT1 A 0 A_JumpIfInventory(\"DoubleTap\",1,\"Fire.DoubleTap\")\n TNT1 A 0 A_PlayWeaponSound(\"weapons/kar\")\n\tTNT1 A 0 A_ZoomFactor(0.98)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(-2,2),random(-2,2),0)\n\tTNT1 A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Jump(205,3)\n SPRI S 1 A_FireBullets(1,1,-1,55,\"GunSmoke\")\n\tTNT1 A 0 A_Jump(256,2)\n\tSPRI S 1 A_RailAttack(55,0,1,none,none,1,0,\"GunSmoke\")\n\tTNT1 A 0 A_ZoomFactor(0.99)\n\tSPRI S 1 BRIGHT A_Light2\n\tSPRI S 1 BRIGHT A_Light1\n\tSPRI S 1 A_ZoomFactor(1)\n\tSPRI S 12\n\tTNT1 A 0 A_PlaySound(\"weapons/karcyc\")\n\tSPRI S 3\n\tSPRI D 4\n\tSPRI S 3\n\tSPRI S 2\n SPRI S 2 A_WeaponReady\n Goto Ready\n Fire.DoubleTap:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/kar\")\n\tTNT1 A 0 A_ZoomFactor(0.98)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(-2,2),random(-2,2),0)\n\tTNT1 A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n SPRI S 1 A_FireBullets(1.3,1.3,-1,50,\"GunSmoke\")\n\tTNT1 A 0 A_ZoomFactor(0.99)\n\tSPRI E 1 BRIGHT A_Light2\n\tSPRI F 1 BRIGHT A_Light1\n\tSPRI S 1 A_ZoomFactor(1)\n\tSPRI A 6\n\tTNT1 A 0 A_PlaySound(\"weapons/karcyc\")\n\tSPRI ABC 3\n\tSPRI D 4\n\tSPRI CBA 3\n SPRI S 1 A_WeaponReady\n Goto Ready\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"reload\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"In_Springfield\",5,\"Ready\")\n\tTNT1 A 0 A_JumpIfInventory(\"Reserve_Springfield\",1,\"ReloadLoop\")\n\tGoto Ready\n ReloadLoop:\n TNT1 A 0 A_JumpIfInventory(\"In_Springfield\",5,\"Reloading\")\n TNT1 A 0 A_JumpIfInventory(\"Reserve_Springfield\",1,1)\n\t Goto Reloading\n\t TNT1 A 0 A_TakeInventory(\"Reserve_Springfield\",1)\n\t TNT1 A 0 A_GiveInventory(\"In_Springfield\",1)\n\t Loop\n Reloading:\n TNT1 A 0 A_JumpIfInventory(\"SpeedCola\",1,\"Reloading.SpeedReload\")\n\t SPRI S 1 A_PlaySound(\"weapons/karrel\")\n\t SPRI ABCD 3\n\t SPRI D 2 Offset(2,32)\n\t SPRI D 2 Offset(8,32)\n\t SPRI D 2 Offset(24,32)\n\t SPRI D 2 Offset(56,32)\n\t SPRI D 2 Offset(64,32)\n\t SPRI G 8 Offset(-32,32)\n\t SPRI GHIJ 3 Offset(-32,32)\n\t SPRI D 2 Offset(56,32)\n\t SPRI D 2 Offset(24,32)\n\t SPRI D 2 Offset(8,32)\n\t SPRI D 2 Offset(0,32)\n\t SPRI D 16\n\t SPRI DCBA 2\n\t TNT1 A 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n Reloading.SpeedReload:\n SPRI S 1 A_PlaySound(\"weapons/karrel\")\n\t SPRI ABCD 2\n\t SPRI D 2 Offset(2,32)\n\t SPRI D 2 Offset(8,32)\n\t SPRI D 2 Offset(24,32)\n\t SPRI D 2 Offset(56,32)\n\t SPRI D 2 Offset(64,32)\n\t SPRI G 4 Offset(-32,32)\n\t SPRI GHIJ 2 Offset(-32,32)\n\t SPRI D 2 Offset(56,32)\n\t SPRI D 2 Offset(24,32)\n\t SPRI D 2 Offset(8,32)\n\t SPRI D 2 Offset(0,32)\n\t SPRI D 8\n\t SPRI DCBA 1\n\t TNT1 A 0 A_TakeInventory(\"reload\",1)\n\t Goto Ready\n ThrowGrenade:\n TNT1 A 0 A_TakeInventory(\"sights\",1)\n\t TNT1 A 0 A_ZoomFactor(1)\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\t HNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n Knife:\n\t SPRI S 1 Offset(-16,52)\n\t SPRI S 1 Offset(-24,60)\n\t SPRI S 1 Offset(-30,66)\n\t SPRI S 1 Offset(-32,68)\n\t SPRI S 1 Offset(-32,84)\n \t KNIF A 1 Offset(0,32)\n\t KNIF A 1 Offset(-4,32)\n\t KNIF A 1 Offset(-12,32)\n\t TNT1 A 0 A_CustomPunch(4,0,0,\"KnifeSlash\")\n\t KNIF A 1 Offset(-24,32)\n\t KNIF B 1 Offset(-40,32)\n\t KNIF B 1 Offset(-64,32)\n\t KNIF B 1 Offset(-88,32)\n\t TNT1 A 0 A_CustomPunch(4,0,0,\"KnifePuff\")\n\t KNIF C 1 Offset(-112,32)\n\t KNIF C 1 Offset(-136,32)\n\t KNIF C 1 Offset(-160,32)\n\t TNT1 A 0 A_CustomPunch(6,0,0,\"KnifeSlash\")\n\t SPRI S 1 Offset(32,80)\n\t SPRI S 1 Offset(32,64)\n\t SPRI S 1 Offset(30,62)\n\t SPRI S 1 Offset(24,56)\n\t SPRI S 1 Offset(16,48)\n\t SPRI S 1 Offset(0,32)\n\t TNT1 A 0 A_TakeInventory(\"knife\",1)\n\t Goto Ready\n NoAmmo:\n SPRI A 4 A_PlaySound(\"weapons/noammo\")\n\t Goto Ready\n }\n}\n\nActor In_Springfield : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n States\n {\n Spawn:\n TNT1 A -1\n\tStop\n }\n}\nActor Reserve_Springfield : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 50\n States\n {\n Spawn:\n\tTNT1 A -1\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "actors/dec_crossbow.txt",
"contents": "Actor Crossbow : Weapon 10259\n{\n Inventory.Pickupmessage \"Crossbow\"\n Weapon.SelectionOrder 1900\n Weapon.SlotNumber 1\n Weapon.KickBack 0\n Weapon.AmmoUse 1\n Weapon.AmmoGive1 2\n Weapon.AmmoGive2 999\n Weapon.AmmoType1 \"In_Crossbow\"\n Weapon.AmmoType2 \"Reserve_Crossbow\"\n Weapon.PreferredSkin \"Flamethrower\"\n Radius 1\n Height 1\n +NOAUTOFIRE\n +AMMO_OPTIONAL\n +NOAUTOFIRE\n States\n {\n Ready:\n CBOW A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\t CBOW A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\t CBOW A 0 A_JumpIfInventory(\"throwspec\",1,\"ThrowSpecial\")\n\t CBOW A 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n CBOW A 1 A_WeaponReady\n Loop\n Ready.Noammo:\n CBOW A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\t CBOW A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\t CBOW A 0 A_JumpIfInventory(\"throwspec\",1,\"ThrowSpecial\")\n\t CBOW A 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n CBOW B 1 A_WeaponReady\n Loop\n Deselect:\n CBOW A 1 A_Lower\n CBOW A 0 A_Lower\n CBOW A 0 A_Lower\n Loop\n Select:\n CBOW A 1 A_Raise\n CBOW A 0 A_Raise\n CBOW A 0 A_Raise\n Loop\n Fire:\n CBOW A 0 A_JumpIfNoAmmo(\"Reload\")\n\t CBOW A 0 A_JumpIfInventory(\"Doubletap\",1,\"Fire.Doubletap\")\n\t CBOW A 1\n\t CBOW A 0 A_FireBullets(1,2,1,50)\n CBOW A 0 A_FireCustomMissile(\"CrossbowArrow\")\n\t CBOW A 0 A_PlaySound(\"weapons/Thunder\")\n\t CBOW A 0 A_Jump(255,\"Ready.NoAmmo\")\n Goto Ready\n Fire.Doubletap:\n CBOW A 0 A_JumpIfNoAmmo(\"Reload\")\n\t CBOW A 1\n\t CBOW A 0 A_FireBullets(1,2,1,52)\n CBOW A 0 A_FireCustomMissile(\"CrossbowArrow\")\n\t CBOW A 0 A_PlaySound(\"weapons/Thunder\")\n \t CBOW A 0 A_Jump(255,\"Ready.NoAmmo\")\n Goto Ready\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"reload\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"In_Crossbow\",2,\"Ready\")\n\tTNT1 A 0 A_JumpIfInventory(\"Reserve_Crossbow\",1,\"ReloadLoop\")\n\tGoto Ready\n ReloadLoop:\n CBOW A 0 A_JumpIfInventory(\"In_Crossbow\",2,\"Reloading\")\n CBOW A 0 A_JumpIfInventory(\"Reserve_Crossbow\",1,1)\n\tGoto Reloading\n\tCBOW A 0 A_TakeInventory(\"Reserve_Crossbow\",1)\n\tCBOW A 0 A_GiveInventory(\"In_Crossbow\",1)\n\tLoop\n Reloading:\n\t CBOW A 0 A_JumpIfInventory(\"SpeedCola\",1,\"Reloading.SpeedReload\")\n CBOW B 6\n\t CBOW C 6\n\t CBOW D 6\n\t Goto Ready\n Reloading.SpeedReload:\n\t CBOW A 1 Offset(0,36)\n\t CBOW A 1 Offset(1,40)\n\t CBOW A 1 Offset(2,44)\n\t CBOW A 1 Offset(3,48)\n\t CBOW A 1 Offset(4,52)\n\t CBOW A 1 Offset(5,56)\n\t CBOW A 1 Offset(6,60)\n\t CBOW A 1 Offset(7,64)\n\t CBOW A 1 Offset(8,68)\n\t CBOW A 1 Offset(8,72)\n\t CBOW A 12\n\t CBOW A 2 Offset(8,68)\n\t CBOW A 2 Offset(8,64)\n\t CBOW A 8 Offset(8,68)\n\t CBOW A 1 Offset(8,72)\n\t CBOW A 1\n\t CBOW A 8 Offset(10,68)\n\t CBOW A 8 Offset(12,64)\n\t CBOW A 1\n\t CBOW A 4 Offset(10,68)\n\t CBOW A 1 Offset(8,68)\n\t CBOW A 1 Offset(6,60)\n\t CBOW A 1 Offset(4,52)\n\t CBOW A 1 Offset(3,44)\n\t CBOW A 1 Offset(0,36)\n\t CBOW A 1 Offset(0,32)\n\t Goto Ready\n ThrowGrenade:\n CBOW A 0 A_TakeInventory(\"sights\",1)\n\t CBOW A 0 A_ZoomFactor(1)\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\t HNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n ThrowSpecial:\n\tTNT1 A 0 A_TakeInventory(\"throwspec\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_N74ST\",1,\"ThrowN74ST\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_Molotov\",1,\"ThrowMolotov\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_BouncingBetty\",1,\"ThrowBouncingBetty\")\n\tGoto Ready\n ThrowN74ST:\n TNT1 A 0 A_JumpIfInventory(\"N74STAmmo\",1,1)\n\tGoto Ready\n\tTNT1 A 0 A_TakeInventory(\"N74STAmmo\",1)\n CBOW A 0 A_TakeInventory(\"sights\",1)\n\tCBOW A 0 A_ZoomFactor(1)\n CBOW A 1 Offset(0,32)\n\tCBOW A 1 Offset(0,40)\n\tCBOW A 1 Offset(0,56)\n\tCBOW A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tN74S ABCD 1\n\tTNT1 A 2\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownN74ST\",0,0,0,0)\n\tNADE LM 1\n\tCBOW A 1 Offset(0,72)\n\tCBOW A 1 Offset(0,56)\n\tCBOW A 1 Offset(0,40)\n\tCBOW A 1 Offset(0,32)\n Goto Ready\n ThrowMolotov:\n TNT1 A 0 A_JumpIfInventory(\"MolotovAmmo\",1,1)\n\tGoto Ready\n\tTNT1 A 0 A_TakeInventory(\"MolotovAmmo\",1)\n CBOW A 0 A_TakeInventory(\"sights\",1)\n\tCBOW A 0 A_ZoomFactor(1)\n CBOW A 1 Offset(0,32)\n\tCBOW A 1 Offset(0,40)\n\tCBOW A 1 Offset(0,56)\n\tCBOW A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownMolotov\",0,0,0,0)\n\tNADE LM 1\n\tCBOW A 1 Offset(0,72)\n\tCBOW A 1 Offset(0,56)\n\tCBOW A 1 Offset(0,40)\n\tCBOW A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n ThrowBouncingBetty:\n\tTNT1 A 0 A_JumpIfInventory(\"BouncingBettyAmmo\",1,1)\n\tGoto Ready\n CBOW A 0 A_TakeInventory(\"sights\",1)\n\tTNT1 A 0 A_TakeInventory(\"BouncingBettyAmmo\",1)\n\tCBOW A 0 A_ZoomFactor(1)\n CBOW A 1 Offset(0,32)\n\tCBOW A 1 Offset(0,40)\n\tCBOW A 1 Offset(0,56)\n\tCBOW A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tN74S ABCD 1\n\tTNT1 A 2\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"BouncingBetty_OnGround\",0,0,0,0)\n\tNADE LM 1\n\tCBOW A 1 Offset(0,72)\n\tCBOW A 1 Offset(0,56)\n\tCBOW A 1 Offset(0,40)\n\tCBOW A 1 Offset(0,32)\n Goto Ready\n Knife:\n CBOW A 0 A_JumpIfInventory(\"Machete\",1,\"Knife.Machete\")\n\t CBOW A 1 Offset(-16,52)\n\t CBOW A 1 Offset(-24,60)\n\t CBOW A 1 Offset(-30,66)\n\t CBOW A 1 Offset(-32,68)\n\t CBOW A 1 Offset(-32,84)\n \t KNIF A 1 Offset(0,32)\n\t KNIF A 1 Offset(-4,32)\n\t KNIF A 1 Offset(-12,32)\n\t TNT1 A 0 A_CustomPunch(4,0,0,\"KnifeSlash\")\n\t KNIF A 1 Offset(-24,32)\n\t KNIF B 1 Offset(-40,32)\n\t KNIF B 1 Offset(-64,32)\n\t KNIF B 1 Offset(-88,32)\n\t TNT1 A 0 A_CustomPunch(4,0,0,\"KnifePuff\")\n\t KNIF C 1 Offset(-112,32)\n\t KNIF C 1 Offset(-136,32)\n\t KNIF C 1 Offset(-160,32)\n\t TNT1 A 0 A_CustomPunch(6,0,0,\"KnifeSlash\")\n\t BARG A 2 Offset(32,80)\n\t BARG A 2 Offset(32,64)\n\t BARG A 2 Offset(30,62)\n\t BARG A 2 Offset(24,56)\n\t BARG A 2 Offset(16,48)\n\t BARG A 2 Offset(0,32)\n\t TNT1 A 0 A_TakeInventory(\"knife\",1)\n\t Goto Ready\n Knife.Machete:\n\tCBOW A 1 Offset(-16,52)\n\tCBOW A 1 Offset(-24,60)\n\tCBOW A 1 Offset(-30,66)\n\tCBOW A 1 Offset(-32,68)\n\tCBOW A 1 Offset(-32,84)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(0,-1),random(3,6),0)\n\tMCHT A 2\n MCHT B 2\n\tTNT1 A 0 A_CustomPunch(26,0,0,\"KnifeSlash\")\n\tMCHT C 2\n\tMCHT D 2\n\tTNT1 A 0 A_CustomPunch(26,0,0,\"MachetePuff\")\n\tMCHT E 2\n\tMCHT F 2\n\tTNT1 A 0 A_CustomPunch(28,0,0,\"KnifeSlash\")\n\tCBOW A 1 Offset(32,80)\n\tCBOW A 1 Offset(32,64)\n\tCBOW A 1 Offset(30,62)\n\tCBOW A 1 Offset(24,56)\n\tCBOW A 1 Offset(16,48)\n\tCBOW A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"knife\",1)\n\tGoto Ready\n\t }\n}\n\nactor CrossbowArrow\n{\n Radius 12\n Height 24\n Speed 20\n Scale 3\n Projectile\n +NOEXTREMEDEATH\n +DEHEXPLOSION\n //+RIPPER\n +RANDOMIZE\n +FORCERADIUSDMG\n States\n {\n Spawn:\n TNT1 A 1 A_SpawnItem(\"ThunderTrail\")\n\tTNT1 A 1 A_Explode(120,50,0)\n loop\n Death:\n TNT1 A 1\n stop\n }\n}\n\nActor In_Crossbow : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 2\n}\nActor Reserve_Crossbow: Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 32\n}\n\n//For Future reference, the PAP Crossbow will be named Area Casualty"
},
{
"source": "pk3",
"name": "actors/dec_riftgun.txt",
"contents": "/*This is an entirely experimental weapon that has yet to be made, basically\nwhat I am trying to do is make the rift gun fire off a projectile that pulls\nenemies inwards and uses a saw on them, I do not however at this time know how\nto pull this off, so I am going to leave it for now and release it at a later\ndate*/\n\nActor RiftGun : Weapon 10270\n{\n Inventory.Pickupmessage \"ThunderGun\"\n Weapon.SelectionOrder 1900\n Weapon.SlotNumber 1\n Weapon.KickBack 0\n Weapon.AmmoUse 1\n Weapon.AmmoGive1 2\n Weapon.AmmoGive2 999\n Weapon.AmmoType1 \"In_ThunderGun\"\n Weapon.AmmoType2 \"Reserve_ThunderGun\"\n Weapon.PreferredSkin \"Flamethrower\"\n Radius 1\n Height 1\n +NOAUTOFIRE\n +AMMO_OPTIONAL\n +NOAUTOFIRE\n States\n {\n Ready:\n NGUN A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\t NGUN A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\t NGUN A 0 A_JumpIfInventory(\"throwspec\",1,\"ThrowSpecial\")\n\t NGUN A 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n NGUN A 1 A_WeaponReady\n Loop\n Deselect:\n NGUN A 1 A_Lower\n NGUN A 0 A_Lower\n NGUN A 0 A_Lower\n Loop\n Select:\n NGUN A 1 A_Raise\n NGUN A 0 A_Raise\n NGUN A 0 A_Raise\n Loop\n Fire:\n NGUN A 0 A_JumpIfNoAmmo(\"Reload\")\n\t NGUN A 0 A_JumpIfInventory(\"Doubletap\",1,\"Fire.Doubletap\")\n\t NGUN B 3\n\t NGUN B 1 A_Light2\n NGUN B 0 A_FireCustomMissile(\"Rift\")\n\t NGUN B 0 A_PlaySound(\"weapons/Thunder\")\n NGUN C 3\n\t NGUN C 1 A_Light0\n Goto Ready\n Fire.Doubletap:\n NGUN A 0 A_JumpIfNoAmmo(\"Reload\")\n\t NGUN B 2\n\t NGUN B 1 A_Light2\n NGUN B 0 A_FireCustomMissile(\"ThunderGunProjectile\")\n\t NGUN B 0 A_PlaySound(\"weapons/Thunder\")\n NGUN C 2\n\t NGUN C 1 A_Light0\n Goto Ready\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"reload\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"In_Thundergun\",2,\"Ready\")\n\tTNT1 A 0 A_JumpIfInventory(\"Reserve_Thundergun\",1,\"ReloadLoop\")\n\tGoto Ready\n ReloadLoop:\n NGUN A 0 A_JumpIfInventory(\"In_Thundergun\",2,\"Reloading\")\n NGUN A 0 A_JumpIfInventory(\"Reserve_Thundergun\",1,1)\n\tGoto Reloading\n\tNGUN A 0 A_TakeInventory(\"Reserve_Thundergun\",1)\n\tNGUN A 0 A_GiveInventory(\"In_Thundergun\",1)\n\tLoop\n Reloading:\n NGUN A 0 A_JumpIfInventory(\"SpeedCola\",1,\"Reloading.SpeedReload\")\n\t NGUN A 1 Offset(0,36)\n\t NGUN A 1 Offset(1,40)\n\t NGUN A 1 Offset(2,44)\n\t NGUN A 1 Offset(3,48)\n\t NGUN A 1 Offset(4,52)\n\t NGUN A 1 Offset(5,56)\n\t NGUN A 1 Offset(6,60)\n\t NGUN A 1 Offset(7,64)\n\t NGUN A 1 Offset(8,68)\n\t NGUN A 1 Offset(8,72)\n\t NGUN A 24 A_PlaySound(\"weapons/akrel1\")\n\t NGUN A 2 Offset(8,68)\n\t NGUN A 2 Offset(8,64)\n\t NGUN A 8 Offset(8,68)\n\t NGUN A 1 Offset(8,72)\n\t NGUN A 1 A_PlaySound(\"weapons/akrel2\")\n\t NGUN A 8 Offset(10,68)\n\t NGUN A 8 Offset(12,64)\n\t NGUN A 1 A_PlaySound(\"weapons/akrel3\")\n\t NGUN A 4 Offset(10,68)\n\t NGUN A 1 Offset(8,68)\n\t NGUN A 1 Offset(6,60)\n\t NGUN A 1 Offset(4,52)\n\t NGUN A 1 Offset(3,44)\n\t NGUN A 1 Offset(0,36)\n\t NGUN A 1 Offset(0,32)\n\t Goto Ready\n Reloading.Speedreload:\n \t NGUN A 1 Offset(0,36)\n\t NGUN A 1 Offset(1,40)\n\t NGUN A 1 Offset(2,44)\n\t NGUN A 1 Offset(3,48)\n\t NGUN A 1 Offset(4,52)\n\t NGUN A 1 Offset(5,56)\n\t NGUN A 1 Offset(6,60)\n\t NGUN A 1 Offset(7,64)\n\t NGUN A 1 Offset(8,68)\n\t NGUN A 1 Offset(8,72)\n\t NGUN A 16 A_PlaySound(\"weapons/akrel1\")\n\t NGUN A 2 Offset(8,68)\n\t NGUN A 2 Offset(8,64)\n\t NGUN A 8 Offset(8,68)\n\t NGUN A 1 Offset(8,72)\n\t NGUN A 1 A_PlaySound(\"weapons/akrel2\")\n\t NGUN A 8 Offset(10,68)\n\t NGUN A 8 Offset(12,64)\n\t NGUN A 1 A_PlaySound(\"weapons/akrel3\")\n\t NGUN A 4 Offset(10,68)\n\t NGUN A 1 Offset(8,68)\n\t NGUN A 1 Offset(6,60)\n\t NGUN A 1 Offset(4,52)\n\t NGUN A 1 Offset(3,44)\n\t NGUN A 1 Offset(0,36)\n\t NGUN A 1 Offset(0,32)\n\t Goto Ready\n ThrowGrenade:\n NGUN A 0 A_TakeInventory(\"sights\",1)\n\tNGUN A 0 A_ZoomFactor(1)\n NGUN A 1 Offset(0,32)\n\tNGUN A 1 Offset(0,40)\n\tNGUN A 1 Offset(0,56)\n\tNGUN A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tNADE LM 1\n\tNGUN A 1 Offset(0,72)\n\tNGUN A 1 Offset(0,56)\n\tNGUN A 1 Offset(0,40)\n\tNGUN A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n ThrowSpecial:\n\tTNT1 A 0 A_TakeInventory(\"throwspec\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_N74ST\",1,\"ThrowN74ST\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_Molotov\",1,\"ThrowMolotov\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_BouncingBetty\",1,\"ThrowBouncingBetty\")\n\tGoto Ready\n ThrowN74ST:\n TNT1 A 0 A_JumpIfInventory(\"N74STAmmo\",1,1)\n\tGoto Ready\n\tTNT1 A 0 A_TakeInventory(\"N74STAmmo\",1)\n NGUN A 0 A_TakeInventory(\"sights\",1)\n\tNGUN A 0 A_ZoomFactor(1)\n NGUN A 1 Offset(0,32)\n\tNGUN A 1 Offset(0,40)\n\tNGUN A 1 Offset(0,56)\n\tNGUN A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tN74S ABCD 1\n\tTNT1 A 2\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownN74ST\",0,0,0,0)\n\tNADE LM 1\n\tNGUN A 1 Offset(0,72)\n\tNGUN A 1 Offset(0,56)\n\tNGUN A 1 Offset(0,40)\n\tNGUN A 1 Offset(0,32)\n Goto Ready\n ThrowMolotov:\n TNT1 A 0 A_JumpIfInventory(\"MolotovAmmo\",1,1)\n\tGoto Ready\n\tTNT1 A 0 A_TakeInventory(\"MolotovAmmo\",1)\n NGUN A 0 A_TakeInventory(\"sights\",1)\n\tNGUN A 0 A_ZoomFactor(1)\n NGUN A 1 Offset(0,32)\n\tNGUN A 1 Offset(0,40)\n\tNGUN A 1 Offset(0,56)\n\tNGUN A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownMolotov\",0,0,0,0)\n\tNADE LM 1\n\tNGUN A 1 Offset(0,72)\n\tNGUN A 1 Offset(0,56)\n\tNGUN A 1 Offset(0,40)\n\tNGUN A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n ThrowBouncingBetty:\n\tTNT1 A 0 A_JumpIfInventory(\"BouncingBettyAmmo\",1,1)\n\tGoto Ready\n\tTNT1 A 0 A_TakeInventory(\"BouncingBettyAmmo\",1)\n NGUN A 0 A_TakeInventory(\"sights\",1)\n\tNGUN A 0 A_ZoomFactor(1)\n NGUN A 1 Offset(0,32)\n\tNGUN A 1 Offset(0,40)\n\tNGUN A 1 Offset(0,56)\n\tNGUN A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tN74S ABCD 1\n\tTNT1 A 2\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"BouncingBetty_OnGround\",0,0,0,0)\n\tNADE LM 1\n\tNGUN A 1 Offset(0,72)\n\tNGUN A 1 Offset(0,56)\n\tNGUN A 1 Offset(0,40)\n\tNGUN A 1 Offset(0,32)\n Goto Ready\n Knife:\n NGUN A 0 A_JumpIfInventory(\"Machete\",1,\"Knife.Machete\")\n\tNGUN A 1 Offset(-16,52)\n\tNGUN A 1 Offset(-24,60)\n\tNGUN A 1 Offset(-30,66)\n\tNGUN A 1 Offset(-32,68)\n\tNGUN A 1 Offset(-32,84)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(0,-1),random(3,6),0)\n\tKNIF A 1 Offset(0,32)\n\tKNIF A 1 Offset(-4,32)\n\tKNIF A 1 Offset(-12,32)\n\tTNT1 A 0 A_CustomPunch(4,0,0,\"KnifeSlash\")\n\tKNIF A 1 Offset(-24,32)\n\tKNIF B 1 Offset(-40,32)\n\tKNIF B 1 Offset(-64,32)\n\tKNIF B 1 Offset(-88,32)\n\tTNT1 A 0 A_CustomPunch(4,0,0,\"KnifePuff\")\n\tKNIF C 1 Offset(-112,32)\n\tKNIF C 1 Offset(-136,32)\n\tKNIF C 1 Offset(-160,32)\n\tTNT1 A 0 A_CustomPunch(6,0,0,\"KnifeSlash\")\n\tNGUN A 1 Offset(32,80)\n\tNGUN A 1 Offset(32,64)\n\tNGUN A 1 Offset(30,62)\n\tNGUN A 1 Offset(24,56)\n\tNGUN A 1 Offset(16,48)\n\tNGUN A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"knife\",1)\n\tGoto Ready\n Knife.Machete:\n\tNGUN A 1 Offset(-16,52)\n\tNGUN A 1 Offset(-24,60)\n\tNGUN A 1 Offset(-30,66)\n\tNGUN A 1 Offset(-32,68)\n\tNGUN A 1 Offset(-32,84)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(0,-1),random(3,6),0)\n\tMCHT A 2\n MCHT B 2\n\tTNT1 A 0 A_CustomPunch(26,0,0,\"KnifeSlash\")\n\tMCHT C 2\n\tMCHT D 2\n\tTNT1 A 0 A_CustomPunch(26,0,0,\"MachetePuff\")\n\tMCHT E 2\n\tMCHT F 2\n\tTNT1 A 0 A_CustomPunch(28,0,0,\"KnifeSlash\")\n\tNGUN A 1 Offset(32,80)\n\tNGUN A 1 Offset(32,64)\n\tNGUN A 1 Offset(30,62)\n\tNGUN A 1 Offset(24,56)\n\tNGUN A 1 Offset(16,48)\n\tNGUN A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"knife\",1)\n\tGoto Ready\n NoAmmo:\n NGUN A 4 A_PlaySound(\"weapons/noammo\")\n\t Goto Ready\n Flash:\n TNT1 A 1 Bright A_Light1\n Goto LightDone\n TNT1 A 1 Bright A_Light1\n Goto LightDone\n Spawn:\n NGUN P -1\n Stop\n }\n}\nActor Rift : CustomInventory 10271\n{\n Radius 4\n Height 8\n Mass 32\n Scale 0.2\n\n DamageType \"Betty\"\n\n -NOBLOCKMAP\n -NOGRAVITY\n +FRIENDLY\n States\n {\n Spawn:\n BETY A 100\n SpawnLoop:\n BETY A 1 A_LookEx(LOF_NOSOUNDCHECK,0,120,0,360,\"See\")\n\tLoop\n See:\n BETY A 12 ThrustThing(200,200,0,1)\n\tTNT1 A 0 A_Saw(0,0,600)\n\tTNT1 AAAA 1 BRIGHT A_SpawnItemEx(\"M67Grenade_Explosion\",0,0,0,random(-3,3),random(-3,3),random(2,6),SXF_CLIENTSIDE)\n\tGoto Death\n Death:\n TNT1 A 1 ACS_ExecuteAlways(270,0,0,0,0)\n\tStop\n }\n}\n\nActor In_Riftgun : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 2\n}\nActor Reserve_Riftgun: Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 12\n}"
},
{
"source": "pk3",
"name": "actors/dec_mg42_mounted.txt",
"contents": "Actor MG42_Mounted : Weapon 10064\n{\n Inventory.Pickupmessage \"MG42\"\n Weapon.SelectionOrder 5\n Weapon.SlotNumber 4\n Weapon.KickBack 0\n Weapon.AmmoUse 2\n Weapon.AmmoGive 100\n Weapon.AmmoType \"In_MGMounted\"\n Weapon.PreferredSkin \"MachineGun\"\n Radius 1\n Height 1\n +NOAUTOFIRE\n +AMMO_OPTIONAL\n States\n {\n Ready:\n MG42 A 1 A_WeaponReady\n\tMG42 A 0 A_GiveInventory(\"In_MGMounted\",1)\n\tMG42 A 0 A_JumpIfInventory(\"In_MGMounted\",100,\"Ready.StopOverheat\")\n Loop\n Ready.StopOverheat:\n\tMG42 A 0 A_TakeInventory(\"MG42_Overheated\",1)\n\tGoto Ready\n Deselect:\n MG42 A 1 A_Lower\n\tMG42 A 0 A_Lower\n\tMG42 A 0 A_Lower\n Loop\n Select:\n MG42 A 1 A_Raise\n\tMG42 A 0 A_Raise\n\tMG42 A 0 A_Raise\n Loop\n Fire:\n MG42 A 0 A_JumpIfInventory(\"MG42_Overheated\",1,\"Ready\")\n MG42 A 0 A_JumpIfInventory(\"In_MGMounted\",1,1)\n\tGoto Overheat\n\tMG42 A 0 A_ZoomFactor(0.97)\n\tMG42 A 0 A_PlaySound(\"weapons/MG42\",1,0.9)\n\tMG42 A 0 A_PlaySound(\"weapons/MG42\",0,0.1,0,ATTN_NONE)\n\tMG42 A 0 ACS_ExecuteAlways(253,0,random(-1,1),random(-1,1),0)\n\tMG42 A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\tMG42 A 0 A_SpawnItemEx(\"Casing_Pistol\",12,0,36,0,random(1,2),random(2,3),0,SXF_CLIENTSIDE)\n\tTNT1 A 0 Offset(0,33)\n\tTNT1 A 0 A_Jump(128,3)\n MG42 A 1 A_FireBullets(2,2,-1,12,\"GunSmoke\")\n\tTNT1 A 0 A_Jump(256,2)\n\tMG42 A 1 A_RailAttack(12,0,1,none,none,1,8,\"GunSmoke\")\n\tTNT1 A 0 Offset(0,32)\n\tMG42 A 0 A_ZoomFactor(1.0)\n\tMG42 A 1 A_Light2\n\tMG42 A 1 A_ReFire\n\tMG42 A 0 A_Light0\n Goto Ready\n Overheat:\n\tMG42 A 0 A_GiveInventory(\"MG42_Overheated\",1)\n\tGoto Ready\n Spawn:\n COLP A -1\n Stop\n }\n}\nActor In_MGMounted : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 100\n}\nActor MG42_Overheated : Inventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n}"
},
{
"source": "pk3",
"name": "actors/dec_m1911.txt",
"contents": "Actor bulletColt45 : FastProjectile\n{\n Radius 2\n Height 4\n Mass 5\n Speed 80\n Gravity 0.1\n Damage 4\n Scale 0.2\n\n PROJECTILE\n -NOGRAVITY\n +LOWGRAVITY\n States\n {\n Spawn:\n\tFLAR D 1 BRIGHT\n\tLoop\n Death:\n\tTNT1 A 0 A_SpawnItemEx(\"GunSmoke\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tTNT1 A 0 ACS_ExecuteAlways(270,0,0,0,0)\n\tStop\n }\n}\nActor Colt45 : Weapon 10025\n{\n Inventory.Pickupmessage \"Colt M1911\"\n Weapon.SelectionOrder 1900\n Weapon.SlotNumber 1\n Weapon.KickBack 0\n Weapon.AmmoUse 1\n Weapon.AmmoGive1 8\n Weapon.AmmoGive2 999\n Weapon.AmmoType1 \"In_M1911\"\n Weapon.AmmoType2 \"Reserve_M1911\"\n Weapon.PreferredSkin \"Pistol\"\n Radius 1\n Height 1\n +NOAUTOFIRE\n +AMMO_OPTIONAL\n States\n {\n Ready:\n COLT A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tCOLT A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\tCOLT A 0 A_JumpIfInventory(\"throwspec\",1,\"ThrowSpecial\")\n\tCOLT A 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n\t//COLT A 0 A_JumpIfInventory(\"sprinting\",1,\"Ready.SprintStart\")\n COLT A 1 A_WeaponReady\n Loop\n Ready.SprintStart:\n\tCOLT A 1 Offset(2,32)\n\tCOLT A 1 Offset(4,32)\n\tCOLT A 1 Offset(8,32)\n\tCOLT A 1 Offset(16,32)\n\tCOLT A 1 Offset(32,32)\n\tCOLT A 1 Offset(48,32)\n Ready.Sprint:\n COLT F 0 A_JumpIfInventory(\"sprinting\",1,1)\n\tGoto Ready.SprintStop\n\tCOLT F 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tCOLT F 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\tCOLT F 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n\tCOLT F 1 Offset(1,31)\n\tCOLT F 1 Offset(2,30)\n\tCOLT F 1 Offset(4,26)\n\tCOLT F 1 Offset(8,22)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(12,21)\n\tCOLT F 1 Offset(14,21)\n\tCOLT F 1 Offset(15,22)\n\tCOLT F 1 Offset(16,26)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(16,28)\n\tCOLT F 1 Offset(16,32)\n\tCOLT F 1 Offset(16,28)\n\tCOLT F 1 Offset(16,25)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(15,22)\n\tCOLT F 1 Offset(14,21)\n\tCOLT F 1 Offset(12,20)\n\tCOLT F 1 Offset(8,22)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(4,25)\n\tCOLT F 1 Offset(2,29)\n\tCOLT F 1 Offset(1,32)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tLoop\n Ready.SprintStop:\n\tCOLT A 1 Offset(48,32)\n\tCOLT A 1 Offset(32,32)\n\tCOLT A 1 Offset(16,32)\n\tCOLT A 1 Offset(8,32)\n\tCOLT A 1 Offset(4,32)\n\tCOLT A 1 Offset(2,32)\n\tCOLT A 1 Offset(0,32)\n\tGoto Ready\n Deselect:\n COLT A 0 A_JumpIfInventory(\"SpeedCola\",1,\"Deselect.SpeedSwitch\")\n COLT A 1 A_Lower\n\t COLT A 0 A_Lower\n\t COLT A 0 A_Lower\n Loop\n Deselect.SpeedSwitch:\n COLT A 0 A_Lower\n\t COLT A 0 A_Lower\n\t COLT A 0 A_Lower\n Loop\n Select:\n COLT A 0 A_JumpIfInventory(\"SpeedCola\",1,\"Select.SpeedSwitch\")\n COLT A 1 A_Raise\n\t COLT A 1 A_Raise\n\t COLT A 0 A_Raise\n Loop\n Select.SpeedSwitch:\n COLT A 0 A_Raise\n\t COLT A 0 A_Raise\n\t COLT A 0 A_Raise\n\t Loop\n Fire:\n COLT A 0 A_JumpIfNoAmmo(\"Reload\")\n\tCOLT A 0 A_JumpIfInventory(\"DoubleTap\",1,\"Fire.DoubleTap\")\n\tCOLT A 0 A_ZoomFactor(0.98)\n\tCOLT A 0 A_PlaySound(\"weapons/colt\",1,0.9)\n\tCOLT A 0 A_PlaySound(\"weapons/colt\",0,0.1,0,ATTN_NONE)\n\tCOLT A 0 ACS_ExecuteAlways(253,0,random(-1,-2),random(-2,2),0)\n\tCOLT A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\tCOLT A 0 A_SpawnItemEx(\"Casing_Pistol\",12,0,36,0,random(1,2),random(2,3),0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Jump(64,3)\n COLT A 1 A_FireBullets(2.2,2.2,-1,5,\"GunSmoke\")\n\tTNT1 A 0 A_Jump(256,2)\n\tCOLT A 1 A_RailAttack(5,0,1,none,none,1,8.5,\"GunSmoke\")\n\t//COLT A 1 A_FireCustomMissile(\"bulletColt45\",random(-1,1),1,0,7,1,random(-1,1))\n\tCOLT A 0 A_ZoomFactor(0.99)\n\tCOLT A 1 A_Light2\n\tCOLT A 0 A_ZoomFactor(1.0)\n\tCOLT B 1 A_Light1\n\tCOLT C 1 A_Light0\n\tCOLT DE 1 A_WeaponReady\n COLT CA 3 A_WeaponReady\n Goto Ready\n Fire.DoubleTap:\n COLT A 0 A_ZoomFactor(0.98)\n\tCOLT A 0 A_PlaySound(\"weapons/colt\",1)\n\tCOLT A 0 ACS_ExecuteAlways(253,0,random(-2,2),random(-2,2),0)\n\tCOLT A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\tCOLT A 0 A_SpawnItemEx(\"Casing_Pistol\",12,0,36,0,random(1,2),random(2,3),0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Jump(64,3)\n TNT1 A 0 A_FireBullets(2.5,2.5,-1,15,\"GunSmoke\")\n\tTNT1 A 0 A_Jump(256,2)\n\tTNT1 A 0 A_RailAttack(15,0,1,none,none,1,8.8,\"GunSmoke\")\n\tCOLT A 0 A_ZoomFactor(0.99)\n\tCOLT A 1 A_Light2\n\tCOLT A 0 A_ZoomFactor(1.0)\n\tCOLT B 1 A_Light1\n\tCOLT C 1 A_Light0\n\tCOLT DE 1 A_WeaponReady\n COLT CA 1 A_WeaponReady\n\tGoto Ready\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"reload\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"In_M1911\",8,\"Ready\")\n\tTNT1 A 0 A_JumpIfInventory(\"Reserve_M1911\",1,\"ReloadLoop\")\n\tGoto Ready\n ReloadLoop:\n COLT A 0 A_JumpIfInventory(\"In_M1911\",8,\"Reloading\")\n COLT A 0 A_JumpIfInventory(\"Reserve_M1911\",1,1)\n\tGoto Reloading\n\tCOLT A 0 A_TakeInventory(\"Reserve_M1911\",1)\n\tCOLT A 0 A_GiveInventory(\"In_M1911\",1)\n\tLoop\n Reloading:\n COLT A 0 A_JumpIfInventory(\"SpeedCola\",1,\"Reloading.SpeedReload\")\n\tCOLT A 1 Offset(0,32)\n\tCOLT A 1 Offset(4,32)\n\tCOLT A 1 Offset(12,32)\n\tCOLT A 1 Offset(24,32)\n\tCOLT F 2 Offset(0,32)\n\tCOLT F 0 ACS_ExecuteAlways(253,0,1,1,0)\n\tCOLT F 4 A_PlaySound(\"weapons/m19out\")\n\tCOLT F 0 ACS_ExecuteAlways(253,0,-2,-2,0)\n\tCOLT FGHF 3 Offset(0,32)\n\tCOLT F 8 Offset(0,32)\n\tCOLT F 0 A_PlaySound(\"weapons/m19in\")\n\tCOLT FIJKF 4 Offset(0,32)\n\tCOLT F 0 ACS_ExecuteAlways(253,0,-7,-4,0)\n\tCOLT F 4 Offset(0,32)\n\tCOLT A 1 Offset(24,32)\n\tCOLT A 1 Offset(12,32)\n\tCOLT A 1 Offset(4,32)\n\tCOLT A 1 Offset(0,32)\n\tCOLT A 0 A_TakeInventory(\"reload\",1)\n\tGoto Ready\n Reloading.SpeedReload:\n\tCOLT A 1 Offset(0,32)\n\tCOLT A 1 Offset(4,32)\n\tCOLT A 1 Offset(24,32)\n\tCOLT F 1 Offset(0,32)\n\tCOLT F 0 ACS_ExecuteAlways(253,0,1,1,0)\n\tCOLT F 4 A_PlaySound(\"weapons/m19out\")\n\tCOLT F 0 ACS_ExecuteAlways(253,0,-2,-2,0)\n\tCOLT FGHF 3 Offset(0,32)\n\tCOLT F 4 Offset(0,32)\n\tCOLT F 0 A_PlaySound(\"weapons/m19in\")\n\tCOLT FIJKF 4 Offset(0,32)\n\tCOLT F 0 ACS_ExecuteAlways(253,0,-7,-4,0)\n\tCOLT F 2 Offset(0,32)\n\tCOLT A 1 Offset(24,32)\n\tCOLT A 1 Offset(4,32)\n\tCOLT A 1 Offset(0,32)\n\tCOLT A 0 A_TakeInventory(\"reload\",1)\n\tGoto Ready\n /*ThrowGrenade:\n COLT A 0 A_TakeInventory(\"sights\",1)\n\tCOLT A 0 A_ZoomFactor(1)\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\tHNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready*/\n ThrowGrenade:\n COLT A 0 A_TakeInventory(\"sights\",1)\n\tCOLT A 0 A_ZoomFactor(1)\n COLT A 1 Offset(0,32)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tNADE LM 1\n\tCOLT A 1 Offset(0,72)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n ThrowSpecial:\n\tTNT1 A 0 A_TakeInventory(\"throwspec\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_N74ST\",1,\"ThrowN74ST\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_Molotov\",1,\"ThrowMolotov\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_BouncingBetty\",1,\"ThrowBouncingBetty\")\n\tGoto Ready\n ThrowN74ST:\n TNT1 A 0 A_JumpIfInventory(\"N74STAmmo\",1,1)\n\tGoto Ready\n\tTNT1 A 0 A_TakeInventory(\"N74STAmmo\",1)\n COLT A 0 A_TakeInventory(\"sights\",1)\n\tCOLT A 0 A_ZoomFactor(1)\n COLT A 1 Offset(0,32)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tN74S ABCD 1\n\tTNT1 A 2\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownN74ST\",0,0,0,0)\n\tNADE LM 1\n\tCOLT A 1 Offset(0,72)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,32)\n Goto Ready\n ThrowMolotov:\n TNT1 A 0 A_JumpIfInventory(\"Molotovammo\",1,1)\n\tgoto ready\n TNT1 A 0 A_TakeInventory(\"MolotovAmmo\",1)\n COLT A 0 A_TakeInventory(\"sights\",1)\n\tCOLT A 0 A_ZoomFactor(1)\n COLT A 1 Offset(0,32)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownMolotov\",0,0,0,0)\n\tNADE LM 1\n\tCOLT A 1 Offset(0,72)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n ThrowBouncingBetty:\n\tTNT1 A 0 A_JumpIfInventory(\"BouncingBettyAmmo\",1,1)\n\tGoto Ready\n\tTNT1 A 0 A_TakeInventory(\"BouncingBettyAmmo\",1)\n COLT A 0 A_TakeInventory(\"sights\",1)\n\tCOLT A 0 A_ZoomFactor(1)\n COLT A 1 Offset(0,32)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tN74S ABCD 1\n\tTNT1 A 2\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"BouncingBetty_OnGround\",0,0,0,0)\n\tNADE LM 1\n\tCOLT A 1 Offset(0,72)\n\tCOLT A 1 Offset(0,56)\n\tCOLT A 1 Offset(0,40)\n\tCOLT A 1 Offset(0,32)\n Goto Ready\n Knife:\n COLT A 0 A_JumpIfInventory(\"Machete\",1,\"Knife.Machete\")\n\tCOLT A 1 Offset(-16,52)\n\tCOLT A 1 Offset(-24,60)\n\tCOLT A 1 Offset(-30,66)\n\tCOLT A 1 Offset(-32,68)\n\tCOLT A 1 Offset(-32,84)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(0,-1),random(3,6),0)\n\tKNIF A 1 Offset(0,32)\n\tKNIF A 1 Offset(-4,32)\n\tKNIF A 1 Offset(-12,32)\n\tTNT1 A 0 A_CustomPunch(4,0,0,\"KnifeSlash\")\n\tKNIF A 1 Offset(-24,32)\n\tKNIF B 1 Offset(-40,32)\n\tKNIF B 1 Offset(-64,32)\n\tKNIF B 1 Offset(-88,32)\n\tTNT1 A 0 A_CustomPunch(4,0,0,\"KnifePuff\")\n\tKNIF C 1 Offset(-112,32)\n\tKNIF C 1 Offset(-136,32)\n\tKNIF C 1 Offset(-160,32)\n\tTNT1 A 0 A_CustomPunch(6,0,0,\"KnifeSlash\")\n\tCOLT A 1 Offset(32,80)\n\tCOLT A 1 Offset(32,64)\n\tCOLT A 1 Offset(30,62)\n\tCOLT A 1 Offset(24,56)\n\tCOLT A 1 Offset(16,48)\n\tCOLT A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"knife\",1)\n\tGoto Ready\n Knife.Machete:\n\tCOLT A 1 Offset(-16,52)\n\tCOLT A 1 Offset(-24,60)\n\tCOLT A 1 Offset(-30,66)\n\tCOLT A 1 Offset(-32,68)\n\tCOLT A 1 Offset(-32,84)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(0,-1),random(3,6),0)\n\tMCHT A 2\n MCHT B 2\n\tTNT1 A 0 A_CustomPunch(38,0,0,\"KnifeSlash\")\n\tMCHT C 2\n\tMCHT D 2\n\tTNT1 A 0 A_CustomPunch(38,0,0,\"MachetePuff\")\n\tMCHT E 2\n\tMCHT F 2\n\tTNT1 A 0 A_CustomPunch(40,0,0,\"KnifeSlash\")\n\tCOLT A 1 Offset(32,80)\n\tCOLT A 1 Offset(32,64)\n\tCOLT A 1 Offset(30,62)\n\tCOLT A 1 Offset(24,56)\n\tCOLT A 1 Offset(16,48)\n\tCOLT A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"knife\",1)\n\tGoto Ready\n Spawn:\n COLP A -1\n Stop\n }\n}\nActor In_M1911 : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 8\n}\nActor Reserve_M1911 : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 80\n}"
},
{
"source": "pk3",
"name": "actors/dec_luger.txt",
"contents": "Actor Luger : Weapon 19632\n{\n Inventory.Pickupmessage \"Luger\"\n Weapon.SelectionOrder 1900\n Weapon.SlotNumber 1\n Weapon.KickBack 0\n Weapon.AmmoUse 1\n Weapon.AmmoGive1 8\n Weapon.AmmoGive2 999\n Weapon.AmmoType1 \"In_Luger\"\n Weapon.AmmoType2 \"Reserve_Luger\"\n Weapon.PreferredSkin \"Pistol\"\n Radius 1\n Height 1\n +NOAUTOFIRE\n +AMMO_OPTIONAL\n States\n {\n Ready:\n LUGG A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tLUGG A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\tLUGG A 0 A_JumpIfInventory(\"throwspec\",1,\"ThrowSpecial\")\n\tLUGG A 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n\t//LUGG A 0 A_JumpIfInventory(\"sprinting\",1,\"Ready.SprintStart\")\n LUGG A 1 A_WeaponReady\n Loop\n Ready.SprintStart:\n\tLUGG A 1 Offset(2,32)\n\tLUGG A 1 Offset(4,32)\n\tLUGG A 1 Offset(8,32)\n\tLUGG A 1 Offset(16,32)\n\tLUGG A 1 Offset(32,32)\n\tLUGG A 1 Offset(48,32)\n Ready.Sprint:\n COLT F 0 A_JumpIfInventory(\"sprinting\",1,1)\n\tGoto Ready.SprintStop\n\tCOLT F 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tCOLT F 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\tCOLT F 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n\tCOLT F 1 Offset(1,31)\n\tCOLT F 1 Offset(2,30)\n\tCOLT F 1 Offset(4,26)\n\tCOLT F 1 Offset(8,22)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(12,21)\n\tCOLT F 1 Offset(14,21)\n\tCOLT F 1 Offset(15,22)\n\tCOLT F 1 Offset(16,26)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(16,28)\n\tCOLT F 1 Offset(16,32)\n\tCOLT F 1 Offset(16,28)\n\tCOLT F 1 Offset(16,25)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(15,22)\n\tCOLT F 1 Offset(14,21)\n\tCOLT F 1 Offset(12,20)\n\tCOLT F 1 Offset(8,22)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(4,25)\n\tCOLT F 1 Offset(2,29)\n\tCOLT F 1 Offset(1,32)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tLoop\n Ready.SprintStop:\n\tLUGG A 1 Offset(48,32)\n\tLUGG A 1 Offset(32,32)\n\tLUGG A 1 Offset(16,32)\n\tLUGG A 1 Offset(8,32)\n\tLUGG A 1 Offset(4,32)\n\tLUGG A 1 Offset(2,32)\n\tLUGG A 1 Offset(0,32)\n\tGoto Ready\n Deselect:\n LUGG A 0 A_JumpIfInventory(\"SpeedCola\",1,\"Deselect.SpeedSwitch\")\n LUGG A 1 A_Lower\n\t LUGG A 0 A_Lower\n\t LUGG A 0 A_Lower\n Loop\n Deselect.SpeedSwitch:\n LUGG A 0 A_Lower\n\t LUGG A 0 A_Lower\n\t LUGG A 0 A_Lower\n Loop\n Select:\n LUGG A 0 A_JumpIfInventory(\"SpeedCola\",1,\"Select.SpeedSwitch\")\n LUGG A 1 A_Raise\n\t LUGG A 1 A_Raise\n\t LUGG A 0 A_Raise\n Loop\n Select.SpeedSwitch:\n LUGG A 0 A_Raise\n\t LUGG A 0 A_Raise\n\t LUGG A 0\n\t Loop\n Fire:\n LUGG A 0 A_JumpIfNoAmmo(\"Reload\")\n\tLUGG A 0 A_JumpIfInventory(\"DoubleTap\",1,\"Fire.DoubleTap\")\n\tLUGG A 0 A_ZoomFactor(0.98)\n\tLUGG A 0 A_PlaySound(\"weapons/luger\",1,0.9)\n\tLUGG A 0 A_PlaySound(\"weapons/luger\",0,0.1,0,ATTN_NONE)\n\tLUGG A 0 ACS_ExecuteAlways(253,0,random(-1,-2),random(-2,2),0)\n\tLUGG A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\tLUGG A 0 A_SpawnItemEx(\"Casing_Pistol\",12,0,36,0,random(1,2),random(2,3),0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Jump(64,3)\n LUGG A 1 A_FireBullets(2.2,2.2,-1,15,\"GunSmoke\")\n\tTNT1 A 0 A_Jump(256,2)\n\tLUGG A 1 A_RailAttack(15,0,1,none,none,1,8.5,\"GunSmoke\")\n\tLUGG A 0 A_ZoomFactor(0.99)\n\tLUGG A 1 A_Light2\n\tLUGG A 0 A_ZoomFactor(1.0)\n\tLUGG B 1 A_Light1\n\tLUGG C 1 A_Light0\n\tLUGG C 3 A_WeaponReady\n Goto Ready\n Fire.DoubleTap:\n\tLUGG A 0 A_ZoomFactor(0.98)\n\tLUGG A 0 A_PlaySound(\"weapons/luger\",1,0.9)\n\tLUGG A 0 A_PlaySound(\"weapons/luger\",0,0.1,0,ATTN_NONE)\n\tLUGG A 0 ACS_ExecuteAlways(253,0,random(-1,-2),random(-2,2),0)\n\tLUGG A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\tLUGG A 0 A_SpawnItemEx(\"Casing_Pistol\",12,0,36,0,random(1,2),random(2,3),0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Jump(64,3)\n LUGG A 1 A_FireBullets(2.2,2.2,-1,25,\"GunSmoke\")\n\tTNT1 A 0 A_Jump(256,2)\n\tLUGG A 1 A_RailAttack(25,0,1,none,none,1,8.5,\"GunSmoke\")\n\tLUGG A 0 A_ZoomFactor(0.99)\n\tLUGG A 1 A_Light2\n\tLUGG A 0 A_ZoomFactor(1.0)\n\tLUGG B 1 A_Light1\n\tLUGG C 1 A_Light0\n\tLUGG C 2 A_WeaponReady\n Goto Ready\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"reload\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"In_Luger\",8,\"Ready\")\n\tTNT1 A 0 A_JumpIfInventory(\"Reserve_Luger\",1,\"ReloadLoop\")\n\tGoto Ready\n ReloadLoop:\n LUGG A 0 A_JumpIfInventory(\"In_Luger\",8,\"Reloading\")\n LUGG A 0 A_JumpIfInventory(\"Reserve_Luger\",1,1)\n\tGoto Reloading\n\tLUGG A 0 A_TakeInventory(\"Reserve_Luger\",1)\n\tLUGG A 0 A_GiveInventory(\"In_Luger\",1)\n\tLoop\n Reloading:\n LUGG A 0 A_JumpIfInventory(\"Speedcola\",1,\"Reloading.SpeedReload\")\n\tLUGG A 1 Offset(0,32)\n\tLUGG A 1 Offset(4,32)\n\tLUGG A 1 Offset(24,32)\n\tLUGG F 1 Offset(0,32)\n\tLUGG F 0 ACS_ExecuteAlways(253,0,1,1,0)\n\tLUGG F 4 A_PlaySound(\"weapons/m19out\")\n\tLUGG F 0 ACS_ExecuteAlways(253,0,-2,-2,0)\n\tLUGG FGHF 3 Offset(0,32)\n\tLUGG F 4 Offset(0,32)\n\tLUGG F 0 A_PlaySound(\"weapons/m19in\")\n\tLUGG FIJKF 4 Offset(0,32)\n\tLUGG F 0 ACS_ExecuteAlways(253,0,-7,-4,0)\n\tLUGG F 2 Offset(0,32)\n\tLUGG A 1 Offset(24,32)\n\tLUGG A 1 Offset(4,32)\n\tLUGG A 1 Offset(0,32)\n\tLUGG A 0 A_TakeInventory(\"reload\",1)\n\tGoto Ready\n Reloading.SpeedReload:\n\tLUGG A 1 Offset(0,32)\n\tLUGG A 1 Offset(4,32)\n\tLUGG A 1 Offset(24,32)\n\tLUGG F 1 Offset(0,32)\n\tLUGG F 0 ACS_ExecuteAlways(253,0,1,1,0)\n\tLUGG F 4 A_PlaySound(\"weapons/m19out\")\n\tLUGG F 0 ACS_ExecuteAlways(253,0,-2,-2,0)\n\tLUGG FGHF 2 Offset(0,32)\n\tLUGG F 4 Offset(0,32)\n\tLUGG F 0 A_PlaySound(\"weapons/m19in\")\n\tLUGG FIJKF 2 Offset(0,32)\n\tLUGG F 0 ACS_ExecuteAlways(253,0,-7,-4,0)\n\tLUGG F 2 Offset(0,32)\n\tLUGG A 1 Offset(24,32)\n\tLUGG A 1 Offset(4,32)\n\tLUGG A 1 Offset(0,32)\n\tLUGG A 0 A_TakeInventory(\"reload\",1)\n\tGoto Ready\n /*ThrowGrenade:\n LUGG A 0 A_TakeInventory(\"sights\",1)\n\tLUGG A 0 A_ZoomFactor(1)\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\tHNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready*/\n ThrowGrenade:\n LUGG A 0 A_TakeInventory(\"sights\",1)\n\tLUGG A 0 A_ZoomFactor(1)\n LUGG A 1 Offset(0,32)\n\tLUGG A 1 Offset(0,40)\n\tLUGG A 1 Offset(0,56)\n\tLUGG A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tNADE LM 1\n\tLUGG A 1 Offset(0,72)\n\tLUGG A 1 Offset(0,56)\n\tLUGG A 1 Offset(0,40)\n\tLUGG A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n ThrowSpecial:\n\tTNT1 A 0 A_TakeInventory(\"throwspec\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_N74ST\",1,\"ThrowN74ST\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_Molotov\",1,\"ThrowMolotov\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_BouncingBetty\",1,\"ThrowBouncingBetty\")\n\tGoto Ready\n ThrowN74ST:\n TNT1 A 0 A_JumpIfInventory(\"N74STammo\",1,1)\n\tgoto ready\n TNT1 A 0 A_TakeInventory(\"N74STAmmo\",1)\n LUGG A 0 A_TakeInventory(\"sights\",1)\n\tLUGG A 0 A_ZoomFactor(1)\n LUGG A 1 Offset(0,32)\n\tLUGG A 1 Offset(0,40)\n\tLUGG A 1 Offset(0,56)\n\tLUGG A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tN74S ABCD 1\n\tTNT1 A 2\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownN74ST\",0,0,0,0)\n\tNADE LM 1\n\tLUGG A 1 Offset(0,72)\n\tLUGG A 1 Offset(0,56)\n\tLUGG A 1 Offset(0,40)\n\tLUGG A 1 Offset(0,32)\n Goto Ready\n ThrowMolotov:\n TNT1 A 0 A_JumpIfInventory(\"Molotovammo\",1,1)\n\tgoto ready\n TNT1 A 0 A_TakeInventory(\"MolotovAmmo\",1)\n LUGG A 0 A_TakeInventory(\"sights\",1)\n\tLUGG A 0 A_ZoomFactor(1)\n LUGG A 1 Offset(0,32)\n\tLUGG A 1 Offset(0,40)\n\tLUGG A 1 Offset(0,56)\n\tLUGG A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownMolotov\",0,0,0,0)\n\tNADE LM 1\n\tLUGG A 1 Offset(0,72)\n\tLUGG A 1 Offset(0,56)\n\tLUGG A 1 Offset(0,40)\n\tLUGG A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n ThrowBouncingBetty:\n\tTNT1 A 0 A_JumpIfInventory(\"BouncingBettyAmmo\",1,1)\n\tGoto Ready\n\tTNT1 A 0 A_TakeInventory(\"BouncingBettyAmmo\",1)\n LUGG A 0 A_TakeInventory(\"sights\",1)\n\tLUGG A 0 A_ZoomFactor(1)\n LUGG A 1 Offset(0,32)\n\tLUGG A 1 Offset(0,40)\n\tLUGG A 1 Offset(0,56)\n\tLUGG A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tN74S ABCD 1\n\tTNT1 A 2\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"BouncingBetty_OnGround\",0,0,0,0)\n\tNADE LM 1\n\tLUGG A 1 Offset(0,72)\n\tLUGG A 1 Offset(0,56)\n\tLUGG A 1 Offset(0,40)\n\tLUGG A 1 Offset(0,32)\n Goto Ready\n Knife:\n LUGG A 0 A_JumpIfInventory(\"Machete\",1,\"Knife.Machete\")\n\tLUGG A 1 Offset(-16,52)\n\tLUGG A 1 Offset(-24,60)\n\tLUGG A 1 Offset(-30,66)\n\tLUGG A 1 Offset(-32,68)\n\tLUGG A 1 Offset(-32,84)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(0,-1),random(3,6),0)\n\tKNIF A 1 Offset(0,32)\n\tKNIF A 1 Offset(-4,32)\n\tKNIF A 1 Offset(-12,32)\n\tTNT1 A 0 A_CustomPunch(4,0,0,\"KnifeSlash\")\n\tKNIF A 1 Offset(-24,32)\n\tKNIF B 1 Offset(-40,32)\n\tKNIF B 1 Offset(-64,32)\n\tKNIF B 1 Offset(-88,32)\n\tTNT1 A 0 A_CustomPunch(4,0,0,\"KnifePuff\")\n\tKNIF C 1 Offset(-112,32)\n\tKNIF C 1 Offset(-136,32)\n\tKNIF C 1 Offset(-160,32)\n\tTNT1 A 0 A_CustomPunch(6,0,0,\"KnifeSlash\")\n\tLUGG A 1 Offset(32,80)\n\tLUGG A 1 Offset(32,64)\n\tLUGG A 1 Offset(30,62)\n\tLUGG A 1 Offset(24,56)\n\tLUGG A 1 Offset(16,48)\n\tLUGG A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"knife\",1)\n\tGoto Ready\n Knife.Machete:\n\tLUGG A 1 Offset(-16,52)\n\tLUGG A 1 Offset(-24,60)\n\tLUGG A 1 Offset(-30,66)\n\tLUGG A 1 Offset(-32,68)\n\tLUGG A 1 Offset(-32,84)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(0,-1),random(3,6),0)\n\tMCHT A 2\n MCHT B 2\n\tTNT1 A 0 A_CustomPunch(38,0,0,\"KnifeSlash\")\n\tMCHT C 2\n\tMCHT D 2\n\tTNT1 A 0 A_CustomPunch(38,0,0,\"MachetePuff\")\n\tMCHT E 2\n\tMCHT F 2\n\tTNT1 A 0 A_CustomPunch(40,0,0,\"KnifeSlash\")\n\tLUGG A 1 Offset(32,80)\n\tLUGG A 1 Offset(32,64)\n\tLUGG A 1 Offset(30,62)\n\tLUGG A 1 Offset(24,56)\n\tLUGG A 1 Offset(16,48)\n\tLUGG A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"knife\",1)\n\tGoto Ready\n Spawn:\n LUGG P -1\n Stop\n }\n}\nActor In_Luger : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 8\n}\nActor Reserve_Luger : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 120\n}"
},
{
"source": "pk3",
"name": "actors/dec_nambu.txt",
"contents": "Actor Nambu : Weapon 10154\n{\n Inventory.Pickupmessage \"Type 14 Nambu\"\n Weapon.SelectionOrder 1900\n Weapon.SlotNumber 1\n Weapon.KickBack 0\n Weapon.AmmoUse 1\n Weapon.AmmoGive1 8\n Weapon.AmmoGive2 999\n Weapon.AmmoType1 \"In_Nambu\"\n Weapon.AmmoType2 \"Reserve_Nambu\"\n Weapon.PreferredSkin \"Pistol\"\n Radius 1\n Height 1\n +NOAUTOFIRE\n +AMMO_OPTIONAL\n States\n {\n Ready:\n NMBU A 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tNMBU A 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\tNMBU A 0 A_JumpIfInventory(\"throwspec\",1,\"ThrowSpecial\")\n\tNMBU A 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n\t//NMBU A 0 A_JumpIfInventory(\"sprinting\",1,\"Ready.SprintStart\")\n NMBU A 1 A_WeaponReady\n Loop\n Ready.SprintStart:\n\tNMBU A 1 Offset(2,32)\n\tNMBU A 1 Offset(4,32)\n\tNMBU A 1 Offset(8,32)\n\tNMBU A 1 Offset(16,32)\n\tNMBU A 1 Offset(32,32)\n\tNMBU A 1 Offset(48,32)\n Ready.Sprint:\n COLT F 0 A_JumpIfInventory(\"sprinting\",1,1)\n\tGoto Ready.SprintStop\n\tCOLT F 0 A_JumpIfInventory(\"reload\",1,\"Reload\")\n\tCOLT F 0 A_JumpIfInventory(\"thrownade\",1,\"ThrowGrenade\")\n\tCOLT F 0 A_JumpIfInventory(\"knife\",1,\"Knife\")\n\tCOLT F 1 Offset(1,31)\n\tCOLT F 1 Offset(2,30)\n\tCOLT F 1 Offset(4,26)\n\tCOLT F 1 Offset(8,22)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(12,21)\n\tCOLT F 1 Offset(14,21)\n\tCOLT F 1 Offset(15,22)\n\tCOLT F 1 Offset(16,26)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(16,28)\n\tCOLT F 1 Offset(16,32)\n\tCOLT F 1 Offset(16,28)\n\tCOLT F 1 Offset(16,25)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(15,22)\n\tCOLT F 1 Offset(14,21)\n\tCOLT F 1 Offset(12,20)\n\tCOLT F 1 Offset(8,22)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tCOLT F 1 Offset(4,25)\n\tCOLT F 1 Offset(2,29)\n\tCOLT F 1 Offset(1,32)\n\tCOLT F 0 A_WeaponReady(WRF_NOFIRE|WRF_NOBOB)\n\tLoop\n Ready.SprintStop:\n\tNMBU A 1 Offset(48,32)\n\tNMBU A 1 Offset(32,32)\n\tNMBU A 1 Offset(16,32)\n\tNMBU A 1 Offset(8,32)\n\tNMBU A 1 Offset(4,32)\n\tNMBU A 1 Offset(2,32)\n\tNMBU A 1 Offset(0,32)\n\tGoto Ready\n Deselect:\n NMBU A 0 A_JumpIfInventory(\"SpeedCola\",1,\"Deselect.SpeedSwitch\")\n NMBU A 1 A_Lower\n\t NMBU A 0 A_Lower\n\t NMBU A 0 A_Lower\n Loop\n Deselect.SpeedSwitch:\n NMBU A 0 A_Lower\n\t NMBU A 0 A_Lower\n\t NMBU A 0 A_Lower\n Loop\n Select:\n NMBU A 0 A_JumpIfInventory(\"SpeedCola\",1,\"Select.SpeedSwitch\")\n NMBU A 1 A_Raise\n\t NMBU A 1 A_Raise\n\t NMBU A 0 A_Raise\n Loop\n Select.SpeedSwitch:\n NMBU A 0 A_Raise\n\t NMBU A 0 A_Raise\n\t NMBU A 0\n\t Loop\n Fire:\n NMBU A 0 A_JumpIfNoAmmo(\"Reload\")\n\tNMBU A 0 A_JumpIfInventory(\"DoubleTap\",1,\"Fire.DoubleTap\")\n\tNMBU A 0 A_ZoomFactor(0.98)\n\tNMBU A 0 A_PlaySound(\"weapons/type14\",1)\n\tNMBU A 0 ACS_ExecuteAlways(253,0,random(-1,-2),random(-2,2),0)\n\tNMBU A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\tNMBU A 0 A_SpawnItemEx(\"Casing_Pistol\",12,0,36,0,random(1,2),random(2,3),0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Jump(64,3)\n NMBU A 1 A_FireBullets(2.2,2.2,-1,6,\"GunSmoke\")\n\tTNT1 A 0 A_Jump(256,2)\n\tNMBU A 1 A_RailAttack(6,0,1,none,none,1,8.5,\"GunSmoke\")\n\tNMBU A 0 A_ZoomFactor(0.99)\n\tNMBU A 1 A_Light2\n\tNMBU A 0 A_ZoomFactor(1.0)\n\tNMBU B 1 A_Light1\n\tNMBU C 1 A_Light0\n\tNMBU C 3 A_WeaponReady\n Goto Ready\n Fire.DoubleTap:\n\tNMBU A 0 A_ZoomFactor(0.98)\n\tNMBU A 0 A_PlaySound(\"weapons/type14\",1)\n\tNMBU A 0 ACS_ExecuteAlways(253,0,random(-1,-2),random(-2,2),0)\n\tNMBU A 0 A_SpawnItemEx(\"GunSmoke\",12,0,36,1,0,1,0,SXF_CLIENTSIDE)\n\tNMBU A 0 A_SpawnItemEx(\"Casing_Pistol\",12,0,36,0,random(1,2),random(2,3),0,SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Jump(64,3)\n NMBU A 1 A_FireBullets(2.2,2.2,-1,16,\"GunSmoke\")\n\tTNT1 A 0 A_Jump(256,2)\n\tNMBU A 1 A_RailAttack(16,0,1,none,none,1,8.5,\"GunSmoke\")\n\tNMBU A 0 A_ZoomFactor(0.99)\n\tNMBU A 1 A_Light2\n\tNMBU A 0 A_ZoomFactor(1.0)\n\tNMBU B 1 A_Light1\n\tNMBU C 1 A_Light0\n\tNMBU C 2 A_WeaponReady\n Goto Ready\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"reload\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"In_Nambu\",8,\"Ready\")\n\tTNT1 A 0 A_JumpIfInventory(\"Reserve_Nambu\",1,\"ReloadLoop\")\n\tGoto Ready\n ReloadLoop:\n NMBU A 0 A_JumpIfInventory(\"In_Nambu\",8,\"Reloading\")\n NMBU A 0 A_JumpIfInventory(\"Reserve_Nambu\",1,1)\n\tGoto Reloading\n\tNMBU A 0 A_TakeInventory(\"Reserve_Nambu\",1)\n\tNMBU A 0 A_GiveInventory(\"In_Nambu\",1)\n\tLoop\n Reloading:\n NMBU A 0 A_JumpIfInventory(\"Speedcola\",1,\"Reloading.SpeedReload\")\n\tNMBU A 1 Offset(0,32)\n\tNMBU A 1 Offset(4,32)\n\tNMBU A 1 Offset(24,32)\n\tNMBU F 1 Offset(0,32)\n\tNMBU F 0 ACS_ExecuteAlways(253,0,1,1,0)\n\tNMBU F 4 A_PlaySound(\"weapons/m19out\")\n\tNMBU F 0 ACS_ExecuteAlways(253,0,-2,-2,0)\n\tNMBU FGHF 3 Offset(0,32)\n\tNMBU F 4 Offset(0,32)\n\tNMBU F 0 A_PlaySound(\"weapons/m19in\")\n\tNMBU FIJKF 4 Offset(0,32)\n\tNMBU F 0 ACS_ExecuteAlways(253,0,-7,-4,0)\n\tNMBU F 2 Offset(0,32)\n\tNMBU A 1 Offset(24,32)\n\tNMBU A 1 Offset(4,32)\n\tNMBU A 1 Offset(0,32)\n\tNMBU A 0 A_TakeInventory(\"reload\",1)\n\tGoto Ready\n Reloading.SpeedReload:\n\tNMBU A 1 Offset(0,32)\n\tNMBU A 1 Offset(4,32)\n\tNMBU A 1 Offset(24,32)\n\tNMBU F 1 Offset(0,32)\n\tNMBU F 0 ACS_ExecuteAlways(253,0,1,1,0)\n\tNMBU F 4 A_PlaySound(\"weapons/m19out\")\n\tNMBU F 0 ACS_ExecuteAlways(253,0,-2,-2,0)\n\tNMBU FGHF 2 Offset(0,32)\n\tNMBU F 4 Offset(0,32)\n\tNMBU F 0 A_PlaySound(\"weapons/m19in\")\n\tNMBU FIJKF 2 Offset(0,32)\n\tNMBU F 0 ACS_ExecuteAlways(253,0,-7,-4,0)\n\tNMBU F 2 Offset(0,32)\n\tNMBU A 1 Offset(24,32)\n\tNMBU A 1 Offset(4,32)\n\tNMBU A 1 Offset(0,32)\n\tNMBU A 0 A_TakeInventory(\"reload\",1)\n\tGoto Ready\n /*ThrowGrenade:\n NMBU A 0 A_TakeInventory(\"sights\",1)\n\tNMBU A 0 A_ZoomFactor(1)\n HNDG BCD 1\n HNDG E 1 A_PlaySound(\"weapons/grenadepin\")\n HNDG FGHH 1\n HNDG I 1 A_PlaySound(\"weapons/grenadethr\")\n HNDG J 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n HNDG J 0 A_PlaySound(\"weapons/grenadethr\")\n HNDG JKLMNOPQ 1\n\tHNDG Q 0 A_TakeInventory(\"thrownade\")\n Goto Ready*/\n ThrowGrenade:\n NMBU A 0 A_TakeInventory(\"sights\",1)\n\tNMBU A 0 A_ZoomFactor(1)\n NMBU A 1 Offset(0,32)\n\tNMBU A 1 Offset(0,40)\n\tNMBU A 1 Offset(0,56)\n\tNMBU A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tNADE LM 1\n\tNMBU A 1 Offset(0,72)\n\tNMBU A 1 Offset(0,56)\n\tNMBU A 1 Offset(0,40)\n\tNMBU A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n ThrowSpecial:\n\tTNT1 A 0 A_TakeInventory(\"throwspec\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_N74ST\",1,\"ThrowN74ST\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_Molotov\",1,\"ThrowMolotov\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpecialGrenade_BouncingBetty\",1,\"ThrowBouncingBetty\")\n\tGoto Ready\n ThrowN74ST:\n TNT1 A 0 A_JumpIfInventory(\"N74STammo\",1,1)\n\tgoto ready\n TNT1 A 0 A_TakeInventory(\"N74STAmmo\",1)\n NMBU A 0 A_TakeInventory(\"sights\",1)\n\tNMBU A 0 A_ZoomFactor(1)\n NMBU A 1 Offset(0,32)\n\tNMBU A 1 Offset(0,40)\n\tNMBU A 1 Offset(0,56)\n\tNMBU A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tN74S ABCD 1\n\tTNT1 A 2\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownN74ST\",0,0,0,0)\n\tNADE LM 1\n\tNMBU A 1 Offset(0,72)\n\tNMBU A 1 Offset(0,56)\n\tNMBU A 1 Offset(0,40)\n\tNMBU A 1 Offset(0,32)\n Goto Ready\n ThrowMolotov:\n TNT1 A 0 A_JumpIfInventory(\"Molotovammo\",1,1)\n\tgoto ready\n TNT1 A 0 A_TakeInventory(\"MolotovAmmo\",1)\n NMBU A 0 A_TakeInventory(\"sights\",1)\n\tNMBU A 0 A_ZoomFactor(1)\n NMBU A 1 Offset(0,32)\n\tNMBU A 1 Offset(0,40)\n\tNMBU A 1 Offset(0,56)\n\tNMBU A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"ThrownMolotov\",0,0,0,0)\n\tNADE LM 1\n\tNMBU A 1 Offset(0,72)\n\tNMBU A 1 Offset(0,56)\n\tNMBU A 1 Offset(0,40)\n\tNMBU A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"thrownade\")\n Goto Ready\n ThrowBouncingBetty:\n\tTNT1 A 0 A_JumpIfInventory(\"BouncingBettyAmmo\",1,1)\n\tGoto Ready\n\tTNT1 A 0 A_TakeInventory(\"BouncingBettyAmmo\",1)\n NMBU A 0 A_TakeInventory(\"sights\",1)\n\tNMBU A 0 A_ZoomFactor(1)\n NMBU A 1 Offset(0,32)\n\tNMBU A 1 Offset(0,40)\n\tNMBU A 1 Offset(0,56)\n\tNMBU A 1 Offset(0,72)\n\tTNT1 A 0 Offset(0,32)\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadepin\")\n\tN74S ABCD 1\n\tTNT1 A 2\n\tTNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE ABCDE 1\n\tTNT1 A 0 A_SpawnItemEx(\"Casing_Grenade\",6,-1,36,random(4,6),random(-1,-2),0,0,SXF_CLIENTSIDE)\n\tNADE FGH 1\n\tTNT1 A 8\n TNT1 A 0 A_PlaySound(\"weapons/grenadethr\")\n\tNADE IJK 1\n TNT1 A 0 A_FireCustomMissile(\"BouncingBetty_OnGround\",0,0,0,0)\n\tNADE LM 1\n\tNMBU A 1 Offset(0,72)\n\tNMBU A 1 Offset(0,56)\n\tNMBU A 1 Offset(0,40)\n\tNMBU A 1 Offset(0,32)\n Goto Ready\n Knife:\n NMBU A 0 A_JumpIfInventory(\"Machete\",1,\"Knife.Machete\")\n\tNMBU A 1 Offset(-16,52)\n\tNMBU A 1 Offset(-24,60)\n\tNMBU A 1 Offset(-30,66)\n\tNMBU A 1 Offset(-32,68)\n\tNMBU A 1 Offset(-32,84)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(0,-1),random(3,6),0)\n\tKNIF A 1 Offset(0,32)\n\tKNIF A 1 Offset(-4,32)\n\tKNIF A 1 Offset(-12,32)\n\tTNT1 A 0 A_CustomPunch(4,0,0,\"KnifeSlash\")\n\tKNIF A 1 Offset(-24,32)\n\tKNIF B 1 Offset(-40,32)\n\tKNIF B 1 Offset(-64,32)\n\tKNIF B 1 Offset(-88,32)\n\tTNT1 A 0 A_CustomPunch(4,0,0,\"KnifePuff\")\n\tKNIF C 1 Offset(-112,32)\n\tKNIF C 1 Offset(-136,32)\n\tKNIF C 1 Offset(-160,32)\n\tTNT1 A 0 A_CustomPunch(6,0,0,\"KnifeSlash\")\n\tNMBU A 1 Offset(32,80)\n\tNMBU A 1 Offset(32,64)\n\tNMBU A 1 Offset(30,62)\n\tNMBU A 1 Offset(24,56)\n\tNMBU A 1 Offset(16,48)\n\tNMBU A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"knife\",1)\n\tGoto Ready\n Knife.Machete:\n\tNMBU A 1 Offset(-16,52)\n\tNMBU A 1 Offset(-24,60)\n\tNMBU A 1 Offset(-30,66)\n\tNMBU A 1 Offset(-32,68)\n\tNMBU A 1 Offset(-32,84)\n\tTNT1 A 0 ACS_ExecuteAlways(253,0,random(0,-1),random(3,6),0)\n\tMCHT A 2\n MCHT B 2\n\tTNT1 A 0 A_CustomPunch(38,0,0,\"KnifeSlash\")\n\tMCHT C 2\n\tMCHT D 2\n\tTNT1 A 0 A_CustomPunch(38,0,0,\"MachetePuff\")\n\tMCHT E 2\n\tMCHT F 2\n\tTNT1 A 0 A_CustomPunch(40,0,0,\"KnifeSlash\")\n\tNMBU A 1 Offset(32,80)\n\tNMBU A 1 Offset(32,64)\n\tNMBU A 1 Offset(30,62)\n\tNMBU A 1 Offset(24,56)\n\tNMBU A 1 Offset(16,48)\n\tNMBU A 1 Offset(0,32)\n\tTNT1 A 0 A_TakeInventory(\"knife\",1)\n\tGoto Ready\n Spawn:\n NMBU P -1\n Stop\n }\n}\nActor In_Nambu : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 8\n}\nActor Reserve_Nambu : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 80\n}"
}
]
},
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