Raw model (for completeness)
{
"meta": {
"id": "75d326ce-00d5-4135-a29e-b695b44b8cc0",
"sha1": "ed516bdc1e9f177c4b3326c2c8e25e153329e160",
"sha256": "2c73546bb3a47dd176e0cfb204a4d26fe5119fd5c76bb6b60bd07747bc8b9e83",
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"rott_tc_full.pk3"
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"ZDOOM"
],
"iwad": [
"DOOM2"
],
"filename": null,
"added": "2013-08-03 19:49:33",
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"name": null,
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"screenshots": {
"DM1": "DM1.png",
"DM2": "DM2.png",
"DM3": "DM3.png",
"DM4": "DM4.png",
"DM5": "DM5.png",
"DM6": "DM6.png",
"MAP01": "MAP01.png",
"MAP02": "MAP02.png",
"MAP03": "MAP03.png",
"MAP04": "MAP04.png",
"MAP05": "MAP05.png",
"MAP06": "MAP06.png",
"MAP07": "MAP07.png",
"MAP08": "MAP08.png",
"MAP11": "MAP11.png",
"MAP12": "MAP12.png",
"MAP30": "MAP30.png",
"MAP31": "MAP31.png",
"TITLEMAP": "TITLEMAP.png",
"dm1": "dm1.png",
"dm2": "dm2.png",
"dm3": "dm3.png",
"dm4": "dm4.png",
"dm5": "dm5.png",
"dm6": "dm6.png",
"map02": "map02.png",
"map03": "map03.png",
"map04": "map04.png",
"map05": "map05.png",
"map06": "map06.png",
"map07": "map07.png",
"map08": "map08.png",
"map11": "map11.png",
"map12": "map12.png",
"map30": "map30.png",
"map31": "map31.png",
"titlemap": "titlemap.png"
},
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"categories": null
},
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},
"added": "2013-08-03 19:49:33",
"file": {
"type": "PK3",
"size": 14815764,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ed516bdc1e9f177c4b3326c2c8e25e153329e160/ed516bdc1e9f177c4b3326c2c8e25e153329e160.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"DM1",
"DM2",
"DM3",
"DM4",
"DM5",
"DM6",
"MAP01",
"MAP02",
"MAP03",
"MAP04",
"MAP05",
"MAP06",
"MAP07",
"MAP08",
"MAP11",
"MAP12",
"MAP30",
"MAP31",
"TITLEMAP"
],
"counts": {
"endoom": 0,
"graphics": 4,
"lumps": 2557,
"maps": 19,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
],
"iwads_guess": [
"DOOM2"
]
},
"text_files": [
{
"source": "pk3",
"name": "ANIMDEFS.txt",
"contents": "warp texture WARTER\nwarp texture teleport\n\n// Doom menu cursor\ntexture CURSOR01\npic CURSOR01 tics 10\npic CURSOR02 tics 3\npic CURSOR03 tics 3\npic CURSOR04 tics 3\npic CURSOR05 tics 3\npic CURSOR06 tics 3\npic CURSOR07 tics 3\npic CURSOR08 tics 3\npic CURSOR09 tics 10\npic CURSOR08 tics 3\npic CURSOR07 tics 3\npic CURSOR06 tics 3\npic CURSOR05 tics 3\npic CURSOR04 tics 3\npic CURSOR03 tics 3\npic CURSOR02 tics 3\npic CURSOR01 tics 3\n\nanimateddoor SMDOOR1\n opensound rottdooropen\n closesound rottdoorclose\n pic SMDOOR1\n pic SMDOOR2\n pic SMDOOR3\n pic SMDOOR4\n pic SMDOOR5\n pic SMDOOR6\n pic SMDOOR7\n pic SMDOOR8\n pic SNKDOORH\n\nanimateddoor RWDDR1\n opensound rottdooropen\n closesound rottdoorclose\n pic RWDDR1\n pic RWDDR2\n pic RWDDR3\n pic RWDDR4\n pic RWDDR5\n pic RWDDR6\n pic RWDDR7\n pic RWDDR8\n pic RWDDR9\n\nanimateddoor TRIDOOR1\n opensound rottdooropen\n closesound rottdoorclose\n pic TRIDOOR1\n pic TRIDOOR2\n pic TRIDOOR3\n pic TRIDOOR4\n pic TRIDOOR5\n pic TRIDOOR6\n pic TRIDOOR7\n pic TRIDOOR8\n\nanimateddoor DOOR2\n opensound rottdooropen\n closesound rottdoorclose\n pic DOOR2A\n pic DOOR2B\n pic DOOR2C\n pic DOOR2D\n pic DOOR2E\n pic DOOR2F\n pic DOOR2G\n pic DOOR2H\n\n animateddoor DOOR3\n opensound rottdooropen\n closesound rottdoorclose\n pic DOOR3A\n pic DOOR3B\n pic DOOR3C\n pic DOOR3D\n pic DOOR3E\n pic DOOR3F\n pic DOOR3G\n pic DOOR3H\n\nanimateddoor EDOOR\n opensound rottdooropen\n closesound rottdoorclose\n pic EDOORA\n pic EDOORB\n pic EDOORC\n pic EDOORD\n pic EDOORE\n pic EDOORF\n pic EDOORG\n pic EDOORH\n\nanimateddoor RAMDOOR1\n opensound rottdooropen\n closesound rottdoorclose\n pic RAMDOOR2\n pic RAMDOOR3\n pic RAMDOOR4\n pic RAMDOOR5\n pic RAMDOOR6\n pic RAMDOOR7\n pic RAMDOOR8\n pic RAMDOOR9\n\nanimateddoor SDOOR4\n opensound rottdooropen\n closesound rottdoorclose\n pic SDOOR4A\n pic SDOOR4B\n pic SDOOR4C\n pic SDOOR4D\n pic SDOOR4E\n pic SDOOR4F\n pic SDOOR4G\n pic SDOOR4H\n\nanimateddoor SNADOOR\n opensound rottdooropen\n closesound rottdoorclose\n pic SNADOORA\n pic SNADOORB\n pic SNADOORC\n pic SNADOORD\n pic SNADOORE\n pic SNADOORF\n pic SNADOORG\n pic SNADOORH\n\nanimateddoor SNDOOR\n opensound rottdooropen\n closesound rottdoorclose\n pic SNDOORA\n pic SNDOORB\n pic SNDOORC\n pic SNDOORD\n pic SNDOORE\n pic SNDOORF\n pic SNDOORG\n pic SNDOORH\n\nanimateddoor SNKDOOR\n opensound rottdooropen\n closesound rottdoorclose\n pic SNKDOORA\n pic SNKDOORB\n pic SNKDOORC\n pic SNKDOORD\n pic SNKDOORE\n pic SNKDOORF\n pic SNKDOORG\n pic SNKDOORH\n\nanimateddoor TNADOOR\n opensound rottdooropen\n closesound rottdoorclose\n pic TNADOORA\n pic TNADOORB\n pic TNADOORC\n pic TNADOORD\n pic TNADOORE\n pic TNADOORF\n pic TNADOORG\n pic TNADOORH\n\ntexture FPLACE1\n allowdecals\n pic FPLACE1 rand 5 12\n pic FPLACE2 rand 5 12\n pic FPLACE3 rand 5 12\n pic FPLACE4 rand 5 12\n\ntexture ANIMCHN1\n allowdecals\n pic ANIMCHN1 tics 2\n pic ANIMCHN2 tics 2\n pic ANIMCHN3 tics 2\n pic ANIMCHN4 tics 2\n pic ANIMCHN5 tics 2\n pic ANIMCHN6 tics 2\n\ntexture ANIMBP1\n allowdecals\n pic ANIMBP1 tics 7\n pic ANIMBP2 tics 7\n pic ANIMBP3 tics 7\n pic ANIMBP4 tics 7\n pic ANIMBP5 tics 7\n pic ANIMBP6 tics 7\n\ntexture ANIMbw1\n allowdecals\n pic ANIMbw1 tics 2\n pic ANIMbw2 tics 2\n pic ANIMbw3 tics 2\n pic ANIMbw4 tics 2\n pic ANIMbw5 tics 2\n pic ANIMbw6 tics 2\n\ntexture ANIMfac1\n allowdecals\n pic ANIMfac1 tics 7\n pic ANIMfac2 tics 7\n pic ANIMfac3 tics 7\n pic ANIMfac4 tics 7\n\ntexture ANIMfor1\n allowdecals\n pic ANIMfor1 tics 7\n pic ANIMfor2 tics 7\n pic ANIMfor3 tics 7\n pic ANIMfor4 tics 7\n\ntexture ANIMfw1\n allowdecals\n pic ANIMfw1 tics 7\n pic ANIMfw2 tics 7\n pic ANIMfw3 tics 7\n pic ANIMfw4 tics 7\n pic ANIMfw5 tics 7\n pic ANIMfw6 tics 7\n\ntexture ANIMlat1\n allowdecals\n pic ANIMlat1 tics 4\n pic ANIMlat2 tics 4\n pic ANIMlat3 tics 4\n pic ANIMlat4 tics 4\n pic ANIMlat5 tics 4\n pic ANIMlat6 tics 4\n\ntexture ANIMone1\n allowdecals\n pic ANIMone1 tics 7\n pic ANIMone2 tics 7\n pic ANIMone3 tics 7\n pic ANIMone4 tics 7\n\ntexture ANIMr1\n allowdecals\n pic ANIMr1 tics 7\n pic ANIMr2 tics 7\n pic ANIMr3 tics 7\n pic ANIMr4 tics 7\n pic ANIMr5 tics 7\n pic ANIMr6 tics 7\n\ntexture ANIMrp1\n allowdecals\n pic ANIMrp1 tics 4\n pic ANIMrp2 tics 4\n pic ANIMrp3 tics 4\n pic ANIMrp4 tics 4\n pic ANIMrp5 tics 4\n pic ANIMrp6 tics 4\n\ntexture ANIMst1\n allowdecals\n pic ANIMst1 tics 4\n pic ANIMst2 tics 4\n pic ANIMst3 tics 4\n pic ANIMst4 tics 4\n pic ANIMst5 tics 4\n pic ANIMst6 tics 4\n\ntexture ANIMthr1\n allowdecals\n pic ANIMthr1 tics 7\n pic ANIMthr2 tics 7\n pic ANIMthr3 tics 7\n pic ANIMthr4 tics 7\n\ntexture ANIMtwo1\n allowdecals\n pic ANIMtwo1 tics 7\n pic ANIMtwo2 tics 7\n pic ANIMtwo3 tics 7\n pic ANIMtwo4 tics 7\n\ntexture ANIMy6\n allowdecals\n pic ANIMy1 tics 7\n pic ANIMy2 tics 7\n pic ANIMy3 tics 7\n pic ANIMy4 tics 7\n pic ANIMy5 tics 7\n pic ANIMy6 tics 7\n\ntexture ANIMyou1\n allowdecals\n pic ANIMyou1 tics 7\n pic ANIMyou2 tics 7\n pic ANIMyou3 tics 7\n pic ANIMyou4 tics 7\n pic ANIMyou5 tics 7\n pic ANIMyou6 tics 7\n\nswitch ELEV5 on sound Switch1 pic ELEV6 tics 0\nswitch ELEV6 off sound Switch2 pic ELEV5 tics 0\nswitch ELEV7 on sound Switch1 pic ELEV8 tics 0\nswitch ELEV8 off sound Switch2 pic ELEV7 tics 0\nswitch HSWITCH3 on sound Switch1 pic HSWTICH4 tics 0\nswitch HSWTICH4 off sound Switch2 pic HSWITCH3 tics 0"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "// To view this file properly, set your tabs stops for every 4 characters.\n\n/***** Animators ***********************************************************/\n\nfader GoAway\n{\n\tDecayStart\t0.5\n\tDecayTime\t1.0\n}\n\nfader GoAway2\n{\n\tDecayStart\t1.0\n\tDecayTime\t3.0\n}\n\ncolorchanger ToBlack\n{\n\tFadeStart\t0.5\n\tFadeTime\t1.0\n}\n\nstretcher BloodStretcher\n{\n\tStretchTime\t\t35\n\tGoalY\t\t\t2.0\n}\n\nslider BloodSlider\n{\n\tSlideTime\t\t35\n\tDistY\t\t\t-5\n}\n\ncombiner BloodSmearer\n{\n\tBloodStretcher\n\tBloodSlider\n}\n\n/***** Bullet Chips *****/\n\ndecal BulletChip1\n{\n\tpic CHIP1\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip2\n{\n\tpic CHIP2\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip3\n{\n\tpic CHIP3\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip4\n{\n\tpic CHIP4\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip5\n{\n\tpic CHIP5\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletChip\n{\n\tBulletChip1\t\t1\n\tBulletChip2\t\t1\n\tBulletChip3\t\t1\n\tBulletChip4\t\t1\n\tBulletChip5\t\t1\n}\n\n/***** Blood Decals ********************************************************/\n/*\n * Blood splats just stick to the walls.\n * Blood smears crawl down walls a bit like in Blood.\n *\n * These do not need generators; the engine will create them automatically\n * when something bleeds. In the future, the shade color will be ignored,\n * and the actor's blood color will be used instead.\n */\ndecal BloodSplat1\n{\n\tpic BSPLAT1\n\tshade \"99 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat2\n{\n\tpic BSPLAT2\n\tshade \"99 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat3\n{\n\tpic BSPLAT3\n\tshade \"99 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat4\n{\n\tpic BSPLAT4\n\tshade \"99 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat5\n{\n\tpic BSPLAT5\n\tshade \"99 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat6\n{\n\tpic BSPLAT6\n\tshade \"99 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal BloodSplat7\n{\n\tpic BSPLAT7\n\tshade \"99 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\n// The smaller blood splats are more common than the big ones.\n\ndecalgroup BloodSplat\n{\n\tBloodSplat1\t\t2\n\tBloodSplat2\t\t1\n\tBloodSplat3\t\t5\n\tBloodSplat4\t\t5\n\tBloodSplat5\t\t5\n\tBloodSplat6\t\t5\n\tBloodSplat7\t\t6\n}\n\ndecal BloodSmear1\n{\n\tpic BSMEAR1\n\tx-scale 0.625\n\ty-scale 0.625\n\tshade \"99 00 00\"\n\trandomflipx\n\tanimator BloodSmearer\n}\n\ndecal BloodSmear2\n{\n\tpic BSMEAR1\n\tx-scale 0.625\n\ty-scale 0.625\n\tshade \"99 00 00\"\n\trandomflipx\n\tanimator BloodSmearer\n}\n\ndecalgroup BloodSmear\n{\n\tBloodSmear1\t\t1\n\tBloodSmear2\t\t1\n}\n\n/***** Rocket Scorches *****************************************************/\n\ndecal Scorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\n/***** Plasma Rifle Scorches ***********************************************/\n\ndecal PlasmaScorchLower1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal PlasmaScorch1\n{\n\tpic PLSSA0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower1\n}\n\ndecal PlasmaScorchLower2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal PlasmaScorch2\n{\n\tpic PLSSB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower2\n}\n\ndecalgroup PlasmaScorch\n{\n\tPlasmaScorch1\t1\n\tPlasmaScorch2\t1\n}\n\n/***** BFG Scorches ********************************************************/\n\ndecal BFGScorch1\n{\n\tpic BFGSCRC1\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n}\n\ndecal BFGScorch2\n{\n\tpic BFGSCRC2\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BFGScorch\n{\n\tBFGScorch1\t\t1\n\tBFGScorch2\t\t1\n}\n\ndecal BFGLightning1\n{\n\tpic BFGLITE1\n\tshade \"80 ff 80\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecal BFGLightning2\n{\n\tpic BFGLITE2\n\tshade \"80 ff 80\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecalgroup BFGLightning\n{\n\tBFGLightning1\t1\n\tBFGLightning2\t1\n}\n\n/***** Rail Gun Scorches - contributed by Nigel Rowand *********************/\n\ndecal RailScorchLower1\n{\n\tpic CBALSCR1\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\n\ndecal RailScorchLower2\n{\n\tpic CBALSCR2\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup RailScorchLower\n{\n\tRailScorchLower1 1\n\tRailScorchLower2 1\n}\n\ndecal RailScorch1\n{\n\tpic CBALSCR1\n\tshade \"00 00 56\"\n\tfullbright\n\tx-scale 0.4\n\ty-scale 0.4\n\tanimator GoAway\n\tlowerdecal RailScorchLower\n}\n\ndecal RailScorch2\n{\n\tpic CBALSCR2\n\tshade \"00 00 56\"\n\tfullbright\n\tx-scale 0.4\n\ty-scale 0.4\n\tanimator GoAway\n\tlowerdecal RailScorchLower\n}\n\ndecalgroup RailScorch\n{\n\tRailScorch1 1\n\tRailScorch2 1\n}\n\n/***** Arachnotron Plasma Scorches *****************************************/\n\ndecal ArachScorch1\n{\n\tpic APLSA0\n\tadd 1.0\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower1\n}\n\ndecal ArachScorch2\n{\n\tpic APLSB0\n\tadd 1.0\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower2\n}\n\ndecalgroup ArachnotronScorch\n{\n\tArachScorch1\t1\n\tArachScorch2\t1\n}\n\n/***** Baron of Hell/Hell Knight Scorches **********************************/\n\ndecal BaronScorch1\n{\n\tpic BAL7SCR1\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BaronScorch2\n{\n\tpic BAL7SCR2\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BaronScorch\n{\n\tBaronScorch1\t1\n\tBaronScorch2\t1\n}\n\n/***** Cacodemon Scorches **************************************************/\n\ndecal CacoScorch1\n{\n\tpic BAL7SCR1\n\tshade \"00 00 00\"\n\tx-scale 0.78125\n\ty-scale 0.78125\n\trandomflipx\n\trandomflipy\n}\n\ndecal CacoScorch2\n{\n\tpic BAL7SCR2\n\tshade \"00 00 00\"\n\tx-scale 0.78125\n\ty-scale 0.78125\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup CacoScorch\n{\n\tCacoScorch1\t1\n\tCacoScorch2\t1\n}\n\n/***** Doom Imp Scorches ***************************************************/\n\ndecal DImpScorch1\n{\n\tpic CBALSCR1\n\tshade \"00 00 00\"\n\tx-scale 0.78125\n\ty-scale 0.78125\n\trandomflipx\n\trandomflipy\n}\n\ndecal DImpScorch2\n{\n\tpic CBALSCR2\n\tshade \"00 00 00\"\n\tx-scale 0.78125\n\ty-scale 0.78125\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup DoomImpScorch\n{\n\tDImpScorch1\t1\n\tDImpScorch2\t1\n}\n\n/***** Revenant ************************************************************/\n\ndecal RevenantScorch\n{\n\tpic BLAST1\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\n/***** Generators **********************************************************/\n\ngenerator RPistol\t\t\t\tBulletChip\ngenerator Pistols\t\t\t\tBulletChip\ngenerator MP40\t\t\t\t\tBulletChip\n\ngenerator Missile\t\t\t\tScorch\ngenerator HMissile\t\t\t\tScorch\ngenerator DrunkM\t\t\t\tScorch\n\ngenerator Lowguard\t\t\tBulletChip\ngenerator LowGuardFaking\t\tBulletChip\ngenerator HighGuard\t\t\tBulletChip\ngenerator LightningGuard\t\tBulletChip\ngenerator Striketeam\t\t\tBulletChip\ngenerator Overpatrol\t\t\tBulletChip\ngenerator TriadEnforcer\t\t\tBulletChip"
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "actor Cassat : Playerpawn\n{\n BloodType \"noblood\"\n Player.ScoreIcon \"MAN1\"\n Player.AttackZOffset 18\n Player.JumpZ 7\n Player.ForwardMove 1.2,1.2\n Player.SideMove 1.2,1.2\n player.viewheight 46\n Player.SoundClass \"cassat\"\n Player.StartItem \"RPistol\"\n Player.DisplayName \"Taradino Cassat\"\n Player.ColorRange 160,168\n Player.ColorSet 0, \"Olive\", 2, 15, 3\n Player.ColorSet 1, \"Grey\", 16, 31, 20\n Player.ColorSet 2, \"Black\", 32, 36, 36\n Player.ColorSet 3, \"Red\", 42, 53, 41\n Player.ColorSet 4, \"Dark Red\", 54, 63, 58\n Player.ColorSet 5, \"Yellow\", 67, 73, 70\n Player.ColorSet 6, \"Green\", 89, 95, 90\n Player.ColorSet 7, \"Orange\", 107, 122, 107\n Player.ColorSet 8, \"Blue\", 142, 159, 159\n Player.ColorSet 9, \"Dark Blue\",160, 168, 160\n Player.ColorSet 10, \"Brown\", 224, 233, 233\n Player.ColorSet 11, \"Fire\", 249, 254, 252\n scale 0.60\n\n states\n {\n Spawn:\n CASS A -1\n Loop\n\n See:\n CASW BCDE 4\n Loop\n\n Missile:\n CASS F 3\n CASS G 3 BRIGHT\n Goto Spawn\n\n Melee:\n CASS O 3\n CASS P 3 BRIGHT\n Goto Spawn\n\n Death:\n CASS H 4\n CASS I 4 A_PlayerScream\n CASS J 4 A_NoBlocking\n CASS KLM 4\n CASS N -1\n\n Pain:\n CASS A 0 A_PAIN\n CASS A 0 A_SpawnItemex (\"giblets\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n Goto Spawn\n\n pain.netty:\n CASS A 0 ACS_Execute(466,0)\n Goto Spawn\n\n pain.fire:\n CASS a 0 a_playsound(\"player/burned\")\n Goto Spawn\n\n pain.gas:\n CASS a 0 a_playsound(\"gas/cough\")\n Goto Spawn\n\n pain.blade:\n CASS A 0 A_PAIN\n GUTS DDDDD 0 A_SpawnItemex (\"gibribs\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DDDDD 0 A_SpawnItemex (\"giblets\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n goto spawn\n\n XDeath:\n GUTS A 1 A_XScream\n GUTS AAAAAAAAAAAAAAAAAAAAAAA 0 A_custommissile(\"wallgib\",32.0, 0, random(0,360), CMF_AIMDIRECTION, random(0,45))\n GUTS DDDDDDDDDDDDDDDDDDDDDDD 0 A_SpawnItemex (\"giblets\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DDDD 0 A_SpawnItemex (\"giblim\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(3.0,5.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DDDD 0 A_SpawnItemex (\"gibpin\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(3.0,5.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DD 0 A_SpawnItemex (\"gibarm\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS D 0 A_SkuLLPOP (\"Playerhead\")\n GUTS DD 0 A_SpawnItemex (\"gibhip\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS D 0 A_SpawnItemex (\"gibhum\",0, 0, 32, random(3.0,5.0),random(3.0,5.0), random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DD 0 A_SpawnItemex (\"gibleg\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DDDD 0 A_SpawnItemex (\"giblim\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DDDD 0 A_SpawnItemex (\"gibpin\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DD 0 A_SpawnItemex (\"gibribs\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS CDEFGHIJK 5 A_Fall\n GUTS L -1\n Stop\n Disintegrate:\n \tVAPO A 2 BRIGHT a_SCREAM\n \tVAPO B 2 BRIGHT\n \tVAPO C 2 BRIGHT\n \tVAPO D 2 BRIGHT\n\tVAPO E 2 BRIGHT\n\tVAPO F 2 BRIGHT\n\tVAPO G 2 BRIGHT\n \tVAPO H 3 BRIGHT A_Fall\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n \tstop\n BURN:\n \tSKEL A 0 A_playsound(\"gen/burned\")\n SKEL ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n \tSKE1 ABCDEFGHIJKL 2 bright\n SKE1 M 0 A_playsound(\"gen/skel\")\n SKE1 MNOPQRSTUV 3 bright\n \tSKE1 V -1 a_fall\n\n }\n\n}\n\nActor IPFreely : cassat\n{\nBloodType \"noblood\"\nPlayer.ScoreIcon \"MAN5\"\nPlayer.AttackZOffset 18\n Player.ForwardMove 1.1,1.1\n Player.SideMove 1.1,1.1\n Player.JumpZ 7\n player.viewheight 48\n Player.SoundClass \"freely\"\n Player.StartItem \"RPistol\"\n Player.ColorRange 160,168\n Player.ColorSet 0, \"Olive\", 2, 15, 3\n Player.ColorSet 1, \"Grey\", 16, 31, 20\n Player.ColorSet 2, \"Black\", 32, 36, 36\n Player.ColorSet 3, \"Red\", 42, 53, 41\n Player.ColorSet 4, \"Dark Red\", 54, 63, 58\n Player.ColorSet 5, \"Yellow\", 67, 73, 70\n Player.ColorSet 6, \"Green\", 89, 95, 90\n Player.ColorSet 7, \"Orange\", 107, 122, 107\n Player.ColorSet 8, \"Blue\", 142, 159, 159\n Player.ColorSet 9, \"Dark Blue\",160, 168, 160\n Player.ColorSet 10, \"Brown\", 224, 233, 233\n Player.ColorSet 11, \"Fire\", 249, 254, 252\n scale 0.65\nPlayer.DisplayName \"Ian Paul Freely\"\n\nstates\n{\n Spawn:\n IPFS A -1\n Loop\n\n See:\n IPFW ABCD 4\n Loop\n\n Missile:\n IPMS D 3\n IPMS E 3 BRIGHT\n Goto Spawn\n\n Melee:\n IPFS B 3\n IPFS C 3 BRIGHT\n Goto Spawn\n\n Death:\n IPFD B 4\n IPFD C 4 A_PlayerScream\n IPFD D 4 A_NoBlocking\n IPFD EFG 4\n IPFD A -1\n\n Pain:\n IPFS A 0 A_PAIN\n IFPS A 0 A_SpawnItemex (\"giblets\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n Goto Spawn\n\n pain.netty:\n IPFS A 0 ACS_Execute(466,0)\n Goto Spawn\n\n pain.fire:\n IPFS a 0 a_playsound(\"player/burned\")\n Goto Spawn\n\n pain.gas:\n IPFS a 0 a_playsound(\"gas/cough\")\n Goto Spawn\n\n pain.blade:\n IFPS A 0 A_PAIN\n GUTS DDDD 0 A_SpawnItemex (\"gibribs\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DDDD 0 A_SpawnItemex (\"giblets\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n goto spawn\n\n}\n}\n\nActor Barett : cassat\n{\nBloodType \"noblood\"\nPlayer.ScoreIcon \"MAN2\"\nPlayer.AttackZOffset 18\n Player.ForwardMove 1.2,1.2\n Player.SideMove 1.2,1.2\n Player.JumpZ 7\n player.viewheight 42\n Player.SoundClass \"barett\"\n Player.StartItem \"RPistol\"\n Player.ColorRange 160,168\n Player.ColorSet 0, \"Olive\", 2, 15, 3\n Player.ColorSet 1, \"Grey\", 16, 31, 20\n Player.ColorSet 2, \"Black\", 32, 36, 36\n Player.ColorSet 3, \"Red\", 42, 53, 41\n Player.ColorSet 4, \"Dark Red\", 54, 63, 58\n Player.ColorSet 5, \"Yellow\", 67, 73, 70\n Player.ColorSet 6, \"Green\", 89, 95, 90\n Player.ColorSet 7, \"Orange\", 107, 122, 107\n Player.ColorSet 8, \"Blue\", 142, 159, 159\n Player.ColorSet 9, \"Dark Blue\",160, 168, 160\n Player.ColorSet 10, \"Brown\", 224, 233, 233\n Player.ColorSet 11, \"Fire\", 249, 254, 252\n scale 0.6\nPlayer.DisplayName \"Thi Barett\"\n\nstates\n{\n Spawn:\n BARR A -1\n Loop\n\n See:\n BARR BCDE 4\n Loop\n\n Missile:\n BARR H 3\n BARR I 3 BRIGHT\n Goto Spawn\n\n Melee:\n BARR F 3\n BARR G 3 BRIGHT\n Goto Spawn\n\n Death:\n BARR K 4\n BARR K 4 A_PlayerScream\n BARR L 4 A_NoBlocking\n BARR MNO 4\n BARR P -1\n\n Pain:\n BARR A 0 A_PAIN\n BARR A 0 A_SpawnItemex (\"giblets\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n Goto Spawn\n\n pain.netty:\n BARR A 0 ACS_Execute(466,0)\n Goto Spawn\n\n pain.fire:\n BARR a 0 a_playsound(\"player/burned\")\n Goto Spawn\n\n pain.gas:\n BARR a 0 a_playsound(\"gas/cough\")\n Goto Spawn\n\n pain.blade:\n BARR A 0 A_PAIN\n GUTS DDDD 0 A_SpawnItemex (\"gibribs\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS AAAA 0 A_custommissile(\"wallgib\",32.0, 0, random(0,360), CMF_AIMDIRECTION, random(0,45))\n goto spawn\n\n}\n}\n\nActor Ni : cassat\n{\nBloodType \"noblood\"\nDamageFactor 1.1\nPlayer.ScoreIcon \"MAN4\"\nPlayer.AttackZOffset 18\n Player.ForwardMove 1.3,1.3\n Player.SideMove 1.3,1.3\n Player.JumpZ 7\n player.viewheight 40\n Player.SoundClass \"ni\"\n Player.StartItem \"RPistol\"\n Player.ColorRange 160,168\n Player.ColorSet 0, \"Olive\", 2, 15, 3\n Player.ColorSet 1, \"Grey\", 16, 31, 20\n Player.ColorSet 2, \"Black\", 32, 36, 36\n Player.ColorSet 3, \"Red\", 42, 53, 41\n Player.ColorSet 4, \"Dark Red\", 54, 63, 58\n Player.ColorSet 5, \"Yellow\", 67, 73, 70\n Player.ColorSet 6, \"Green\", 89, 95, 90\n Player.ColorSet 7, \"Orange\", 107, 122, 107\n Player.ColorSet 8, \"Blue\", 142, 159, 159\n Player.ColorSet 9, \"Dark Blue\",160, 168, 160\n Player.ColorSet 10, \"Brown\", 224, 233, 233\n Player.ColorSet 11, \"Fire\", 249, 254, 252\n scale 0.55\nPlayer.DisplayName \"Loreli Ni\"\n\nstates\n{\n Spawn:\n LLNI A -1\n Loop\n\n See:\n LLNI BCDE 4\n Loop\n\n Missile:\n LLNI H 3\n LLNI I 3 BRIGHT\n Goto Spawn\n\n Melee:\n LLNI F 3\n LLNI G 3 BRIGHT\n Goto Spawn\n\n Death:\n LLNI K 4\n LLNI K 4 A_PlayerScream\n LLNI L 4 A_NoBlocking\n LLNI MNO 4\n LLNI P -1\n\n Pain:\n LLNI A 0 A_PAIN\n LLNI A 0 A_SpawnItemex (\"giblets\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n Goto Spawn\n\n pain.netty:\n LLNI A 0 ACS_Execute(466,0)\n Goto Spawn\n\n pain.fire:\n LLNI a 0 a_playsound(\"player/burned\")\n Goto Spawn\n\n pain.gas:\n LLNI a 0 a_playsound(\"gas/cough\")\n Goto Spawn\n\n pain.blade:\n llni A 0 A_PAIN\n GUTS DDDD 0 A_SpawnItemex (\"gibribs\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS AAAA 0 A_custommissile(\"wallgib\",32.0, 0, random(0,360), CMF_AIMDIRECTION, random(0,45))\n goto spawn\n\n}\n}\n\nActor Wendt : cassat\n{\nBloodType \"noblood\"\nDamageFactor 0.9\nPlayer.ScoreIcon \"MAN3\"\nPlayer.AttackZOffset 18\n Player.ForwardMove 1.05,1.05\n Player.SideMove 1.05,1.05\n Player.JumpZ 7\n player.viewheight 50\n Player.SoundClass \"wendt\"\n Player.StartItem \"RPistol\"\n Player.ColorRange 160,168\n Player.ColorSet 0, \"Olive\", 2, 15, 3\n Player.ColorSet 1, \"Grey\", 16, 31, 20\n Player.ColorSet 2, \"Black\", 32, 36, 36\n Player.ColorSet 3, \"Red\", 42, 53, 41\n Player.ColorSet 4, \"Dark Red\", 54, 63, 58\n Player.ColorSet 5, \"Yellow\", 67, 73, 70\n Player.ColorSet 6, \"Green\", 89, 95, 90\n Player.ColorSet 7, \"Orange\", 107, 122, 107\n Player.ColorSet 8, \"Blue\", 142, 159, 159\n Player.ColorSet 9, \"Dark Blue\",160, 168, 160\n Player.ColorSet 10, \"Brown\", 224, 233, 233\n Player.ColorSet 11, \"Fire\", 249, 254, 252\n scale 0.70\nPlayer.DisplayName \"Doug Wendt\"\n\nstates\n{\n Spawn:\n WEND A -1\n Loop\n\n See:\n WEND BCDE 4\n Loop\n\n Missile:\n WEND H 3\n WEND I 3 BRIGHT\n Goto Spawn\n\n Melee:\n WEND F 3\n WEND G 3 BRIGHT\n Goto Spawn\n\n Death:\n WEND K 4\n WEND K 4 A_PlayerScream\n WEND L 4 A_NoBlocking\n WEND MNO 4\n WEND P -1\n\n Pain:\n WEND A 0 A_PAIN\n WEND A 0 A_SpawnItemex (\"giblets\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n Goto Spawn\n\n pain.netty:\n WEND A 0 ACS_Execute(466,0)\n Goto Spawn\n\n pain.fire:\n WEND a 0 a_playsound(\"player/burned\")\n Goto Spawn\n\n pain.gas:\n WEND a 0 a_playsound(\"gas/cough\")\n Goto Spawn\n\n pain.blade:\n wend A 0 A_PAIN\n GUTS DDDD 0 A_SpawnItemex (\"gibribs\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(-20.0,3.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS AAAA 0 A_custommissile(\"wallgib\",32.0, 0, random(0,360), CMF_AIMDIRECTION, random(0,45))\n goto spawn\n\n}\n}\n\nactor null\n{\n}\n\nACTOR RottItemFog Replaces ItemFog\n{\n +NOBLOCKMAP\n +NOGRAVITY\n States\n {\n Spawn:\n IFOG ABCDEFGH 2 BRIGHT\n Stop\n }\n}\n\nACTOR RottTeleportFog : TeleportFog replaces TeleportFog\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +NOGRAVITY\n +FLOAT\n States\n {\n Spawn:\n TFOG ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 1 Bright\n Looper:\n TFOG ABCDEFGH 1 Bright a_fadeout\n Loop\n\n}\n}\n\nactor PowerFLY : PowerFlight\n{\n\tInventory.Icon \"stgnum0\"\n\n}\n\nactor PowerASB : PowerProtection\n{\n\tDamageFactor \"Fire\", 0.3\n\tDamageFactor \"Flame\", 0.3\n\tInventory.Icon \"stgnum0\"\n\n}\n\nactor PowerBPF : PowerProtection\n{\n\tDamageFactor \"Bullets\", 0.2\n Inventory.Icon \"stgnum0\"\n}\n\nACTOR PowerIronFeet2 : PowerIronFeet\n{\nInventory.Icon \"stgnum0\"\nPowerup.Color 0, 0, 0, 0.0\n\n}\n\nactor AsbestosArmor : PowerupGiver 9847\n{\n//$Category RoTT_Powerups\n+countitem\n Inventory.PickupMessage \"Asbestos Armor - Oh So Itchy!\"\n Inventory.PickupSound \"gen/vest\"\n inventory.maxamount 0\n powerup.type \"PowerASB\"\n Powerup.Duration -50\n +AUTOACTIVATE\n +NOGRAVITY\n scale 0.5\n states\n {\n Spawn:\n RAMR A 1\n loop\n }\n}\n\nactor MercuryMode : PowerupGiver 9854\n{\n//$Category RoTT_Powerups\n+countitem\n Inventory.PickupMessage \"Mercury Mode!\"\n Inventory.PickupSound \"gen/mecury\"\n inventory.maxamount 0\n powerup.type \"PowerFLY\"\n Powerup.Duration -50\n +AUTOACTIVATE\n +NOGRAVITY\n +BRIGHT\n scale 0.5\n states\n {\n Spawn:\n MERC ABCDEFGH 2\n loop\n }\n}\n\nactor Gasmask : PowerupGiver 10979\n{\n //$Category RoTT_Powerups\n +countitem\n inventory.pickupmessage \"Got a gasmask\"\n inventory.pickupsound \"gen/pickup\"\n powerup.duration -35\n powerup.type \"PowerIronFeet2\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.PickupSound \"gen/pickup\"\n SCALE 0.50\n +COUNTITEM\n states\n {\n Spawn:\n GASM A -1\n stop\n }\n}\n\nactor BulletProofVest :PowerupGiver 9848\n{\n //$Category RoTT_Powerups\n +countitem\n Inventory.PickupMessage \"Bulletproof Armor!\"\n Inventory.PickupSound \"gen/asbestos\"\n inventory.maxamount 0\n powerup.type \"PowerBPF\"\n Powerup.Duration -50\n +AUTOACTIVATE\n +NOGRAVITY\n scale 0.5\n states\n {\n Spawn:\n RAMR B 1\n loop\n }\n\n}\n\nACTOR GodPlayer : Cassat\n{\n\n Height 56\n player.viewheight 56\n maxstepheight 32\n Gravity 0.8\n Translation \"1:254=[0,0,0]:[255,128,0]\"\n Player.MorphWeapon \"handofgod\"\n +NOPAIN\n +NODAMAGE\n +BRIGHT\n scale 0.75\n\n}\n\nACTOR GodDown\n{\nStates\n {\n Spawn:\n NULL A 1 A_TakeInventory(\"godmode\")\n NULL A 1 A_playsound(\"gen/goddown\")\n Stop\n }\n}\n\nACTOR PowerGodMode : PowerMorph\n{\n\n PowerMorph.PlayerClass \"GodPlayer\"\n PowerMorph.MorphFlash \"null\"\n PowerMorph.UnMorphFlash \"GodDown\"\n Inventory.Icon \"stgnum0\"\n\n}\n\nACTOR GodMode : PowerupGiver 20051\n{\n\t//$Category RoTT_Powerups\n\t+countitem\n inventory.pickupmessage \"God Mode!\"\n \tInventory.pickupsound \"gen/godmode\"\n inventory.maxamount 0\n\tpowerup.duration -30\n\tpowerup.type \"PowerGodMode\"\n\tPowerup.Mode Invulnerability\n\tSCALE 0.50\n\t+BRIGHT\n\t+NOGRAVITY\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n\n States\n {\n Spawn:\n GODM ABCDEFG 2\n LOOP\n Pickup:\n GODM A 0 A_Log(\"Gog Mode!\")\n }\n}\n\nACTOR DogPlayer : Cassat\n{\n\n Height 24\n player.viewheight 16\n maxstepheight 25\n Gravity 0.9\n Player.MorphWeapon \"Doggie\"\n scale 0.25\n +NOPAIN\n +NODAMAGE\n\n}\n\nACTOR DogDown\n{\nStates\n {\n Spawn:\n NULL A 1 A_TakeInventory(\"dogmode\")\n NULL A 1 A_playsound(\"gen/dogdown\")\n Stop\n }\n}\n\nACTOR PowerDogmode : PowerMorph\n{\n\n PowerMorph.PlayerClass \"DogPlayer\"\n PowerMorph.MorphFlash \"null\"\n PowerMorph.UnMorphFlash \"DogDown\"\n Inventory.Icon \"stgnum0\"\n}\n\nACTOR DogMode : PowerupGiver 20050\n{\n\t//$Category RoTT_Powerups\n+countitem\n Inventory.pickupmessage \"Dog Mode!\"\n Inventory.pickupsound \"gen/dogmode\"\n inventory.maxamount 0\n\tpowerup.duration 900\n\tpowerup.type \"PowerDogmode\"\n\tPowerup.Mode Invulnerability\n\tSCALE 0.50\n\t+BRIGHT\n\t+NOGRAVITY\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n\n States\n {\n Spawn:\n DOGU ABCDEFGH 2\n LOOP\n\tPickup:\n\tDOGU A 0 A_Log(\"Dog Mode!\")\n }\n}\n\nACTOR MonkMeal : Health 9835\n{\n //$Category RoTT_Health\n +countitem\n Scale 0.50\n inventory.pickupmessage \"Ate some monk meal.\"\n inventory.amount 10\n inventory.pickupsound \"gen/heal1\"\n inventory.maxamount 100\n +NoGravity\n states\n {\n Spawn:\n HEAL A -1\n stop\n }\n\n}\n\nACTOR PriestPorridgeCold : Health 9836\n{\n //$Category RoTT_Health\n +countitem\n Scale 0.6\n inventory.pickupmessage \"Ate some priest porridge\"\n inventory.pickupsound \"gen/heal1\"\n inventory.amount 20\n inventory.maxamount 100\n Health 1\n +NoGravity\n +Shootable\n +INVULNERABLE\n +NoBlood\n MASS 1000\n\n states\n {\n Spawn:\n HEAL B -1\n stop\n Death:\n HEAL B 1 A_SpawnItemex(\"PriestPorridgeHot\")\n stop\n }\n\n}\n\nACTOR PriestPorridgeHot : Health 9837\n{\n //$Category RoTT_Health\n +countitem\n Scale 0.60\n inventory.pickupmessage \"Ate some priest porridge HOT.\"\n inventory.pickupsound \"gen/heal1\"\n inventory.amount 50\n inventory.maxamount 100\n +NoGravity\n states\n {\n Spawn:\n HEAL CDEFG 3 BRIGHT\n loop\n }\n\n}\n\nACTOR SmallMonkCrystal : Health 9838\n{\n //$Category RoTT_Health\n +countitem\n Scale 0.60\n +NoGravity\n inventory.pickupmessage \"Used a small monk crystal.\"\n inventory.pickupsound \"gen/heal2\"\n inventory.amount 10\n inventory.maxamount 200\n states\n {\n Spawn:\n HEAL HIJKLM 2 BRIGHT\n loop\n }\n\n}\n\nACTOR LargeMonkCrystal : Health 9839\n{\n //$Category RoTT_Health\n +countitem\n Scale 0.50\n +NoGravity\n inventory.pickupmessage \"Used a large monk crystal.\"\n inventory.pickupsound \"gen/heal2\"\n inventory.amount 50\n inventory.maxamount 200\n states\n {\n Spawn:\n HEAL NNOPQRST 3 BRIGHT\n loop\n }\n\n}\n\nACTOR EMPTYBASIN 9840\n{\n //$Category RoTT_Decor\n Radius 8\n Height 32\n SCALE 0.50\n Health 1\n +Shootable\n +Noblood\n +Solid\n states\n {\n Spawn:\n BASN A -1\n stop\n\n Death:\n NULL A 0 A_spawnitem(\"basindeath\")\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n\tRUBB ABCDEFGHI 2\n RUBB j -1\n stop\n }\n\n}\n\nactor basindeath : emptybasin\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\tbasn a 3\n\tstop\n\t}\n}\n\nACTOR HealingBasin : Health 9841\n{\n //$Category RoTT_Health\n Radius 16\n Height 48\n Mass 9999999\n +countitem\n +Shootable\n +Noblood\n +Solid\n +Nodamage\n +actlikebridge\n inventory.pickupmessage \"You used a healing basin\"\n inventory.pickupsound \"gen/heal2\"\n inventory.amount 100\n inventory.maxamount 100\n SCALE 0.50\n\n states\n {\n Spawn:\n BASN BCD 3\n Loop\n HoldAndDestroy:\n basn A 1 A_SpawnItemex(\"EMPTYBASIN\")\n\tstop\n }\n}\n\nACTOR RottStatue 9849\n{\n //$Category RoTT_Decor\n Radius 30\n Height 48\n SCALE 0.60\n Health 1\n +Shootable\n +Noblood\n +Solid\n states\n {\n Spawn:\n ESTA A -1\n stop\n\n Death:\n NULL A 0 A_Spawnitem(\"statuedeath\")\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n RUBB ABCDEFGHI 2\n RUBB j -1\n stop\n }\n}\n\nactor statuedeath: RottStatue\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\tESTA a 3\n\tstop\n\t}\n}\n\nACTOR RottKnife : Inventory\n{\n\n}\n\nACTOR KnifeStatue : CustomInventory 9850\n{\n //$Category RoTT_Powerups\n +countitem\n inventory.pickupmessage \"You got a knife\"\n inventory.pickupsound \"player/yes\"\n +INVENTORY.ALWAYSPICKUP\n SCALE 0.60\n Radius 40\n Height 48\n\n states\n {\n Spawn:\n KSTA a 1\n Loop\n\n HoldAndDestroy:\n KSTA A 1 A_SpawnItemex(\"RottStatue\")\n \tstop\n\n Pickup:\n KSTA A 1 A_GiveInventory (\"RottKnife\",1)\n stop\n }\n}\n\nACTOR RottCore 9851\n{\n //$Category RoTT_Decor\n Radius 16\n Height 128\n Health 500\n +Shootable\n +Noblood\n +Solid\n states\n {\n Spawn:\n CORE ABCD 1 BRIGHT A_ChangeVelocity (0.0, 0.0, 0.0, 2)\n LOOP\n\n Death:\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n NULL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 8.0, random(10.0,20.0), random(-5.0,5.0), random(32.0,96.0), random(0.0,359.9))\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 0,2)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 90,2)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 180,2)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 270,2)\n stop\n }\n}\n\nACTOR PileOfBones 9852\n{\n //$Category RoTT_Decor\n Radius 16\n Height 8\n SCALE 0.60\n +Solid\n states\n {\n Spawn:\n REMA A -1\n stop\n\n }\n}\n\nACTOR MonkBed 9853\n{\n //$Category RoTT_Decor\n Radius 24\n Height 8\n SCALE 0.60\n Health 1\n +Shootable\n +Noblood\n +Solid\n states\n {\n Spawn:\n MBED A -1\n stop\n\n Death:\n NULL A 0 A_Spawnitem(\"beddeath\")\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n RUBB ABCDEFGHI 2\n RUBB j -1\n stop\n }\n}\n\nactor beddeath: MonkBed\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\tMBED A 3\n\tstop\n\t}\n}\n\nACTOR TABLE2 9842\n{\n //$Category RoTT_Decor\n Radius 8\n Height 32\n SCALE 0.60\n Health 1\n +Shootable\n +Noblood\n +Solid\n states\n {\n Spawn:\n TABL B -1\n stop\n\n Death:\n NULL A 0 A_SPAWNITEM(\"table2death\")\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n\tRUBB ABCDEFGHI 2\n RUBB j -1\n stop\n }\n\n}\n\nactor table2death: TABLE2\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\tTABL B 3\n\tstop\n\t}\n}\n\nACTOR Chandalier 9843\n{\n //$Category RoTT_Decor\n Radius 8\n Height 32\n SCALE 0.60\n Health 1\n +Shootable\n +Noblood\n +Nogravity\n +SPAWNCEILING\n +Solid\n states\n {\n Spawn:\n RCHN A -1\n stop\n\n Death:\n NULL A 0 A_spawnitem(\"candeath\")\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n NULL AAAAAAAAAA 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 8.0, random(1.0,2.0), random(1.0,2.0), random(1.0,2.0), random(0.0,359.9))\n ABRA N 0 a_playsound(\"gen/itembreak\")\n FSHA A 1\n FSHA A -1\n stop\n }\n\n}\n\nactor candeath: TABLE2\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\n\tRCHN A 3\n\tstop\n\t}\n}\n\nACTOR Urn 9844\n{\n //$Category RoTT_Decor\n Radius 8\n Height 32\n SCALE 0.60\n Health 1\n +Shootable\n +Noblood\n +Solid\n states\n {\n Spawn:\n RURN A -1\n stop\n\n Death:\n NULL A 0 a_spawnitem(\"urndeath\")\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n\tRUBB ABCDEFGHI 2 A_fall\n RUBB j -1\n stop\n }\n\n}\n\nactor urndeath: TABLE2\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\n\tRURN A 3\n\tstop\n\t}\n}\n\nACTOR RtLight : SwitchableDecoration 9845\n{\n //$Category RoTT_Decor\n Radius 8\n Height 64\n SCALE 0.60\n Health 1\n +Shootable\n +Noblood\n +Solid\n states\n {\n Spawn:\n RLIG B -1 BRIGHT\n stop\n Active:\n RLIG B -1\n stop\n inActive:\n RLIG A -1 BRIGHT\n stop\n\n Death:\n NULL A 0 A_SPawnitem(\"rtlightdeath\")\n ABRA N 0 a_playsound(\"gen/itembreak\")\n NULL AAAAAAAAAA 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 40.0, random(1.0,2.0), random(1.0,2.0), random(1.0,2.0), random(0.0,359.9))\n FSHA A 1\n FSHA A -1\n stop\n }\n\n}\n\nactor rtlightdeath: TABLE2\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\n\tRLIG A 3\n\tstop\n\t}\n}\n\nACTOR RtLight2 : SwitchableDecoration 9846\n{\n //$Category RoTT_Decor\n Radius 8\n Height 64\n SCALE 0.60\n Health 1\n +Shootable\n +Noblood\n +Solid\n states\n {\n Spawn:\n LAMP B -1 BRIGHT\n stop\n Active:\n Lamp B -1\n stop\n inActive:\n Lamp A -1 BRIGHT\n stop\n\n Death:\n NULL A 0 A_Spawnitem(\"rtlight2death\")\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n NULL AAAAAAAAAA 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 40.0, random(1.0,2.0), random(1.0,2.0), random(1.0,2.0), random(0.0,359.9))\n FSHA A 1\n FSHA A -1\n stop\n }\n\n}\n\nactor rtlight2death: TABLE2\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\n\tLAMP A 3\n\tstop\n\t}\n}\n\nACTOR TABLE 9830\n{\n //$Category RoTT_Decor\n Radius 8\n Height 32\n SCALE 0.60\n health 1\n +Shootable\n +Noblood\n +Solid\n states\n {\n Spawn:\n TABL A -1\n stop\n\n Death:\n NULL A 0 A_Spawnitem(\"tabledeath\")\n \tABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n\tRUBB ABCDEFGHI 2 A_fall\n RUBB j -1\n stop\n }\n\n}\n\nactor Tabledeath: TABLE2\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\n\tTABL A 3\n\tstop\n\t}\n}\n\nACTOR GoldKey2 : Key 9831\n{\n//$Category RoTT_Do_Not_Use\n inventory.icon \"TNT1A0\"\n}\n\nACTOR IronKey : Key 9832\n{\n//$Category RoTT_Do_Not_Use\n inventory.icon \"TNT1A0\"\n}\n\nACTOR SilverKey2 : Key 9833\n{\n//$Category RoTT_Do_Not_Use\n inventory.icon \"TNT1A0\"\n}\n\nACTOR RedKey2 : Key 9834\n{\n//$Category RoTT_Do_Not_Use\n inventory.icon \"TNT1A0\"\n}\n\nACTOR GoldKeyTable : CustomInventory 9826\n{\n //$Category RoTT_Keys\n inventory.pickupmessage \"$R_GKEYP\"\n inventory.pickupsound \"getkey\"\n SCALE 0.60\n Radius 32\n height 48\n Translation \"154:168=234:248\"\n Mass 9999999\n +countitem\n +Shootable\n +Noblood\n +Solid\n +Nodamage\n +actlikebridge\n states\n {\n Spawn:\n GKEY ABCDEFGHIJKLMNOP 1 BRIGHT\n Loop\n HoldAndDestroy:\n GKEY A 1 A_SpawnItemex(\"TABLE\")\n stop\n Pickup:\n GKEY A 0 A_GiveInventory(\"GoldKey2\")\n stop\n }\n}\n\nACTOR SILVERKEYTABLE : CustomInventory 9827\n{\n //$Category RoTT_Keys\n inventory.pickupmessage \"$R_SKEYP\"\n inventory.pickupsound \"getkey\"\n SCALE 0.60\n Radius 32\n height 48\n Translation \"154:168=16:31\"\n Mass 9999999\n +countitem\n +Shootable\n +Noblood\n +Solid\n +Nodamage\n +actlikebridge\n states\n {\n Spawn:\n GKEY ABCDEFGHIJKLMNOP 1 BRIGHT\n Loop\n HoldAndDestroy:\n GKEY A 1 A_SpawnItemex(\"TABLE\")\n stop\n Pickup:\n GKEY A 0 A_GiveInventory(\"SilverKey2\")\n stop\n }\n}\n\nACTOR IRONKEYTABLE : CustomInventory 9828\n{\n //$Category RoTT_Keys\n inventory.pickupmessage \"$R_IKEYP\"\n inventory.pickupsound \"getkey\"\n SCALE 0.60\n Radius 32\n height 48\n Translation \"154:168=2:15\"\n Mass 9999999\n +countitem\n +Shootable\n +Noblood\n +Solid\n +Nodamage\n +actlikebridge\n states\n {\n Spawn:\n GKEY ABCDEFGHIJKLMNOP 1 BRIGHT\n Loop\n HoldAndDestroy:\n GKEY A 1 A_SpawnItemex(\"TABLE\")\n stop\n Pickup:\n GKEY A 0 A_GiveInventory(\"IronKey\")\n stop\n }\n}\n\nACTOR REDKEYTABLE : CustomInventory 9829\n{\n\n //$Category RoTT_Keys\n inventory.pickupmessage \"$R_RKEYP\"\n inventory.pickupsound \"getkey\"\n SCALE 0.60\n Radius 32\n height 48\n Translation \"154:168=43:58\"\n Mass 9999999\n +countitem\n +Shootable\n +Noblood\n +Solid\n +Nodamage\n +actlikebridge\n states\n {\n Spawn:\n GKEY ABCDEFGHIJKLMNOP 1 BRIGHT\n Loop\n held:\n HoldAndDestroy:\n GKEY A 1 A_SpawnItemex(\"TABLE\")\n stop\n Pickup:\n GKEY A 0 A_GiveInventory(\"RedKey2\")\n stop\n stop\n }\n}\n\nACTOR RottBarrel 10982\n{\n //$Category RoTT_Decor\n Radius 24\n Height 48\n Speed 0\n Health 12\n SCALE 0.60\n +SHOOTABLE\n +NOBLOOD\n +Solid\n +OLDRADIUSDMG\n STATES\n //$Category Lights\\Decor\n //$Sprite BARLA0\n\n {\n\n Spawn:\n BARL A 1\n LOOP\n\n Death:\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n ROBO B 3 A_spawnitemex(\"barrelexp\")\n ROBO CDEFGHIJ 2\n ROBO K -1\n stop\n }\n\n}\n\nACTOR barrelexp\n{\nscale 0.6\nstates\n\t{\n\tspawn:\n\tNULL A 0 A_PlaySound (\"gen/expl1\",CHAN_AUTO,1.0)\n\tBOMB A 0 A_Explode(100,128)\n BOMB ABCDEFGHIJKLMOPQRST 1 Bright\n\tstop\n}\n}\n\nACTOR RottBarrel_item : RottBarrel 10987\n{\nTranslation \"142:168=16:31\"\nDropItem \"mp40\" 128\nDropItem \"priestporridge\" 128\nDropItem \"bazooka\" 64\nDropItem \"monkmeal\" 128\n}\n\nACTOR RottBarrel_fbomb : RottBarrel 10988\n{\nTranslation \"142:168=43:58\"\n\nstates\n\t{\n\tdeath:\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n NULL A 2 Radius_Quake (5, 60,0, 12, 0)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 0,2)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 90,2)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 180,2)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 270,2)\n\t NULL A 0 A_PlaySound (\"gen/expl1\",CHAN_AUTO,1.0)\n ROBO CDEFGHIJ 2\n ROBO K -1\n\t}\n\n}\n\nACTOR RottTree1 10983\n{\n //$Category RoTT_Decor\n Radius 10\n Height 64\n Health 1\n SCALE 0.6\n +SHOOTABLE\n +NOBLOOD\n +Solid\n STATES\n //$Category Lights\\Decor\n //$Sprite PLNTA0\n\n {\n\n Spawn:\n PLNT A 1\n LOOP\n\n Death:\n null a 0 a_spawnitem(\"tree1death\")\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n\tRUBB ABCDEFGHI 2 a_fall\n RUBB j -1\n stop\n }\n\n}\n\nactor tree1death: TABLE2\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\n\tPLNT A 3\n\tstop\n\t}\n}\n\nACTOR RottTree2 10984\n{\n //$Category RoTT_Decor\n Radius 10\n Height 64\n Health 1\n SCALE 0.6\n +SHOOTABLE\n +NOBLOOD\n +Solid\n STATES\n //$Category Lights\\Decor\n //$Sprite PLNTb0\n\n {\n\n Spawn:\n PLNT B 1\n LOOP\n\n Death:\n NULL A 0 A_Spawnitem(\"tree2death\")\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n RUBB ABCDEFGHI 2 a_fall\n RUBB j -1\n stop\n }\n\n}\n\nactor tree2death: TABLE2\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\n\tPLNT B 3\n\tstop\n\t}\n}\n\nACTOR RottFlag 10985\n{\n //$Category RoTT_Decor\n Radius 32\n Height 64\n Health 1\n SCALE 0.6\n +SHOOTABLE\n +NOBLOOD\n +Solid\n STATES\n {\n\n Spawn:\n POLE A 1\n LOOP\n\n Death:\n null a 0 A_spawnitem(\"flagdeath\")\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 0 a_playsound(\"gen/itembreak\")\n RUBB ABCDEFGHI 2 a_fall\n RUBB j -1\n stop\n }\n\n}\n\nactor flagdeath: TABLE2\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\n\tPOLE A 3\n\tstop\n\t}\n}\n\nACTOR RottPillar 10986\n{\n //$Category RoTT_Decor\n Radius 32\n Height 64\n SCALE 0.6\n +NOBLOOD\n +Solid\n STATES\n {\n\n Spawn:\n PILL A -1\n stop\n\n }\n\n}\n\nACTOR lifepoints : inventory 9820\n {\n Inventory.maxamount 999\n }\n\nACTOR lifeitem25 : custominventory 9825\n{\n //$Category RoTT_LifeItems\n +countitem\n Radius 16\n Height 32\n Speed 0\n Health 1\n SCALE 0.60\n MASS 1\n Inventory.PickupSound \"gen/life\"\n Inventory.Pickupmessage \"25 life points!\"\n +SHOOTABLE\n +NOBLOOD\n +FLOORCLIP\n +RANDOMIZE\n +NOGRAVITY\n States\n {\n Spawn:\n LIFD A 2\n LIFD BCDEFGHIJKLMNO 2\n LOOP\n\n Pickup:\n LIFA A 0 a_GiveInventory(\"lifepoints\",25)\n stop\n\n Death:\n\n ABRA N 0 a_playsound(\"gen/itembreak\")\n ABRA NNNNNNNNN 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(1.0,5.0), random(1.0,5.0), random(1.0,5.0), random(0.0,359.9))\n\n STOP\n }\n\n}\n\nACTOR lifeitem10 : custominventory 9810\n{\n //$Category RoTT_LifeItems\n +countitem\n Radius 16\n Height 32\n Speed 0\n Health 1\n SCALE 0.60\n MASS 1\n Inventory.PickupSound \"gen/life\"\n Inventory.Pickupmessage \"10 life points!\"\n +SHOOTABLE\n +FLOORCLIP\n +NOBLOOD\n +RANDOMIZE\n +NOGRAVITY\n States\n\n {\n Spawn:\n LIFC A 2\n LIFC BCDEFGH 2\n LOOP\n\n Pickup:\n LIFC A 0 a_GiveInventory(\"lifepoints\",10)\n\n stop\n\n Death:\n\n ABRA N 0 a_playsound(\"gen/itembreak\")\n ABRA NNNNNNNNN 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(1.0,5.0), random(1.0,5.0), random(1.0,5.0), random(0.0,359.9))\n STOP\n }\n\n}\n\nACTOR lifeitem5 : custominventory 9805\n{\n //$Category RoTT_LifeItems\n +countitem\n Radius 16\n Height 32\n Speed 0\n Health 1\n SCALE 0.60\n MASS 1\n Inventory.PickupSound \"gen/life\"\n Inventory.Pickupmessage \"5 life points!\"\n +SHOOTABLE\n +FLOORCLIP\n +NOBLOOD\n +RANDOMIZE\n +NOGRAVITY\n States\n {\n Spawn:\n LIFB A 2\n LIFB BCDEFGH 2\n LOOP\n\n Pickup:\n LIFA A 0 a_GiveInventory(\"lifepoints\",5)\n stop\n\n Death:\n\n ABRA N 0 a_playsound(\"gen/itembreak\")\n ABRA NNNNNNNNN 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(1.0,5.0), random(1.0,5.0), random(1.0,5.0), random(0.0,359.9))\n STOP\n }\n\n}\n\nACTOR lifeitem1 : custominventory 9801\n{\n //$Category RoTT_LifeItems\n +SHOOTABLE\n +RANDOMIZE\n +NOBLOOD\n +NOGRAVITY\n +countitem\n Radius 16\n Height 32\n Speed 0\n Health 1\n SCALE 0.60\n Inventory.PickupSound \"gen/life\"\n Inventory.Pickupmessage \"1 life point!\"\n\n States\n {\n Spawn:\n LIFA A 20\n goto Looper\n\n Looper:\n \tLIFA ABCDEFGH 2\n Loop\n\n Pickup:\n LIFA A 0 a_GiveInventory(\"lifepoints\",1)\n stop\n\n Death:\n\n ABRA N 0 a_playsound(\"gen/itembreak\")\n ABRA NNNNNNNNN 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(1.0,5.0), random(1.0,5.0), random(1.0,5.0), random(0.0,359.9))\n STOP\n }\n\n}\n\nACTOR Trampoline1 : custominventory 10978\n{\n //$Category RoTT_Trampolines\n +INVENTORY.QUIET\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.PickupMessage \"\"\n inventory.amount 0\n inventory.maxamount 0\n scale 0.5\n States\n //$Sprite TRMPA0\n {\n spawn:\n\tTRMP A 2\n\tTRMP B 2\n\tTRMP C 2\n\tTRMP D 2\n\tTRMP C 1\n\tTRMP B 1\n\tTRMP A -1\n\tstop\n\n HoldAndDestroy:\n TRMP A 0 A_SpawnItemex(\"Trampoline1\")\n TRMP A 0 a_playsound(\"gen/boing\")\n \tTRMP A 0 A_TakeInventory (\"Trampoline1\",1)\n \tstop\n\n Pickup:\n \tTRMP A 1 ThrustThingZ(0,64,0,0)\n \tstop\n }\n\n}\n\nACTOR Trampoline2 : CustomInventory 10977\n{\n\t//$Category RoTT_Trampolines\n +INVENTORY.QUIET\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.PickupMessage \"\"\n inventory.amount 0\n inventory.maxamount 0\n scale 0.5\n States\n //$Sprite TRMPA0\n {\n spawn:\n\tTRMP A 2\n\tTRMP B 2\n\tTRMP C 2\n\tTRMP D 2\n\tTRMP C 1\n\tTRMP B 1\n\tTRMP A -1\n\tstop\n\n HoldAndDestroy:\n TRMP A 0 A_SpawnItemex(\"Trampoline2\")\n \tTRMP A 0 a_playsound(\"gen/boing\")\n \tTRMP A 1 A_TakeInventory (\"Trampoline2\",1)\n \t stop\n\n\tPickup:\n TRMP A 1 ThrustThingZ(0,72,0,0)\n \tstop\n }\n\n}\n\nACTOR Trampoline3 : CustomInventory 10976\n{\n//$Category RoTT_Trampolines\n +INVENTORY.QUIET\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.PickupMessage \"\"\n inventory.amount 0\n inventory.maxamount 0\n scale 0.5\n States\n //$Sprite TRMPA0\n {\n spawn:\n\tTRMP A 2\n\tTRMP B 2\n\tTRMP C 2\n\tTRMP D 2\n\tTRMP C 1\n\tTRMP B 1\n\tTRMP A -1\n\tstop\n\n HoldAndDestroy:\n TRMP A 0 A_SpawnItemex(\"Trampoline3\")\n \tTRMP A 0 a_playsound(\"gen/boing\")\n \tTRMP A 1 A_TakeInventory (\"Trampoline3\",1)\n \tstop\n\n\tPickup:\n\tTRMP A 1 ThrustThingZ(0,80,0,0)\n \tstop\n }\n\n}\n\nACTOR Trampoline4 : CustomInventory 10975\n{\n//$Category RoTT_Trampolines\n +INVENTORY.QUIET\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.PickupMessage \"\"\n inventory.amount 0\n inventory.maxamount 0\n scale 0.5\n States\n //$Sprite TRMPA0\n {\n spawn:\n\tTRMP A 2\n\tTRMP B 2\n\tTRMP C 2\n\tTRMP D 2\n\tTRMP C 1\n\tTRMP B 1\n\tTRMP A -1\n\tstop\n\n HoldAndDestroy:\n TRMP A 0 A_SpawnItemex(\"Trampoline4\")\n \tTRMP A 0 a_playsound(\"gen/boing\")\n \tTRMP A 1 A_TakeInventory (\"Trampoline4\",1)\n \tstop\n\n \tPickup:\n \t TRMP A 1 ThrustThingZ(0,96,0,0)\n\t stop\n }\n\n}\n\nACTOR Trampoline5 : CustomInventory 10974\n{\n//$Category RoTT_Trampolines\n +INVENTORY.QUIET\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.PickupMessage \"\"\n inventory.amount 0\n inventory.maxamount 0\n scale 0.5\n States\n //$Sprite TRMPA0\n {\n spawn:\n\tTRMP A 2\n\tTRMP B 2\n\tTRMP C 2\n\tTRMP D 2\n\tTRMP C 1\n\tTRMP B 1\n\tTRMP A -1\n\tstop\n\n HoldAndDestroy:\n TRMP A 0 A_SpawnItemex(\"Trampoline5\")\n \tTRMP A 0 a_playsound(\"gen/boing\")\n \tTRMP A 1 A_TakeInventory (\"Trampoline5\",1)\n \tstop\n\n \t pickup:\n \tTRMP A 1 ThrustThingZ(0,112,0,0)\n \t stop\n }\n\n}\n\nACTOR Trampoline6 : CustomInventory 10973\n{\n//$Category RoTT_Trampolines\n +INVENTORY.QUIET\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.PickupMessage \"\"\n inventory.amount 0\n inventory.maxamount 0\n scale 0.5\n States\n //$Sprite TRMPA0\n {\n spawn:\n\tTRMP A 2\n\tTRMP B 2\n\tTRMP C 2\n\tTRMP D 2\n\tTRMP C 1\n\tTRMP B 1\n\tTRMP A -1\n\tstop\n HoldAndDestroy:\n TRMP A 0 A_SpawnItemex(\"Trampoline6\")\n \tTRMP A 0 a_playsound(\"gen/boing\")\n \tTRMP A 1 A_TakeInventory (\"Trampoline6\",1)\n\tstop\n\n\tPickup:\n \tTRMP A 1 ThrustThingZ(0,56,0,0)\n stop\n }\n}\n\nACTOR TouchplateLRG : CustomInventory 10972\n{\n//$Category RoTT_Touchplates\n +INVENTORY.QUIET\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.PickupMessage \"\"\n inventory.amount 0\n inventory.maxamount 0\n scale 0.5\n renderstyle Translucent\n States\n\n {\n spawn:\n\tTHCP AAAAAAAAAAAAA 1 A_FadeTo(0.2,0.02,0)\n\tTHCP A 16\n\tTHCP AAAAAAAAAAAAA 1 A_FadeTo(0.0,0.02,0)\n\tTHCP A 16\n\tLoop\n\n\tpickup:\n\tTHCP A 0 A_Playsound(\"Switch1\")\n\tstop\n }\n\n}\n\nACTOR TouchplateMED : CustomInventory 10971\n{\n//$Category RoTT_Touchplates\n +INVENTORY.QUIET\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.PickupMessage \"\"\n inventory.amount 0\n inventory.maxamount 0\n scale 0.35\n renderstyle Translucent\n States\n\n {\n spawn:\n\tTHCP AAAAAAAAAAAAA 1 A_FadeTo(0.2,0.02,0)\n\tTHCP A 16\n\tTHCP AAAAAAAAAAAAA 1 A_FadeTo(0.0,0.02,0)\n\tTHCP A 16\n\tLoop\n\n\tpickup:\n\tTHCP A 0 A_Playsound(\"Switch1\")\n\tstop\n }\n\n}\n\nACTOR TouchplateSML : CustomInventory 10970\n{\n//$Category RoTT_Touchplates\n +INVENTORY.QUIET\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.PickupMessage \"\"\n inventory.amount 0\n inventory.maxamount 0\n scale 0.2\n renderstyle Translucent\n States\n\n {\n spawn:\n\tTHCP AAAAAAAAAAAAA 1 A_FadeTo(0.2,0.02,0)\n\tTHCP A 16\n\tTHCP AAAAAAAAAAAAA 1 A_FadeTo(0.0,0.02,0)\n\tTHCP A 16\n\tLoop\n\n\tpickup:\n\tTHCP A 0 A_Playsound(\"Switch1\")\n\tstop\n }\n\n}\n\nACTOR Platform 10980\n{\n//$Category RoTT_Do_Not_Use\n radius 32\n height 16\n scale 0.5\n Mass 9999999\n +SOLID\n +shootable\n +nogravity\n +Noblood\n +ACTLIKEBRIDGE\n +NODAMAGE\n +notarget\n //$Sprite EGADa0\n States\n {\n spawn:\n\t\tEGAD A 1\n \t loop\n\n \t above:\n\t\tEGAD E 1\n \t loop\n \t above2:\n\t\tEGAD D 1\n \t loop\n\n \t level:\n\t\tEGAD C 1\n \t loop\n \t \t below:\n\t\tEGAD B 1\n \t loop\n\n \t \t Below2:\n\t\tEGAD A 1\n \t loop\n\n }\n }\n\n ACTOR Platform2 : Platform 10981\n{\n//$Category RoTT_Do_Not_Use\n}\n\nACTOR TallFlames 6668\n{\n//$Category RoTT_Decor\n Radius 10\n Height 56\n Health 1\n Mass 1000\n SCALE 0.50\n +Shootable\n +Noblood\n +Solid\n States\n //$Sprite ABRAA0\n\n {\n Spawn:\n ABRA A 0 A_JUMP(150,2)\n ABRA A 2 Bright\n ABRA B 2 Bright\n ABRA C 2 Bright\n ABRA D 2 Bright\n ABRA E 2 Bright\n ABRA F 2 Bright\n ABRA G 2 Bright\n ABRA H 2 Bright\n ABRA I 2 Bright\n ABRA J 2 Bright\n ABRA K 2 Bright\n ABRA L 2 Bright\n ABRA M 2 Bright\n LOOP\n\n Death:\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n ABRA N 4 BRIGHT a_playsound(\"gen/itembreak\")\n ABRA NNNNNNNNN 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 40.0, random(1.0,2.0), random(1.0,2.0), random(1.0,2.0), random(0.0,359.9))\n FSHA A -1\n STOP\n\n }\n\n}\n\nACTOR SmallFlames 6669\n{\n//$Category RoTT_Decor\n Radius 10\n Height 56\n Health 1\n SCALE 0.50\n +Shootable\n +Noblood\n +Solid\n States\n //$Sprite FFLAA0\n {\n Spawn:\n FFLA A 0 A_JUMP(150,2)\n FFLA A 2 Bright\n FFLA B 2 Bright\n FFLA C 2 Bright\n FFLA D 2 Bright\n FFLA E 2 Bright\n FFLA G 2 Bright\n FFLA H 2 Bright\n LOOP\n\n Death:\n ABRA A 0 A_fall\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n FFLA I 4 BRIGHT a_playsound(\"gen/itembreak\")\n ABRA NNNNNNNNN 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 12.0, random(1.0,5.0), random(1.0,5.0), random(1.0,5.0), random(0.0,359.9))\n FSHA A -1\n STOP\n\n }\n\n}\n\n ACTOR MediumFlames 6670\n{\n//$Category RoTT_Decor\n Radius 10\n Height 56\n Health 1\n SCALE 0.50\n +Shootable\n +Noblood\n +Solid\n States\n\n {\n Spawn:\n SBRA A 0 A_JUMP(150,2)\n SBRA A 2 Bright\n SBRA B 2 Bright\n SBRA C 2 Bright\n SBRA DEFGHIJKMNO 2 Bright\n\n LOOP\n\n Death:\n ABRA A 0 A_fall\n NULL A 0 A_spawnitem(\"mflamesdeath\")\n ABRA A 0\tA_ChangeVelocity (0.0, 0.0, 0.0, 2)\n SBRA N 4 a_playsound(\"gen/itembreak\")\n ABRA NNNNNNNNN 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 40.0, random(1.0,2.0), random(1.0,2.0), random(1.0,2.0), random(0.0,359.9))\n FSHA A -1\n STOP\n\n }\n\n}\n\nactor mflamesdeath: TABLE2\n{\nTranslation \"0:255=244:244\"\n-solid\n-shootable\n+bright\n\tstates\n\t{\n\tspawn:\n\n\tSBRA A 3\n\tstop\n\t}\n}\n\nACTOR noblood\n{\n Speed 0\n mass 6\n +NOBLOCKMAP\n +NOTELEPORT\n RenderStyle none\n States\n {\n Spawn:\n BLOO A 1\n BLOO B 1\n Stop\n\n}\n}\n\nACTOR Rottblood : blood replaces blood\n{\n Speed 0\n vspeed 0\n +NOBLOCKMAP\n +NOTELEPORT\n +nogravity\n -RANDOMIZE\n RenderStyle none\n SCALE 0.6\n States\n {\n Spawn:\n BLOO AB 1\n BLOO C 1 a_spawnitemex(\"rottbloodhack\")\n Stop\n\n}\n}\n\nACTOR rottbloodhack\n{\n Speed 0\n vspeed 0\n +NOBLOCKMAP\n +NOTELEPORT\n +nogravity\n SCALE 0.6\n States\n {\n Spawn:\n BLOO ABCDEFG 2\n Stop\n\n}\n}\n\nACTOR RottPuff : bulletpuff replaces bulletpuff\n{\n Radius 8\n Height 6\n Speed 0\n VSpeed 0\n +NOBLOCKMAP\n +BRIGHT\n renderstyle normal\n damagetype \"bullets\"\n SCALE 0.6\n States\n {\n Crash:\n HITM A 0 a_jump(85,\"ping1\")\n HITM A 0 a_jump(85,\"ping2\")\n SMKE ABCDEFGH 2\n stop\n\n Spawn:\n HITM A 0 a_jump(85,\"ping1\")\n HITM A 0 a_jump(85,\"ping2\")\n Smoke:\n SMKE ABCDEFGH 2\n stop\n Ping1:\n HITM A 1 a_playsound(\"pings\")\n HITM B 1\n HITM C 1\n HITM D 1\n stop\n Ping2:\n HITM E 1 a_playsound(\"pings\")\n HITM F 1\n HITM G 1\n HITM H 1\n stop\n\n Death:\n null a 0\n stop\n }\n\n}\n\nACTOR FireJetUp 6663\n{\n//$Category RoTT_Traps\n Radius 0\n Height 60\n Speed 0\n SCALE 0.50\n Mass 9999999\n +BRIGHT\n +nogravity\n +FLOORCLIP\n +RANDOMIZE\n DamageType Fire\n Obituary \"%o was roasted by a fire jet.\"\n States\n {\n Spawn:\n FJEU A 30\n FJEU A 2 a_playsound(\"gen/Firejet\")\n FJEU B 2 A_explode(8,34)\n FJEU C 2 A_explode(8,34)\n FJEU D 2 A_explode(8,34)\n FJEU E 2 A_explode(8,34)\n FJEU F 2 A_explode(8,34)\n FJEU G 2 A_explode(8,34)\n FJEU H 2 A_explode(8,34)\n FJEU I 2 A_explode(8,34)\n FJEU J 2 A_explode(8,34)\n FJEU K 2 A_explode(8,34)\n FJEU L 2 A_explode(8,34)\n FJEU M 2 A_explode(8,34)\n FJEU N 2 A_explode(8,34)\n FJEU O 2 A_explode(8,34)\n FJEU P 2 A_explode(8,34)\n FJEU Q 2 A_explode(8,34)\n FJEU R 2 A_explode(8,34)\n FJEU S 2 A_explode(8,34)\n FJEU T 2 A_explode(8,34)\n FJEU U 2 A_explode(8,34)\n FJEU V 2\n FJEU W 2\n LOOP\n\n }\n\n}\n\nACTOR FireJet 6662\n{\n//$Category RoTT_Traps\n Radius 0\n Height 60\n Speed 0\n SCALE 0.50\n Mass 9999999\n +BRIGHT\n +nogravity\n +FLOORCLIP\n +RANDOMIZE\n DamageType Fire\n Obituary \"%o was roasted by a fire jet.\"\n States\n\n {\n Spawn:\n FJET A 30\n FJET A 2 a_playsound(\"gen/Firejet\")\n FJET B 2 A_explode(8,34)\n FJET C 2 A_explode(8,34)\n FJET D 2 A_explode(8,34)\n FJET E 2 A_explode(8,34)\n FJET F 2 A_explode(8,34)\n FJET G 2 A_explode(8,34)\n FJET H 2 A_explode(8,34)\n FJET I 2 A_explode(8,34)\n FJET J 2 A_explode(8,34)\n FJET K 2 A_explode(8,34)\n FJET L 2 A_explode(8,34)\n FJET M 2 A_explode(8,34)\n FJET N 2 A_explode(8,34)\n FJET O 2 A_explode(8,34)\n FJET P 2 A_explode(8,34)\n FJET Q 2 A_explode(8,34)\n FJET R 2 A_explode(8,34)\n FJET S 2 A_explode(8,34)\n FJET T 2 A_explode(8,34)\n FJET U 2 A_explode(8,34)\n FJET V 2\n FJET W 2\n\n LOOP\n\n }\n\n}\n\nACTOR blades 6661\n{\n//$Category RoTT_Traps\n Radius 20\n Height 60\n Speed 0\n Mass 9999999\n SCALE 0.50\n +FLOORCLIP\n +INVULNERABLE\n +RIPPER\n +RANDOMIZE\n +EXTREMEDEATH\n +solid\n +FOILINVUL\n +Shootable\n +noblood\n +nodamage\n DamageType blade\n Obituary \"%o was silced by a blade trap.\"\n States\n //$Category Traps\n //$Sprite UBLAa0\n {\n Spawn:\n UBLA A 30\n goto looper\n\n looper:\n UBLA A 2 A_explode(8,34)\n UBLA B 2\n UBLA C 2 A_explode(8,34)\n UBLA D 2\n UBLA E 2 A_explode(8,34)\n UBLA F 2\n UBLA G 2 A_explode(8,34)\n UBLA H 2\n UBLA I 2 A_explode(8,34)\n UBLA A 0 a_playsound(\"gen/blades\", 0, 1.0, 0, attn_static)\n LOOP\n\n }\n\n}\n\nACTOR upspikes 6660\n{\n//$Category RoTT_Traps\n Radius 20\n Height 60\n Speed 0\n Mass 9999999\n SCALE 0.50\n +FLOORCLIP\n +INVULNERABLE\n +EXTREMEDEATH\n +RANDOMIZE\n +Shootable\n +noblood\n +nodamage\n DamageType blade\n Obituary \"%o was impaled by a spiketrap.\"\n States\n //$Category Traps\n //$Sprite SPEAF0\n {\n Spawn:\n SPEA G 30\n SPEA H 2\n SPEA I 2\n SPEA A 0 A_ChangeFlag(\"Shootable\", 1)\n SPEA J 2 a_playsound(\"gen/spear\")\n SPEA K 2 A_SetSolid\n SPEA L 2 A_explode(8,34)\n SPEA M 2\n SPEA N 2 A_explode(8,34)\n SPEA O 2\n SPEA P 2 A_explode(8,34)\n SPEA A 2\n SPEA B 2 A_explode(8,34)\n SPEA C 2\n SPEA D 2 A_explode(8,34)\n SPEA E 2\n SPEA F 2\n SPEA G 0 A_UnsetSolid\n SPEA A 0 A_ChangeFlag(\"Shootable\", 0)\n LOOP\n\n }\n\n}\n\n ACTOR Doggie : Weapon 20065\n\n {\n //$Category RoTT_Do_Not_Use\n Weapon.SelectionOrder 350\n Weapon.UpSound \"gen/wepswitch\"\n Inventory.PickupSound \"gen/pickup\"\n Inventory.Pickupmessage \"DOG MODE!\"\n Damage 500\n SCALE 0.50\n explosiondamage 500\n explosionradius 512\n donthurtshooter\n Obituary \"%o was mauled by %k\"\n\n States\n //$Category Weapons\n {\n Spawn:\n DOGU ABCDEFGH 2\n LOOP\n Ready:\n DOGM A 70 A_WeaponReady\n DOGM A 0 A_jump(180,6)\n \tDOGM B 2\n DOGM C 2\n DOGM C 0 A_playsound(\"dog/lick\")\n DOGM D 2\n DOGM E 2\n DOGM A 2\n LOOP\n Deselect:\n DOGM A 1 A_Lower\n LOOP\n Select:\n \tDOGM A 0 A_TakeInventory(\"DogCharge\",999)\n DOGM A 1 A_Raise\n LOOP\n Fire:\n \tDOGM A 0 A_JumpIfInventory(\"DogCharge\",5,\"Level5\")\n \tDOGM A 0 A_JumpIfInventory(\"DogCharge\",4,\"Level4\")\n \tDOGM A 0 A_JumpIfInventory(\"DogCharge\",3,\"Level3\")\n DOGM A 0 A_JumpIfInventory(\"DogCharge\",2,\"Level2\")\n DOGM A 0 A_JumpIfInventory(\"DogCharge\",1,\"Level1\")\n \tDOGM G 10 A_GiveInventory(\"DogCharge\",1)\n\tDOGM C 0 A_Refire\n\n Fire2:\n\tDOGM A 0 A_PlaySound(\"dog/chew\")\n\tDOGM F 0 A_CustomPunch(10,1,1,\"NULL\")\n DOGM F 1 Offset(0,32)\n DOGM F 1 Offset(0,34)\n DOGM F 1 Offset(0,36) A_CustomPunch(10,1,1,\"NULL\")\n DOGM F 1 Offset(0,38)\n\tDOGM F 1 Offset(0,40)\n DOGM F 1 Offset(0,38) A_CustomPunch(10,1,1,\"NULL\")\n DOGM F 1 Offset(0,36)\n DOGM F 1 Offset(0,34)\n DOGM F 1 Offset(0,32) A_CustomPunch(10,1,1,\"NULL\")\n DOGM F 1 Offset(0,36)\n DOGM F 1 Offset(0,34)\n DOGM F 1 Offset(0,32) A_CustomPunch(10,1,1,\"NULL\")\n DOGM F 10\n DOGM B 3 A_REFIRE(\"Fire2\")\n DOGM C 3 A_playsound(\"dog/lick\",CHAN_AUTO)\n DOGM D 3 A_TakeInventory(\"DogCharge\",999)\n DOGM E 3\n Goto Ready\n\n Level1:\n\tDOGM A 4 Offset(0,32)\n\tDOGM A 4 Offset(0,38)\n\tDOGM A 4 Offset(0,42) A_PlaySound(\"dog/charge\",CHAN_AUTO,0.7)\n\tDOGM A 4 Offset(0,38)\n\tDOGM A 4 Offset(0,34)\n\tDOGM B 0 A_GiveInventory(\"DogCharge\",1)\n\tDOGM B 0 A_Refire\n DOGM B 0 A_TakeInventory(\"DogCharge\",999)\n Goto Ready\n\n Level2:\n\tDOGM A 4 Offset(0,32)\n\tDOGM A 4 Offset(0,38)\n\tDOGM A 4 Offset(0,42) A_PlaySound(\"dog/charge\",CHAN_AUTO,0.8)\n\tDOGM A 4 Offset(0,38)\n\tDOGM A 4 Offset(0,34)\n\tDOGM A 0 A_GiveInventory(\"DogCharge\",1)\n\tDOGM B 0 A_Refire\n\tDOGM B 0 A_TakeInventory(\"DogCharge\",999)\n Goto Ready\n\n Level3:\n\tDOGM A 4 Offset(0,32)\n\tDOGM A 4 Offset(0,38)\n\tDOGM A 4 Offset(0,42) A_PlaySound(\"dog/charge\",CHAN_AUTO,0.9)\n\tDOGM A 4 Offset(0,38)\n\tDOGM A 4 Offset(0,34)\n\tDOGM A 0 A_GiveInventory(\"DogCharge\",1)\n\tDOGM B 0 A_Refire\n\tDOGM B 0 A_TakeInventory(\"DogCharge\",999)\n Goto Ready\n\n Level4:\n\tDOGM A 4 Offset(0,32)\n\tDOGM A 4 Offset(0,38)\n\tDOGM A 4 Offset(0,42) A_PlaySound(\"dog/charge\",CHAN_AUTO,1.0)\n\tDOGM A 4 Offset(0,38)\n\tDOGM A 4 Offset(0,34)\n\tDOGM A 0 A_GiveInventory(\"DogCharge\",1)\n\tDOGM B 0 A_Refire\n\tDOGM B 0 A_TakeInventory(\"DogCharge\",999)\n Goto Ready\n\n Level5:\n DOGM A 0 ThrustThingZ(0,32,0,0)\n DOGM A 0 A_FireCustomMissile(\"Barkblast\",0,1,0,-5)\n DOGM G 6 A_TakeInventory(\"DogCharge\",999)\n GOTO Ready\n\n }\n }\n\n actor Barkblast\n{\n\n Radius 8\n Height 6\n Speed 0\n Damage 50\n SCALE 0.50\n PROJECTILE\n +EXTREMEDEATH\n +FOILINVUL\n DONTHURTSHOOTER\n damage 5\n explosiondamage 350\n explosionradius 1024\n +SEEKERMISSILE\n +EXTREMEDEATH\n States\n {\n Spawn:\n \tNULL A 0 a_playsound(\"dog/blast\")\n NULL A 5 a_gravity\n NULL A 1 A_explode\n Loop\n Death:\n NULL A 1 A_TakeInventory(\"DogCharge\",999)\n Stop\n }\n}\n\nACTOR DogCharge : Ammo\n{\n Inventory.MaxAmount 5\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 5\n}\n\n ACTOR Kwand : Weapon 20064\n\n {\n //$Category RoTT_Weapons\n Weapon.SelectionOrder 350\nWeapon.UpSound \"gen/wepswitch\"\n Inventory.PickupSound \"gen/pickup\"\n\t Weapon.SlotNumber 9\n Inventory.Pickupmessage \"You wield the Dark Staff!\"\n SCALE 0.60\n +NOAUTOAIM\n +NOGRAVITY\n Weapon.AmmoGive 7\n Weapon.AmmoUse 1\n Weapon.AmmoType \"Kenergy\"\n Obituary \"%o felt the power of %k's Dark Staff\"\n States\n\n {\n Spawn:\n PKES A -1\n LOOP\n Ready:\n KESP A 1 A_WeaponReady\n LOOP\n Deselect:\n KESP A 1 A_Lower\n LOOP\n Select:\n\n KESP A 1 A_Raise\n\n LOOP\n Fire:\n\n KESP A 2 A_PlayWeaponSound(\"ksphere/charge\")\n KESP B 9\n KESP C 9\n KESP D 9\n KESP E 9\n \tKESP F 0 A_PlayWeaponSound(\"ksphere/fire\")\n KESP F 1 A_FireCustomMissile(\"Ksphere\",0,1,0,-5)\n KESP F 1 Offset(0,34)\n KESP F 1 Offset(4,40)\n KESP F 1 Offset(8,50)\n KESP F 1 Offset(12,60)\n KESP F 1 Offset(16,70)\n KESP A 1 Offset(20,80)\n KESP A 1 Offset(16,70)\n KESP A 1 Offset(12,60)\n KESP A 1 Offset(8,50)\n KESP A 1 Offset(4,40)\n KESP A 1 Offset(2,34)\n KESP A 10\n KESP A 2 a_Refire\n Goto Ready\n }\n\n }\n\n actor Ksphere\n{\n\n Radius 11\n Height 6\n Speed 60\n Damage 100\n +RIPPER\n +MISSILE\n +FOILINVUL\n +EXTREMEDEATH\n DONTHURTSHOOTER\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.95\n SCALE 0.6\n SeeSound \"ksphere/projectile\"\n DeathSound \"ksphere/death\"\n States\n {\n Spawn:\n KSPH ABCDEFIJ 1 BRIGHT\n Loop\n Death:\n EXPL A 0 A_EXPLODE(100,128,0)\n NULL AAAAA 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(5.0,10.0), random(5.0,10.0), random(5.0,10.0), random(0.0,359.9))\n EXPL A 1 Bright\n NULL AAAAA 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(5.0,10.0), random(5.0,10.0), random(5.0,10.0), random(0.0,359.9))\n EXPL B 1 Bright\n NULL AAAAA 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(5.0,10.0), random(5.0,10.0), random(5.0,10.0), random(0.0,359.9))\n EXPL C 1 Bright\n NULL AAAAA 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(5.0,10.0), random(5.0,10.0), random(5.0,10.0), random(0.0,359.9))\n EXPL D 1 Bright\n NULL AAAAA 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(5.0,10.0), random(5.0,10.0), random(5.0,10.0), random(0.0,359.9))\n EXPL EFGHIJKLMOPQRST 1 Bright\n Stop\n\n }\n\n}\n\nACTOR KsphereMP : Ksphere\n{\nscale 0.5\nspeed 100\ndamage 10\nstates\n\t{\n\tSpawn:\n\tKSPH A 1 BRIGHT\n\tMISS A 0 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n\tKSPH B 1 BRIGHT\n\tMISS A 0 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n\tKSPH C 1 BRIGHT\n\tMISS A 0 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n\tKSPH D 1 BRIGHT\n\tMISS A 0 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n\tKSPH E 1 BRIGHT\n\tMISS A 0 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n\tKSPH F 1 BRIGHT\n\tMISS A 0 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n\tKSPH G 1 BRIGHT\n\tMISS A 0 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n\tKSPH H 1 BRIGHT\n\tMISS A 0 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n\tKSPH I 1 BRIGHT\n\tMISS A 0 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n\tKSPH J 1 BRIGHT\n\tMISS A 0 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n\tLOOP\n\n Death:\n EXPL A 0 A_EXPLODE(20,128,0)\n ABRA NNNNNNNNN 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(5.0,10.0), random(5.0,10.0), random(5.0,10.0), random(0.0,359.9))\n EXPL ABCDEFGHIJKLMOPQRST 1 Bright\n Stop\n\t}\n}\n\nACTOR KwandMP : Kwand 20066\n{\n\tstates\n\t{\n\tFire:\n KESP A 2 A_PlayWeaponSound(\"ksphere/charge\")\n KESP B 2\n KESP C 2\n KESP D 2\n KESP E 2\n \tKESP F 0 A_PlayWeaponSound(\"ksphere/fire\")\n KESP F 1 A_FireCustomMissile(\"KsphereMP\",0,1,0,-5)\n KESP F 1 A_FireCustomMissile(\"KsphereMP\",0,0,0,-5)\n KESP F 1 A_FireCustomMissile(\"KsphereMP\",0,0,0,-5)\n KESP F 1 A_FireCustomMissile(\"KsphereMP\",0,0,0,-5)\n KESP F 1 Offset(0,34)\n KESP F 1 Offset(4,40)\n KESP F 1 Offset(8,50)\n KESP F 1 Offset(12,60)\n KESP F 1 Offset(16,70)\n KESP A 1 Offset(20,80)\n KESP A 1 Offset(16,70)\n KESP A 1 Offset(12,60)\n KESP A 1 Offset(8,50)\n KESP A 1 Offset(4,40)\n KESP A 1 Offset(2,34)\n KESP A 15\n KESP A 2 a_Refire\n Goto Ready\n\t}\n}\n\n ACTOR HeatSeeker : weapon 20031\n\n {\n //$Category RoTT_Weapons\n Weapon.SelectionOrder 350\n Inventory.PickupSound \"gen/pickup\"\n Weapon.SlotNumber 5\n Weapon.UpSound \"gen/wepswitch\"\n Inventory.Pickupmessage \"You Have a Heat-Seeker!\"\n SCALE 0.50\n +NOAUTOAIM\n +NOGRAVITY\n Weapon.AmmoGive 7\n Weapon.AmmoUse 1\n Weapon.AmmoType \"HMissiles\"\n Obituary \"%o couldn't evade %k's heatseeker\"\n States\n\n {\n Spawn:\n PHSE A -1\n LOOP\n Ready:\n HSEE A 1 A_WeaponReady\n LOOP\n Deselect:\n HSEE A 1 A_Lower\n LOOP\n Select:\n HSEE A 1 A_Raise\n LOOP\n\n Fire:\n HSEE A 1 Offset(0,36) A_PlaySound(\"hseek/shoot\")\n HSEE A 1 Offset(0,38) A_FireCustomMissile(\"HMissile\",0,8,0,-16)\n HSEE A 1 Offset(0,42)\n HSEE B 1 Offset(0,40)\n HSEE C 1 Offset(0,38)\n HSEE D 1 Offset(0,36)\n HSEE A 1 Offset(0,34)\n HSEE A 1 Offset(0,32)\n HSEE A 5\n HSEE A 0 a_refire\n Goto Ready\n }\n }\n\nACTOR Kenergy : Ammo\n{\n Inventory.MaxAmount 7\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 7\n}\n\nACTOR HMissiles : Ammo\n{\n Inventory.MaxAmount 7\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 7\n}\n\nACTOR FBMissiles : Ammo\n{\n Inventory.MaxAmount 5\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 5\n}\n\nACTOR FWMissiles : Ammo\n{\n Inventory.MaxAmount 5\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 5\n}\n\nACTOR DMissiles : Ammo\n{\n Inventory.MaxAmount 7\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 7\n}\n\nACTOR BMissiles : Ammo\n{\n Inventory.MaxAmount 10\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 10\n}\n\nACTOR SMissiles : Ammo\n{\n Inventory.MaxAmount 7\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 7\n}\n\n actor lifter\n{\n\n +MISSILE\n +DROPOFF\n +RANDOMIZE\n +NOCLIP\n +RIPPER\n +EXTREMEDEATH\n Scale 0.5\n Speed 0\n ExplosionDamage 300\n ExplosionRadius 50\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n NULL A 1\n NULL A 0 A_explode\n Stop\n }\n}\n\n actor HMissile\n{\n\n Radius 11\n Height 6\n Speed 60\n Damage 10\n SCALE 0.50\n PROJECTILE\n +SCREENSEEKER\n +SEEKERMISSILE\n +EXTREMEDEATH\n +FOILINVUL\n damagetype flame\n DeathSound \"missile/die\"\n States\n {\n Spawn:\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 0 a_playsound(\"missile/fly\")\n \tMISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n Loop\n\n Death:\n \tEXPL A 1 Bright\n \tEXPL B 0 a_Explode(30)\n EXPL BCDEFGHIJKLMOPQRST 1 Bright\n Stop\n }\n}\n\n ACTOR SplitMissile : weapon 20139\n\n {\n //$Category RoTT_Weapons\n var int user_theta;\n Weapon.SelectionOrder 10\n Weapon.SlotNumber 8\n Weapon.UpSound \"gen/wepswitch\"\n Inventory.PickupSound \"gen/pickup\"\n Inventory.Pickupmessage \"You Snagged A Split Missile!\"\n Weapon.AmmoGive 14\n Weapon.AmmoUse 1\n SCALE 0.50\n +NOAUTOAIM\n +NOGRAVITY\n Weapon.AmmoType \"SMissiles\"\n Obituary \"%o was snagged by %k's Split Missile\"\n\n States\n\n {\n Spawn:\n PSPL A -1\n LOOP\n Ready:\n SPLI A 1 A_WeaponReady\n LOOP\n Deselect:\n SPLI A 1 A_Lower\n LOOP\n Select:\n \tSPLI A 1 A_Raise\n LOOP\n\n Fire:\n SPLI A 1 Offset(0,36) A_PlaySound(\"split/shoot\")\n SPLI A 1 Offset(0,38) A_FireCustomMissile(\"SMissile1\",0,0,0,-16)\n SPLI A 0 A_FireCustomMissile(\"SMissile2\",0,1,0,-16)\n SPLI A 1 Offset(0,42)\n SPLI B 1 Offset(0,40)\n SPLI C 1 Offset(0,38)\n SPLI D 1 Offset(0,36)\n SPLI A 1 Offset(0,34)\n SPLI A 1 Offset(0,32)\n SPLI A 5\n SPLI A 0 a_refire\n Goto Ready\n\n }\n }\n\n actor SMissile1\n{\n\n Radius 11\n Height 6\n Speed 60\n Damage 5\n SCALE 0.50\n PROJECTILE\n +SCREENSEEKER\n +SEEKERMISSILE\n +EXTREMEDEATH\n +FOILINVUL\n damagetype flame\n DeathSound \"missile/die\"\n\n States\n {\n Spawn:\n\n MISS A 0 a_playsound(\"missile/fly\")\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 0 A_ChangeVelocity (10.0, -5.0, 0.0,1)\n MISS A 0 A_SetAngle(-5 + angle)\n MISS A 0 a_playsound(\"split/split\")\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n goto misc\n\n Misc:\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 0 a_playsound(\"missile/fly\")\n \tMISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n Loop\n\n Death:\n \tEXPL A 1 Bright A_Explode(50)\n EXPL BCDEFGHIJKLMOPQRST 1 Bright\n Stop\n }\n}\n\n actor SMissile2\n{\n\n Radius 11\n Height 6\n Speed 60\n Damage 5\n SCALE 0.50\n PROJECTILE\n +SCREENSEEKER\n +SEEKERMISSILE\n +EXTREMEDEATH\n +FOILINVUL\n damagetype flame\n DeathSound \"missile/die\"\n States\n {\n Spawn:\n\n MISS A 0 a_playsound(\"missile/fly\")\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 0 A_ChangeVelocity (10.0, 5.0, 0.0,1)\n MISS A 0 A_SetAngle(5 + angle)\n MISS A 0 a_playsound(\"split/split\")\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n goto misc\n\n Misc:\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 0 a_playsound(\"missile/fly\")\n \tMISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(5,5,SMF_LOOK,256,10)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n Loop\n\n Misc2:\n \tMISS A 0 a_playsound(\"missile/fly\")\n \tMISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(10,20,SMF_LOOK,50,2)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(10,20,SMF_LOOK,50,2)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n \tMISS A 0 a_seekermissile(10,20,SMF_LOOK,50,2)\n Loop\n\n Death:\n \tEXPL A 1 Bright A_Explode(50)\n EXPL BCDEFGHIJKLMOPQRST 1 Bright\n Stop\n }\n}\n\n ACTOR Bazooka : weapon 20030\n\n {\n //$Category RoTT_Weapons\n SCALE 0.50\n\t Weapon.SlotNumber 4\n Weapon.SelectionOrder 10\nWeapon.UpSound \"gen/wepswitch\"\n Inventory.PickupSound \"gen/pickup\"\n Inventory.Pickupmessage \"You Bagged a Bazooka!\"\n Weapon.AmmoGive 10\n Weapon.AmmoUse 1\n +NOAUTOAIM\n +NOGRAVITY\n Weapon.AmmoType \"Missiles\"\n Obituary \"%o was on the wrong end of %k's bazooka\"\n States\n\n {\n Spawn:\n PBAZ A -1\n LOOP\n Ready:\n BAZO A 1 A_WeaponReady\n LOOP\n Deselect:\n BAZO A 1 A_Lower\n LOOP\n Select:\n \tBAZO A 1 A_Raise\n LOOP\n\n Fire:\n BAZO A 1 Offset(0,36) A_PlaySound(\"bazooka/shoot\")\n BAZO A 1 Offset(0,38) A_FireCustomMissile(\"Missile\",0,8,0,-16)\n BAZO A 1 Offset(0,42)\n BAZO B 1 Offset(0,40)\n BAZO C 1 Offset(0,38)\n BAZO D 1 Offset(0,36)\n BAZO A 1 Offset(0,34)\n BAZO A 1 Offset(0,32)\n BAZO A 5\n BAZO A 0 a_refire\n Goto Ready\n }\n }\n\nACTOR Missiles : Ammo\n{\n Inventory.MaxAmount 10\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 10\n}\n\n actor Grenade2\n{\n\n Radius 8\n Height 6\n Speed 20\n Damage 4\n SCALE 0.50\n PROJECTILE\n +EXTREMEDEATH\n damagetype flame\n +DoomBounce\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n \tGREN ABCDEFGHIJ 3 A_gravity\n Loop\n Death:\n EXPL A 1 a_explode(32,64)\n EXPL BCDEFGHIJKLMOPQRST 1 Bright\n Stop\n }\n}\n\n actor Net\n{\n\n Radius 16\n Height 12\n Speed 50\n SCALE 1\n damage 1\n damagetype netty\n PROJECTILE\n States\n {\n Spawn:\n \tONET ABC 4 A_PLAYSOUND(\"overpatrol/net\")\n \tONET D 100\n \tStop\n Death:\n NULL A 1\n Stop\n }\n}\n\n actor RobotMissile 5454\n{\n //$Category RoTT_Do_Not_Use\n Radius 8\n Height 6\n Speed 25\n Damage 10\n SCALE 0.50\n PROJECTILE\n +EXTREMEDEATH\n +BRIGHT\n damagetype flame\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n BSTA ABCD 2\n Loop\n Death:\n EXPL ABCDEFGHIJKLMOPQRST 1 Bright\n Stop\n }\n}\n\n actor Missile 6667\n{\n //$Category RoTT_Do_Not_Use\n Radius 11\n Height 8\n Speed 60\n Damage 5\n SCALE 0.50\n PROJECTILE\n +EXTREMEDEATH\n +FOILINVUL\n +BRIGHT\n damagetype flame\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n MISS A 0 a_playsound(\"missile/fly\")\n MISS AAAAAAAAAAAAAA 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n Loop\n Death:\n \tEXPL A 1 Bright A_Explode(50)\n EXPL BCDEFGHIJKLMOPQRST 1 Bright\n Stop\n }\n}\n\nACTOR MissileTrail\n{\n Radius 2\n Height 2\n Speed 0\n Scale 0.65\n PROJECTILE\n +NOGRAVITY\n +BRIGHT\n +RANDOMIZE\n States\n {\n Spawn:\n NULL A 4\n MTRL AAAA 1\n goto misc\n\n MISC:\n MTRL BBCCDD 1 A_fadeout\n stop\n\n }\n}\n\n ACTOR excalibat : weapon 20029\n\n {\n //$Category RoTT_Weapons\n\t Weapon.SlotNumber 0\n Weapon.UpSound \"gen/wepswitch\"\n Weapon.SelectionOrder 10\n Inventory.PickupSound \"gen/pickup\"\n Inventory.Pickupmessage \"You picked up the Excalibat!\"\n Weapon.SelectionOrder 350\n Weapon.Kickback 175\n Weapon.AmmoType \"BMissiles\"\n Weapon.AmmoGive 100\n Weapon.AmmoUse 1\n scale 0.5\n +FloatBob\n +NOAUTOAIM\n +NOGRAVITY\n AttackSound \"excalibat/hit\"\n Obituary \"%k killed %o - STRIKE YOU'RE OUT!!!\"\n HitObituary \"%k hit a home run, %o took it in the face.\"\n\n States\n {\n Spawn:\n PBAT A -1 BRIGHT\n LOOP\n Ready:\n EXBT A 1 A_WeaponReady\n EXBT A 0 A_TakeInventory(\"BattCharge\",999)\n LOOP\n Deselect:\n EXBT A 1 A_Lower\n LOOP\n Select:\n EXBT A 1 A_Raise\n \tEXBT A 0 A_TakeInventory(\"BattCharge\",999)\n LOOP\n\n //This was a real pain in the ass to code....\n\n Fire:\n \tEXBT A 0 A_JumpIfInventory(\"BattCharge\",3,\"Level3\")\n EXBT A 0 A_JumpIfInventory(\"BattCharge\",2,\"Level2\")\n EXBT A 0 A_JumpIfInventory(\"BattCharge\",1,\"Level1\")\n\n\t//EXBT A 1 Offset(0,32)\n\t//EXBT A 1 Offset(0,34)\n\t//EXBT A 1 Offset(0,36)\n\t//EXBT A 1 Offset(0,38)\n\t//EXBT A 1 Offset(0,40)\n\t//EXBT A 1 Offset(0,42)\n\n\tEXBT A 6 A_GiveInventory(\"BattCharge\",1)\n\tEXBT C 0 A_Refire\n\n Fire2:\n\tEXBT C 1 Offset(40,32) BRIGHT\n\tEXBT C 1 Offset(30,34) BRIGHT A_PlaySound(\"excalibat/swing\")\n\tEXBT C 1 Offset(20,36) BRIGHT\n\tEXBT C 1 Offset(10,38) BRIGHT\n\tEXBT C 1 Offset(0,40) BRIGHT\n\tEXBT C 1 Offset(-10,42) BRIGHT A_SetReflectiveInvulnerable\n\tEXBT C 1 Offset(-20,44) BRIGHT\n\tEXBT D 1 Offset(20,46) BRIGHT\n\tEXBT D 1 Offset(10,48) BRIGHT\n\tEXBT D 1 Offset(0,50) BRIGHT A_CustomPunch(100,1,0,\"NULL\",192)\n\tEXBT E 1 Offset(30,52) BRIGHT\n\tEXBT E 1 Offset(10,54) BRIGHT\n\tEXBT E 1 Offset(0,56) BRIGHT\n\tEXBT E 1 Offset(-30,58) BRIGHT\n\tEXBT E 1 Offset(-50,60) BRIGHT A_UnSetReflectiveInvulnerable\n\tEXBT E 1 Offset(-70,62) BRIGHT\n\tEXBT E 1 Offset(-90,64) BRIGHT\n\tEXBT E 1 Offset(-110,64) BRIGHT\n\tEXBT F 1 Offset(0,64) BRIGHT\n\tEXBT F 1 Offset(-20,64) BRIGHT\n\tEXBT F 1 Offset(-40,64) BRIGHT\n\tEXBT F 1 Offset(-60,64) BRIGHT\n\tEXBT F 1 Offset(-80,64) BRIGHT\n\tEXBT A 0 Offset(0,32) BRIGHT A_REFIRE(\"Fire2\")\n\n Goto Ready\n\n Level1:\n EXBT B 0 A_UnSetReflective\n\tEXBT B 0 A_PlaySound(\"excalibat/charge\")\n\n\tEXBT A 20\n\n\tEXBT B 0 A_GiveInventory(\"BattCharge\",1)\n\tEXBT B 0 A_Refire\n EXBT B 0 A_TakeInventory(\"BattCharge\",999)\n Goto Ready\n\n Level2:\n\tEXBT B 0 A_UnSetReflective\n\n\tEXBT A 2\n\tEXBT H 2 Offset(0,32)\n\tEXBT I 2 Offset(0,36)\n\tEXBT J 2 Offset(0,42)\n\tEXBT K 2 Offset(0,46)\n\tEXBT L 2 Offset(0,50)\n\n\tEXBT A 0 A_GiveInventory(\"BattCharge\",1)\n\tEXBT B 0 A_Refire\n\tEXBT B 0 A_TakeInventory(\"BattCharge\",999)\n Goto Ready\n\n Level3:\n EXBT L 60 Offset(0,52)\n EXBT L 1 Offset(0,42)\n\tEXBT L 1 Offset(0,32)\n\tEXBT C 1 Offset(40,32) BRIGHT\n\tEXBT C 1 Offset(30,32) BRIGHT\n\tEXBT C 1 Offset(20,32) BRIGHT\n\tEXBT C 1 Offset(10,32) BRIGHT\n\tEXBT C 1 Offset(0,32) BRIGHT A_PlaySound(\"excalibat/blast\")\n\tEXBT C 1 Offset(-10,32) BRIGHT\n\tEXBT C 1 Offset(-20,32) BRIGHT A_FireCustomMissile (\"Baseball\",-35,1,0,0)\n\tEXBT D 1 Offset(20,32) BRIGHT A_FireCustomMissile (\"Baseball\",-28,0,0,0)\n\tEXBT D 1 Offset(10,32) BRIGHT A_FireCustomMissile(\"Baseball\",-21,0,0,0)\n\tEXBT D 1 Offset(0,32) BRIGHT A_FireCustomMissile(\"Baseball\",-14,0,0,0)\n\tEXBT E 1 Offset(30,32) BRIGHT A_FireCustomMissile(\"Baseball\",-7,0,0,0)\n\tEXBT E 1 Offset(10,32) BRIGHT A_FireCustomMissile(\"Baseball\",0,0,0,0)\n\tEXBT E 1 Offset(0,32) BRIGHT A_FireCustomMissile(\"Baseball\",7,0,0,0)\n\tEXBT E 1 Offset(-30,32) BRIGHT A_FireCustomMissile(\"Baseball\",14,0,0,0)\n\tEXBT E 1 Offset(-50,32) BRIGHT A_FireCustomMissile(\"Baseball\",21,0,0,0)\n\tEXBT E 1 Offset(-70,32) BRIGHT A_FireCustomMissile(\"Baseball\",28,0,0,0)\n\tEXBT E 1 Offset(-90,32) BRIGHT A_FireCustomMissile(\"Baseball\",35,0,0,0)\n\tEXBT E 1 Offset(-110,32) BRIGHT\n\tEXBT F 1 Offset(0,32) BRIGHT\n\tEXBT F 1 Offset(-20,32) BRIGHT\n\tEXBT F 1 Offset(-40,32) BRIGHT\n\tEXBT F 1 Offset(-60,32) BRIGHT\n\tEXBT F 1 Offset(-80,32) BRIGHT A_TakeInventory(\"BattCharge\",999)\n Goto Ready\n\n }\n}\n\n actor Baseball\n{\n Radius 11\n Height 8\n Speed 50\n Damage 50\n SCALE 0.50\n PROJECTILE\n +EXTREMEDEATH\n +FOILINVUL\n damagetype flame\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n BALL AABBCCDD 1 Bright A_CustomMissile(\"MissileTrail\",0,0,0,0)\n Loop\n Death:\n BOMB ABCDEFGHIJKLMOPQRST 2 Bright\n Stop\n }\n}\n\nACTOR BattCharge : Ammo\n{\n Inventory.MaxAmount 3\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 3\n}\n\nACTOR Fwalling\n\n{\n\n +Missile\n +DROPOFF\n +FOILINVUL\n +RANDOMIZE\n +RIPPER\n +NOEXPLODEFLOOR\n +STEPMISSILE\n Scale 0.6\n MaxStepHeight 16\n Damage 50\n speed 35\n DamageType Fire\n RenderStyle Add\n Alpha 1\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n FWAL A 4 Bright\n FWAL CDEFGHIJKLM 2 Bright\n loop\n\n Death:\n BOMB ABCDEFGHIJKLMOPQRST 2 Bright\n stop\n }\n}\n\nACTOR Fwaller\n{\n +Missile\n +DROPOFF\n +FOILINVUL\n +RANDOMIZE\n +RIPPER\n +NOEXPLODEFLOOR\n +STEPMISSILE\n Scale 0.6\n MaxStepHeight 16\n Damage 0\n speed 35\n States\n {\n Spawn:\n NULL A 1\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, 0, 0, 2, 0)\n NULL A 2\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, 32, 0, 2, 0)\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, -32, 0, 2, 0)\n NULL A 2\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, 64, 0, 2, 0)\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, -64, 0, 2, 0)\n NULL A 2\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, 96, 0, 2, 0)\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, -96, 0, 2, 0)\n NULL A 2\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, 128, 0, 2, 0)\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, -128, 0, 2, 0)\n NULL A 2\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, 160, 0, 2, 0)\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, -160, 0, 2, 0)\n NULL A 2\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, 192, 0, 2, 0)\n NULL A 0 Bright A_CustomMissile(\"Fwalling\", 0, -192, 0, 2, 0)\n stop\n Crash:\n\t stop\n Death:\n stop\n }\n}\n\nactor Fwall\n\n{\n Radius 11\n Height 6\n Speed 30\n Damage 60\n Mass 5000\n SCALE 0.50\n PROJECTILE\n +FOILINVUL\n +corpse\n DamageType FLAME\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n MISS A 4\n MISS A 2 A_Gravity\n Loop\n\n crash:\n NULL A 0 Bright A_playsound(\"firewall/burn\")\n NULL A 0 Bright A_CustomMissile(\"Fwaller\", 0, 0, 0, 2, 0)\n Stop\n\n\tDEATH:\n NULL A 1 A_NOGRAVITY\n\tEXPL A 1 a_explode(32,64)\n EXPL BCDEFGHIJKLMOPQRST 1 Bright\n\tstop\n\n\tXDEATH:\n NULL A 1 A_NOGRAVITY\n\tEXPL A 1 a_explode(32,64)\n EXPL BCDEFGHIJKLMOPQRST 1 Bright\n\tstop\n }\n}\n ACTOR FireWall : Weapon 20026\n\n {\n //$Category RoTT_Weapons\n\tWeapon.SlotNumber 8\n Weapon.UpSound \"gen/wepswitch\"\n Weapon.SelectionOrder 10\n Inventory.PickupSound \"gen/pickup\"\n Inventory.Pickupmessage \"You filched a flamewall!\"\n Weapon.AmmoType \"FWMissiles\"\n Weapon.AmmoGive 5\n Weapon.AmmoUse 1\n SCALE 0.50\n +NOAUTOAIM\n +NOGRAVITY\n Obituary \"%o is nice and crispy, thanks to %k\"\n\n States\n\n {\n Spawn:\n PFWL A -1\n LOOP\n Ready:\n FIRW A 1 A_WeaponReady\n LOOP\n Deselect:\n FIRW A 1 A_Lower\n LOOP\n Select:\n FIRW A 1 A_Raise\n LOOP\n\n FIRE:\n FIRW A 1 Offset(0,36) A_PlaySound(\"firewall/shoot\")\n FIRW A 1 Offset(0,38) A_FireCustomMissile(\"Fwall\",0,1,0,-16)\n FIRW B 1 Offset(0,42)\n FIRW C 1 Offset(0,40)\n FIRW C 1 Offset(0,38)\n FIRW A 1 Offset(0,36)\n FIRW A 1 Offset(0,34)\n FIRW A 1 Offset(0,32)\n FIRW A 5\n FIRW A 0 a_refire\n Goto Ready\n\n }\n }\n\n ACTOR Firebmb : Weapon 20025\n\n {\n //$Category RoTT_Weapons\n\tWeapon.SlotNumber 7\n Weapon.SelectionOrder 10\n Weapon.UpSound \"gen/wepswitch\"\n Inventory.PickupSound \"gen/pickup\"\n Inventory.Pickupmessage \"You found a firebomb!\"\n Weapon.AmmoGive 5\n Weapon.AmmoUse 1\n Weapon.AmmoType \"FBMissiles\"\n SCALE 0.50\n +NOAUTOAIM\n +NOGRAVITY\n Obituary \"%k firebombed %o - 'oh the humanity!'\"\n States\n\n {\n Spawn:\n PFBM A -1\n LOOP\n Ready:\n FBOM A 1 A_WeaponReady\n LOOP\n Deselect:\n FBOM A 1 A_Lower\n LOOP\n Select:\n FBOM A 1 A_Raise\n LOOP\n Fire:\n FBOM A 1 Offset(0,36) A_PlaySound(\"firebomb/shoot\")\n FBOM A 1 Offset(0,38) A_FireCustomMissile(\"Fbomb\",0,1,0,-16)\n FBOM A 1 Offset(0,42)\n FBOM B 1 Offset(0,40)\n FBOM C 1 Offset(0,38)\n FBOM D 1 Offset(0,36)\n FBOM A 1 Offset(0,34)\n FBOM A 1 Offset(0,32)\n FBOM A 5\n FBOM A 0 a_refire\n Goto Ready\n }\n }\n\nactor Fbomb\n\n{\n\n Radius 20\n Height 6\n Speed 60\n Damage 5\n damagetype flame\n SCALE 0.50\n PROJECTILE\n +EXTREMEDEATH\n +dontfall\n +FOILINVUL\n DeathSound \"gen/expl2\"\n States\n {\n Spawn:\n MISS A 0 a_playsound(\"missile/fly\")\n MISS AAAAAAAAAAAAAA 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n Loop\n Death:\n NULL A 0 A_NoGravity\n\t NULL A 0 A_Explode\n NULL A 2 Radius_Quake (5, 60,0, 16, 0)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 0,6)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 90,6)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 180,6)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 270,6)\n BOMB B 2 Bright\n\t NULL A 0 A_PlaySound (\"gen/expl1\",CHAN_AUTO,1.0)\n BOMB C 2 Bright\n\t NULL A 0 A_PlaySound (\"gen/expl2\",CHAN_AUTO,1.0)\n BOMB D 2 Bright\n\t NULL A 0 A_PlaySound (\"gen/expl1\",CHAN_AUTO,1.0)\n BOMB E 2 Bright\n\t NULL A 0 A_PlaySound (\"gen/expl2\",CHAN_AUTO,1.0)\n BOMB F 2 Bright\n\t NULL A 0 A_PlaySound (\"gen/expl1\",CHAN_AUTO,1.0)\n\t BOMB GHIJKLMOPQRST 2 Bright\n Stop\n }\n}\n\nACTOR Fbomber\n{\n Height 6\n +Missile\n +NOGRAVITY\n +FOILINVUL\n +NOEXPLODEFLOOR\n +RIPPER\n +STEPMISSILE\n Speed 28\n States\n {\n Spawn:\n\n NULL A 2 A_CustomMissile(\"Fboming\", 1, 0, 0,6)\n NULL A 2 A_CustomMissile(\"Fboming\", 1, 0, 0,6)\n NULL A 2 A_CustomMissile(\"Fboming\", 1, 0, 0,6)\n NULL A 2 A_CustomMissile(\"Fboming\", 1, 0, 0,6)\n NULL A 2 A_CustomMissile(\"Fboming\", 1, 0, 0,6)\n Stop\n }\n}\n\n ACTOR Fboming\n\n{\n Radius 11\n Height 6\n Speed 0\n Scale 0.6\n damagetype flame\n +Missile\n +NOGRAVITY\n +FOILINVUL\n +RANDOMIZE\n +NOEXPLODEFLOOR\n +STEPMISSILE\n States\n {\n Spawn:\n goto death\n Death:\n BOMB A 0 A_explode(32,64,0)\n BOMB ABCDEFGHIJKLMOPQRST 2 Bright\n Stop\n }\n}\n\n actor DrunkM\n{\n\n Radius 11\n Height 6\n Speed 30\n Damage 10\n SCALE 0.50\n PROJECTILE\n +SEEKERMISSILE\n +EXTREMEDEATH\n +FOILINVUL\n +BRIGHT\n damagetype flame\n DeathSound \"god/bang\"\n Obituary \"%o sobered up once %k drunk missiled %h\"\n\n States\n {\n Spawn:\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 0 a_playsound(\"missile/fly\", CHAN_WEAPON, 1.0, 1, ATTN_NORM)\n MISS A 1 A_ChangeVelocity (10.0, random(-5.0,5.0), random(0.0,3.5),1)\n MISS A 0 a_seekermissile(5,20,SMF_LOOK,50,5)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 0 a_playsound(\"missile/fly\", CHAN_WEAPON, 1.0, 1, ATTN_NORM)\n MISS A 0 a_seekermissile(5,20,SMF_LOOK,50,5)\n MISS A 1 A_ChangeVelocity (10.0, random(-5.0,5.0), random(-2.0,5.0),1)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 0 a_playsound(\"missile/fly\", CHAN_WEAPON, 1.0, 1, ATTN_NORM)\n MISS A 0 a_seekermissile(5,20,SMF_LOOK,50,5)\n MISS A 1 A_ChangeVelocity (10.0, random(-5.0,5.0), random(-5.0,5.0),1)\n goto flight\n\n Flight:\n MISS A 0 a_seekermissile(5,20,SMF_LOOK,50,5)\n MISS A 1 A_ChangeVelocity (10.0, random(-5.0,5.0), random(-5.0,5.0),1)\n MISS A 0 a_playsound(\"missile/fly\", CHAN_WEAPON, 1.0, 1, ATTN_NORM)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n MISS A 0 a_seekermissile(10,20,SMF_LOOK,50,5)\n MISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n\tMISS A 1 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n loop\n\n Death:\n \tEXPL A 0 A_Explode(30)\n EXPL ABCDEFGHIJKLMOPQRST 1 Bright\n Stop\n }\n}\n\n ACTOR Drunk : Weapon 20024\n\n {\n //$Category RoTT_Weapons\n\tWeapon.SlotNumber 6\n Weapon.SelectionOrder 10\n Inventory.PickupSound \"gen/pickup\"\n Weapon.UpSound \"gen/wepswitch\"\n Inventory.Pickupmessage \"You recovered a drunk missile!\"\n Weapon.AmmoGive 7\n Weapon.AmmoUse 1\n Weapon.AmmoType \"DMissiles\"\n +NOAUTOAIM\n +NOGRAVITY\n SCALE 0.50\n AttackSound \"grunt/attack\"\n\n States\n\n {\n Spawn:\n PDNK A -1\n LOOP\n Ready:\n DRNK A 1 A_WeaponReady\n LOOP\n Deselect:\n DRNK A 1 A_Lower\n LOOP\n Select:\n DRNK A 1 A_Raise\n LOOP\n\n Fire:\n DRNK A 1 Offset(0,36) A_GunFlash\n DRNK A 1 Offset(0,38)\n DRNK A 1 Offset(0,42)\n DRNK B 1 Offset(0,40)\n DRNK C 1 Offset(0,38)\n DRNK D 1 Offset(0,36)\n DRNK A 1 Offset(0,34)\n DRNK A 1 Offset(0,32)\n DRNK A 5\n DRNK A 0 a_refire\n Goto Ready\n\nFlash:\n DRNK A 0 A_PlaySound(\"drunk/shoot\")\n DRNK C 0 A_FireCustomMissile(DrunkM,0,1,1,-8,0)\n DRNK C 0 A_FireCustomMissile(DrunkM,0,0,1,-8,0)\n DRNK C 0 A_FireCustomMissile(DrunkM,0,0,1,-8,0)\n DRNK C 0 A_FireCustomMissile(DrunkM,0,0,1,-8,0)\n DRNK C 0 A_FireCustomMissile(DrunkM,0,0,1,-8,0)\n stop\n }\n }\n\n ACTOR pistols : Weapon 20038\n\n {\n //$Category RoTT_Weapons\n\tWeapon.SlotNumber 2\n Weapon.SelectionOrder 8\n Inventory.PickupSound \"gen/pickup\"\n Weapon.UpSound \"gen/wepswitch\"\n Inventory.Pickupmessage \"You got an extra pistol!\"\n SCALE 0.50\n +NOAUTOAIM\n +NOGRAVITY\n +inventory.alwayspickup\n AttackSound \"pistol2/shoot\"\n Obituary \"%k wasted %o with two pistols\"\n States\n\n {\n Spawn:\n PPST A -1\n LOOP\n Ready:\n PIS2 A 1 A_WeaponReady\n LOOP\n Deselect:\n PIS2 A 1 A_Lower\n LOOP\n Select:\n PIS2 A 1 A_Raise\n LOOP\n Fire:\n PIS2 A 2 A_GunFlash\n\tPIS2 E 3\n\tPIS2 E 1 Offset(0,46)\n\tPIS2 E 1 Offset(0,41)\n\tPIS2 E 1 Offset(0,38)\n\tPIS2 E 1 Offset(0,36)\n\tPIS2 E 1 Offset(0,32)\n PIS2 F 3 A_FireBullets(0,0,1,3,\"RottPuff\",1)\n\tPIS2 G 1 Offset(0,46)\n\tPIS2 G 1 Offset(0,41)\n\tPIS2 G 1 Offset(0,38)\n\tPIS2 E 1 Offset(0,36)\n\tPIS2 E 1 Offset(0,32)\n PIS2 E 0 a_refire\n Goto Ready\n Flash:\n PIS2 C 3 A_FireBullets(0,0,1,3,\"RottPuff\",1)\n\tPIS2 D 1\n\tPIS2 D 1\n\tPIS2 D 1\n\tPIS2 B 1\n\tPIS2 B 1\n\tPIS2 B 12\n stop\n }\n }\n\n ACTOR Rpistol : Weapon 20033\n\n {\n //$Category RoTT_Weapons\n Weapon.SlotNumber 1\n Weapon.SelectionOrder 9\n Weapon.UpSound \"gen/wepswitch\"\n Inventory.PickupSound \"gen/pickup\"\n Inventory.Pickupmessage \"You got a pistol!\"\n SCALE 0.50\n +NOGRAVITY\n AttackSound \"grunt/attack\"\n Obituary \"%k killed %o with a pistol\"\n\n States\n\n {\n Spawn:\n PPST A -1\n LOOP\n Ready:\n PISG A 1 A_WeaponReady\n LOOP\n Deselect:\n PISG A 1 A_Lower\n LOOP\n Select:\n PISG A 1 A_Raise\n LOOP\n Fire:\n PISG A 1\n PISF A 2 A_FireBullets(0,0,1,3,\"RottPuff\",1)\n PISG C 2 Offset(0,32)\n PISG C 1 Offset(0,34)\n\tPISG C 1 Offset(0,36)\n\tPISG E 1 Offset(0,38)\n PISG E 1 Offset(0,40)\n\tPISG E 1 Offset(0,36)\n PISG C 3 Offset(0,32)\n \tPISG C 2 a_refire\n Goto Ready\n\tFlash:\n PISG A 0\n stop\n }\n }\n\n ACTOR mp40 : Weapon 20037\n\n {\n //$Category RoTT_Weapons\n\tWeapon.SlotNumber 3\n Weapon.SelectionOrder 7\n Inventory.PickupSound \"gen/pickup\"\n Inventory.Pickupmessage \"You picked up an mp40!\"\n SCALE 0.50\n +NOAUTOAIM\n +NOGRAVITY\n +inventory.alwayspickup\n Obituary \"%k killed %o with an mp40\"\n States\n\n {\n Spawn:\n PM40 A -1\n LOOP\n Ready:\n MP40 A 1 A_WeaponReady\n LOOP\n Deselect:\n MP40 A 1 A_Lower\n LOOP\n Select:\n \tBAZO A 0 A_PlaySound(\"gen/wepswitch\")\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n MP40 A 1 A_Raise\n\n LOOP\n Fire:\n MP40 A 0 A_JumpIfNoAmmo(1)\n MP40 A 1 A_FireBullets(2,2,1,4,\"RottPuff\",1)\n MP40 B 1 A_GunFlash\n MP40 C 1 Offset(0,32)\n\tMP40 C 1 Offset(0,34)\n\tMP40 A 1 Offset(0,32)\n MP40 A 2 a_refire\n Goto Ready\n Flash:\n MP40 B 0 A_PlaySound(\"mp40/shoot\")\n stop\n }\n }\n\n ACTOR handofgod : Weapon 20036\n\n {\n //$Category RoTT_Do_Not_Use\n Weapon.SelectionOrder 350\n Weapon.UpSound \"gen/wepswitch\"\n Inventory.PickupSound \"gen/pickup\"\n Inventory.Pickupmessage \"GOD MODE\"\n DamageType Disintegrate\n Damage 500\n SCALE 0.50\n +NOAUTOAIM\n +NOGRAVITY\n donthurtshooter\n Obituary \"The God %k took %o's life away\"\n States\n\n {\n Spawn:\n GODH A -1\n LOOP\n Ready:\n GODH A 150 A_WeaponReady\n GODH A 0 A_Jump(150,2)\n\tGODH A 0 A_PlaySound(\"godsounds\", CHAN_AUTO)\n GODH A 150 A_WeaponReady\n LOOP\n Deselect:\n GODH A 1 A_Lower\n LOOP\n Select:\n GODH A 1 A_Raise\n LOOP\n Fire:\n GODH A 2\n GODH B 4\n GODH C 4\n GODH D 4\n GODH E 4 A_PlayWeaponSound(\"god/zap\")\n GODH F 4 A_GunFlash\n GODH G 4\n GODH H 6 A_FireCustomMissile(\"GodMissile\",0,0,0,10)\n GODH a 0 a_refire\n Goto Ready\n\n }\n }\n\n actor GodMissile\n{\n Radius 8\n Height 6\n Speed 20\n Damage 100\n SCALE 0.50\n +FRIENDLY\n +RIPPER\n +FOILINVUL\n +SEEKERMISSILE\n +MISSILE\n +BRIGHT\n +NOEXPLODEFLOOR\n +STEPMISSILE\n +NOWALLBOUNCESND\n DONTHURTSHOOTER\n PROJECTILE\n DamageType Disintegrate\n SeeSound \"god/projectile\"\n DeathSound \"ksphere/death\"\n States\n {\n Spawn:\n GODP AABBCCDD 1 BRIGHT a_seekermissile(90,90,SMF_LOOK,50,15)\n\n LOOP\n\n Death:\n BOMB BCDEFGHIJKLMOPQRST 2 Bright\n Stop\n\n }\n\n}\n\n actor soul\n{\n Radius 8\n Height 6\n Speed 20\n damagefactor disintegrate, 20\n Damage 0\n SCALE 0.25\n PROJECTILE\n +NOBLOCKMAP\n States\n {\n Spawn:\n \tSOUL A 1 Bright A_ChangeVelocity (0.0, 0.0, random(-5.0,5.0),0)\n loop\n\n Death:\n SOUL A 3 Bright a_fadeout\n loop\n }\n}\n\n actor soul2\n{\n Radius 8\n Height 6\n Speed 0\n Damage 0\n SCALE 0.25\n PROJECTILE\n +NOBLOCKMAP\n States\n {\n Spawn:\n SOUL B 1 Bright A_ChangeVelocity (0, 0, Random(10.0,20.0),0)\n Loop\n Death:\n SOUL B 3 Bright a_fadeout\n loop\n }\n}\n\nactor ash1\n{\n radius 10\n height 10\n speed 0\n gravity 0.75\n +FLOORCLIP\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n SCALE 0.50\n DeathSound \"gen/gibs\"\n States\n {\n Spawn:\n \tASHS AB 2 Bright\n Loop\n Death:\nASHS CDEFGHIJKL 2 Bright\n\t Stop\n Crash:\nASHS CDEFGHIJKL 2 Bright\n\t Stop\n }\n}\n\nActor FireballSHOTDOWN\n{\n PROJECTILE\n DamageType Flame\n Speed 18\n Damage 6\n SeeSound \"FireballShot\"\n DeathSound \"FireballExp\"\n Radius 15\n Height 16\n ExplosionRadius 16\n ExplosionDamage 16\n Scale 0.6\n +BRIGHT\n\n states\n\t{\n\tSPAWN:\n\tFIRB JK 4 BRIGHT\n\tgoto looper\n\n\tlooper:\n\tFIRB H 3\n\tFIRB I 2\n\tFIRB H 2\n\tFIRB I 3\n\tLoop\n\n\tDeath:\n\tFIRB A 0 A_EXPLODE\n\tFIRB CDEFG 2\n\tstop\n\n\t}\n\n}\n\nActor FireballSHOT\n{\n PROJECTILE\n DamageType Flame\n Speed 18\n Damage 6\n SeeSound \"FireballShot\"\n DeathSound \"FireballExp\"\n Radius 15\n Height 16\n ExplosionRadius 16\n ExplosionDamage 16\n Scale 0.6\n +BRIGHT\n\n states\n\t{\n\tSPAWN:\n\tFIRB AB 3 BRIGHT\n\tLoop\n\n\tDeath:\n\tFIRB A 0 A_EXPLODE\n\tFIRB CDEFG 2\n\tstop\n\n\t}\n\n}\n\nACTOR LowGuard 9901\n\n{\n//$Category RoTT_Enemies\n Health 20\n Radius 20\n Height 60\n Speed 6\n Mass 5000\n PainChance 200\n MONSTER\n +Dropoff\n +FLOORCLIP\n +NOTARGET\n SCALE 0.60\n SeeSound \"lowguard\"\n AttackSound \"grunt/attack\"\n PainSound \"lowguard/pain\"\n DeathSound \"lowguard/death\"\n Obituary \"%o was killed by a Low Guard.\"\n States\n //$Sprite LWGSA1\n\n {\n Spawn:\n LWGS A 10 A_Look\n Loop\n See:\n LWGS BCDE 4 A_Chase\n Loop\n Missile:\n LWGS M 8 A_FaceTarget\n LWGS N 8\n LWGS O 8 A_CustomBulletAttack(13.0,0,1,5,\"RottPuff\")\n LWGS N 8\n Goto See\n Pain:\n NULL A 0 a_jump(133,4)\n LWGS p 3\n LWGS p 4 A_Pain\n Goto See\n LWGS q 3\n LWGS q 4 A_Pain\n Goto See\n Death:\n LWGS H 5\n LWGS I 6 A_Scream\n LWGS J 7 A_Fall\n LWGS K 8\n LWGS L -1\n Stop\n XDeath:\n GUTS A 1 A_XScream\n GUTS B 1 A_SpawnItemEx(\"Deathmaker\")\n GUTS B 0 A_jump(96,2)\n GUTS B 0 ACS_EXECUTE(456)\n GUTS CDEFGHIJK 5 A_Fall\n GUTS L -1\n Stop\n Raise:\n LWGS A 5\n Goto See\n Disintegrate:\n \tVAPO A 2 BRIGHT a_SCREAM\n \tVAPO B 2 BRIGHT\n \tVAPO C 2 BRIGHT\n \tVAPO D 2 BRIGHT\n\tVAPO E 2 BRIGHT\n\tVAPO F 2 BRIGHT\n\tVAPO G 2 BRIGHT\n \tVAPO H 3 BRIGHT A_Fall\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n \tstop\n BURN:\n \tSKEL A 0 A_playsound(\"gen/burned\")\n SKEL ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n \tSKE1 ABCDEFGHIJKL 2 bright\n SKE1 M 0 A_playsound(\"gen/skel\")\n SKE1 MNOPQRSTUV 3 bright\n \tSKE1 V -1 a_fall\n\n }\n}\n\nACTOR LowGuardFaking 9902\n{\n//$Category RoTT_Enemies\n Health 30\n Radius 20\n Height 60\n Speed 7\n PainChance 200\n Mass 5000\n MONSTER\n +Dropoff\n +FLOORCLIP\n +NOTARGET\n SCALE 0.60\n SeeSound \"lowguard/see\"\n AttackSound \"grunt/attack\"\n PainSound \"lowguard/pain\"\n DeathSound \"lowguard/death\"\n Obituary \"%o was killed by a Low Guard.\"\n States\n\n {\n Spawn:\n LWGS V 10 A_Look\n Loop\n See:\n LWGS W 4\n LWGS X 4\n LWGS Y 4\n LWGS Z 4\n Goto Missile\n Missile:\n LWGS M 4 A_FaceTarget\n LWGS N 4\n LWGS O 8 A_CustomBulletAttack(13.0,0,1,6,\"RottPuff\")\n LWGS N 4\n Goto raise\n Pain:\n NULL A 0 a_jump(133,4)\n LWGS p 3\n LWGS p 4 A_Pain\n Goto raise\n LWGS q 3\n LWGS q 4 A_Pain\n Goto Raise\n Death:\n LWGS H 5\n LWGS I 6 A_Scream\n LWGS J 7 A_Fall\n LWGS K 8\n LWGS L -1\n Stop\n XDeath:\n GUTS A 1 A_XScream\n GUTS B 1 a_spawnitem(\"Deathmaker\",0,0,0,0)\n GUTS B 0 A_jump(96,2)\n GUTS B 0 ACS_EXECUTE(456)\n GUTS CDEFGHIJK 5 A_Fall\n GUTS L -1\n Stop\n Raise:\n\tLWGS BCDE 4 A_Chase\n \tLoop\n Disintegrate:\n \tVAPO A 2 BRIGHT a_SCREAM\n \tVAPO B 2 BRIGHT\n \tVAPO C 2 BRIGHT\n \tVAPO D 2 BRIGHT\n\tVAPO E 2 BRIGHT\n\tVAPO F 2 BRIGHT\n\tVAPO G 2 BRIGHT\n \tVAPO H 3 BRIGHT A_Fall\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n \tstop\n BURN:\n \tSKEL A 0 A_playsound(\"gen/burned\")\n SKEL ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n \tSKE1 ABCDEFGHIJKL 2 bright\n SKE1 M 0 A_playsound(\"gen/skel\")\n SKE1 MNOPQRSTUV 3 bright\n \tSKE1 V -1 a_fall\n\n }\n}\n\nACTOR HighGuard 9904\n\n{\n//$Category RoTT_Enemies\n Health 30\n Radius 20\n Height 60\n Speed 6\n Mass 5000\n PainChance 100\n MONSTER\n +Dropoff\n +FLOORCLIP\n +NOTARGET\n SCALE 0.60\n SeeSound \"hguardsee\"\n AttackSound \"mp40/shoot\"\n PainSound \"highguard/pain\"\n DeathSound \"highguard/death\"\n Obituary \"%o was wasted by a High Guard.\"\n States\n\n {\n Spawn:\n HIGH A 10 A_Look\n Loop\n See:\n HIGH BCDE 4 A_Chase\n Loop\n Missile:\n HIGH M 8 A_FaceTarget\n HIGH N 8\n HIGH O 3 A_CustomBulletAttack(13.0,0,1,4,\"RottPuff\",0,CBAF_NORANDOM)\n HIGH N 3\n HIGH O 3 A_CustomBulletAttack(13.0,0,1,4,\"RottPuff\",0,CBAF_NORANDOM)\n HIGH N 3\n HIGH O 3 A_CustomBulletAttack(13.0,0,1,4,\"RottPuff\",0,CBAF_NORANDOM)\n HIGH N 3\n HIGH O 3 A_CustomBulletAttack(13.0,0,1,4,\"RottPuff\",0,CBAF_NORANDOM)\n HIGH N 3\n HIGH O 3 A_CustomBulletAttack(13.0,0,1,4,\"RottPuff\",0,CBAF_NORANDOM)\n HIGH N 3\n Goto See\n Pain:\n NULL A 0 a_jump(133,4)\n HIGH f 3\n HIGH f 4 A_Pain\n Goto See\n HIGH g 3\n HIGH g 4 A_Pain\n Goto See\n Death:\n HIGH H 5\n HIGH I 6 A_Scream\n HIGH J 7 A_Fall\n HIGH K 8\n HIGH L -1\n Stop\n XDeath:\n GUTS A 1 A_XScream\n GUTS B 1 a_spawnitem(\"Deathmaker\",0,0,0,0)\n GUTS B 0 A_jump(96,2)\n GUTS B 0 ACS_EXECUTE(456)\n GUTS CDEFGHIJK 5 A_Fall\n GUTS L -1\n Stop\n Raise:\n LWGS A 5\n Goto See\n Disintegrate:\n \tVAPO A 2 BRIGHT a_SCREAM\n \tVAPO B 2 BRIGHT\n \tVAPO C 2 BRIGHT\n \tVAPO D 2 BRIGHT\n\tVAPO E 2 BRIGHT\n\tVAPO F 2 BRIGHT\n\tVAPO G 2 BRIGHT\n \tVAPO H 3 BRIGHT A_Fall\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n \tstop\n BURN:\n \tSKEL A 0 A_playsound(\"gen/burned\")\n SKEL ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n \tSKE1 ABCDEFGHIJKL 2 bright\n SKE1 M 0 A_playsound(\"gen/skel\")\n SKE1 MNOPQRSTUV 3 bright\n \tSKE1 V -1 a_fall\n\n }\n}\n\nACTOR LightningGuard 9903\n{\n//$Category RoTT_Enemies\n Health 28\n Radius 20\n Height 60\n Speed 8\n PainChance 135\n Mass 5000\n MONSTER\n +Dropoff\n +FLOORCLIP\n +NOTARGET\n SCALE 0.60\n SeeSound \"LnGuardsee\"\n AttackSound \"grunt/attack\"\n PainSound \"LnGuardouch\"\n DeathSound \"LnGuarddie\"\n Obituary \"%o was killed by a Lightning Guard.\"\n States\n\n {\n Spawn:\n LIGW A 10 A_Look\n Loop\n See:\n LIGW BCDE 4 A_Chase\n Loop\n Missile:\n LIGW F 8 A_FaceTarget\n LIGW G 8\n LIGW H 8 A_CustomBulletAttack(13.0,0,1,2,\"RottPuff\")\n LIGW G 8\n LIGW H 8 A_CustomBulletAttack(13.0,0,1,3,\"RottPuff\")\n\n Goto See\n Pain:\n NULL A 0 A_JumpIfHealthLower(10,\"plead\")\n NULL A 0 a_jump(133,\"Pain2\")\n LIGW J 3\n LIGW J 4 A_Pain\n Goto See\n Pain2:\n LIGW I 3\n LIGW I 4 A_Pain\n Goto See\n Plead:\n LIGW I 1 A_Fall\n LIGW A 0 A_SpawnItem(\"LGuardAltDeath\")\n stop\n Death:\n LIGW X 0 A_Fall\n LIGW K 5\n LIGW L 6 A_Scream\n LIGW M 7\n LIGW N 6\n LIGW O -1\n Stop\n XDeath:\n GUTS A 1 A_XScream\n GUTS B 1 a_spawnitem(\"Deathmaker\",0,0,0,0)\n GUTS B 0 A_jump(135,2)\n GUTS B 0 ACS_EXECUTE(456)\n GUTS CDEFGHIJK 5 A_Fall\n GUTS L -1\n Stop\n Raise:\n LWGS W 5\n Goto See\n Disintegrate:\n \tVAPO A 2 BRIGHT a_SCREAM\n \tVAPO B 2 BRIGHT\n \tVAPO C 2 BRIGHT\n \tVAPO D 2 BRIGHT\n\tVAPO E 2 BRIGHT\n\tVAPO F 2 BRIGHT\n\tVAPO G 2 BRIGHT\n \tVAPO H 3 BRIGHT A_Fall\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n \tstop\n BURN:\n \tSKEL A 0 A_playsound(\"gen/burned\")\n SKEL ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n \tSKE1 ABCDEFGHIJKL 2 bright\n SKE1 M 0 A_playsound(\"gen/skel\")\n SKE1 MNOPQRSTUV 3 bright\n \tSKE1 V -1 a_fall\n stop\n }\n}\n\nACTOR LGuardAltDeath : LightningGuard 9907\n{\n//$Category RoTT_Do_Not_Use\n Health 15\n states\n\t{\n Spawn:\n See:\n LIGW R 4\n LIGW S 5\n LIGW T 5\n LIGW U 5\n LIGW V 5\n LIGW W 5 A_PlaySound(LnGuardplea)\n Pleading:\n LIGW V 5\n LIGW U 5\n LIGW T 5\n LIGW U 5\n LIGW V 5\n LIGW W 5\n LIGW V 5 A_PlaySound(LnGuardplea3)\n LIGW U 5\n LIGW V 5\n LIGW W 5\n LIGW T 5\n LIGW U 5\n LIGW V 5\n LIGW W 5\n LIGW V 5\n LIGW U 5\n LIGW V 5\n LIGW W 5\n LIGW T 5 A_PlaySound(LnGuardplea2)\n LIGW U 5\n LIGW V 5\n LIGW W 5\n RISE E 5\n RISE F 5 A_Scream\n RISE G 1 A_Fall\n goto faking\n\n Faking:\n RISE G 1\n RISE G 100\n RISE G 1\n Goto Rising\n\n Rising:\n RISE A 5 A_Fall\n RISE B 5\n RISE C 5\n RISE D 5\n RISE D 0 A_SpawnItem(\"LGuardAltDeath2\")\n stop\n\n Pain:\n\tgoto Pleading\n stop\n\n Death:\n LIGW X 0 A_Fall\n LIGW X 6\n LIGW Y 5 A_Scream\n LIGW Z 5\n LIGW [ 4\n LIGW ] -1\n Stop\n\n\t}\n\n}\n\nACTOR LGuardAltDeath2 : LightningGuard 9906\n{\n//$Category RoTT_Do_Not_Use\n Health 15\n states\n\t{\n Pain:\n NULL A 0 a_jump(133,\"Pain2\")\n LIGW J 3\n LIGW J 4 A_Pain\n Goto See\n Pain2:\n LIGW I 3\n LIGW I 4 A_Pain\n Goto See\n Plead:\n\tgoto death\n Death:\n LIGW X 0 A_Fall\n LIGW K 5\n LIGW L 6 A_Scream\n LIGW M 7\n LIGW N 6\n LIGW O -1\n Stop\n\n\t}\n}\n\nACTOR StrikeTeam 9905\n{\n//$Category RoTT_Enemies\n Health 35\n Radius 20\n Height 60\n Speed 10\n Mass 5000\n PainChance 75\n MONSTER\n +Dropoff\n +FLOORCLIP\n +NOTARGET\n SCALE 0.60\n SeeSound \"striketeam/see\"\n AttackSound \"grunt/attack\"\n DeathSound \"striketeam/death\"\n Obituary \"%o was struck by the strike team.\"\n States\n //$Category Enemies\n //$Sprite ANGS1\n {\n Spawn:\n ANGS A 10 A_Look\n Loop\n See:\n ANGS BCDE 3 A_Chase\n Loop\n Missile:\n ANGS M 1 A_FaceTarget\n ANGS M 4\n ANGS N 8\n ANGS O 3 A_CustomBulletAttack(13.0,0,1,4,\"RottPuff\")\n ANGS N 3\n ANGS A 0 A_Jump(100,\"Wound\")\n goto see\n Pain:\n ANGS f 3 A_playsound(\"striketeam/pain\")\n ANGS f 4 A_Pain\n ANGS A 0 A_Jump(150,\"Wound\")\n goto see\n Wound:\n NULL A 0 a_jump(133,21)\n ANLR A 3 A_FaceTarget\n ANLR B 3 ThrustThing (angle*256/360+192, 8,0,0)\n ANLR C 3\n ANLR D 3 a_playsound(\"striketeam/roll\")\n ANRR E 3\n ANRR F 3\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS C 3\n goto see\n ANRR A 2 A_FaceTarget\n ANRR B 2 ThrustThing (angle*256/360+64, 8,0,0)\n ANRR C 3\n ANRR D 3 a_playsound(\"striketeam/roll\")\n ANRR E 3\n ANRR F 3\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS A 3\n ANKS B 3 A_CustomBulletAttack(13.0,0,1,1,\"RottPuff\")\n ANKS C 3\n\n goto see\n Death:\n ANGS H 5\n ANGS I 6 A_Scream\n ANGS J 7 A_Fall\n ANGS K 8\n ANGS L -1\n Stop\n XDeath:\n GUTS A 1 A_XScream\n GUTS B 1 a_spawnitem(\"Deathmaker\",0,0,0,0)\n GUTS B 0 A_jump(96,2)\n GUTS B 0 ACS_EXECUTE(456)\n GUTS CDEFGHIJK 5 A_Fall\n GUTS L -1\n Stop\n Raise:\n LWGS A 5\n Goto See\n Disintegrate:\n \tVAPO A 2 BRIGHT a_SCREAM\n \tVAPO B 2 BRIGHT\n \tVAPO C 2 BRIGHT\n \tVAPO D 2 BRIGHT\n\tVAPO E 2 BRIGHT\n\tVAPO F 2 BRIGHT\n\tVAPO G 2 BRIGHT\n \tVAPO H 3 BRIGHT A_Fall\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n \tstop\n BURN:\n \tSKEL A 0 A_playsound(\"gen/burned\")\n SKEL ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n \tSKE1 ABCDEFGHIJKL 2 bright\n SKE1 M 0 A_playsound(\"gen/skel\")\n SKE1 MNOPQRSTUV 3 bright\n \tSKE1 V -1 a_fall\n\n }\n}\n\nACTOR TriadEnforcer 9956\n\n{\n//$Category RoTT_Enemies\n Health 200\n Radius 20\n Height 60\n Speed 5\n Mass 5000\n PainChance 50\n DamageFactor 0.50\n RadiusDamageFactor 0.75\n MONSTER\n +LOOKALLAROUND\n +FLOORCLIP\n +NOTARGET\n SCALE 0.60\n SeeSound \"enforcer/see\"\n AttackSound \"enforcer/fire\"\n PainSound \"enforcer/ouch\"\n DeathSound \"enforcer/die\"\n Obituary \"%o Ate lead.\"\n States\n\n {\n Spawn:\n TRIW A 10 A_Look\n Loop\n See:\n TRIW BCDE 4 A_Chase\n loop\n\n Missile:\n TRIT A 1 A_jumpifcloser(512,\"Grenade\")\n TRIT A 3 a_facetarget\n TRIW I 4 a_playsound(\"enforcer/see\")\n goto MachineGun\n\n Grenade:\n TRIT A 1 a_playsound(\"enforcer/throw\")\n TRIT B 4\n TRIT C 4\n TRIT D 4 a_facetarget\n TRIT E 4 A_CustomMissile(Grenade2,48,0,0,2,10)\n TRIT F 4\n TRIT G 4\n TRIT H 8\n goto Machinegun2\n\n MachineGun:\n\tTRIW i 0 a_facetarget\n TRIW I 4 A_jumpifcloser(512,\"Grenade\")\n TRIW J 3 A_CustomBulletAttack(13.0,10.0,1,1,\"RottPuff\")\n TRIW I 0 a_monsterrefire(135,\"see\")\n Loop\n\n MachineGun2:\n TRIW I 4 a_facetarget\n TRIW J 3 A_CustomBulletAttack(13.0,10.0,1,1,\"RottPuff\")\n TRIW I 0 a_monsterrefire(135,\"see\")\n Loop\n\n Pain:\n NULL A 0 a_jump(133,4)\n TRIW F 3\n TRIW F 4 A_Pain\n Goto See\n TRIW G 3\n TRIW G 4 A_Pain\n Goto See\n Death:\n TRIW K 5\n TRIW L 6 A_Scream\n TRIW M 7 A_Fall\n TRIW N 8\n TRIW O -1\n Stop\n XDeath:\n GUTS A 1 A_XScream\n GUTS B 1 a_spawnitem(\"Deathmaker\",0,0,0,0)\n GUTS B 0 A_jump(96,2)\n GUTS B 0 ACS_EXECUTE(456)\n GUTS CDEFGHIJK 5 A_Fall\n GUTS L -1\n Stop\n Raise:\n LWGS A 5\n Goto See\n Disintegrate:\n \tVAPO A 2 BRIGHT a_SCREAM\n \tVAPO B 2 BRIGHT\n \tVAPO C 2 BRIGHT\n \tVAPO D 2 BRIGHT\n\tVAPO E 2 BRIGHT\n\tVAPO F 2 BRIGHT\n\tVAPO G 2 BRIGHT\n \tVAPO H 3 BRIGHT A_Fall\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n \tstop\n BURN:\n \tSKEL A 0 A_playsound(\"gen/burned\")\n SKEL ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n \tSKE1 ABCDEFGHIJKL 2 bright\n SKE1 M 0 A_playsound(\"gen/skel\")\n SKE1 MNOPQRSTUV 3 bright\n \tSKE1 V -1 a_fall\n }\n}\n\nACTOR OverPatrol 9958\n\n{\n//$Category RoTT_Enemies\n Health 65\n Radius 20\n Height 60\n Speed 9\n Mass 5000\n PainChance 75\n MONSTER\n +FLOORCLIP\n +NOTARGET\n SCALE 0.60\n SeeSound \"overpatrol/see\"\n AttackSound \"grunt/attack\"\n PainSound \"overpatrol/ouch\"\n DeathSound \"overpatrol/die\"\n Obituary \"%o was wasted by the overpatrol.\"\n States\n\n {\n Spawn:\n OVER A 10 A_Look\n Loop\n See:\n OVER BCDE 4 A_Chase\n Loop\n Missile:\n NULL A 0 A_jumpifcloser(256,\"GunAttack\")\n OVER F 8 A_FaceTarget\n OVER I 8\n OVER J 8\n OVER K 8\n OVER L 8 A_CustomMissile(\"Net\",48, 0,0)\n OVER K 4\n OVER G 3\n OVER H 3 A_CustomBulletAttack(13.0,0,1,2,\"RottPuff\")\n OVER G 3\n Goto See\n GunAttack:\n OVER F 4 A_FaceTarget\n OVER G 6\n OVER H 6 A_CustomBulletAttack(10.0,0,1,2,\"RottPuff\")\n OVER G 4\n OVER H 6 A_CustomBulletAttack(13.0,0,1,2,\"RottPuff\")\n OVER G 4\n OVER H 6 A_CustomBulletAttack(13.0,0,1,2,\"RottPuff\")\n OVER G 4\n OVER H 6 A_CustomBulletAttack(13.0,0,1,2,\"RottPuff\")\n OVER G 4\n OVER H 6 A_CustomBulletAttack(13.0,0,1,2,\"RottPuff\")\n\tOVER G 4\n\tOVER F 8\n goto See\n\n Pain:\n NULL A 0 a_jump(133,4)\n OVER M 3\n OVER M 4 A_Pain\n Goto See\n OVER N 3\n OVER N 4 A_Pain\n Goto See\n Death:\n OVER N 2\n OVER P 3\n OVER Q 3 A_Scream\n OVER R 4 A_Fall\n OVER S 3\n OVER T 2\n OVER U -1\n Stop\n XDeath:\n GUTS A 1 A_XScream\n GUTS B 1 a_spawnitem(\"Deathmaker\",0,0,0,0)\n GUTS B 0 A_jump(96,2)\n GUTS B 0 ACS_EXECUTE(456)\n GUTS CDEFGHIJK 5 A_Fall\n GUTS L -1\n Stop\n Raise:\n LWGS A 5\n Goto See\n Disintegrate:\n \tVAPO A 2 BRIGHT a_SCREAM\n \tVAPO B 2 BRIGHT\n \tVAPO C 2 BRIGHT\n \tVAPO D 2 BRIGHT\n\tVAPO E 2 BRIGHT\n\tVAPO F 2 BRIGHT\n\tVAPO G 2 BRIGHT\n \tVAPO H 3 BRIGHT A_Fall\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n \tstop\n BURN:\n \tSKEL A 0 A_playsound(\"gen/burned\")\n SKEL ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n \tSKE1 ABCDEFGHIJKL 2 bright\n SKE1 M 0 A_playsound(\"gen/skel\")\n SKE1 MNOPQRSTUV 3 bright\n \tSKE1 V -1 a_fall\n\n }\n}\n\nACTOR MonkDeathFire 9959\n\n{\n//$Category RoTT_Enemies\n Health 130\n Radius 20\n Height 60\n Speed 9\n Mass 5000\n PainChance 75\n MONSTER\n +FLOORCLIP\n +NOTARGET\n SCALE 0.60\n SeeSound \"FireMonk/see\"\n PainSound \"FireMonk/pain\"\n DeathSound \"FireMonk/death\"\n Obituary \"%o was Fired by a Deathfire Monk\"\n States\n\n {\n Spawn:\n ALLS A 10 A_Look\n Loop\n See:\n ALLW ABCD 4 A_Chase\n Loop\n Missile:\n ALLK A 8 BRIGHT A_FaceTarget\n ALLK B 8 BRIGHT\n ALLK C 8 BRIGHT\n ALLK D 8 BRIGHT\n ALLK E 20 BRIGHT A_CustomMissile(\"MonkMissile\",48, 0,0)\n ALLK F 4 BRIGHT\n ALLK G 3 BRIGHT\n Goto See\n\n Pain:\n NULL A 0 a_jump(133,4)\n ALLP A 3\n ALLP A 4 A_Pain\n Goto See\n ALLP B 3\n ALLP B 4 A_Pain\n Goto See\n Death:\n ALLD A 2\n ALLD B 3\n ALLD C 3 A_Scream\n ALLD D 4 A_Fall\n ALLD E 3\n ALLD F 2\n ALLD G 2\n ALLD H 2\n ALLD I 2\n ALLD J 2\n ALLD K -1\n Stop\n XDeath:\n GUTS A 1 A_XScream\n GUTS B 1 a_spawnitem(\"Deathmaker\",0,0,0,0)\n GUTS B 1 A_Fall\n GUTS B 0 A_jump(96,2)\n GUTS B 0 ACS_EXECUTE(456)\n GUTS CDEFGHIJK 5\n GUTS L -1\n Stop\n Raise:\n LWGS A 5\n Goto See\n Disintegrate:\n \tVAPO A 2 BRIGHT a_SCREAM\n \tVAPO B 2 BRIGHT\n \tVAPO C 2 BRIGHT\n \tVAPO D 2 BRIGHT\n\tVAPO E 2 BRIGHT\n\tVAPO F 2 BRIGHT\n\tVAPO G 2 BRIGHT\n \tVAPO H 3 BRIGHT A_Fall\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n \tstop\n BURN:\n \tSKEL A 0 A_playsound(\"gen/burned\")\n SKEL ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n \tSKE1 ABCDEFGHIJKL 2 bright\n SKE1 M 0 A_playsound(\"gen/skel\")\n SKE1 MNOPQRSTUV 3 bright\n \tSKE1 V -1 a_fall\n\n }\n}\n\n actor MonkMissile\n{\n Radius 11\n Height 8\n Speed 30\n Damage 5\n SCALE 0.50\n PROJECTILE\n +EXTREMEDEATH\n +FOILINVUL\n +BRIGHT\n SeeSound \"FireMonk/fire\"\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n MFIR ABCD 2 A_CustomMissile(\"MissileTrail\",0,0,0,0)\n Loop\n Death:\n \tEXPL A 1 Bright A_Explode(30)\n EXPL BCDEFGHIJKLMOPQRST 1 Bright\n Stop\n }\n}\n\nACTOR MonkDarkStaff : MonkDeathfire 9960\n\n{\n Health 100\n Translation \"2:15=[64,64,64]:[0,0,0]\", \"37:63=[64,64,64]:[0,0,0]\", \"64:84=[64,64,64]:[0,0,0]\", \"85:95=[64,64,64]:[0,0,0]\", \"96:106=[64,64,64]:[0,0,0]\", \"107:122=[64,64,64]:[0,0,0]\", \"123:141=[64,64,64]:[0,0,0]\", \"169:191=[64,64,64]:[0,0,0]\" , \"192:198=[64,64,64]:[0,0,0]\" , \"199:223=[64,64,64]:[0,0,0]\", \"224:233=[64,64,64]:[0,0,0]\"\n AttackSound \"ksphere/charge\"\n DropItem \"kwand\"\n\tstates\n\t{\n Missile:\n ALLK A 0 A_playsound(\"ksphere/Charge\")\n ALLK A 10 BRIGHT A_FaceTarget\n ALLK BCD 10 BRIGHT\n ALLK A 0 A_playsound(\"ksphere/fire\")\n ALLK E 20 BRIGHT A_CustomMissile(\"KsphereMP\",48, 0,0)\n ALLK F 4 BRIGHT\n ALLK G 3 BRIGHT\n Goto See\n\t}\n\n}\n\nACTOR MonkDrain 9961\n\n{\n//$Category RoTT_Enemies\n Health 200\n Radius 20\n Height 60\n Speed 15\n Mass 5000\n PainChance 75\n MONSTER\n +FLOORCLIP\n +NOTARGET\n SCALE 0.60\n SeeSound \"DrainMonk/see\"\n PainSound \"DrainMonk/pain\"\n DeathSound \"DrainMonk/death\"\n Obituary \"%o was Drained by a Death Monk\"\n States\n\n {\n Spawn:\n MONK A 10 A_Look\n Loop\n See:\n MONK BCDE 4 A_Chase\n Loop\n MELEE:\n MONK H 5 BRIGHT A_FaceTarget\n MONK J 5 BRIGHT\n Drain:\n MONK J 0 BRIGHT A_CustomMeleeAttack(15,\"DrainMonk/fire\",\"none\")\n MONK K 15 BRIGHT A_SetReflective\n MONK k 0 A_JumpIfCloser(64,\"Drain\")\n MONK L 10 BRIGHT\n MONK M 10 BRIGHT A_UnSetReflective\n Goto See\n\n Pain:\n NULL A 0 a_jump(133,4)\n MONK F 3\n MONK F 4 A_Pain\n Goto See\n MONK G 3\n MONK G 4 A_Pain\n Goto See\n Death:\n MONK M 6 A_Scream\n MONK N 8\n MONK O 8 A_Fall\n MONK P 8\n MONK Q 6\n MONK R -1\n Stop\n XDeath:\n GUTS A 1 A_XScream\n GUTS B 1 a_spawnitem(\"Deathmaker\",0,0,0,0)\n GUTS B 1 A_Fall\n GUTS B 0 A_jump(96,2)\n GUTS B 0 ACS_EXECUTE(456)\n GUTS CDEFGHIJK 5\n GUTS L -1\n Stop\n Raise:\n LWGS A 5\n Goto See\n Disintegrate:\n \tVAPO A 2 BRIGHT a_SCREAM\n \tVAPO B 2 BRIGHT\n \tVAPO C 2 BRIGHT\n \tVAPO D 2 BRIGHT\n\tVAPO E 2 BRIGHT\n\tVAPO F 2 BRIGHT\n\tVAPO G 2 BRIGHT\n \tVAPO H 3 BRIGHT A_Fall\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n \tstop\n BURN:\n \tSKEL A 0 A_playsound(\"gen/burned\")\n SKEL ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n \tSKE1 ABCDEFGHIJKL 2 bright\n SKE1 M 0 A_playsound(\"gen/skel\")\n SKE1 MNOPQRSTUV 3 bright\n \tSKE1 V -1 a_fall\n\n }\n}\n\nACTOR RobotGuard 9957\n\n{\n//$Category RoTT_Enemies\n Health 20\n Radius 20\n Height 64\n Speed 6\n Mass 5000\n PainChance 0\n MaxStepHeight 1\n MONSTER\n +NOBLOOD\n +FLOORCLIP\n +NOTARGET\n +INVULNERABLE\n SCALE 0.50\n SeeSound \"robot/see\"\n AttackSound \"robot/fire\"\n DeathSound \"robot/die\"\n Obituary \"%o was wasted by a rob0t.\"\n States\n\n {\n Spawn:\n ROBO A 10 A_Look\n Loop\n See:\n ROBO A 1 A_PlaySound(\"robot/move\")\n ROBO AAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase\n\n Loop\n Missile:\n ROBO A 8 A_FaceTarget\n ROBO A 8\n ROBO A 8 A_CustomMissile(RobotMissile, 32, 0, 0)\n ROBO A 8\n Goto See\n Pain:\n ROBO A 1\n Goto See\n Death:\n ABRA NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(5.0,10.0), random(5.0,10.0), random(3.0,8.0), random(0.0,359.9))\n ROBO B 3 A_Fall\n ROBO CDEFGHIJ 3\n ROBO K -1\n Stop\n}\n}\n\nACTOR Robotcassat 9970\n\n{\n//$Category RoTT_Enemies\n Health 900\n Radius 20\n Height 60\n Speed 50\n Mass 5000\n PainChance 50\n MONSTER\n +FLOORCLIP\n +NOTARGET\n +NOBLOOD\n damagefactor \"fire\", 0.15\n SCALE 0.75\n Translation \"2:15=[64,64,64]:[0,0,0]\", \"37:63=[64,64,64]:[0,0,0]\", \"85:95=[64,64,64]:[0,0,0]\", \"96:106=[64,64,64]:[0,0,0]\", \"123:141=[64,64,64]:[0,0,0]\", \"142:168=[64,64,64]:[0,0,0]\", \"169:191=[64,64,64]:[0,0,0]\" , \"192:198=[64,64,64]:[0,0,0]\" , \"199:223=[64,64,64]:[0,0,0]\", \"224:233=[64,64,64]:[0,0,0]\"\n Obituary \"%o was Killed by Taradino Cassat BOT\"\n States\n\n {\n Spawn:\n CASS A 5 A_Look\n Loop\n\n See:\n CASW BCDE 4 A_Chase\n Loop\n\n Missile:\n CASS A 3 A_FaceTarget\n CASS O 3 A_CustomBulletAttack(0,0,1,5,\"RottPuff\")\n CASS P 3 BRIGHT\n Goto See\n\n Pain:\n CASS AAAAAAAAAA 3 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 60, random(1.0,5.0), random(1.0,5.0), random(1.0,5.0), random(0.0,359.9))\n Goto See\n\n Death:\n CASS H 4\n CASS I 4 A_Fall\n CASS J 4\n CASS KLM 4\n goto xdeath\n\n XDeath:\n NULL A 0 A_fall\n\t NULL A 0 A_Explode\n \t NULL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 16.0, random(7.0,15.0), random(7.0,15.0), random(7.0,50.0), random(0.0,359.9))\n NULL A 2 Radius_Quake (5, 60,0, 16, 0)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 0,6)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 90,6)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 180,6)\n NULL A 0 A_CustomMissile(\"Fbomber\", 0, 0, 270,6)\n BOMB B 2 Bright\n\t NULL A 0 A_PlaySound (\"gen/expl1\",CHAN_AUTO,1.0)\n BOMB C 2 Bright\n\t NULL A 0 A_PlaySound (\"gen/expl2\",CHAN_AUTO,1.0)\n BOMB D 2 Bright\n\t NULL A 0 A_PlaySound (\"gen/expl1\",CHAN_AUTO,1.0)\n BOMB E 2 Bright\n\t NULL A 0 A_PlaySound (\"gen/expl2\",CHAN_AUTO,1.0)\n BOMB F 2 Bright\n\t NULL A 0 A_PlaySound (\"gen/expl1\",CHAN_AUTO,1.0)\n\t BOMB GHIJKLMOPQRST 2 Bright\n Stop\n Raise:\n LWGS A 5\n Goto See\n Disintegrate:\n \tVAPO A 2 BRIGHT a_SCREAM\n \tVAPO B 2 BRIGHT\n \tVAPO C 2 BRIGHT\n \tVAPO D 2 BRIGHT\n\tVAPO E 2 BRIGHT\n\tVAPO F 2 BRIGHT\n\tVAPO G 2 BRIGHT\n \tVAPO H 3 BRIGHT A_Fall\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n \tVAPO A 0 A_CustomMissile(soul, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n VAPO A 0 A_CustomMissile(soul2, 32, 0, random(0,359))\n \tstop\n}\n}\n\nACTOR Robotfreely : robotcassat 9971\n{\nObituary \"%o was Killed by Ian Paul Freely BOT\"\n\tstates\n\t{\n\n Spawn:\n IPFS A 6 A_Look\n Loop\n\n See:\n IPFW ABCD 4 a_chase\n Loop\n\n Missile:\n IPFS A 5 A_facetarget\n IPMS D 3\n IPFS A 0 A_CustomMissile(missile, 32, 0, 0)\n IPMS E 3 BRIGHT\n Goto See\n\n pain:\n IPFS AAAAAAAAAA 3 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 60, random(1.0,5.0), random(1.0,5.0), random(1.0,5.0), random(0.0,359.9))\n goto see\n\n Death:\n IPFD B 4\n IPFD C 4 A_Fall\n IPFD D 4\n IPFD EFG 4\n goto xdeath\n\n}\n}\n\nACTOR Robotni : robotcassat 9972\n{\nObituary \"%o was Killed by Loreli Ni BOT\"\n\tstates\n\t{\n\n Spawn:\n LLNI A 6 A_Look\n Loop\n\n See:\n LLNI ABCD 4 a_chase\n LLNI ABCD 4 a_wander\n LLNI ABCD 4 a_wander\n LLNI ABCD 4 a_wander\n Loop\n\n Missile:\n LLNI A 5 A_facetarget\n LLNI H 3\n LLNI I 0 A_CustomMissile(fbomb, 32, 0, 0)\n LLNI I 3 BRIGHT\n Goto See\n\n pain:\n LLNI AAAAAAAAAA 3 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 60, random(1.0,5.0), random(1.0,5.0), random(1.0,5.0), random(0.0,359.9))\n goto see\n\n Death:\n LLNI K 4\n LLNI K 4 A_fall\n LLNI L 4\n LLNI MNO 4\n goto xdeath\n\n}\n}\n\nACTOR Robotbarret : robotcassat 9973\n{\nObituary \"%o was Killed by Thi Barret BOT\"\n\tstates\n\t{\n\n Spawn:\n BARR A 6 A_Look\n Loop\n\n See:\n BARR ABCD 4 a_chase\n Loop\n\n Missile:\n BARR A 5 A_facetarget\n BARR F 3\n BARR G 0 A_CustomBulletAttack(0,0,2,5,\"RottPuff\")\n BARR G 3 BRIGHT\n Goto See\n\n pain:\n BARR AAAAAAAAAA 3 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 60, random(1.0,5.0), random(1.0,5.0), random(1.0,5.0), random(0.0,359.9))\n goto see\n\n Death:\n BARR K 4\n BARR K 4 A_fall\n BARR L 4\n BARR MNO 4\n goto xdeath\n\n}\n}\n\nACTOR Robotwendt : robotcassat 9974\n{\nObituary \"%o was Killed by Doug Wendt BOT\"\n\tstates\n\t{\n\n Spawn:\n WEND A 6 A_Look\n Loop\n\n See:\n WEND ABCD 4 a_chase\n Loop\n\n Missile:\n WEND A 5 A_facetarget\n WEND F 3\n WEND G 0 A_CustomMissile(fwall, 32, 0, 0)\n WEND G 3 BRIGHT\n Goto See\n\n pain:\n WEND AAAAAAAAAA 3 A_SpawnItemEx (\"ash1\", 0.0, 0.0, 60, random(1.0,5.0), random(1.0,5.0), random(1.0,5.0), random(0.0,359.9))\n goto see\n\n Death:\n WEND K 4\n WEND K 4 A_fall\n WEND L 4\n WEND MNO 4\n goto xdeath\n\n}\n}\n\nactor giblets\n{\n\n radius 10\n height 10\n speed 0\n gravity 0.2\n +FLOORCLIP\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n +Randomize\n -SOLID\n SCALE 0.60\n DeathSound \"gen/gibs\"\n States\n {\n Spawn:\n ORGA ABCD 3\n Loop\n Crash:\n\tGHEA A 0 A_SCREAM\n\tORGA EFGHIJKL 5\n Stop\n }\n}\n\nactor gibarm : giblets\n{\n States\n {\n Spawn:\n\n GARM ABCD 5\n Loop\n\n Death:\n GARM EFGHIJKL 5\n\t Stop\n\n\tCrash:\n\tGHEA A 0 A_SCREAM\n\tGARM EFGHIJKL 5\n\tStop\n }\n}\n\nactor gibhead : giblets\n{\n\n States\n {\n Spawn:\n\n GHEA ABCD 5\n Loop\n\n Death:\n\n\t GHEA EFGHIJKL 5\n\t Stop\n Crash:\n\tGHEA A 0 A_SCREAM\n\t GHEA EFGHIJKL 5\n\tstop\n }\n}\n\nACTOR Playerhead : PlayerChunk\n{\n Radius 4\n Height 4\n scale 0.65\n +NOBLOCKMAP\n +DROPOFF\n +LOWGRAVITY\n +CANNOTPUSH\n +SKYEXPLODE\n +NOBLOCKMONST\n +NOSKIN\n States\n {\n Spawn:\n GHEA A 0\n GHEA ABCD 5 A_CheckFloor(\"Hit\")\n loop\n Hit:\n GHEA EFGHIJKL 5\n GHEA L 20 A_CheckPlayerDone\n Wait\n }\n}\n\nactor gibhip : giblets\n{\n States\n {\n Spawn:\n\n\tGHIP ABCD 2\n\tloop\n Death:\n\t GHIP EFGHIJKL 5\n\t Stop\n Crash:\n\tGHEA A 0 A_SCREAM\n\t GHIP EFGHIJKL 5\n\t Stop\n }\n}\n\nactor gibhum : giblets\n{\n States\n {\n Spawn:\n\n GHUM ABCD 6\n\tLoop\n Death:\n\t GHUM EF 5\n\t Stop\n Crash:\n\tGHEA A 0 A_SCREAM\n\t GHIP EF 5\n\t Stop\n }\n}\n\nactor gibleg : giblets\n{\n States\n {\n Spawn:\n\n\tGLEG ABCD 3\n loop\n Death:\n\t GLEG EFGHIJKL 5\n\t Stop\n Crash:\n\tGHEA A 0 A_SCREAM\n\t GHIP EFGHIJKL 5\n\t Stop\n }\n}\n\nactor giblim : giblets\n{\n\n States\n {\n Spawn:\n\n\tGLIM ABCD 5\n\tLOOP\n\n\t Death:\n\t GLIM EFG 5\n\t Stop\n Crash:\n\tGHEA A 0 A_SCREAM\n\t GLIM EFG 5\n Stop\n\n }\n}\n\nactor gibpin : giblets\n{\n States\n {\n Spawn:\n GPIN ABCD 4\n\tLOOP\n\t Death:\n\t GPIN EFG 5\n\t Stop\n Crash:\n\tGHEA A 0 A_SCREAM\n\t GPIN EFG 5\n Stop\n }\n}\n\nactor gibribs : giblets\n{\n\n States\n {\n Spawn:\n RIBS ABCD 4\n\tLoop\n\t Death:\n\t ORGA FGHIJKL 5\n\t Stop\n Crash:\n\tGHEA A 0 A_SCREAM\n\t ORGA FGHIJKL 5\n Stop\n }\n}\n\nactor wallgib\n{\n\n Radius 4\n Height 4\n Speed 100\n PROJECTILE\n Damage 0\n SCALE 0.50\n DeathSound \"gen/gibs\"\n States\n {\n Spawn:\n NULL A 3\n loop\n Death:\n \tWGIB F 0 A_spawnitemex(\"wallgibfall\")\n \tSTOP\n\n}\n}\n\nactor wallgibfall\n{\n\n radius 10\n height 10\ngravity 0.05\n speed 0\n +FLOORCLIP\n +NOBLOCKMONST\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n SCALE 0.50\n DeathSound \"gen/gibs\"\n States\n {\n Spawn:\n WGIB ABCDCABD 2\n\tWGIB C 2 A_lowgravity\n\tLOOP\n Death:\n\tORGA H 2 A_PlaySound(\"gen/gibs\")\n \tORGA IJKL 2\n \tSTOP\n Crash:\n \t ORGA H 2 A_PlaySound(\"gen/gibs\")\n \tORGA IJK 2\n \tORGA L 25\n \tSTOP\n\n}\n}\n\nactor Deathmaker\n{\n States\n {\n Spawn:\n GUTS AAAAAAAAAAAAAAAAAAAAAAA 0 A_custommissile(\"wallgib\",32.0, 0, random(0,360), CMF_AIMDIRECTION, random(0,45))\n GUTS DDDDDDDDDDDDDDDDDDDDDDD 0 A_SpawnItemex (\"giblets\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DDDD 0 A_SpawnItemex (\"giblim\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(3.0,5.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DDDD 0 A_SpawnItemex (\"gibpin\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(3.0,5.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS A 0 A_JUMP(75,\"LGIBS\")\n\tSTOP\n\n\tLGIBS:\n\tGUTS A 0 A_LOG(\"Ludicrous Gibs!\")\n\tGUTS A 0 A_PLAYSOUND(\"player/yes\",CHAN_VOICE,1.0,0,ATTN_NONE)\n GUTS DD 0 A_SpawnItemex (\"gibarm\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS D 0 A_SpawnItemex (\"gibhead\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DD 0 A_SpawnItemex (\"gibhip\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS D 0 A_SpawnItemex (\"gibhum\",0, 0, 32, random(3.0,5.0),random(3.0,5.0), random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DD 0 A_SpawnItemex (\"gibleg\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DDDD 0 A_SpawnItemex (\"giblim\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DDDD 0 A_SpawnItemex (\"gibpin\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n GUTS DD 0 A_SpawnItemex (\"gibribs\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n stop\n\n}\n}\n\nactor rottgibs replaces gibs\n{\nscale 0.6\nstates\n{\nspawn:\n\n GUTS L -1\n\tstop\n}\n}"
},
{
"source": "pk3",
"name": "FONTDEFS.txt",
"contents": "INDEXFONT\n {\n 0 LFNUM0\n 1 LFNUM1\n 2 LFNUM2\n 3 LFNUM3\n 4 LFNUM4\n 5 LFNUM5\n 6 LFNUM6\n 7 LFNUM7\n 8 LFNUM8\n 9 LFNUM9\nNOTRANSLATION 85\nNOTRANSLATION 86\nNOTRANSLATION 87\nNOTRANSLATION 88\nNOTRANSLATION 89\nNOTRANSLATION 90\nNOTRANSLATION 91\nNOTRANSLATION 92\nNOTRANSLATION 93\nNOTRANSLATION 94\nNOTRANSLATION 95\n }"
},
{
"source": "pk3",
"name": "GAMEINFO.txt",
"contents": "IWAD = \"FAKEIWAD.WAD\"\nSTARTUPTITLE = \"Return of the Triad\"\nSTARTUPCOLORS = \"ffff00\", \"000099\""
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "addkeysection \"ROTT\" ROTT_KEYCONF\naddmenukey \"Remote Ridicule 1\" ROTT_RR1\naddmenukey \"Remote Ridicule 2\" ROTT_RR2\naddmenukey \"Remote Ridicule 3\" ROTT_RR3\naddmenukey \"Remote Ridicule 4\" ROTT_RR4\naddmenukey \"Remote Ridicule 5\" ROTT_RR5\naddmenukey \"Remote Ridicule 6\" ROTT_RR6\naddmenukey \"Remote Ridicule 7\" ROTT_RR7\naddmenukey \"Remote Ridicule 8\" ROTT_RR8\naddmenukey \"Remote Ridicule 9\" ROTT_RR9\naddmenukey \"Remote Ridicule 10\" ROTT_RR10\n\nalias ROTT_RR1 \"puke 999 0\"\nalias ROTT_RR2 \"puke 999 1\"\nalias ROTT_RR3 \"puke 999 2\"\nalias ROTT_RR4 \"puke 999 3\"\nalias ROTT_RR5 \"puke 999 4\"\nalias ROTT_RR6 \"puke 999 5\"\nalias ROTT_RR7 \"puke 999 6\"\nalias ROTT_RR8 \"puke 999 7\"\nalias ROTT_RR9 \"puke 999 8\"\nalias ROTT_RR10 \"puke 999 9\"\n\ndefaultbind KP1 ROTT_RR1\ndefaultbind KP2 ROTT_RR2\ndefaultbind KP3 ROTT_RR3\ndefaultbind KP4 ROTT_RR4\ndefaultbind KP5 ROTT_RR5\ndefaultbind KP6 ROTT_RR6\ndefaultbind KP7 ROTT_RR7\ndefaultbind KP8 ROTT_RR8\ndefaultbind KP9 ROTT_RR9\ndefaultbind KP0 ROTT_RR10"
},
{
"source": "pk3",
"name": "LANGUAGE.txt",
"contents": "/* U.S. English. (Sorry, it's not English English.) */\n\n[enu default]\n\nD_DEVSTR = \"Useless mode ON.\\n\";\nD_CDROM = \"CD-ROM Version: zdoom.ini from c:\\\\zdoomdat\\n\";\nPRESSKEY = \"\\c[grey]press a key.\";\nPRESSYN = \"\\c[grey]press y or n.\";\n\nQUITMSG = \"Are you sure you want to quit?\";\nTXT_YES = \"\\c[darkgrey](\\c[darkred]Yes\\c[darkgrey])\";\nTXT_NO = \"\\c[darkgrey](\\c[darkred]No\\c[darkgrey])\";\n\n// Quit Doom 1 messages\nQUITMSG1 = \"Are you sure?\";\nQUITMSG2 = \"Are you sure?\";\nQUITMSG3 = \"Are you sure?\";\nQUITMSG4 = \"Are you sure?\";\nQUITMSG5 = \"Are you sure?\";\nQUITMSG6 = \"Are you sure?\";\nQUITMSG7 = \"Are you sure?\";\n\n// Quit Doom II messages\nQUITMSG8 = \"Are you sure?\";\nQUITMSG9 = \"Are you sure?\";\nQUITMSG10 = \"Are you sure?\";\nQUITMSG11 = \"Are you sure?\";\nQUITMSG12 = \"Are you sure?\";\nQUITMSG13 = \"Are you sure?\";\nQUITMSG14 = \"Are you sure?\";\n\n//Rott Specials\n\nR_GKEYP = \"\\c[darkgreen]Picked up the \\c[gold]GOLD KEY.\";\nR_GKEY = \"\\c[darkgreen]You need the \\c[gold]GOLD KEY.\";\nR_GKEYOB = \"\\c[darkgreen]You need the \\c[gold]GOLD KEY \\c[darkgreen]to activate this object.\";\n\nR_SKEYP = \"\\c[darkgreen]Picked up the \\c[white]SILVER KEY.\";\nR_SKEY = \"\\c[darkgreen]You need the \\c[white]SILVER KEY.\";\nR_SKEYOB = \"\\c[darkgreen]You need the \\c[white]SILVER KEY \\c[darkgreen]to activate this object.\";\n\nR_IKEYP = \"\\c[darkgreen]Picked up the \\c[darkgray]IRON KEY.\";\nR_IKEY = \"\\c[darkgreen]You need the \\c[darkgray]IRON KEY.\";\nR_IKEYOB = \"\\c[darkgreen]You need the \\c[darkgray]IRON KEY \\c[darkgreen]to activate this object.\";\n\nR_RKEYP = \"\\c[darkgreen]Picked up the \\c[red]OSCURO KEY.\";\nR_RKEY = \"\\c[darkgreen]You need the \\c[darkred]OSCURO KEY.\";\nR_RKEYOB = \"\\c[darkgreen]You need the \\c[darkred]OSCURO KEY \\c[darkgreen]to activate this object.\";\n\nR_OKEYP = \"\\c[darkgreen]Picked up the \\c[blue]EYE KEY.\";\nR_OKEY = \"\\c[darkgreen]You need the \\c[blue]EYE KEY.\";\nR_OKEYOB = \"\\c[darkgreen]You need the \\c[blue]EYE KEY \\c[darkgreen]to activate this object.\";\n\nR_RIKEY = \"\\c[darkgreen]You need the \\c[red]OSCURO \\c[darkgreen]and \\c[darkgray]IRON KEY\\c[darkgreen]s.\";\nR_RIKEYOB = \"\\c[darkgreen]You need the \\c[red]OSCURO \\c[darkgreen]and \\c[darkgray]IRON KEY\\c[darkgreen]s to activate this object.\";\n\nLOADNET = \"you can't do load while in a net game!\\n\\npress a key.\";\nQLOADNET = \"you can't quickload during a netgame!\\n\\npress a key.\";\nQSAVESPOT = \"you haven't picked a quicksave slot yet!\\n\\npress a key.\";\nSAVEDEAD = \"you can't save if you aren't playing!\\n\\npress a key.\";\nQSPROMPT = \"quicksave over your game named\\n\\n'%s'?\\n\\npress y or n.\";\nQLPROMPT = \"do you want to quickload the game named\\n\\n'%s'?\\n\\npress y or n.\";\nNEWGAME = \"you can't start a new game\\nwhile in a network game.\\n\\npress a key.\";\nNIGHTMARE = \"are you sure? this skill level\\nisn't even remotely fair.\\n\\npress y or n.\";\nSWSTRING = \"this is the shareware version of doom.\\n\\nyou need to order the entire trilogy.\\n\\npress a key.\";\nMSGOFF = \"Messages OFF\";\nMSGON = \"Messages ON\";\nNETEND = \"you can't end a netgame!\\n\\npress a key.\";\nENDGAME = \"are you sure you want to end the game?\\n\\npress y or n.\";\nDOSY = \"\";\nEMPTYSTRING = \"\\c[orange]empty slot\";\nGGSAVED = \"game saved.\";\nHUSTR_MSGU = \"[Message unsent]\";\n\nHUSTR_TALKTOSELF1 = \"You mumble to yourself\";\nHUSTR_TALKTOSELF2 = \"Who's there?\";\nHUSTR_TALKTOSELF3 = \"You scare yourself\";\nHUSTR_TALKTOSELF4 = \"You start to rave\";\nHUSTR_TALKTOSELF5 = \"You've lost it...\";\nHUSTR_MESSAGESENT = \"[Message Sent]\";\n\nAMSTR_FOLLOWON = \"\\c[yellow]Follow Mode \\c[red]ON\";\nAMSTR_FOLLOWOFF = \"\\c[yellow]Follow Mode \\c[red]OFF\";\nAMSTR_GRIDON = \"\\c[yellow]Grid \\c[red]ON\";\nAMSTR_GRIDOFF = \"\\c[yellow]Grid \\c[red]OFF\";\nAMSTR_MARKEDSPOT = \"\\c[yellow]Marked Spot\";\nAMSTR_MARKSCLEARED = \"\\c[yellow]All Marks Cleared\";\nSTSTR_MUS = \"\\c[yellow]Music Change\";\nSTSTR_NOMUS = \"\\c[red]IMPOSSIBLE SELECTION\";\nSTSTR_DQDON = \"\\c[yellow]Woundless Mode \\c[red]ON\";\nSTSTR_DQDOFF = \"\\c[yellow]Woundless Mode \\c[red]OFF\";\nSTSTR_KFAADDED = \"\\c[yellow]Guns and Keys \\c[red]Added\";\nSTSTR_FAADDED = \"\\c[yellow]Guns (no keys) \\c[red]Added\";\nSTSTR_NCON = \"\\c[yellow]No Clipping Mode \\c[red]ON\";\nSTSTR_NCOFF = \"\\c[yellow]No Clipping Mode \\c[red]OFF\";\nSTSTR_BEHOLD = \"inVuln, Str, Inviso, Rad, Allmap, or Lite-amp\";\nSTSTR_BEHOLDX = \"\\c[red]Power-up Toggled\";\nSTSTR_CHOPPERS = \"... doesn't suck - GM\";\nSTSTR_CLEV = \"\\c[yellow]Changing Level...\\n\";\nTXT_BUDDHAON = \"\\c[yellow]Buddha mode \\c[red]ON\";\nTXT_BUDDHAOFF = \"\\c[yellow]Buddha mode \\c[red]OFF\";\n\n// Cast list (must appear in this order)\nCC_ZOMBIE = \"ZOMBIEMAN\";\nCC_SHOTGUN = \"SHOTGUN GUY\";\nCC_HEAVY = \"HEAVY WEAPON DUDE\";\nCC_IMP = \"IMP\";\nCC_DEMON = \"DEMON\";\nCC_LOST = \"LOST SOUL\";\nCC_CACO = \"CACODEMON\";\nCC_HELL = \"HELL KNIGHT\";\nCC_BARON = \"BARON OF HELL\";\nCC_ARACH = \"ARACHNOTRON\";\nCC_PAIN = \"PAIN ELEMENTAL\";\nCC_REVEN = \"REVENANT\";\nCC_MANCU = \"MANCUBUS\";\nCC_ARCH = \"ARCH-VILE\";\nCC_SPIDER = \"THE SPIDER MASTERMIND\";\nCC_CYBER = \"THE CYBERDEMON\";\nCC_HERO = \"OUR HERO\";\n\n// Gameflow messages\nTXT_FRAGLIMIT = \"Fraglimit hit.\";\nTXT_TIMELIMIT = \"Timelimit hit.\";\n\n// Spree messages\nSPREEKILLSELF = \"%o was looking good until %g killed %hself!\";\nSPREEOVER = \"%o's killing spree was ended by %k\";\nSPREE5 = \"%k is on a killing spree!\";\nSPREE10 = \"%k is on a rampage!\";\nSPREE15 = \"%k is dominating!\";\nSPREE20 = \"%k is unstoppable!\";\nSPREE25 = \"%k is Godlike!\";\n\n// Mulitkill messages\nMULTI2 = \"\\c[Green]Double kill!\";\nMULTI3 = \"\\c[yellow]Multi kill!\";\nMULTI4 = \"\\c[red]Ultra kill!\";\nMULTI5 = \"\\c[purple]Monster kill!\";\n\n// Obituary strings\n// First the self-kills, then the other-kills\nOB_SUICIDE = \"%o suicides.\";\nOB_FALLING = \"%o fell too far.\";\nOB_CRUSH = \"%o was squished.\";\nOB_EXIT = \"%o tried to leave.\";\nOB_WATER = \"%o can't swim.\";\nOB_SLIME = \"%o mutated.\";\nOB_LAVA = \"%o burned to death.\";\nOB_BARREL = \"%o went boom.\";\nOB_SPLASH = \"%o stood in the wrong spot.\";\nOB_R_SPLASH = \"%o should have stood back.\";\nOB_ROCKET = \"%o should have stood back.\";\nOB_KILLEDSELF = \"%o killed %hself.\";\n\n// Same as OB_MPTELEFRAG, but shown when a monster telefrags you\nOB_MONTELEFRAG = \"%o was telefragged.\";\n\nOB_DEFAULT = \"%o died.\";\nOB_FRIENDLY1 = \"%k mows down a teammate.\";\nOB_FRIENDLY2 = \"%k checks %p glasses.\";\nOB_FRIENDLY3 = \"%k gets a frag for the other team.\";\nOB_FRIENDLY4 = \"%k loses another friend.\";\n\nSAVEGAMENAME = \"Z_ROTT\";\nSTARTUP1 = \" \";\nSTARTUP2 = \" \";\nSTARTUP3 = \"Now running Retrun of the Triad....\";\nSTARTUP4 = \" \";\nSTARTUP5 = \" \";\n\nTXT_CHEATPOWERON = \"POWER ON\";\nTXT_CHEATPOWEROFF = \"POWER OFF\";\nTXT_CHEATHEALTH = \"FULL HEALTH\";\nTXT_CHEATKEYS = \"ALL KEYS\";\nTXT_CHEATSOUNDON = \"SOUND DEBUG ON\";\nTXT_CHEATSOUNDOFF = \"SOUND DEBUG OFF\";\nTXT_CHEATIDDQD = \"TRYING TO CHEAT, EH? NOW YOU DIE!\";\nTXT_CHEATIDKFA = \"CHEATER - YOU DON'T DESERVE WEAPONS\";\nTXT_CHEATTICKERON = \"TICKER ON\";\nTXT_CHEATTICKEROFF = \"TICKER OFF\";\nTXT_CHEATARTIFACTS3 = \"YOU GOT IT\";\nTXT_MIDASTOUCH = \"YOU GOT THE MIDAS TOUCH, BABY\";\nTXT_GOTSTUFF = \"You got the stuff!\";\nTXT_FREEZEON = \"\\c[yellow]Freeze mode \\c[red]on\";\nTXT_FREEZEOFF = \"\\c[yellow]Freeze mode \\c[red]off\";\nTXT_STRANGE = \"You feel strange...\";\nTXT_STRANGER = \"You feel even stranger.\";\nTXT_NOTSTRANGE = \"You feel like yourself again.\";\nTXT_LEADBOOTSON = \"LEAD BOOTS ON\";\nTXT_LEADBOOTSOFF = \"LEAD BOOTS OFF\";\nTXT_LIGHTER = \"\\c[yellow]Mercury mode \\c[red]ON\";\nTXT_GRAVITY = \"\\c[yellow]Mercury mode \\c[red]OFF\";\n\nRAVENQUITMSG = \"ARE YOU SURE YOU WANT TO QUIT?\";\n\n// Hexen strings\n\n// Mana\n\nTXT_MANA_1 = \"BLUE MANA\";\nTXT_MANA_2 = \"GREEN MANA\";\nTXT_MANA_BOTH = \"COMBINED MANA\";\n\n// Menu\nMNU_NEWGAME\t\t\t= \"\\clNEW GAME\";\nMNU_OPTIONS\t\t\t= \"\\clOPTIONS\";\nMNU_GAMEFILES\t\t= \"GAME FILES\";\nMNU_INFO\t\t\t= \"INFO\";\nMNU_QUITGAME\t\t= \"\\clQUIT GAME\";\n\nMNU_FIGHTER\t\t\t= \"FIGHTER\";\nMNU_CLERIC\t\t\t= \"CLERIC\";\nMNU_MAGE\t\t\t= \"MAGE\";\nMNU_RANDOM\t\t\t= \"RANDOM\";\n\nMNU_LOADGAME\t\t= \"\\clRESTORE GAME\";\nMNU_SAVEGAME\t\t= \"\\clSAVE GAME\";\n\nMNU_COTD\t\t\t= \"CITY OF THE DAMNED\";\nMNU_HELLSMAW\t\t= \"HELL'S MAW\";\nMNU_DOME\t\t\t= \"THE DOME OF D'SPARIL\";\nMNU_OSSUARY\t\t\t= \"THE OSSUARY\";\nMNU_DEMESNE\t\t\t= \"THE STAGNANT DEMESNE\";\n\nMNU_WETNURSE\t\t= \"THOU NEEDETH A WET-NURSE\";\nMNU_YELLOWBELLIES\t= \"YELLOWBELLIES-R-US\";\nMNU_BRINGEST\t\t= \"BRINGEST THEM ONETH\";\nMNU_SMITE\t\t\t= \"THOU ART A SMITE-MEISTER\";\nMNU_BLACKPLAGUE\t\t= \"BLACK PLAGUE POSSESSES THEE\";\n\nMNU_NOPICTURE\t\t= \"No Picture\";\nMNU_DIFFVERSION\t\t= \"Different\\nVersion\";\nMNU_NOFILES\t\t\t= \"No files\";\n\nMNU_CHOOSECLASS\t\t= \"\\clChoose Player\";\nMNU_CHOOSESKILL\t\t= \"\\clChoose Difficulty:\";\n\nMNU_SQUIRE\t\t\t= \"SQUIRE\";\nMNU_KNIGHT\t\t\t= \"KNIGHT\";\nMNU_WARRIOR\t\t\t= \"WARRIOR\";\nMNU_BERSERKER\t\t= \"BERSERKER\";\nMNU_TITAN\t\t\t= \"TITAN\";\n\nMNU_ALTARBOY\t\t= \"ALTAR BOY\";\nMNU_ACOLYTE\t\t\t= \"ACOLYTE\";\nMNU_PRIEST\t\t\t= \"PRIEST\";\nMNU_CARDINAL\t\t= \"CARDINAL\";\nMNU_POPE\t\t\t= \"POPE\";\n\nMNU_APPRENTICE\t\t= \"APPRENTICE\";\nMNU_ENCHANTER\t\t= \"ENCHANTER\";\nMNU_SORCERER = \"SORCERER\";\nMNU_WARLOCK\t\t\t= \"WARLOCK\";\nMNU_ARCHMAGE\t\t= \"ARCHMAGE\";\n\nMNU_PLAYERSETUP\t\t= \"\\clPLAYER SETUP\";\n\nMNU_DELETESG\t\t= \"Do you really want to delete the savegame\\n\";\n\nMNU_ONLYREGISTERED\t= \"ONLY AVAILABLE IN THE REGISTERED VERSION\";\n\n// Bloodbath announcer\n\nBBA_BONED = \"%k boned %o like a fish\";\nBBA_CASTRA = \"%k castrated %o\";\nBBA_CREAMED = \"%k creamed %o\";\nBBA_DECIMAT = \"%k decimated %o\";\nBBA_DESTRO = \"%k destroyed %o\";\nBBA_DICED = \"%k diced %o\";\nBBA_DISEMBO = \"%k disembowled %o\";\nBBA_FLATTE = \"%k flattened %o\";\nBBA_JUSTICE = \"%k gave %o Anal Justice\";\nBBA_MADNESS = \"%k gave AnAl MaDnEsS to %o\";\nBBA_KILLED = \"%k killed %o\";\nBBA_MINCMEAT = \"%k made mincemeat out of %o\";\nBBA_MASSACR = \"%k massacred %o\";\nBBA_MUTILA = \"%k mutilated %o\";\nBBA_REAMED = \"%k reamed %o\";\nBBA_RIPPED = \"%k ripped %o a new orifice\";\nBBA_SLAUGHT = \"%k slaughtered %o\";\nBBA_SMASHED = \"%k smashed %o\";\nBBA_SODOMIZ = \"%k sodomized %o\";\nBBA_SPLATT = \"%k splattered %o\";\nBBA_SQUASH = \"%k squashed %o\";\nBBA_THROTTL = \"%k throttled %o\";\nBBA_WASTED = \"%k wasted %o\";\nBBA_BODYBAG = \"%k body bagged %o\";\nBBA_HELL = \"%k sent %o to Hell\";\nBBA_TOAST = \"%k toasted %o\";\nBBA_SNUFF = \"%k snuffed %o\";\nBBA_HOSED = \"%k hosed %o\";\nBBA_SPRAYED = \"%k sprayed %o\";\nBBA_DOGMEAT = \"%k made dog meat out of %o\";\nBBA_BEATEN = \"%k beat %o like a cur\";\n\nBBA_EXCREMENT = \"%o is excrement\";\nBBA_HAMBURGER = \"%o is hamburger\";\nBBA_SCROTUM = \"%o suffered scrotum separation\";\nBBA_POPULATION = \"%o volunteered for population control\";\nBBA_SUICIDE = \"%o has suicided\";\nBBA_DARWIN = \"%o received the Darwin Award\";"
},
{
"source": "pk3",
"name": "LOCKDEFS.txt",
"contents": "Clearlocks\n\nLock 7\n{\n GoldKey2\n\tMessage \"$R_GKEY\"\n\tRemoteMessage \"$R_GKEYOB\"\n\tMapcolor 255 201 14\n}\n\nLock 8\n{\n SilverKey2\n\tMessage \"$R_SKEY\"\n\tRemoteMessage \"$R_SKEYOB\"\n\tMapcolor 255 235 255\n}\n\nLock 9\n{\n IronKey\n\tMessage \"$R_IKEY\"\n\tRemoteMessage \"$R_IKEYOB\"\n\tMapcolor 180 200 64\n}\n\nLock 10\n{\n RedKey2\n\tMessage \"$R_RKEY\"\n\tRemoteMessage \"$R_RKEYOB\"\n\tMapcolor 180 0 0\n}\n\nLock 11\n{\n OscuroKey\n\tMessage \"$R_OKEY\"\n\tRemoteMessage \"$R_OKEYOB\"\n\tMapcolor 180 0 0\n}\n\nLock 12\n{\n RedKey2, IronKey\n\tMessage \"$R_RIKEY\"\n\tRemoteMessage \"$R_RIKEYOB\"\n\tMapcolor 180 0 0\n}"
},
{
"source": "pk3",
"name": "MENUDEF.txt",
"contents": "DEFAULTLISTMENU\n{\n\n\tSelector \"CURSOR01\", -32, -5\n\tLinespacing 16\n\tFont \"DBigFont\", \"grey\"\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// The main menu. There's a lot of differences here between the games\n//\n//-------------------------------------------------------------------------------------------\n\nLISTMENU \"MainMenu\"\n{\n\tIfGame(Doom, Chex, Strife, Heretic, Hexen)\n\t{\n\n StaticPatchCentered 160, 0, \"MENU_BAK\"\n StaticTextCentered 160, 15, \"Main Menu\"\n\t\tStaticPatch 16, 32, \"M_DOOM\"\n\t\t//Position 97, 56\n Position 64, 50\n\n \tTextItem \"NEW GAME\", \"n\", \"PlayerclassMenu\"\n\t\tTextItem \"RESTORE GAME\", \"r\", \"LoadGameMenu\"\n\t\tTextItem \"SAVE GAME\", \"s\", \"SaveGameMenu\"\n\t\tTextItem \"OPTIONS\",\"o\", \"OptionsMenu\"\n TextItem \"PLAYER SETUP\",\"o\", \"PlayerMenu\"\n TextITEM \"END GAME\", \"e\", \"EndGameMenu\"\n TextItem \"HELP\", \"h\", \"ReadThisMenu\"\n\t\tTextItem \"QUIT\", \"q\", \"QuitMenu\"\n\n\t}\n}\n\nListMenu \"PlayerclassMenu\"\n{\n\tIfGame(Doom, Heretic, Hexen, Strife)\n\t{\n\t\tNetgameMessage \"$NETGAME\"\n\t}\n\tIfGame(Chex)\n\t{\n\t\tNetgameMessage \"$CNETGAME\"\n\t}\n\n\tIfGame(Doom, Chex, Strife, Heretic, Hexen)\n\t{\n StaticPatchCentered 160, 0, \"MENU_BAK\"\n StaticPatch 16, 32, \"M_DOOM\"\n\t\tStaticTextCentered 160, 15, \"$MNU_CHOOSECLASS\"\n\t\tPosition 64, 50\n\t\tPlayerDisplay 208, 90, \"00 00 00\", \"FF FF FF\"\n\t\tMouseWindow 0, 240\n\t}\n\n\t// The rest of this menu will be set up based on the actual player definitions.\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// The skill menu\n// Most of this will be filled in at runtime\n//\n//-------------------------------------------------------------------------------------------\n\nListMenu \"SkillMenu\"\n{\n StaticPatchCentered 160, 0, \"MENU_BAK\"\n StaticPatch 16, 32, \"M_DOOM\"\n\t\tStaticTextCentered 160, 15, \"CHOOSE SKILL LEVEL\"\n\t\tPosition 64, 50\n Linespacing 32\n StaticPatch 250, 36, \"NEWG1\"\n StaticPatch 250, 74, \"NEWG2\"\n StaticPatch 250, 112, \"NEWG3\"\n StaticPatch 250, 150, \"NEWG4\"\n\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// The episode menu\n// The init code will set the first item to 'autoselect' if it's the only one.\n//\n//-------------------------------------------------------------------------------------------\n\nListMenu \"EpisodeMenu\"\n{\n\tIfGame(Doom, Heretic, Hexen, Strife)\n\t{\n\t\tNetgameMessage \"$NETGAME\"\n\t}\n\tIfGame(Chex)\n\t{\n\t\tNetgameMessage \"$CNETGAME\"\n\t}\n\n StaticPatchCentered 160, 0, \"MENU_BAK\"\n StaticPatch 16, 32, \"M_DOOM\"\n\t\tStaticTextCentered 160, 15, \"CHOOSE AN EPISODE\"\n Position 64, 56\n Linespacing 56\n StaticPatch 200, 56, \"epi_1t\"\n StaticPatch 200, 112, \"epi_2t\"\n\n\t// items will be filled in by MAPINFO\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Base definition for load game menu. Only the configurable part is done here\n//\n//-------------------------------------------------------------------------------------------\n\nListMenu \"LoadGameMenu\"\n{\n\tIfGame(Doom, Heretic, Hexen, Strife)\n\t{\n\t\tNetgameMessage \"$LOADNET\"\n\t}\n\tIfGame(Chex)\n\t{\n\t\tNetgameMessage \"$CLOADNET\"\n }\n StaticPatchCentered 160, 0, \"MENU_BAK\"\n\tStaticTextCentered 160, -10, \"RESTORE GAME\"\n\tPosition 80,54\n\tClass \"LoadMenu\"\t// uses its own implementation\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// Base definition for save game menu. Only the configurable part is done here\n//\n//-------------------------------------------------------------------------------------------\n\nListMenu \"SaveGameMenu\"\n{\n\n StaticPatchCentered 160, 0, \"MENU_BAK\"\n\tStaticTextCentered 160, -10, \"SAVE GAME\"\n\tPosition 80,54\n\tClass \"SaveMenu\"\t// uses its own implementation\n}\n\n//-------------------------------------------------------------------------------------------\n//\n// The player menu\n//\n//-------------------------------------------------------------------------------------------\n\nOptionValue \"Gender\"\n{\n\t0, \"Male\"\n\t1, \"Female\"\n\t2, \"Other\"\n}\n\nOptionValue \"Autoaim\"\n{\n\t0, \"Never\"\n\t1, \"Very low\"\n\t2, \"Low\"\n\t3, \"Medium\"\n\t4, \"High\"\n\t5, \"Very high\"\n\t6, \"Always\"\n}\n\nListMenu \"PlayerMenu\"\n{\n StaticPatchCentered 160, 0, \"MENU_BAK\"\n StaticPatch 16, 32, \"M_DOOM\"\n\tStaticTextCentered 160, 15, \"PLAYER SETUP\"\n Position 40, 50\n\tFont \"smallfont\"\n\tLinespacing 12\n\n\tPlayerNameBox \"Name\", -4, \"Playerbox\"\n ValueText \"Character\", \"Class\"\n\tSelector \"-\", -16, -1\n\tMouseWindow 0, 0\n\tPlayerDisplay 210, 80, \"00 00 00\", \"80 80 80\", 1, \"PlayerDisplay\"\n\tValueText \"Autoaim\", \"Autoaim\", \"Autoaim\"\n\tValueText \"Switch on pickup\", \"Switch\", \"OffOn\"\n\tValueText \"Always Run\", \"AlwaysRun\", \"OnOff\"\n\tValueText \"Team\", \"Team\"\n\tValueText \"Color\", \"Color\"\n Linespacing 10\n\tSlider \"Red\", \"Red\", 0, 255, 16\n\tSlider \"Green\", \"Green\", 0, 255, 16\n\tSlider \"Blue\", \"Blue\", 0, 255, 16\n\n\tClass \"PlayerMenu\"\n}"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "Base none;\nheight 0;"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "player/yes\tP_TC\ncassat/yes\tP_TC\nbarett/yes\tP_TB\nni/yes\t\tP_LN\nwendt/yes\tP_DW\nfreely/yes\tP_IPF\n\n$playersound\tfreely\tmale\t*pain100\tP_IP_OW\n$playersounddup freely\tmale\t*pain75\t\t*pain100\n$playersounddup freely\tmale\t*pain50\t\t*pain100\n$playersounddup freely\tmale\t*pain25\t\t*pain100\n$playersound\tfreely\tmale\t*death\t\tP_IPDIE\n\n$playersound\tbarett\tfemale\t*pain100\tP_TB_OW\n$playersounddup barett\tfemale\t*pain75\t\t*pain100\n$playersounddup barett\tfemale\t*pain50\t\t*pain100\n$playersounddup barett\tfemale\t*pain25\t\t*pain100\n$playersound\tbarett\tfemale\t*death\t\tP_TBDIE\n$playersound\tbarett\tfemale\t*grunt\t\tP_LAND\n$playersound\tbarett\tfemale\t*land\t\tP_LAND\n$playersound\tbarett\tfemale\t*usefail\tP_TB_OW\n\n$playersound\tni\tfemale\t*pain100\tP_LN_OW\n$playersounddup ni\tfemale\t*pain75\t\t*pain100\n$playersounddup ni\tfemale\t*pain50\t\t*pain100\n$playersounddup ni\tfemale\t*pain25\t\t*pain100\n$playersound\tni\tfemale\t*death\t\tP_LNDIE\n$playersound\tni\tfemale\t*grunt\t\tP_LAND\n$playersound\tni\tfemale\t*land\t\tP_LAND\n$playersound\tni\tfemale\t*usefail\tP_TB_OW\n\n$playersound\twendt\tmale\t*pain100\tP_DW_OW\n$playersounddup wendt\tmale\t*pain75\t\t*pain100\n$playersounddup wendt\tmale\t*pain50\t\t*pain100\n$playersounddup wendt\tmale\t*pain25\t\t*pain100\n$playersound\twendt\tmale\t*death\t\tP_DWDIE\n\n$playersound\tplayer\tmale\t*gibbed\t\tA_SQUISH\n$playersound\tplayer\tmale\t*xdeath\t\tP_DYING\n$playersound\tplayer\tmale\t*death\t\tP_DYING\n$playersound\tplayer\tmale\t*grunt\t\tA_OOF\n$playersound\tplayer\tmale\t*land\t\tP_LAND\n$playersound\tplayer\tmale\t*usefail\tC_NOWAY\n\nplayer/burned\tP_BURNED\n\nremote1\t\tR_BHINYA\nremote2\t\tR_GESWUT\nremote3\t\tR_GO4IT\nremote4 \tR_GOTCHA\nremote5\t\tR_HAHAHA\nremote6\t\tR_LADADA\nremote7\t\tR_OVRHER\nremote8\t\tR_WENER\nremote9\t\tR_WHEREU\nremote10\tR_YGOTME\n\nrottdoorclose \tDS_RCLOS\nrottdoorlocked\tC_NOTOUC\nSwitch1\t\tC_TOUCHP\nSwitch2\t\t*Switch1\npushwall\tE_PWALL\npushwallstop\tE_WALHIT\nmovingwall1\tE_WALL\nmovingwall2\tE_TWALL\nLightning \tE_THUND2\nglass\t\tC_GLASS\ngetkey\t\tG_KEY\n\nmenu/activate\t\t\tM_FLIP\t// Activate a new menu\nmenu/backup\t\t\tM_ESC\t// Backup to previous menu\nmenu/prompt\t\t\tM_INFO\t// Activate a prompt \"menu\"\nmenu/cursor\t\t\tM_MOVE\t// Move cursor up/down\nmenu/change\t\t\tM_MOVE\t// Select new value for option\nmenu/invalid\t\t\tM_NOPE\t\t// Menu not available\nmenu/dismiss\t\t\tM_WARNING\t// Dismiss a prompt message\nmenu/choose\t\t\tM_SELECT\t// Choose a menu item\nmenu/clear\t\t\tM_ESC\t// Close top menu\n\n$alias misc/secret *player/yes\n\nQUITM1\tQ_CAROFF\nQUITM2\tQ_CYANI\nQUITM3\tQ_ECHAIR\nQUITM4\tQ_FIRING\nQUITM5\tQ_GUILL\nQUITM6\tQ_PLUG\nQUITM7 Q_TRAPDO\n\ngen/god1 P_GOD1\ngen/god2 P_GOD2\ngen/god3 P_GOD3\n\ngen/bonus\tG_100PCT\ngen/nobonus\tG_NOBONU\ngen/levelend\tG_END\n\ngen/xlife\tG_1up\ngen/xlife2\tG_3up\n\nsplit/shoot\tP_SPMSLF\nsplit/split\tP_SPLITS\nfirebomb/shoot\tP_FireBM\npistol2/shoot\tP_A2PIST\nmp40/shoot\tds_mp40\ndrunk/shoot P_DRUNK\nfirewall/shoot P_FWFIRE\nfirewall/Burn P_FWALL\nbazooka/shoot P_BAZOOK\nhseek/shoot P_HEATSK\ngen/pickup\tG_WEAPON\ngen/wepswitch\tP_SELWPN\nmissile/fly\tP_MISFLY\nmissile/die\tP_MISHIT\ngen/spear\tE_SPEAR\nmisc/gibbed\tA_SQUISH\ngen/blades\tE_SPINBL\ngen/itembreak\tC_ITMBRK\ngen/ping1\tP_RICOCH\ngen/ping2\tP_RICOC1\ngen/ping3\tP_RICOC2\ngen/firejet\tE_FJET\ngen/boing\tE_SPRING\ngen/heal1\tG_HEAL3\ngen/heal2\tG_HEAL1\ngen/dying\tP_DYING\ngen/vest\tG_AAVEST\ngen/asbestos\tG_ABVEST\ngen/dogmode G_PDOG\ngen/elasto\tg_PELAST\ngen/mecury\tg_PFLEET\ngen/godmode\tg_PGOD\ngen/shrooms\tg_PSHROO\ngen/dogdown\tP_DOGMAN\ngen/goddown\tP_GODMAN\ngen/losepower\tP_LOSE\ngen/teleport\tN_SPAWN2\ngen/telexit\tP_PLAYSP\n\ngas/cough\tP_COUGHM\ngas/end\t\tC_GASEND\ngas/release\tC_GASRLS\ngasmask\t\tC_GASMSK\ngassing\t\tC_GASHIS\n\ndog/chew\tP_DOGBIT\ndog/charge\tP_DOGPRP\ndog/lick\tP_DOGLIK\ndog/blast\tP_DOGBLA\n\nexcalibat/charge\tP_BATUP\nexcalibat/swing\tP_BATSWI\nexcalibat/blast\tP_BATBLA\nexcalibat/hit\tP_BATHIT\n\nksphere/charge\tP_GRAVUP\nksphere/fire\tP_GRAVFI\nksphere/projectile P_GRAVGO\nksphere/death\tP_GRAVHT\n\ngen/expl1\tC_explod\ngen/expl2 C_expflo\ngen/burned\ta_burned\ngen/skel\ta_skeltn\ngen/gibs\tA_GIBSPL\n\ngod/projectile \tp_agod\ngod/zap\t\tp_zap\ngod/bang\tp_fireht\n\nrobot/see\tRO_SEE\nrobot/fire\tRO_FIRE\nrobot/die\tRO_DIE\nrobot/move\tKR_MOTOR\n\nlowguard/see \tlg_1boo\nlowguard/death \tlg_1die\nlowguard/see2\tlg_1see\nlowguard/see3\tlg_1see3\nlowguard/pain\tlg_ouch\n\nenforcer/die en_die\nenforcer/fire en_fire\nenforcer/ouch\ten_ouch\nenforcer/see\ten_see\nenforcer/throw\tEN_THROW\n\noverpatrol/die op_die\noverpatrol/net op_fnet\noverpatrol/ouch\top_ouch\noverpatrol/see\top_1see\n\nhighguard/see \thg_1see\nhighguard/see2\thg_2see\nhighguard/death hg_die\nhighguard/pain\thg_ouch\n\nstriketeam/see \tst_1see\nstriketeam/roll st_roll\nstriketeam/death\tst_die\nstriketeam/pain\tst_ouch\n\nLnGuardsee1 \tBL_1SEE\nLnGuardsee2 \tBL_2SEE\nLnGuardouch \tBL_OUCH\nLnGuarddie \tBL_DIE\nLnGuardplea \tBL_PLEA\nLnGuardplea2 \tBL_PLEA2\nLnGuardplea3 \tBL_PLEA3\n\nFireMonk/see \tFM_SEE\nFireMonk/death \tFM_DIE\nFireMonk/Fire\tFM_FIRE\nFireMonk/pain\tFM_OUCH\n\nDrainMonk/see \tMO_SEE\nDrainMonk/death MO_DIE\nDrainMonk/fire\tMO_DRAIN\nDrainMonk/pain\tMO_OUCH\n\nFireballShot\tE_FCHUTE\nFireballExp\tE_FBALHT\n\n$random pings {gen/ping1 , gen/ping2 , gen/ping3}\n$random genexpl {gen/expl1 , gen/expl2}\n$random LnGuardsee {LnGuardsee1 , LnGuardsee2}\n$random hguardsee {highguard/see , highguard/see2}\n\n$AMBIENT 1 Lightning POINT PERIODIC 255.0 1.0\n$AMBIENT 2 Gassing POINT CONTINUOUS 1.0\n\n$random lowguard {lowguard/see2 lowguard/see3}\n$random menu/quit1 { QUITM1 QUITM2 QUITM3 QUITM4 QUITM5 QUITM6 QUITM7 }\n$random menu/quit2 { QUITM1 QUITM2 QUITM3 QUITM4 QUITM5 QUITM6 QUITM7 }\n$random godsounds {gen/god1 gen/god2 gen/god3}\n\n$rolloff FireballShot 256 512\n$rolloff Fireballexp 192 400\n\n$alias misc/teleport gen/telexit\n$alias misc/spawn gen/teleport\n\nrottdooropen \tDS_ROPEN\ngen/life\tG_LIFE2"
},
{
"source": "pk3",
"name": "SNDSEQ.txt",
"contents": ":gasmask\nplay gasmask\nnostopcutoff\nend\n\n:lockeddoor\nplay rottdoorlocked\nnostopcutoff\nend\n\n:playerburn\nplayuntildone player/burned\nend\n\n:rottdooropen\nplay rottdooropen\nnostopcutoff\nend\n\n:rottdoorclose\nplay rottdoorclose\nnostopcutoff\nend\n\n:pushwall\n door 1\n attenuation normal\n playloop\tpushwall 100\n stopsound\tpushwallstop\n volume 127\nend\n\n:movingwall\n\tdoor 2\n\tattenuation static\n playloop\tmovingwall1 35\n stopsound\tpushwallstop\n volume 127\nend\n\n:movingwall2\n\tdoor 3\n\tattenuation static\n playloop\tmovingwall2 35\n stopsound\tpushwallstop\n volume 127\nend\n\n:Floor\n playloop\tmovingwall1 35\n stopsound\tpushwallstop\n volume 64\nend\n\n:Platform\n playloop\tmovingwall2 35\n stopsound\tpushwallstop\nend\n\n:CeilingNormal\n playloop\tmovingwall2 35\n stopsound\tpushwallstop\n end\n\n:CeilingSemiSilent\n playloop\tmovingwall2 35\n volume 64\n end"
},
{
"source": "pk3",
"name": "TERRAIN.txt",
"contents": "terrain FIREPLACE\n{\n\tfootclip\t\t5\n\tliquid\n\tfriction\t\t0.75\n\n damagetype fire\n damageamount 3\n damagetimemask 5\n}\n\nterrain\tRott_Water\n{\n\tfootclip\t\t5\n\tliquid\n\tfriction\t\t0.95\n\n}\n\nfloor FPLACE1 FIREPLACE\nfloor WARTER Rott_Water"
},
{
"source": "pk3",
"name": "TEXTCOLO.txt",
"contents": "Brick\n{\n\t#470000 #FFB8B8\nConsole:\n\t#470000 #A35C5C 0 127\n\t#800000 #FFFEFE 128 256\nFlat:\n\t#CC3333\n}\n\nTan\n{\n\t#332B13 #FFEBDF\nConsole:\n\t#332B13 #998B79 0 127\n\t#998B79 #FFFFFF 128 256\nFlat:\n\t#D2B48C\n}\n\nGray Grey\n{\n\t#000000 #FFFFFF\nConsole:\n\t#272727 #8B8B8B 0 127\n\t#505050 #FFFFFF 128 256\nFlat:\n\t#CCCCCC\n}\n\nGreen\n{\n\t#000000 #00FF00\nConsole:\n\t#000000 #007F00 0 127\n\t#00FF00 #FEFFFE 128 256\nFlat:\n\t#00CC00\n}\n\nBrown\n{\n\t#533F2F #BFA78F\nConsole:\n\t#000000 #7F4000 0 127\n\t#432F1F #FFE7CF 128 256\nFlat:\n\t#996633\n}\n\nGold\n{\n #000000 #d47834 0 127\n\t#fcec00 #dca400 128 256\nConsole:\n\t#000000 #7FC040 0 127\n\t#DFBF00 #DFFFFE 128 256\nFlat:\n\t#FFCC00\n}\n\nRed\n{\n\t#000000 #FF0000 0 127\n #FF0000 #FFAAAA 128 256\n\nConsole:\n\t#000000 #7F0000 0 127\n\t#FF0000 #FFFEFE 128 256\nFlat:\n\t#FF5566\n}\n\nBlue\n{\n\t#000000 #0000FF 0 127\n #0000FF #9999FF 128 256\nConsole:\n\t#000000 #00007F 0 127\n\t#4040FF #DEDEFF 128 256\nFlat:\n\t#9999FF\n}\n\nOrange\n{\n\t#200000 #FF8000\nConsole:\n\t#200000 #904000 0 127\n\t#FF7F00 #FFFEFE 128 256\nFlat:\n\t#FFAA00\n}\n\n// This is designed to match the white Heretic/Hexen font.\n// It is close to the gray BOOM font, but not quite the same.\nWhite\n{\n #000000 #CCCCCC 0 64\n\t#CCCCCC #FFFFFF 65 256\nConsole:\n\t#000000 #7F7F7F 0 127\n\t#808080 #FFFFFF 128 256\nFlat:\n\t#DFDFDF\n}\n\n// This is designed to match the yellow Hexen font, which has a\n// gray outline filled with shades of yellow.\nYellow\n{\n\t#000000 #FFFF00 0 127\n\t#FFF000 #FFFFFF 128 256\nConsole:\n\t#000000 #7F7F00 0 127\n\t#FFFF00 #FFFFFF 128 256\nFlat:\n\t#EEEE33\n}\n\nUntranslated\n{\n}\n\nBlack\n{\n\t#000000 #111111\nConsole:\n\t#000000 #323232 0 127\n\t#0A0A0A #505050 128 256\nFlat:\n\t#000000\n}\n\nLightBlue \"Light Blue\"\n{\n\t#000000 #B4B4FF\nConsole:\n\t#00003C #5050FF 0 127\n\t#8080FF #FFFFFF 128 256\nFlat:\n\t#33EEFF\n}\n\nCream\n{\n\t#000000 #FFD7BB\nConsole:\n\t#2B230F #BF7B4B 0 127\n\t#FFB383 #FFFFFF 128 256\nFlat:\n\t#FFCC99\n}\n\nOlive\n{\n\t#000000 #7B7F50\nConsole:\n\t#373F27 #7B7F63 0 127\n\t#676B4F #D1D8A8 128 256\nFlat:\n\t#D1D8A8\n}\n\nDarkGreen \"Dark Green\"\n{\n\t#000000 #046104 0 127\n\t#147914 #3cc53c 128 256\nConsole:\n\t#000000 #005800 0 127\n\t#008C00 #DCFFDC 128 256\nFlat:\n\t#008C00\n}\n\nDarkRed \"Dark Red\"\n{\n\t#000000 #FF0000\nConsole:\n\t#000000 #730000 0 127\n\t#800000 #FFDCDC 128 255\nFlat:\n\t#800000\n}\n\nDarkBrown \"Dark Brown\"\n{\n\t#000000 #A36B3F\nConsole:\n\t#2B230F #773000 0 127\n\t#735743 #F7BD58 128 256\nFlat:\n\t#663333\n}\n\nPurple\n{\n\t#000000 #CF00CF\nConsole:\n\t#000000 #9F009B 0 127\n\t#FF00FF #FFFFFF 128 256\nFlat:\n\t#9966CC\n}\n\nDarkGray DarkGrey \"Dark Gray\" \"Dark Grey\"\n{\n\t#000000 #646464 0 127\n\t#404040 #B4B4B4 128 256\nConsole:\n\t#000000 #646464 0 127\n\t#404040 #B4B4B4 128 256\nFlat:\n\t#808080\n}\n\nCyan\n{\n\t#001F1F #00F0F0\nConsole:\n\t#000000 #007F7F 0 127\n\t#00FFFF #FEFFFF 128 256\nFlat:\n\t#00DDDD\n}"
},
{
"source": "pk3",
"name": "ZMAPINFO.txt",
"contents": "GAMEINFO\n{\nplayerclasses = \"cassat\", \"ipfreely\", \"Barett\", \"wendt\", \"ni\"\n\nborder = 8, 0, \"MENUTR\", \"MENUT\", \"MENUTL\", \"MENUR\", \"MENUL\", \"MENUBR\", \"MENUB\", \"MENUBL\"\nborderflat = \"TITLEPIC\"\ndimcolor = \"000000\"\ndimamount = 0.0\nintermissioncounter = false\nintermissionmusic = \"HOWDIDO\"\ninfopage = \"HELP\"\nskyflatname = \"F_SKY1\"\ntitlepage = \"TITLEPIC\"\nquitmessages = \"Are you sure you want to quit?\\n\\nPress y or n.\"\n\n\tmenufontcolor_title = \"UNTRANSLATED\"\n\tmenufontcolor_label = \"GREY\"\n\tmenufontcolor_value = \"DARKGREY\"\n\tmenufontcolor_action = \"GREY\"\n\tmenufontcolor_header = \"DARKGREEN\"\n\tmenufontcolor_highlight = \"DARKGREEN\"\n\tmenufontcolor_selection = \"ORANGE\"\n\tmenubackbutton = \"backbut\"\n}\n\nclearepisodes\n\nEPISODE MAP11\n{\npicname = \"epi_1\"\nkey = 1\n}\n\nEPISODE MAP01\n{\npicname = \"epi_2\"\nkey = 2\n}\n\nclearskills\n\nskill easy\n{\n DamageFactor = 0.75\n monsterhealth = 0.75\n picname = \"skillw1\"\n spawnfilter = \"EASY\"\n}\n\nskill Medium\n{\n DamageFactor = 1.0\n monsterhealth = 1.0\n picname = \"skillw2\"\n spawnfilter = \"NORMAL\"\n}\n\nskill Hard\n{\n DamageFactor = 1.25\n monsterhealth = 1.25\n picname = \"skillw3\"\n spawnfilter = \"HARD\"\n}\n\nskill VeryHard\n{\n DamageFactor = 1.75\n monsterhealth = 1.75\n aggressiveness = 1.0\n picname = \"skillw4\"\n spawnfilter = \"HARD\"\n}\n\nmap TITLEMAP \"RETURN OF THE TRIAD\"\n\n{\nnointermission\nmusic = \"introm\"\n}\n\nmap map01 \"INTO THE FORTRESS\"\n\n{\nlevelnum = 1\nnointermission\nkeepfullinventory\nnocrouch\nsky1 = \"SKYLG1\" , 0\nsecretnext = \"map30\"\nnext = \"map02\"\nmusic = \"suckthis\"\ncluster = 2\n}\n\nmap map02 \"ANOTHER 'MIST'AKE\"\n{\nlevelnum = 2\nnointermission\nnocrouch\nsky1 = \"SKYFOG\", 0\nnext = \"map03\"\nmusic = \"MISTACHE\"\ncluster = 2\n}\n\nmap map03 \"PYRAMANIA\"\n{\nlevelnum = 3\nnointermission\nnocrouch\nsky1 = \"SKYDK1\", 0\nnext = \"map04\"\nmusic = \"SMOOTH\"\ncluster = 2\n}\n\nmap map04 \"THE CITADEL\"\n{\nlevelnum = 4\nnointermission\nnocrouch\nsky1 = \"SKYEN1\", 0\nnext = \"map05\"\nmusic = \"CCCOOL\"\ncluster = 2\n}\n\nmap map05 \"THE RECTORY\"\n{\nlevelnum = 5\nnointermission\nnocrouch\nsky1 = \"SKYOR1\", 0\nnext = \"map06\"\nmusic = \"RADAGIO\"\ncluster = 2\n}\n\nmap map06 \"CATACOMB ABYSS\"\n{\nlevelnum = 6\nnointermission\nnocrouch\nsky1 = \"SKYNT1\", 0\nnext = \"map07\"\nmusic = \"OWW\"\ncluster = 2\n}\n\nmap map07 \"ON THE H.U.N.T\"\n{\nlevelnum = 7\nnointermission\nnocrouch\nsky1 = \"SKYEN1\", 0\nnext = \"MAP08\"\nmusic = \"RUNLIKE\"\ncluster = 2\n}\n\nmap map08 \"The End.\"\n{\nlevelnum = 8\nnointermission\nnocrouch\nsky1 = \"SKYEN1\", 0\nnext = \"EndTitle\"\nmusic = \"VICTORY\"\ncluster = 2\n}\n\nmap map11 \"HIDDEN BASE\"\n{\nlevelnum = 11\nnocrouch\nnointermission\nsky1 = \"SKYLB1\", 0\nnext = \"map12\"\nmusic = \"RISE\"\ncluster = 1\n}\n\nmap map12 \"ROBOT FACTORY\"\n{\nlevelnum = 12\nnointermission\nnocrouch\nsky1 = \"SKYNT1\", 0\nnext = \"EndTitle\"\nmusic = \"SMOKE\"\ncluster = 1\n}\n\nmap map30 \"The HUNT Begins\"\n{\nlevelnum = 30\nnointermission\nnocrouch\nsky1 = \"SKYDK1\", 0\nnext = \"map02\"\nsecretnext = \"map31\"\nmusic = \"FASTWAY\"\nlightning\ncluster = 1\n}\n\nmap map31 \"Wall to Wall\"\n{\nlevelnum = 31\nnointermission\nnocrouch\nsky1 = \"SKYNT1\", 0\nnext = \"map02\"\nmusic = \"FASTWAY\"\ncluster = 1\n}\n\nmap DM1 \"The InnerWorks\"\n{\nlevelnum = 50\nnointermission\nnocrouch\nsky1 = \"SKYDK1\", 0\nnext = \"DM2\"\nmusic = \"FASTWAY\"\ncluster = 3\n}\n\nmap DM2 \"5hfifty's Revenge\"\n{\nlevelnum = 51\nnointermission\nnocrouch\nsky1 = \"SKYLG1\", 0\nnext = \"DM3\"\nmusic = \"RUNLIKE\"\ncluster = 3\n}\n\nmap DM3 \"ZigMatch\"\n{\nlevelnum = 52\nnointermission\nnocrouch\nsky1 = \"SKYDK1\", 0\nnext = \"DM4\"\nmusic = \"OWW\"\ncluster = 3\n}\n\nmap DM4 \"The Forbidden Temple\"\n{\nlevelnum = 53\nnointermission\nnocrouch\nsky1 = \"SKYLB1\", 0\nnext = \"DM5\"\nmusic = \"CCCOOL\"\ncluster = 3\n}\n\nmap DM5 \"Outer Wall\"\n{\nlevelnum = 54\nnointermission\nnocrouch\nsky1 = \"SKYEN1\", 0\nnext = \"DM6\"\nmusic = \"RADAGIO\"\ncluster = 3\n}\n\nmap DM6 \"The Circle\"\n{\nlevelnum = 55\nnointermission\nnocrouch\nsky1 = \"SKYNT1\", 0\nnext = \"DM7\"\nmusic = \"SMOOTH\"\ncluster = 3\n}\n\nmap DM7 \"THE TOMBS\"\n{\nlevelnum = 56\nnointermission\nnocrouch\nsky1 = \"SKYFOG\", 0\nnext = \"DM1\"\nmusic = \"STAIRS\"\ncluster = 3\n}"
},
{
"source": "pk3",
"name": "_INFO.txt",
"contents": "Latest edited: 21 June 2011\n\nROTT_TC.pk3\n\nReturn of the Triad - A Total Conversion Mod for ZDOOM.\n\nby...\n\n _____ _ _ ____________ ______\n | ____| | | |___ / ____| ____|\n | |__ | |__| | / /| |__ | |__\n |___ \\| __ | / / | __| | __|\n ___) | | | |/ /__| |____| |____\n |____/|_| |_/_____|______|______|\n\n( Simon \"5hfifty\" Rance & Leon \"El Zee\" Zawada )\n\nFIVE AND A BIT YEARS IN THE MAKING!\n---------------------------------------------------------\n\nPLEASE NOTE THE GROSS HACKS; INCLUDING:\n\n + Custom Menus\n\t+ ROTT Powerups godmode etc\n\t+ TRAMPOLINES!\n\t+ GADs\n\t+ those goddamn lightning guards that beg for their life\n\t+ Keys that can be picked up off tables ?!?!\n\t+ Retarded ROTT weapons\n\t+ Moving traps\n\t+ Extreme deaths etc...\n\nPlease excuse the hideous DECORATE code layout, it's awful! - LZ\n\n---------------------------------------------------------\n\nLevel Credits:\n\nMAPS: 1,2,4,5,6,7,8,9,10,11,12,DM1,DM4,DM5,DM6 By Elzee\nMAPS: 3 By 5hfifty & Elzee - was cut\nMAPS: DM2 by 5hfifty\nMAPS: DM3 by BananasGorilla (First map ever!)\n\nThanks for playing!\n\nElzee can be contacted @ el_zee@hotmail.com.\nFeel free to contact me for any advice/comments on doom related modding!"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "hexen",
"stats": {
"things": 7,
"linedefs": 24,
"sidedefs": 34,
"vertices": 20,
"sectors": 7,
"segs": 0,
"ssectors": 0,
"nodes": 16,
"textures": {
"TRILOGO": 1,
"BLACK": 32,
"WALL35": 1,
"TITLEPIC": 1
}
},
"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": "874eef59-af59-48fd-a788-a679157800b0",
"url": "https://wadimages2.nyc3.digitaloceanspaces.com/ed516bdc1e9f177c4b3326c2c8e25e153329e160/MAP01/images/0.webp",
"type": null
},
{
"id": "02ab04b8-02fc-4215-8269-7a9346305a25",
"url": "https://wadimages2.nyc3.digitaloceanspaces.com/ed516bdc1e9f177c4b3326c2c8e25e153329e160/MAP01/pano/pano_0.webp",
"type": "pano"
}
]
}
]
}