Counts

endoom0
graphics2
lumps1567
maps5
palettes14

Totals (across maps)

Things790
Linedefs5221
Sectors1195
Monsters0
Items0
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}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "hexen",
      "stats": {
        "things": 95,
        "linedefs": 51,
        "sidedefs": 86,
        "vertices": 55,
        "sectors": 20,
        "segs": 118,
        "ssectors": 43,
        "nodes": 42,
        "textures": {
          "F_SKY1": 27,
          "SKYB_E": 1,
          "SKYB_T": 1,
          "SP_ROCK1": 15,
          "SKYB_W": 1,
          "SKYB_N": 1,
          "STONE2": 5,
          "SKYB_S": 1,
          "SKYB_B": 1,
          "TREE": 7,
          "DANTNBBN": 1,
          "MFLR8_2": 3
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      },
      "images": [
        {
          "id": "098001ce-1d0a-4d36-95d2-c6df45375183",
          "url": "https://wadimages2.nyc3.digitaloceanspaces.com/2f6d08ed4048ce6b40fdc15462a9f42372151083/MAP01/images/0.webp",
          "type": null
        },
        {
          "id": "34f01c0a-ca7c-4016-aa7b-d77e6fee1f16",
          "url": "https://wadimages2.nyc3.digitaloceanspaces.com/2f6d08ed4048ce6b40fdc15462a9f42372151083/MAP01/pano/pano_0.webp",
          "type": "pano"
        }
      ]
    },
    {
      "map": "MAP02",
      "title": "MAP02",
      "format": "hexen",
      "stats": {
        "things": 470,
        "linedefs": 2789,
        "sidedefs": 5178,
        "vertices": 3700,
        "sectors": 665,
        "segs": 7941,
        "ssectors": 2938,
        "nodes": 2937,
        "textures": {
          "N_GRT02A": 2,
          "SHAWN2": 1,
          "MFLR8_2": 74,
          "PANEL4": 31,
          "BLAKWAL1": 4,
          "FSNDSTN": 62,
          "TREE2": 555,
          "F_SKY1": 172,
          "FLAT5_7": 7,
          "STARTAN2": 3,
          "STFOG1": 50,
          "W_M1G": 1,
          "W_KAR": 1,
          "PANBORD2": 2,
          "BRICK5": 11,
          "RROCK18": 4,
          "WOOD12": 18,
          "CRATELIT": 67,
          "BARR1": 14,
          "STONE3": 127,
          "SKYB_T": 52,
          "BUSH": 52,
          "MFLR8_1": 1115,
          "PGRND0": 1,
          "64GRATE": 3,
          "CEIL1_1": 1,
          "FLAT1": 376,
          "FLAT5_8": 7,
          "TOWER2": 1,
          "SW1COMM": 2,
          "COMPSPAN": 12,
          "RROCK16": 1,
          "DOORSTOP": 5,
          "W_THOM": 1,
          "MIDBARS3": 28,
          "BROWN144": 15,
          "SUPPORT2": 4,
          "DOOR3": 3,
          "SKYB_B": 52,
          "SKYB_W": 1,
          "MYWOOD": 128,
          "W_TREN": 1,
          "PANCASE2": 20,
          "ASHWALL2": 11,
          "ASHWALL7": 59,
          "DRAWER2": 3,
          "FLOOR0_1": 1,
          "DANTNBBN": 5,
          "FLOOR6_2": 253,
          "CRATOP1": 17,
          "SKYB_S": 1,
          "W_M1A1": 80,
          "BARGZ0": 1,
          "METAL": 417,
          "DRAWER": 2,
          "CRATINY": 21,
          "DOORTRAK": 6,
          "W_SAWN": 1,
          "F_FENCE": 22,
          "TOWER1": 1,
          "CEIL5_1": 1,
          "SKYB_N": 1,
          "SKYB_E": 8,
          "BIGBRIK2": 106,
          "TREE": 625
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      },
      "images": [
        {
          "id": "a747c3c5-45fd-4c22-a2c8-b6eb455fcdbd",
          "url": "https://wadimages2.nyc3.digitaloceanspaces.com/2f6d08ed4048ce6b40fdc15462a9f42372151083/MAP02/images/0.webp",
          "type": null
        },
        {
          "id": "88ced643-f833-4ba2-85d6-fcc39ec262db",
          "url": "https://wadimages2.nyc3.digitaloceanspaces.com/2f6d08ed4048ce6b40fdc15462a9f42372151083/MAP02/pano/pano_0.webp",
          "type": "pano"
        }
      ]
    },
    {
      "map": "MAP03",
      "title": "MAP03",
      "format": "hexen",
      "stats": {
        "things": 225,
        "linedefs": 2381,
        "sidedefs": 4055,
        "vertices": 2546,
        "sectors": 510,
        "segs": 5078,
        "ssectors": 1623,
        "nodes": 1622,
        "textures": {
          "CRATOP1": 1,
          "FLAT5_4": 77,
          "F_SKY1": 124,
          "TREEB": 52,
          "W_LUGER": 1,
          "ABCLOCK": 1,
          "FLAT19": 2,
          "LITE3": 8,
          "RSTWALL": 383,
          "FLOOR1_6": 27,
          "RWYFKLA": 16,
          "STEP5": 16,
          "DRAWER2": 1,
          "COMPSPAN": 15,
          "FWATER1": 15,
          "SHAWN2": 370,
          "CEIL5_1": 106,
          "CRATE2": 4,
          "DOORTRAK": 120,
          "W_TREN": 1,
          "FLAT17": 2,
          "JCCAIQO": 32,
          "W_M1919": 1,
          "RROCK08": 10,
          "ASHWALL2": 6,
          "SPCDOOR3": 8,
          "TILES018": 1,
          "SHUTR1": 17,
          "W_BETTY": 1,
          "SPLAT": 1,
          "W_GLOCK": 1,
          "W_SAWN": 1,
          "W_STG": 1,
          "SPCDOOR2": 4,
          "N_GRT02A": 9,
          "BARR1": 11,
          "FLAT3": 32,
          "GRASS2": 31,
          "BIGDOOR2": 10,
          "W_M1G": 1,
          "SW1COMP": 1,
          "PANCASE2": 12,
          "W_THOM": 1,
          "SILVER1": 74,
          "W_GEWEHR": 1,
          "TEKWALL1": 3,
          "DOOR3": 9,
          "WOOD12": 268,
          "RSTGRND": 602,
          "TREE2": 72,
          "COMPWERD": 1,
          "DR10DS2": 5,
          "MIDGRATE": 4,
          "ASYTILE": 48,
          "TILES017": 1,
          "SW1COMM": 2,
          "STARTAN2": 6,
          "NWKG7G0": 26,
          "TEKWALL6": 3,
          "TREEC": 80,
          "TEKGREN2": 9,
          "DR10DS": 5,
          "W_PPSH41": 1,
          "BFALL1": 4,
          "BLOOD1": 2,
          "0H23GGZ": 43,
          "W_MCHTE": 1,
          "C37": 236,
          "FLAT20": 55,
          "W_RVOLVR": 1,
          "TEKDDOOR": 3
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      },
      "images": [
        {
          "id": "4e6d9ed3-6ca5-4df3-91a0-216ecd3f96fe",
          "url": "https://wadimages2.nyc3.digitaloceanspaces.com/2f6d08ed4048ce6b40fdc15462a9f42372151083/MAP03/images/0.webp",
          "type": null
        },
        {
          "id": "8360fa8e-5c27-4aeb-ad97-b85820be3831",
          "url": "https://wadimages2.nyc3.digitaloceanspaces.com/2f6d08ed4048ce6b40fdc15462a9f42372151083/MAP03/pano/pano_0.webp",
          "type": "pano"
        }
      ]
    }
  ]
}

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