Stronghold

PK3 151 MiB 1 map(s)

Counts

endoom0
graphics1
lumps9901
maps42
palettes0

Totals (across maps)

Things663
Linedefs26594
Sectors5635
Monsters0
Items0
Raw model (for completeness)
{
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    "sha256": "70137c1accfdc7cc3dcf1359f032e42046dd0073c831a433b1f237e43f130d16",
    "title": "Stronghold",
    "authors": [
      "Various (see below for a more detailed listing)"
    ],
    "filenames": [
      "strnghld_v1.pk3"
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    "additional": {
      "engines": [
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      "filename": null,
      "added": "2013-04-19 03:56:34",
      "locked": false,
      "canDownload": true,
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      "name": "Stronghold",
      "description": "You know Doom, it is always the same, get some weapons, infiltrate the destroyed UAC base or demon hive, kill all the monsters and hellspawn and find the exit switch. This was Doom... until now: Stronghold is a mixture of Unreal Tournament's Assault mode and Skulltag's Invasion mode. Defend your Stronghold against hundreds of monsters, divided into several waves. Earn points, get rewards between waves and let no single enemy pass!",
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "CREDMAP": "CREDMAP.png",
        "MAP99": "MAP99.png",
        "STR01": "STR01.png",
        "STR02": "STR02.png",
        "STR03": "STR03.png",
        "STR04": "STR04.png",
        "STR05": "STR05.png",
        "STR06": "STR06.png",
        "STR07": "STR07.png",
        "STR08": "STR08.png",
        "STR09": "STR09.png",
        "STR10": "STR10.png",
        "STR11": "STR11.png",
        "STR12": "STR12.png",
        "STR13": "STR13.png",
        "STR14": "STR14.png",
        "STR15": "STR15.png",
        "STR16": "STR16.png",
        "STR17": "STR17.png",
        "STR18": "STR18.png",
        "STR19": "STR19.png",
        "STR20": "STR20.png",
        "STR21": "STR21.png",
        "STR22": "STR22.png",
        "STR23": "STR23.png",
        "STR24": "STR24.png",
        "STR25": "STR25.png",
        "STR26": "STR26.png",
        "STR27": "STR27.png",
        "STR28": "STR28.png",
        "STR29": "STR29.png",
        "STR30": "STR30.png",
        "STR31": "STR31.png",
        "STR32": "STR32.png",
        "STR33": "STR33.png",
        "STR34": "STR34.png",
        "STR35": "STR35.png",
        "STR50": "STR50.png",
        "STR52": "STR52.png",
        "STR54": "STR54.png",
        "STR56": "STR56.png",
        "TITLEMAP": "TITLEMAP.png",
        "titlemap": "titlemap.png"
      },
      "palettes": null,
      "categories": null
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    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2013-04-19 03:56:34",
    "file": {
      "type": "PK3",
      "size": 158687737,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b5593a2454ae96903482a872dbc040af8e70bc2c/b5593a2454ae96903482a872dbc040af8e70bc2c.pk3.gz",
      "corrupt": false
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    "content": {
      "maps": [
        "CREDMAP",
        "MAP99",
        "STR01",
        "STR02",
        "STR03",
        "STR04",
        "STR05",
        "STR06",
        "STR07",
        "STR08",
        "STR09",
        "STR10",
        "STR11",
        "STR12",
        "STR13",
        "STR14",
        "STR15",
        "STR16",
        "STR17",
        "STR18",
        "STR19",
        "STR20",
        "STR21",
        "STR22",
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        "STR24",
        "STR25",
        "STR26",
        "STR27",
        "STR28",
        "STR29",
        "STR30",
        "STR31",
        "STR32",
        "STR33",
        "STR34",
        "STR35",
        "STR50",
        "STR52",
        "STR54",
        "STR56",
        "TITLEMAP"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 1,
        "lumps": 9901,
        "maps": 42,
        "palettes": 0
      },
      "engines_guess": [
        "GZDOOM",
        "ZANDRONUM"
      ],
      "iwads_guess": [
        "DOOM2"
      ]
    },
    "analysis": {
      "title": "Stronghold",
      "description": "Stronghold is a large-scale Doom II mod featuring 42 maps focused on wave-based defense gameplay. Players defend a stronghold against hundreds of monsters in multiple waves, earning points and rewards between encounters. The mod emphasizes intense combat with numerous enemies rather than traditional map exploration or key hunts. The setting combines classic Doom techbase and industrial themes, with a linear progression through successive waves. It requires advanced source ports like GZDoom or Zandronum for full functionality and is not vanilla compatible. Resources and difficulty scale with waves, creating a challenging experience centered on survival and strategic defense.",
      "authors": [
        "Various (see below for a more detailed listing)"
      ],
      "tags": [
        "boom_compatible",
        "hard",
        "industrial",
        "large_megawad",
        "linear",
        "monster_swarms",
        "setpiece_focused",
        "techbase"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "acs_inc/README.txt",
        "contents": "You might have noticed that this folder is named \"acs_inc\" and not \"acs\".\nThat's because these scripts aren't libraries, and the \"acs\" folder is for\nlibraries."
      },
      {
        "source": "pk3",
        "name": "acs_src/SCRIPT00.txt",
        "contents": "#1 StrifePlayer\nACTOR 1\n\tDROP 0\n\tIF_ITEM 112\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 3\n\tNAME \"Lt. R. Heit\"\n\tDIALOG \"Greetings Marine! So you completed the training course? Great, time for some real action. Hellspawn managed to attack us on our own homeworld, and our only hope for survival was retreat. Our spearhead of operations is now here on Mars, and our main goal is to regain control over Earth and the rest of our supercluster.\"\n\n\tCHOICE\n\t\tTEXT \"How will we regain control?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 1\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. R. Heit\"\n\tDIALOG \"First of all, we need to secure our strongholds on several key planets in our galaxy and neighbouring galaxies. With these sites under our control, we can eradicate the demons from our homeworld and conduct our operations in deeper space regions to take the rest of 'em down.\"\nEND\n\nACTOR 1\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. R. Heit\"\n\tDIALOG \"Hello again, marine! I see you did a fine job defending our facilities. No doubt we've driven those demons back and they won't be returning for a long time. Thanks to you, we can continue our operations in deep space without the hellspawn threatening our most vulnerable strongholds. We've certainly a lot to thank you for.\"\n\n\tCHOICE\n\t\tTEXT \"Heh, I guess you do.\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\nEND\n\nACTOR 1\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. R. Heit\"\n\tDIALOG \"Guess you don't have a lot to do until your dropship gets here, so I suggest go around and say your final goodbyes to your friends. Dismissed!\"\nEND\n\n#2 WeaponSmith\nACTOR 2\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Sgt. M. Niggel\"\n\tDIALOG \"Hey, how are you? Ready for the next operation? I had a mission on Heloxyd a few days ago. We lost the UAC installation and several marines, it was a total disaster... I bought myself a weapon reinforcement unit but obviously I had bad luck. It's a well-priced item, but you never know what weapon might pop out.\"\n\n\tCHOICE\n\t\tTEXT \"What else would you suggest?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 2\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Sgt. M. Niggel\"\n\tDIALOG \"Listen to me, I find that sentry drones are of very good use in places filled with weaker hellspawn minions and wide open maps, but they fail in small corridors and canyons. You might also consider marine reinforcements but they are random recruits... in terms of both weapons and intelligence.\"\n\n\tCHOICE\n\t\tTEXT \"What about weapon units?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\n#3 BarKeep\nACTOR 3\n\tDROP 0\n\tIF_ITEM 112\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 2\n\tNAME \"Prof. C. Oelckers\"\n\tDIALOG \"Welcome to the latest UAC invention, the Health Pad 2000. As long as it's in an experimental state, it is absolutely free of charge! Just try it. It knits your wounds and regenerates your skin. You'll feel like you've just respawned.\"\nEND\n\nACTOR 3\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Prof. C. Oelckers\"\n\tDIALOG \"The completion of the Health Pad 2000 has been a resounding success. And in honor of your victory we have decided to make its use absolutely free, to you and all other marines wounded during battle! Maybe now I can finally return to work on my greatest project ever, DoomScript! Or, maybe not...\"\nEND\n\n#4 Armorer\nACTOR 4\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Sgt. Rowand\"\n\tDIALOG \"Most of the shop's items are far too expensive... make sure to earn enough cash on the battlefields. The stronger the demon, the higher the bounty. And don't waste it either! Only buy things that you really need or that are useful!\"\nEND\n\n#5 Medic\nACTOR 5\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. Toenail\"\n\tDIALOG \"If an operation is too hard and you keep failing your objective, join another operation, and try again later if you have earned enough experience and money. If you're still having problems, recruit marines to help you!\"\n\n\tCHOICE\n\t\tTEXT \"Great, what about you?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 5\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. Toenail\"\n\tDIALOG \"Forget about it. I'm already in training for the annual Skulltag championship and I'm not gonna let myself wind up in a Demon's belly.\"\nEND\n\n#6 Peasant1\nACTOR 6\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Prof. I. C. Tux\"\n\tDIALOG \"Please make sure to visit the training grounds before you start with the real action. I know what I am talking about... If it is still too hard for you, consider a different skill setting. The amount of monsters per wave depends on the skill setting and the player count.\"\nEND\n\n#7 Peasant2\nACTOR 7\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Major B. Ostmann\"\n\tDIALOG \"Hello marine, in need of some advice? Take it from me: it is highly essential that you equip yourself before any operation with body enhancements and portable items to use on the battlefield, which can be found at the shops throughout this facility. If you need more information on the items available, just ask.\"\n\n\tCHOICE\n\t\tTEXT \"What about Sentry Drones?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\n\n\tCHOICE\n\t\tTEXT \"What about Marines?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\n\n\tCHOICE\n\t\tTEXT \"What about Auto Drones?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\nEND\n\nACTOR 7\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Major B. Ostmann\"\n\tDIALOG \"The static sentry drone is very useful when placed near demon spawn points, so while it's busy firing at the monsters, you can take care of the ones approaching from another point, or go and restock. It's quite powerful, and if you place it out of the demons' reach, it will last until the mission ends.\"\n\n\tCHOICE\n\t\tTEXT \"Okay, I got that!\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\nACTOR 7\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Major B. Ostmann\"\n\tDIALOG \"Marine reinforcements are useful in large open areas or where the demons all come from one point. They are useful for taking out the lesser demons, but don't last long against the bigger ones. They also come equipped with a completely random weapon, anything from a simple shotgun to a nifty plasma rifle.\"\n\n\tCHOICE\n\t\tTEXT \"Okay, understood!\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\nACTOR 7\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Major B. Ostmann\"\n\tDIALOG \"Auto drones are very powerful but only last for a short period of time. They follow you and immediately attack any demon within their sight with a devastating antimatter cannon. You can also utilize two at a time! It's best to use them as a last resort in the final waves against the strongest demons.\"\n\n\tCHOICE\n\t\tTEXT \"Okay, got it!\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\n#8 Peasant3\nACTOR 8\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Prof. M. Cutman\"\n\tDIALOG \"You want to buy some equipment? No big deal: stand in front of the item of interest, press <use> once to read a closer description, and twice if you want to buy it. Just make sure that you have enough coins.\"\nEND\n\n#9 Peasant4\nACTOR 9\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Sgt. J. Paddock\"\n\tDIALOG \"Hey marine, I see you've done your fair share of demon slaying for a while now. I'm a veteran stronghold defender, I've been keeping those demons behind our crucial control points for as long as I can remember. If you need some little bit of advice from my experience, just ask, and learn.\"\n\n\tCHOICE\n\t\tTEXT \"What about Smart Bombs?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\n\n\tCHOICE\n\t\tTEXT \"What about Time Freezers?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\n\n\tCHOICE\n\t\tTEXT \"What about Walls?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\n\n\tCHOICE\n\t\tTEXT \"Anything else useful?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -5\n\t;\nEND\n\nACTOR 9\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Sgt. J. Paddock\"\n\tDIALOG \"Smart Bombs are very useful as a last resort or when you're running low on ammo, and the demon hordes aren't showing any sign of stopping. Drop a Smart Bomb right in the middle of the crowd and watch the fireworks - but be sure to be out of its sight or you'll get frazzled by the blast.\"\n\n\tCHOICE\n\t\tTEXT \"Got it.\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\nACTOR 9\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Sgt. J. Paddock\"\n\tDIALOG \"Time freezers are pricey but useful, as they halt time for 30 seconds giving you time to restock, kill the demons closest to the deadline, and weaken any others. Time freezers can also be found as grey spheres on powerup pads, however, these activate instantly, so time using them wisely!\"\n\n\tCHOICE\n\t\tTEXT \"Gotcha!\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\nACTOR 9\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Sgt. J. Paddock\"\n\tDIALOG \"The wall powerup erects a red plasma shield that blocks demons and attacks. The obvious place to put them is in front of the objective, but they can also be used to block off openings to keep demons trapped in a room, then they're easy pickings. Just make sure you can shoot into that area yourself.\"\n\n\tCHOICE\n\t\tTEXT \"Okay, cool.\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\nACTOR 9\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Sgt. J. Paddock\"\n\tDIALOG \"This is kind of a secret, but you may find holdable powerups on some of the strongholds that you would normally have to buy to get. Don't be hasty and use them immediately - it may be wise to save them (and your money) for later.\"\n\n\tCHOICE\n\t\tTEXT \"Sweet, thanks!\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\n#10 Peasant5\nACTOR 10\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Cmd. Nick Baker\"\n\tDIALOG \"...err...what? *hic* ...oh, it's you, Sgt... whatever... *hic* ...I just drank 6 or 7 bottles of the UAC's beshhht whiskey... *hic* ...I'm sure my colonel will have a few things to shhhay, *hic* but I don't care, my military career is over... *hic*\"\n\n\tCHOICE\n\t\tTEXT \"Why? What happened?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 10\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Cmd. Nick Baker\"\n\tDIALOG \"I was *hic* commander of the UAC fleet in charge of our deep shhpace colony Indigo Prime... the demons overran our defense belt... killed almost everyone... *hic*... we had to retreat... it was all my fault... *hic* Never forget to buy powerful equipment for tough missions... I've said all I can, now leave me alone!\"\n\n\tCHOICE\n\t\tTEXT \"I'm looking for a keycard...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\nEND\n\nACTOR 10\n\tNAME \"Cmd. Nick Baker\"\n\tDIALOG \"Err... *hic* key... card? Oh yeah... I found Peg'shh key... heh... but that idiot still owes me some creditshh, so don't exshhpect me to give 'im the key back, 'cause he hasn't paid yet. *hic*... But if YOU have the money...I guesshh I could give it to you and we're done... agreed?\"\n\n\tCHOICE\n\t\tGIVE 301\n\t\tTEXT \"Give me the keycard \"\n\t\tYES \"Oh, thankshh so much, here's the key!\"\n\t\tNO \"You don't got the money! No credits, no card!\"\n\t\tCOST 300 * 5000\n\t\tLINK -4\n\t;\nEND\n\nACTOR 10\n\tNAME \"Cmd. Nick Baker\"\n\tDIALOG \"You have the keycard... *hic*... now leave me to stew in my own self-pity... Go! Now!\"\nEND\n\n#11 Peasant6\nACTOR 11\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Prof. D. Archon\"\n\tDIALOG \"Have you seen these new powerups? They are the UAC's latest scientific breakthrough. Hundreds of scientists and engineers - including myself - worked on them for years. The Morphing Device I am especially proud of - it actually turns you into a bruiser demon for a short time. Don't worry, it's perfectly safe. Mostly.\"\nEND\n\n#12 Peasant7\nACTOR 12\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Cpl. L. W. Mouse\"\n\tDIALOG \"Hey sweetie, got some time to look over the UAC's latest accessories? They look great, but it's hard to say which one is better... one of them regenerates your health over time, but the other one protects you almost completely. I think it all depends on the situation, but don't ask me, I'm not the expert!\"\nEND\n\n#13 Peasant8\nACTOR 13\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. W. Weasel\"\n\tDIALOG \"I don't like this pistol. I think it's ugly.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 13\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. W. Weasel\"\n\tDIALOG \"Who's spending the military budget around here? They've got plasma guns in mass production and all I get is a 300-year-old shotgun?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\nEND\n\nACTOR 13\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. W. Weasel\"\n\tDIALOG \"When are they going to build that rocket-propelled chainsaw launcher everybody's talking about?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\nEND\n\nACTOR 13\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. W. Weasel\"\n\tDIALOG \"Since when is this crappy old shotgun more powerful than a freaking chaingun?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -5\n\t;\nEND\n\nACTOR 13\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. W. Weasel\"\n\tDIALOG \"Geez, I've got a pellet gun at home that's more powerful than this thing...\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -6\n\t;\nEND\n\nACTOR 13\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. W. Weasel\"\n\tDIALOG \"Did somebody squander the military budget on re-detailing the cafeteria again?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -7\n\t;\nEND\n\nACTOR 13\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. W. Weasel\"\n\tDIALOG \"Seriously, if I ever meet the guy that designed this chaingun, I'm gonna kick him in the teeth.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -8\n\t;\nEND\n\nACTOR 13\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. W. Weasel\"\n\tDIALOG \"How the hell do you reload this thing?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -9\n\t;\nEND\n\nACTOR 13\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. W. Weasel\"\n\tDIALOG \"Damn, you're pretty persistent if you listened to me witter on for that long. Go kill some demons!\"\n\n\tCHOICE\n\t\tTEXT \"That's ok, ramble on.\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\n#14 Peasant9\nACTOR 14\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. S. Priestess\"\n\tDIALOG \"Where does the UAC get the money for all this?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 14\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. S. Priestess\"\n\tDIALOG \"You would think that the UAC would stop using the technology that caused this mess in the first place.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\nEND\n\nACTOR 14\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. S. Priestess\"\n\tDIALOG \"I wonder what the next mission will be like. I hope it's not on a suspended platform. I always fall off of those.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\nEND\n\nACTOR 14\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. S. Priestess\"\n\tDIALOG \"Do you think Imps enjoy being killed?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -5\n\t;\nEND\n\nACTOR 14\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. S. Priestess\"\n\tDIALOG \"How many pinkies do you think I could kill in an hour?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -6\n\t;\nEND\n\nACTOR 14\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. S. Priestess\"\n\tDIALOG \"I really like the technology they made to transform into a bruiser. Occasionally, I just feel like setting demons on fire.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -7\n\t;\nEND\n\nACTOR 14\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. S. Priestess\"\n\tDIALOG \"I wonder what will happen to all the demon bodies when we're all done here.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -8\n\t;\nEND\n\nACTOR 14\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. S. Priestess\"\n\tDIALOG \"Have you tried out the Caco Plate? Neat stuff!\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -9\n\t;\nEND\n\nACTOR 14\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. S. Priestess\"\n\tDIALOG \"Are you STILL talking to me? Don't you have something better to do?\"\n\n\tCHOICE\n\t\tTEXT \"Not really.\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\n#15 Peasant10\nACTOR 15\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Leonidas OS\"\n\tDIALOG \"Systems check: Passed. LEONIDAS is fully operational.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 15\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Leonidas OS\"\n\tDIALOG \"Access internet connection. Now reading host name ''drdteam.org''... Failed, host timed out.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\nEND\n\nACTOR 15\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Leonidas OS\"\n\tDIALOG \"Now reading host name ''realm667.com''. . . . Success. Found important information regarding UAC strongholds.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\nEND\n\nACTOR 15\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Leonidas OS\"\n\tDIALOG \"Now listing important information... Warning. Levels of detail in UAC strongholds reported below 50 percent. Analysis: Needs more detail.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -5\n\t;\nEND\n\nACTOR 15\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Leonidas OS\"\n\tDIALOG \"Schematic scans of UAC stronghold show limit of 65535 sectors. Deemed insufficient for meaningful progress.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -6\n\t;\nEND\n\nACTOR 15\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Leonidas OS\"\n\tDIALOG \"Detecting visplane overflow. LEONIDAS rebooting...\"\n\n\tCHOICE\n\t\tTEXT \"*sigh*...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\n#16 Peasant11\nACTOR 16\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Dr. Dentz\"\n\tDIALOG \"Why did they bring me here? I don't KNOW anything!\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 16\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Dr. Dentz\"\n\tDIALOG \"I can't believe those idiots on Phobos sometimes!\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\nEND\n\nACTOR 16\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Dr. Dentz\"\n\tDIALOG \"They ran the gateway test without changing the coordinates first! Am I the only one that noticed that?!\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\nEND\n\nACTOR 16\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Dr. Dentz\"\n\tDIALOG \"Aaargh! I must be the only one that went to college here!\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -5\n\t;\nEND\n\nACTOR 16\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Dr. Dentz\"\n\tDIALOG \"...is that my biology teacher standing over there in that suit of armor?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\n#17 Peasant12\nACTOR 17\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Blast Hardcheese\"\n\tDIALOG \"This place isn't high-tech enough.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 17\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Blast Hardcheese\"\n\tDIALOG \"I mean, like, where's the holodeck?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\nEND\n\nACTOR 17\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Blast Hardcheese\"\n\tDIALOG \"Why can't we just beam food into our rooms?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\nEND\n\nACTOR 17\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Blast Hardcheese\"\n\tDIALOG \"I want to hover everywhere! Is that too much to ask?\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -1\n\t;\nEND\n\n#18 Peasant13\nACTOR 18\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Greg T. Great\"\n\tDIALOG \"...damn, I left my socks on my dresser again. Must be why these boots are so itchy.\"\nEND\n\n#19 Peasant14\nACTOR 19\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Private Gina\"\n\tDIALOG \"What's this? Another marine? Well it's certainly nice of you to come talk to me.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"Does this gun make me look fat? \"\n\n\tCHOICE\n\t\tTEXT \"Yes\"\n\t\tYES \"_\"\n\t\tCOST 0 * 0\n\t\tLINK -3\n\t;\n\n\tCHOICE\n\t\tTEXT \"No\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"Well, you're fat too! Get your big butt out of my face!\"\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"You're just being nice. I appreciate it, though.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * 0\n\t\tLINK -5\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"Why do we all have to wear these ridiculous space suits? \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -6\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"Is it just me, or is it getting cold in this room? \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -7\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"Some marines are great. They're brave and heroic, and they fight 'till they're dead. And they're good, too. They make the others look like rats. \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -8\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"For being on such a crappy planet, they sure spruced up the station something nice. But it could use a little more decorating. To start, make the walls blue! \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -9\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"I really hate the UAC. The benefits suck, the pay sucks, and the only thing they give you as a reward is this useless pistol. \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -10\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"Ya know, someday, demons will overrun the entire universe. \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -11\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"I wonder what a day in the life of a Baron of Hell is like. \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -12\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"I was going to say something but I lost my train of thought. \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -13\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"Have you seen a missing pet demon? I know he was around here somewhere. \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -14\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"Now that Microsoft owns the UAC's computer system, I wonder how many security flaws it has... \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -15\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"I'm going to the bar tonight. Are you gonna be there? \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -16\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"Don't you have anything better to do? \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK 17\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"Oooh, look behind you! \"\n\n\tCHOICE\n\t\tTEXT \"...?!\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -18\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"*yawn* I'm gonna be asleep before the next mission. \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -19\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"This is my last month. When I get home, I will never try to remember this again. \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -20\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"Next time you go on a mission, bag me a few Catharsi. \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -21\n\t;\nEND\n\nACTOR 19\n\tNAME \"Private Gina\"\n\tDIALOG \"When someone says \"go to hell\", show them Deimos, and tell them you're already there. \"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\n#20 Peasant15\nACTOR 20\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Prof. Peg Kobb\"\n\tDIALOG \"Hello marine, is there anything I can help you with?\"\n\n\tCHOICE\n\t\tTEXT \"I need a key for that door!\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\n\n\tCHOICE\n\t\tTEXT \"Can you lend me some credits?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\nEND\n\nACTOR 20\n\tNAME \"Prof. Peg Kobb\"\n\tDIALOG \"That makes two of us. I must have lost it a few days ago while celebrating the birthday of my good friend Prof. Cutman... damn, that was some night, I've never seen so many naked... err... oh, yes, the key! We celebrated in the lounge below the mission control, maybe someone has found it.\"\n\n\tCHOICE\n\t\tTEXT \"I have the key now.\"\n\t\tYES \"Oh, brilliant! Now you can open the door.\"\n\t\tNO \"I don't see any key on you!\"\n\t\tCOST 301 * -1\n\t\tLINK 4\n\t;\n\n\tCHOICE\n\t\tTEXT \"How can I earn money?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\nEND\n\nACTOR 20\n\tNAME \"Prof. Peg Kobb\"\n\tDIALOG \"I suggest participating in one of the stronghold defense missions. There you can gain reward money for destroying the demons, and even more for successfully defending a stronghold against the invaders.\"\n\n\tCHOICE\n\t\tTEXT \"Where is the red keycard?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 20\n\tNAME \"Prof. Peg Kobb\"\n\tDIALOG \"How can I be of service?\"\n\n\tCHOICE\n\t\tTEXT \"Do you have some money for me?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -5\n\t;\nEND\n\nACTOR 20\n\tNAME \"Prof. Peg Kobb\"\n\tDIALOG \"Do I look like I'm made out of credits? Go and earn some money on the battlefield! ...Or if you're feeling up to it, visit a stronghold you've already successfully secured, and try to beat all the waves within the allotted timelimit.\"\nEND\n\nACTOR 20\n\tNAME \"Prof. Peg Kobb\"\n\tDIALOG \"Great, you have the keycard, now open the door and do us a favor!\"\n\n\tCHOICE\n\t\tTEXT \"I have still a question.\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\nEND\n\n#21 Actor\nACTOR 21\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Prof. G. Dragon\"\n\tDIALOG \"Hello Marine, welcome to the amazing world of Yesterday:Today! After decades of research, we are finally able to give marines the chance to travel back in time and relive epic battles of the past! Although...\"\n\n\tCHOICE\n\t\tTEXT \"Yes?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 21\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Prof. G. Dragon\"\n\tDIALOG \"Unfortunately the device is missing a blue and a green data disk that activate the two wormhole generators. Without them, even I am not able to activate the machine. Maybe you can help us find the disks?\"\n\n\tCHOICE\n\t\tTEXT \"What about the blue disk?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\n\n\tCHOICE\n\t\tTEXT \"Where's the green disk?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\n\nEND\n\nACTOR 21\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Prof. G. Dragon\"\n\tDIALOG \"The blue one was lost in one of our capital cities on Earth, where the latest attacks have been initiated. That's all I can remember.\"\n\n\tCHOICE\n\t\tTEXT \"Got it.\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 21\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Prof. G. Dragon\"\n\tDIALOG \"I really have no idea. I gave it to one of our SL4-TM type maintenance droids, that are used in hostile outside environments. I haven't seen it since.\"\n\n\tCHOICE\n\t\tTEXT \"Gotcha!\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\n#22\nACTOR 22\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Corp. McKenzie\"\n\tDIALOG \"You know, I hear there's some secret areas inside this facility. Areas that open up to other universes. Maybe you've heard of them?\"\nEND\n\n#23\nACTOR 23\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Priv. Reinhardt\"\n\tDIALOG \"Have you ever wondered if this whole installation and the various worlds it links to never existed before, that it was just created by some random bunch of people, and we're just slaves to their creativity? People think I'm crazy, but I think I'm on to something here!\"\nEND\n\n#24\nACTOR 24\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Sgt. Thatcher\"\n\tDIALOG \"The music they have here is so boring. I've heard it a million times! When will they come up with some new stuff? I know back on Earth they had a whole selection of music!\"\nEND\n\n#25\nACTOR 25\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Cpt. Demonslayer\"\n\tDIALOG \"My Grandpa joined the UAC before the first demon war. He was the most powerful marine in his time, and he fought through hell and back to save the Earth. What have you ever done to save everybody, huh?\"\nEND\n\n#26\nACTOR 26\n\tNAME \"F. Taggart Jr.\"\n\tDIALOG \"Have you ever fought toe to toe with a Terminator? I have. I won't ever tell you my secret though.\"\n\n\tCHOICE\n\t\tTEXT \"Tell me, or...!\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 26\n\tNAME \"F. Taggart Jr.\"\n\tDIALOG \"Oh fine. I had invulnerability and a fully charged BFG. There, now you know. You happy? Don't tell anyone. They won't think I'm a hero.\"\nEND\n\n#27\nACTOR 27\n\tDROP 0\n\tIF_ITEM 112\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 2\n\tNAME \"Lt. Carmack\"\n\tDIALOG \"Greetings marine, you have done well to reach this tier. But let me assure you it won't get easier - the upcoming missions will be your hardest challenges yet! Expect multiple limit and milestone Strongholds, and some all-new methods of defense you will have to get accustomed to. Make sure you're totally prepared!\"\nEND\n\nACTOR 27\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. Carmack\"\n\tDIALOG \"At ease, marine.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\nEND\n\nACTOR 27\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. Carmack\"\n\tDIALOG \"I offer my congratulations. You've done the UAC proud. Thanks to you, thirty-three crucial strongholds have been successfully secured, and countless hordes of rampaging demon scum have been sent back to whence they came. We owe a lot to you - we couldn't have safely protected half of our strongholds without your aid.\"\n\n\tCHOICE\n\t\tTEXT \"Thank you, sir!\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\nEND\n\nACTOR 27\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. Carmack\"\n\tDIALOG \"You've shown strength and bravery far beyond your duty as a marine, and for that, I am honored to have instructed you throughout the course of your time here on Mars.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -5\n\t;\nEND\n\nACTOR 27\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. Carmack\"\n\tDIALOG \"However, I'm afraid to say the rest your time here will be somewhat limited. Your dropship will be arriving shortly to transfer you back to Earth, where I'm positive you deserve a well-earned break.\"\n\n\tCHOICE\n\t\tTEXT \"Well, gee, that's...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -6\n\t;\nEND\n\nACTOR 27\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. Carmack\"\n\tDIALOG \"Don't sell yourself short, marine. Those hellions never knew what hit them. A major setback for them, I'm certain.\"\n\n\tCHOICE\n\t\tTEXT \"Yeah, I'm glad it's over.\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -7\n\t;\nEND\n\nACTOR 27\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. Carmack\"\n\tDIALOG \"Yes. It's all over.\"\n\n\tCHOICE\n\t\tTEXT \"...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -8\n\t;\nEND\n\nACTOR 27\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Lt. Carmack\"\n\tDIALOG \"Dismissed, marine!\"\nEND\n\n#28\nACTOR 28\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Corp. S. Scream\"\n\tDIALOG \"Man, have you seen that 'I Win' Button? Neat stuff. I wish I could come up with the money to buy that thing, but whenever I'm on a mission, the goddamn Phase Imps always kill me! I need to start saving up for some high-quality armor or something.\"\nEND\n\n#29\nACTOR 29\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Sgt. M. Orpheus\"\n\tDIALOG \"Sorry marine, no entrance through here. The gateways to the Tier 4 strongholds are still under maintenance, so come back later.\"\nEND\n\n#30\nACTOR 30\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Dr. Aeon D.\"\n\tDIALOG \"What's a well-trained marine like yourself doing ambling about like he has nothing to do? Shouldn't you be out vanquishing hellspawn?\"\n\n\tCHOICE\n\t\tTEXT \"I've defended 33 strongholds.\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -2\n\t;\nEND\n\nACTOR 30\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Dr. Aeon D.\"\n\tDIALOG \"Of course you have, but you don't know the REAL danger we are in! I just saw the most horrific monstrosity pass through sector 9, all the way from here! It was that large! If that monster returns and finds us here, it'll sweep us away with a flick of its massive wrist.\"\n\n\tCHOICE\n\t\tTEXT \"Wait, what?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -3\n\t;\nEND\n\nACTOR 30\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Dr. Aeon D.\"\n\tDIALOG \"You heard me! That thing had a mouth the size of Io and a tail spanning several hundred yards. Bigger than twelve cyberdemons, at least.\"\n\n\tCHOICE\n\t\tTEXT \"Are you kidding me?\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -4\n\t;\nEND\n\nACTOR 30\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Dr. Aeon D.\"\n\tDIALOG \"Do I look like I kid? I tell you, the end of days is upon us!! This -- thing -- has brought the full brunt of Hell's forces here, to Mars, precisely with the intention of reducing all of our launch bases to smoking holes in the ground! I can hear the stomps of the demons' oversized hooves even now!\"\n\n\tCHOICE\n\t\tTEXT \"You're mad.\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -5\n\t;\nEND\n\nACTOR 30\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Dr. Aeon D.\"\n\tDIALOG \"Well, forgive me if I'm exhibiting a *little* nervous tension. Anyway, I've taken the liberty of notifying the rest of your cohorts of this impending strike, but I'm afraid their aid is all you're going to get in the event of an attack.\"\n\n\tCHOICE\n\t\tTEXT \"Okay...\"\n\t\tYES \"_\"\n\t\tCOST 0 * -1\n\t\tLINK -6\n\t;\nEND\n\nACTOR 30\n\tDROP 0\n\tIF_ITEM 111\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 8\n\tNAME \"Dr. Aeon D.\"\n\tDIALOG \"You would do well to join them in fighting off this beast and his massive legions - I daresay no one else will. What say you, marine?\"\n\n\tCHOICE\n\t\tGIVE 110\n\t\tTEXT \"Well... alright then.\"\n\t\tYES \"_\"\n\t\tLINK -7\n\t;\n\n\tCHOICE\n\t\tTEXT \"I need to go restock first.\"\n\t\tYES \"Well, hurry the hell up! We haven't time to spare!\"\n\t\tGIVE 111\n\t;\nEND\n\nACTOR 30\n\tNAME \"Dr. Aeon D.\"\n\tDIALOG \"Alright. Come quickly, now, we haven't got much--\"\nEND\n\nACTOR 30\n\tDROP 0\n\tIF_ITEM 0\n\tIF_ITEM2 0\n\tIF_ITEM3 0\n\tGOTO 0\n\tNAME \"Dr. Aeon D.\"\n\tDIALOG \"Are you quite done yet?\"\n\n\tCHOICE\n\t\tGIVE 110\n\t\tTEXT \"Let's go kick some ass.\"\n\t\tYES \"_\"\n\t\tLINK -7\n\t;\nEND"
      },
      {
        "source": "pk3",
        "name": "actors/cityofsilence.txt",
        "contents": "ACTOR Apprentice 30000\n{\n//$Category Stronghold_CityOfSilence\n    painchance \"Stunner\", 128\n\n    SpawnID 174\n    Health 500\n    Radius 20\n    Height 56\n    Speed 8\n    Mass 500\n    PainChance 100\n    MONSTER\n    +FloorClip\n    +NoGravity\n    +Float\n    SEESOUND \"wizard/sight\"\n    PAINSOUND \"wizard/pain\"\n    DEATHSOUND \"wizard/death\"\n    ACTIVESOUND \"wizard/active\"\n    OBITUARY \"%o was spooked by an apprentice.\"\n    states\n    {\n    Spawn:\n        APDP AB 10 A_Look\n        Loop\n    See:\n        APDP A 0 A_SetTranslucent(1,0)\n        APDP AABB 3 A_Chase\n        Loop\n    Missile:\n        APDP C 0 A_FaceTarget\n        APDP C 2 A_SetTranslucent(.50,0)\n        APDP C 2 A_SetTranslucent(1,0)\n        APDP C 2 A_SetTranslucent(.50,0)\n        APDP C 2 A_SetTranslucent(1,0)\n        APDP C 2 A_SetTranslucent(.50,0)\n        APDP C 2 A_SetTranslucent(1,0)\n        APDP C 2 A_SetTranslucent(.50,0)\n        APDP C 2 A_SetTranslucent(1,0)\n        APDP C 0 A_Jump(128,6)\n        APDP C 0 A_Jump(64,128)\n        APDP C 0 A_PlaySound(\"wizard/attack\")\n        APDP D 0 A_CustomMissile(\"FireBlast\",30,-10,-4)\n        APDP D 0 A_CustomMissile(\"FireBlast\",30,0,0)\n        APDP D 6 A_CustomMissile(\"FireBlast\",30,10,4)\n        Goto See\n        APDP D 1 A_SetTranslucent(.90,0)\n        APDP D 1 A_SetTranslucent(.80,0)\n        APDP D 1 A_SetTranslucent(.70,0)\n        APDP D 1 A_SetTranslucent(.60,0)\n        APDP D 1 A_SetTranslucent(.50,0)\n        APDP D 1 A_SetTranslucent(.40,0)\n        APDP D 1 A_SetTranslucent(.30,0)\n        APDP D 1 A_SetTranslucent(.20,0)\n        APDP D 1 A_SetTranslucent(.10,0)\n        APDP D 1 A_SetTranslucent(.0,0)\n        APDP D 0 A_SetInvulnerable\n        APDP DDDDDDDDDDDDDDDD 2 A_Wander\n        APDP D 0 A_FaceTarget\n        APDP C 0 A_PlaySound(\"wizard/attack\")\n        APDP D 0 A_CustomMissile(\"FireBlast\",30,-10,-4)\n        APDP D 0 A_CustomMissile(\"FireBlast\",30,0,0)\n        APDP D 6 A_CustomMissile(\"FireBlast\",30,10,4)\n        APDP DDDDDDDDDDDDDDDD 2 A_Wander\n        APDP D 0 A_FaceTarget\n        APDP C 0 A_PlaySound(\"wizard/attack\")\n        APDP D 0 A_CustomMissile(\"FireBlast\",30,-10,-4)\n        APDP D 0 A_CustomMissile(\"FireBlast\",30,0,0)\n        APDP D 6 A_CustomMissile(\"FireBlast\",30,10,4)\n        APDP DDDDDDDDDDDDDDDD 2 A_Wander\n        APDP D 0 A_FaceTarget\n        APDP C 0 A_PlaySound(\"wizard/attack\")\n        APDP D 0 A_CustomMissile(\"FireBlast\",30,-10,-4)\n        APDP D 0 A_CustomMissile(\"FireBlast\",30,0,0)\n        APDP D 6 A_CustomMissile(\"FireBlast\",30,10,4)\n        APDP DDDDDDDDDDDDDDDD 2 A_Wander\n        APDP D 0 A_FaceTarget\n        APDP C 0 A_PlaySound(\"wizard/attack\")\n        APDP D 0 A_CustomMissile(\"FireBlast\",30,-10,-4)\n        APDP D 0 A_CustomMissile(\"FireBlast\",30,0,0)\n        APDP D 6 A_CustomMissile(\"FireBlast\",30,10,4)\n        APDP DDDDDDDDDDDDDDDD 2 A_Wander\n        APDP D 1 A_SetTranslucent(.10,0)\n        APDP D 1 A_SetTranslucent(.20,0)\n        APDP D 1 A_SetTranslucent(.30,0)\n        APDP D 1 A_SetTranslucent(.40,0)\n        APDP D 1 A_SetTranslucent(.50,0)\n        APDP D 1 A_SetTranslucent(.60,0)\n        APDP D 1 A_SetTranslucent(.70,0)\n        APDP D 1 A_SetTranslucent(.80,0)\n        APDP D 1 A_SetTranslucent(.90,0)\n        APDP D 1 A_UnsetInvulnerable\n        APDP D 1 A_SetTranslucent(1,0)\n        Goto See\n        APDP C 0 A_FaceTarget\n        APDP C 0 A_PlaySound(\"wizard/attack\")\n        APDP D 4 A_CustomMissile(\"SuperFireBlast\",15,0,0)\n        Goto See\n    Pain:\n        APDP E 0 A_SetTranslucent(1,0)\n        APDP E 2\n        APDP E 2 A_Pain\n        Goto See\n    Pain.Stunner:\n    \tAPDP E 3 A_ChangeFlag(\"NoPain\", 1)\n    \tAPDP E 300 A_Pain\n \tAPDP E 0 A_ChangeFlag(\"NoPain\", 0)\n    \tgoto See\n    Death:\n        TNT1 A 0 A_GiveToTarget(\"AwardItem\", 10)\n        APDP E 0 A_SetTranslucent(1,0)\n        APDP E 4\n        APDP F 4\n        APDP G 3 A_Scream\n        APDP H 3 A_CustomMissile(\"AoDGhost\",8,0,0)\n        APDP I 3 A_Fall\n        APDP JKL 2\n        APDP M -1\n        Stop\n    Raise:\n        APDP ML 8\n        APDP KJI 6\n        Goto See\n    }\n}\n\nACTOR FireBlast\n{\n    Speed 25\n    Scale 0.75\n    Damage 3\n    PROJECTILE\n    +StrifeDamage\n    +NoGravity\n    DEATHSOUND \"fireblast/explode\"\n    states\n    {\n    Spawn:\n          PROJ ABC 4 BRIGHT\n          Loop\n    Death:\n          PROJ D 4 BRIGHT A_Explode(8,64,0)\n          PROJ EFGH 4 BRIGHT\n          PROJ I 4 BRIGHT A_FadeOut(0.50)\n          Stop\n          }\n}\n\nACTOR SuperFireBlast : FireBlast\n{\n    Speed 16\n    Scale 1.5\n    Damage 24\n    DEATHSOUND \"superfireblast/explode\"\n    states\n    {\n    Spawn:\n          PROJ ABC 4 BRIGHT\n          Loop\n    Death:\n          PROJ D 4 BRIGHT A_Explode(256,128,0)\n          PROJ EFGH 4 BRIGHT\n          PROJ I 4 BRIGHT A_FadeOut(0.50)\n          Stop\n          }\n}\n\nACTOR AoDGhost\n{\n    Radius 1\n    Height 1\n    Speed 0\n    PROJECTILE\n    RENDERSTYLE TRANSLUCENT\n    Alpha 0.75\n    +Noclip\n    SEESOUND \"aod/ghost\"\n    DropItem \"Heart\" 96\n    states\n    {\n    Spawn:\n    Death:\n        AODG ABCDEF 5 BRIGHT\n        AODG G 5 BRIGHT A_FadeOut\n        Stop\n    }\n}\n\nACTOR MiniSpider 22290\n{\n//$Category Stronghold_CityOfSilence\n   SpawnID 175\n   Radius 7\n   Height 15\n   Health 15\n   Scale 0.25\n   Translation 0\n   MONSTER\n   +FLOORCLIP\n   seesound \"littlespider/sight\"\n   attacksound \"littlespider/attack\"\n   painsound \"littlespider/pain\"\n   deathsound \"littlespider/death\"\n   activesound \"littlespider/sight\"\n   meleesound \"littlespider/pain\"\n   Obituary \"%o succumbed to the swarm.\"\n   Speed 10\n   Damage 0\n   MeleeDamage 1\n   States\n   {\n   Spawn:\n     MNTR AB 10 A_Look\n     Loop\n   See:\n     MNTR ABCD 4 A_Chase\n     Loop\n   Melee:\n     MNTR VW 5 A_FaceTarget\n     MNTR X 5 A_MeleeAttack\n     Goto See\n   Death:\n     TNT1 A 0 A_GiveToTarget(\"AwardItem\", 1)\n     MNTS F 5\n     MNTS E 5 A_Scream\n     MNTS D 5\n     MNTS C 5 A_NoBlocking\n     MNTS B 5\n     MNTS A -1 A_BossDeath\n     Stop\n   }\n}\n\nACTOR LargeSpider 22291\n{\n//$Category Stronghold_CityOfSilence\n   SpawnID 176\n   Radius 14\n   Height 30\n   Health 150\n   Scale 0.50\n   Translation 1\n   MONSTER\n   +FLOORCLIP\n   DropItem \"Heart\" 160\n   seesound \"littlespider/sight\"\n   attacksound \"littlespider/attack\"\n   painsound \"littlespider/pain\"\n   deathsound \"littlespider/death\"\n   activesound \"littlespider/sight\"\n   meleesound \"littlespider/pain\"\n   Obituary \"%o succumbed to the swarm.\"\n   Speed 20\n   Damage 0\n   MeleeDamage 2\n   States\n   {\n   Spawn:\n     MNTR AB 10 A_Look\n     Loop\n   See:\n     MNTR ABCD 4 A_Chase\n     Loop\n   Missile:\n     MNTR A 10 A_FaceTarget\n     MNTR A 0 A_SkullAttack\n     MNTR ABCD 2\n     Goto Missile+2\n   Melee:\n     MNTR VW 5 A_FaceTarget\n     MNTR X 5 A_MeleeAttack\n     Goto See\n   Death:\n   TNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n     MNTS F 5\n     MNTS E 5 A_Scream\n     MNTS D 5\n     MNTS C 5 A_NoBlocking\n     MNTS B 5\n     MNTS A -1 A_BossDeath\n     Stop\n   }\n}\n\nACTOR Thrall 30119\n{\n//$Category Stronghold_CityOfSilence\npainchance \"Stunner\", 128\n\nSpawnID 177\nHealth 100\nPainChance 200\nScale 0.90\nSpeed 8\nRadius 20\nHeight 56\nMass 100\nMONSTER\n+FloorClip\n+DontHurtSpecies\n-NoGravity\n-Float\nOBITUARY \"%o was killed by a lowly cultist.\"\nSEESOUND \"monster/culsit\"\nATTACKSOUND \"monster/culatk\"\nPAINSOUND \"monster/culpai\"\nDEATHSOUND \"monster/culdth\"\nACTIVESOUND \"monster/culact\"\nstates\n   {\n   Spawn:\n       CULT AB 10 A_Look\n       Loop\n   See:\n       CULT AABBCCDD 2 A_Chase\n       Loop\n   Missile:\n       CULT EE 5 A_FaceTarget\n       CULT F 0 BRIGHT A_CustomMissile (\"ThrallShot1\",42,-6,0,1,0)\n       CULT F 0 BRIGHT A_CustomMissile (\"ThrallShot1\",42,6,0,1,0)\n       CULT F 8 BRIGHT A_PlaySound(\"monster/culatk\")\n       Goto See\n   Pain:\n       CULT G 2\n       CULT G 2 A_Pain\n       Goto See\n   Pain.Stunner:\n    \tCULT G 3 A_ChangeFlag(\"NoPain\", 1)\n    \tCULT G 300 A_Pain\n \tCULT G 0 A_ChangeFlag(\"NoPain\", 0)\n    \tgoto See\n   Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n       CULT H 8\n       CULT I 8 A_Scream\n       CULT J 4\n       CULT K 4 A_NoBlocking\n       CULT L 4\n       CULT M -1\n       Stop\n   XDeath:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n       CULT N 5\n       CULT O 5 A_XScream\n       CULT P 5 A_NoBlocking\n       CULT QRSTUV 5\n       CULT W -1\n   Raise:\n       CULT MLKJHI 5\n       Goto See\n   }\n}\n\nACTOR ThrallShot1\n{\n   Radius 4\n   Height 6\n   Speed 14\n   Damage 1\n   RENDERSTYLE ADD\n   Alpha 0.67\n   PROJECTILE\n   DEATHSOUND \"monster/disht1\"\n   states\n   {\n   Spawn:\n      CFX4 A 2 BRIGHT\n      CFX4 B 2 BRIGHT\n      Loop\n   Death:\n      CFX4 CDEF 3 BRIGHT\n      Stop\n   }\n}\n\nACTOR Incarnate 30115\n{\n//$Category Stronghold_CityOfSilence\npainchance \"Stunner\", 128\n\nSpawnID 178\nHealth 400\nRadius 20\nHeight 56\nMass 500\nSpeed 12\nDamage 1\nMeleeDamage 7\nPainChance 32\nDropItem \"Heart\" 160\nMONSTER\n+FloorClip\n+MissileMore\n+ShortMissileRange\n+DontHurtSpecies\n+NoTarget\nOBITUARY \"%o was killed by a Death Incarnate's glaring eyes.\"\nHITOBITUARY \"%o was beaten to death by a Death Incarnate.\"\nSEESOUND \"monster/incsit\"\nPAINSOUND \"skeleton/pain\"\nDEATHSOUND \"monster/incdth\"\nACTIVESOUND \"monster/incact\"\nATTACKSOUND \"monster/incatk\"\nMELEESOUND \"monster/inchit\"\nstates\n   {\n   Spawn:\n       INCA AB 10 A_Look\n       Loop\n   See:\n       INCA AABBCCDDEEFF 2 A_Chase\n       Loop\n   Melee:\n       INCA G 0 A_Jump(128,5)\n       INCA G 0 A_FaceTarget\n       INCA G 6 A_SkelWhoosh\n       INCA H 6 A_FaceTarget\n       INCA I 6 A_MeleeAttack\n       Goto See\n       INCA R 0 A_FaceTarget\n       INCA R 5 A_SkelWhoosh\n       INCA S 5 A_FaceTarget\n       INCA T 5 A_MeleeAttack\n       INCA G 0 A_FaceTarget\n       INCA G 5 A_SkelWhoosh\n       INCA H 5 A_FaceTarget\n       INCA I 5 A_MeleeAttack\n       Goto See\n   Missile:\n       INCA J 5 A_FaceTarget\n       INCA J 5\n       INCA U 4 A_CustomMissile(\"ShadowBall\", 64, 0, random(20, 10))\n       INCA U 4 A_CustomMissile(\"ShadowBall\", 64, 0, random(-10, -20))\n       INCA U 4 A_CustomMissile(\"ShadowBall\", 64, 0, random(0, 0))\n       INCA K 10\n       Goto See\n   Pain:\n       INCA L 5\n       INCA L 5 A_Pain\n       Goto See\n   Pain.Stunner:\n    \tINCA L 3 A_ChangeFlag(\"NoPain\", 1)\n    \tINCA L 300 A_Pain\n \tINCA L 0 A_ChangeFlag(\"NoPain\", 0)\n    \tgoto See\n   Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n       INCX A 10 BRIGHT A_PlaySound(\"monster/incexp\")\n       INCX BC 5 BRIGHT\n       INCX D 5 BRIGHT A_NoBlocking\n       INCX D 0 BRIGHT A_SpawnItem(\"HS\",0,32)\n       INCX EFGHIJ 5 BRIGHT\n       INCX K -1\n       Stop\n   XDeath:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n       INCA LM 7\n       INCA N 7 A_Scream\n       INCA O 7 A_NoBlocking\n       INCA P 7\n       INCA Q 175\n       INCA Q -1\n       Stop\n   Raise:\n       INCA Q 0 A_KillChildren\n       INCA QPONML 5\n       Goto See\n   }\n}\n\nACTOR HotDog 30121\n{\n//$Category Stronghold_CityOfSilence\npainchance \"Stunner\", 128\n\nSpawnID 179\nHealth 300\nPainChance 128\nSpeed 6\nRadius 30\nHeight 50\nMass 500\nMeleeDamage 7\nDropItem \"Heart\" 160\nMONSTER\n+FloorClip\n+FireResist\n+DontHurtSpecies\nOBITUARY \"%o was burned alive by a hellhound.\"\nHITOBITUARY \"A hellhound had %o for dinner.\"\nSEESOUND \"monster/dogsit\"\nATTACKSOUND \"monster/dogatk\"\nMELEESOUND \"monster/dogbit\"\nPAINSOUND \"monster/dogpai\"\nDEATHSOUND \"monster/dogdth\"\nACTIVESOUND \"monster/dogact\"\nSpawnID 170\nstates\n   {\n   Spawn:\n       HDOG AA 10 A_Look\n       Loop\n   See:\n       HDOG AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase\n       Loop\n   Melee:\n       HDOG GH 6 A_FaceTarget\n       HDOG I 6 A_MeleeAttack\n       Goto See\n   Missile:\n       HDOG G 0 A_JumpIfCloser(256,2)\n       HDOG G 0\n       Goto See\n       HDOG G 10 A_FaceTarget\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG I 6\n       Goto See\n   Pain:\n       HDOG J 2\n       HDOG J 2 A_Pain\n       Goto See\n   Pain.Stunner:\n       HDOG J 3 A_ChangeFlag(\"NoPain\", 1)\n       HDOG J 300 A_Pain\n       HDOG J 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n   Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n       HDOG K 8\n       HDOG L 8 A_Scream\n       HDOG M 4\n       HDOG N 4 A_NoBlocking\n       HDOG OP 4\n       HDOG Q -1\n       Stop\n   Raise:\n       HDOG QPONMLK 5\n       Goto See\n   }\n}\n\nACTOR DogFire\n{\n   Radius 2\n   Height 4\n   Speed 16\n   Damage 1\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType Fire\n   Alpha 0.67\n   Scale 0.67\n   SEESOUND \"weapons/bigbrn\"\n   DEATHSOUND \"weapons/bigbrn\"\n   DontHurtShooter\n   states\n   {\n   Spawn:\n      TNT1 A 2 BRIGHT\n      FRFX ABCD 2 BRIGHT A_Explode(1,8)\n      FRFX D 0 BRIGHT A_LowGravity\n      FRFX EFG 2 BRIGHT A_Explode(1,16)\n      FRFX HIJ 2 BRIGHT A_Explode(1,32)\n      FRFX KLM 2 BRIGHT A_Explode(1,64)\n      FRFX NO 2 BRIGHT\n      Stop\n   Death:\n      FRFX HIJ 2 BRIGHT A_Explode(1,32)\n      FRFX KLM 2 BRIGHT A_Explode(1,64)\n      FRFX NO 2 BRIGHT\n      Stop\n   }\n}\n\nactor Vulgar : DoomImp 30127\n{\n//$Category Stronghold_CityOfSilence\n  painchance \"Stunner\", 128\n\n  SpawnID 180\n  obituary \"%o was poisoned by a vulgar.\"\n  hitobituary \"A vulgar had %o for lunch.\"\n  health 100\n  radius 20\n  height 56\n  mass 120\n  speed 8\n  painchance 120\n  MeleeDamage 4\n  +DONTHURTSPECIES\n  seesound \"monster/vulsit\"\n  painsound \"monster/vulpai\"\n  deathsound \"monster/vuldth\"\n  activesound \"monster/vulact\"\n  meleesound \"monster/vulhit\"\n  DropItem \"Heart\" 128\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    VULG AB 10 A_Look\n    loop\n  See:\n    VULG AABBCCDD 3 A_Chase\n    loop\n  Melee:\n    Missile:\n    VULG E 8 A_FaceTarget\n    VULG F 1 A_PlaySound(\"monster/vulswg\")\n    VULG F 7 A_FaceTarget\n    VULG G 6 A_MeleeAttack\n    goto See\n  Missile:\n    VULG EF 8 A_FaceTarget\n    VULG G 6 A_CustomMissile(\"VulgarShot\",37,0,0,0,0)\n    goto See\n  Pain:\n    VULG H 2\n    VULG H 2 A_Pain\n    goto See\n  Pain.Stunner:\n       VULG H 3 A_ChangeFlag(\"NoPain\", 1)\n       VULG H 300 A_Pain\n       VULG H 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n    VULG I 8\n    VULG J 8 A_Scream\n    VULG KL 6\n    VULG M 6 A_NoBlocking\n    VULG N -1\n    stop\n  XDeath:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n    VULG O 5\n    VULG P 5 A_XScream\n    VULG Q 5\n    VULG R 5 A_NoBlocking\n    VULG STU 5\n    VULG V -1\n    stop\n  Raise:\n    VULG ML 8\n    VULG KJI 6\n    goto See\n  }\n}\n\nACTOR VulgarShot\n{\n   Radius 8\n   Height 16\n   Speed 10\n   Damage 4\n   PoisonDamage 32\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   PROJECTILE\n   Seesound \"poly/stmdr1\"\n   DeathSound \"weapons/bloodx\"\n   States\n   {\n   Spawn:\n      FVUL AAABBB 1 Bright\n      loop\n   Death:\n      FVUL CDEF 4 Bright\n      stop\n   }\n}\n\nACTOR ESoul 29012\n{\n//$Category Stronghold_CityOfSilence\n  painchance \"Stunner\", 128\n\n  SpawnID 181\n  obituary \"%o's soul was leeched by the etheral soul.\"\n  health 90\n  radius 16\n  height 32\n  mass 400\n  speed 5\n  damage 5\n  painchance 128\n  renderstyle Add\n  DropItem \"Heart\" 160\n  Alpha 0.4\n  attacksound \"skull/melee\"\n  PainSound \"nightmare/pain\"\n  DeathSound \"nightmare/death\"\n  ActiveSound \"nightmare/active\"\n  MONSTER\n  +FLOAT\n  +NOGRAVITY\n  +NOICEDEATH\n  +MISSILEMORE\n  +DONTFALL\n  +STEALTH\n  +NOBLOOD\n  states\n  {\n  Spawn:\n    ETHS ABCD 10 bright A_Look\n    loop\n  See:\n    ETHS AABBCCDD 3 bright A_Chase\n    loop\n  Missile:\n    ETHS C 0 bright A_Jump(128,9)\n    ETHS C 6 bright A_FaceTarget\n    ETHS E 4 bright A_SkullAttack\n    ETHS E 0 bright A_FaceTarget\n    ETHS F 4 bright A_SkullAttack\n    ETHS F 0 bright A_FaceTarget\n    ETHS E 4 bright A_SkullAttack\n    ETHS E 0 bright A_FaceTarget\n    ETHS F 4 bright A_SkullAttack\n    goto See\n    ETHS P 3 bright A_FaceTarget\n    ETHS Q 4 bright A_FaceTarget\n    ETHS R 5 bright A_CustomMissile(\"ShadowBall\", 0, 0, 0)\n    ETHS E 4 bright\n    goto See\n  Pain:\n    ETHS G 3 bright\n    ETHS G 3 bright A_Pain\n    goto See\n  Pain.Stunner:\n       ETHS G 3 A_ChangeFlag(\"NoPain\", 1)\n       ETHS G 300 A_Pain\n       ETHS G 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n    ETHS F 3 bright\n    ETHS H 3 bright A_ScreamAndUnblock\n    ETHS IJKLMNO 3 bright\n    stop\n  }\n}\n\nACTOR WraithX 30106\n{\n//$Category Stronghold_CityOfSilence\npainchance \"Stunner\", 128\n\nSpawnID 182\nHealth 50\nRadius 16\nHeight 32\nMass 50\nSpeed 10\nDamage 2\nMeleeDamage 1\nRENDERSTYLE ADD\nOBITUARY \"A wraith had its way with %o.\"\nHITOBITUARY \"%o got bitten by a wraith too many times.\"\nAlpha 0.67\nPainChance 64\nMONSTER\n+DontGib\n+NoTarget\n+NoGravity\n+Float\n+DontFall\n+DontHurtSpecies\nATTACKSOUND \"monster/sprsit\"\nMELEESOUND \"monster/spratk\"\nPAINSOUND \"archvile/pain\"\nDEATHSOUND \"monster/sprdth\"\nSpawnID 176\nstates\n   {\n   Spawn:\n       WRAI AB 10 A_Look\n       Loop\n   See:\n       WRAI AABB 3 A_Chase\n       Loop\n   Missile:\n       WRAI A 10 A_FaceTarget\n       WRAI B 4 A_SkullAttack\n       WRAI AB 4\n       Goto Missile+2\n   Melee:\n       WRAI A 5 A_FaceTarget\n       WRAI B 5 A_MeleeAttack\n       Goto See\n   Heal:\n       WRAI AB 3\n       Goto Death\n   Pain:\n       WRAI A 3\n       WRAI A 3 A_Pain\n       Goto See\n   Pain.Stunner:\n       goto Death\n   Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n       WRAI E 4 A_NoBlocking\n       WRAI F 5 A_Scream\n       WRAI GHIJ 4\n       Stop\n   }\n}\n\nACTOR ChaingunCultist 29011\n{\n//$Category Stronghold_CityOfSilence\n  painchance \"Stunner\", 128\n\n  SpawnID 183\n  OBITUARY \"%o was shot by a cultist with a thompson.\"\n  Health 60\n  Radius 20\n  Height 56\n  Mass 100\n  Speed 8\n  Scale 0.5\n  PainChance 100\n  SEESOUND \"monster/culsit\"\n  ATTACKSOUND \"chainguy/attack\"\n  PAINSOUND \"monster/culpai\"\n  DEATHSOUND \"monster/culdth\"\n  ACTIVESOUND \"monster/culact\"\n  DropItem \"Clip\" 255\n  DropItem \"Clip\" 255\n  MONSTER\n  +FloorClip\n  states\n  {\n  Spawn:\n    BCUL AB 10 A_Look\n    Loop\n  See:\n    BCUL AABBCCDD 3 A_Chase\n    Loop\n  Missile:\n    BCUL E 20 A_FaceTarget\n    BCUL FEFEFEFE 5 BRIGHT A_PosAttack\n    Goto See\n  Pain:\n    BCUL G 3\n    BCUL G 3 A_Pain\n    Goto See\n  Pain.Stunner:\n       BCUL G 3 A_ChangeFlag(\"NoPain\", 1)\n       BCUL G 300 A_Pain\n       BCUL G 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n    BCUL H 5\n    BCUL I 5 A_Scream\n    BCUL J 5 A_NoBlocking\n    BCUL KLM 5\n    BCUL N -1\n    Stop\n  XDeath:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n    BCUL O 5\n    BCUL P 5 A_XScream\n    BCUL Q 5 A_NoBlocking\n    BCUL RST 5\n    BCUL U -1\n    Stop\n  Raise:\n    BCUL NMLKJIH 5\n    Goto See\n  }\n}\n\nACTOR ShotgunCultist : ChaingunCultist 29010\n{\n//$Category Stronghold_CityOfSilence\n  SpawnID 187\n  OBITUARY \"%o was shot by a cultist with a shotgun.\"\n  Health 80\n  Translation \"80:111=48:79\"\n  DropItem \"Shell\" 96\n  states\n  {\n  Missile:\n    BCUL E 20 A_FaceTarget\n    BCUL F 10 BRIGHT A_SPosAttack\n    BCUL E 10\n    Goto See\n  }\n}\n\nACTOR FattyX 25010\n{\n//$Category Stronghold_CityOfSilence\n  painchance \"Stunner\", 128\n\n  SpawnID 185\n  OBITUARY \"%o couldn't evade the fat zombie's bile.\"\n  HITOBITUARY \"%o was punched by a fat zombie.\"\n  Health 270\n  Radius 12\n  Height 56\n  Mass 500\n  Speed 7\n  Scale 0.6\n  PainChance 100\n  SEESOUND \"fatty/sit\"\n  PAINSOUND \"skeleton/pain\"\n  DEATHSOUND \"fatty/death\"\n  ACTIVESOUND \"fatty/act\"\n  MONSTER\n  DropItem \"Heart\" 128\n  +FloorClip\n  +LongMeleeRange\n  +MissileMore\n  states\n  {\n  Spawn:\n    BFAT AB 10 A_Look\n    Loop\n  See:\n    BFAT AABBCCDDEEFF 4 A_Chase\n    Loop\n  Melee:\n    BFAT G 0 A_FaceTarget\n    BFAT G 6 A_SkelWhoosh\n    BFAT H 6 A_FaceTarget\n    BFAT I 6 A_SkelFist\n    Goto See\n  Missile:\n    BFAT J 0 A_FaceTarget\n    BFAT J 10 A_FaceTarget\n    BFAT J 0 A_Jump(128,3)\n    BFAT K 10 A_CustomMissile(\"FattyTracer1\",32,0,0)\n    BFAT K 10 A_FaceTarget\n    Goto See\n    BFAT K 10 A_CustomMissile(\"FattyTracer2\",32,0,0)\n    BFAT K 10 A_FaceTarget\n    Goto See\n  Pain:\n    BFAT L 5\n    BFAT L 5 A_Pain\n    Goto See\n  Pain.Stunner:\n    BFAT L 3 A_ChangeFlag(\"NoPain\", 1)\n    BFAT L 300 A_Pain\n    BFAT L 0 A_ChangeFlag(\"NoPain\", 0)\n    goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 5)\n    BFAT LM 9\n    BFAT N 9 A_Scream\n    BFAT O 9 A_NoBlocking\n    BFAT P 9\n    BFAT Q -1\n    Stop\n  Raise:\n    BFAT QPONML 5\n    Goto See\n  }\n}\n\nACTOR FattyTracer1\n{\n  Radius 11\n  Height 8\n  Speed 10\n  Damage 3\n  SEESOUND \"fatty/attack\"\n  DEATHSOUND \"fatty/attack\"\n  PROJECTILE\n  +Randomize\n  states\n  {\n  Spawn:\n    FATX AB 2\n    Loop\n  Death:\n    FBXX A 8\n    FBXX B 6\n    FBXX C 4\n    Stop\n  }\n}\n\nACTOR FattyTracer2 : FattyTracer1\n{\n  states\n  {\n  Spawn:\n    FATX A 2 A_SeekerMissile(10,20)\n    FATX B 2 A_SpawnItemEx(\"FattyTracerTrail\", 0, 0, 0, 0, 0, 0, 180, 128)\n    Loop\n  Death:\n    FBXX A 8\n    FBXX B 6\n    FBXX C 4\n    Stop\n  }\n}\n\nACTOR FattyTracerTrail\n{\n    Radius 1\n    Height 1\n    Speed 0\n    PROJECTILE\n    RENDERSTYLE Translucent\n    Alpha 0.5\n    Scale 0.5\n    +Noclip\n    states\n    {\n    Spawn:\n    Death:\n    \tFBXX ABC 3\n    \tTNT1 A 1\n        Stop\n    }\n}\n\nACTOR ZombieX 31002\n{\n//$Category Stronghold_CityOfSilence\n  painchance \"Stunner\", 128\n\n  SpawnID 186\n  HITOBITUARY \"%o was axed by a zombie.\"\n  Health 150\n  PainChance 0\n  Speed 9\n  Radius 30\n  DropItem \"Heart\" 160\n  Height 56\n  Mass 400\n  MeleeDamage 10\n  Scale 0.5\n  MELEESOUND \"zombieblood/hit\"\n  SEESOUND \"zombieblood/sit\"\n  ATTACKSOUND \"zombieblood/fis\"\n  PAINSOUND \"zombieblood/pan\"\n  DEATHSOUND \"zombieblood/dth\"\n  ACTIVESOUND \"zombieblood/act\"\n  MONSTER\n  +FloorClip\n  states\n  {\n  Spawn:\n    BZOM AB 10 A_Look\n    Loop\n  See:\n    BZOM AABBCCDD 3 A_Chase\n    Loop\n  Melee:\n    BZOM EF 8 A_FaceTarget\n    BZOM G 0 A_PlaySound(\"zombieblood/hit\")\n    BZOM G 8 A_MeleeAttack\n    Goto See\n  Pain:\n    BZOM H 2\n    BZOM H 2 A_Pain\n    Goto See\n  Pain.Stunner:\n    BZOM H 3 A_ChangeFlag(\"NoPain\", 1)\n    BZOM H 300 A_Pain\n    BZOM H 0 A_ChangeFlag(\"NoPain\", 0)\n    goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n    BZOM I 8\n    BZOM J 8 A_Scream\n    BZOM K 4\n    BZOM L 4 A_NoBlocking\n    BZOM M 4\n    BZOM N -1\n    Stop\n  Raise:\n    BZOM NMLKJI 5\n    Goto See\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/critters.txt",
        "contents": "// Crab\nactor Crab 8589\n{\n//$Category Stronghold_Critters\n    Health 1\n    Radius 8\n    Height 4\n    Speed 4\n    Scale 0.7\n    PainChance 0\n    Mass 10\n    MONSTER\n    +FLOORCLIP\n    +Friendly\n    -COUNTKILL\n    -ACTIVATEMCROSS\n    -SOLID\n    States\n    {\n    Spawn:\n        CRAB ABCD 4 A_Wander\n        Loop\n    Death:\n        CRAB EFGHIJ 4\n        Stop\n    }\n}\n\nactor Babycrab 8590\n{\n//$Category Stronghold_Critters\n    Health 1\n    Radius 4\n    Height 2\n    Speed 2\n    Scale 0.4\n    PainChance 0\n    Mass 5\n    +FLOORCLIP\n    +Friendly\n    -countkill\n    -ACTIVATEMCROSS\n    -SOLID\n    States\n    {\n    Spawn:\n        CRAB ABCD 4 A_Wander\n        Loop\n    Death:\n        CRAB EFGHIJ 4\n        Stop\n    }\n}\n\nACTOR FireFly 3100\n{\n//$Category Stronghold_Critters\n    Health 2\n    Radius 1\n    Height 1\n    Speed 0.5\n    Mass 5\n    PainChance 0\n    Scale 0.25\n    +NOGRAVITY\n    +NOTARGET\n    +FloatBob\n    +SPAWNFLOAT\n    +NOLIFTDROP\n    +DONTOVERLAP\n    +CANNOTPUSH\n    +RANDOMIZE\n    +PUSHABLE\n    +FRIENDLY\n    -ACTIVATEMCROSS\n    -SOLID\n    States\n     {\n    Spawn:\n        FFLY ABABABABABABABABABABABA 2 A_Wander\n        FFLY BBB 2  Bright A_Wander\n        Loop\n    Death:\n        FFLY A 2 A_Scream\n        FFLY B 2 A_Fall\n\n        Stop\n\n    }\n}\n\nACTOR DragonFly 3103\n{\n//$Category Stronghold_Critters\n    Health 2\n    Radius 1\n    Height 1\n    Speed 10\n    Mass 5\n    PainChance 0\n    Scale 0.25\n    +NOGRAVITY\n    +NOTARGET\n    +FloatBob\n    +SPAWNFLOAT\n    +NOLIFTDROP\n    +DONTOVERLAP\n    +CANNOTPUSH\n    +RANDOMIZE\n    -PUSHABLE\n    +FRIENDLY\n    -ACTIVATEMCROSS\n    -SOLID\n   States\n    {\n    Spawn:\n        DRAG AB 2 A_Wander\n        Loop\n    Death:\n        DRAG A 2 A_Scream\n        DRAG B 2 A_Fall\n        Stop\n\n    }\n}\n\nactor StrangeLight_Red 3104\n{\n//$Category Stronghold_Critters\n    Radius 1\n    Height 1\n    Speed 1\n    Mass 5\n    PainChance 0\n    Renderstyle Add\n    Alpha 1.0\n    Scale 0.2\n    MONSTER\n    +NOGRAVITY\n    +NOTARGET\n    +FLOATBOB\n    +SPAWNFLOAT\n    +NOLIFTDROP\n    +DONTOVERLAP\n    +CANNOTPUSH\n    +RANDOMIZE\n    -PUSHABLE\n    -SHOOTABLE\n    +FRIENDLY\n    -ACTIVATEMCROSS\n    -SOLID\n    +ALLOWCLIENTSPAWN\n   States\n    {\n    Spawn:\n        STLI A 2 A_Wander\n        Loop\n    }\n}\n\nactor StrangeLight_Blue 3105\n{\n//$Category Stronghold_Critters\n    Radius 1\n    Height 1\n    Speed 1\n    Mass 5\n    PainChance 0\n    Renderstyle Add\n    Alpha 1.0\n    Scale 0.2\n    MONSTER\n    +NOGRAVITY\n    +NOTARGET\n    +FLOATBOB\n    +SPAWNFLOAT\n    +NOLIFTDROP\n    +DONTOVERLAP\n    +CANNOTPUSH\n    +RANDOMIZE\n    -PUSHABLE\n    -SHOOTABLE\n    +FRIENDLY\n    -ACTIVATEMCROSS\n    -SOLID\n    +ALLOWCLIENTSPAWN\n   States\n    {\n    Spawn:\n        STLI B 2 A_Wander\n        Loop\n    }\n}\n\nactor StrangeLight_White 3106\n{\n//$Category Stronghold_Critters\n    Radius 1\n    Height 1\n    Speed 1\n    Mass 5\n    PainChance 0\n    Renderstyle Add\n    Alpha 1.0\n    Scale 0.2\n    MONSTER\n    +NOGRAVITY\n    +NOTARGET\n    +FLOATBOB\n    +SPAWNFLOAT\n    +NOLIFTDROP\n    +DONTOVERLAP\n    +CANNOTPUSH\n    +RANDOMIZE\n    -PUSHABLE\n    -SHOOTABLE\n    +FRIENDLY\n    -ACTIVATEMCROSS\n    +ALLOWCLIENTSPAWN\n    -SOLID\n   States\n    {\n    Spawn:\n        STLI C 2 A_Wander\n        Loop\n    }\n}\n\nactor StrangeLight_Green 3107\n{\n//$Category Stronghold_Critters\n    Radius 1\n    Height 1\n    Speed 1\n    Mass 5\n    PainChance 0\n    Renderstyle Add\n    Alpha 1.0\n    Scale 0.2\n    MONSTER\n    +NOGRAVITY\n    +NOTARGET\n    +FLOATBOB\n    +SPAWNFLOAT\n    +NOLIFTDROP\n    +DONTOVERLAP\n    +CANNOTPUSH\n    +RANDOMIZE\n    -PUSHABLE\n    -SHOOTABLE\n    +FRIENDLY\n    -ACTIVATEMCROSS\n    +ALLOWCLIENTSPAWN\n    -SOLID\n   States\n    {\n    Spawn:\n        STLI D 2 A_Wander\n        Loop\n    }\n}\n\nActor Creep2 19251\n{\n//$Category Stronghold_Critters\n\thealth 1\n\tradius 2\n\theight 2\n\tscale 0.1\n\tspeed 2\n\tmaxstepheight 4\n\tmaxdropoffheight 4\n\tbloodcolor red\n\t+SHOOTABLE\n\t+RANDOMIZE\n\t-SOLID\n\t+FRIENDLY\n\t-ACTIVATEMCROSS\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t CRIZ AAABBB 1 A_Wander\n\t\t CRIZ A 0 A_Jump(20,\"Spawn2\")\n\t\t loop\n\t\tSpawn2:\n\t\t CRIZ A 5 A_Jump(20,\"Spawn\")\n\t\t loop\n\t\tDeath:\n\t\t CRIZ D 3 A_Playsound(\"Creep2/die\")\n\t\t CRIZ E 3 A_UnsetShootable\n\t\t CRIZ F -1\n\t\tstop\n\t\t}\n}\n\nActor Spiderbug_Brown 19252\n{\n//$Category Stronghold_Critters\n\thealth 1\n\tradius 2\n\theight 2\n\tscale 0.2\n\ttranslation \"176:191=64:79\", \"32:47=64:79\"\n\tspeed 2\n\tmaxstepheight 4\n\tmaxdropoffheight 4\n\tbloodcolor green\n\t+SHOOTABLE\n\t+RANDOMIZE\n\t-SOLID\n\t+FRIENDLY\n\t-ACTIVATEMCROSS\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tCR3P AAAABBBBCCCC 1 A_Wander\n\t\t\tCR3P A 0 A_Jump(20,\"Jump\")\n\t\t\tloop\n\t\tJump:\n\t\t\tCR3P A 1 ThrustThingZ(0,20,0,0)\n\t\t\tGoto Spawn\n\t\tDeath:\n\t\t\tCR3P D 3 A_Playsound(\"Creep/die\")\n\t\t\tCR3P EF 3 A_UnsetShootable\n\t\t\tCR3P G -1\n\t\t\tstop\n\t\t}\n}\n\nActor Spiderbug_Red 19253\n{\n//$Category Stronghold_Critters\n\thealth 1\n\tradius 2\n\theight 2\n\tscale 0.2\n\tspeed 2\n\tmaxstepheight 4\n\tmaxdropoffheight 4\n\tbloodcolor green\n\t+SHOOTABLE\n\t+RANDOMIZE\n\t-SOLID\n\t+FRIENDLY\n\t-ACTIVATEMCROSS\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tCR3P AAAABBBBCCCC 1 A_Wander\n\t\t\tCR3P A 0 A_Jump(20,\"Jump\")\n\t\t\tloop\n\t\tJump:\n\t\t\tCR3P A 1 ThrustThingZ(0,20,0,0)\n\t\t\tGoto Spawn\n\t\tDeath:\n\t\t\tCR3P D 3 A_Playsound(\"Creep/die\")\n\t\t\tCR3P EF 3 A_UnsetShootable\n\t\t\tCR3P G -1\n\t\t\tstop\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/disco.txt",
        "contents": "//////////////////////\n// DISCO DECORATION //\n//////////////////////\n\nactor Disco_DJ 23057\n{\n//$Category Stronghold_Decoration\nradius 12\nheight 72\n+SOLID\nStates\n{\n Spawn:\n  VIDE A 8\n  VIDE B 5\n  loop\n}\n}\n\nactor Disco_Stripper 23058\n{\n//$Category Stronghold_Decoration\nradius 20\nheight 72\nscale 0.70\n+SOLID\nStates\n{\n Spawn:\n  WOM4 A 5\n  WOM4 BC 4\n  WOM4 D 5\n  WOM4 CB 4\n  loop\n}\n}\n\nactor Disco_Woman 23059\n{\n//$Category Stronghold_Decoration\nradius 20\nheight 72\nscale 0.70\n+SOLID\nStates\n{\n Spawn:\n  WOM1 A 3\n  WOM1 BCD 4\n  WOM1 E 3\n  WOM1 DCB 4\n  loop\n}\n}\n\nactor Disco_Marine 23060\n{\n//$Category Stronghold_Decoration\nradius 24\nheight 72\n+SOLID\nStates\n{\n Spawn:\n  DDAN DAB 4\n  DDAN C 3\n  DDAN DEF 4\n  DDAN C 3\n  loop\n}\n}\n\nactor Disco_SittingMarine 23061\n{\n//$Category Stronghold_Decoration\nradius 24\nheight 40\n+SOLID\nStates\n{\n Spawn:\n  SIT3 A -1\n  stop\n }\n}\n\nactor Disco_Marine2 23062\n{\n//$Category Stronghold_Decoration\nradius 24\nheight 72\n+SOLID\nStates\n{\n Spawn:\n  DDA2 A 3\n  DDA2 BCDCB 2\n  loop\n}\n}\n\nactor Disco_Marine3 23063\n{\n//$Category Stronghold_Decoration\nradius 24\nheight 40\n+SOLID\nStates\n{\n Spawn:\n  DDA3 ABCDEFGH 2\n  loop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/duke3d.txt",
        "contents": "actor ShrunkenPlayer : StrongholdPlayer\n{\n  Scale 0.125\n  Radius 4\n  Height 7\n  Speed 0.45\n  Player.ViewHeight 5\n  Player.MorphWeapon \"DEShrinkFist\"\n}\n\nactor DEShrinkFist : DEFist\n{\n  Weapon.SisterWeapon \"\"\n  States\n  {\n  Ready:\n    PUNG Z 1 A_WeaponReady\n\tLoop\n  Select:\n    PUNG Z 1 A_Raise\n\tLoop\n  Deselect:\n    PUNG Z 1 A_Lower\n\tLoop\n  Fire:\n    PUNG Z 0\n    Goto Ready\n  }\n}\n\n/****** actor prototypes - changing these changes all the actors that inherit from them, no need to doomednum ******/\n\nACTOR DukeMetalBarrelPrototype\n{\n\tRadius 16\n\tHeight 40\n\tMass 100\n\tScale 0.7\n\tHealth 50\n//\t+SHOOTABLE\n\t+SOLID\n\t+NOBLOOD\n\tStates\n\t{\n\tDeath:\n\t\tDNBR A 0\n\t\tStop\n\t}\n\n}\n\n/****** normal definitions, start numbering ******/\n\nACTOR DukeParkingMeter 164\n{\n//$Category Stronghold_DukeNukem\n\tRadius 4\n\tHeight 40\n\tScale 0.6\n\tMass 900000\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tDNST C -1\n\t}\n}\n\nACTOR DukeLampPost  165\n{\n//$Category Stronghold_DukeNukem\n\tRadius 4\n\tHeight 128\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tDNST D -1\n\t}\n}\n\nACTOR DukeBin 166\n{\n//$Category Stronghold_DukeNukem\n\tHealth 100\n\tRadius 16\n\tHeight 40\n\tScale 0.6\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NODAMAGE\n\tMass 0x7fffffff\n\tPainChance 255\n\tStates\n\t{\n\tSpawn:\n\t\tDNBR B -1\n\tPain:\n\t\tDNBR C 10\n\t\tGoto Spawn\n\t}\n}\n\nACTOR DukeBox 167\n{\n//$Category Stronghold_DukeNukem\n\tRadius 4\n\tHeight 8\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tDNBX A -1\n\t}\n}\n\n/****** inherited classes ******/\n\nACTOR DukeMetalBarrel1 : DukeMetalBarrelPrototype 168\n{\n//$Category Stronghold_DukeNukem\n\tStates\n\t{\n\tSpawn:\n\t\tDNBR A -1\n\t}\n}\n\nACTOR FlameBreathX {\n\tRadius 16\n\tHeight 1\n\tSpeed 15\n\tRenderStyle ADD\n\tScale 0.5\n\n\tProjectile\n\tDamage 2\n\tExplosionDamage 2\n\tExplosionRadius 62\n\t+Ripper\n\t+NoDamageThrust\n\tDontHurtShooter\n\n\tSeeSound \"duke/flame\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tXPLO ABCDEFGHIJKLMN 3 BRIGHT A_Explode\n\t\tXPLO OPQRSTU 3 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR Queen\n{\n//$Category Stronghold_DukeNukem\n\tpainchance \"Stunner\", 128\n\tBloodType \"DN3DBlood\", \"DN3DBlood\"\n\n\tspawnid 173\n\tHealth 2500\n\tMass 800\n\tRadius 40\n\tHeight 140\n\tScale 0.65\n\tSpeed 20\n\tPainChance 32\n\tMONSTER\n\t+FLOORCLIP\n\t+NORADIUSDMG\n\t+FULLVOLACTIVE\n\n\tSeeSound \"queen/sight\"\n\tPainSound \"queen/pain\"\n\tDeathSound \"queen/death\"\n\tActiveSound \"queen/active\"\n\tObituary \"%o met the alien Queen.\"\n\n\tDamage 5\n\n\tStates\n\t{\n\tSpawn:\n\t\tQUEE AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tQUEE AABBCCDD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tQUEE S 0 A_PlaySound(\"queen/scream\")\n\t\tQUEE STU 8 A_FaceTarget\n\t\tQUEE UUUUUUUUUUUUUUUUUUUU 2 Bright A_CustomMissile(\"FlameBreathX\", random(42,46), 0, random(-8,8))\n\t\tGoto See\n\tMelee:\n\t\tQUEE E 3 A_FaceTarget\n\t\tQUEE E 3 A_PlaySound(\"queen/shock\")\n\t\tQUEE F 3 BRIGHT A_MeleeAttack\n\t\tQUEE G 3 BRIGHT A_MeleeAttack\n\t\tQUEE F 0 A_FaceTarget\n\t\tQUEE F 3 BRIGHT A_MeleeAttack\n\t\tQUEE G 3 BRIGHT A_MeleeAttack\n\t\tQUEE F 0 A_FaceTarget\n\t\tQUEE F 3 BRIGHT A_MeleeAttack\n\t\tQUEE G 3 BRIGHT A_MeleeAttack\n\t\tQUEE F 0 A_FaceTarget\n\t\tQUEE F 3 BRIGHT A_MeleeAttack\n\t\tQUEE G 3 BRIGHT A_MeleeAttack\n\t\tQUEE F 0 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tQUEE S 3\n\t\tQUEE S 3 A_Pain\n\t\tGoto See\n\tPain.Stunner:\n\t\tQUEE S 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tQUEE S 300 A_Pain\n\t\tQUEE S 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 14)\n\t\tQUEE H 6\n\t\tQUEE I 6 A_Scream\n\t\tQUEE J 6 A_Fall\n\t\tQUEE K 6\n\t\tQUEE L 6\n\t\tQUEE M 6\n\t\tQUEE N 6\n\t\tQUEE O 6\n\t\tQUEE P 6\n\t\tQUEE Q 3000\n\t\tQUEE QQQQQQQQQQQQ 2 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nACTOR Cycloid\n{\n//$Category Stronghold_DukeNukem\n\tpainchance \"Stunner\", 32\n\tBloodType \"DN3DBlood\", \"DN3DBlood\"\n\n\tspawnid 172\n\tHealth 4000\n\tMass 10000\n\tRadius 40\n\tHeight 140\n\tScale 1.35\n\tSpeed 20\n\tPainChance 32\n\tMONSTER\n\t+FLOORCLIP\n\n\tSeeSound \"cycloid/sight\"\n\tPainSound \"cycloid/pain\"\n\tDeathSound \"cycloid/death\"\n\tActiveSound \"cycloid/active\"\n\tObituary \"%o tried to face the Cycloid Emperor.\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tCYCL AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tCYCL A 0 A_PlaySound(\"battlelord/stomp\")\n\t\tCYCL ABCD 5 A_Chase\n\t\tCYCL A 0 A_JumpIfCloser(1024,1)\n\t\tGoto Charge\n\t\tCYCL A 0\n\t\tLoop\n\tCharge:\n\t\tCYCL A 0 A_PlaySound(\"battlelord/stomp\")\n\t\tCYCL ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tCYCL E 0 A_PlaySound(\"cycloid/attack\")\n\t\tCYCL E 0 A_Jump(128, \"Psi\") //change to jump if closer+chance\n\t\tCYCL E 4 A_FaceTarget\n\t\tCYCL F 4 BRIGHT\tA_CustomMissile(\"Dukerocket\", 48, 12, random(-45,45))\n\t\tCYCL E 0 A_CPosRefire\n\t\tGoto Missile+2\n\tPsi:\n\t\tCYCL G 20 A_FaceTarget\n\t\tCYCL HHHHHHHHHH 4 A_CustomMissile(\"PsiBlast\", 64, 0, random(-45,45))\n\t\tCYCL E 0 A_Jump(128, 1)\n\t\tGoto Missile+1\n\t\tCYCL E 0\n\t\tGoto See\n\tPain:\n\t\tCYCL I 1\n\t\tCYCL I 1 A_Pain\n\t\tCYCL A 0 A_JumpIfCloser(1024,1)\n\t\tGoto Charge\n\t\tCYCL I 0\n\t\tGoto See\n\tPain.Stunner:\n\t\tCYCL K 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tCYCL K 300 A_Pain\n\t\tCYCL K 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 24)\n\t\tCYCL I 8\n\t\tCYCL J 8 A_Scream\n\t\tCYCL K 8 A_Fall\n\t\tCYCL LMNOP 8\n\t\tCYCL Q 3000\n\t\tCYCL QQQQQQQQQQQQ 2 A_FadeOut(0.1)\n\t\tStop\n\t}\n\n}\n\nACTOR Overlord\n{\n//$Category Stronghold_DukeNukem\n\tpainchance \"Stunner\", 128\n\tBloodType \"DN3DBlood\", \"DN3DBlood\"\n\n\tspawnid 171\n\tHealth 3000\n\tMass 2000\n\tRadius 48\n\tHeight 100\n\tScale 1.2\n\tSpeed 25\n\tPainChance 32\n\tMONSTER\n\t+FLOORCLIP\n\tSeeSound \"fatty/sight\"\n\tAttackSound \"duke/rocket\"\n\tPainSound \"fatty/pain\"\n\tDeathSound \"fatty/death\"\n\tActiveSound \"fatty/active\"\n\tObituary \"%o was blown apart by an overlord.\"\n\n\tMissileType \"DukerocketSlow\"\n\tMissileHeight 100\n\tDamage 1\n\n\tStates\n\t{\n\tSpawn:\n\t\tFATY AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tFATY A 0 A_PlaySound(\"battlelord/stomp\")\n\t\tFATY ABCD 6 A_Chase\n\t\tLoop\n\tCharge:\n\t\tFATY A 0 A_PlaySound(\"battlelord/stomp\")\n\t\tFATY ABCD 5 A_Chase\n\t\tLoop\n\tMissile:\n\t\tLORD E 0 A_JumpIfCloser(1024, 1)\n\t\tGoto Charge\n\t\tFATY EF 15 A_FaceTarget\n\t\tFATY G 8 A_FaceTarget\n\t\tFATY G 7 A_FaceTarget\n\t\tFATY H 7 Bright\tA_MissileAttack\n\t\tFATY G 0 A_CPosRefire\n\t\tGoto Missile+4\n\tPain:\n\t\tFATY I 3\n\t\tFATY I 3 A_Pain\n\t\tGoto See\n\tPain.Stunner:\n\t\tFATY E 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tFATY E 300 A_Pain\n\t\tFATY E 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 16)\n\t\tFATY J 6\n\t\tFATY K 6 A_Scream\n\t\tFATY L 6 A_Fall\n\t\tFATY MNOPQ 6\n\t\tFATY R 3000\n\t\tFATY RRRRRRRRRRRR 2 A_FadeOut(0.1)\n\t\tStop\n\t}\n\n}\n\nACTOR AlienDrone\n{\n//$Category Stronghold_DukeNukem\n\tpainchance \"Stunner\", 128\n\tBloodType \"DN3DBlood\", \"DN3DBlood\"\n\n        spawnid 170\n\tHealth 300\n\tRadius 20\n\tHeight 56\n\tScale 0.75\n\tSpeed 16\n\tPainChance 60\n\tGravity 0.75\n\tMONSTER\n\t+FLOORCLIP\n\n\tSeeSound \"alien/sight\"\n\tPainSound \"alien/pain\"\n\tDeathSound \"alien/death\"\n\tActiveSound \"alien/active\"\n\n\tObituary \"%o was shrunken by a protector drone.\"\n\tHitObituary \"%o was scratched by a protector drone.\"\n\n\tMeleeDamage 4\n\tMissileType \"AlienDroneRay\"\n\tMissileHeight 52\n\n\tStates\n\t{\n\tSpawn:\n\t\tDGRD A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tDGRD BBCCDDEE 3 A_Chase\n\t\tDGRD E 0 A_Jump(128, 1) //change to jump if closer\n\t\tGoto See\n\t\tDGRD BBCCDDEEBBCCDDEEBBCCDDEE 2 A_Chase //running speed\n\t\tLoop\n\tMelee:\n\t\tDGRD F 6 A_FaceTarget\n\t\tDGRD F 0 A_PlaySound(\"alien/attack\")\n\t\tDGRD G 6 A_MeleeAttack\n\t\tDGRD H 6 A_MeleeAttack\n\t\tGoto See\n\tMissile:\n\t\tDGRD I 0 A_Jump(200,\"Jump\")\n\t\tDGRD I 0 A_PlaySound(\"alien/missile\")\n\t\tDGRD IIIJJJJ 5 Bright A_FaceTarget\n\t\tDGRD J 0 A_MissileAttack\n\t\tGoto See\n\tJump:\n\t\tDGRD R 1 A_FaceTarget\n\t\tDGRD R 0 A_Recoil(-8)\n\t\tDGRD RRR 3 ThrustThingZ(0,35,0,0)\n\t\tDGRD SSSSSSSSS 1\n\tCheckforFloor:\n\t\tDGRD T 1 A_JumpIf(momz==0,\"Land\")\n\t\tLoop\n\tLand:\n\t\tDGRD T 0 A_PlaySound(\"alien/splode\")\n\t\tDGRD T 0 Thing_Stop(0)\n\t\tGoto See\n\tPain:\n\t\tDGRD L 3\n\t\tDGRD L 3 A_Pain\n\t\tGoto See\n\tPain.Stunner:\n\t\tDGRD L 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tDGRD L 300 A_Pain\n\t\tDGRG L 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n\t\tDGRD L 6\n\t\tDGRD M 6 A_Scream\n\t\tDGRD N 6 A_Fall\n\t\tDGRD OP 6\n\t\tDGRD Q 3000\n\t\tDGRD QQQQQQQQQQQQ 2 A_FadeOut(0.1)\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"duke/splat\")\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage1\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage2\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage3\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage4\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage5\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"Gibbage6\",24,0,random(0,359),2,random(30,50))\n\t\tStop\n\t}\n\n}\n\nACTOR AlienDroneRay : MorphProjectile\n{\n//$Category Stronghold_DukeNukem\n\tScale 0.5\n\tRadius 8\n\tHeight 8\n\tSpeed 25\n\tDamage 1\n\tDontHurtShooter\n\tProjectile\n\tSeeSound \"\"\n\tDeathSound \"alien/splode\"\n\tMorphProjectile.PlayerClass \"ShrunkenPlayer\"\n\tMorphProjectile.Duration 350\n\tMorphProjectile.MorphStyle MRF_FULLHEALTH|MRF_UNDOBYTOMEOFPOWER|MRF_FAILNOTELEFRAG|MRF_LOSEACTUALWEAPON|MRF_NEWTIDBEHAVIOUR|MRF_UNDOBYDEATH|MRF_UNDOBYDEATHFORCED\n\tMorphProjectile.MorphFlash \"ShrinkFuzz\"\n\tMorphProjectile.UnMorphFlash \"ShrinkFuzz\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tDGS1 ABCD 4 Bright\n\t\tLoop\n\tDeath:\n\t\tDGE1 ABCD 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR KamikazeSentry\n{\n//$Category Stronghold_DukeNukem\n\tpainchance \"Stunner\", 128\n\tBloodType \"DN3DBlood\", \"DN3DBlood\"\n\n\tspawnid 169\n\tHealth 100\n\tMass 80\n\tRadius 20\n\tHeight 56\n\tScale 0.7\n\tSpeed 15\n\tPainChance 255\n\tMONSTER\n\n\t+NOGRAVITY\n\t+DROPOFF\n\t+FLOAT\n\t+NOBLOOD\n\n\tSeeSound \"sentry/sight\"\n\tPainSound \"sentry/pain\"\n\tActiveSound \"sentry/active\"\n\tDeathSound \"duke/splode\"\n\tObituary \"%o let a sentry drone get too close.\"\n\n\tDamage 10\n\tMissileType RedExplosion\n\tMissileHeight 12\n\tMeleeRange 96\n\n\tStates\n\t{\n\tSpawn:\n\t\tSENT A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSENT A 4 A_Chase\n\t\tSENT A 0 A_PlaySound(\"sentry/jet\")\n\t\tLoop\n\tMissile:\n\t\tSENT A 0 A_PlaySound(\"sentry/charge\") //unlike the lost soul, the sentry stops charging after a while so he doesnt get stuck\n\t\tSENT A 6 A_FaceTarget\n\t\tSENT A 6 A_SkullAttack\n\t\tSENT A 6 A_FaceTarget\n\t\tSENT A 6 A_SkullAttack\n\t\tSENT AAAA 6\n\t\tGoto See\n\tMelee:\n\t\tSENT A 3 A_PlaySound(\"sentry/arm\")\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n\t\tTNT1 A 0 A_Explode(32,128)\n\t\tGoto Death\n\tPain:\n\t\tSENT A 3\n\t\tSENT A 3 A_Pain\n\t\tGoto See\n\tPain.Stunner:\n\t\tSENT A 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tSENT A 300 A_Pain\n\t\tSENT A 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tMelee:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n\t\tTNT1 A 0 A_Explode(32,128)\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"Scrap1\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"Scrap2\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_MissileAttack\n\t\tTNT1 A 0 A_Fall\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n\t\tTNT1 A 0 A_Explode(32,128)\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"Scrap1\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"Scrap2\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_MissileAttack\n\t\tTNT1 A 0 A_Fall\n\t\tStop\n\t}\n}\n\nACTOR RedExplosion {\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tProjectile\n\tDontHurtShooter\n\tDeathSound \"duke/splode\"\n        +ClientSideOnly\n\tStates\n\t{\n\tSpawn:\n\t\tXPLO A 0\n\t\tXPLO A 0 A_Scream\n\t\tXPLO ABCDEFGHIJKLMNOPQRSTU 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR Commander\n{\n//$Category Stronghold_DukeNukem\n\tpainchance \"Stunner\", 128\n\tBloodType \"DN3DBlood\", \"DN3DBlood\"\n\n\tspawnid 168\n\tHealth 400\n\tGibHealth -40\n\tMass 200\n\tRadius 20\n\tHeight 56\n\tScale 0.7\n\tSpeed 4\n\tPainChance 64\n\tMONSTER\n\n\t+NOGRAVITY\n\t+DROPOFF\n\t+FLOAT\n\n\tSeeSound \"commander/sight\"\n\tPainSound \"commander/pain\"\n\tDeathSound \"commander/death\"\n\tActiveSound \"commander/active\"\n\tObituary \"%o sucked down a commander's rocket.\"\n\n\tMissileType \"DukerocketTrailer\"\n\tMissileHeight 16\n\n\tDamage 3\n\n\tStates\n\t{\n\tSpawn:\n\t\tCOMM A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tCOMM AAAABBBBCCCC 1 A_Chase\n\t\tLoop\n\tMissile:\n\t\tCOMM I 0\n\t\tCOMM I 0 A_PlaySound(\"commander/attack\")\n\t\tCOMM JJJJJJJJJJ 6 A_FaceTarget\n\t\tCOMM J 4 BRIGHT A_MissileAttack\n\t\tCOMM J 8\n\t\tCOMM J 0 A_Jump(150,1)\n\t\tGoto See\n\t\tCOMM I 0 A_SpidRefire\n\t\tGoto Missile+7\n\tPain:\n\t\tCOMM K 3\n\t\tCOMM K 3 A_Pain\n\t\tGoto See\n\tPain.Stunner:\n\t\tCOMM K 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tCOMM K 300 A_Pain\n\t\tCOMM K 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tGoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n\t\tCOMM K 8 A_Scream\n\t\tCOMM LM 8\n\t\tCOMM N -1\n\t\tStop\n\tCrash:\n\t\tCOMM O 8 A_Fall\n\t\tCOMM PQ 8\n\t\tCOMM R -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 12)\n\t\tTNT1 A 0 A_PlaySound(\"duke/splat\")\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage1\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage2\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage3\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage4\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage5\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"Gibbage6\",24,0,random(0,359),2,random(30,50))\n\t\tStop\n\t}\n}\n\nACTOR Dukerocket {\n\tScale 0.6\n\tRadius 8\n\tHeight 8\n\tSpeed 25\n\tDamage 17\n\tDontHurtShooter\n\tProjectile\n\tSeeSound \"duke/rocket\"\n\tDeathSound \"duke/splode\"\n\n\tMissileType \"Dukerockettrail\"\n\tMissileHeight 3\n\n\tStates\n\t{\n\tSpawn:\n\t\tDROK A 1\n\t\tLoop\n\tDeath:\n\t\tXPLO A 0\n\t\tXPLO A 0 A_Explode\n\t\tXPLO A 0 A_SpawnItem(\"RedExplosion\",0,32)\n\t\tStop\n\t}\n}\n\nactor DukerocketTrailer : Dukerocket {\n\tSeeSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tDROK A 0\n\t\tDROK A 1 A_SpawnItemEx(\"Dukerockettrail\", 0, 0, 3, 0, 0, 1, 0, 128)\n\t\tLoop\n\tDeath:\n\t\tXPLO A 0\n\t\tXPLO A 0 A_SpawnItem(\"RedExplosion\",0,32)\n\t\tStop\n\t}\n}\n\nactor DukerocketSlow : Dukerocket {\n\tSeeSound \"\"\n\tScale 0.5\n\tSpeed 18\n}\n\nACTOR Dukerockettrail {\n\tScale 0.5\n\tRadius 12\n\tHeight 8\n\tSpeed 1\n\tDamage 0\n\tRenderStyle Translucent\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTRAI XABCD 2\n\t\tStop\n\t}\n}\n\nACTOR BattleLord\n{\n//$Category Stronghold_DukeNukem\n\tpainchance \"Stunner\", 64\n\tBloodType \"DN3DBlood\", \"DN3DBlood\"\n\n\tspawnid 167\n\tHealth 1000\n\tMass 2000\n\tRadius 20\n\tHeight 72\n\tScale 0.75\n\tSpeed 10\n\tPainChance 32\n\tMONSTER\n\t+FLOORCLIP\n\t+BOSS\n\t+FULLVOLACTIVE\n\n\tSeeSound \"battlelord/sight\"\n\tAttackSound \"lizard/attack\"\n\tPainSound \"battlelord/pain\"\n\tDeathSound \"battlelord/death\"\n\tActiveSound \"battlelord/active\"\n\tObituary \"%o was stomped on by a BattleLord.\"\n\n\tMissileType \"Mortar\"\n\tMissileHeight 24\n\tDamage 3\n\n\tDamage 1\n\n\tStates\n\t{\n\tSpawn:\n\t\tLORD AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tLORD AABBCCDD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tLORD E 2 A_Jump(90, \"Mortar\")\n\t\tGoto Chaingun\n\tChaingun:\n\t\tLORD E 3 A_FaceTarget\n\t\tLORD F 2 Bright\tA_BulletAttack\n\t\tLORD E 3 A_FaceTarget\n\t\tLORD F 2 Bright\tA_BulletAttack\n\t\tLORD E 3 A_FaceTarget\n\t\tLORD F 2 Bright A_BulletAttack\n\t\tLORD E 0 A_SpidRefire\n\t\tGoto Missile+1\n\tMortar:\n\t\tLORD G 10 A_FaceTarget\n\t\tLORD G 0 A_PlaySound(\"duke/rocket\")\n\t\tLORD H 10 Bright A_CustomMissile(\"Mortar\",32,20,0,2,35)\n\t\tLORD G 10 A_FaceTarget\n\t\tLORD G 0 A_PlaySound(\"duke/rocket\")\n\t\tLORD H 10 Bright A_CustomMissile(\"Mortar\",32,20,0,2,35)\n\t\tLORD G 10 A_FaceTarget\n\t\tLORD G 0 A_PlaySound(\"duke/rocket\")\n\t\tLORD H 10 Bright A_CustomMissile(\"Mortar\",32,20,0,2,35)\n\t\tLORD G 10 A_SpidRefire\n\t\tLORD E 0 A_Jump(256, \"See\",\"Missile\")\n\t\tGoto See\n\tPain:\n\t\tLORD I 3\n\t\tLORD I 3 A_Pain\n\t\tGoto See\n\tPain.Stunner:\n\t\tLORD I 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tLORD I 300 A_Pain\n\t\tLORD I 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 12)\n\t\tLORD I 14 A_Scream\n\t\tLORD J 14 A_Fall\n\t\tLORD KLM 14\n\t\tLORD N 3000\n\t\tLORD NNNNNNNNNNNN 2 A_FadeOut(0.1)\n\t\tStop\n\t}\n\n}\n\nACTOR BattleLordPal : BattleLord\n{\n//$Category Stronghold_DukeNukem\n\tspawnid 166\n}\n\nACTOR SuperBattleLord : BattleLord\n{\n//$Category Stronghold_DukeNukem\n\tspawnid 165\n\tScale 1.4\n\tSpeed 18\n\tRadius 69\n\tHeight 130\n\tHealth 4000\n\tMass 6000\n\tMissileHeight 64\n\tMinMissileChance 48\n\tObituary \"%o was perforated by the battlelord's super-chaingun.\"\n\tStates\n\t{\n\tSee:\n\tRoam:\n\t\tLORD G 0 A_PlaySound(\"battlelord/stomp\")\n\t\tLORD AABBCCDD 3 A_Chase\n\t\tLoop\n\tCharge:\n\t\tLORD G 0 A_PlaySound(\"battlelord/stomp\")\n\t\tLORD AABBCCDD 2 A_Chase\n\t\tLoop\n\tMissile:\n\t\tLORD E 0 A_JumpIfCloser(1024, 1)\n\t\tGoto Charge\n\t\tLORD E 0 A_Jump(90, \"Mortar\")\n\t\tGoto Chaingun\n\tMortar:\n\t\tLORD G 10 A_FaceTarget\n\t\tLORD G 0 A_PlaySound(\"duke/rocket\")\n\t\tLORD H 12 Bright A_CustomMissile(\"Mortar\",38,40,0,2,45)\n\t\tLORD G 12 A_FaceTarget\n\t\tLORD G 0 A_PlaySound(\"duke/rocket\")\n\t\tLORD H 12 Bright A_CustomMissile(\"Mortar\",38,40,0,2,45)\n\t\tLORD G 12 A_FaceTarget\n\t\tLORD G 0 A_PlaySound(\"duke/rocket\")\n\t\tLORD H 12 Bright A_CustomMissile(\"Mortar\",38,40,0,2,45)\n\t\tLORD G 12 A_SpidRefire\n\t\tLORD E 0 A_Jump(256, \"See\",\"Missile\")\n\t\tGoto See\n\t}\n}\n\nActor Mortar {\n\tScale 0.6\n\tRadius 8\n\tHeight 8\n\tSpeed 16\n\tDamage 20\n\tDontHurtShooter\n\tPROJECTILE\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\n\tSeeSound \"duke/bounce\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tLGRE ABCD 2 A_SpawnItemEx(\"MortarTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tXPLO A 0 A_SpawnItem(\"MortarTrap\",0,0)\n\t\tStop\n\t}\n}\n\nActor MortarTrap {\n   Scale 0.6\n   Radius 16\n   Height 12\n   Mass 1000000\n   Health 10\n   Damage 20\n   DONTHURTSHOOTER\n   Speed 0\n   +NOBLOOD\n   +SHOOTABLE\n   +MISSILE\n   States\n   {\n   Spawn:\n      LGRE A 0 A_Gravity\n      LGRE ABCD 2\n      Loop\n   Melee:\n   Death:\n\t\tXPLO A 0\n\t\tXPLO A 0 A_Scream\n\t\tXPLO A 0 A_SpawnItem(\"RedExplosion\",0,0)\n\t\tStop\n\t}\n}\n\nACTOR MortarTrail\t{\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tLGRE ABCDABCD 2 A_FadeOut(0.125)\n\t\tStop\n\t}\n}\n\nACTOR OctaBrain\n{\n//$Category Stronghold_DukeNukem\n\tpainchance \"Stunner\", 128\n\tBloodType \"DN3DBlood\", \"DN3DBlood\"\n\n\tspawnid 164\n\tHealth 120\n\tGibHealth -30\n\tRadius 20\n\tHeight 56\n\tScale 0.7\n\tSpeed 10\n\tMass 400\n\tPainChance 200\n\tMONSTER\n\n\t+NOGRAVITY\n\t+DROPOFF\n\t+FLOAT\n\n\tSeeSound \"octabrain/sight\"\n\tAttackSound \"octabrain/attack\"\n\tPainSound \"octabrain/pain\"\n\tDeathSound \"octabrain/death\"\n\tActiveSound \"octabrain/active\"\n\tObituary \"%o was blasted by an octabrain's psionic storm.\"\n\n\tMissileType \"PsiBlast\"\n\tMissileHeight 32\n\tDamage 10\n\n\tStates\n\t{\n\tSpawn:\n\t\tOCTA AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tOCTA AABBCC 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tOCTA B 5\n\t\tOCTA C 5 A_FaceTarget\n\t\tOCTA D 20 A_FaceTarget\n\t\tOCTA D 5 BRIGHT A_ComboAttack\n\t\tOCTA C 5\n\t\tGoto See\n\tPain:\n\t\tOCTA E 3\n\t\tOCTA E 3 A_Pain\n\t\tGoto See\n\tPain.Stunner:\n\t\tOCTA E 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tOCTA E 300 A_Pain\n\t\tOCTA E 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n\t\tOCTA E 8\n\t\tOCTA F 8 A_Scream\n\t\tOCTA G 8 A_Fall\n\t\tOCTA H 8\n\t\tOCTA I 8\n\t\tOCTA J 3000\n\t\tOCTA JJJJJJJJJJJJJ 2 A_FadeOut(0.1)\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 10)\n\t\tTNT1 A 0 A_PlaySound(\"duke/splat\")\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage1\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage2\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage3\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage4\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage5\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"Gibbage6\",24,0,random(0,359),2,random(30,50))\n\t\tStop\n\t}\n}\n\nACTOR PsiBlast {\n\tScale 0.7\n\tRadius 12\n\tHeight 8\n\tRenderStyle Translucent\n\tAlpha 0.85\n\tSpeed 20\n\tDamage 10\n\tProjectile\n\tSeeSound \"octabrain/blast\"\n\tStates\n\t{\n\tSpawn:\n\t\tOPSI ABCDEFGHIJKLMNOPQRST 2 Bright\n\t\tStop\n\tDeath:\n\t\tOPSI T 0\n\t\tStop\n\t}\n}\n\nACTOR LizardCommando\n{\n//$Category Stronghold_DukeNukem\n\tpainchance \"Stunner\", 128\n\tBloodType \"DN3DBlood\", \"DN3DBlood\"\n\n\tspawnid 163\n\tHealth 100\n\tGibHealth -25\n\tRadius 20\n\tHeight 56\n\tScale 0.7\n\tSpeed 24\n\tPainChance 32\n\tGravity 0.6\n\tMONSTER\n\t+FLOORCLIP\n\n\tSeeSound \"lizard/sight\"\n\tAttackSound \"lizard/attack\"\n\tPainSound \"lizard/pain\"\n\tDeathSound \"lizard/death\"\n\tActiveSound \"lizard/roam\"\n\tObituary \"%o was rattled by an enforcer.\"\n\n\tMissileType \"LizardPhlegm\"\n\tMissileHeight 24\n\n\tDropItem \"LizardAmmoDrop\" 64\n\n\tStates\n\t{\n\tSpawn:\n\t\tLIZD AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tLIZD A 0 A_Chase\n\t\tLIZD AB 5 A_Chase\n\t\tLIZD C 0 A_Chase\n\t\tLIZD CD 5 A_Chase\n\t\tLoop\n\tMissile:\n\t\tLIZD I 0\tA_JumpIfCloser(512,1)\n\t\tGoto Jump\n\t\tLIZD I 0\tA_Jump(256,\"Chaingun\",\"Jump\",\"Spit\")\n\tChaingun:\n\t\tLIZD I 2 \tA_FaceTarget\n\t\tLIZD J 2 BRIGHT A_CPosAttack\n\t\tLIZD I 0 \tA_SpidRefire\n\t\tLoop\n\tSpit:\n\t\tLIZD EEEEFFFFGGGG 3 A_FaceTarget\n\t\tLIZD E 0 A_CustomMissile(\"LizardPhlegm\",24,0,-20,2,3)\n\t\tLIZD E 0 A_CustomMissile(\"LizardPhlegm\",24,0,20,2,3)\n\t\tLIZD E 8 A_CustomMissile(\"LizardPhlegm\",24,0,0,2,3)\n\t\tGoto See\n\tJump:\n\t\tLIZD Q 1 A_FaceTarget\n\t\tLIZD Q 0 A_Recoil(-8)\n\t\tLIZD QQQ 3 ThrustThingZ(0,35,0,0)\n\t\tLIZD RRRRRRRRR 1\n\tCheckforFloor:\n\t\tLIZD S 1 A_JumpIf(momz==0,\"Land\")\n\t\tLoop\n\tLand:\n\t\tLIZD Q 0 A_PlaySound(\"alien/splode\")\n\t\tLIZD Q 0 Thing_Stop(0)\n\t\tGoto See\n\tPain:\n\t\tLIZD K 3\n\t\tLIZD K 3 A_Pain\n\t\tLIZD E 0 A_Jump(25, 1) //dump chance\n\t\tGoto See\n\t\tLIZD EF 10\n\t\tLIZD G 15\n\t\tLIZD H 15 A_CustomMissile(\"ADump\", 4,0,0)\n\t\tLIZD G 10\n\t\tGoto See\n\tPain.Stunner:\n\t\tLIZD K 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tLIZD K 300 A_Pain\n\t\tLIZD K 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 4)\n\t\tLIZD K 6\n\t\tLIZD L 6 A_Scream\n\t\tLIZD M 6 A_Fall\n\t\tLIZD NO 6\n\t\tLIZD P 3000\n\t\tLIZD PPPPPPPPPPPP 2 A_FadeOut(0.1)\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"duke/splat\")\n    \tTNT1 A 0 A_CustomMissile(\"Gibbage1\",24,0,random(0,359),2,random(30,50))\n    \tTNT1 A 0 A_CustomMissile(\"Gibbage2\",24,0,random(0,359),2,random(30,50))\n    \tTNT1 A 0 A_CustomMissile(\"Gibbage3\",24,0,random(0,359),2,random(30,50))\n    \tTNT1 A 0 A_CustomMissile(\"Gibbage4\",24,0,random(0,359),2,random(30,50))\n    \tTNT1 A 0 A_CustomMissile(\"Gibbage5\",24,0,random(0,359),2,random(30,50))\n    \tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"Gibbage6\",24,0,random(0,359),2,random(30,50))\n\t\tStop\n\t}\n\n}\n\nACTOR LizardAmmoDrop : RandomSpawner\n{\n//$Category Stronghold_DukeNukem\n  DropItem Chaingun 255 1\n  DropItem ClipBox 255 4\n}\n\nACTOR LizardPhlegm {\n\tScale 0.7\n\tRadius 13\n\tHeight 8\n\tSpeed 20\n\tVSpeed 20\n\tDamage 10\n\tPROJECTILE\n\t-NOGRAVITY\n\tGravity 0.6\n\tDamageType PoisonCloud\n\tPoisonDamage 50\n\tSeeSound \"lizard/spit\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPIT A 3 A_SpawnItemEx(\"LizardPhlegmTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\t}\n}\n\nACTOR LizardPhlegmTrail {\n\tScale 0.35\n\tRadius 13\n\tHeight 8\n\t+LOWGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tSPIT ZZAAAAAA 1\n\t\tStop\n\t}\n}\n\nACTOR ADump {\n\n\tScale 0.4\n\tRadius 13\n\tHeight 8\n\tSpeed 0\n\n\tStates\n\t{\n\tSpawn:\n\t\tSHIT A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSHIT A 15 A_Chase\n\t\tLoop\n\tMelee:\n\t\tSHIT A 1 A_PlaySound(\"lizard/shit\")\n\t\tGoto Death\n\tDeath:\n\t\tSHIT A 1\n\t\tStop\n\t}\n}\n\nACTOR PigCop\n{\n//$Category Stronghold_DukeNukem\n\tpainchance \"Stunner\", 128\n\tBloodType \"DN3DBlood\", \"DN3DBlood\"\n\n\tspawnid 162\n\tHealth 100\n\tGibHealth -25\n\tRadius 20\n\tHeight 56\n\tScale 0.7\n\tSpeed 8\n\tPainChance 32\n\tMONSTER\n\t+FLOORCLIP\n\n\tSeeSound \"pig/sight\"\n\tAttackSound \"pig/attack\"\n\tPainSound \"pig/pain\"\n\tDeathSound \"pig/death\"\n\tActiveSound \"pig/active\"\n\tObituary \"%o was filled with lead by a pigcop.\"\n\n\tDamage 5\n\tDropItem \"PigCopAmmoDrop\" 128\n\n\tStates\n\t{\n\tSpawn:\n\t\tLARD AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tLARD AABBCCDD 4 A_Chase\n\t\tLoop\n\tMissile:\n\t\tLARD F 0 A_Jump(64,\"DuckShoot\")\n\tShoot:\n\t\tLARD F 12 A_FaceTarget\n\t\tLARD G 10 Bright A_BulletAttack\n\t\tLARD E 10 A_PlaySound(\"pig/cock\")\n\t\tLARD EFF 7\n\t\tLARD E 0 A_Jump(128,\"See\")\n\t\tGoto Shoot+1\n\tDuckShoot: //heh\n\t\tLARD H 12 A_FaceTarget\n\t\tLARD I 22\n\t\tLARD J 10 Bright A_BulletAttack\n\t\tLARD J 10 Bright A_PlaySound(\"pig/cock\")\n\t\tLARD E 0 A_Jump(128,\"See\")\n\t\tGoto DuckShoot+1\n\tPain:\n\t\tLARD K 3\n\t\tLARD K 3 A_Pain\n\t\tGoto See\n\tPain.Stunner:\n\t\tLARD K 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tLARD K 300 A_Pain\n\t\tLARD K 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n\t\tLARD K 6\n\t\tLARD L 6 A_Scream\n\t\tLARD N 6 A_Fall\n\t\tLARD O 6\n\t\tLARD P 6\n\t\tLARD Q 3000\n\t\tLARD QQQQQQQQQQQQQ 2 A_FadeOut(0.1)\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"duke/splat\")\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage1\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage2\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage3\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage4\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 A 0 A_CustomMissile(\"Gibbage5\",24,0,random(0,359),2,random(30,50))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"Gibbage6\",24,0,random(0,359),2,random(30,50))\n\t\tStop\n\t}\n}\n\nACTOR PigCopAmmoDrop : RandomSpawner\n{\n//$Category Stronghold_DukeNukem\n  DropItem Shotgun 255 1\n  DropItem Shell 255 4\n}\n\nACTOR DukeFodder\n{\n//$Category Stronghold_DukeNukem\n\tpainchance \"Stunner\", 128\n\tBloodType \"DN3DBlood\", \"DN3DBlood\"\n\n\tspawnid 160\n\n\tHealth 30\n\tGibHealth -15\n\tRadius 20\n\tHeight 56\n\tScale 0.7\n\tSpeed 12\n\tPainChance 200\n\tMONSTER\n\t+FLOORCLIP\n\tSeeSound \"lizard/sight\"\n\tPainSound \"lizard/pain\"\n\tDeathSound \"lizard/death\"\n\tActiveSound \"lizard/active\"\n\tObituary \"%o was taken down by an assault trooper.\"\n\tMissileType \"FodderLaser\"\n\tMissileHeight 26\n\n\tDropItem Clip 128\n\n\tStates\n\t{\n\tSpawn:\n\t\tDFOD AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tDFOD G 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tDFOD G 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tDFOD G 0 A_ChangeFlag(\"FLOAT\",0)\n\t\tDFOD ABCD 4 A_Chase\n\t\tGoto See+3\n\tMissile:\n\t\tDFOD F 0 A_JumpIfCloser(1024,2)\n\t\tDFOD F 0 A_Jump(224,1)\n\t\tGoto SeeJetpackRising\n\t\tDFOD F 0 A_Jump(128, \"DuckMissile\")\n\t\tDFOD F 10 A_FaceTarget\n\t\tDFOD F 6 Bright A_MissileAttack\n\t\tDFOD F 10 A_FaceTarget\n\t\tDFOD F 6 Bright A_MissileAttack\n\t\tDFOD F 10 A_FaceTarget\n\t\tDFOD F 6 Bright A_MissileAttack\n\t\tGoto See+3\n\tSeeJetpackRising:\n\t\tDFOD G 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tDFOD G 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\tDFOD G 0 A_JumpIf(z-floorz>=128,\"SeeJetpack\")\n\t\tDFOD G 0 A_JumpIf(ceilingz-z<=56,\"SeeJetpack\")\n\t\tDFOD G 0 ThrustThingZ(0,3,0,0)\n\t\tDFOD G 2 A_Chase(\"\",\"\",0)\n\t\tGoto SeeJetpackRising+2\n\tSeeJetpack:\n\t\t\tDFOD G 0 A_ChangeFlag(\"FLOAT\",1)\n\t\tDFOD G 1\n\t\tDFOD G 1 A_Chase(\"\",\"JetpackAttack\",0)\n\t\tGoto SeeJetpack+1\n\tJetpackAttack:\n\t\tDFOD G 0 A_Jump(64,1)\n\t\tGoto SeeJetpack+1\n\t\tDFOD G 0 A_FaceTarget\n\t\tDFOD G 0 A_MissileAttack\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD H 0 A_Chase(\"\",\"\",0)\n\t\tDFOD HHHH 1 Bright A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD H 0 A_Chase(\"\",\"\",0)\n\t\tDFOD HHHH 1 Bright A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tDFOD G 0 ThrustThingZ(0,2,1,0)\n\t\tDFOD G 0 A_Chase(\"\",\"\",0)\n\t\tDFOD GG 1 A_CheckFloor(\"See\")\n\t\tLoop\n\tDuckMissile:\n\t\tDFOD Q 10 A_FaceTarget\n\t\tDFOD R 8 Bright A_FaceTarget\n\t\tDFOD Q 8 Bright A_MissileAttack\n\t\tDFOD R 8 Bright A_FaceTarget\n\t\tDFOD Q 8 Bright A_MissileAttack\n\t\tDFOD R 8 Bright A_FaceTarget\n\t\tDFOD Q 8 Bright A_MissileAttack\n\t\tGoto See+3\n\tPain:\n\t\tDFOD I 3\n\t\tDFOD I 3 A_Pain\n\t\tGoto See+3\n\tPain.Stunner:\n\t\tDFOD I 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tDFOD I 300 A_Pain\n\t\tDFOD I 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See+3\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n\t\tDFOD I 6\n\t\tDFOD J 6 A_Scream\n\t\tDFOD K 6 A_Fall\n\t\tDFOD L 6\n\t\tDFOD M 3000\n\t\tDFOD MMMMMMMMMMMM 2 A_FadeOut(0.1)\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 5)\n\t\tTNT1 A 0 A_PlaySound(\"duke/splat\")\n    \tTNT1 A 0 A_CustomMissile(\"Gibbage1\",24,0,random(0,359),2,random(30,50))\n    \tTNT1 A 0 A_CustomMissile(\"Gibbage2\",24,0,random(0,359),2,random(30,50))\n    \tTNT1 A 0 A_CustomMissile(\"Gibbage3\",24,0,random(0,359),2,random(30,50))\n    \tTNT1 A 0 A_CustomMissile(\"Gibbage4\",24,0,random(0,359),2,random(30,50))\n    \tTNT1 A 0 A_CustomMissile(\"Gibbage5\",24,0,random(0,359),2,random(30,50))\n    \tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"Gibbage6\",24,0,random(0,359),2,random(30,50))\n\t\tStop\n\t}\n\n}\n\nACTOR FodderLaser {\n\tScale 0.4\n\tRadius 8\n\tHeight 8\n\tSpeed 25\n\tDamage 2\n\tProjectile\n\tSeeSound \"lizard/laser\"\n\tDeathSound \"duke/hit\"\n\tStates\n\t{\n\tSpawn:\n\t\tDLAS A 1 BRIGHT A_SpawnItem(\"FodderLaserTrail\",0)\n\t\tLoop\n\t}\n\t}\n\nACTOR FodderLaserTrail {\n\tScale 0.4\n\tRadius 8\n\tHeight 8\n\t+Nogravity\n\tStates\n\t{\n\tSpawn:\n\t\tDLAS A 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR TeleFodder : DukeFodder\n{\n//$Category Stronghold_DukeNukem\n\tspawnid 161\n\tTranslation \"112:127=[255,75,25]:[68,12,4]\"\n\tObituary \"%o didn't see the assault captain coming.\"\n\tHealth 60\n\tGibHealth -15\n\tStates\n\t{\n\tSeeInvisible:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Chase(\"GoVisible\",\"\",2)\n\t\tTNT1 A 1 A_Jump(10, \"GoVisibleSee\")\n\t\tLoop\n\tMissile:\n\t\tDFOD F 0 A_Jump(90, \"GoInvisible\")\n\t\tDFOD F 0 A_Jump(128, \"DuckMissile\")\n\t\tDFOD F 10 A_FaceTarget\n\t\tDFOD F 6 Bright A_MissileAttack\n\t\tDFOD F 10 A_FaceTarget\n\t\tDFOD F 6 Bright A_MissileAttack\n\t\tDFOD F 10 A_FaceTarget\n\t\tDFOD F 6 Bright A_MissileAttack\n\t\tGoto See+3\n\tGoInvisible:\n\t\tDFOD S 20 A_UnSetShootable\n\t\tDFOD T 4\n\t\tDFOD TTTTTTTTT 1 A_FadeOut(0.1)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFuzz\",0,32)\n\t\tTNT1 A 0 A_PlaySound(\"lizard/teleport\")\n\t\tTNT1 A 0 A_UnSetSolid\n\t\tGoto SeeInvisible\n\tGoVisible:\n\t\tTNT1 A 6 A_SpawnItem(\"TeleportFuzz\",0,32)\n\t\tTNT1 A 0 A_PlaySound(\"lizard/teleport\")\n\t\tTNT1 A 0 A_SetShootable\n\t\tTNT1 A 0 A_SetSolid\n\t\tTNT1 A 0 A_SetTranslucent(1.0,0)\n\t\tGoto Missile+2\n\tGoVisibleSee:\n\t\tTNT1 A 6 A_SpawnItem(\"TeleportFuzz\",0,32)\n\t\tTNT1 A 0 A_PlaySound(\"lizard/teleport\")\n\t\tTNT1 A 0 A_SetShootable\n\t\tTNT1 A 0 A_SetSolid\n\t\tTNT1 A 0 A_SetTranslucent(1.0,0)\n\t\tGoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n\t\tDFOD I 6\n\t\tDFOD J 6 A_Scream\n\t\tDFOD K 6 A_Fall\n\t\tDFOD L 6\n\t\tDFOD M 3000\n\t\tDFOD MMMMMMMMMMMM 2 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nactor TeleportFuzz\n{\n  PROJECTILE\n  Speed 0\n  XScale 0.4\n  YScale 0.5\n  RenderStyle Translucent\n  Alpha 0.756\n  +ClientSideOnly\n  States\n  {\n  Spawn:\n  Death:\n    DFOG ABCDE 1\n    Stop\n  }\n}\n\nactor ShrinkFuzz : TeleportFuzz\n{\n  Translation \"80:111=112:127\"\n  RenderStyle Add\n  SeeSound \"duke/shrink\"\n}\n\n// Duke babes - added by Jimmy91 :D\n\nACTOR BabeSpawner : RandomSpawner 20088\n{\n//$Category Stronghold_DukeNukem\n  DropItem Babe1 255 1\n  DropItem Babe2 255 1\n  DropItem Babe3 255 1\n  DropItem Babe4 255 1\n}\n\nACTOR BabeBase\n{\n  +SOLID\n  +SHOOTABLE\n  BloodType \"DN3DBlood\", \"DN3DBlood\"\n  Health 250\n  Height 64\n  Radius 24\n  Mass 9999999\n  Scale 0.5\n  DeathSound \"duke/babedie\"\n}\n\nACTOR Babe1 : BabeBase\n{\n//$Category Stronghold_DukeNukem\n  States\n  {\n  Spawn:\n    BABE A 1\n\tLoop\n  Death:\n    BABE E 1 A_Scream\n\tTNT1 A 0 A_PlaySound(\"duke/splat\")\n    TNT1 A 0 A_CustomMissile(\"Gibbage1\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage2\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage3\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage4\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage5\",24,0,random(0,359),2,random(30,50))\n    TNT1 AAAAAAAAAA 0 A_CustomMissile(\"Gibbage6\",24,0,random(0,359),2,random(30,50))\n    BABE E -1\n\tStop\n  }\n}\n\nACTOR Babe2 : BabeBase\n{\n//$Category Stronghold_DukeNukem\n  Height 48\n  States\n  {\n  Spawn:\n    BABE B 1\n\tLoop\n  Death:\n    BABE F 1 A_Scream\n\tTNT1 A 0 A_PlaySound(\"duke/splat\")\n    TNT1 A 0 A_CustomMissile(\"Gibbage1\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage2\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage3\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage4\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage5\",24,0,random(0,359),2,random(30,50))\n    TNT1 AAAAAAAAAA 0 A_CustomMissile(\"Gibbage6\",24,0,random(0,359),2,random(30,50))\n    BABE F -1\n\tStop\n  }\n}\n\nACTOR Babe3 : BabeBase\n{\n//$Category Stronghold_DukeNukem\n  States\n  {\n  Spawn:\n    BABE D 1\n\tLoop\n  Death:\n    BABE H 1 A_Scream\n\tTNT1 A 0 A_PlaySound(\"duke/splat\")\n    TNT1 A 0 A_CustomMissile(\"Gibbage1\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage2\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage3\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage4\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage5\",24,0,random(0,359),2,random(30,50))\n    TNT1 AAAAAAAAAA 0 A_CustomMissile(\"Gibbage6\",24,0,random(0,359),2,random(30,50))\n    BABE H -1\n\tStop\n  }\n}\n\nACTOR Babe4 : BabeBase\n{\n//$Category Stronghold_DukeNukem\n  States\n  {\n  Spawn:\n    BABE I 1\n\tLoop\n  Death:\n    BABE J 1 A_Scream\n\tTNT1 A 0 A_PlaySound(\"duke/splat\")\n    TNT1 A 0 A_CustomMissile(\"Gibbage1\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage2\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage3\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage4\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage5\",24,0,random(0,359),2,random(30,50))\n    TNT1 AAAAAAAAAA 0 A_CustomMissile(\"Gibbage6\",24,0,random(0,359),2,random(30,50))\n    BABE J -1\n\tStop\n  }\n}\n\n/*\nACTOR Babe5 : BabeBase\n{\n//$Category Stronghold_DukeNukem\n  States\n  {\n  Spawn:\n    BABE C 1\n\tLoop\n  Death:\n    BABE G 1 A_Scream\n\tTNT1 A 0 A_PlaySound(\"duke/splat\")\n    TNT1 A 0 A_CustomMissile(\"Gibbage1\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage2\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage3\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage4\",24,0,random(0,359),2,random(30,50))\n    TNT1 A 0 A_CustomMissile(\"Gibbage5\",24,0,random(0,359),2,random(30,50))\n    TNT1 AAAAAAAAAA 0 A_CustomMissile(\"Gibbage6\",24,0,random(0,359),2,random(30,50))\n    BABE G -1\n\tStop\n  }\n}\n*/\n\n// Duke gibs added by Jimmy91\n\nactor DN3DBlood : Blood\n{\n  Scale 0.45\n  +CORPSE\n  States\n  {\n  Spawn:\n    BLUD A 0\n    BLUD A 0 A_Jump(128,2)\n    BLUD A 0 A_SpawnItem(\"DN3DBloodSplat\",0,0,0,1)\n    DNBD A 1\n    Goto Spawn+3\n  Crash:\n    DNBD BCDEFGH 3\n    Stop\n  }\n}\n\nactor DN3DBloodSplat\n{\n  Radius 1\n  Height 1\n  +NOCLIP\n  +NOBLOCKMAP\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    DNBS ABCD 2 Bright\n    Stop\n  }\n}\n\nactor Gibbage1\n{\n  PROJECTILE\n  Radius 2\n  Height 2\n  Speed 9\n  VSpeed 24\n  Mass 5\n  Scale 0.65\n  Gravity 0.5\n  Decal BloodSplat\n  -NOGRAVITY\n  -ACTIVATEIMPACT\n  -ACTIVATEPCROSS\n  +RIPPER\n  +NOBLOCKMAP\n  +CORPSE\n  +ClientSideOnly\n  States\n  {\n  Spawn:\n    GIB1 ABCD 6\n    Loop\n  Death:\n    DNBD BCDEFGH 3\n    Stop\n  }\n}\n\nactor Gibbage2 : Gibbage1\n{\n  States\n  {\n  Spawn:\n    GIB2 ABCD 6\n    Loop\n  }\n}\n\nactor Gibbage3 : Gibbage1\n{\n  States\n  {\n  Spawn:\n    GIB3 ABCD 6\n    Loop\n  }\n}\n\nactor Gibbage4 : Gibbage1\n{\n  States\n  {\n  Spawn:\n    GIB4 ABCD 6\n    Loop\n  }\n}\n\nactor Gibbage5 : Gibbage1\n{\n  States\n  {\n  Spawn:\n    GIB5 ABCD 6\n    Loop\n  }\n}\n\nactor Gibbage6 : Gibbage1\n{\n  States\n  {\n  Spawn:\n    DNBD A 1\n    Loop\n  }\n}\n\nactor Scrap1 : Gibbage1\n{\n  Decal None\n  Scale 0.5\n  States\n  {\n  Spawn:\n    SCRP ABCD 6\n    Loop\n  Death:\n    SCRP A 0\n    Stop\n  }\n}\n\nactor Scrap2 : Scrap1\n{\n  States\n  {\n  Spawn:\n    SCRP EFGHIJKLM 6\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/exclamation.txt",
        "contents": "//////////////////////\n// EXCLAMATION MARK //\n//////////////////////\n\nactor Exclamation  21236\n{\n//$Category Stronghold\n  scale 1.2\n  alpha 1.0\n  renderstyle Add\n  -SOLID\n  +NOGRAVITY\n  +CLIENTSIDEONLY\n  states\n  {\n  Spawn:\n    EXCL A 1 Bright\n    loop\n  }\n}\n\n// Do not define DoomEdNums for these!\nactor Exclamation2 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,2,1) loop } }\nactor Exclamation3 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,3,1) loop } }\nactor Exclamation122 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,122,1) loop } }\nactor Exclamation9 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,9,1) loop } }\nactor Exclamation8 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,8,1) loop } }\nactor Exclamation10 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,10,1) loop } }\nactor Exclamation11 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,11,1) loop } }\nactor Exclamation12 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,12,1) loop } }\nactor Exclamation13 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,13,1) loop } }\nactor Exclamation14 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,14,1) loop } }\nactor Exclamation15 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,15,1) loop } }\nactor Exclamation16 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,16,1) loop } }\nactor Exclamation17 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,17,1) loop } }\nactor Exclamation20 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,20,1) loop } }\nactor Exclamation21 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,21,1) loop } }\nactor Exclamation22 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,22,1) loop } }\nactor Exclamation23 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,23,1) loop } }\nactor Exclamation24 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,24,1) loop } }\nactor Exclamation25 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,25,1) loop } }\nactor Exclamation36 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,36,1) loop } }\nactor Exclamation37 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,37,1) loop } }\nactor Exclamation38 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,38,1) loop } }\nactor Exclamation39 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,39,1) loop } }\nactor Exclamation40 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,40,1) loop } }\nactor Exclamation41 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,41,1) loop } }\nactor Exclamation44 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,44,1) loop } }\nactor Exclamation46 : Exclamation { states { Spawn: EXCL A 1 Bright Thing_Move(0,46,1) EXCL A 0 Thing_ChangeTid(0,1200) loop } }\n\nACTOR ExclamationSpawner 21750\n{\n//$Category Stronghold\n  +CLIENTSIDEONLY\n  states {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"Exclamation2\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation3\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation122\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation9\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation8\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation10\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation11\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation12\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation13\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation14\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation15\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation16\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation17\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation20\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation21\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation22\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation23\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation24\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation25\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation36\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation37\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation38\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation39\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation40\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation41\")\n    TNT1 A 0 A_SpawnItemEx(\"Exclamation44\")\n\tTNT1 A 0 A_SpawnItemEx(\"Exclamation46\")\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/holo.txt",
        "contents": "/////////////////////////////////////////////////////////////////////////////////////\n// MONSTER ENCYCLOPEDIA /////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////\n\nactor HoloDecoBase\n{\n\trenderstyle Translucent\n\talpha 0.45\n\t+FLOORCLIP\n\t-SOLID\n\t-SHOOTABLE\n}\n\nactor HoloDeco_Mancutank : HoloDecoBase 21801\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tZMNC A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_HS : HoloDecoBase 21802\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYADE A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_DuneWarrior : HoloDecoBase 21803\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tXHRT A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_HellWarrior : HoloDecoBase 21804\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tZWAR A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Azazel : HoloDecoBase 21805\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tZZEA A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_GuardianCube : HoloDecoBase 21806\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tZUBE A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_ZombieTank : HoloDecoBase 21807\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tXTNK A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_ArchonOfHell : HoloDecoBase 21808\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tZOS4 A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Diabolist : HoloDecoBase 21809\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tZIAB A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_PainElemental : HoloDecoBase 21810\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYAIN A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_NightmareDemon : HoloDecoBase 21811\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYAR2 A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Demon : HoloDecoBase 21812\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYARG A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Fatso : HoloDecoBase 21813\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYATT A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Catharsi : HoloDecoBase 21814\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYDDM A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Cacodemon : HoloDecoBase 21815\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYEAD A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Hectebus : HoloDecoBase 21816\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYECT A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Helemental : HoloDecoBase 21817\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYELE A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Hellion : HoloDecoBase 21818\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYELN A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Demolisher : HoloDecoBase 21819\n{\n//$Category Stronghold_HoloDeco\n\tscale 0.6\n\tstates\n\t{\n\t\tspawn:\n\t\tYEMO A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Terminator : HoloDecoBase 21820\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYERM A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Shadow : HoloDecoBase 21821\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYHDW A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Wicked : HoloDecoBase 21822\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYICK A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_ArchVile : HoloDecoBase 21823\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYILE A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_PhaseImp : HoloDecoBase 21824\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYIMP A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Revenant : HoloDecoBase 21825\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYKEL A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_LostSoul : HoloDecoBase 21826\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYKUL A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_SuicideBomber : HoloDecoBase 21827\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYMBE A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_EnhancedCaco : HoloDecoBase 21828\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYNCD A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_HellKnight : HoloDecoBase 21829\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYOS2 A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_BaronOfHell : HoloDecoBase 21830\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYOSS A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Mastermind : HoloDecoBase 21831\n{\n//$Category Stronghold_HoloDeco\n\tscale 0.6\n\tstates\n\t{\n\t\tspawn:\n\t\tYPID A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Chaingunner : HoloDecoBase 21832\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYPOS A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_BloodDemon : HoloDecoBase 21833\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYRG2 A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Imp : HoloDecoBase 21834\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYROO A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Cybruiser : HoloDecoBase 21835\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYRU2 A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_BruiserDemon : HoloDecoBase 21836\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYRUS A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Arachnotron : HoloDecoBase 21837\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYSPI A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_RocketTrooper : HoloDecoBase 21838\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYXOS A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_FusionSpider : HoloDecoBase 21839\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYXPI A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_CyberDemon : HoloDecoBase 21840\n{\n//$Category Stronghold_HoloDeco\n\tscale 0.8\n\tstates\n\t{\n\t\tspawn:\n\t\tYYBR A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Shotgunguy : HoloDecoBase 21841\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYYOS A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_PyroDemon : HoloDecoBase 21842\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYYRO A -1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor HoloDeco_Zombieman : HoloDecoBase 21843\n{\n//$Category Stronghold_HoloDeco\n\tstates\n\t{\n\t\tspawn:\n\t\tYYSS A -1 BRIGHT\n\t\tstop\n\t}\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////\n// INTRODUCTION TUTORIAL MAP /////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////\n\nactor HoloDoomImp\n{\n//$Category Stronghold_HoloMons\n  spawnid 255\n  obituary \"%o was burned by an imp.\"\n  hitobituary \"%o was slashed by an imp.\"\n  health 60\n  radius 20\n  height 56\n  mass 100\n  renderstyle Add\n  alpha 1.0\n  speed 8\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FLOORCLIP\n  +NOBLOOD\n  +DONTGIB\n  states\n  {\n  Spawn:\n    HROO AB 10 A_Look\n    loop\n  See:\n    HROO AABBCCDD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    HROO EF 8 A_FaceTarget\n    HROO G 6 A_CustomMissile(\"HoloDoomImpBall\",32,0,0)\n    goto See\n  Pain:\n    HROO H 2\n    HROO H 2 A_Pain\n    goto See\n  Death:\n    HROO I 8\n    HROO J 8 A_Scream\n    HROO K 6\n    HROO L 6 A_NoBlocking\n    HROO M 40\n    HROO MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 2 A_FadeOut(0.05)\n    stop\n  Raise:\n    TROO ML 8\n    TROO KJI 6\n    goto See\n  }\n}\n\nactor HoloDoomImpBall\n{\n  radius 6\n  height 8\n  speed 10\n  damage 0\n  renderstyle Add\n  alpha 1.0\n  seesound \"imp/attack\"\n  deathsound \"imp/shotx\"\n  PROJECTILE\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    HAL1 AB 4 bright\n    loop\n  Death:\n    HAL1 CDE 6 bright\n    stop\n  }\n}\n\nactor HoloZombieMan\n{\n//$Category Stronghold_HoloMons\n  spawnid 254\n  obituary \"%o was killed by a zombieman.\"\n  health 20\n  radius 20\n  height 56\n  renderstyle Add\n  alpha 1.0\n  mass 100\n  speed 8\n  painchance 200\n  seesound \"grunt/sight\"\n  attacksound \"grunt/attack\"\n  painsound \"grunt/pain\"\n  deathsound \"grunt/death\"\n  activesound \"grunt/active\"\n  MONSTER\n  +FLOORCLIP\n  +NOBLOOD\n  states\n  {\n  Spawn:\n    HOSS AB 10 A_Look\n    loop\n  See:\n    HOSS AABBCCDD 4 A_Chase\n    loop\n  Missile:\n    HOSS E 10 A_FaceTarget\n    HOSS F 8\n    HOSS E 8\n    goto See\n  Pain:\n    HOSS G 3\n    HOSS G 3 A_Pain\n    goto See\n  Death:\n    HOSS H 5\n    HOSS I 5 A_Scream\n    HOSS J 5 A_NoBlocking\n    HOSS K 5\n    HOSS L 40\n    HOSS LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_FadeOut(0.05)\n    stop\n  XDeath:\n    HOSS M 5\n    HOSS N 5 A_XScream\n    HOSS O 5 A_NoBlocking\n    HOSS PQRST 5\n    HOSS U 40\n    HOSS UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 1 A_FadeOut(0.05)\n    stop\n  Raise:\n    HOSS KJIH 5\n    goto See\n  }\n}\n\nactor HoloDemon\n{\n//$Category Stronghold_HoloMons\n  spawnid 253\n  hitobituary \"%o was bit by a demon.\"\n  health 150\n  painchance 180\n  speed 10\n  radius 30\n  height 56\n  renderstyle Add\n  alpha 1.0\n  mass 400\n  seesound \"demon/sight\"\n  attacksound \"demon/melee\"\n  painsound \"demon/pain\"\n  deathsound \"demon/death\"\n  activesound \"demon/active\"\n  MONSTER\n  renderstyle Add\n  +FLOORCLIP\n  +NOBLOOD\n  states\n  {\n  Spawn:\n    HARG AB 10 A_Look\n    loop\n  See:\n    HARG AABBCCDD 2 A_Chase\n    loop\n  Melee:\n    HARG EF 8 A_FaceTarget\n    HARG G 8\n    goto See\n  Pain:\n    HARG H 2\n    HARG H 2 A_Pain\n    goto See\n  Death:\n    HARG I 8\n    HARG J 8 A_Scream\n    HARG K 4\n    HARG L 4 A_NoBlocking\n    HARG M 4\n    HARG N 40\n    HARG NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_FadeOut(0.05)\n    stop\n  Raise:\n    HARG NMLKJI 5\n    goto See\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/hudstuff.txt",
        "contents": "// These are dummy items to control when HUD elements are displayed.\n// To debug these, just give them at the console.\n\nACTOR HUDCredits : Inventory // Displays top bar when in Intermission\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR HUDInGame : Inventory // Displays topleft and topright bars in missions\n{\n\tInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "actors/models.txt",
        "contents": "///////////////////////////////////////\n//Viper attack craft\n///////////////////////////////////////\n\nactor DecorationShip\n{\n    Radius 8\n    Height 6\n    Speed 6\n    Damage 3\n    SeeSound \"viper/flyby\"\n    PROJECTILE\n    +DONTSPLASH\n    -ACTIVATEIMPACT\n    +NoGravity\n    +ACTIVATEPCROSS\n    +CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n        POSS A 1\n        POSS A 0 A_SpawnItemEx(\"DecorationShip_Steam\", -32, -5, -1, 0, 0, 0, 0, 128, 0)\n        POSS A 0 A_SpawnItemEx(\"DecorationShip_Steam\", -32, 5, -1, 0, 0, 0, 0, 128, 0)\n        Loop\n    Death:\n        POSS A 4\n        Stop\n    }\n}\n\nactor DecorationShip_Steam\n{\n +Missile\n +NoBlockmap\n +NoGravity\n -ACTIVATEMCROSS\n +FORCEXYBILLBOARD\n Radius 1\n Height 1\n RenderStyle Add\n Alpha 0.2\n Scale 0.2\n States\n {\n  Spawn:\n   SSST A 0\n   SSST AAAA 1 BRIGHT A_FadeIn(0.2)\n   SSST AAAAAAAAAA 1 BRIGHT A_FadeOut(0.1)\n   stop\n  Death:\n   TNT1 A 1\n   stop\n }\n}\n\nACTOR DecorationStation\n{\n\tRadius 20\n\tHeight 64\n\t+FLOORCLIP\n        +NoGravity\n\tStates\n\t{\n\tSpawn:\n\t\tPOSS A 3\n\t\tLoop\n\t}\n}\n\nActor DecorationUT1 : DecorationStation\n{\n\tRadius 20\n}\n\nActor DecorationUT2: DecorationStation\n{\n\tRadius 20\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/archonofhell.txt",
        "contents": "ACTOR ArchonOfHell : BaronOfHell 30104\n{\n//$Category Stronghold_Monsters\nspawnid 220\npainchance \"Stunner\", 128\n\nHealth 2000\nRadius 24\nHeight 64\nMass 1000\nSpeed 8\nPainChance 20\nMONSTER\nMeleeDamage 10\nObituary \"%o was no match for an archon of hell.\"\nHitObituary \"%o was ripped apart by an archon of hell.\"\nBloodColor \"33 FF 00\"\n+NOTARGET\n+FLOORCLIP\n+MISSILEMORE\n+BOSS\n+DONTHURTSPECIES\nSeeSound \"monster/ar2sit\"\nPainSound \"baron/pain\"\nDeathSound \"monster/ar2dth\"\nMeleeSound \"baron/melee\"\nSpawnID 174\nStates\n   {\n   Spawn:\n       BOS4 AB 10 A_Look\n       Loop\n   See:\n       BOS4 AABBCCDD 3 A_Chase\n       Loop\n   Missile:\n       BOS4 B 0 A_Jump(128,15)\n       BOS4 EF 8 Bright A_FaceTarget\n       BOS4 G 0 Bright A_CustomMissile (\"BaronBall\",28,0,0,0)\n       BOS4 G 0 Bright A_CustomMissile (\"BaronBall\",28,0,-4,0)\n       BOS4 G 3 Bright A_CustomMissile (\"BaronBall\",28,0,4,0)\n       BOS4 H 3 Bright\n       BOS4 H 0 A_Jump(64,8)\n       BOS4 IJ 8 Bright A_FaceTarget\n       BOS4 K 0 Bright A_CustomMissile (\"BaronBall\",28,0,0,0)\n       BOS4 K 0 Bright A_CustomMissile (\"BaronBall\",28,0,-4,0)\n       BOS4 K 3 Bright A_CustomMissile (\"BaronBall\",28,0,4,0)\n       BOS4 L 3 Bright\n       BOS4 L 0 A_Jump(64,1)\n       Goto See\n       BOS4 MN 8 Bright A_FaceTarget\n       BOS4 O 0 Bright A_Jump(128,3)\n       BOS4 O 4 Bright A_CustomMissile (\"ArchonComet\",28,0,0,0)\n       BOS4 P 4 Bright\n       Goto See\n       BOS4 O 0 A_CustomMissile (\"BaronBall\",28,0,-6,0)\n       BOS4 O 0 A_CustomMissile (\"BaronBall\",28,0,-4,0)\n       BOS4 O 0 A_CustomMissile (\"BaronBall\",28,0,-2,0)\n       BOS4 O 0 A_CustomMissile (\"BaronBall\",28,0,2,0)\n       BOS4 O 0 A_CustomMissile (\"BaronBall\",28,0,4,0)\n       BOS4 O 3 Bright A_CustomMissile (\"BaronBall\",28,0,6,0)\n       BOS4 P 3 Bright\n       Goto See\n   Melee:\n       BOS4 EF 8 Bright A_FaceTarget\n       BOS4 G 3 Bright A_MeleeAttack\n       BOS4 H 3 Bright\n       BOS4 H 0 A_Jump (128,1)\n       Goto See\n       BOS4 IJ 8 Bright A_FaceTarget\n       BOS4 K 3 Bright A_MeleeAttack\n       BOS4 L 3 Bright\n       BOS4 L 0 A_Jump (64,1)\n       Goto See\n       BOS4 MN 8 Bright A_FaceTarget\n       BOS4 O 0 Bright A_MeleeAttack\n       BOS4 O 3 Bright A_MeleeAttack\n       BOS4 P 3 Bright\n       Goto See\n   Pain:\n       BOS4 Q 2\n       BOS4 Q 2 A_Pain\n       Goto See\n   Pain.Stunner:\n       BOS4 Q 2 A_ChangeFlag(\"NoPain\", 1)\n       BOS4 Q 300 A_Pain\n       BOS4 Q 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n   Death:\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 12)\n       BOS4 R 6 Bright\n       BOS4 S 6 Bright A_Scream\n       BOS4 T 6 Bright\n       BOS4 U 6 Bright A_NoBlocking\n       BOS4 VW 6 Bright\n       BOS4 X 6 Bright A_SpawnItemEx(\"ArchonSoul\",0,0,86,0,0,3,0,128)\n       BOS4 YZ 6 Bright\n       BOZ4 Z 6 Bright A_Fall\n       Stop\n     }\n}\n\nACTOR ArchonComet\n{\n   Radius 8\n   Height 12\n   Speed 25\n   Damage 20\n   Scale 1.0\n   SpawnID 251\n   PROJECTILE\n   RENDERSTYLE Normal\n   +THRUGHOST\n   SeeSound \"weapons/firbfi\"\n   DeathSound \"weapons/hellex\"\n   DONTHURTSHOOTER\n   +FIREDAMAGE\n   States\n   {\n   Spawn:\n      ARCB AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"ArchonCometTrail\",0,0,0,0,0,0,0,128)\n      loop\n   Death:\n      ARCB J 0 Bright A_SetTranslucent (0.67,1)\n      ARCB J 3 Bright\n      ARCB K 3 Bright A_Explode(128,128,0)\n      ARCB LMN 3 Bright\n      stop\n   }\n}\n\nACTOR ArchonSoul\n{\n   Radius 1\n   Height 1\n   Speed 3\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.80\n   States\n   {\n   Spawn:\n      BFX1 ABCD 6 BRIGHT\n      Stop\n   }\n}\n\nACTOR ArchonCometTrail\n{\n   Radius 3\n   Height 3\n   Scale 0.75\n   Speed 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   States\n   {\n   Spawn:\n      TNT1 A 3 Bright\n      ARCB DEFGHI 3 BRIGHT\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/azazel.txt",
        "contents": "actor Azazel\n{\n//$Category Stronghold_Monsters\nspawnid 216\npainchance \"Stunner\", 128\n\n    Health 1400\n    Radius 22\n    Height 64\n    Speed 12\n    PainChance 20\n    Mass 1500\n    MONSTER\n    +FLOORCLIP\n    +MISSILEEVENMORE\n    +MISSILEMORE\n    +NORADIUSDMG\n    MinMissileChance 20\n    SeeSound \"diablo2/goatman/sight\"\n    PainSound \"diablo2/goatman/pain\"\n    DeathSound \"Goat/death\"\n    ActiveSound \"diablo2/goatman/idle\"\n    MeleeSound \"baron/melee\"\n    Obituary \"%o was slaughtered by Azazel.\"\n    MeleeDamage 8\n    States\n    {\n    Spawn:\n        AZEW A 5 A_Look\n        Loop\n    See:\n        AZEW AABBCCDD 3 A_Chase\n        Loop\n    Missile:\n\t  TNT1 A 0 A_Jump(64,\"MDoubleSerie\")\n\t  TNT1 A 0 A_Jump(128,\"MRightHand\")\n    MLeftHand:\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t  AZEA D 4 A_FaceTarget\n\t  AZEA E 4 A_FaceTarget\n\t  AZEA F 7 A_CustomMissile(\"SatyrLordMissile1\",32,-5,0)\n\t  Goto see\n    MRightHand:\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t  AZEA A 4 A_FaceTarget\n\t  AZEA B 4 A_FaceTarget\n\t  AZEA C 7 A_CustomMissile(\"SatyrLordMissile2\",32,5,0)\n\t  Goto see\n    MDoubleSerie:\n\t  TNT1 A 0 A_PlaySoundEx(\"missile1charge\",\"SoundSlot5\")\n\t  TNT1 A 0 A_FaceTarget\n\t  AZEA D 5 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-20,60,0,0,0,32)\n\t  AZEA E 5 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-9,46,0,0,0,32)\n\t  AZEA F 6 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,4,28,0,0,0,32)\n\t  TNT1 A 0 A_PlaySoundEx(\"missile2charge\",\"SoundSlot6\")\n\t  TNT1 A 0 A_FaceTarget\n\t  AZEA A 5 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,20,60,0,0,0,32)\n\t  AZEA B 5 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,9,46,0,0,0,32)\n\t  AZEA C 6 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,-4,28,0,0,0,32)\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t  TNT1 A 0 A_FaceTarget\n\t  AZEA D 5 A_CustomMissile(\"SatyrLordMissileDual1Real\",60,-20,0)\n\t  AZEA E 5 A_CustomMissile(\"SatyrLordMissileDual1Real\",46,-9,0)\n\t  AZEA F 6 A_CustomMissile(\"SatyrLordMissileDual1Real\",28,4,0)\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t  TNT1 A 0 A_FaceTarget\n\t  AZEA A 5 A_CustomMissile(\"SatyrLordMissileDual2Real\",60,20,0)\n\t  AZEA B 5 A_CustomMissile(\"SatyrLordMissileDual2Real\",46,9,0)\n\t  AZEA C 6 A_CustomMissile(\"SatyrLordMissileDual2Real\",28,-4,0)\n\t  Goto see\n    Melee:\n\t  TNT1 A 0 A_Jump(128,\"Melee2\")\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n        AZEA AB 7 A_FaceTarget\n        AZEA C 7 A_MeleeAttack\n\t  Goto See\n    Melee2:\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n        AZEA DE 7 A_FaceTarget\n        AZEA F 7 A_MeleeAttack\n        Goto See\n    Pain:\n    \tTNT1 A 0 A_Jump(64,\"Paincounteratk\")\n        AZEP A 2\n        AZEP A 6 A_Pain\n        Goto See\n    Paincounteratk:\n    \tAZEP A 2\n        AZEP A 2 A_Pain\n\t  TNT1 A 0 HealThing(random(10,120))\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,0)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,45)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-45)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,90)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-90)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,135)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-135)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,180)\n\t  AZEP A 4\n        Goto See\n        Goto See\n    Pain.Stunner:\n       AZEP A 2 A_ChangeFlag(\"NoPain\", 1)\n       AZEP A 300 A_Pain\n       AZEP A 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n    Death:\n        TNT1 A 0 A_GiveToTarget(\"AwardItem\", 24)\n        AZED A 5\n        AZED B 5 A_Scream\n        AZED C 5\n        AZED D 4 A_Fall\n        AZED E 4\n        AZED F 3\n        AZED G 3000\n        AZED GGGGGGGGGGGG 2 A_FadeOut(0.1)\n        Stop\n    }\n}\n\nactor SLGroundFire\n{\n\tProjectile\n\tSpeed 12\n\tDamage 1\n\t+RIPPER\n\tScale 0.4\n\t+FLOORHUGGER\n\tSeeSound \"groundfirestart\"\n\tRenderStyle Add\n\tAlpha 0.9\n\tDecal Scorch\n\tStates\n\t{\n\tSpawn:\n\t\tFX03 B 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 C 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 D 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 E 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 F 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 G 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 H 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 I 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 J 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 K 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 L 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 M 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 N 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 O 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 P 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 Q 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 R 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 S 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 T 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 U 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 V 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 W 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 X 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tFX03 Y 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,16,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SLGFXtraSpawner\n{\n\t+NOCLIP\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tPLAY AAA 0 A_SpawnItemEx(\"SLGFXtra\",0,0,0,random(3,-3),random(3,-3),random(3,-3),0)\n\t\tStop\n\t}\n}\n\nActor SLGFXtra\n{\n\tProjectile\n\tDamage 0\n\t+NOCLIP\n\tSpeed 0\n\tRadius 1\n\t+DONTBLAST\n\tHeight 1\n\tScale 0.09\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tSTAR P 3 Bright\n\t\tSTAR P 0 A_Jump(128,1)\n\t\tLoop\n\t\tSTAR P 3 Bright\n\t\tSTAR P 1 Bright A_FadeOut\n\t\tWait\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile1\n{\n\tProjectile\n\tRadius 8\n\tHeight 16\n\tSpeed 14\n\tDamage 10\n\tScale 0.65\n\tRenderStyle Add\n\tSeeSound \"redballbsee\"\n\tDeathSound \"redballbdeth\"\n\tTranslation \"192:207=172:191\"\n\tDecal PlasmaScorchLower\n\tStates\n\t{\n\tSpawn:\n\t\tANFB AAA 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB BBB 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB CCC 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tANFB DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor SLM1Trail\n{\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ThrustThingZ(0,random(-3,8),0,1)\n\t\tSHTR ABCDDE 3 Bright\n\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile2\n{\n\tSpeed 10\n\tdamage 8\n\tscale 0.35\n\tradius 6\n\theight 12\n\tRENDERSTYLE ADD\n\tAlpha 0.75\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tseesound \"whiteballbsee\"\n\tdeathsound \"whiteballbdeth\"\n\tstates\n\t{\n\tSpawn:\n\t\tPSMM A 2 Bright A_SeekerMissile(10,10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM A 2 Bright A_SeekerMissile(10,10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM B 2 Bright A_SeekerMissile(10,10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM B 2 Bright A_SeekerMissile(10,10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM C 2 Bright A_SeekerMissile(10,10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM C 2 Bright A_SeekerMissile(10,10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\n\t\tPSMM D 2 Bright A_SeekerMissile(10,10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM E 2 Bright A_SeekerMissile(10,10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM F 2 Bright A_SeekerMissile(10,10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tgoto Spawn+12\n\tDeath:\n\t\tPSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)\n\t\tstop\n\t}\n}\n\nActor SLM2Trail\n{\n\tProjectile\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.45\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tPUF2 BDFHJLNPRTVXZ 1\n\t\tPUF3 B 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissileDual1Fake\n{\n\tProjectile\n\tSpeed 0\n\tScale 0.34\n\tRenderStyle Add\n\tSeeSound \"waitingballsspawn\"\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor SatyrLordMissileDual1Real\n{\n\tProjectile\n\tSpeed 16\n\tScale 0.34\n\tRenderStyle Add\n\tDamage 12\n\tRadius 6\n\theight 12\n\tSeeSound \"redballssee\"\n\tDeathSound \"redballsdeth\"\n\tDecal DoomImpScorch\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 A 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 A 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 B 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 B 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 C 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 C 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 D 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 D 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tMSP1 GHIJKLMNO 2\n\t\tStop\n\t}\n}\n\nActor SLMD1RTrail\n{\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ThrustThingZ(0,random(-3,5),0,1)\n\t\tSHTR ABCDDE 3 Bright\n\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nActor SatyrLordMissileDual2Fake\n{\n\tProjectile\n\tSpeed 0\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"waitingballsspawn\"\n\tTranslation \"112:127=80:111\"\n\tStates\n\t{\n\tSpawn:\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor SatyrLordMissileDual2Real\n{\n\tProjectile\n\tSpeed 14\n\tRadius 6\n\tDamage 6\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\t+SeekerMissile\n\tTranslation \"112:127=80:111\"\n\tSeeSound \"whiteballssee\"\n\tDeathSound \"whiteballsdeth\"\n\theight 12\n\tDecal PlasmaScorchLower\n\tStates\n\t{\n\tSpawn:\n\t\tCSSF D 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF D 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF E 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF E 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tCSSF GHI 4 Bright\n\t\tCSSF I 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nActor SLMD2RTrail\n{\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tPUF2 BCDEFGHIJKL 1\n\t\tPUF2 L 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/bigboss.txt",
        "contents": "ACTOR STBoss\n{\n//$Category Stronghold_Monsters\n\tdamagefactor \"corefriendly\", 0\n\tdamagefactor \"bossfactor\", 0.05\n\tGame Doom\n\tHealth 1000000\n\tRadius 48\n\tHeight 128\n\tScale 2.0\n\tMass 4000\n\tSpeed 6\n\tPainChance 10\n\tMinMissileChance 255\n\tMeleeRange 96\n\tMonster\n\t+FLOORCLIP\n\t//A couple boss flags\n\t+BOSSDEATH +NORADIUSDMG +BOSS\n\t//Extremely aggressive\n\t+MISSILEMORE +MISSILEEVENMORE +LOOKALLAROUND\n\t//Very Persistent\n\t+NOBLOCKMONST //+NOTIMEFREEZE +DROPOFF\n\t//Exempt from infighting\n\t+NOTARGET +NOINFIGHTING //+NOTARGETSWITCH\n\tSeeSound \"\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"\"\n\tActiveSound \"baron/active\"\n\tTranslation \"16:47=32:47\", \"48:79=32:47\", \"112:127=160:167\"\n\tObituary \"%o couldn't evade the wrath of Mephistopheles.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOSS AB 10 A_Look\n\t\tLoop\n\tHeal:\n\t\tBOSS H 8\n\tSee:\n\t\tBOSS A 0 A_Jump(5,\"Necromancy\")\n\t\tBOSS A 0 A_JumpIfCloser(1024,\"SeeClose\")\n\t\tBOSS A 0 A_ChangeFlag(\"FRIGHTENED\",0)\n\t\tBOSS AAAAAABBBBBBCCCCCCDDDDDD 1 A_VileChase\n\t\tLoop\n\tSeeClose:\n\t\tBOSS A 0 A_ChangeFlag(\"FRIGHTENED\",1)\n\t\tBOSS AAAAAABBBBBBCCCCCCDDDDDD 1 A_VileChase\n\t\tGoto See\n\tNecromancy:\n\t\tBOSS E 0 A_Jump(45,\"SpiritAttack\")\n\t\tBOSS E 0 A_Jump(15,\"RaiseArmy\")\n\t\tBOSS E 0 A_Jump(5,\"Haunting\")\n\t\tLoop\n\tMelee:\n\t\tBOSS EF 8 A_FaceTarget\n\t\tBOSS G 8 A_CustomMissile(\"STBossAttack8\")\n\t\tGoto See\n\tMissile:\n\t\tBOSS E 0 A_Jump(30,\"FireNova\")\n\t\tBOSS E 0 A_Jump(20,\"ConvergeAttack\")\n\t\tBOSS E 0 A_Jump(20,\"FireVolley\")\n\t\tBOSS E 0 A_Jump(20,\"FireBall\")\n\t\tBOSS E 0 A_Jump(15,\"SpiritAttack\")\n\t\tBOSS E 0 A_Jump(5,\"RaiseArmy\")\n\t\tBOSS E 0 A_Jump(1,\"Haunting\")\n\t\tLoop\n\tConvergeAttack:\n\t\tBOSS EF 8 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack1\",64,0,23)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack1\",64,0,-23)\n\t\tBOSS G 8 A_CustomMissile(\"STBossAttack1\",64,0,0)\n\t\tGoto See\n\tFireNova:\n\t\tBOSS EF 8 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,30,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,60,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,90,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,120,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,150,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,180,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,210,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,240,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,270,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,300,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,330,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,360,2,4)\n\t\tGoto See\n\tFireVolley:\n\t\tBOSS EF 8 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS GGGGGGGG 2 A_CustomMissile(\"STBossAttack3\")\n\t\tGoto See\n\tFireBall:\n\t\tBOSS EF 8 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 8 A_CustomMissile(\"STBossAttack7\")\n\t\tGoto See\n\tSpiritAttack:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS AAAA 0 A_CustomMissile(\"STBossAttack4\")\n\t\tBOSS A 0 A_AlertMonsters\n\t\tGoto See\n\tRaiseArmy:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tGoto See\n\tHaunting:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS AAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack6\")\n\t\tBOSS A 0 A_AlertMonsters\n\t\tGoto See\n\tPain:\n\t\tBOSS H 4\n\t\tBOSS H 4 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tBOSS I 8 Thing_Destroy(0,1)\n\t\tBOSS J 8 A_Scream\n\t\tBOSS K 8 A_GiveToTarget(\"AwardItem\",800)\n\t\tBOSS L 8 A_NoBlocking\n\t\tBOSS MN 8\n\t\tBOSS O -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nACTOR STBossAttack1 {\n\t+SEEKERMISSILE\n\tSpeed 20\n\tDamage 4\n\tRadius 12\n\tHeight 12\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.6\n\tTranslation \"112:127=160:167\"\n\t+RANDOMIZE\n\tDamageType \"fire\"\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 0 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 0 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 0 A_SeekerMissile(0,4)\n\t\tSTFR A 0 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 0 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tTNT1 A 0 A_SeekerMissile(0,4)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 6 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossSparkGen\", 0, 10, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 10, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 10, 0)\n\t\tstop\n\t}\n}\nACTOR STBossAttack2 {\n\tSpeed 20\n\tDamage 1\n\tRadius 24\n\tHeight 24\n\tFastSpeed 35\n\tProjectile\n\t+RIPPER\n\t+RANDOMIZE\n\t+STRIFEDAMAGE\n\tRenderStyle Add\n\tAlpha 1\n\tScale 4.0\n\tDamageType \"fire\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Explode(random(0,random(0,1)),128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"KDBossSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"KDBossSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tLOOP\n\tDeath:\n\t\tTNT1 AA 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tTNT1 AA 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tFIRE CCBBCCBBCCBDCCDDCCDDEEDDEEDDEEFFEEFFEEFFGGHHGGHHGGHH 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\t}\n}\nACTOR STBossAttack3 {\n\tSpeed 20\n\tDamage 4\n\tRadius 18\n\tHeight 18\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.5\n\tTranslation \"112:127=160:167\"\n\t+RANDOMIZE\n\tDamageType \"fire\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 0 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(32,256,0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\nACTOR STBossAttack4 {\n\tTranslation Ice\n\tRenderStyle Add\n\tAlpha 1.0\n\t+LOOKALLAROUND +SHOOTABLE +NOPAIN +SPECTRAL +SEEKERMISSILE +ISMONSTER +NONSHOOTABLE\n\tRadius 16\n\tHeight 56\n\tHealth 1000000\n\tSpeed 20\n\tReactionTime 2\n\tstates\n\t{\n\tSpawn:\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,\"Looking\")\n\t\tSKUL A 0 BRIGHT A_GiveInventory(\"Clip\",10)\n\tLooking:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 2 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 2 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 2 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 2 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tloop\n\tSee:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 2 BRIGHT A_VileChase\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_VileChase\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 2 BRIGHT A_VileChase\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_VileChase\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 2 BRIGHT A_VileChase\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_VileChase\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 2 BRIGHT A_VileChase\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_VileChase\n\t\tloop\n\tMelee:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL CD 5 BRIGHT A_CustomMeleeAttack(random(0,2))\n\t\tSKUL A 5 BRIGHT A_Recoil(-30)\n\t\tSKUL A 0 BRIGHT A_Stop\n\t\tgoto See\n\tHeal:\n\tDeath:\n\t\tSKUL AABBAABBAA 3 BRIGHT A_FadeOut(0.1)\n\t\tstop\n\t}\n}\nACTOR STBossAttack5\n{\n\tProjectile\n\t+RIPPER -DROPOFF\n\t+BLOODLESSIMPACT\n\tDamage 0\n\tSpeed 20\n\tFastSpeed 14\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 5 A_SpawnItemEx(\"STBossSkeleton\",0,0,0,0,0,0,0,0,230)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\nACTOR STBossAttack6 : STBossAttack4\n{\n\tstates\n\t{\n\tSpawn:\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,\"Looking\")\n\t\tSKUL A 0 BRIGHT A_GiveInventory(\"Clip\",60)\n\t\tgoto Looking\n\t}\n}\nACTOR STBossAttack7\n{\n\tSpeed 20\n\tDamage 4\n\tRadius 18\n\tHeight 18\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.75\n\t+RANDOMIZE\n\tDamageType \"fire\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tMISL B 6 bright A_Explode(32,256,0)\n\t\tMISL G 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tMISL G 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tMISL G 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,30,2,4)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,60,2,4)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,90,2,4)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,120,2,4)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,150,2,4)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,180,2,4)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,210,2,4)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,240,2,4)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,270,2,4)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,300,2,4)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,330,2,4)\n\t\tMISL G 0 A_CustomMissile(\"STBossAttack2\",0,0,360,2,4)\n\t\tMISL CD 6 bright\n\t\tstop\n\t}\n}\nACTOR STBossAttack8\n{\n\tSpeed 0\n\tDamage 1000\n\tRadius 24\n\tHeight 24\n\tFastSpeed 35\n\tProjectile\n\t+RANDOMIZE\n\t+STRIFEDAMAGE\n\tRenderStyle Add\n\tAlpha 1\n\tScale 4.0\n\tDamageType \"fire\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\n\tReactionTime 20\n\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Explode(random(0,random(0,1)),128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"KDBossSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"KDBossSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 AA 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tTNT1 AA 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tFIRE A 0 A_PlaySound(\"vile/firecrkl\")\n\t\tFIRE CBCBCDCDCDEDEDEFEFEFGHGHGH 2 bright A_Explode(random(0,random(0,100)),128,0)\n\t\tstop\n\t}\n}\nACTOR STBossSkeleton\n{\n\tBloodType \"KDBossSmallerSmoke\"\n\n\tobituary \"%o got whalloped by a skeleton.\"\n\thealth 20\n\tscale 0.75\n\tradius 15\n\theight 42\n\tmass 20\n\tspeed 15\n\tpainchance 255\n\tseesound \"\"\n\tpainsound \"\"\n\tdeathsound \"skeleton/death\"\n\tactivesound \"\"\n\tTranslation \"48:79=80:111\",\"16:47=80:111\",\"176:191=80:111\",\"160:167=80:103\",\n\t\t\"128:151=88:103\",\"232:235=104:105\",\"236:239=110:111\",\"13:15=107:111\"\n\tDamageFactor \"Fire\",0\n\tMONSTER\n\t+FLOORCLIP +NOPAIN +STRIFEDAMAGE\n\tstates\n\t{\n\tSpawn:\n\t\tSKEL Q 0 A_JumpIfInventory(\"Clip\",1,\"Beginning\")\n\t\tSKEL Q 0 A_GiveInventory(\"Clip\",1)\n\t\tGoto Raise\n\tBeginning:\n\t\tSKEL AB 10 A_Look\n\t\tloop\n\tSee:\n\t\tSKEL Q 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tSKEL AABBCCDDEEFF 2 A_Chase\n\t\tloop\n\tMelee:\n\t\tSKEL G 0 A_FaceTarget\n\t\tSKEL G 6 A_SkelWhoosh\n\t\tSKEL H 6 A_FaceTarget\n\t\tSKEL I 0 A_PlaySound(\"skeleton/melee\")\n\t\tSKEL I 6 A_CustomMeleeAttack(random(1,random(1,3)))\n\t\tgoto See\n\tPain:\n\t\tSKEL L 5\n\t\tSKEL L 5 A_Pain\n\t\tgoto See\n\tDeath:\n\t\tSKEL LM 7\n\t\tSKEL N 7 A_Scream\n\t\tSKEL O 7 A_NoBlocking\n\t\tSKEL PPPPPPP 1 A_SpawnItemEx(\"KDBossSmallerSmoke\", Random(-7, 7), Random(-7, 7), 0, 0, 0, 0.01 * Random(1, 125), 0, 128, 0)\n\t\tSKEL Q -1\n\t\tstop\n\tRaise:\n\t\tSKEL QPONML 5\n\t\tgoto See\n\t}\n}\n\nACTOR STFireEffect {\n\tScale 4.0\n\tRenderStyle Add\n\tstates {\n\tSpawn:\n\t\tFIRE ABABCDCDEFEFGHGH 2 bright\n\t\tstop\n\t}\n}\n\n// ============================== SFX Actors by KeksDose\n// =====================================================\n// By adjusting the reactiontime, you can adjust how\n// many particles are spawned in the generator actors.\n\nActor KDBossSparkGen\n{\n\t+NoInteraction\n\n\tReactionTime 39\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"KDBossSpark\", 0, 0, 0, 0.1 * Random(0, 125), 0.1 * Random(0, 125), 0.1 * Random(0, 140), Random(0, 359), 128, 96)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t}\n}\n\nActor KDBossSmokeGen : KDBossSparkGen\n{\n\tReactionTime 40\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"KDBossSmoke\", 0, 0, 0, 0.1 * Random(0, 12), 0.1 * Random(0, 12), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t}\n}\n\nActor KDBossFlameGen : KDBossSmokeGen\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t}\n}\n\nActor KDBossSpark\n{\n\t+Missile\n\t+NoBlockmap\n\n\tRadius 4\n\tHeight 8\n\tGravity 0.4\n\n\tRenderStyle Add\n\tScale 0.15\n\n\tStates\n\t{\n\tSpawn:\n\t\tPAO1 A 40 Bright\n\t\tPAO1 A 1 Bright A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\nActor KDBossSmoke\n{\n\t+NoInteraction\n\n\tRenderStyle Translucent\n\tScale 0.8\n\tAlpha 0.15\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 0 A_Jump(255, \"IdleA\", \"IdleB\", \"IdleC\", \"IdleD\")\n\tIdleA:\n\t\tSMOK A 1 A_FadeOut(0.0007)\n\t\tLoop\n\tIdleB:\n\t\tSMOK B 1 A_FadeOut(0.0007)\n\t\tLoop\n\tIdleC:\n\t\tSMOK C 1 A_FadeOut(0.0007)\n\t\tLoop\n\tIdleD:\n\t\tSMOK D 1 A_FadeOut(0.0007)\n\t\tLoop\n\t}\n}\n\nActor KDBossBiggerSmoke : KDBossSmoke { Scale 1.4 }\nActor KDBossSmallerSmoke : KDBossSmoke { Scale 0.5 }\n\nActor KDBossFlame\n{\n\t+NoInteraction\n\n\tRenderStyle Add\n\tScale 0.6\n\tAlpha 0.4\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 0 A_Jump(255, \"IdleA\", \"IdleB\", \"IdleC\", \"IdleD\")\n\tIdleA:\n\t\tFRED A 1 A_FadeOut(0.012)\n\t\tLoop\n\tIdleB:\n\t\tFRED B 1 A_FadeOut(0.012)\n\t\tLoop\n\tIdleC:\n\t\tFRED C 1 A_FadeOut(0.012)\n\t\tLoop\n\tIdleD:\n\t\tFRED D 1 A_FadeOut(0.012)\n\t\tLoop\n\t}\n}\n\nActor KDBossBiggerFlame : KDBossFlame { Scale 1.2 }"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/blooddemon.txt",
        "contents": "ACTOR BloodDemon 3110\n{\n//$Category Stronghold_Monsters\n    painchance \"Stunner\", 200\n\n    spawnid 252\n    Health 300\n    Speed 12\n    Height 56\n    Radius 30\n    Mass 400\n    PainChance 180\n    Meleedamage 5\n    REACTIONTIME 8\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"blooddemon/sight\"\n    PainSound \"blooddemon/pain\"\n    DeathSound \"blooddemon/death\"\n    ActiveSound \"blooddemon/active\"\n    //MeleeSound \"blooddemon/melee\"\n    HitObituary \"%o was chewed up and spat out by a blood demon.\"\n    States\n    {\n    Spawn:\n       SRG2 AB 10 A_Look\n       Loop\n    See:\n       SRG2 A 0 A_PlaySound(\"blooddemon/walk\")\n       SRG2 AABB 2 A_Chase\n       SRG2 C 0 A_PlaySound(\"blooddemon/walk\")\n       SRG2 CCDD 2 A_Chase\n       Loop\n    Melee:\n       SRG2 E 0 A_PlaySound(\"blooddemon/melee\")\n       SRG2 EF 8 A_FaceTarget\n       SRG2 G 8 A_MeleeAttack\n       Goto See\n    Pain:\n       SRG2 H 2\n       SRG2 H 2 A_Pain\n       Goto See\n    Pain.Stunner:\n       SRG2 H 2 A_ChangeFlag(\"NoPain\", 1)\n       SRG2 H 300 A_Pain\n       SRG2 H 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n    Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n       SRG2 I 8\n       SRG2 I 0 A_FaceTarget\n       SRG2 J 0 A_SpawnItemEx(\"BloodDemonArm\", 10, 0, 32, 0, 8, 0, 0, 128)\n       SRG2 J 8 A_Scream\n       SRG2 K 4\n       SRG2 L 4 A_NoBlocking\n       SRG2 M 4\n       SRG2 N 3000\n       SRG2 NNNNNNNNNNNN 2 A_FadeOut(0.1)\n       Stop\n    Raise:\n       SRG2 NMLKJI 5\n       Goto See\n    }\n}\n\nACTOR BloodDemonArm\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+Missile\n      States\n\t{\n\tSpawn:\n         SG2A ABCDEFGH 2\n         Loop\n\tDeath:\n\t SG2A I 3000\n         SG2A IIIIIIIIIIII 2 A_FadeOut(0.1)\n\t Loop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/bruiserdemon.txt",
        "contents": "ACTOR BruiserDemon 3333\n{\n//$Category Stronghold_Monsters\n        painchance \"Stunner\", 120\n\n\tSpawnID 234\n        Health 1500\n\tRadius 24\n\tHeight 64\n\tMass 2000\n\tSpeed 8\n\tPainChance 15\n\tMonster\n\t+BOSS\n\t+FLOORCLIP\n\t+LOOKALLAROUND\n\t+MISSILEEVENMORE\n\t+NORADIUSDMG\n\tMissileType BruiserBall\n\tSeeSound \"superbaron/scream\"\n\tPainSound \"superbaron/pain\"\n\tDeathSound \"superbaron/death\"\n\tActiveSound \"superbaron/act\"\n\tMeleeSound \"baron/melee\"\n        DamageFactor \"BruiserAttack\",0\n\tObituary \"%o was slaughtered by a Bruiserdemon.\"\n\tHitObituary \"%o was cremated by a Bruiserdemon.\"\n\tMeleeDamage 20\n\tScale 1.25\n\tStates\n\t{\n\tSpawn:\n\t\tBRUS AB 10 Bright A_Look\n\t\tLoop\n\tSee:\n\t\tBRUS AABBCCDD 3 Bright A_Chase\n\t\tLoop\n\tMelee:\n\t\tBRUS E 6 Bright A_FaceTarget\n\t\tBRUS F 6 Bright A_FaceTarget\n\t\tBRUS G 6 Bright A_ComboAttack\n\t\tGoto See\n\tMissile:\n\t\tBRUS E 0 Bright A_Jump(144, 8)\n\t\tBRUS EF 6 Bright A_FaceTarget\n\t\tBRUS G 6 Bright A_MissileAttack\n\t\tBRUS G 0 Bright A_Jump(96, 1)\n\t\tGoto See\n\t\tBRUS HI 6 Bright A_FaceTarget\n\t\tBRUS J 6 Bright A_MissileAttack\n\t\tGoto See\n\t\tBRUS E 0 Bright A_Jump(96, 20)\n\t\tBRUS E 6 Bright A_FaceTarget\n\t\tBRUS F 4 Bright A_FaceTarget\n\t\tBRUS F 2 Bright A_Custommissile(\"BruiserBall2\",56,0,-40,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-30,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n\t\tBRUS G 0 Bright A_Jump(96, 1)\n\t\tGoto See\n\t\tBRUS H 6 Bright A_FaceTarget\n\t\tBRUS I 4 Bright A_FaceTarget\n\t\tBRUS I 2 Bright A_Custommissile(\"BruiserBall2\",56,0,40,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,30,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n\t\tGoto See\n\t\tBRUS KL 6 Bright A_FaceTarget\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-15,0)\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,0,0)\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,15,0)\n\t\tGoto See\n\tPain:\n\t\tBRUS N 5 Bright A_Pain\n \t\tGoto See\n        Pain.Stunner:\n                BRUS N 2 A_ChangeFlag(\"NoPain\", 1)\n                BRUS N 300 A_Pain\n                BRUS N 0 A_ChangeFlag(\"NoPain\", 0)\n                goto See\n\tDeath:\n                TNT1 A 0 A_GiveToTarget(\"AwardItem\", 24)\n\t\tBRUD A 6 Bright A_Scream\n\t\tBRUD BCD 4 Bright\n\t\tBRUD EFG 4 Bright\n\t\tBRUD H 4 Bright A_Fall\n\t\tBRUD IJKLMNOP 4 Bright\n\t\tBRUD QRSTUV 4\n\t\tBRUD W 3000\n                BRUD WWWWWWWWWWWW 2 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nACTOR BruiserBall\n{\n\tRadius 16\n\tHeight 16\n\tSpeed 18\n\tDamage 16\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle \"ADD\"\n\tAlpha 0.9\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBRBA AABB 2 BRIGHT A_SpawnItemEx(\"BruiserBallTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tBRBA KLMNOPQRSTUVWX 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BruiserBall2\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDamage 8\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle \"ADD\"\n\tAlpha 0.9\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBRB2 AB 6 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBRB2 CDEFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BruiserFireSpawner\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 12\n\tDamage 0\n\t+RIPPER\n\t+FLOORHUGGER\n\t+BLOODLESSIMPACT\n\tProjectile\n\tMissileType BruiserFire\n\tMissileheight 0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n  \t\tTNT1 A 3 Bright A_MissileAttack\n  \t\tTNT1 A 3\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 6\n\t\tStop\n\t}\n}\n\nactor BruiserBallTrail\n{\n    Radius 1\n    Height 1\n    Speed 0\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.70\n    +NOCLIP\n    States\n    {\n    Spawn:\n     \tBRBA CDEFGHIJ 4 Bright\n     \tStop\n    }\n}\n\nACTOR BruiserFire\n{\n\tRadius 1\n    \tHeight 1\n    \tSpeed 0\n    \tDamage 20\n    \tPROJECTILE\n    \tRENDERSTYLE ADD\n    \tALPHA 0.9\n    \t+NOCLIP\n\t+FLOORHUGGER\n        DamageType \"BruiserAttack\"\n\tSeeSound \"weapons/rocklx\"\n    \tStates\n    \t{\n    \tSpawn:\n  \t\tXXBF AB 3 Bright\n    \t\tXXBF C 3 Bright A_Explode(48,128,1)\n\t\tXXBF DEFGHIJKLMNOPQRST 3 Bright\n     \t\tStop\n   \t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/catharsi.txt",
        "contents": "ACTOR Catharsi 29123\n{\n//$Category Stronghold_Monsters\n  painchance \"Stunner\", 255\n\n  SpawnId 230\n  OBITUARY \"%o was blasted by a catharsi.\"\n  Health 120\n  Radius 20\n  Height 56\n  Mass 100\n  Speed 8\n  PainChance 140\n  SEESOUND \"catharsi/sit\"\n  PAINSOUND \"catharsi/pain\"\n  DEATHSOUND \"catharsi/death\"\n  ACTIVESOUND \"imp/active\"\n  MONSTER\n  +FloorClip\n  states\n  {\n  Spawn:\n    SDDM AB 10 A_Look\n    Loop\n  See:\n    SDDM AABBCCDD 3 A_Chase\n    Loop\n  Missile:\n    SDDM E 0 A_Jump(128, 15)\n    SDDM E 4\n    SDDM E 10 A_FaceTarget\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -4, 0)\n    SDDM E 2\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 0, 0)\n    SDDM E 2\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 4, 0)\n    SDDM E 2\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 8, 0)\n    SDDM E 2\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 12, 0)\n    SDDM E 2\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 16, 0)\n    SDDM E 2\n    Goto See\n    SDDM E 4\n    SDDM E 10 A_FaceTarget\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 4, 0)\n    SDDM E 2\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 0, 0)\n    SDDM E 2\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -4, 0)\n    SDDM E 2\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -8, 0)\n    SDDM E 2\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -12, 0)\n    SDDM E 2\n    SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -16, 0)\n    SDDM E 2\n    Goto See\n  Pain:\n    SDDM G 3\n    SDDM G 3 A_Pain\n    Goto See\n  Pain.Stunner:\n       SDDM G 2 A_ChangeFlag(\"NoPain\", 1)\n       SDDM G 300 A_Pain\n       SDDM G 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n    SDDM H 5\n    SDDM I 5 A_Scream\n    SDDM J 5 A_NoBlocking\n    SDDM J 0 A_SpawnItem(\"CatharsiDetonator\", 0, 30)\n    SDDM KLM 5\n    SDDM N 3000\n    SDDM NNNNNNNNNNNN 2 A_FadeOut(0.1)\n    Stop\n  XDeath:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n    SDDM O 5\n    SDDM P 5 A_XScream\n    SDDM Q 5 A_NoBlocking\n    SDDM RSTUV 5\n    SDDM W 3000\n    SDDM WWWWWWWWWWWW 2 A_FadeOut(0.1)\n    Stop\n  Raise:\n    SDDM NMLKJIH 5\n    Goto See\n  }\n}\n\nACTOR CatharsiBall\n{\n  Radius 6\n  Height 8\n  Speed 15\n  Damage 3\n  RENDERSTYLE Add\n  SEESOUND \"catharsi/shotsit\"\n  DEATHSOUND \"catharsi/shotdth\"\n  PROJECTILE\n  +Randomize\n  states\n  {\n  Spawn:\n\tSDFB A 4 BRIGHT\n    Loop\n  Death:\n\tSDFB BCDE 6 BRIGHT\n    stop\n  }\n}\n\nACTOR CatharsiDetonator\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 0\n\tSEESOUND \"catharsi/shotsit\"\n\tDEATHSOUND \"catharsi/shotdth\"\n\t+SOLID\n\t+ISMONSTER\n\t+FloatBob\n\t+Randomize\n\t+NoGravity\n\t+NoBlood\n\tstates\n\t{\n\tSpawn:\n\t\tTHRM A 4 A_PlaySound(\"catharsi/thermtick\")\n\t\tTHRM B 16\n\t\tTHRM A 4 A_PlaySound(\"catharsi/thermtick\")\n\t\tTHRM B 16\n\t\tTHRM A 4 A_PlaySound(\"catharsi/thermtick\")\n\t\tTHRM B 16\n\t\tTHRM A 4 A_PlaySound(\"catharsi/thermtick\")\n\t\tTHRM B 16\n\t\tTHRM A 4 A_PlaySound(\"catharsi/thermtick\")\n\t\tTHRM B 16\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 0)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 20)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 40)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 60)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 80)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 100)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 120)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 140)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 160)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 180)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 200)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 220)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 240)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 260)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 280)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 300)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 320)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 340)\n\t\tSDFB BCDE 6 BRIGHT A_Die\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/cybruiser.txt",
        "contents": "ACTOR Cybruiser : BaronOfHell 30128\n{\n//$Category Stronghold_Monsters\npainchance \"Stunner\", 160\n\nSpawnId 250\nHealth 2000\nRadius 24\nHeight 64\nMass 1000\nSpeed 8\nPainChance 20\nMONSTER\nMeleeDamage 10\nObituary \"%o was blown away by a Cybruiser.\"\nHitObituary \"%o was smashed by a Cybruiser.\"\n+FLOORCLIP\n+MISSILEMORE\n+DONTHURTSPECIES\nSeeSound \"monster/brusit\"\nPainSound \"baron/pain\"\nDeathSound \"monster/brudth\"\nMeleeSound \"baron/melee\"\nStates\n   {\n   Spawn:\n       BRU2 AB 10 A_Look\n       Loop\n   See:\n       BRU2 A 1 A_Playsound(\"monster/bruwlk\")\n       BRU2 A 2 A_Chase\n       BRU2 A 3 A_Chase\n       BRU2 BB 3 A_Chase\n       BRU2 C 1 A_Playsound(\"monster/bruwlk\")\n       BRU2 C 2 A_Chase\n       BRU2 C 3 A_Chase\n       BRU2 DD 3 A_Chase\n       Loop\n   Missile:\n       BRU2 E 8 A_FaceTarget\n       BRU2 F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n       BRU2 E 12 A_FaceTarget\n       BRU2 F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n       BRU2 E 12 A_FaceTarget\n       BRU2 F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n       Goto See\n   Melee:\n       BRU2 GH 8 A_FaceTarget\n       BRU2 I 8 A_MeleeAttack\n       Goto See\n   Pain:\n       BRU2 J 2\n       BRU2 J 2 A_Pain\n       Goto See\n   Pain.Stunner:\n       BRU2 J 2 A_ChangeFlag(\"NoPain\", 1)\n       BRU2 J 300 A_Pain\n       BRU2 J 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n   Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 18)\n       BRU2 K 6 Bright A_Scream\n       BRU2 LMN 6 Bright\n       BRU2 O 6 Bright A_NoBlocking\n       BRU2 QRS 6 Bright\n       BRU2 T 3000 A_BossDeath\n       BRU2 TTTTTTTTTTTT 2 A_FadeOut(0.1)\n       Stop\n   }\n}\n\nACTOR BruiserMissile\n{\n   Radius 8\n   Height 12\n   Speed 20\n   Damage 10\n   Scale 1.0\n   SpawnID 251\n   PROJECTILE\n   RENDERSTYLE Normal\n   SeeSound \"monster/brufir\"\n   DeathSound \"weapons/hellex\"\n   DONTHURTSHOOTER\n   +FIREDAMAGE\n   States\n   {\n   Spawn:\n      FBRS A 1 Bright\n      FBRS A 1 Bright A_SpawnItemEx(\"BruiserTrail\",0,0,0,0,0,0,0,128)\n      loop\n   Death:\n      BAL3 C 0 Bright A_SetTranslucent (0.67,1)\n      BAL3 C 6 Bright\n      BAL3 D 6 Bright A_Explode(64,64,0)\n      BAL3 E 6 Bright\n      stop\n   }\n}\n\nACTOR BruiserTrail\n{\n   Radius 3\n   Height 3\n   RENDERSTYLE Translucent\n   Alpha 0.67\n   PROJECTILE\n   States\n   {\n   Spawn:\n      TNT1 A 3 Bright\n      PUFF ABCD 4 BRIGHT\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/demolisher.txt",
        "contents": "ACTOR Demolisher 30110\n{\n//$Category Stronghold_Monsters\npainchance \"Stunner\", 128\n\nspawnid 249\nObituary \"%o felt the power of the Spider-Demolisher.\"\nHealth 6000\nRadius 96\nHeight 100\nMass 1000\nSpeed 16\nPainChance 20\nMONSTER\n+NOTARGET\n+FLOORCLIP\n+BOSS\n+MISSILEEVENMORE\n+NORADIUSDMG\nSeeSound \"monster/demsit\"\nAttackSound \"spider/attack\"\nPainSound \"spider/pain\"\nDeathSound \"monster/demdth\"\nActiveSound \"spider/active\"\nStates\n   {\n   Spawn:\n       DEMO AB 10 A_Look\n       Loop\n   See:\n       DEMO A 3 A_Metal\n       DEMO ABB 3 A_Chase\n       DEMO C 3 A_Metal\n       DEMO CDD 3 A_Chase\n       DEMO E 3 A_Metal\n       DEMO EFF 3 A_Chase\n       Loop\n   Missile:\n       DEMO A 0 BRIGHT A_Jump (128,20)\n       DEMO A 20 BRIGHT A_FaceTarget\n       DEMO T 1 BRIGHT A_Playsound (\"weapons/bfgf\")\n       DEMO T 4 BRIGHT A_FaceTarget\n       DEMO T 4 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO U 10 BRIGHT A_CustomMissile (\"BFGBall\",32,0,0)\n       DEMO T 0 BRIGHT A_Jump (128,10)\n       DEMO T 1 BRIGHT A_Playsound (\"weapons/bfgf\")\n       DEMO T 4 BRIGHT A_FaceTarget\n       DEMO T 4 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO U 10 BRIGHT A_CustomMissile (\"BFGBall\",32,0,0)\n       DEMO T 0 BRIGHT A_Jump (192,1)\n       Goto See\n       DEMO A 20 BRIGHT A_FaceTarget\n       DEMO G 0 BRIGHT A_SPosAttack\n       DEMO G 4 BRIGHT A_SPosAttack\n       DEMO H 0 BRIGHT A_SPosAttack\n       DEMO H 4 BRIGHT A_SPosAttack\n       DEMO H 1 BRIGHT A_SpidRefire\n       Goto Missile+21\n   Pain:\n       DEMO I 3\n       DEMO I 3 A_Pain\n       Goto See\n   Pain.Stunner:\n       DEMO I 2 A_ChangeFlag(\"NoPain\", 1)\n       DEMO I 300 A_Pain\n       DEMO I 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n   Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 60)\n       DEMO J 20 Bright A_Scream\n       DEMO K 10 Bright A_NoBlocking\n       DEMO LMNOPQR 10 Bright\n       DEMO S 30\n       DEMO S 3000 A_BossDeath\n       DEMO SSSSSSSSSSSS 2 A_FadeOut(0.1)\n       Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/diabolist.txt",
        "contents": "ACTOR Diabloist : Archvile 30112\n{\n//$Category Stronghold_Monsters\nspawnid 219\npainchance \"Stunner\", 64\n\nObituary \"%o was set ablaze by a Diabloist.\"\nHealth 1400\nRadius 20\nHeight 56\nMass 500\nSpeed 15\nPainChance 10\nBloodColor \"08 08 08\"\nMONSTER\n+FIRERESIST\n+FLOORCLIP\n+NOTARGET\n+NORADIUSDMG\n+MISSILEMORE\n+BOSS\n+DONTHURTSPECIES\nSeeSound \"monster/diasit\"\nPainSound \"monster/diapai\"\nDeathSound \"monster/diadth\"\nActiveSound \"monster/diaact\"\nStates\n   {\n   Spawn:\n       DIAB AB 10 A_Look\n       Loop\n   See:\n       DIAB AABBCCDDEEFF 2 A_Chase\n       Loop\n   Missile:\n       DIAB G 0 BRIGHT A_Jump (128,21)\n       DIAB G 0 BRIGHT A_FaceTarget\n       DIAB G 3 Bright A_FaceTarget\n       DIAB H 3 BRIGHT A_FaceTarget\n       DIAB I 3 A_CustomMissile (\"DFire\",32,0,0)\n       DIAB H 3 BRIGHT A_FaceTarget\n       DIAB G 3 Bright A_FaceTarget\n       DIAB H 3 BRIGHT A_FaceTarget\n       DIAB I 3 BRIGHT A_FaceTarget\n       DIAB H 3 BRIGHT A_FaceTarget\n       DIAB G 3 Bright A_FaceTarget\n       DIAB H 3 BRIGHT A_FaceTarget\n       DIAB I 3 BRIGHT A_FaceTarget\n       DIAB H 3 BRIGHT A_FaceTarget\n       DIAB G 3 Bright A_FaceTarget\n       DIAB H 3 BRIGHT A_FaceTarget\n       DIAB I 3 BRIGHT A_FaceTarget\n       DIAB G 3 Bright A_FaceTarget\n       DIAB H 3 BRIGHT A_FaceTarget\n       DIAB I 3 BRIGHT A_FaceTarget\n       DIAB G 0 BRIGHT A_Jump (128,31)\n       Goto See\n       DIAB N 5 BRIGHT A_FaceTarget\n       DIAB O 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB P 0 BRIGHT A_FaceTarget\n       DIAB P 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB N 0 BRIGHT A_FaceTarget\n       DIAB N 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB O 0 BRIGHT A_FaceTarget\n       DIAB O 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB P 0 BRIGHT A_FaceTarget\n       DIAB P 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB N 0 BRIGHT A_FaceTarget\n       DIAB N 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB O 0 BRIGHT A_FaceTarget\n       DIAB O 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB P 0 BRIGHT A_FaceTarget\n       DIAB P 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB N 0 BRIGHT A_FaceTarget\n       DIAB N 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB O 0 BRIGHT A_FaceTarget\n       DIAB O 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB P 0 BRIGHT A_FaceTarget\n       DIAB P 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB N 0 BRIGHT A_FaceTarget\n       DIAB N 5 BRIGHT A_CustomMissile (\"DFlare\",40,0,random(-4,4))\n       DIAB O 0 BRIGHT A_FaceTarget\n       DIAB P 5 BRIGHT\n       DIAB P 0 BRIGHT A_Jump (64,3)\n       DIAB P 0 BRIGHT A_Jump (128,14)\n       Goto See\n       DIAB GHIJKLM 5 BRIGHT A_FaceTarget\n       DIAB N 5 BRIGHT A_FaceTarget\n       DIAB O 1 BRIGHT A_Playsound (\"weapons/firbfi\")\n       DIAB O 4 BRIGHT A_CustomMissile (\"DMissile\",32,0,0)\n       DIAB P 5 BRIGHT\n       DIAB P 0 BRIGHT A_Jump (128,1)\n       Goto See\n       DIAB [ 8 BRIGHT A_FaceTarget\n       DIAB \\ 8 BRIGHT A_FaceTarget\n       DIAB ] 0 BRIGHT A_CustomMissile (\"DTracer\",0,-40,0)\n       DIAB ] 8 BRIGHT A_CustomMissile (\"DTracer\",0,40,0)\n       Goto See\n   Pain:\n       DIAB Q 5\n       DIAB Q 5 A_Pain\n       Goto See\n   Pain.Stunner:\n       DIAB Q 2 A_ChangeFlag(\"NoPain\", 1)\n       DIAB Q 300 A_Pain\n       DIAB Q 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n   Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 16)\n       DIAB Q 7\n       DIAB R 7 A_Scream\n       DIAB S 7 A_NoBlocking\n       DIAB TUVW 7\n       DIAB XY 5\n       DIAB Z 3000\n       DIAB ZZZZZZZZZZZZZZ 2 A_FadeOut(0.1)\n       Stop\n   }\n}\n\nActor DFire\n{\n   Obituary \"%o was set ablaze by a Diabloist.\"\n   Radius 0\n   Height 1\n   Speed 0\n   RENDERSTYLE ADD\n   DamageType fire\n   ALPHA 1.00\n   +NOGRAVITY\n   +SEEKERMISSILE\n   +NOTARGET\n   +NODAMAGETHRUST\n   States\n   {\n   Spawn:\n      HLFR A 2 Bright A_StartFire\n      TNT1 A 0 Bright A_Explode(4,32)\n      HLFR B 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(4,32)\n      HLFR A 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(4,32)\n      HLFR B 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(4,32)\n      HLFR C 2 Bright A_FireCrackle\n      TNT1 A 0 Bright A_Explode(4,32)\n      HLFR B 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR C 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR B 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR C 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR D 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR C 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR D 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR C 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR D 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR E 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR D 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR E 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(5,32)\n      HLFR D 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(4,32)\n      HLFR E 2 Bright A_FireCrackle\n      TNT1 A 0 Bright A_Explode(4,32)\n      HLFR F 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(3,32)\n      HLFR E 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(3,32)\n      HLFR F 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(3,32)\n      HLFR E 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(2,32)\n      HLFR F 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(2,32)\n      HLFR G 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(2,32)\n      HLFR H 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(1,32)\n      HLFR G 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(1,32)\n      HLFR H 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(1,32)\n      HLFR G 2 Bright A_Fire\n      TNT1 A 0 Bright A_Explode(1,32)\n      HLFR H 2 Bright A_Fire\n      stop\n   }\n}\n\nACTOR DFlare\n{\n   Radius 5\n   Height 5\n   Speed 25\n   Damage 3\n   SpawnID 252\n   RENDERSTYLE ADD\n   DamageType fire\n   ALPHA 0.85\n   PROJECTILE\n   Obituary \"%o got was set ablaze by a Diabloist.\"\n   Seesound \"weapons/firmfi\"\n   DeathSound \"weapons/firex4\"\n   States\n   {\n   Spawn:\n      VBAL AB 3 Bright A_SpawnItemEx(\"MFlareFX\",0,0,0,0,0,0,0,128)\n      loop\n   Death:\n      CBAL CDEFG 3 Bright\n      stop\n   }\n}\n\nACTOR DMissile : CFlameMissile\n{\n+THRUGHOST\n}\n\nACTOR DTracer\n{\n   Radius 5\n   Height 5\n   Speed 15\n   ReactionTime 175\n   Damage 7\n   ExplosionDamage 64\n   ExplosionRadius 64\n   DamageType fire\n   RenderStyle ADD\n   Alpha 0.67\n   PROJECTILE\n   +SEEKERMISSILE\n   +FLOORHUGGER\n   -NOGRAVITY\n   Obituary \"%o got was set ablaze by a Diabloist.\"\n   Seesound \"weapons/diasht\"\n   DeathSound \"weapons/firex3\"\n   States\n   {\n   Spawn:\n      TNT1 A 1 Bright A_SeekerMissile (10,15)\n      TNT1 A 0 Bright A_Countdown\n      TNT1 A 0 Bright A_CustomMissile(\"DTracerPuff\",0,0,0,0)\n      loop\n   Death:\n      FTRA K 4 Bright\n      FTRA L 4 Bright A_Explode\n      FTRA MNO 3 Bright\n      stop\n   }\n}\n\nACTOR MFlareFX\n{\n   Radius 0\n   Height 1\n   Speed 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   States\n   {\n   Spawn:\n      FDFX ABCDEF 4 Bright\n      Stop\n   }\n}\n\nACTOR DTracerPuff\n{\n   Radius 1\n   Height 1\n   Speed 0\n   RENDERSTYLE ADD\n   DamageType fire\n   ALPHA 0.67\n   PROJECTILE\n   +FLOORHUGGER\n   -NOGRAVITY\n   States\n   {\n   Spawn:\n      FTRA ABCDEFGHIJ 3 Bright A_Explode(4,8)\n      stop\n   }\n}\n\nACTOR DMissileTrail : CFlameFloor\n{\n}\n\nACTOR DMissileCircle : CircleFlame\n{\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/dunewarrior.txt",
        "contents": "ACTOR DuneWarrior 30040\n{\n//$Category Stronghold_Monsters\n  spawnid 215\n  painchance \"Stunner\", 128\n\n  OBITUARY \"%o was killed by a dune warrior.\"\n  Health 120\n  Radius 20\n  Height 56\n  Mass 100\n  Speed 12\n  PainChance 160\n  SEESOUND \"dune/sight\"\n  ATTACKSOUND \"chainguy/attack\"\n  PAINSOUND \"dune/pain\"\n  DEATHSOUND \"dune/death\"\n  DropItem \"Clip\" 128\n  DropItem \"Shell\" 128\n  DropItem \"RocketAmmo\" 128\n  MONSTER\n  +FloorClip\n  Decal Bulletchip\n  states\n  {\n  Spawn:\n    ZHRT AB 10 A_Look\n    Loop\n  See:\n    ZHRT AABBCCDD 4 A_Chase\n    Loop\n  Missile:\n    ZHRT E 0 A_Jump(80, 6)\n    ZHRT E 0 A_Jump(80, 20)\n    ZHRT E 0 A_Jump(80, 24)\n    ZHRT E 10 A_FaceTarget\n    ZHRT F 10 A_CustomMissile(\"DuneWarriorGrenade\", 32, 0, random(16,-16), 0)\n    ZHRT E 10\n    Goto See\n    ZHRT E 10 A_FaceTarget\n    ZHRT FE 4 BRIGHT A_CPosAttack\n    ZHRT F 1\n    ZHRT FE 4 BRIGHT A_CPosAttack\n    ZHRT F 1\n    ZHRT FE 4 BRIGHT A_CPosAttack\n    ZHRT F 1\n    ZHRT FE 4 BRIGHT A_CPosAttack\n    ZHRT F 1\n    ZHRT FE 4 BRIGHT A_CPosAttack\n    ZHRT F 1\n    Goto See\n    ZHRT E 6 A_FaceTarget\n    ZHRT F 12 A_CustomMissile(\"DuneWarriorMissile\", 32, 0, random(16,-16), 0)\n    ZHRT E 12 A_FaceTarget\n    ZHRT F 12 A_CustomMissile(\"DuneWarriorMissile\", 32, 0, random(16,-16), 0)\n    Goto See\n    ZHRT A 0 A_SetInvulnerable\n    ZHRT A 0 A_UnSetShootable\n    ZHRT A 0 A_PlaySound(\"dune/active\")\n    ZHRT A 1 A_SetTranslucent(0.8, 0)\n    ZHRT A 1 A_SetTranslucent(0.6, 0)\n    ZHRT A 1 A_SetTranslucent(0.4, 0)\n    ZHRT A 1 A_SetTranslucent(0.3, 0)\n    ZHRT A 1 A_SetTranslucent(0.0, 0)\n    ZHRT AABBCCDDAABBCCDDAABBCCDDAABBCCDD 4 A_ExtChase(0,0)\n    ZHRT A 0 A_PlaySound(\"dune/active\")\n    ZHRT C 1 A_SetTranslucent(0.2, 0)\n    ZHRT C 1 A_SetTranslucent(0.4, 0)\n    ZHRT D 1 A_SetTranslucent(0.6, 0)\n    ZHRT D 1 A_SetTranslucent(0.8, 0)\n    ZHRT D 1 A_SetTranslucent(1.0, 0)\n    ZHRT A 0 A_UnsetInvulnerable\n    ZHRT A 0 A_SetShootable\n    Goto Missile+22\n  Pain:\n    ZHRT G 3\n    ZHRT G 3 A_Pain\n    ZHRT G 0 A_Jump(128,1)\n    Goto Missile\n    ZHRT G 0\n    Goto Missile+27\n  Pain.Stunner:\n       ZHRT G 2 A_ChangeFlag(\"NoPain\", 1)\n       ZHRT G 300 A_Pain\n       ZHRT G 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n    ZHRT H 5\n    ZHRT I 5 A_Scream\n    ZHRT J 5 A_NoBlocking\n    ZHRT K 5\n    ZHRT L 3000\n    ZHRT LLLLLLLLLLLL 2 A_FadeOut(0.1)\n    Stop\n  XDeath:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n    ZHRT O 5\n    ZHRT P 5 A_XScream\n    ZHRT Q 5 A_NoBlocking\n    ZHRT RTUV 5\n    ZHRT W 3000\n    ZHRT WWWWWWWWWWWW 2 A_FadeOut(0.1)\n    Stop\n  Raise:\n    ZHRT KJIH 5\n    Goto See\n  }\n}\n\nACTOR DuneWarriorMissile\n{\n   Radius 8\n   Height 12\n   Speed 20\n   Damage 10\n   Scale 0.6\n   SpawnID 251\n   PROJECTILE\n   RENDERSTYLE Normal\n   SeeSound \"monster/brufir\"\n   DeathSound \"weapons/hellex\"\n   DONTHURTSHOOTER\n   +FIREDAMAGE\n   States\n   {\n   Spawn:\n      FBRS A 1 Bright\n      FBRS A 1 Bright A_SpawnItemEx(\"BruiserTrail\",0,0,0,0,0,0,0,128)\n      loop\n   Death:\n      BAL3 C 0 Bright A_SetTranslucent (0.67,1)\n      BAL3 C 6 Bright\n      BAL3 D 6 Bright A_Explode(64,64,0)\n      BAL3 E 6 Bright\n      stop\n   }\n}\n\nACTOR DuneWarriorGrenade\n{\n  Radius 6\n  Height 8\n  Speed 20\n  SEESOUND \"dune/bounce\"\n  DEATHSOUND \"catharsi/shotdth\"\n  PROJECTILE\n  -Shootable\n  +DoomBounce\n  +Randomize\n  -NoGravity\n  states\n  {\n  Spawn:\n    THR2 A 4 A_PlaySound(\"catharsi/thermtick\")\n    THR2 B 16\n    THR2 A 4 A_PlaySound(\"catharsi/thermtick\")\n    THR2 B 16\n    THR2 A 4 A_PlaySound(\"catharsi/thermtick\")\n    THR2 B 16\n    THR2 A 4 A_PlaySound(\"catharsi/thermtick\")\n    THR2 B 16\n    THR2 A 4 A_PlaySound(\"catharsi/thermtick\")\n    THR2 B 16\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 0)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 20)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 40)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 60)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 80)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 100)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 120)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 140)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 160)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 180)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 200)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 220)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 240)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 260)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 280)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 300)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 320)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 340)\n    SDFB BCDE 6 BRIGHT A_Die\n    Loop\n  Death:\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 0)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 20)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 40)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 60)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 80)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 100)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 120)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 140)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 160)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 180)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 200)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 220)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 240)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 260)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 280)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 300)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 320)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 340)\n    SDFB BCDE 6 BRIGHT A_Die\n    Stop\n  }\n}"
      },
      {
        "source": "readmes",
        "name": null,
        "contents": "=============================================================================\nTitle                   : Stronghold\nVersion\t\t\t: v1.0\nFilename                : strnghld_v1.pk3\nDate Finished           : November, 8th 2010\nAuthor                  : Various\n\t\t\t  (see below for a more detailed listing)\nWeb Page                : http://www.realm667.com/\n\nEmail Addresses         : webmaster@tormentor667.de\n\nDescription             : You know Doom, it is always the same, get some weapons,\n\t\t\t  infiltrate the destroyed UAC base or demon hive, kill\n\t\t\t  all the monsters and hellspawn and find the exit switch.\n\t\t\t  This was Doom... until now: Stronghold is a mixture of\n\t\t\t  Unreal Tournament's Assault mode and Skulltag's Invasion\n\t\t\t  mode. Defend your Stronghold against hundreds of monsters,\n\t\t\t  divided into several waves. Earn points, get rewards between\n\t\t\t  waves and let no single enemy pass!\n\nGZDoom Settings\t\t: Lighting Mode MUST be \"Standard\" style\n\nCredits & Special Thx   : Tormentor667 \t\t- Project Lead & Idea, Sprites,\n(in thematical order)\t\t\t \t  Portable Pickups & Powerups,\n\t\t\t\t\t\t  Special Effects, Monsters, DECORATE,\n\t\t\t\t\t\t  Intermap, Mapping (20 maps), Resource\n\t\t\t\t\t\t  Management, Graphics, Custom HUD, SBARINFO\n\t\t\t\t\t\t  Coop Playtesting\n\n                          Morbid Doomer \t- Mapping (support)\n\t\t\t  Skillsaw\t\t- Mapping (3 maps)\n                          MaxPower \t\t- Mapping (support)\n                          Morpheus \t\t- Mapping (4 maps)\n                          Vader \t\t- Mapping (3 maps), Monsters, Textures\n                          Mechadon \t\t- Mapping (support)\n                          Icytux \t\t- Sprites, Coop Playtesting\n                          Starscream \t\t- Mapping (3 maps)\n\t\t\t  Chopkinsca\t\t- Mapping (1 map)\n                          Keksdose \t\t- Mapping (2 maps), GLDefs\n                          Josh \t\t\t- Mapping (2 maps)\n                          Chilvence\t\t- Coding, Mapping (support)\n                          Solarsnowfall \t- Coding, Special Effects\n                          Jimmy91 \t\t- Coding, Quality Control\n                          Agent ME \t\t- Skulltag compatibility\n                          Lexus Alyus \t\t- Music\n                          AgentSpork \t\t- Bigfont\n                          Eriance \t\t- Sprites, Weapons, Monsters, Textures\n                          Okulo \t\t- Voice Acting\n                          wildweasel \t\t- Sound Replacements, Quality Control,\n\t\t\t\t\t\t  forcing us to add him to the creSTRdits\n                          Captain Toenail \t- Sound Replacements, Monsters\n                          SoulPriestess \t- Development FTP and Forum, Tomed Weapons,\n\t\t\t\t\t\t  Quality Control, Miss \"Numerous-Ideas\",\n\t\t\t\t\t\t  Playtesting\n\t\t\t  Nightmare \t\t- Textures\n\t\t\t  Esselfortium\t\t- Textures\n\t\t\t  Phobus\t\t- Mapping (support)\n\t\t\t  Farlowj\t\t- Mapping (support)\n                          Graf Zahl & Randy     - Support, GZDoom/ZDoom\n                          Torr Samaho           - Playtesting, Skulltag, as well as support\n                          Enjay \t\t- Sprites (Marine Assault)\n                          Cutmanmike \t\t- Coding (Shop System)\n\t\t\t  AgentME\t\t- Coding (main script overhaul & perfection), Quality Control\n\t\t\t  Ichor\t\t\t- Auto Drone Powerup Base\n\t\t\t  Torr Samaho\t\t- Technical Support in terms of Skulltag\n\n\t\t\t  Rex Claussen \t\t- Beta Testing\n\t\t\t  Damage \t\t- Beta Testing\n\t\t\t  Wartorn \t\t- Beta Testing\n\t\t\t  Geometer \t\t- Beta Testing\n\n                          DRDTeam.org \t\t- Development Forum\n                          Ocean \t\t- Music (Tunnel B1)\n                          Origin \t\t- Music (Wing Commander)\n                          3D Realms \t\t- Sprites, Textures & Sounds (Duke Nukem 3D)\n                          LucasArts \t\t- Sprites (Dark Forces)\n                          Rogue Entertainment \t- Sprites (Strife)\n                          The ZDoom Community \t- For gWILDreat support!\n                          The Skulltag Team     - For yet another great source port!\n\n\t\t\t  Additional custom monsters by Ben2K9, Neoworm, Insanity Bringer, Maelstrom, TiC\n\t\t\t  Additional support by Firebrand, Hotwax, Ichor, blzut3, Carnevil\n\n\t\t\t  Thanks to all that might have got lost in our chaos of giving the proper\n\t\t\t  credit to everyone who helped us to finish this masterpiece!\n\nMap List\t\t: STR01 \"Introduction\" (Tormentor667)\n\t\t\t  STR02 \"Too Young to Defend\" (Tormentor667)\n\t\t\t  STR03 \"Swamp\" (Tormentor667)\n\t\t\t  STR04 \"Asteroid\" (Tormentor667)\n\t\t\t  STR05 \"Twilight\" (Tormentor667)\n\t\t\t  STR06 \"Downtown\" (Tormentor667)\n\t\t\t  STR07 \"Sandstorm\" (Morbid Doomer / Tormentor667)\n\t\t\t  STR08 \"Tropical Paradox\" (Skillsaw)\n\t\t\t  STR09 \"Volcanic Installation\" (Josh / Morpheus / Tormentor667)\n\t\t\t  STR10 \"Skyfire Research\" (Morpheus / Tormentor667)\n\t\t\t  STR11 \"Tunnel\" (Tormentor667)\n\t\t\t  STR12 \"Dangoo Desert\" (Vader)\n\t\t\t  STR13 \"Inferno\" (Mechadon / Tormentor667)\n\t\t\t  STR14 \"Orbit\" (Tormentor667)\n\t\t\t  STR15 \"Armageddon\" (Icytux)\n\t\t\t  STR16 \"Frozen\" (Tormentor667)\n\t\t\t  STR17 \"Slaughtered\" (Morpheus)\n\t\t\t  STR18 \"Delta Bunker\" (Phobus / Morpheus)\n\t\t\t  STR19 \"Tarstone Fortress\" (Vader)\n\t\t\t  STR20 \"Dusk\" (Keksdose)\n\t\t\t  STR21 \"Overmind\" (Tormentor667)\n\t\t\t  STR22 \"Locus of Pestilence\" (Josh / Vader)\n\t\t\t  STR23 \"Bipolar Bunker\" (Skillsaw)\n\t\t\t  STR24 \"Aurora Emitter\" (Skillsaw)\n\t\t\t  STR25 \"Eye of the Storm\" (Tormentor667)\n\t\t\t  STR26 \"Deepspace 12\" (Tormentor667)\n\t\t\t  STR27 \"Cyclone\" (Tormentor667)\n\t\t\t  STR28 \"Terraforming\" (Starscream)\n\t\t\t  STR29 \"Emerald Skies\" (Tormentor667)\n\t\t\t  STR30 \"Convulsion of Nature\" (Starscream / Tormentor667)\n\t\t\t  STR31 \"Black Gold\" (Skillsaw)\n\t\t\t  STR32 \"Snake Corridors\" (Tormentor667)\n\t\t\t  STR33 \"Antlion Nebula\" (Vader)\n\t\t\t  STR34 \"Three Ways to Die\" (Tormentor667)\n\t\t\t  STR35 \"The Final Stand\" (Tormentor667 / Icytux)\n\t\t\t  Secret map 1 (Chilvence / Tormentor667)\n\t\t\t  Secret map 2 (Farlowj / Tormentor667)\n\t\t\t  Secret map 3 (Tormentor667)\n\t\t\t  Secret map 4 (Vader / Tormentor667)\n\t\t\t  Intermission (Tormentor667)\n\t\t\t  Title Sequence (Tormentor667)\n\t\t\t  Credits / Ending Sequence (Tormentor667)´\n\nInfo for Server admin\t: Use \"puke 766\" in the console while being at the\n\t\t\t  intermap to activate \"Debugmode\". All tiers and\n\t\t\t  maps will be accessable then.\n\n===========================================================================\n\n* Play Information *\n\nMaps                    : 40 (STR01 - STR35) + 4 Secrets + Intermap (MAP99)\nSource Port\t\t: GZDoom / Skulltag\nSingle Player           : Yes\nCooperative 2-8 Player  : Yes\nDeathmatch 2-8 Player   : No\nDifficulty Settings     : Yes\nNew Sounds              : Yes\nNew Music               : Yes\nNew Graphics            : Yes\n\n* Construction *\n\nBase                    : From scratch\nBuild Time              : From May 2004 till November 2010\nEditor(s) used          : Adobe Photoshop, DoomBuilder, ACC, XWE, DecX, SlumpEd\nKnown Bugs              : No major ones\n\n* Other Information *\n\nWhere to Get\t\t: http://www.realm667.com/\n\t\t\t  http://www.doomworld.com/idgames/\nCopy Information\t: You may use material from this project for your own\n\t\t\t  projects as long as you credit the respective creators\n\t\t\t  You may upload this file somewhere else as long as\n\t\t\t  this file stays included as it is\n\t\t\t  You are encouraged to base projects on this resources,\n\t\t\t  setting and scripts"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP99",
      "title": "MAP99",
      "format": "hexen",
      "stats": {
        "things": 663,
        "linedefs": 26594,
        "sidedefs": 47547,
        "vertices": 21603,
        "sectors": 5635,
        "segs": 0,
        "ssectors": 216145,
        "nodes": 0,
        "textures": {
          "TANROCK7": 96,
          "N_LTGN03": 4,
          "NFSTEP11": 10,
          "N_MTTK04": 8,
          "DOORHI": 5,
          "ECOMP41": 8,
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